Merge branch 'SP3-2-Physics' into PlayerControllerWIthNewPhysics
This commit is contained in:
commit
ac99eb9ba0
File diff suppressed because it is too large
Load Diff
|
@ -10,9 +10,12 @@
|
|||
IsActive: true
|
||||
RigidBody Component:
|
||||
Type: Dynamic
|
||||
Auto Mass: false
|
||||
Mass: 1
|
||||
Drag: 0.00999999978
|
||||
Angular Drag: 0.100000001
|
||||
Use Gravity: true
|
||||
Gravity Scale: 1
|
||||
Interpolate: false
|
||||
Sleeping Enabled: true
|
||||
Freeze Position X: false
|
||||
|
@ -35,10 +38,6 @@
|
|||
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||
IsActive: true
|
||||
Scripts:
|
||||
- Type: PhysicsTestObj
|
||||
Enabled: true
|
||||
forceAmount: 50
|
||||
torqueAmount: 500
|
||||
- Type: CollisionTest
|
||||
Enabled: true
|
||||
- EID: 1
|
||||
|
@ -75,10 +74,10 @@
|
|||
Yaw: 0
|
||||
Roll: 0
|
||||
Width: 1920
|
||||
Height: 1080
|
||||
Near: 0.00999999978
|
||||
Far: 10000
|
||||
Perspective: true
|
||||
FOV: 90
|
||||
IsActive: true
|
||||
Scripts: ~
|
||||
- EID: 65539
|
||||
|
@ -173,43 +172,6 @@
|
|||
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||
IsActive: true
|
||||
Scripts: ~
|
||||
- EID: 7
|
||||
Name: Default
|
||||
IsActive: true
|
||||
NumberOfChildren: 0
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: 0, y: 0, z: 3}
|
||||
Rotate: {x: 0, y: 0, z: 0}
|
||||
Scale: {x: 1, y: 1, z: 1}
|
||||
IsActive: true
|
||||
RigidBody Component:
|
||||
Type: Dynamic
|
||||
Drag: 0.00999999978
|
||||
Angular Drag: 0.100000001
|
||||
Use Gravity: true
|
||||
Interpolate: true
|
||||
Sleeping Enabled: true
|
||||
Freeze Position X: false
|
||||
Freeze Position Y: false
|
||||
Freeze Position Z: false
|
||||
Freeze Rotation X: false
|
||||
Freeze Rotation Y: false
|
||||
Freeze Rotation Z: false
|
||||
IsActive: true
|
||||
Collider Component:
|
||||
Colliders:
|
||||
- Is Trigger: false
|
||||
Collision Tag: 1
|
||||
Type: Box
|
||||
Half Extents: {x: 1, y: 1, z: 1}
|
||||
Friction: 0.400000006
|
||||
Bounciness: 0
|
||||
Density: 1
|
||||
Position Offset: {x: 0, y: 0, z: 0}
|
||||
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||
IsActive: true
|
||||
Scripts: ~
|
||||
- EID: 8
|
||||
Name: Target
|
||||
IsActive: true
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/*********************************************************************
|
||||
/*********************************************************************
|
||||
* \file LeafChase.cs
|
||||
* \author Ryan Wang Nian Jing
|
||||
* \brief Leaf node implementation for AI chasing the player
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/*********************************************************************
|
||||
/*********************************************************************
|
||||
* \file LeafPatrol.cs
|
||||
* \author Ryan Wang Nian Jing
|
||||
* \brief Leaf node implementation for patrolling AI
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/*********************************************************************
|
||||
/*********************************************************************
|
||||
* \file LeafSearch.cs
|
||||
* \author Ryan Wang Nian Jing
|
||||
* \brief Leaf node implementation for AI searching for player
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using SHADE;
|
||||
using SHADE;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using static Item;
|
||||
|
@ -65,37 +65,8 @@ public class PhysicsTestObj : Script
|
|||
};
|
||||
|
||||
public float forceAmount = 50.0f;
|
||||
public float torqueAmount = 25.0f;
|
||||
public float torqueAmount = 500.0f;
|
||||
|
||||
protected override void onTriggerEnter(CollisionInfo info)
|
||||
{
|
||||
Debug.Log("Trigger Enter");
|
||||
}
|
||||
|
||||
protected override void onTriggerStay(CollisionInfo info)
|
||||
{
|
||||
Debug.Log("Trigger Stay");
|
||||
}
|
||||
|
||||
protected override void onTriggerExit(CollisionInfo info)
|
||||
{
|
||||
Debug.Log("Trigger Exit");
|
||||
}
|
||||
|
||||
protected override void onCollisionEnter(CollisionInfo info)
|
||||
{
|
||||
Debug.Log("Collision Enter");
|
||||
}
|
||||
|
||||
protected override void onCollisionStay(CollisionInfo info)
|
||||
{
|
||||
Debug.Log("Collision Stay");
|
||||
}
|
||||
|
||||
protected override void onCollisionExit(CollisionInfo info)
|
||||
{
|
||||
Debug.Log("Collision Exit");
|
||||
}
|
||||
protected override void awake()
|
||||
{
|
||||
tf = GetComponent<Transform>();
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using System;
|
||||
using System;
|
||||
using System.Reflection.Metadata.Ecma335;
|
||||
using SHADE;
|
||||
using SHADE_Scripting.UI;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using System;
|
||||
using System;
|
||||
using SHADE;
|
||||
using SHADE_Scripting.Audio;
|
||||
using SHADE_Scripting.UI;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using System;
|
||||
using System;
|
||||
using SHADE;
|
||||
using SHADE_Scripting.Audio;
|
||||
using SHADE_Scripting.UI;
|
||||
|
|
|
@ -436,24 +436,15 @@ namespace SHADE
|
|||
|
||||
if (ImGui::Selectable("Box Collider"))
|
||||
{
|
||||
auto* compositeCollider = dynamic_cast<SHCompositeCollider* const>(component->GetCollider());
|
||||
auto* compositeCollider = reinterpret_cast<SHCompositeCollider* const>(component->GetCollider());
|
||||
compositeCollider->AddBoxCollisionShape(SHVec3::One);
|
||||
}
|
||||
if (ImGui::Selectable("Sphere Collider"))
|
||||
{
|
||||
auto* compositeCollider = dynamic_cast<SHCompositeCollider* const>(component->GetCollider());
|
||||
auto* compositeCollider = reinterpret_cast<SHCompositeCollider* const>(component->GetCollider());
|
||||
compositeCollider->AddSphereCollisionShape(1.0f);
|
||||
}
|
||||
|
||||
//No idea why this doesn't work
|
||||
//if (newColl > 0)
|
||||
//{
|
||||
// auto newCollisionShape = component->GetCollisionShape(newColl);
|
||||
// auto prevCollisionShapeInSeq = component->GetCollisionShape(newColl - 1);
|
||||
// newCollisionShape.SetCollisionTag(SHCollisionTagMatrix::GetTag(prevCollisionShapeInSeq.GetCollisionTag().GetName()));
|
||||
|
||||
//}
|
||||
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -10,6 +10,8 @@
|
|||
|
||||
#include <SHpch.h>
|
||||
|
||||
#include <reactphysics3d/mathematics/Ray.h>
|
||||
|
||||
// Primary Header
|
||||
#include "SHRay.h"
|
||||
|
||||
|
|
|
@ -13,8 +13,13 @@
|
|||
// Project Headers
|
||||
#include "Vector/SHVec3.h"
|
||||
|
||||
/*-------------------------------------------------------------------------------------*/
|
||||
/* Forward Declarations */
|
||||
/*-------------------------------------------------------------------------------------*/
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -47,8 +47,8 @@ namespace SHADE
|
|||
|
||||
bool SHCollision::ConvexVsConvex(const SHCollisionShape& A, const SHCollisionShape& B) noexcept
|
||||
{
|
||||
const SHConvexPolyhedron& POLY_A = dynamic_cast<const SHConvexPolyhedron&>(A);
|
||||
const SHConvexPolyhedron& POLY_B = dynamic_cast<const SHConvexPolyhedron&>(B);
|
||||
const SHConvexPolyhedron& POLY_A = reinterpret_cast<const SHConvexPolyhedron&>(A);
|
||||
const SHConvexPolyhedron& POLY_B = reinterpret_cast<const SHConvexPolyhedron&>(B);
|
||||
|
||||
const SHCollisionUtils::SHCollisionUtils::FaceQuery FACE_QUERY_A = queryFaceDirections(POLY_A, POLY_B);
|
||||
if (FACE_QUERY_A.bestDistance > 0.0f)
|
||||
|
@ -70,8 +70,8 @@ namespace SHADE
|
|||
static constexpr float ABSOLUTE_TOLERANCE = 0.01f;
|
||||
static constexpr float RELATIVE_TOLERANCE = 0.95f;
|
||||
|
||||
const SHConvexPolyhedron& POLY_A = dynamic_cast<const SHConvexPolyhedron&>(A);
|
||||
const SHConvexPolyhedron& POLY_B = dynamic_cast<const SHConvexPolyhedron&>(B);
|
||||
const SHConvexPolyhedron& POLY_A = reinterpret_cast<const SHConvexPolyhedron&>(A);
|
||||
const SHConvexPolyhedron& POLY_B = reinterpret_cast<const SHConvexPolyhedron&>(B);
|
||||
|
||||
const SHCollisionUtils::ShapeTransform TF_A { POLY_A.GetWorldCentroid(), POLY_A.GetWorldOrientation() };
|
||||
const SHCollisionUtils::ShapeTransform TF_B { POLY_B.GetWorldCentroid(), POLY_B.GetWorldOrientation() };
|
||||
|
|
|
@ -42,8 +42,8 @@ namespace SHADE
|
|||
|
||||
bool SHCollision::SphereVsConvex(const SHCollisionShape& A, const SHCollisionShape& B) noexcept
|
||||
{
|
||||
const SHSphere& SPHERE = dynamic_cast<const SHSphere&>(A);
|
||||
const SHConvexPolyhedron& POLYHEDRON = dynamic_cast<const SHConvexPolyhedron&>(B);
|
||||
const SHSphere& SPHERE = reinterpret_cast<const SHSphere&>(A);
|
||||
const SHConvexPolyhedron& POLYHEDRON = reinterpret_cast<const SHConvexPolyhedron&>(B);
|
||||
|
||||
const SHVec3 CENTER = SPHERE.Center;
|
||||
const float RADIUS = SPHERE.GetWorldRadius();
|
||||
|
@ -90,8 +90,8 @@ namespace SHADE
|
|||
{
|
||||
// Convert to underlying types
|
||||
// For the convex, we only need the convex polyhedron shape since the get vertex is pure virtual.
|
||||
const SHSphere& SPHERE = dynamic_cast<const SHSphere&>(A);
|
||||
const SHConvexPolyhedron& POLY = dynamic_cast<const SHConvexPolyhedron&>(B);
|
||||
const SHSphere& SPHERE = reinterpret_cast<const SHSphere&>(A);
|
||||
const SHConvexPolyhedron& POLY = reinterpret_cast<const SHConvexPolyhedron&>(B);
|
||||
|
||||
const SHVec3 CENTER = SPHERE.Center;
|
||||
const float RADIUS = SPHERE.GetWorldRadius();
|
||||
|
|
|
@ -26,8 +26,8 @@ namespace SHADE
|
|||
|
||||
bool SHCollision::SphereVsSphere(const SHCollisionShape& A, const SHCollisionShape& B) noexcept
|
||||
{
|
||||
const SHSphere& SPHERE_A = dynamic_cast<const SHSphere&>(A);
|
||||
const SHSphere& SPHERE_B = dynamic_cast<const SHSphere&>(B);
|
||||
const SHSphere& SPHERE_A = reinterpret_cast<const SHSphere&>(A);
|
||||
const SHSphere& SPHERE_B = reinterpret_cast<const SHSphere&>(B);
|
||||
|
||||
const SHVec3 CENTER_A = SPHERE_A.Center;
|
||||
const float RADIUS_A = SPHERE_A.Radius;
|
||||
|
@ -48,8 +48,8 @@ namespace SHADE
|
|||
bool SHCollision::SphereVsSphere(SHManifold& manifold, const SHCollisionShape& A, const SHCollisionShape& B) noexcept
|
||||
{
|
||||
// Convert to underlying types
|
||||
const SHSphere& SPHERE_A = dynamic_cast<const SHSphere&>(A);
|
||||
const SHSphere& SPHERE_B = dynamic_cast<const SHSphere&>(B);
|
||||
const SHSphere& SPHERE_A = reinterpret_cast<const SHSphere&>(A);
|
||||
const SHSphere& SPHERE_B = reinterpret_cast<const SHSphere&>(B);
|
||||
|
||||
const SHVec3 CENTER_A = SPHERE_A.Center;
|
||||
const float RADIUS_A = SPHERE_A.Radius;
|
||||
|
|
|
@ -338,7 +338,7 @@ namespace SHADE
|
|||
{
|
||||
case SHCollisionShape::Type::BOX:
|
||||
{
|
||||
const SHBox* RHS_BOX = dynamic_cast<const SHBox*>(shape);
|
||||
const SHBox* RHS_BOX = reinterpret_cast<const SHBox*>(shape);
|
||||
|
||||
const SHBoxCreateInfo BOX_CREATE_INFO
|
||||
{
|
||||
|
@ -361,7 +361,7 @@ namespace SHADE
|
|||
}
|
||||
case SHCollisionShape::Type::SPHERE:
|
||||
{
|
||||
const SHSphere* RHS_SPHERE = dynamic_cast<const SHSphere*>(shape);
|
||||
const SHSphere* RHS_SPHERE = reinterpret_cast<const SHSphere*>(shape);
|
||||
|
||||
const SHSphereCreateInfo SPHERE_CREATE_INFO
|
||||
{
|
||||
|
|
|
@ -209,12 +209,12 @@ namespace SHADE
|
|||
{
|
||||
case SHCollisionShape::Type::SPHERE:
|
||||
{
|
||||
baseResult = dynamic_cast<const SHSphere*>(SHAPE)->Raycast(info.ray);
|
||||
baseResult = reinterpret_cast<const SHSphere*>(SHAPE)->Raycast(info.ray);
|
||||
break;
|
||||
}
|
||||
case SHCollisionShape::Type::BOX:
|
||||
{
|
||||
baseResult = dynamic_cast<const SHBox*>(SHAPE)->Raycast(info.ray);
|
||||
baseResult = reinterpret_cast<const SHBox*>(SHAPE)->Raycast(info.ray);
|
||||
break;
|
||||
}
|
||||
case SHCollisionShape::Type::CAPSULE:
|
||||
|
|
|
@ -76,8 +76,6 @@ namespace SHADE
|
|||
continue;
|
||||
|
||||
const auto* SHAPE_A = manifold.shapeA;
|
||||
const auto* SHAPE_B = manifold.shapeB;
|
||||
|
||||
const SHCollisionUtils::ShapeTransform TF_A = { SHAPE_A->GetWorldCentroid(), SHAPE_A->GetWorldOrientation() };
|
||||
|
||||
for (uint32_t i = 0; i < manifold.numContacts; ++i)
|
||||
|
@ -138,22 +136,41 @@ namespace SHADE
|
|||
removeInvalidObject(manifolds, eid, shapeIndex);
|
||||
}
|
||||
|
||||
void SHContactManager::RemoveExpiredContacts() noexcept
|
||||
{
|
||||
// Manifolds
|
||||
for (auto manifoldsIter = manifolds.begin(); manifoldsIter != manifolds.end();)
|
||||
{
|
||||
const auto STATE = manifoldsIter->second.state;
|
||||
if (STATE == SHCollisionState::INVALID || STATE == SHCollisionState::EXIT)
|
||||
manifoldsIter = manifolds.erase(manifoldsIter);
|
||||
else
|
||||
++manifoldsIter;
|
||||
}
|
||||
|
||||
// Triggers
|
||||
for (auto triggersIter = triggers.begin(); triggersIter != triggers.end();)
|
||||
{
|
||||
const auto STATE = triggersIter->second.state;
|
||||
if (STATE == SHCollisionState::INVALID || STATE == SHCollisionState::EXIT)
|
||||
triggersIter = triggers.erase(triggersIter);
|
||||
else
|
||||
++triggersIter;
|
||||
}
|
||||
}
|
||||
|
||||
void SHContactManager::Update() noexcept
|
||||
{
|
||||
// Clear expired or invalid collisions. If not, test collision.
|
||||
for (auto manifoldPair = manifolds.begin(); manifoldPair != manifolds.end();)
|
||||
{
|
||||
// Test collision of every manifold.
|
||||
SHManifold& manifold = manifoldPair->second;
|
||||
SHManifold oldManifold = manifold;
|
||||
|
||||
const bool IS_COLLIDING = SHCollisionDispatcher::Collide(manifold, *manifold.shapeA, *manifold.shapeB);
|
||||
updateCollisionState(IS_COLLIDING, manifold.state);
|
||||
|
||||
auto& collisionState = manifold.state;
|
||||
updateCollisionState(IS_COLLIDING, collisionState);
|
||||
|
||||
const bool IS_INVALID = collisionState == SHCollisionState::INVALID;
|
||||
if (IS_INVALID)
|
||||
// For any false positives
|
||||
if (manifold.state == SHCollisionState::INVALID)
|
||||
{
|
||||
manifoldPair = manifolds.erase(manifoldPair);
|
||||
continue;
|
||||
|
@ -163,19 +180,16 @@ namespace SHADE
|
|||
++manifoldPair;
|
||||
}
|
||||
|
||||
// Clear expired or invalid triggers, If not, test collision.
|
||||
for (auto triggerPair = triggers.begin(); triggerPair != triggers.end();)
|
||||
{
|
||||
// Test collision of every trigger.
|
||||
Trigger& trigger = triggerPair->second;
|
||||
|
||||
const bool IS_COLLIDING = SHCollisionDispatcher::Collide(*trigger.A, *trigger.B);
|
||||
updateCollisionState(IS_COLLIDING, trigger.state);
|
||||
|
||||
auto& collisionState = trigger.state;
|
||||
updateCollisionState(IS_COLLIDING, collisionState);
|
||||
|
||||
const bool IS_INVALID = collisionState == SHCollisionState::INVALID;
|
||||
if (IS_INVALID)
|
||||
// For any false positives
|
||||
if (trigger.state == SHCollisionState::INVALID)
|
||||
triggerPair = triggers.erase(triggerPair);
|
||||
else
|
||||
++triggerPair;
|
||||
|
@ -238,7 +252,11 @@ namespace SHADE
|
|||
{
|
||||
// New states start at invalid. In the first frame of collision, move to enter.
|
||||
// If it already in enter, move to stay
|
||||
state = state == SHCollisionState::INVALID ? SHCollisionState::ENTER : SHCollisionState::STAY;
|
||||
if (state == SHCollisionState::ENTER)
|
||||
state = SHCollisionState::STAY;
|
||||
|
||||
if (state == SHCollisionState::INVALID)
|
||||
state = SHCollisionState::ENTER;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -79,6 +79,12 @@ namespace SHADE
|
|||
void RemoveInvalidatedManifold (EntityID eid) noexcept;
|
||||
void RemoveInvalidatedManifold (EntityID eid, uint32_t shapeIndex) noexcept;
|
||||
|
||||
/**
|
||||
* @brief
|
||||
* Removes any contact manifold or triggers that are in the exit or invalid state.
|
||||
*/
|
||||
void RemoveExpiredContacts () noexcept;
|
||||
|
||||
/**
|
||||
* @brief
|
||||
* Removes any invalidated contacts and triggers, then performs narrowphase collision
|
||||
|
|
|
@ -86,13 +86,19 @@ namespace SHADE
|
|||
|
||||
void SHPhysicsWorld::Step(float dt)
|
||||
{
|
||||
|
||||
|
||||
/*
|
||||
* Detect Collisions
|
||||
*/
|
||||
|
||||
contactManager.RemoveExpiredContacts();
|
||||
|
||||
if (collisionSpace)
|
||||
collisionSpace->DetectCollisions();
|
||||
|
||||
// TODO: Build Islands
|
||||
|
||||
/*
|
||||
* Integrate Forces
|
||||
*/
|
||||
|
@ -106,7 +112,6 @@ namespace SHADE
|
|||
integrateForces(*rigidBody, dt);
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* Resolve Contacts
|
||||
*/
|
||||
|
|
|
@ -9,6 +9,7 @@
|
|||
****************************************************************************************/
|
||||
|
||||
#include <SHpch.h>
|
||||
#include <reactphysics3d/reactphysics3d.h>
|
||||
|
||||
// Primary Header
|
||||
#include "SHColliderComponent.h"
|
||||
|
|
|
@ -10,6 +10,8 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include <rttr/registration>
|
||||
|
||||
// Project Headers
|
||||
|
@ -29,6 +31,7 @@ namespace SHADE
|
|||
/* Friends */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
friend class SHCollisionShape;
|
||||
friend class SHPhysicsSystem;
|
||||
friend struct SHPhysicsObject;
|
||||
|
||||
|
|
|
@ -17,6 +17,15 @@
|
|||
#include "Math/Vector/SHVec3.h"
|
||||
#include "Physics/Dynamics/SHRigidBody.h"
|
||||
|
||||
/*-------------------------------------------------------------------------------------*/
|
||||
/* Forward Declarations */
|
||||
/*-------------------------------------------------------------------------------------*/
|
||||
|
||||
namespace reactphysics3d
|
||||
{
|
||||
class RigidBody;
|
||||
}
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
@ -141,6 +150,22 @@ namespace SHADE
|
|||
void ClearForces () const noexcept;
|
||||
|
||||
private:
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
enum class Flags : uint8_t
|
||||
{
|
||||
GRAVITY = 0x1
|
||||
, SLEEPING = 0x2
|
||||
, LINEAR_X = 0x4
|
||||
, LINEAR_Y = 0x8
|
||||
, LINEAR_Z = 0x10
|
||||
, ANGULAR_X = 0x20
|
||||
, ANGULAR_Y = 0x40
|
||||
, ANGULAR_Z = 0x80
|
||||
};
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Data Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -15,6 +15,7 @@
|
|||
|
||||
// Project Headers
|
||||
#include "ECS_Base/Managers/SHSystemManager.h"
|
||||
#include "Editor/SHEditor.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHDebugDrawSystem.h"
|
||||
#include "Math/Transform/SHTransformComponent.h"
|
||||
#include "Physics/System/SHPhysicsSystem.h"
|
||||
|
@ -36,7 +37,6 @@ namespace SHADE
|
|||
|
||||
void SHPhysicsDebugDrawSystem::PhysicsDebugDraw::Execute(double) noexcept
|
||||
{
|
||||
#ifdef SHEDITOR
|
||||
auto* physicsDebugDrawSystem = reinterpret_cast<SHPhysicsDebugDrawSystem*>(GetSystem());
|
||||
|
||||
if (!physicsDebugDrawSystem->IsDebugDrawActive())
|
||||
|
@ -86,17 +86,22 @@ namespace SHADE
|
|||
}
|
||||
}
|
||||
|
||||
#ifdef SHEDITOR
|
||||
if (DRAW_RAYCASTS)
|
||||
{
|
||||
const SHColour& RAY_COLOUR = physicsDebugDrawSystem->DEBUG_DRAW_COLOURS[SHUtilities::ConvertEnum(Colours::RAYCAST)];
|
||||
|
||||
const auto& RAYS = physicsSystem->raycastHits;
|
||||
for (const auto& hit : RAYS)
|
||||
auto& rays = physicsSystem->raycastHits;
|
||||
for (const auto& hit : rays)
|
||||
debugDrawSystem->DrawLine(hit.start, hit.end, RAY_COLOUR, true);
|
||||
|
||||
// Clear rays for the physics system
|
||||
physicsSystem->raycastHits.clear();
|
||||
// Clear the raycast hit container only in play mode.
|
||||
// No other raycasts are assumed to be done in pause or stop mode.
|
||||
const auto EDITOR_STATE = SHSystemManager::GetSystem<SHEditor>()->editorState;
|
||||
if (EDITOR_STATE == SHEditor::State::PLAY)
|
||||
rays.clear();
|
||||
}
|
||||
#endif
|
||||
|
||||
if (DRAW_BROADPHASE)
|
||||
{
|
||||
|
@ -110,7 +115,6 @@ namespace SHADE
|
|||
debugDrawSystem->DrawWireCube(TRS, AABB_COLOUR);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
} // namespace SHADE
|
||||
|
|
|
@ -93,10 +93,6 @@ namespace SHADE
|
|||
*/
|
||||
}
|
||||
}
|
||||
|
||||
// Collision & Trigger messages
|
||||
if (scriptingSystem != nullptr)
|
||||
scriptingSystem->ExecuteCollisionFunctions();
|
||||
}
|
||||
|
||||
} // namespace SHADE
|
||||
|
|
|
@ -35,10 +35,10 @@ namespace SHADE
|
|||
{
|
||||
auto* physicsSystem = reinterpret_cast<SHPhysicsSystem*>(GetSystem());
|
||||
|
||||
auto* scriptEngine = SHSystemManager::GetSystem<SHScriptEngine>();
|
||||
if (!scriptEngine)
|
||||
auto* scriptingSystem = SHSystemManager::GetSystem<SHScriptEngine>();
|
||||
if (!scriptingSystem)
|
||||
{
|
||||
SHLOGV_ERROR("Unable to invoke FixedUpdate() on scripts due to missing ScriptEngine!")
|
||||
SHLOGV_ERROR("Unable to invoke FixedUpdate() on scripts due to missing SHScriptEngine!")
|
||||
}
|
||||
|
||||
const double FIXED_DT = physicsSystem->fixedDT;
|
||||
|
@ -47,12 +47,15 @@ namespace SHADE
|
|||
int count = 0;
|
||||
while (accumulatedTime > FIXED_DT)
|
||||
{
|
||||
if (scriptEngine)
|
||||
scriptEngine->ExecuteFixedUpdates();
|
||||
if (scriptingSystem)
|
||||
scriptingSystem->ExecuteFixedUpdates();
|
||||
|
||||
if (physicsSystem->physicsWorld)
|
||||
physicsSystem->physicsWorld->Step(static_cast<float>(FIXED_DT));
|
||||
|
||||
if (scriptingSystem != nullptr)
|
||||
scriptingSystem->ExecuteCollisionFunctions();
|
||||
|
||||
accumulatedTime -= FIXED_DT;
|
||||
++count;
|
||||
}
|
||||
|
|
|
@ -287,6 +287,11 @@ namespace SHADE
|
|||
collisionSpace->RemoveCollider(PHYSICS_OBJECT.collider);
|
||||
}
|
||||
|
||||
#ifdef SHEDITOR
|
||||
// HACK: Editor stop always goes into scene exit
|
||||
raycastHits.clear();
|
||||
#endif
|
||||
|
||||
delete collisionSpace;
|
||||
collisionSpace = nullptr;
|
||||
|
||||
|
|
|
@ -39,8 +39,12 @@ namespace SHADE
|
|||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
friend class SHPhysicsDebugDrawSystem;
|
||||
friend class SHCollisionListener;
|
||||
friend class SHRaycaster;
|
||||
|
||||
public:
|
||||
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Constructors & Destructor */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -17,7 +17,6 @@ of DigiPen Institute of Technology is prohibited.
|
|||
#include "Physics/Collision/SHCollisionSpace.h"
|
||||
#include "Physics/Collision/Contacts/SHCollisionEvents.h"
|
||||
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
@ -29,7 +28,6 @@ namespace SHADE
|
|||
struct SHPhysicsRaycastResult;
|
||||
struct SHCollisionSpace::RaycastInfo;
|
||||
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
@ -40,6 +38,48 @@ namespace SHADE
|
|||
class SH_API SHPhysicsSystemInterface final
|
||||
{
|
||||
public:
|
||||
|
||||
struct RaycastInfo
|
||||
{
|
||||
private:
|
||||
/*-------------------------------------------------------------------------------*/
|
||||
/* Friends */
|
||||
/*-------------------------------------------------------------------------------*/
|
||||
|
||||
friend class SHPhysicsSystemInterface;
|
||||
|
||||
public:
|
||||
/*-------------------------------------------------------------------------------*/
|
||||
/* Data Members */
|
||||
/*-------------------------------------------------------------------------------*/
|
||||
|
||||
bool continuous = false;
|
||||
uint16_t layers = static_cast<uint16_t>(SHCollisionTag::Layer::ALL);
|
||||
float distance = std::numeric_limits<float>::infinity();
|
||||
SHRay ray;
|
||||
|
||||
/*-------------------------------------------------------------------------------*/
|
||||
/* Setter Functions */
|
||||
/*-------------------------------------------------------------------------------*/
|
||||
|
||||
/**
|
||||
* @brief
|
||||
* Sets the collider ID for the raycast. Setting this specifies that the ray
|
||||
* should ignore this collider.
|
||||
* @param eid
|
||||
* The entity ID of the collider.
|
||||
*/
|
||||
void SetColliderID(EntityID eid) noexcept { colliderEntityID = eid; }
|
||||
|
||||
private:
|
||||
/*-------------------------------------------------------------------------------*/
|
||||
/* Data Members */
|
||||
/*-------------------------------------------------------------------------------*/
|
||||
|
||||
std::optional<EntityID> colliderEntityID;
|
||||
};
|
||||
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Constructor */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -4,7 +4,6 @@
|
|||
\par email: kahwei.tng\@digipen.edu
|
||||
\date Oct 20, 2022
|
||||
\brief Contains the definition of the functions of the managed Collider class.
|
||||
|
||||
Note: This file is written in C++17/CLI.
|
||||
|
||||
Copyright (C) 2022 DigiPen Institute of Technology.
|
||||
|
@ -15,6 +14,9 @@ of DigiPen Institute of Technology is prohibited.
|
|||
#include "SHpch.h"
|
||||
// Primary Header
|
||||
#include "Collider.hxx"
|
||||
|
||||
#include "Physics/Collision/Shapes/SHBox.h"
|
||||
#include "Physics/Collision/Shapes/SHSphere.h"
|
||||
#include "Utility/Debug.hxx"
|
||||
|
||||
namespace SHADE
|
||||
|
@ -120,7 +122,7 @@ namespace SHADE
|
|||
/* BoxCollider - Constructors */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
BoxCollider::BoxCollider(int arrayIdx, Entity attachedEntity)
|
||||
: CollisionShape { arrayIndex, attachedEntity }
|
||||
: CollisionShape { arrayIdx, attachedEntity }
|
||||
{}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
@ -307,9 +309,9 @@ namespace SHADE
|
|||
case SHCollisionShape::Type::SPHERE:
|
||||
bound = gcnew SphereCollider(i, Owner.GetEntity());
|
||||
break;
|
||||
case SHCollisionShape::Type::CAPSULE:
|
||||
// TODO
|
||||
break;
|
||||
//case SHCollisionShape::Type::CAPSULE:
|
||||
// // TODO
|
||||
// break;
|
||||
default:
|
||||
Debug::LogWarning("[Collider] An invalid Collider Type was detected. Skipping.");
|
||||
break;
|
||||
|
|
|
@ -31,7 +31,7 @@ namespace SHADE
|
|||
if (!shape || shape->GetType() == SHCollisionShape::Type::INVALID)
|
||||
throw gcnew System::InvalidOperationException("Attempted to retrieve invalid CollisionShape.");
|
||||
|
||||
return dynamic_cast<CollisionShapeType&>(*shape);
|
||||
return reinterpret_cast<CollisionShapeType&>(*shape);
|
||||
}
|
||||
catch (std::invalid_argument&)
|
||||
{
|
||||
|
|
|
@ -1,7 +1,9 @@
|
|||
/************************************************************************************//*!
|
||||
\file Collider.hxx
|
||||
\author Tng Kah Wei, kahwei.tng, 390009620
|
||||
Diren D Bharwani, diren.dbharwani, 390002520
|
||||
\par email: kahwei.tng\@digipen.edu
|
||||
email: diren.dbharwani\@digipen.edu
|
||||
\date Oct 20, 2022
|
||||
\brief Contains the definition of the managed Collider class with the
|
||||
declaration of functions for working with it.
|
||||
|
|
Loading…
Reference in New Issue