Merge branch 'SP3-2-Physics' into PlayerControllerWIthNewPhysics

This commit is contained in:
Glence 2023-03-04 00:27:38 +08:00
commit ac99eb9ba0
33 changed files with 204 additions and 512 deletions

File diff suppressed because it is too large Load Diff

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@ -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

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@ -1,4 +1,4 @@
/*********************************************************************
/*********************************************************************
* \file LeafChase.cs
* \author Ryan Wang Nian Jing
* \brief Leaf node implementation for AI chasing the player

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@ -1,4 +1,4 @@
/*********************************************************************
/*********************************************************************
* \file LeafPatrol.cs
* \author Ryan Wang Nian Jing
* \brief Leaf node implementation for patrolling AI

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@ -1,4 +1,4 @@
/*********************************************************************
/*********************************************************************
* \file LeafSearch.cs
* \author Ryan Wang Nian Jing
* \brief Leaf node implementation for AI searching for player

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@ -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>();

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@ -1,4 +1,4 @@
using System;
using System;
using System.Reflection.Metadata.Ecma335;
using SHADE;
using SHADE_Scripting.UI;

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@ -1,4 +1,4 @@
using System;
using System;
using SHADE;
using SHADE_Scripting.Audio;
using SHADE_Scripting.UI;

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@ -1,4 +1,4 @@
using System;
using System;
using SHADE;
using SHADE_Scripting.Audio;
using SHADE_Scripting.UI;

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@ -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();
}
}
@ -787,4 +778,4 @@ namespace SHADE
ImGui::PopID();
}
}
}

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@ -10,6 +10,8 @@
#include <SHpch.h>
#include <reactphysics3d/mathematics/Ray.h>
// Primary Header
#include "SHRay.h"

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@ -13,8 +13,13 @@
// Project Headers
#include "Vector/SHVec3.h"
/*-------------------------------------------------------------------------------------*/
/* Forward Declarations */
/*-------------------------------------------------------------------------------------*/
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/

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@ -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() };

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@ -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();

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@ -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;

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@ -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
{

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@ -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:

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@ -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& 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;
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
{

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@ -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

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@ -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
*/

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@ -9,6 +9,7 @@
****************************************************************************************/
#include <SHpch.h>
#include <reactphysics3d/reactphysics3d.h>
// Primary Header
#include "SHColliderComponent.h"

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@ -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;

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@ -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 */
/*---------------------------------------------------------------------------------*/

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@ -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
}
}
if (DRAW_RAYCASTS)
{
const SHColour& RAY_COLOUR = physicsDebugDrawSystem->DEBUG_DRAW_COLOURS[SHUtilities::ConvertEnum(Colours::RAYCAST)];
#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)
debugDrawSystem->DrawLine(hit.start, hit.end, RAY_COLOUR, true);
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

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@ -35,7 +35,7 @@ namespace SHADE
void SHPhysicsSystem::PhysicsPostUpdate::Execute(double) noexcept
{
auto* physicsSystem = reinterpret_cast<SHPhysicsSystem*>(GetSystem());
auto* physicsSystem = reinterpret_cast<SHPhysicsSystem*>(GetSystem());
auto* scriptingSystem = SHSystemManager::GetSystem<SHScriptEngine>();
if (scriptingSystem == nullptr)
@ -93,10 +93,6 @@ namespace SHADE
*/
}
}
// Collision & Trigger messages
if (scriptingSystem != nullptr)
scriptingSystem->ExecuteCollisionFunctions();
}
} // namespace SHADE

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@ -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;
}

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@ -151,4 +151,4 @@ namespace SHADE
};
} // namespace SHADE
} // namespace SHADE

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@ -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;

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@ -39,8 +39,12 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/
friend class SHPhysicsDebugDrawSystem;
friend class SHCollisionListener;
friend class SHRaycaster;
public:
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/

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@ -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 */
/*-----------------------------------------------------------------------------------*/
@ -39,7 +37,49 @@ namespace SHADE
/// </summary>
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 */
/*---------------------------------------------------------------------------------*/

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@ -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 }
{}
/*---------------------------------------------------------------------------------*/
@ -166,11 +168,11 @@ namespace SHADE
}
float SphereCollider::Radius::get()
{
return getNativeCollisionShape<SHSphere>().GetWorldRadius();
return getNativeCollisionShape<SHSphere>().GetWorldRadius();
}
void SphereCollider::Radius::set(float value)
{
getNativeCollisionShape<SHSphere>().SetWorldRadius(value);
getNativeCollisionShape<SHSphere>().SetWorldRadius(value);
}
/*---------------------------------------------------------------------------------*/
@ -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;
@ -320,4 +322,4 @@ namespace SHADE
subColliderList->Add(bound);
}
}
}
}

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@ -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&)
{

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@ -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.