Merge branch 'main' into PlayerController

This commit is contained in:
Glence 2022-11-24 22:41:00 +08:00
commit f71675ad0e
20 changed files with 9098 additions and 243 deletions

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,3 @@
Name: MainGameWithAIFixed
ID: 89830755
Type: 5

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@ -40,15 +40,7 @@ namespace SHADE_Scripting.AIBehaviour.BehaviourTree
//awake and update functions //awake and update functions
//the only segment in the entire AI that is dependent on the engine //the only segment in the entire AI that is dependent on the engine
private bool test = false;
protected override void awake() protected override void awake()
{
AwakeCall();
}
protected override void start()
{ {
_root = CreateTree(); _root = CreateTree();
_root.InitialiseNode(this); _root.InitialiseNode(this);
@ -59,7 +51,7 @@ namespace SHADE_Scripting.AIBehaviour.BehaviourTree
_root?.Evaluate(); _root?.Evaluate();
Tick(); Tick();
} }
protected abstract void AwakeCall();
protected abstract void Initialise(); protected abstract void Initialise();
protected abstract void Tick(); protected abstract void Tick();
} }

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@ -28,14 +28,13 @@ public partial class Homeowner1 : BehaviourTree
private BehaviourTreeEvents _events { get; set; } private BehaviourTreeEvents _events { get; set; }
public override BehaviourTreeEvents events { get => _events; } public override BehaviourTreeEvents events { get => _events; }
[Tooltip("The player the AI should chase and attempt to capture")]
public GameObject player;
//PATROL FIELDS/////////////////////////////////////////////////////////////// //PATROL FIELDS///////////////////////////////////////////////////////////////
[SerializeField] [SerializeField]
[Tooltip("The list of waypoints for the AI to cycle around")] [Tooltip("The list of waypoints for the AI to cycle around")]
private List<Vector3> waypoints = new List<Vector3>(); private GameObject waypointsPool;
private List<GameObject> waypoints;
[SerializeField] [SerializeField]
[Tooltip("The AI will patrol at this speed")] [Tooltip("The AI will patrol at this speed")]
@ -79,32 +78,18 @@ public partial class Homeowner1 : BehaviourTree
//AI tree //AI tree
public partial class Homeowner1 : BehaviourTree public partial class Homeowner1 : BehaviourTree
{ {
Transform _thisTransform = null;
RigidBody _thisRigidbody = null;
GameObject _playerObject;
private LeafPatrol leafPatrol;
protected override void AwakeCall()
{
_thisTransform = GetComponent<Transform>();
if (!_thisTransform)
Debug.LogError("EMPTY TRANSFORM");
_thisRigidbody = GetComponent<RigidBody>();
if (!_thisRigidbody)
Debug.LogError("EMPTY RIGIDBODY");
if (!player)
Debug.Log("PLAYER MISSING!");
//_playerObject = GameObject.Find("Player").GetValueOrDefault();
}
//Called at the start //Called at the start
protected override void Initialise() protected override void Initialise()
{ {
_events = new Homeowner1Events(this); _events = new Homeowner1Events(this);
events.Initialise(); events.Initialise();
//Initialise the waypoints here
if (waypointsPool)
{
waypoints = (List<GameObject>)waypointsPool.GetChildren();
SetData("waypoints", waypoints);
}
} }
//Called every tick //Called every tick
@ -112,8 +97,8 @@ public partial class Homeowner1 : BehaviourTree
{ {
events.Tick(); events.Tick();
//Footsteps SFX, move them somewhere else soon
float velocity = GetComponent<RigidBody>().LinearVelocity.GetMagnitude(); float velocity = GetComponent<RigidBody>().LinearVelocity.GetMagnitude();
leafPatrol.waypoints = waypoints;
footstepTimeRemaining -= velocity * Time.DeltaTimeF; footstepTimeRemaining -= velocity * Time.DeltaTimeF;
if (footstepTimeRemaining < 0.0f) if (footstepTimeRemaining < 0.0f)
@ -128,22 +113,20 @@ public partial class Homeowner1 : BehaviourTree
//The tree is called from the root every tick //The tree is called from the root every tick
protected override BehaviourTreeNode CreateTree() protected override BehaviourTreeNode CreateTree()
{ {
leafPatrol = new LeafPatrol("Patrol", _thisTransform, waypoints, patrolSpeed, turningSpeed, _thisRigidbody);
//Start from the root, structure it like this to make it look like a tree //Start from the root, structure it like this to make it look like a tree
BehaviourTreeNode root = new BehaviourTreeSelector("Root", new List<BehaviourTreeNode> BehaviourTreeNode root = new BehaviourTreeSelector("Root", new List<BehaviourTreeNode>
{ {
/* new BehaviourTreeSequence("Alerted", new List<BehaviourTreeNode> new BehaviourTreeSequence("Alerted", new List<BehaviourTreeNode>
{ {
new LeafSearch("SearchFOV", _thisTransform, eyeOffset, sightDistance), new LeafSearch("SearchFOV", GetComponent<Transform>(), eyeOffset, sightDistance),
new BehaviourTreeSequence("CatchPlayer", new List<BehaviourTreeNode> new BehaviourTreeSequence("CatchPlayer", new List<BehaviourTreeNode>
{ {
new LeafChase("Chasing", _thisTransform, _thisRigidbody, chaseSpeed, turningSpeed, distanceToCapture, captureTime), new LeafChase("Chasing", GetComponent<Transform>(), GetComponent<RigidBody>(), chaseSpeed, turningSpeed, distanceToCapture, captureTime),
new LeafAttack("Attacking") new LeafAttack("Attacking", GameObject.Find("Player").GetValueOrDefault())
}) })
}),*/ }),
leafPatrol new LeafPatrol("Patrol", GetComponent<Transform>(), patrolSpeed, turningSpeed, GetComponent<RigidBody>())
}); });
return root; return root;
} }
} }

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@ -28,22 +28,13 @@ public partial class LeafAttack : BehaviourTreeNode
//FUNCTIONS //FUNCTIONS
public partial class LeafAttack : BehaviourTreeNode public partial class LeafAttack : BehaviourTreeNode
{ {
public LeafAttack(string name) : base (name) public LeafAttack(string name, GameObject p) : base (name)
{ {
//player = p; player = p;
} }
public override BehaviourTreeNodeStatus Evaluate() public override BehaviourTreeNodeStatus Evaluate()
{ {
{
if (!player)
{
player = GameObject.Find("Player").GetValueOrDefault();
Debug.Log("HERE2");
if (!player) { return BehaviourTreeNodeStatus.FAILURE; }
}
}
//Debug.LogWarning("LeafAttack"); //Debug.LogWarning("LeafAttack");
//Fail if no target in blackboard? //Fail if no target in blackboard?

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@ -22,10 +22,10 @@ public partial class LeafPatrol : BehaviourTreeNode
{ {
//Waypoints and movement //Waypoints and movement
private Transform transform; private Transform transform;
public List<Vector3> waypoints; private List<GameObject> waypoints;
private RigidBody rb; private RigidBody rb;
private float patrolSpeed = 1.0f; private float patrolSpeed;
private float turningSpeed = 5.0f; private float turningSpeed;
private float retreatTimer = 0.0f; private float retreatTimer = 0.0f;
private int currentWaypointIndex = 0; private int currentWaypointIndex = 0;
private bool retreatState = false; private bool retreatState = false;
@ -42,10 +42,9 @@ public partial class LeafPatrol : BehaviourTreeNode
//Constructor, establish values here //Constructor, establish values here
//Despite inheriting from BehaviourTreeNode, we don't have children to this //Despite inheriting from BehaviourTreeNode, we don't have children to this
//node, and hence we do not need to inherit its constructors //node, and hence we do not need to inherit its constructors
public LeafPatrol(string name, Transform t, List<Vector3> wps, float patrolSpeed, float turnSpeed, RigidBody rb) : base(name) public LeafPatrol(string name, Transform t, float patrolSpeed, float turnSpeed, RigidBody rb) : base(name)
{ {
transform = t; transform = t;
waypoints = wps;
this.patrolSpeed = patrolSpeed; this.patrolSpeed = patrolSpeed;
turningSpeed = turnSpeed; turningSpeed = turnSpeed;
this.rb = rb; this.rb = rb;
@ -59,6 +58,10 @@ public partial class LeafPatrol : BehaviourTreeNode
{ {
//Debug.LogWarning("LeafPatrol"); //Debug.LogWarning("LeafPatrol");
onEnter(BehaviourTreeNodeStatus.RUNNING); onEnter(BehaviourTreeNodeStatus.RUNNING);
if(GetNodeData("currentWaypointIndex") == null)
{
SetNodeData("currentWaypointIndex", 0);
}
if (isWaiting) DelayAtWaypoint(); if (isWaiting) DelayAtWaypoint();
else MoveToWaypoint(); else MoveToWaypoint();
@ -80,26 +83,25 @@ public partial class LeafPatrol : BehaviourTreeNode
return; return;
} }
Vector3 remainingDistance = Vector3.Zero; waypoints = (List<GameObject>)GetNodeData("waypoints");
if (currentWaypointIndex > 0) Vector3 targetPosition = waypoints[currentWaypointIndex].GetComponent<Transform>().GlobalPosition;
{
Vector3 targetPosition = waypoints[currentWaypointIndex];
//Reach waypoint by X and Z being near enough //Reach waypoint by X and Z being near enough
//Do not consider Y of waypoints yet //Do not consider Y of waypoints yet
remainingDistance = targetPosition - transform.GlobalPosition; Vector3 remainingDistance = targetPosition - transform.GlobalPosition;
remainingDistance.y = 0.0f; remainingDistance.y = 0.0f;
}
//Reached waypoint, cycle //Reached waypoint, cycle
if (remainingDistance.GetSqrMagnitude() < 0.1f) if (remainingDistance.GetSqrMagnitude() < 0.1f)
{ {
//Cycle waypoints //Cycle waypoints
++currentWaypointIndex; ++currentWaypointIndex;
if (currentWaypointIndex >= waypoints.Count) if (currentWaypointIndex >= waypoints.Count())
currentWaypointIndex = 0; currentWaypointIndex = 0;
//Write to blackboard
SetNodeData("currentWaypointIndex", currentWaypointIndex);
waitCounter = 0.0f; waitCounter = 0.0f;
isWaiting = true; isWaiting = true;
} }
@ -114,7 +116,7 @@ public partial class LeafPatrol : BehaviourTreeNode
//Get the difference vector to the waypoint //Get the difference vector to the waypoint
//Debug.Log("Current Waypoint " + waypoints[currentWaypointIndex].x.ToString() + " " + waypoints[currentWaypointIndex].y.ToString() + " " + waypoints[currentWaypointIndex].z.ToString()); //Debug.Log("Current Waypoint " + waypoints[currentWaypointIndex].x.ToString() + " " + waypoints[currentWaypointIndex].y.ToString() + " " + waypoints[currentWaypointIndex].z.ToString());
//Debug.Log("AI is at " + transform.GlobalPosition.x.ToString() + " " + transform.GlobalPosition.y.ToString() + " " + transform.GlobalPosition.z.ToString()); //Debug.Log("AI is at " + transform.GlobalPosition.x.ToString() + " " + transform.GlobalPosition.y.ToString() + " " + transform.GlobalPosition.z.ToString());
Vector3 normalisedDifference = waypoints[currentWaypointIndex] - transform.GlobalPosition; Vector3 normalisedDifference = targetPosition - transform.GlobalPosition;
normalisedDifference.y = 0.0f; //Do not move vertically normalisedDifference.y = 0.0f; //Do not move vertically
normalisedDifference /= normalisedDifference.GetMagnitude(); normalisedDifference /= normalisedDifference.GetMagnitude();
//Debug.Log("Normalised Difference x " + normalisedDifference.x.ToString() + " z " + normalisedDifference.z.ToString()); //Debug.Log("Normalised Difference x " + normalisedDifference.x.ToString() + " z " + normalisedDifference.z.ToString());

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@ -21,11 +21,10 @@ using System.Threading.Tasks;
//VARIABLES HERE //VARIABLES HERE
public partial class LeafSearch : BehaviourTreeNode public partial class LeafSearch : BehaviourTreeNode
{ {
private GameObject player;
private Transform transform; private Transform transform;
private Vector3 eyeOffset; private Vector3 eyeOffset;
private float sightDistance; private float sightDistance;
private GameObject? player; //To be searched for and marked
} }
//FUNCTIONS HERE //FUNCTIONS HERE
@ -33,29 +32,57 @@ public partial class LeafSearch : BehaviourTreeNode
{ {
public LeafSearch(string name, Transform t, Vector3 eo, float sDist) : base(name) public LeafSearch(string name, Transform t, Vector3 eo, float sDist) : base(name)
{ {
Debug.Log($"===============================PLAYER: {t}");
// player = p;
transform = t; transform = t;
eyeOffset = eo; eyeOffset = eo;
sightDistance = sDist; sightDistance = sDist;
player = null;
}
//Helper, find the nearest unobstructed waypoint to return to when chase is over
private void reevaluateWaypoint()
{
Debug.Log("Reevaluating Waypoints");
List<GameObject> waypoints = (List<GameObject>)GetNodeData("waypoints");
if (waypoints == null)
{
SetNodeData("currentWaypointIndex", 0);
return;
}
int nearestWaypointIndex = 0;
for (int i = 0; i < waypoints.Count; ++i)
{
if ((transform.GlobalPosition - waypoints[i].GetComponent<Transform>().GlobalPosition).GetSqrMagnitude() <
(transform.GlobalPosition - waypoints[nearestWaypointIndex].GetComponent<Transform>().GlobalPosition).GetSqrMagnitude())
{
nearestWaypointIndex = i;
}
}
SetNodeData("currentWaypointIndex", nearestWaypointIndex);
} }
public override BehaviourTreeNodeStatus Evaluate() public override BehaviourTreeNodeStatus Evaluate()
{ {
{
if (!player)
{
player = GameObject.Find("Player").GetValueOrDefault();
if (!player) { Debug.Log("HERE1"); return BehaviourTreeNodeStatus.FAILURE; }
}
}
//Debug.LogWarning("LeafSearch"); //Debug.LogWarning("LeafSearch");
onEnter(BehaviourTreeNodeStatus.RUNNING); onEnter(BehaviourTreeNodeStatus.RUNNING);
//Search for player
player = GameObject.Find("Player");
//Automatically fail if no player is found
if (player == null)
{
SetNodeData("isAlert", false);
status = BehaviourTreeNodeStatus.FAILURE;
onExit(BehaviourTreeNodeStatus.FAILURE);
return status;
}
else
{
//Fail if unable to find a player //Fail if unable to find a player
//Get player's transform //Get player's transform
Transform plrT = player.GetComponent<Transform>(); Transform plrT = player.GetValueOrDefault().GetComponent<Transform>();
//DELETE THIS //DELETE THIS
//Debug.Log("X " + MathF.Sin(transform.LocalEulerAngles.y).ToString() + " Z " + MathF.Cos(transform.LocalEulerAngles.y).ToString()); //Debug.Log("X " + MathF.Sin(transform.LocalEulerAngles.y).ToString() + " Z " + MathF.Cos(transform.LocalEulerAngles.y).ToString());
@ -70,6 +97,7 @@ public partial class LeafSearch : BehaviourTreeNode
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true) if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
{ {
Debug.Log("AI play unalert hmm"); Debug.Log("AI play unalert hmm");
reevaluateWaypoint();
} }
SetNodeData("isAlert", false); SetNodeData("isAlert", false);
status = BehaviourTreeNodeStatus.FAILURE; status = BehaviourTreeNodeStatus.FAILURE;
@ -89,6 +117,7 @@ public partial class LeafSearch : BehaviourTreeNode
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true) if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
{ {
Debug.Log("AI play unalert hmm"); Debug.Log("AI play unalert hmm");
reevaluateWaypoint();
} }
SetNodeData("isAlert", false); SetNodeData("isAlert", false);
status = BehaviourTreeNodeStatus.FAILURE; status = BehaviourTreeNodeStatus.FAILURE;
@ -114,6 +143,7 @@ public partial class LeafSearch : BehaviourTreeNode
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true) if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
{ {
Debug.Log("AI play unalert hmm"); Debug.Log("AI play unalert hmm");
reevaluateWaypoint();
} }
SetNodeData("isAlert", false); SetNodeData("isAlert", false);
status = BehaviourTreeNodeStatus.FAILURE; status = BehaviourTreeNodeStatus.FAILURE;
@ -140,4 +170,5 @@ public partial class LeafSearch : BehaviourTreeNode
onExit(BehaviourTreeNodeStatus.SUCCESS); onExit(BehaviourTreeNodeStatus.SUCCESS);
return status; return status;
} }
}
} }

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@ -74,7 +74,9 @@ namespace Sandbox
SHSystemManager::CreateSystem<SHScriptEngine>(); SHSystemManager::CreateSystem<SHScriptEngine>();
SHSystemManager::CreateSystem<SHTransformSystem>(); SHSystemManager::CreateSystem<SHTransformSystem>();
SHSystemManager::CreateSystem<SHPhysicsSystem>(); SHSystemManager::CreateSystem<SHPhysicsSystem>();
#ifndef _PUBLISH
SHSystemManager::CreateSystem<SHPhysicsDebugDrawSystem>(); SHSystemManager::CreateSystem<SHPhysicsDebugDrawSystem>();
#endif
SHSystemManager::CreateSystem<SHAudioSystem>(); SHSystemManager::CreateSystem<SHAudioSystem>();
SHSystemManager::CreateSystem<SHCameraSystem>(); SHSystemManager::CreateSystem<SHCameraSystem>();
@ -114,7 +116,9 @@ namespace Sandbox
SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsFixedUpdate>(); SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsFixedUpdate>();
SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsPostUpdate>(); SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsPostUpdate>();
#ifndef _PUBLISH
SHSystemManager::RegisterRoutine<SHPhysicsDebugDrawSystem, SHPhysicsDebugDrawSystem::PhysicsDebugDrawRoutine>(); SHSystemManager::RegisterRoutine<SHPhysicsDebugDrawSystem, SHPhysicsDebugDrawSystem::PhysicsDebugDrawRoutine>();
#endif
SHSystemManager::RegisterRoutine<SHTransformSystem, SHTransformSystem::TransformPostPhysicsUpdate>(); SHSystemManager::RegisterRoutine<SHTransformSystem, SHTransformSystem::TransformPostPhysicsUpdate>();
SHSystemManager::RegisterRoutine<SHDebugDrawSystem, SHDebugDrawSystem::ProcessPointsRoutine>(); SHSystemManager::RegisterRoutine<SHDebugDrawSystem, SHDebugDrawSystem::ProcessPointsRoutine>();
@ -189,6 +193,13 @@ namespace Sandbox
SHSystemManager::RunRoutines(false, SHFrameRateController::GetRawDeltaTime()); SHSystemManager::RunRoutines(false, SHFrameRateController::GetRawDeltaTime());
#endif #endif
// TODO: Move into an Editor menu // TODO: Move into an Editor menu
static bool drawContacts = false;
if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::F9))
{
drawContacts = !drawContacts;
SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>()->SetDebugDrawFlag(SHPhysicsDebugDrawSystem::DebugDrawFlags::CONTACT_POINTS, drawContacts);
SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>()->SetDebugDrawFlag(SHPhysicsDebugDrawSystem::DebugDrawFlags::CONTACT_NORMALS, drawContacts);
}
static bool drawColliders = false; static bool drawColliders = false;
if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::F10)) if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::F10))
{ {
@ -201,13 +212,7 @@ namespace Sandbox
drawRays = !drawRays; drawRays = !drawRays;
SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>()->SetDebugDrawFlag(SHPhysicsDebugDrawSystem::DebugDrawFlags::RAYCASTS, drawRays); SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>()->SetDebugDrawFlag(SHPhysicsDebugDrawSystem::DebugDrawFlags::RAYCASTS, drawRays);
} }
static bool drawContacts = false;
if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::F9))
{
drawContacts = !drawContacts;
SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>()->SetDebugDrawFlag(SHPhysicsDebugDrawSystem::DebugDrawFlags::CONTACT_POINTS, drawContacts);
SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>()->SetDebugDrawFlag(SHPhysicsDebugDrawSystem::DebugDrawFlags::CONTACT_NORMALS, drawContacts);
}
} }
// Finish all graphics jobs first // Finish all graphics jobs first
graphicsSystem->AwaitGraphicsExecution(); graphicsSystem->AwaitGraphicsExecution();

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@ -84,13 +84,26 @@ namespace SHADE
{ {
const SHCollisionInfo& C_INFO = *eventIter; const SHCollisionInfo& C_INFO = *eventIter;
const bool CLEAR_EVENT = C_INFO.GetCollisionState() == SHCollisionInfo::State::EXIT || C_INFO.GetCollisionState() == SHCollisionInfo::State::INVALID;
const bool INVALID_ENTITY = !SHEntityManager::IsValidEID(C_INFO.GetEntityA()) || !SHEntityManager::IsValidEID(C_INFO.GetEntityB()); const bool INVALID_ENTITY = !SHEntityManager::IsValidEID(C_INFO.GetEntityA()) || !SHEntityManager::IsValidEID(C_INFO.GetEntityB());
const bool INACTIVE_OBJECT = !SHSceneManager::CheckNodeAndComponentsActive<SHColliderComponent>(C_INFO.GetEntityA()) || !SHSceneManager::CheckNodeAndComponentsActive<SHColliderComponent>(C_INFO.GetEntityB()); if (INVALID_ENTITY)
{
if (CLEAR_EVENT || INVALID_ENTITY || INACTIVE_OBJECT)
eventIter = container.erase(eventIter); eventIter = container.erase(eventIter);
continue;
}
else else
{
const bool CLEAR_EVENT = C_INFO.GetCollisionState() == SHCollisionInfo::State::EXIT || C_INFO.GetCollisionState() == SHCollisionInfo::State::INVALID;
const bool INACTIVE_OBJECT = !SHSceneManager::CheckNodeAndComponentsActive<SHColliderComponent>(C_INFO.GetEntityA())
|| !SHSceneManager::CheckNodeAndComponentsActive<SHColliderComponent>(C_INFO.GetEntityB());
if (CLEAR_EVENT || INACTIVE_OBJECT)
{
eventIter = container.erase(eventIter);
continue;
}
}
++eventIter; ++eventIter;
} }
}; };

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@ -63,7 +63,7 @@ namespace SHADE
raycasts.clear(); raycasts.clear();
} }
SHPhysicsRaycastResult SHPhysicsRaycaster::Raycast(const SHRay& ray, float distance) noexcept SHPhysicsRaycastResult SHPhysicsRaycaster::Raycast(const SHRay& ray, float distance, const SHCollisionTag& collisionTag) noexcept
{ {
// Reset temp // Reset temp
temp = SHPhysicsRaycastResult{}; temp = SHPhysicsRaycastResult{};
@ -78,13 +78,13 @@ namespace SHADE
// If distance in infinity, cast to the default max distance of 2 km. // If distance in infinity, cast to the default max distance of 2 km.
if (distance == std::numeric_limits<float>::infinity()) if (distance == std::numeric_limits<float>::infinity())
{ {
world->raycast(ray, this); world->raycast(ray, this, collisionTag);
} }
else else
{ {
const SHVec3 END_POINT = ray.position + ray.direction * distance; const SHVec3 END_POINT = ray.position + ray.direction * distance;
const rp3d::Ray RP3D_RAY{ ray.position, END_POINT }; const rp3d::Ray RP3D_RAY{ ray.position, END_POINT };
world->raycast(RP3D_RAY, this); world->raycast(RP3D_RAY, this, collisionTag);
} }
// If a hit was found, populate temp info for return. // If a hit was found, populate temp info for return.
@ -98,7 +98,7 @@ namespace SHADE
return temp; return temp;
} }
SHPhysicsRaycastResult SHPhysicsRaycaster::Linecast(const SHVec3& start, const SHVec3& end) noexcept SHPhysicsRaycastResult SHPhysicsRaycaster::Linecast(const SHVec3& start, const SHVec3& end, const SHCollisionTag& collisionTag) noexcept
{ {
temp = SHPhysicsRaycastResult{}; temp = SHPhysicsRaycastResult{};
temp.distance = SHVec3::Distance(start, end); temp.distance = SHVec3::Distance(start, end);
@ -110,7 +110,7 @@ namespace SHADE
} }
const rp3d::Ray RP3D_RAY{ start, end }; const rp3d::Ray RP3D_RAY{ start, end };
world->raycast(RP3D_RAY, this); world->raycast(RP3D_RAY, this, collisionTag);
if (temp.hit) if (temp.hit)
{ {

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@ -19,6 +19,7 @@
#include "Physics/PhysicsObject/SHPhysicsObjectManager.h" #include "Physics/PhysicsObject/SHPhysicsObjectManager.h"
#include "Physics/SHPhysicsWorld.h" #include "Physics/SHPhysicsWorld.h"
#include "SH_API.h" #include "SH_API.h"
#include "SHCollisionTags.h"
#include "SHPhysicsRaycastResult.h" #include "SHPhysicsRaycastResult.h"
namespace SHADE namespace SHADE
@ -69,12 +70,14 @@ namespace SHADE
( (
const SHRay& ray const SHRay& ray
, float distance = std::numeric_limits<float>::infinity() , float distance = std::numeric_limits<float>::infinity()
, const SHCollisionTag& collisionTag = SHCollisionTag{}
) noexcept; ) noexcept;
SHPhysicsRaycastResult Linecast SHPhysicsRaycastResult Linecast
( (
const SHVec3& start const SHVec3& start
, const SHVec3& end , const SHVec3& end
, const SHCollisionTag& collisionTag = SHCollisionTag{}
) noexcept; ) noexcept;
SHPhysicsRaycastResult ColliderRaycast SHPhysicsRaycastResult ColliderRaycast

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@ -206,7 +206,7 @@ namespace SHADE
} }
// Set the half extents relative to world scale // Set the half extents relative to world scale
const SHVec3 WORLD_EXTENTS = correctedHalfExtents * COLLIDER->GetScale() * 0.5f; const SHVec3 WORLD_EXTENTS = correctedHalfExtents * COLLIDER->GetScale();
if (type != Type::BOX) if (type != Type::BOX)
{ {

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@ -120,22 +120,26 @@ namespace SHADE
} }
rp3d::DebugRenderer* rp3dRenderer = nullptr; rp3d::DebugRenderer* rp3dRenderer = nullptr;
#ifdef SHEDITOR if (system->physicsSystem->worldState.world)
const auto* EDITOR = SHSystemManager::GetSystem<SHEditor>();
if (EDITOR && EDITOR->editorState != SHEditor::State::STOP)
{
rp3dRenderer = &system->physicsSystem->worldState.world->getDebugRenderer(); rp3dRenderer = &system->physicsSystem->worldState.world->getDebugRenderer();
rp3dRenderer->setIsDebugItemDisplayed(rp3d::DebugRenderer::DebugItem::CONTACT_POINT, false);
rp3dRenderer->setIsDebugItemDisplayed(rp3d::DebugRenderer::DebugItem::CONTACT_NORMAL, false);
}
#endif
for (int i = 0; i < SHUtilities::ConvertEnum(DebugDrawFlags::NUM_FLAGS); ++i) for (int i = 0; i < SHUtilities::ConvertEnum(DebugDrawFlags::NUM_FLAGS); ++i)
{ {
const bool DRAW = (system->debugDrawFlags & (1U << i)) > 0; const bool DRAW = (system->debugDrawFlags & (1U << i)) > 0;
if (DRAW) if (DRAW)
{
drawFunctions[i](debugDrawSystem, rp3dRenderer); drawFunctions[i](debugDrawSystem, rp3dRenderer);
} }
else
{
if (rp3dRenderer && (i == 3 || i == 4))
{
rp3dRenderer->setIsDebugItemDisplayed(reactphysics3d::DebugRenderer::DebugItem::CONTACT_POINT, false);
rp3dRenderer->setIsDebugItemDisplayed(reactphysics3d::DebugRenderer::DebugItem::CONTACT_NORMAL, false);
}
}
}
// Automatically clear the container of raycasts despite debug drawing state // Automatically clear the container of raycasts despite debug drawing state
// TODO(Diren): Move this somewhere else // TODO(Diren): Move this somewhere else
@ -180,6 +184,7 @@ namespace SHADE
void SHPhysicsDebugDrawSystem::drawContactPoints(SHDebugDrawSystem* debugRenderer, rp3d::DebugRenderer* rp3dRenderer) noexcept void SHPhysicsDebugDrawSystem::drawContactPoints(SHDebugDrawSystem* debugRenderer, rp3d::DebugRenderer* rp3dRenderer) noexcept
{ {
#ifdef SHEDITOR #ifdef SHEDITOR
const auto* EDITOR = SHSystemManager::GetSystem<SHEditor>(); const auto* EDITOR = SHSystemManager::GetSystem<SHEditor>();
if (EDITOR && EDITOR->editorState != SHEditor::State::STOP) if (EDITOR && EDITOR->editorState != SHEditor::State::STOP)
{ {
@ -192,6 +197,18 @@ namespace SHADE
for (int i = 0; i < NUM_TRIS; ++i) for (int i = 0; i < NUM_TRIS; ++i)
debugRenderer->DrawTri(SHColour::RED, TRI_ARRAY[i].point1, TRI_ARRAY[i].point2, TRI_ARRAY[i].point3); debugRenderer->DrawTri(SHColour::RED, TRI_ARRAY[i].point1, TRI_ARRAY[i].point2, TRI_ARRAY[i].point3);
} }
#else
rp3dRenderer->setIsDebugItemDisplayed(rp3d::DebugRenderer::DebugItem::CONTACT_POINT, true);
const int NUM_TRIS = static_cast<int>(rp3dRenderer->getNbTriangles());
if (NUM_TRIS == 0)
return;
const auto& TRI_ARRAY = rp3dRenderer->getTrianglesArray();
for (int i = 0; i < NUM_TRIS; ++i)
debugRenderer->DrawTri(SHColour::RED, TRI_ARRAY[i].point1, TRI_ARRAY[i].point2, TRI_ARRAY[i].point3);
#endif #endif
} }
@ -210,6 +227,18 @@ namespace SHADE
for (int i = 0; i < NUM_LINES; ++i) for (int i = 0; i < NUM_LINES; ++i)
debugRenderer->DrawLine(SHColour::RED, LINE_ARRAY[i].point1, LINE_ARRAY[i].point2); debugRenderer->DrawLine(SHColour::RED, LINE_ARRAY[i].point1, LINE_ARRAY[i].point2);
} }
#else
rp3dRenderer->setIsDebugItemDisplayed(rp3d::DebugRenderer::DebugItem::CONTACT_NORMAL, true);
const int NUM_LINES = static_cast<int>(rp3dRenderer->getNbLines());
if (NUM_LINES == 0)
return;
const auto& LINE_ARRAY = rp3dRenderer->getLinesArray();
for (int i = 0; i < NUM_LINES; ++i)
debugRenderer->DrawLine(SHColour::RED, LINE_ARRAY[i].point1, LINE_ARRAY[i].point2);
#endif #endif
} }

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@ -163,8 +163,6 @@ namespace SHADE
// Destroy an existing world // Destroy an existing world
if (worldState.world != nullptr) if (worldState.world != nullptr)
{ {
objectManager.RemoveAllObjects(); objectManager.RemoveAllObjects();
objectManager.SetWorld(nullptr); objectManager.SetWorld(nullptr);
@ -175,11 +173,11 @@ namespace SHADE
} }
worldState.CreateWorld(factory); worldState.CreateWorld(factory);
#ifdef _PUBLISH #ifdef _PUBLISH
worldState.world->setIsDebugRenderingEnabled(false); worldState.world->setIsDebugRenderingEnabled(false);
#else #else
worldState.world->setIsDebugRenderingEnabled(true); worldState.world->setIsDebugRenderingEnabled(true);
#endif #endif
// Link Collision Listener & Raycaster // Link Collision Listener & Raycaster
collisionListener.BindToWorld(worldState.world); collisionListener.BindToWorld(worldState.world);
@ -260,14 +258,14 @@ namespace SHADE
} }
} }
SHPhysicsRaycastResult SHPhysicsSystem::Raycast(const SHRay& ray, float distance) noexcept SHPhysicsRaycastResult SHPhysicsSystem::Raycast(const SHRay& ray, float distance, const SHCollisionTag& collisionTag) noexcept
{ {
return raycaster.Raycast(ray, distance); return raycaster.Raycast(ray, distance, collisionTag);
} }
SHPhysicsRaycastResult SHPhysicsSystem::Linecast(const SHVec3& start, const SHVec3& end) noexcept SHPhysicsRaycastResult SHPhysicsSystem::Linecast(const SHVec3& start, const SHVec3& end, const SHCollisionTag& collisionTag) noexcept
{ {
return raycaster.Linecast(start, end); return raycaster.Linecast(start, end, collisionTag);
} }
SHPhysicsRaycastResult SHPhysicsSystem::ColliderRaycast(EntityID eid, const SHRay& ray, float distance) noexcept SHPhysicsRaycastResult SHPhysicsSystem::ColliderRaycast(EntityID eid, const SHRay& ray, float distance) noexcept
@ -444,11 +442,11 @@ namespace SHADE
return onPlayEvent->handle; return onPlayEvent->handle;
worldState.CreateWorld(factory); worldState.CreateWorld(factory);
#ifdef _PUBLISH #ifdef _PUBLISH
worldState.world->setIsDebugRenderingEnabled(false); worldState.world->setIsDebugRenderingEnabled(false);
#else #else
worldState.world->setIsDebugRenderingEnabled(true); worldState.world->setIsDebugRenderingEnabled(true);
#endif #endif
// Link Collision Listener & Raycaster // Link Collision Listener & Raycaster
collisionListener.BindToWorld(worldState.world); collisionListener.BindToWorld(worldState.world);

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@ -85,24 +85,28 @@ namespace SHADE
* @brief Casts a ray into the world. * @brief Casts a ray into the world.
* @param ray The ray to cast. * @param ray The ray to cast.
* @param distance The distance to cast the ray. Defaults to infinity. * @param distance The distance to cast the ray. Defaults to infinity.
* @param collisionTag The collision tag to use for filtering the raycast.
* @return The result of the raycast. * @return The result of the raycast.
*/ */
SHPhysicsRaycastResult Raycast SHPhysicsRaycastResult Raycast
( (
const SHRay& ray const SHRay& ray
, float distance = std::numeric_limits<float>::infinity() , float distance = std::numeric_limits<float>::infinity()
, const SHCollisionTag& collisionTag = SHCollisionTag{}
) noexcept; ) noexcept;
/** /**
* @brief Casts a bounded ray into the world. * @brief Casts a bounded ray into the world.
* @param start The starting point of the ray. * @param start The starting point of the ray.
* @param end The end point of the ray. * @param end The end point of the ray.
* @param collisionTag The collision tag to use for filtering the bounded raycast.
* @return The result of the raycast. * @return The result of the raycast.
*/ */
SHPhysicsRaycastResult Linecast SHPhysicsRaycastResult Linecast
( (
const SHVec3& start const SHVec3& start
, const SHVec3& end , const SHVec3& end
, const SHCollisionTag& collisionTag = SHCollisionTag{}
) noexcept; ) noexcept;
/** /**

View File

@ -20,6 +20,7 @@
#include "Scripting/SHScriptEngine.h" #include "Scripting/SHScriptEngine.h"
#include "Input/SHInputManager.h" #include "Input/SHInputManager.h"
#include "Physics/Collision/SHCollisionTagMatrix.h"
/*-------------------------------------------------------------------------------------*/ /*-------------------------------------------------------------------------------------*/
/* Local Functions */ /* Local Functions */
@ -334,10 +335,6 @@ namespace SHADE
if (physicsObject.GetRigidBody()->isActive()) if (physicsObject.GetRigidBody()->isActive())
physicsObject.prevTransform = CURRENT_TF; physicsObject.prevTransform = CURRENT_TF;
// Skip sleeping objects
if (physicsObject.GetRigidBody()->isSleeping())
return;
// Sync with rigid bodies // Sync with rigid bodies
if (rigidBodyComponent && SHSceneManager::CheckNodeAndComponentsActive<SHRigidBodyComponent>(physicsObject.entityID)) if (rigidBodyComponent && SHSceneManager::CheckNodeAndComponentsActive<SHRigidBodyComponent>(physicsObject.entityID))
{ {
@ -407,4 +404,13 @@ void testFunction()
rb->AddForce(SHVec3::UnitX * forceModifier); rb->AddForce(SHVec3::UnitX * forceModifier);
} }
} }
// Cast rays
auto* tag = SHCollisionTagMatrix::GetTag(1);
tag->SetLayerState(SHCollisionTag::Layer::_1, false);
tag->SetLayerState(SHCollisionTag::Layer::_2, true);
SHRay ray { SHVec3{3.0f, 3.5f, 0.0f}, -SHVec3::UnitX };
auto* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
physicsSystem->Raycast(ray, std::numeric_limits<float>::infinity(), *tag);
} }

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@ -107,7 +107,7 @@ namespace SHADE
Vector3 Transform::Forward::get() Vector3 Transform::Forward::get()
{ {
const SHVec3 DIRECTION = SHVec3::Rotate(SHVec3::UnitZ, Convert::ToNative(GlobalRotation)); const SHVec3 DIRECTION = SHVec3::Rotate(-SHVec3::UnitZ, Convert::ToNative(GlobalRotation));
return Convert::ToCLI(DIRECTION); return Convert::ToCLI(DIRECTION);
} }

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@ -21,6 +21,9 @@ of DigiPen Institute of Technology is prohibited.
#include <algorithm> #include <algorithm>
// Project Headers // Project Headers
#include "Math.hxx" #include "Math.hxx"
#include "Quaternion.hxx"
#include "Math/Vector/SHVec3.h"
#include "Utility/Convert.hxx"
namespace SHADE namespace SHADE
{ {
@ -148,21 +151,21 @@ namespace SHADE
{ {
return vec - (Project(vec, normal.GetNormalised()) * 2.0f); return vec - (Project(vec, normal.GetNormalised()) * 2.0f);
} }
Vector3 Vector3::RotateRadians(Vector3 vec, float radians) Vector3 Vector3::RotateX(Vector3 vec, float radians)
{ {
const float SINE = sin(radians); return Convert::ToCLI(SHVec3::RotateX(Convert::ToNative(vec), radians));
const float COSINE = cos(radians);
return Vector3
(
vec.x * COSINE - vec.y * SINE,
vec.x * SINE + vec.y * COSINE,
vec.z
);
} }
Vector3 Vector3::RotateDegrees(Vector3 vec, float degrees) Vector3 Vector3::RotateY(Vector3 vec, float radians)
{ {
return RotateRadians(vec, Math::DegreesToRadians(degrees)); return Convert::ToCLI(SHVec3::RotateY(Convert::ToNative(vec), radians));
}
Vector3 Vector3::RotateZ(Vector3 vec, float radians)
{
return Convert::ToCLI(SHVec3::RotateZ(Convert::ToNative(vec), radians));
}
Vector3 Vector3::Rotate(Vector3 vec, Vector3 axis, float radians)
{
return Convert::ToCLI(SHVec3::Rotate(Convert::ToNative(vec), Convert::ToNative(axis), radians));
} }
Vector3 Vector3::Min(Vector3 lhs, Vector3 rhs) Vector3 Vector3::Min(Vector3 lhs, Vector3 rhs)
{ {

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@ -19,6 +19,8 @@ of DigiPen Institute of Technology is prohibited.
// Project Includes // Project Includes
#include "Vector2.hxx" #include "Vector2.hxx"
value struct Quaternion;
namespace SHADE namespace SHADE
{ {
///<summary> ///<summary>
@ -266,7 +268,7 @@ namespace SHADE
/// <returns>The Vector3 that represents vec reflected across normal.</returns> /// <returns>The Vector3 that represents vec reflected across normal.</returns>
static Vector3 Reflect(Vector3 vec, Vector3 normal); static Vector3 Reflect(Vector3 vec, Vector3 normal);
/// <summary> /// <summary>
/// Rotates a Vector3 on the Z-axis by a specified angle in an anti-clockwise /// Rotates a Vector3 about the X-axis by a specified angle in an anti-clockwise
/// direction. /// direction.
/// </summary> /// </summary>
/// <param name="vec">A Vector3 to rotate.</param> /// <param name="vec">A Vector3 to rotate.</param>
@ -274,17 +276,37 @@ namespace SHADE
/// Angle to rotate the vector by in an anti-clockwise direction in radians. /// Angle to rotate the vector by in an anti-clockwise direction in radians.
/// </param> /// </param>
/// <returns>The Vector3 that represents the rotated vector.</returns> /// <returns>The Vector3 that represents the rotated vector.</returns>
static Vector3 RotateRadians(Vector3 vec, float radians); static Vector3 RotateX(Vector3 vec, float radians);
/// <summary> /// <summary>
/// Rotates a Vector3 on the Z-axis by a specified angle in an anti-clockwise /// Rotates a Vector3 about the Y-axis by a specified angle in an anti-clockwise
/// direction. /// direction.
/// </summary> /// </summary>
/// <param name="vec">A Vector3 to rotate.</param> /// <param name="vec">A Vector3 to rotate.</param>
/// <param name="degrees"> /// <param name="radians">
/// Angle to rotate the vector by in an anti-clockwise direction in degrees. /// Angle to rotate the vector by in an anti-clockwise direction in radians.
/// </param> /// </param>
/// <returns>The Vector3 that represents the rotated vector.</returns> /// <returns>The Vector3 that represents the rotated vector.</returns>
static Vector3 RotateDegrees(Vector3 vec, float degrees); static Vector3 RotateY(Vector3 vec, float radians);
/// <summary>
/// Rotates a Vector3 about the Z-axis by a specified angle in an anti-clockwise
/// direction.
/// </summary>
/// <param name="vec">A Vector3 to rotate.</param>
/// <param name="radians">
/// Angle to rotate the vector by in an anti-clockwise direction in radians.
/// </param>
/// <returns>The Vector3 that represents the rotated vector.</returns>
static Vector3 RotateZ(Vector3 vec, float radians);
/// <summary>
/// Rotates a Vector3 about an arbitrary axis by a specified angle in an anti-clockwise
/// direction.
/// </summary>
/// <param name="vec">A Vector3 to rotate.</param>
/// <param name="radians">
/// Angle to rotate the vector by in an anti-clockwise direction in radians.
/// </param>
/// <returns>The Vector3 that represents the rotated vector.</returns>
static Vector3 Rotate(Vector3 vec, Vector3 axis, float radians);
/// <summary> /// <summary>
/// Computes and returns a Vector3 that is made from the smallest components of /// Computes and returns a Vector3 that is made from the smallest components of
/// the two specified Vector3s. /// the two specified Vector3s.

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@ -25,7 +25,6 @@ of DigiPen Institute of Technology is prohibited.
// Project Includes // Project Includes
#include "Engine/Entity.hxx" #include "Engine/Entity.hxx"
#include "Math/Vector2.hxx" #include "Math/Vector2.hxx"
#include "Math/Vector3.hxx"
#include "Math/Quaternion.hxx" #include "Math/Quaternion.hxx"
#include "Math/Ray.hxx" #include "Math/Ray.hxx"
#include "Physics/RaycastHit.hxx" #include "Physics/RaycastHit.hxx"
@ -34,6 +33,8 @@ of DigiPen Institute of Technology is prohibited.
#include "Graphics/Color.hxx" #include "Graphics/Color.hxx"
#include "Physics/Collision/SHPhysicsRaycastResult.h" #include "Physics/Collision/SHPhysicsRaycastResult.h"
value struct Vector3;
namespace SHADE namespace SHADE
{ {
/// <summary> /// <summary>