Diren D Bharwani
0460d776b0
Fixed collision tag panel fallacies and saving of tag masks
2023-01-03 10:40:02 +08:00
Diren D Bharwani
1b5024793c
Added debug drawing for rays
2023-01-03 10:14:39 +08:00
Diren D Bharwani
1f2a9820d1
Readded collision tags and moved collision filtering to an earlier stage
2023-01-02 22:49:12 +08:00
Diren D Bharwani
58a44997b2
Reworked raycasting on engine side. Re-added raycasting to scripting
2023-01-02 22:31:48 +08:00
Diren D Bharwani
ddfbc71400
Added implementation for raycasting into the collision space
2023-01-01 19:39:16 +08:00
Diren D Bharwani
7a92c2c86f
Reverted a change
2023-01-01 17:23:06 +08:00
Diren D Bharwani
50de3a8ef0
Added some todo comments
2023-01-01 17:15:49 +08:00
Diren D Bharwani
6f55f202b9
Added planes
2023-01-01 16:53:13 +08:00
Diren D Bharwani
37db6a2bf1
Merge remote-tracking branch 'origin/main' into PhySH
2023-01-01 14:11:47 +08:00
XiaoQiDigipen
a6a0e1588b
Merge pull request #299 from SHADE-DP/SP3-6-c-scripting
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Added scripting quality of life features
2023-01-01 12:37:09 +08:00
XiaoQiDigipen
1590982507
Merge pull request #298 from SHADE-DP/SP3-10-input-management
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Fixed and Enhanced Input Binding Management
2023-01-01 12:35:49 +08:00
XiaoQiDigipen
3ddf0c39d5
Merge pull request #297 from SHADE-DP/SP3-1-Rendering
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Refactored Graphics
2023-01-01 12:35:09 +08:00
Brandon Mak
d7754e125d
Wrote remove resource for render graph (untested)
2023-01-01 12:02:51 +08:00
Diren D Bharwani
38764e79b3
Added trigger check for sphere vs convex polyhedron
2023-01-01 03:32:59 +08:00
Diren D Bharwani
f3c0bdbcfd
Clean up
2023-01-01 03:24:34 +08:00
Diren D Bharwani
67907b1ca9
Replaced twin-edge dependency on sphere vs convex polyhedron
2023-01-01 02:48:02 +08:00
Diren D Bharwani
00f8726e46
Solved edge case for sphere vs convex polyhedron
2023-01-01 02:42:44 +08:00
Diren D Bharwani
3a7336fe15
Improved stability of sphere vs convex polyhedron except for one edge case
2022-12-31 18:43:46 +08:00
Kah Wei
fee2cdd8bf
Merge branch 'main' into SP3-6-c-scripting
2022-12-31 18:32:41 +08:00
Diren D Bharwani
136b7e7bfc
Renamed HalfEdgeDS to HalfEdgeStructure for clarity
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do not abbreviate. abbreviation are usually bad!!
2022-12-31 01:47:42 +08:00
Diren D Bharwani
6451ca5e95
forgot to flip a normal
2022-12-31 01:40:28 +08:00
Diren D Bharwani
987a1fa515
Fixed false positives with convex polyhedron radii
2022-12-31 01:18:35 +08:00
Diren D Bharwani
896b47c1a0
Fixed and optimised sphere vs convex polyhedron
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Improved sphere vs convex polyhedron from O(n^2) to O(n). Math is amazing.
2022-12-31 01:11:25 +08:00
Kah Wei
dcf7a65cac
Added launching of Visual Studio by double clicking on a script file
2022-12-31 00:21:00 +08:00
Diren D Bharwani
82d46fce99
Fixed voronoi region tests for sphere vs convex polyhedron
2022-12-30 23:53:45 +08:00
mushgunAX
0e417fa7d6
Merge branch 'main' into SP3-10-input-management
2022-12-30 21:58:11 +08:00
mushgunAX
fed7f340cd
Add Binding Parameters
2022-12-30 21:57:59 +08:00
Diren D Bharwani
3586c7ffdc
Added mostly working sphere vs convex polyhedron collision detection
2022-12-30 21:43:22 +08:00
Diren D Bharwani
d98d6a9e06
Refactored polyhedron and half-edge structures
2022-12-30 21:43:06 +08:00
Diren D Bharwani
a36d03b03b
Contacts now draw normals
2022-12-30 21:42:44 +08:00
Diren D Bharwani
50e3ddf0dd
Fixed box inertia tensor calculation
2022-12-30 17:59:59 +08:00
Kah Wei
8db5b35f25
Added additional file utilities, PowerShell based execution of commands and tools for working with visual studio
2022-12-30 17:02:09 +08:00
mushgunAX
472f52af89
Should be finished for now, final checks to do
2022-12-30 15:56:36 +08:00
Brandon Mak
118ad33109
Got rid of SHEnumWrapper
2022-12-30 15:54:45 +08:00
Kah Wei
2e8535d3cf
Fixed script building causing a freeze
2022-12-30 15:43:54 +08:00
Kah Wei
ce16ca6f8d
Exposed transform and MDI buffers in SHBatch and exposed Batches in SHSuperBatch
2022-12-30 15:29:17 +08:00
Diren D Bharwani
7b1b4873ec
dumb dumb energy
2022-12-30 01:27:31 +08:00
Diren D Bharwani
6bab419428
Fixed collision tag bugs
2022-12-30 01:23:14 +08:00
Diren D Bharwani
196945ae84
Merge remote-tracking branch 'origin/main' into PhySH
2022-12-30 01:23:02 +08:00
Diren D Bharwani
fba338eaef
Fixed half edge builder and built box polyhedron
2022-12-30 01:14:40 +08:00
Diren D Bharwani
400cbb35d9
Partial implementation of a generic convex polyhedron object
2022-12-30 00:45:37 +08:00
Diren D Bharwani
ea1dd57996
Added stub functions for collision detection algorithms
2022-12-30 00:45:01 +08:00
Diren D Bharwani
8ead885d0d
Renamed CollisionShapeFactory to CollisionShapeLibrary
2022-12-30 00:44:08 +08:00
Diren D Bharwani
b14ddac1e6
Added missing serialisation for box colliders
2022-12-30 00:42:10 +08:00
Kah Wei
2f5d855fc6
Added stub for SHVSUtiltiies
2022-12-29 23:46:44 +08:00
Kah Wei
abf9c6b813
Refactored SHExecUtilities to return additional data
2022-12-29 23:46:27 +08:00
Brandon Mak
8e2c32d110
Graphics refactor more or less tested and working
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- Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders.
- Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end.
- Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally).
- Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems).
- Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2.
- Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings.
- Light data is now bound before every compute system.
- There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Brandon Mak
99e7dbfa01
WIP
2022-12-28 20:47:20 +08:00
Brandon Mak
497889c050
Merge branch 'main' into SP3-1-Rendering
2022-12-28 15:09:38 +08:00
Brandon Mak
b84364ffe9
Minor changes
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- Render Node Compute now has access to camera to send camera data to shaders
- Fonts now have functions to bind descriptor set
2022-12-28 12:43:40 +08:00