Glence
de6f4dd138
Added functions to attach and detach audio clips to objects
2023-01-13 17:46:01 +08:00
Diren D Bharwani
ef5016351b
Reverted changes to inertia tensors
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Created a new branch since I reverted to an older commit but kept some new updates. This will be the main branch moving forward.
2023-01-13 15:26:21 +08:00
Kah Wei
d1ab595126
Fixed certain crashes when assigning rig and clip
2023-01-12 20:04:49 +08:00
Kah Wei
406759f856
Added animator inspector to the editor
2023-01-11 23:02:09 +08:00
Brandon Mak
f217562fef
Shadows are sort of working
2023-01-11 20:04:53 +08:00
Kah Wei
c0e8c032b9
Added inspector for animator component
2023-01-11 16:17:32 +08:00
Kah Wei
3d73185926
Fixed vector issues when constructing the SHRig
2023-01-11 15:15:35 +08:00
Brandon Mak
4cd9a6cea0
shadows WIP
2023-01-11 10:35:29 +08:00
Brandon Mak
4a06032bea
Shadows WIP
2023-01-11 08:25:38 +08:00
Xiao Qi
190665bbbf
Changed function signature to take in rig node pointer reference instead of r value ptr
2023-01-10 20:52:34 +08:00
Kah Wei
c0de2d4705
Fixed SHAnimationClip not copying name of channels correctly and added extra check for SHRig if an invalid rig is being constructed
2023-01-10 19:42:43 +08:00
Kah Wei
5c14a0829a
Added support for edge cases in transforms interpolation for animation clips
2023-01-10 11:46:37 +08:00
Brandon Mak
9538636af6
Shadows WIP
2023-01-10 01:47:10 +08:00
Kah Wei
e9624977cd
Modified SHAnimationComponent to handle interpolation of separate position, rotation and scale keyframes
2023-01-09 23:32:20 +08:00
Kah Wei
7bf0c26052
Added support for loading SHRig and SHAnimationClip into SHResourceManager and modified SHAnimationClip to support proper keyframe data
2023-01-09 17:51:54 +08:00
XiaoQiDigipen
8e58d47115
Merge pull request #306 from SHADE-DP/SP3-10-input-management
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Changed default pathing for binding file serialisation
2023-01-09 17:44:14 +08:00
mushgunAX
356ec24cc2
Change default pathing for binding file I/O
2023-01-09 17:21:24 +08:00
Xiao Qi
a58c3e86a5
Reinserted genMeta in compiling function
2023-01-09 17:10:13 +08:00
XiaoQiDigipen
be337a2687
Merge pull request #305 from SHADE-DP/SP3-5-ECS
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Added GetComponents to Component Manager
2023-01-09 16:59:45 +08:00
Brandon Mak
cb9223db0b
Enabled partially bound bit for descriptor sets with variable size
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- Shadow maps can be sampled from compute shaders
2023-01-09 11:06:10 +08:00
maverickdgg
4f63558f40
Added GetComponents to Component Manager
2023-01-09 10:44:36 +08:00
maverickdgg
88491ffbd8
ToggleButton fix
2023-01-09 09:56:46 +08:00
Brandon Mak
4928ed4bcf
Will update commit message tomorrow. Fuck Vulkan. *KW in BG: DiReCtX*
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- Changed RenderGraphNodeNames to RenderGraphEntityNames
- Managed to get shadow maps into desc sets
2023-01-09 09:44:40 +08:00
maverickdgg
e89b6f5c4c
Fixing button
2023-01-09 09:38:53 +08:00
maverickdgg
5f11a931c7
Added Toggle Button, Fixed canvas Scalar
2023-01-09 09:24:20 +08:00
maverickdgg
b293b28a56
Button fix
2023-01-09 07:14:40 +08:00
mushgunAX
7dbd0b93b3
Minor comment fix
2023-01-08 21:39:48 +08:00
mushgunAX
4123e76a7d
Checking Input Binding I/O
2023-01-08 21:36:19 +08:00
mushgunAX
92a7555370
Merge branch 'main' into SP3-10-input-management
2023-01-08 21:05:18 +08:00
mushgunAX
baaeb9ee10
Input Binding File I/O
2023-01-08 21:05:09 +08:00
Kah Wei
686e141efa
Fixed comment for SHPrimitiveGenerator::LineCapsuleCap
2023-01-08 01:46:52 +08:00
Kah Wei
f44e7b7a1c
Debug draw capsule now works with different orientations
2023-01-08 01:43:40 +08:00
Kah Wei
5c5ff38b49
Merge branch 'main' into SP3-1-DebugDraw
2023-01-08 01:07:15 +08:00
Kah Wei
98bfbc1048
Added DrawWireCapsule for debug draw (doesn't support orientation changes yet)
2023-01-08 01:06:50 +08:00
Xiao Qi
1eab15d129
Root nullptr check when destroying rig tree
2023-01-07 22:04:11 +08:00
Xiao Qi
c3d027f5b1
AssetID check for 0
2023-01-07 21:32:16 +08:00
Xiao Qi
ae024e9757
Changed order of init in asset manager to init all loaders first before building directory to avoid crash
2023-01-07 21:13:59 +08:00
Xiao Qi
73a1aaa480
Updated model loading to match new model binary implementation
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Changed some calls in resource to match new names and defines
2023-01-07 21:00:11 +08:00
Brandon Mak
77a5829fc9
Shadows WIP
2023-01-07 17:45:49 +08:00
SHAM-DP
f726592557
Popup window base & popup management
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Added Scene save prompt popup (WIP)
2023-01-07 17:34:07 +08:00
Xiao Qi
64323f6cf8
Merge branch 'SP3-17-animation-system' into Model-Loader-Update
2023-01-07 16:43:01 +08:00
Xiao Qi
ab766d9304
Updated Model asset and rig loading
2023-01-07 16:42:13 +08:00
Diren D Bharwani
c3582cf5ee
Added a rotate method with quaternions for Vector3
2023-01-07 16:14:55 +08:00
Brandon Mak
8bb406e17f
Shadows WIP
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- new subpass generated for shadow maps now use light's renderer
- Added support to pass in custom binding and location for vertex attributes
- SHLightingSubSystem GetViewMatrix uses SHMatrix::LookAtLH but with hard-coded values for now. This will eventually be replaced with real position and target values
- Created new shadow map rendering vertex input state.
2023-01-07 15:27:08 +08:00
SHAM-DP
1188c61c7d
Filter WIP (Need to optimize the search first)
2023-01-07 15:25:50 +08:00
Brandon Mak
3e01c9e80a
shadows WIP
2023-01-07 12:01:09 +08:00
Brandon Mak
d3cd36984d
Shadow map WIP
2023-01-07 07:42:42 +08:00
Brandon Mak
19f9b67550
Shadow map WIP
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- Added companion subpass object to subpass
- Lighting sub system updates a light's renderer when it is a valid handle
- Light component's renderer will be created in the graphics system event when a light's shadow is enabled
2023-01-06 10:40:19 +08:00
Diren D Bharwani
8ca4045d55
R for retard
2023-01-05 17:53:48 +08:00
Diren D Bharwani
0c92e7ff6c
Added more comments and clarity for polyhedron edge contacts
2023-01-05 14:40:59 +08:00
Diren D Bharwani
68e11ba48e
Added edge vs edge contacts for convex polyhedron collisions
2023-01-05 13:42:17 +08:00
Diren D Bharwani
c484a088fd
Added first half of Gauss Map Optimised SAT
2023-01-05 01:12:25 +08:00
Diren D Bharwani
dffdec9d9c
Cleaned up colliders
2023-01-04 19:45:41 +08:00
Kah Wei
9d17328262
Added bone animation supported vertex shader
2023-01-04 18:20:04 +08:00
Diren D Bharwani
dd2fc934a2
Removed Redundant Geometry
2023-01-04 17:48:08 +08:00
Kah Wei
7da89def50
Refactored SHBatch to support animation data in the same descriptor set
2023-01-04 17:42:02 +08:00
Kah Wei
3ca6859fcb
Merge branch 'main' into SP3-17-animation-system
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# Conflicts:
# SHADE_Engine/src/Graphics/MiddleEnd/Batching/SHBatch.cpp
# SHADE_Engine/src/Graphics/MiddleEnd/Batching/SHBatch.h
# SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsSystem.cpp
2023-01-04 15:52:08 +08:00
Diren D Bharwani
a49c674c2b
Generalised the Parallel Axis Theorem for computing inertia tensors
2023-01-04 15:03:58 +08:00
Diren D Bharwani
d7fa40776a
Merge remote-tracking branch 'origin/main' into PhySH
2023-01-04 14:35:37 +08:00
Brandon Mak
db87bea002
Added pre compute functions for render graph node compute
2023-01-04 09:58:29 +08:00
Brandon Mak
87b2103f6e
Shadows WIP
2023-01-03 22:05:36 +08:00
Diren D Bharwani
f7e867098d
Small changes to rigidbody tooltips
2023-01-03 20:30:20 +08:00
Sri Sham Haran
562c9e2064
Merge branch 'main' into SP3-4-Editor
2023-01-03 20:29:09 +08:00
Kah Wei
06b7db14d5
Added code for bone matrices
2023-01-03 18:57:14 +08:00
Diren D Bharwani
b2645fb584
Added support for composite colliders
2023-01-03 18:53:21 +08:00
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
Brandon Mak
b771cdbfc6
Added barrier for shadow maps
2023-01-03 07:41:37 +08:00
Kah Wei
c1910db2af
Fleshed out SHAnimatorComponent
2023-01-03 00:23:37 +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
Brandon Mak
ef8867a7a5
Shadows WIP
2023-01-02 22:16:35 +08:00
Brandon Mak
7f8dc2b647
Added constants for render graph node names
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- Fleshed out event function to add resource and subpass to shadow map render graph node when shadow is turned on
- Added support for linking resources and subpasses to render graph at runtime
2023-01-02 18:24:29 +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
Brandon Mak
03becd8e47
Removing resources now remove subpasses and computes involved
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- Added an empty node in the render graph for shadow mapping
2023-01-01 13:59:10 +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
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
Kah Wei
38e27ce21a
Merge branch 'main' into SP3-17-animation-system
2022-12-31 19:17:19 +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
SHAM-DP
2037aab3df
Added current scenename display
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Cleaned up menu bar
2022-12-29 15:31:27 +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
SHAM-DP
17b9520fff
Fixed bug where all components are serialized for any entity even if it does not have the component(s)
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Hierarchy Controls are no longer disabled when it is not in focus
2022-12-28 22:05:06 +08:00
SHAM-DP
16d34c6478
Added Copy/Paste of Component Values
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- Command should fail if deserialization fails
2022-12-28 21:23:34 +08:00
Brandon Mak
99e7dbfa01
WIP
2022-12-28 20:47:20 +08:00
SHAM-DP
51c9058ab8
Window now maximized by default
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Application now loads working scene if run with editor
Added editor config to save:
- Window size
- Window Maximized
- Working Scene
- Editor Style
2022-12-28 17:21:08 +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
Brandon Mak
3bfec1e54f
WIP will update later, afraid for BSOD again
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- All Shaders now take in a single projection matrix. The type of projection matrix is dependent on the SHRenderer projection type.
- SHGraphicsSystem now only has a single render graph.
- SHGlobalDescriptorSets now store a descriptor set for static global data and a handle to the lighting system. Functions to bind their descriptor sets are also available.
- Font desc set layout is added back into SHPredefinedData because while its possible to introspect the layouts from the shaders, the layouts is required beforehand to generate the font objects
- SHRenderers and SHViewport are now 2 separate entities, both passable to SHSubpass to be contained and used to set viewport/scissor and send camera matrices to shaders.
- SHRenderer descriptor sets are now updated separately from the binding. They happen directly before the render graph executes.
2022-12-28 12:19:30 +08:00
SHAM-DP
f49ecdbb14
Remove a few redundancies.
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Audio System now creates handles to audio clips
2022-12-27 16:23:53 +08:00
XiaoQiDigipen
35c8321e98
Merge pull request #296 from SHADE-DP/SP3-4-Editor
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Added Collision Tag Matrix
2022-12-27 13:59:49 +08:00
Sri Sham Haran
37f62fdd24
Collision Tag Matrix
2022-12-26 14:35:48 +08:00
Brandon Mak
5f2fa7fdf5
WIP
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- Created a class that allows custom mappings of descriptor types to set indices
- SHPredefinedData now contains objects of the above class with predefined mappings for the different sub systems in the Graphics System.
- These mappings are also accompanied with descriptor set layout vectors that are only for that system. This helps the sub systems have access to these layouts easily without having to pass them around.
- Created another class to manage global descriptor sets such as lights.
- Modified pipeline layout creation code to take in the correct descriptor set layouts.
2022-12-26 09:28:15 +08:00
Brandon Mak
b035582b30
Renamed SHGraphicsGlobalData to SHPredefinedData
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- SHPredefinedData now contains the font data descriptor set layout as well
- Added a function for SHPredefinedData to retrieve descriptor sets based on a bitfield
- Modified descriptor sets to not be tied to a set index anymore
- Descriptor set layout doesn't have a set anymore
- Removed desc set index constants from SHGraphicsConstants since they aren't really needed anymore
2022-12-25 14:32:55 +08:00
mushgunAX
43950400ae
Merge branch 'main' into SP3-10-input-management
2022-12-25 14:13:30 +08:00
mushgunAX
ee4ec83f7a
Progress on Input Manager Fixes
2022-12-25 14:13:21 +08:00
Diren D Bharwani
0df6e09ed6
Added box collision shapes
2022-12-24 13:32:50 +08:00
Diren D Bharwani
89f1f60064
Added physics settings menu for easily toggling debug draw states
2022-12-24 02:19:53 +08:00
Sri Sham Haran
c44f0f093a
Merge branch 'main' into SP3-4-Editor
2022-12-23 19:07:21 +08:00
mushgunAX
605d408a3a
Binding types, scroll wheel support, bind clears
2022-12-23 15:24:12 +08:00
Diren D Bharwani
22c0a14081
Renamed SHBox to SHAABB for clarity
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The future SHBox will represent an OBB
2022-12-23 00:55:36 +08:00
Kah Wei
861e47812f
Fixed bug where StrToWstr and WstrToStr may contain invalid characters from a previous call
2022-12-22 15:06:52 +08:00
Diren D Bharwani
b667e4df87
Implemented axis locking constraints
2022-12-22 03:11:14 +08:00
Diren D Bharwani
f4f6cb7eae
Fixed sequential impulses
2022-12-22 01:10:25 +08:00
Diren D Bharwani
92ed8a29ff
Fixed bug with non-dynamic masses being overriden
2022-12-21 19:04:10 +08:00
Diren D Bharwani
d109d06764
Implemented sequential impulses using baumgarte stabilisation
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There is a bug with masses of static bodies not being properly set
2022-12-21 18:57:10 +08:00
Kah Wei
360b362b7b
Moved command and process execution helpers to SHExecUtilities
2022-12-21 16:47:10 +08:00
Diren D Bharwani
33ef5e0d3d
Implemented accumulated impulses
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untested
2022-12-21 01:10:28 +08:00
Diren D Bharwani
265a5bece8
Slight refactor to fix collision states for very fast moving objects
2022-12-21 00:40:01 +08:00
Diren D Bharwani
b58b475c04
Separated collision detection and added contact manager
2022-12-20 23:10:23 +08:00
Kah Wei
88e89a226a
Added the option to open the script csproj via menu bar
2022-12-20 22:35:47 +08:00
Kah Wei
b402a44d95
Added SHAnimationClip stub
2022-12-20 17:26:27 +08:00
Diren D Bharwani
5def5392a1
Cleaned up CollisionKey object
2022-12-20 02:26:31 +08:00
Diren D Bharwani
751a16dcc3
Tested collision detection with collision states
2022-12-20 02:13:06 +08:00
Diren D Bharwani
cf9d4ef04b
Implemented backbone for collision detection with broadphase
2022-12-19 16:56:34 +08:00
Diren D Bharwani
3b55888fa1
Added conversions to and from wxyz quaternion representations
2022-12-16 23:19:44 +08:00
Kah Wei
51479d2bd0
Fixed bug where meshes added to the mesh library will not have correct corresponding "null" vertex bone weights and indices
2022-12-16 21:43:33 +08:00
Diren D Bharwani
24b13ed6e4
Refactored colliders to use parent-child transform logic
2022-12-16 18:34:53 +08:00
Diren D Bharwani
a6e1064e64
Fixed bug where collider offsets were not recomputed
2022-12-16 15:03:55 +08:00
Diren D Bharwani
2bd90e7c14
Adjusted physics debug draw to fit new debug draw interface
2022-12-16 14:38:46 +08:00
Diren D Bharwani
1b91f60c4a
Fixed warning with wrongly declared friends
2022-12-16 14:38:22 +08:00
Diren D Bharwani
ddf2d8bde9
Fixed warnings for subscript operator in vectors and removed react conversions
2022-12-16 14:38:01 +08:00
Diren D Bharwani
af39662748
Merge remote-tracking branch 'origin/main' into PhySH
2022-12-16 14:04:58 +08:00
Kah Wei
12a46c4266
Merge branch 'main' into SP3-17-animation-system
...
# Conflicts:
# SHADE_Engine/src/Graphics/MiddleEnd/Batching/SHBatch.cpp
# SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHDebugDrawSystem.cpp
# SHADE_Engine/src/Graphics/MiddleEnd/Meshes/SHPrimitiveGenerator.cpp
# SHADE_Engine/src/Graphics/MiddleEnd/Meshes/SHPrimitiveGenerator.h
2022-12-16 12:59:11 +08:00
Diren D Bharwani
6b8232ae91
Fixed bug where intertia tensors were not reset when unlocking axes
2022-12-16 02:02:20 +08:00
Kah Wei
0a3ff527d9
SHDebugDraw drawing functions now have the colour parameter defaulted to white
2022-12-16 00:05:03 +08:00
Kah Wei
8978515cb9
Reworked SHDebugDraw to fit new interface of SHDebugDrawSystem
2022-12-15 23:25:49 +08:00
Diren D Bharwani
27c7a17397
Fixed computation of global inverse inertia tensor
2022-12-15 22:59:55 +08:00
Kah Wei
eb06eebc32
Added ability to debug draw circles
2022-12-15 20:30:20 +08:00
Kah Wei
78575b11e4
Added debug draw of wire spheres, filled cube and filled sphere
2022-12-15 18:08:12 +08:00
Kah Wei
b6ab7b44d9
Renamed DrawWireBox to DrawWireCube
2022-12-15 02:19:30 +08:00
Diren D Bharwani
53edffebac
Added (untested) rotational motion to rigidbodies
...
Also added a temporary solution for debug drawing rotated spheres
2022-12-15 02:08:25 +08:00
Kah Wei
9ef005346b
Merge branch 'main' into SP3-1-DebugDraw
2022-12-15 01:46:26 +08:00
Kah Wei
98ff16d00c
Added deebug drawing of cubes of any transform
2022-12-15 01:45:44 +08:00
mushgunAX
3041761e96
Merge branch 'main' into SP3-10-input-management
2022-12-14 16:13:27 +08:00
Kah Wei
06cc969658
Reworked DebugDraw system (only lines now)
2022-12-14 01:20:12 +08:00
Diren D Bharwani
af3a5e7dc9
Re-implemented Collider Debug Drawing
2022-12-13 03:54:37 +08:00
mushgunAX
775dcd5337
Merge branch 'main' into SP3-10-input-management
2022-12-12 20:11:51 +08:00
Diren D Bharwani
7820d332b1
Changed managed code's GameObject to synce with the node's active state
2022-12-12 17:58:15 +08:00
Diren D Bharwani
9b17c62b1d
Added active in hierarchy property to scene nodes
2022-12-12 17:07:18 +08:00
Sri Sham Haran
82765648c4
fix colliderpanel
2022-12-12 11:49:52 +08:00
Sri Sham Haran
a820d19670
Merge branch 'main' into SP3-4-Editor
2022-12-12 10:39:07 +08:00
Diren D Bharwani
0cebedeee0
Fixed compile errors with merged scene init and exit events
2022-12-11 20:44:40 +08:00
Diren D Bharwani
60409b47cb
Merge remote-tracking branch 'origin/main' into PhySH
2022-12-11 20:44:25 +08:00
Diren D Bharwani
bf8a410fa2
Fixed bug where colliders were not properly deserialised
2022-12-11 20:33:30 +08:00
Diren D Bharwani
c1d7702914
Moved debug draw state to colliders. Synced collider positions with rigid bodies
2022-12-11 20:12:26 +08:00
Diren D Bharwani
74e50e10bd
Refactored the colliders?
...
This took me 4 days omg
2022-12-09 01:15:43 +08:00
maverickdgg
4f1007e6be
Added scene init exit events
2022-12-06 13:09:47 +08:00
maverickdgg
9eddcc8460
Merge branch 'main' into SP3-12-SceneGraph
2022-12-06 12:54:43 +08:00
mushgunAX
9a5dc52d77
Minor fixes to input manager
...
- Pass binding names into functions by const reference instead of by value
- Fixed oversight of not being able to modify or read mouse Y positive multiplier for a binding
2022-12-05 23:25:43 +08:00
Diren D Bharwani
38b1c46d1f
Added physics world and tested applied gravity for linear movement
2022-12-05 00:20:29 +08:00
Diren D Bharwani
36ceec5855
Added SceneInit & SceneExit events
2022-12-05 00:19:48 +08:00
Diren D Bharwani
ca45a12186
Restructured Physics Systems & Interfaces
2022-12-04 17:31:22 +08:00
Diren D Bharwani
6cd203179a
Added Rigid Body
2022-12-02 19:01:08 +08:00
Diren D Bharwani
52dc993941
goodbye react
2022-12-02 17:44:44 +08:00
Kah Wei
c84e33731b
Fixed crash which occurs when changing the material of an object twice in a row
2022-11-25 22:24:30 +08:00
Glence
413156dabb
Merge branch 'main' into PlayerController
2022-11-25 15:45:35 +08:00
Diren D Bharwani
1cfd3cfd3a
Merge remote-tracking branch 'origin/main' into SP3-2-Physics
2022-11-25 14:06:28 +08:00
Diren D Bharwani
afd2abf036
Fixed pre & post physics transforms update routines
2022-11-25 14:06:20 +08:00
Diren D Bharwani
43a5cb4deb
Reverted world extents computation
2022-11-25 14:05:43 +08:00
Glence
9daaade56a
Merge branch 'main' into PlayerController
2022-11-25 13:22:51 +08:00
Xiao Qi
300647afa6
Stopped camera from running when editor is in pause
2022-11-25 12:24:13 +08:00
maverickdgg
f3e7f1747a
Merge branch 'main' into SP3-141-Camera-System
2022-11-25 10:06:11 +08:00
maverickdgg
428f8f29c6
Camera collision. WIP
2022-11-25 10:06:02 +08:00