SP3-16 Slight rework to SHColour for compatibility #159

Merged
direnbharwani merged 7 commits from SP3-16-Math into main 2022-11-02 02:29:07 +08:00
63 changed files with 16103 additions and 372 deletions
Showing only changes of commit 07bfb2f485 - Show all commits

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@ -11,6 +11,10 @@
#pragma once #pragma once
#include "SHAssetLoader.h" #include "SHAssetLoader.h"
#include "Assets/Asset Types/SHPrefabAsset.h"
#include "Assets/Asset Types/SHSceneAsset.h"
#include "Assets/Asset Types/SHMaterialAsset.h"
namespace SHADE namespace SHADE
{ {
struct SHTextBasedLoader : SHAssetLoader struct SHTextBasedLoader : SHAssetLoader

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@ -151,19 +151,23 @@ namespace SHADE
****************************************************************************/ ****************************************************************************/
AssetID SHAssetManager::CreateNewAsset(AssetType type, AssetName name) noexcept AssetID SHAssetManager::CreateNewAsset(AssetType type, AssetName name) noexcept
{ {
SHAssetData* data = nullptr;
std::string newPath{ ASSET_ROOT }; std::string newPath{ ASSET_ROOT };
switch (type) switch (type)
{ {
case AssetType::PREFAB: case AssetType::PREFAB:
newPath += PREFAB_FOLDER; newPath += PREFAB_FOLDER;
data = new SHPrefabAsset();
break; break;
case AssetType::SCENE: case AssetType::SCENE:
newPath += SCENE_FOLDER; newPath += SCENE_FOLDER;
data = new SHSceneAsset();
break; break;
case AssetType::MATERIAL: case AssetType::MATERIAL:
newPath += MATERIAL_FOLDER; newPath += MATERIAL_FOLDER;
data = new SHMaterialAsset();
break; break;
default: default:
@ -189,6 +193,8 @@ namespace SHADE
) )
}); });
assetData.emplace(id, data);
return id; return id;
} }

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@ -33,18 +33,18 @@ namespace SHADE
return; return;
} }
std::vector<SHComponentRemovedEvent> eventVec;
for (uint32_t i = 0; i < componentSet.Size(); ++i) for (uint32_t i = 0; i < componentSet.Size(); ++i)
{ {
SHComponent* comp = (SHComponent*) componentSet.GetElement(i, EntityHandleGenerator::GetIndex(entityID)); SHComponent* comp = (SHComponent*) componentSet.GetElement(i, EntityHandleGenerator::GetIndex(entityID));
if (comp) if (comp)
{ {
comp->OnDestroy(); comp->OnDestroy();
SHComponentRemovedEvent eventData; SHComponentRemovedEvent eventData;
eventData.eid = entityID; eventData.eid = entityID;
eventData.removedComponentType = i; eventData.removedComponentType = i;
eventVec.push_back(eventData);
SHEventManager::BroadcastEvent<SHComponentRemovedEvent>(eventData, SH_COMPONENT_REMOVED_EVENT);
} }
} }
@ -57,6 +57,12 @@ namespace SHADE
componentSet.RemoveElements(EntityHandleGenerator::GetIndex(entityID)); componentSet.RemoveElements(EntityHandleGenerator::GetIndex(entityID));
for (auto& eventData : eventVec)
{
SHEventManager::BroadcastEvent<SHComponentRemovedEvent>(eventData, SH_COMPONENT_REMOVED_EVENT);
}
//entityHandle.RemoveHandle(entityID); //entityHandle.RemoveHandle(entityID);

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@ -29,7 +29,7 @@ namespace SHADE
{ {
system.second->Init(); system.second->Init();
#ifdef _DEBUG #ifdef _DEBUG
std::cout << system.first << " Init" << std::endl; SHLOG_INFO("Initialising System {}...", system.first)
#endif #endif
} }
} }

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@ -195,18 +195,22 @@ namespace SHADE
if (SHDragDrop::BeginSource()) if (SHDragDrop::BeginSource())
{ {
std::string moveLabel = "Moving EID: "; std::string moveLabel = "Moving EID: ";
static std::vector<EntityID> draggingEntities = editor->selectedEntities;
if (!isSelected) if (!isSelected)
editor->selectedEntities.push_back(eid);
for (int i = 0; i < static_cast<int>(editor->selectedEntities.size()); ++i)
{ {
moveLabel.append(std::to_string(editor->selectedEntities[i])); draggingEntities.clear();
if (i + 1 < static_cast<int>(editor->selectedEntities.size())) draggingEntities.push_back(eid);
}
for (int i = 0; i < static_cast<int>(draggingEntities.size()); ++i)
{
moveLabel.append(std::to_string(draggingEntities[i]));
if (i + 1 < static_cast<int>(draggingEntities.size()))
{ {
moveLabel.append(", "); moveLabel.append(", ");
} }
} }
ImGui::Text(moveLabel.c_str()); ImGui::Text(moveLabel.c_str());
SHDragDrop::SetPayload<std::vector<EntityID>>(SHDragDrop::DRAG_EID, &editor->selectedEntities); SHDragDrop::SetPayload<std::vector<EntityID>>(SHDragDrop::DRAG_EID, &draggingEntities);
SHDragDrop::EndSource(); SHDragDrop::EndSource();
} }
else if (SHDragDrop::BeginTarget()) //If Received DragDrop else if (SHDragDrop::BeginTarget()) //If Received DragDrop

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@ -274,8 +274,27 @@ namespace SHADE
} }
{ {
SHEditorWidgets::BeginPanel("Offset", { ImGui::GetContentRegionAvail().x, 30.0f }); SHEditorWidgets::BeginPanel("Offsets",{ ImGui::GetContentRegionAvail().x, 30.0f });
SHEditorWidgets::DragVec3("Position", { "X", "Y", "Z" }, [&collider] {return collider->GetPositionOffset(); }, [&collider](SHVec3 const& vec) {collider->SetPositionOffset(vec); }); SHEditorWidgets::DragVec3("Position", { "X", "Y", "Z" }, [&collider] {return collider->GetPositionOffset(); }, [&collider](SHVec3 const& vec) {collider->SetPositionOffset(vec); });
SHEditorWidgets::DragVec3("Rotation", { "X", "Y", "Z" },
[&collider]
{
auto offset = collider->GetRotationOffset();
offset.x = SHMath::RadiansToDegrees(offset.x);
offset.y = SHMath::RadiansToDegrees(offset.y);
offset.z = SHMath::RadiansToDegrees(offset.z);
return offset;
},
[&collider](SHVec3 const& vec)
{
const SHVec3 vecInRad
{
SHMath::DegreesToRadians(vec.x)
, SHMath::DegreesToRadians(vec.y)
, SHMath::DegreesToRadians(vec.z)
};
collider->SetRotationOffset(vecInRad);
});
SHEditorWidgets::EndPanel(); SHEditorWidgets::EndPanel();
} }
if (ImGui::Button(std::format("{} Remove Collider #{}", ICON_MD_REMOVE, i).data())) if (ImGui::Button(std::format("{} Remove Collider #{}", ICON_MD_REMOVE, i).data()))
@ -358,6 +377,7 @@ namespace SHADE
[component](AssetID const& id) [component](AssetID const& id)
{ {
component->SetMesh(SHResourceManager::LoadOrGet<SHMesh>(id)); component->SetMesh(SHResourceManager::LoadOrGet<SHMesh>(id));
SHResourceManager::FinaliseChanges();
}, SHDragDrop::DRAG_RESOURCE); }, SHDragDrop::DRAG_RESOURCE);
} }
else else

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@ -175,19 +175,37 @@ namespace SHADE
ImGui::BeginDisabled(editor->editorState == SHEditor::State::PLAY); ImGui::BeginDisabled(editor->editorState == SHEditor::State::PLAY);
if(ImGui::SmallButton(ICON_MD_PLAY_ARROW)) if(ImGui::SmallButton(ICON_MD_PLAY_ARROW))
{ {
const SHEditorStateChangeEvent STATE_CHANGE_EVENT
{
.previousState = editor->editorState
};
editor->editorState = SHEditor::State::PLAY; editor->editorState = SHEditor::State::PLAY;
SHEventManager::BroadcastEvent<SHEditorStateChangeEvent>(STATE_CHANGE_EVENT, SH_EDITOR_ON_PLAY_EVENT);
} }
ImGui::EndDisabled(); ImGui::EndDisabled();
ImGui::BeginDisabled(editor->editorState == SHEditor::State::PAUSE); ImGui::BeginDisabled(editor->editorState == SHEditor::State::PAUSE);
if(ImGui::SmallButton(ICON_MD_PAUSE)) if(ImGui::SmallButton(ICON_MD_PAUSE))
{ {
const SHEditorStateChangeEvent STATE_CHANGE_EVENT
{
.previousState = editor->editorState
};
editor->editorState = SHEditor::State::PAUSE; editor->editorState = SHEditor::State::PAUSE;
SHEventManager::BroadcastEvent<SHEditorStateChangeEvent>(STATE_CHANGE_EVENT, SH_EDITOR_ON_PAUSE_EVENT);
} }
ImGui::EndDisabled(); ImGui::EndDisabled();
ImGui::BeginDisabled(editor->editorState == SHEditor::State::STOP); ImGui::BeginDisabled(editor->editorState == SHEditor::State::STOP);
if(ImGui::SmallButton(ICON_MD_STOP)) if(ImGui::SmallButton(ICON_MD_STOP))
{ {
const SHEditorStateChangeEvent STATE_CHANGE_EVENT
{
.previousState = editor->editorState
};
editor->editorState = SHEditor::State::STOP; editor->editorState = SHEditor::State::STOP;
SHEventManager::BroadcastEvent<SHEditorStateChangeEvent>(STATE_CHANGE_EVENT, SH_EDITOR_ON_STOP_EVENT);
} }
ImGui::EndDisabled(); ImGui::EndDisabled();
ImGui::EndMenuBar(); ImGui::EndMenuBar();

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@ -20,4 +20,10 @@ namespace SHADE
float menuBarHeight = 20.0f; float menuBarHeight = 20.0f;
std::vector<std::filesystem::path> layoutPaths; std::vector<std::filesystem::path> layoutPaths;
};//class SHEditorMenuBar };//class SHEditorMenuBar
struct SHEditorStateChangeEvent
{
SHEditor::State previousState;
};
}//namespace SHADE }//namespace SHADE

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@ -16,6 +16,7 @@ of DigiPen Institute of Technology is prohibited.
// External Dependencies // External Dependencies
#include <imgui.h> #include <imgui.h>
#include "SHEditorWidgets.hpp" #include "SHEditorWidgets.hpp"
#include "ECS_Base/Managers/SHEntityManager.h"
namespace SHADE namespace SHADE
{ {
@ -287,6 +288,35 @@ namespace SHADE
return CHANGED; return CHANGED;
} }
bool SHEditorUI::InputGameObjectField(const std::string& label, uint32_t& value, bool* isHovered)
{
ImGui::Text(label.c_str());
if (isHovered)
*isHovered = ImGui::IsItemHovered();
ImGui::SameLine();
SHEntity* entity = SHEntityManager::GetEntityByID(value);
std::ostringstream oss;
if (entity)
{
oss << value << ": " << entity->name;
}
std::string entityName = oss.str();
bool changed = ImGui::InputText("##", &entityName, ImGuiInputTextFlags_ReadOnly);
if (SHDragDrop::BeginTarget())
{
if (const std::vector<EntityID>* payload = SHDragDrop::AcceptPayload<std::vector<EntityID>>(SHDragDrop::DRAG_EID))
{
if (!payload->empty())
{
value = payload->at(0);
changed = true;
}
SHDragDrop::EndTarget();
}
}
return changed;
}
bool SHEditorUI::InputEnumCombo(const std::string& label, int& v, const std::vector<std::string>& enumNames, bool* isHovered) bool SHEditorUI::InputEnumCombo(const std::string& label, int& v, const std::vector<std::string>& enumNames, bool* isHovered)
{ {
// Clamp input value // Clamp input value

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@ -308,6 +308,14 @@ namespace SHADE
/// <returns>True if the value was changed.</returns> /// <returns>True if the value was changed.</returns>
static bool InputTextField(const std::string& label, std::string& value, bool* isHovered = nullptr); static bool InputTextField(const std::string& label, std::string& value, bool* isHovered = nullptr);
/// <summary> /// <summary>
/// Creates a drag field widget for int input.
/// </summary>
/// <param name="label">Label used to identify this widget.</param>
/// <param name="value">Reference to the variable to store the result.</param>
/// <param name="isHovered>If set, stores the hover state of this widget.</param>
/// <returns>True if the value was changed.</returns>
static bool InputGameObjectField(const std::string& label, uint32_t& value, bool* isHovered = nullptr);
/// <summary>
/// Creates a combo box for enumeration input. /// Creates a combo box for enumeration input.
/// </summary> /// </summary>
/// <typeparam name="Enum">The type of enum to input.</typeparam> /// <typeparam name="Enum">The type of enum to input.</typeparam>

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@ -13,4 +13,7 @@ constexpr SHEventIdentifier SH_COMPONENT_REMOVED_EVENT { 4 };
constexpr SHEventIdentifier SH_SCENEGRAPH_CHANGE_PARENT_EVENT { 5 }; constexpr SHEventIdentifier SH_SCENEGRAPH_CHANGE_PARENT_EVENT { 5 };
constexpr SHEventIdentifier SH_PHYSICS_COLLIDER_ADDED_EVENT { 6 }; constexpr SHEventIdentifier SH_PHYSICS_COLLIDER_ADDED_EVENT { 6 };
constexpr SHEventIdentifier SH_PHYSICS_COLLIDER_REMOVED_EVENT { 7 }; constexpr SHEventIdentifier SH_PHYSICS_COLLIDER_REMOVED_EVENT { 7 };
constexpr SHEventIdentifier SH_EDITOR_ON_PLAY_EVENT { 8 };
constexpr SHEventIdentifier SH_EDITOR_ON_PAUSE_EVENT { 9 };
constexpr SHEventIdentifier SH_EDITOR_ON_STOP_EVENT { 10 };

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@ -74,10 +74,11 @@ namespace SHADE
void SHBatch::Remove(const SHRenderable* renderable) void SHBatch::Remove(const SHRenderable* renderable)
{ {
// Check if we have a SubBatch with the same mesh yet // Check if we have a SubBatch with the existing mesh yet (if changed, we use the old mesh)
Handle<SHMesh> prevSubBatchMesh = renderable->HasMeshChanged() ? renderable->GetPrevMesh() : renderable->GetMesh();
auto subBatch = std::find_if(subBatches.begin(), subBatches.end(), [&](const SHSubBatch& batch) auto subBatch = std::find_if(subBatches.begin(), subBatches.end(), [&](const SHSubBatch& batch)
{ {
return batch.Mesh == renderable->GetMesh(); return batch.Mesh == prevSubBatchMesh;
}); });
// Attempt to remove if it exists // Attempt to remove if it exists
@ -88,9 +89,7 @@ namespace SHADE
// Check if other renderables in subBatches contain the same material instance // Check if other renderables in subBatches contain the same material instance
bool matUnused = true; bool matUnused = true;
Handle<SHMaterialInstance> matToCheck = renderable->HasMaterialChanged() ? renderable->GetPrevMaterial() : renderable->GetMaterial(); Handle<SHMaterialInstance> matToCheck = renderable->HasMaterialChanged() ? renderable->GetPrevMaterial() : renderable->GetMaterial();
for (const auto& sb : subBatches) for (const auto& sb : subBatches)
{ {
// Check material usage // Check material usage

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@ -106,10 +106,7 @@ namespace SHADE
descPool = device->CreateDescriptorPools(); descPool = device->CreateDescriptorPools();
// Create generic command buffer // Create generic command buffer
//transferCmdPool = device->CreateCommandPool(SH_QUEUE_FAMILY_ARRAY_INDEX::GRAPHICS, SH_CMD_POOL_RESET::POOL_BASED, true);
graphicsCmdPool = device->CreateCommandPool(SH_QUEUE_FAMILY_ARRAY_INDEX::GRAPHICS, SH_CMD_POOL_RESET::POOL_BASED, true); graphicsCmdPool = device->CreateCommandPool(SH_QUEUE_FAMILY_ARRAY_INDEX::GRAPHICS, SH_CMD_POOL_RESET::POOL_BASED, true);
transferCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
graphicsTexCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
// Load Built In Shaders // Load Built In Shaders
static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT); static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT);
@ -621,10 +618,14 @@ namespace SHADE
void SHGraphicsSystem::BuildMeshBuffers() void SHGraphicsSystem::BuildMeshBuffers()
{ {
transferCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
device->WaitIdle();
transferCmdBuffer->BeginRecording(); transferCmdBuffer->BeginRecording();
meshLibrary.BuildBuffers(device, transferCmdBuffer); meshLibrary.BuildBuffers(device, transferCmdBuffer);
transferCmdBuffer->EndRecording(); transferCmdBuffer->EndRecording();
graphicsQueue->SubmitCommandBuffer({ transferCmdBuffer }); graphicsQueue->SubmitCommandBuffer({ transferCmdBuffer });
device->WaitIdle();
transferCmdBuffer.Free(); transferCmdBuffer = {};
} }
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
@ -649,10 +650,14 @@ namespace SHADE
void SHGraphicsSystem::BuildTextures() void SHGraphicsSystem::BuildTextures()
{ {
graphicsTexCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
device->WaitIdle();
texLibrary.BuildTextures texLibrary.BuildTextures
( (
device, graphicsTexCmdBuffer, graphicsQueue, descPool device, graphicsTexCmdBuffer, graphicsQueue, descPool
); );
device->WaitIdle();
graphicsTexCmdBuffer.Free(); graphicsTexCmdBuffer = {};
} }
#pragma endregion ADD_REMOVE #pragma endregion ADD_REMOVE
@ -692,6 +697,7 @@ namespace SHADE
void SHGraphicsSystem::EndRoutine::Execute(double) noexcept void SHGraphicsSystem::EndRoutine::Execute(double) noexcept
{ {
reinterpret_cast<SHGraphicsSystem*>(system)->EndRender(); reinterpret_cast<SHGraphicsSystem*>(system)->EndRender();
SHResourceManager::FinaliseChanges();
} }
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
@ -709,8 +715,13 @@ namespace SHADE
if (!renderable.HasChanged()) if (!renderable.HasChanged())
continue; continue;
// Remove from old material's SuperBatch if (!renderable.GetMesh())
Handle<SHMaterialInstance> prevMaterial = renderable.GetPrevMaterial(); {
SHLOG_CRITICAL("NULL Mesh provided!");
}
// Remove from the SuperBatch it is previously in (prevMat if mat has changed)
Handle<SHMaterialInstance> prevMaterial = renderable.HasMaterialChanged() ? renderable.GetPrevMaterial() : renderable.GetMaterial();
if (prevMaterial) if (prevMaterial)
{ {
Handle<SHSuperBatch> oldSuperBatch = prevMaterial->GetBaseMaterial()->GetPipeline()->GetPipelineState().GetSubpass()->GetSuperBatch(); Handle<SHSuperBatch> oldSuperBatch = prevMaterial->GetBaseMaterial()->GetPipeline()->GetPipelineState().GetSubpass()->GetSuperBatch();

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@ -18,6 +18,7 @@
// Project Headers // Project Headers
#include "ECS_Base/Managers/SHSystemManager.h" #include "ECS_Base/Managers/SHSystemManager.h"
#include "Math/SHMathHelpers.h"
#include "Physics/SHPhysicsSystem.h" #include "Physics/SHPhysicsSystem.h"
namespace SHADE namespace SHADE
@ -28,21 +29,9 @@ namespace SHADE
SHRigidBodyComponent::SHRigidBodyComponent() noexcept SHRigidBodyComponent::SHRigidBodyComponent() noexcept
: type { Type::DYNAMIC } : type { Type::DYNAMIC }
, flags { 0 }
, dirtyFlags { 0 }
, interpolate { true } , interpolate { true }
, rp3dBody { nullptr } , rp3dBody { nullptr }
, mass { 1.0f } {}
, drag { 0.01f }
, angularDrag { 0.01f }
{
// Set default flags: Gravity & Sleeping enabled
flags |= 1U << 0;
flags |= 1U << 1;
// Set all dirty flags to true
dirtyFlags = 1023;
}
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */ /* Getter Function Definitions */
@ -50,12 +39,24 @@ namespace SHADE
bool SHRigidBodyComponent::IsGravityEnabled() const noexcept bool SHRigidBodyComponent::IsGravityEnabled() const noexcept
{ {
return flags & (1U << 0); if (rp3dBody == nullptr)
{
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return false;
}
return rp3dBody->isGravityEnabled();
} }
bool SHRigidBodyComponent::IsAllowedToSleep() const noexcept bool SHRigidBodyComponent::IsAllowedToSleep() const noexcept
{ {
return flags & (1U << 1); if (rp3dBody == nullptr)
{
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return false;
}
return rp3dBody->isAllowedToSleep();
} }
bool SHRigidBodyComponent::IsInterpolating() const noexcept bool SHRigidBodyComponent::IsInterpolating() const noexcept
@ -70,67 +71,151 @@ namespace SHADE
float SHRigidBodyComponent::GetMass() const noexcept float SHRigidBodyComponent::GetMass() const noexcept
{ {
return mass; if (rp3dBody == nullptr)
{
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return 0.0f;
}
return rp3dBody->getMass();
} }
float SHRigidBodyComponent::GetDrag() const noexcept float SHRigidBodyComponent::GetDrag() const noexcept
{ {
return drag; if (rp3dBody == nullptr)
{
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return 0.0f;
}
return rp3dBody->getLinearDamping();
} }
float SHRigidBodyComponent::GetAngularDrag() const noexcept float SHRigidBodyComponent::GetAngularDrag() const noexcept
{ {
return angularDrag; if (rp3dBody == nullptr)
{
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return 0.0f;
}
return rp3dBody->getAngularDamping();
} }
bool SHRigidBodyComponent::GetFreezePositionX() const noexcept bool SHRigidBodyComponent::GetFreezePositionX() const noexcept
{ {
return flags & (1U << 2); if (rp3dBody == nullptr)
{
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return false;
}
const auto& LINEAR_CONSTRAINTS = rp3dBody->getLinearLockAxisFactor();
return SHMath::CompareFloat(LINEAR_CONSTRAINTS.x, 0.0f);
} }
bool SHRigidBodyComponent::GetFreezePositionY() const noexcept bool SHRigidBodyComponent::GetFreezePositionY() const noexcept
{ {
return flags & (1U << 3); if (rp3dBody == nullptr)
{
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return false;
}
const auto& LINEAR_CONSTRAINTS = rp3dBody->getLinearLockAxisFactor();
return SHMath::CompareFloat(LINEAR_CONSTRAINTS.y, 0.0f);
} }
bool SHRigidBodyComponent::GetFreezePositionZ() const noexcept bool SHRigidBodyComponent::GetFreezePositionZ() const noexcept
{ {
return flags & (1U << 4); if (rp3dBody == nullptr)
{
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return false;
}
const auto& LINEAR_CONSTRAINTS = rp3dBody->getLinearLockAxisFactor();
return SHMath::CompareFloat(LINEAR_CONSTRAINTS.z, 0.0f);
} }
bool SHRigidBodyComponent::GetFreezeRotationX() const noexcept bool SHRigidBodyComponent::GetFreezeRotationX() const noexcept
{ {
return flags & (1U << 5); if (rp3dBody == nullptr)
{
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return false;
}
const auto& ANGULAR_CONSTRAINTS = rp3dBody->getAngularLockAxisFactor();
return SHMath::CompareFloat(ANGULAR_CONSTRAINTS.x, 0.0f);
} }
bool SHRigidBodyComponent::GetFreezeRotationY() const noexcept bool SHRigidBodyComponent::GetFreezeRotationY() const noexcept
{ {
return flags & (1U << 6); if (rp3dBody == nullptr)
{
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return false;
}
const auto& ANGULAR_CONSTRAINTS = rp3dBody->getAngularLockAxisFactor();
return SHMath::CompareFloat(ANGULAR_CONSTRAINTS.y, 0.0f);
} }
bool SHRigidBodyComponent::GetFreezeRotationZ() const noexcept bool SHRigidBodyComponent::GetFreezeRotationZ() const noexcept
{ {
return flags & (1U << 7); if (rp3dBody == nullptr)
{
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return false;
} }
const SHVec3& SHRigidBodyComponent::GetForce() const noexcept const auto& ANGULAR_CONSTRAINTS = rp3dBody->getAngularLockAxisFactor();
{ return SHMath::CompareFloat(ANGULAR_CONSTRAINTS.z, 0.0f);
return force;
} }
const SHVec3& SHRigidBodyComponent::GetTorque() const noexcept SHVec3 SHRigidBodyComponent::GetForce() const noexcept
{ {
return torque; if (rp3dBody == nullptr)
{
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return false;
} }
const SHVec3& SHRigidBodyComponent::GetLinearVelocity() const noexcept return rp3dBody->getForce();
{
return linearVelocity;
} }
const SHVec3& SHRigidBodyComponent::GetAngularVelocity() const noexcept SHVec3 SHRigidBodyComponent::GetTorque() const noexcept
{ {
return angularVelocity; if (rp3dBody == nullptr)
{
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return SHVec3::Zero;
}
return rp3dBody->getTorque();
}
SHVec3 SHRigidBodyComponent::GetLinearVelocity() const noexcept
{
if (rp3dBody == nullptr)
{
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return SHVec3::Zero;
}
return rp3dBody->getLinearVelocity();
}
SHVec3 SHRigidBodyComponent::GetAngularVelocity() const noexcept
{
if (rp3dBody == nullptr)
{
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return SHVec3::Zero;
}
return rp3dBody->getAngularVelocity();
} }
const SHVec3& SHRigidBodyComponent::GetPosition() const noexcept const SHVec3& SHRigidBodyComponent::GetPosition() const noexcept
@ -157,8 +242,15 @@ namespace SHADE
if (type == newType) if (type == newType)
return; return;
dirtyFlags |= 1U << 4;
type = newType; type = newType;
if (rp3dBody == nullptr)
{
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return;
}
rp3dBody->setType(static_cast<rp3d::BodyType>(type));
} }
void SHRigidBodyComponent::SetGravityEnabled(bool enableGravity) noexcept void SHRigidBodyComponent::SetGravityEnabled(bool enableGravity) noexcept
@ -171,8 +263,13 @@ namespace SHADE
return; return;
} }
dirtyFlags |= 1U << FLAG_POS; if (rp3dBody == nullptr)
enableGravity ? flags |= (1U << FLAG_POS) : flags &= ~(1U << FLAG_POS); {
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return;
}
rp3dBody->enableGravity(enableGravity);
} }
void SHRigidBodyComponent::SetIsAllowedToSleep(bool isAllowedToSleep) noexcept void SHRigidBodyComponent::SetIsAllowedToSleep(bool isAllowedToSleep) noexcept
@ -185,92 +282,127 @@ namespace SHADE
return; return;
} }
dirtyFlags |= 1U << 1; if (rp3dBody == nullptr)
isAllowedToSleep ? flags |= (1U << FLAG_POS) : flags &= ~(1U << FLAG_POS); {
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return;
}
rp3dBody->setIsAllowedToSleep(isAllowedToSleep);
} }
void SHRigidBodyComponent::SetFreezePositionX(bool freezePositionX) noexcept void SHRigidBodyComponent::SetFreezePositionX(bool freezePositionX) noexcept
{ {
static constexpr int FLAG_POS = 2;
if (type == Type::STATIC) if (type == Type::STATIC)
{ {
SHLOG_WARNING("Cannot set linear constraints of a static object {}", GetEID()) SHLOG_WARNING("Cannot set linear constraints of a static object {}", GetEID())
return; return;
} }
dirtyFlags |= 1U << 2; if (rp3dBody == nullptr)
freezePositionX ? flags |= (1U << FLAG_POS) : flags &= ~(1U << FLAG_POS); {
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return;
}
auto linearConstraints = rp3dBody->getLinearLockAxisFactor();
linearConstraints.x = freezePositionX ? 0.0f : 1.0f;
rp3dBody->setLinearLockAxisFactor(linearConstraints);
} }
void SHRigidBodyComponent::SetFreezePositionY(bool freezePositionY) noexcept void SHRigidBodyComponent::SetFreezePositionY(bool freezePositionY) noexcept
{ {
static constexpr int FLAG_POS = 3;
if (type == Type::STATIC) if (type == Type::STATIC)
{ {
SHLOG_WARNING("Cannot set linear constraints of a static object {}", GetEID()) SHLOG_WARNING("Cannot set linear constraints of a static object {}", GetEID())
return; return;
} }
dirtyFlags |= 1U << 2; if (rp3dBody == nullptr)
freezePositionY ? flags |= (1U << FLAG_POS) : flags &= ~(1U << FLAG_POS); {
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return;
}
auto linearConstraints = rp3dBody->getLinearLockAxisFactor();
linearConstraints.y = freezePositionY ? 0.0f : 1.0f;
rp3dBody->setLinearLockAxisFactor(linearConstraints);
} }
void SHRigidBodyComponent::SetFreezePositionZ(bool freezePositionZ) noexcept void SHRigidBodyComponent::SetFreezePositionZ(bool freezePositionZ) noexcept
{ {
static constexpr int FLAG_POS = 4;
if (type == Type::STATIC) if (type == Type::STATIC)
{ {
SHLOG_WARNING("Cannot set linear constraints of a static object {}", GetEID()) SHLOG_WARNING("Cannot set linear constraints of a static object {}", GetEID())
return; return;
} }
dirtyFlags |= 1U << 2; if (rp3dBody == nullptr)
freezePositionZ ? flags |= (1U << FLAG_POS) : flags &= ~(1U << FLAG_POS); {
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return;
}
auto linearConstraints = rp3dBody->getLinearLockAxisFactor();
linearConstraints.z = freezePositionZ ? 0.0f : 1.0f;
rp3dBody->setLinearLockAxisFactor(linearConstraints);
} }
void SHRigidBodyComponent::SetFreezeRotationX(bool freezeRotationX) noexcept void SHRigidBodyComponent::SetFreezeRotationX(bool freezeRotationX) noexcept
{ {
static constexpr int FLAG_POS = 5;
if (type == Type::STATIC) if (type == Type::STATIC)
{ {
SHLOG_WARNING("Cannot set angular constraints of a static object {}", GetEID()) SHLOG_WARNING("Cannot set angular constraints of a static object {}", GetEID())
return; return;
} }
dirtyFlags |= 1U << 3; if (rp3dBody == nullptr)
freezeRotationX ? flags |= (1U << FLAG_POS) : flags &= ~(1U << FLAG_POS); {
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return;
}
auto angularConstraints = rp3dBody->getAngularLockAxisFactor();
angularConstraints.x = freezeRotationX ? 0.0f : 1.0f;
rp3dBody->setAngularLockAxisFactor(angularConstraints);
} }
void SHRigidBodyComponent::SetFreezeRotationY(bool freezeRotationY) noexcept void SHRigidBodyComponent::SetFreezeRotationY(bool freezeRotationY) noexcept
{ {
static constexpr int FLAG_POS = 6;
if (type == Type::STATIC) if (type == Type::STATIC)
{ {
SHLOG_WARNING("Cannot set angular constraints of a static object {}", GetEID()) SHLOG_WARNING("Cannot set angular constraints of a static object {}", GetEID())
return; return;
} }
dirtyFlags |= 1U << 3; if (rp3dBody == nullptr)
freezeRotationY ? flags |= (1U << FLAG_POS) : flags &= ~(1U << FLAG_POS); {
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return;
}
auto angularConstraints = rp3dBody->getAngularLockAxisFactor();
angularConstraints.y = freezeRotationY ? 0.0f : 1.0f;
rp3dBody->setAngularLockAxisFactor(angularConstraints);
} }
void SHRigidBodyComponent::SetFreezeRotationZ(bool freezeRotationZ) noexcept void SHRigidBodyComponent::SetFreezeRotationZ(bool freezeRotationZ) noexcept
{ {
static constexpr int FLAG_POS = 7;
if (type == Type::STATIC) if (type == Type::STATIC)
{ {
SHLOG_WARNING("Cannot set angular constraints of a static object {}", GetEID()) SHLOG_WARNING("Cannot set angular constraints of a static object {}", GetEID())
return; return;
} }
dirtyFlags |= 1U << 3; if (rp3dBody == nullptr)
freezeRotationZ ? flags |= (1U << FLAG_POS) : flags &= ~(1U << FLAG_POS); {
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return;
}
auto angularConstraints = rp3dBody->getAngularLockAxisFactor();
angularConstraints.z = freezeRotationZ ? 0.0f : 1.0f;
rp3dBody->setAngularLockAxisFactor(angularConstraints);
} }
void SHRigidBodyComponent::SetInterpolate(bool allowInterpolation) noexcept void SHRigidBodyComponent::SetInterpolate(bool allowInterpolation) noexcept
@ -286,8 +418,13 @@ namespace SHADE
return; return;
} }
dirtyFlags |= 1U << 5; if (rp3dBody == nullptr)
mass = newMass; {
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return;
}
rp3dBody->setMass(newMass);
} }
void SHRigidBodyComponent::SetDrag(float newDrag) noexcept void SHRigidBodyComponent::SetDrag(float newDrag) noexcept
@ -298,8 +435,13 @@ namespace SHADE
return; return;
} }
dirtyFlags |= 1U << 6; if (rp3dBody == nullptr)
drag = newDrag; {
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return;
}
rp3dBody->setLinearDamping(newDrag);
} }
void SHRigidBodyComponent::SetAngularDrag(float newAngularDrag) noexcept void SHRigidBodyComponent::SetAngularDrag(float newAngularDrag) noexcept
@ -310,8 +452,13 @@ namespace SHADE
return; return;
} }
dirtyFlags |= 1U << 7; if (rp3dBody == nullptr)
angularDrag = newAngularDrag; {
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return;
}
rp3dBody->setLinearDamping(newAngularDrag);
} }
void SHRigidBodyComponent::SetLinearVelocity(const SHVec3& newLinearVelocity) noexcept void SHRigidBodyComponent::SetLinearVelocity(const SHVec3& newLinearVelocity) noexcept
@ -322,8 +469,13 @@ namespace SHADE
return; return;
} }
dirtyFlags |= 1U << 8; if (rp3dBody == nullptr)
linearVelocity = newLinearVelocity; {
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return;
}
rp3dBody->setLinearVelocity(newLinearVelocity);
} }
void SHRigidBodyComponent::SetAngularVelocity(const SHVec3& newAngularVelocity) noexcept void SHRigidBodyComponent::SetAngularVelocity(const SHVec3& newAngularVelocity) noexcept
@ -334,8 +486,13 @@ namespace SHADE
return; return;
} }
dirtyFlags |= 1U << 9; if (rp3dBody == nullptr)
angularVelocity = newAngularVelocity; {
SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return;
}
rp3dBody->setAngularVelocity(newAngularVelocity);
} }
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
@ -346,7 +503,7 @@ namespace SHADE
{ {
if (rp3dBody == nullptr) if (rp3dBody == nullptr)
{ {
SHLOGV_ERROR("Entity {} is missing an rp3dBody!", GetEID()) SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return; return;
} }
@ -357,7 +514,7 @@ namespace SHADE
{ {
if (rp3dBody == nullptr) if (rp3dBody == nullptr)
{ {
SHLOGV_ERROR("Entity {} is missing an rp3dBody!", GetEID()) SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return; return;
} }
@ -368,7 +525,7 @@ namespace SHADE
{ {
if (rp3dBody == nullptr) if (rp3dBody == nullptr)
{ {
SHLOGV_ERROR("Entity {} is missing an rp3dBody!", GetEID()) SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return; return;
} }
@ -379,7 +536,7 @@ namespace SHADE
{ {
if (rp3dBody == nullptr) if (rp3dBody == nullptr)
{ {
SHLOGV_ERROR("Entity {} is missing an rp3dBody!", GetEID()) SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return; return;
} }
@ -390,7 +547,7 @@ namespace SHADE
{ {
if (rp3dBody == nullptr) if (rp3dBody == nullptr)
{ {
SHLOGV_ERROR("Entity {} is missing an rp3dBody!", GetEID()) SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return; return;
} }
@ -401,7 +558,7 @@ namespace SHADE
{ {
if (rp3dBody == nullptr) if (rp3dBody == nullptr)
{ {
SHLOGV_ERROR("Entity {} is missing an rp3dBody!", GetEID()) SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return; return;
} }
@ -412,7 +569,7 @@ namespace SHADE
{ {
if (rp3dBody == nullptr) if (rp3dBody == nullptr)
{ {
SHLOGV_ERROR("Entity {} is missing an rp3dBody!", GetEID()) SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return; return;
} }
@ -423,7 +580,7 @@ namespace SHADE
{ {
if (rp3dBody == nullptr) if (rp3dBody == nullptr)
{ {
SHLOGV_ERROR("Entity {} is missing an rp3dBody!", GetEID()) SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID())
return; return;
} }

View File

@ -94,10 +94,10 @@ namespace SHADE
[[nodiscard]] bool GetFreezeRotationY () const noexcept; [[nodiscard]] bool GetFreezeRotationY () const noexcept;
[[nodiscard]] bool GetFreezeRotationZ () const noexcept; [[nodiscard]] bool GetFreezeRotationZ () const noexcept;
[[nodiscard]] const SHVec3& GetForce () const noexcept; [[nodiscard]] SHVec3 GetForce () const noexcept;
[[nodiscard]] const SHVec3& GetTorque () const noexcept; [[nodiscard]] SHVec3 GetTorque () const noexcept;
[[nodiscard]] const SHVec3& GetLinearVelocity () const noexcept; [[nodiscard]] SHVec3 GetLinearVelocity () const noexcept;
[[nodiscard]] const SHVec3& GetAngularVelocity () const noexcept; [[nodiscard]] SHVec3 GetAngularVelocity () const noexcept;
[[nodiscard]] const SHVec3& GetPosition () const noexcept; [[nodiscard]] const SHVec3& GetPosition () const noexcept;
[[nodiscard]] const SHQuaternion& GetOrientation () const noexcept; [[nodiscard]] const SHQuaternion& GetOrientation () const noexcept;
@ -150,25 +150,10 @@ namespace SHADE
static constexpr size_t NUM_DIRTY_FLAGS = 16; static constexpr size_t NUM_DIRTY_FLAGS = 16;
Type type; Type type;
// rX rY rZ pX pY pZ slp g
uint8_t flags;
// 0 0 0 0 0 0 aV lV aD d m t ag lc slp g
uint16_t dirtyFlags;
bool interpolate; bool interpolate;
reactphysics3d::RigidBody* rp3dBody; reactphysics3d::RigidBody* rp3dBody;
float mass;
float drag;
float angularDrag;
SHVec3 force;
SHVec3 linearVelocity;
SHVec3 torque;
SHVec3 angularVelocity;
SHVec3 position; SHVec3 position;
SHQuaternion orientation; SHQuaternion orientation;

View File

@ -17,6 +17,7 @@
#include "Math/Geometry/SHBoundingSphere.h" #include "Math/Geometry/SHBoundingSphere.h"
#include "Math/Transform/SHTransformComponent.h" #include "Math/Transform/SHTransformComponent.h"
#include "Math/SHMathHelpers.h" #include "Math/SHMathHelpers.h"
#include "Reflection/SHReflectionMetadata.h"
namespace SHADE namespace SHADE
{ {
@ -158,6 +159,11 @@ namespace SHADE
return positionOffset; return positionOffset;
} }
const SHVec3& SHCollider::GetRotationOffset() const noexcept
{
return rotationOffset;
}
SHShape* SHCollider::GetShape() noexcept SHShape* SHCollider::GetShape() noexcept
{ {
dirty = true; dirty = true;
@ -275,6 +281,12 @@ namespace SHADE
} }
} }
void SHCollider::SetRotationOffset(const SHVec3& rotOffset) noexcept
{
dirty = true;
rotationOffset = rotOffset;
}
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
/* Private Function Member Definitions */ /* Private Function Member Definitions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
@ -316,5 +328,6 @@ RTTR_REGISTRATION
); );
registration::class_<SHCollider>("Collider") registration::class_<SHCollider>("Collider")
.property("Position Offset", &SHCollider::GetPositionOffset, &SHCollider::SetPositionOffset); .property("Position Offset", &SHCollider::GetPositionOffset, &SHCollider::SetPositionOffset)
.property("Rotation Offset", &SHCollider::GetRotationOffset, &SHCollider::SetRotationOffset) (metadata(META::angleInRad, true));
} }

View File

@ -80,6 +80,7 @@ namespace SHADE
[[nodiscard]] const SHPhysicsMaterial& GetMaterial () const noexcept; [[nodiscard]] const SHPhysicsMaterial& GetMaterial () const noexcept;
[[nodiscard]] const SHVec3& GetPositionOffset () const noexcept; [[nodiscard]] const SHVec3& GetPositionOffset () const noexcept;
[[nodiscard]] const SHVec3& GetRotationOffset () const noexcept;
[[nodiscard]] SHShape* GetShape () noexcept; [[nodiscard]] SHShape* GetShape () noexcept;
@ -97,6 +98,7 @@ namespace SHADE
void SetMaterial (const SHPhysicsMaterial& newMaterial) noexcept; void SetMaterial (const SHPhysicsMaterial& newMaterial) noexcept;
void SetPositionOffset (const SHVec3& posOffset) noexcept; void SetPositionOffset (const SHVec3& posOffset) noexcept;
void SetRotationOffset (const SHVec3& rotOffset) noexcept;
private: private:
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
@ -110,6 +112,7 @@ namespace SHADE
SHShape* shape; SHShape* shape;
SHPhysicsMaterial material; SHPhysicsMaterial material;
SHVec3 positionOffset; SHVec3 positionOffset;
SHVec3 rotationOffset;
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Function Members */ /* Function Members */

View File

@ -130,6 +130,8 @@ namespace SHADE
int SHPhysicsObject::AddCollider(SHCollider* collider) int SHPhysicsObject::AddCollider(SHCollider* collider)
{ {
const rp3d::Transform OFFSETS{ collider->GetPositionOffset(), collider->GetRotationOffset() };
switch (collider->GetType()) switch (collider->GetType())
{ {
case SHCollider::Type::BOX: case SHCollider::Type::BOX:
@ -137,7 +139,7 @@ namespace SHADE
const auto* box = reinterpret_cast<SHBoundingBox*>(collider->GetShape()); const auto* box = reinterpret_cast<SHBoundingBox*>(collider->GetShape());
rp3d::BoxShape* newBox = factory->createBoxShape(box->GetHalfExtents()); rp3d::BoxShape* newBox = factory->createBoxShape(box->GetHalfExtents());
rp3dBody->addCollider(newBox, rp3d::Transform{ collider->GetPositionOffset(), SHQuaternion::Identity }); rp3dBody->addCollider(newBox, OFFSETS);
break; break;
} }
case SHCollider::Type::SPHERE: case SHCollider::Type::SPHERE:
@ -145,7 +147,7 @@ namespace SHADE
const auto* sphere = reinterpret_cast<SHBoundingSphere*>(collider->GetShape()); const auto* sphere = reinterpret_cast<SHBoundingSphere*>(collider->GetShape());
rp3d::SphereShape* newSphere = factory->createSphereShape(sphere->GetRadius()); rp3d::SphereShape* newSphere = factory->createSphereShape(sphere->GetRadius());
rp3dBody->addCollider(newSphere, rp3d::Transform{ collider->GetPositionOffset(), SHQuaternion::Identity }); rp3dBody->addCollider(newSphere, OFFSETS);
break; break;
} }
// TODO(Diren): Add more collider shapes // TODO(Diren): Add more collider shapes
@ -168,100 +170,6 @@ namespace SHADE
rp3dBody->removeCollider(collider); rp3dBody->removeCollider(collider);
} }
void SHPhysicsObject::SyncRigidBody(SHRigidBodyComponent* rb) const noexcept
{
SHASSERT(rp3dBody != nullptr, "ReactPhysics body does not exist!")
auto* rigidBody = reinterpret_cast<rp3d::RigidBody*>(rp3dBody);
if (rb->dirtyFlags != 0)
{
const uint16_t RB_FLAGS = rb->dirtyFlags;
for (size_t i = 0; i < SHRigidBodyComponent::NUM_DIRTY_FLAGS; ++i)
{
// Check if current dirty flag has been set to true
if (RB_FLAGS & 1U << i)
{
switch (i)
{
case 0: // Gravity
{
rigidBody->enableGravity(rb->IsGravityEnabled());
break;
}
case 1: // Sleeping
{
rigidBody->setIsAllowedToSleep(rb->IsAllowedToSleep());
break;
}
case 2: // Linear Constraints
{
const rp3d::Vector3 CONSTRAINTS
{
rb->flags & 1U << 2 ? 0.0f : 1.0f,
rb->flags & 1U << 3 ? 0.0f : 1.0f,
rb->flags & 1U << 4 ? 0.0f : 1.0f
};
rigidBody->setLinearLockAxisFactor(CONSTRAINTS);
break;
}
case 3: // Angular Constraints
{
const rp3d::Vector3 CONSTRAINTS
{
rb->flags & 1U << 5 ? 0.0f : 1.0f,
rb->flags & 1U << 6 ? 0.0f : 1.0f,
rb->flags & 1U << 7 ? 0.0f : 1.0f
};
rigidBody->setAngularLockAxisFactor(CONSTRAINTS);
break;
}
case 4: // Type
{
rigidBody->setType(static_cast<rp3d::BodyType>(rb->GetType()));
break;
}
case 5: // Mass
{
rigidBody->setMass(rb->GetMass());
break;
}
case 6: // Drag
{
rigidBody->setLinearDamping(rb->GetDrag());
break;
}
case 7: // Angular Drag
{
rigidBody->setAngularDamping(rb->GetAngularDrag());
break;
}
case 8: // Linear Velocity
{
rigidBody->setLinearVelocity(rb->GetLinearVelocity());
break;
}
case 9: // Angular Velocity
{
rigidBody->setAngularVelocity(rb->GetAngularVelocity());
break;
}
default: break;
}
}
}
rb->dirtyFlags = 0;
}
else
{
rb->linearVelocity = rigidBody->getLinearVelocity();
rb->angularVelocity = rigidBody->getAngularVelocity();
}
}
void SHPhysicsObject::SyncColliders(SHColliderComponent* c) const noexcept void SHPhysicsObject::SyncColliders(SHColliderComponent* c) const noexcept
{ {
int index = 0; int index = 0;
@ -276,7 +184,7 @@ namespace SHADE
rp3dCollider->setIsTrigger(collider.IsTrigger()); rp3dCollider->setIsTrigger(collider.IsTrigger());
// Update offsets // Update offsets
rp3dCollider->setLocalToBodyTransform(rp3d::Transform(collider.GetPositionOffset(), SHQuaternion::Identity)); rp3dCollider->setLocalToBodyTransform(rp3d::Transform(collider.GetPositionOffset(), collider.GetRotationOffset()));
switch (collider.GetType()) switch (collider.GetType())
{ {

View File

@ -72,7 +72,6 @@ namespace SHADE
int AddCollider (SHCollider* collider); int AddCollider (SHCollider* collider);
void RemoveCollider (int index); void RemoveCollider (int index);
void SyncRigidBody (SHRigidBodyComponent* rb) const noexcept;
void SyncColliders (SHColliderComponent* c) const noexcept; void SyncColliders (SHColliderComponent* c) const noexcept;
private: private:

View File

@ -17,7 +17,6 @@
#include "ECS_Base/Managers/SHComponentManager.h" #include "ECS_Base/Managers/SHComponentManager.h"
#include "ECS_Base/Managers/SHEntityManager.h" #include "ECS_Base/Managers/SHEntityManager.h"
#include "ECS_Base/Managers/SHSystemManager.h" #include "ECS_Base/Managers/SHSystemManager.h"
#include "Editor/SHEditor.h"
#include "Math/SHMathHelpers.h" #include "Math/SHMathHelpers.h"
#include "Math/Transform/SHTransformComponent.h" #include "Math/Transform/SHTransformComponent.h"
#include "Scene/SHSceneManager.h" #include "Scene/SHSceneManager.h"
@ -212,6 +211,12 @@ namespace SHADE
const std::shared_ptr REMOVE_COMPONENT_RECEIVER { std::make_shared<SHEventReceiverSpec<SHPhysicsSystem>>(this, &SHPhysicsSystem::RemovePhysicsComponent) }; const std::shared_ptr REMOVE_COMPONENT_RECEIVER { std::make_shared<SHEventReceiverSpec<SHPhysicsSystem>>(this, &SHPhysicsSystem::RemovePhysicsComponent) };
const ReceiverPtr REMOVE_COMPONENT_RECEIVER_PTR = std::dynamic_pointer_cast<SHEventReceiver>(REMOVE_COMPONENT_RECEIVER); const ReceiverPtr REMOVE_COMPONENT_RECEIVER_PTR = std::dynamic_pointer_cast<SHEventReceiver>(REMOVE_COMPONENT_RECEIVER);
SHEventManager::SubscribeTo(SH_COMPONENT_REMOVED_EVENT, REMOVE_COMPONENT_RECEIVER_PTR); SHEventManager::SubscribeTo(SH_COMPONENT_REMOVED_EVENT, REMOVE_COMPONENT_RECEIVER_PTR);
#ifdef SHEDITOR
const std::shared_ptr EDITOR_STOP_RECEIVER { std::make_shared<SHEventReceiverSpec<SHPhysicsSystem>>(this, &SHPhysicsSystem::ResetWorld) };
const ReceiverPtr EDITOR_STOP_RECEIVER_PTR = std::dynamic_pointer_cast<SHEventReceiver>(EDITOR_STOP_RECEIVER);
SHEventManager::SubscribeTo(SH_EDITOR_ON_STOP_EVENT, EDITOR_STOP_RECEIVER_PTR);
#endif
} }
void SHPhysicsSystem::Exit() void SHPhysicsSystem::Exit()
@ -289,24 +294,12 @@ namespace SHADE
if (rigidBodyComponent) if (rigidBodyComponent)
{ {
// Clear all forces and velocities if editor is stopped
if (SHSystemManager::GetSystem<SHEditor>()->editorState == SHEditor::State::STOP)
{
auto* rp3dRigidBody = reinterpret_cast<rp3d::RigidBody*>(physicsObject.rp3dBody);
rp3dRigidBody->resetForce();
rp3dRigidBody->resetTorque();
rp3dRigidBody->setLinearVelocity(SHVec3::Zero);
rp3dRigidBody->setAngularVelocity(SHVec3::Zero);
}
// Sync active states // Sync active states
const bool COMPONENT_ACTIVE = rigidBodyComponent->isActive; const bool COMPONENT_ACTIVE = rigidBodyComponent->isActive;
SyncActiveStates(physicsObject, COMPONENT_ACTIVE); SyncActiveStates(physicsObject, COMPONENT_ACTIVE);
if (!COMPONENT_ACTIVE) if (!COMPONENT_ACTIVE)
continue; continue;
physicsObject.SyncRigidBody(rigidBodyComponent);
} }
// Sync colliders // Sync colliders
@ -327,6 +320,11 @@ namespace SHADE
void SHPhysicsSystem::PhysicsFixedUpdate::Execute(double dt) noexcept void SHPhysicsSystem::PhysicsFixedUpdate::Execute(double dt) noexcept
{ {
auto* physicsSystem = reinterpret_cast<SHPhysicsSystem*>(GetSystem()); auto* physicsSystem = reinterpret_cast<SHPhysicsSystem*>(GetSystem());
auto* scriptingSystem = SHSystemManager::GetSystem<SHScriptEngine>();
if (scriptingSystem == nullptr)
{
SHLOGV_WARNING("Unable to invoke FixedUpdate() on scripts due to missing SHScriptEngine!");
}
fixedTimeStep = 1.0 / physicsSystem->fixedDT; fixedTimeStep = 1.0 / physicsSystem->fixedDT;
accumulatedTime += dt; accumulatedTime += dt;
@ -334,6 +332,9 @@ namespace SHADE
int count = 0; int count = 0;
while (accumulatedTime > fixedTimeStep) while (accumulatedTime > fixedTimeStep)
{ {
if (scriptingSystem != nullptr)
scriptingSystem->ExecuteFixedUpdates();
physicsSystem->world->update(static_cast<rp3d::decimal>(fixedTimeStep)); physicsSystem->world->update(static_cast<rp3d::decimal>(fixedTimeStep));
accumulatedTime -= fixedTimeStep; accumulatedTime -= fixedTimeStep;
@ -349,13 +350,24 @@ namespace SHADE
void SHPhysicsSystem::PhysicsPostUpdate::Execute(double) noexcept 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)
{
SHLOGV_WARNING("Unable to invoke collision and trigger script events due to missing SHScriptEngine!");
}
// Interpolate transforms for rendering // Interpolate transforms for rendering
if (physicsSystem->worldUpdated) if (physicsSystem->worldUpdated)
{
physicsSystem->SyncTransforms(); physicsSystem->SyncTransforms();
// Collision & Trigger messages
if (scriptingSystem != nullptr)
scriptingSystem->ExecuteCollisionFunctions();
physicsSystem->ClearInvalidCollisions(); physicsSystem->ClearInvalidCollisions();
} }
}
void SHPhysicsSystem::onContact(const CallbackData& callbackData) void SHPhysicsSystem::onContact(const CallbackData& callbackData)
{ {
@ -610,10 +622,6 @@ namespace SHADE
auto* rigidBodyComponent = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(ENTITY_ID); auto* rigidBodyComponent = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(ENTITY_ID);
auto* colliderComponent = SHComponentManager::GetComponent_s<SHColliderComponent>(ENTITY_ID); auto* colliderComponent = SHComponentManager::GetComponent_s<SHColliderComponent>(ENTITY_ID);
SHASSERT(physicsObject != nullptr, "Physics object " + std::to_string(ENTITY_ID) + " has been lost from the world!")
if (REMOVED_ID == RIGID_BODY_ID)
{
// Wake up all physics objects // Wake up all physics objects
for (auto& [entityID, object] : map) for (auto& [entityID, object] : map)
{ {
@ -621,6 +629,8 @@ namespace SHADE
reinterpret_cast<rp3d::RigidBody*>(object.rp3dBody)->setIsSleeping(false); reinterpret_cast<rp3d::RigidBody*>(object.rp3dBody)->setIsSleeping(false);
} }
if (REMOVED_ID == RIGID_BODY_ID && physicsObject != nullptr)
{
world->destroyRigidBody(reinterpret_cast<rp3d::RigidBody*>(physicsObject->rp3dBody)); world->destroyRigidBody(reinterpret_cast<rp3d::RigidBody*>(physicsObject->rp3dBody));
physicsObject->rp3dBody = nullptr; physicsObject->rp3dBody = nullptr;
@ -637,7 +647,7 @@ namespace SHADE
} }
} }
if (REMOVED_ID == COLLIDER_ID) if (REMOVED_ID == COLLIDER_ID && physicsObject != nullptr)
{ {
// Remove all colliders // Remove all colliders
const int NUM_COLLIDERS = static_cast<int>(physicsObject->rp3dBody->getNbColliders()); const int NUM_COLLIDERS = static_cast<int>(physicsObject->rp3dBody->getNbColliders());
@ -653,11 +663,30 @@ namespace SHADE
physicsObject->rp3dBody = nullptr; physicsObject->rp3dBody = nullptr;
} }
if (physicsObject->rp3dBody == nullptr) if (physicsObject != nullptr && physicsObject->rp3dBody == nullptr)
DestroyPhysicsObject(ENTITY_ID); DestroyPhysicsObject(ENTITY_ID);
} }
return EVENT_DATA->handle; return EVENT_DATA->handle;
} }
SHEventHandle SHPhysicsSystem::ResetWorld(SHEventPtr editorStopEvent)
{
// TODO(Diren): Rebuild world based on how scene reloading is done
for (auto& [entityID, physicsObject] : map)
{
if (SHComponentManager::HasComponent<SHRigidBodyComponent>(entityID))
{
auto* rp3dRigidBody = reinterpret_cast<rp3d::RigidBody*>(physicsObject.rp3dBody);
rp3dRigidBody->resetForce();
rp3dRigidBody->resetTorque();
rp3dRigidBody->setLinearVelocity(SHVec3::Zero);
rp3dRigidBody->setAngularVelocity(SHVec3::Zero);
}
}
return editorStopEvent->handle;
}
} // namespace SHADE } // namespace SHADE

View File

@ -28,11 +28,6 @@
namespace SHADE namespace SHADE
{ {
/*-----------------------------------------------------------------------------------*/
/* Concepts */
/*-----------------------------------------------------------------------------------*/
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
/* Type Definitions */ /* Type Definitions */
@ -194,6 +189,7 @@ namespace SHADE
SHEventHandle AddPhysicsComponent (SHEventPtr addComponentEvent); SHEventHandle AddPhysicsComponent (SHEventPtr addComponentEvent);
SHEventHandle RemovePhysicsComponent (SHEventPtr removeComponentEvent); SHEventHandle RemovePhysicsComponent (SHEventPtr removeComponentEvent);
SHEventHandle ResetWorld (SHEventPtr editorStopEvent);
template <typename RP3DCollisionPair, typename = std::enable_if_t template <typename RP3DCollisionPair, typename = std::enable_if_t
<std::is_same_v<RP3DCollisionPair, rp3d::CollisionCallback::ContactPair> <std::is_same_v<RP3DCollisionPair, rp3d::CollisionCallback::ContactPair>

View File

@ -42,6 +42,9 @@ namespace SHADE
SHCollisionEvent cInfo; SHCollisionEvent cInfo;
// Update collision state
cInfo.collisionState = static_cast<SHCollisionEvent::State>(cp.getEventType());
// Match body and collider for collision event // Match body and collider for collision event
const rp3d::Entity body1 = cp.getBody1()->getEntity(); const rp3d::Entity body1 = cp.getBody1()->getEntity();
const rp3d::Entity body2 = cp.getBody2()->getEntity(); const rp3d::Entity body2 = cp.getBody2()->getEntity();
@ -76,9 +79,6 @@ namespace SHADE
return cInfo; return cInfo;
} }
// Update collision state
cInfo.collisionState = static_cast<SHCollisionEvent::State>(cp.getEventType());
return cInfo; return cInfo;
} }
} // namespace SHADE } // namespace SHADE

View File

@ -0,0 +1,65 @@
/************************************************************************************//*!
\file SHPhysicsSystemInterface.cpp
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 31, 2022
\brief Contains the definitions of the functions of the static
SHPhysicsSystemInterface class.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
// Precompiled Headers
#include "SHpch.h"
// Primary Header
#include "SHPhysicsSystemInterface.h"
// Project Includes
#include "ECS_Base/Managers/SHSystemManager.h"
#include "Physics/SHPhysicsSystem.h"
#include "Physics/SHPhysicsUtils.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Static Usage Functions */
/*-----------------------------------------------------------------------------------*/
const std::vector<SHCollisionEvent>& SHPhysicsSystemInterface::GetCollisionInfo() noexcept
{
static std::vector<SHCollisionEvent> emptyVec;
auto phySystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
if (phySystem)
{
return phySystem->GetCollisionInfo();
}
SHLOG_WARNING("[SHPhysicsSystemInterface] Failed to get collision events. Empty vector returned instead.");
return emptyVec;
}
const std::vector<SHCollisionEvent>& SHPhysicsSystemInterface::GetTriggerInfo() noexcept
{
static std::vector<SHCollisionEvent> emptyVec;
auto phySystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
if (phySystem)
{
return phySystem->GetTriggerInfo();
}
SHLOG_WARNING("[SHPhysicsSystemInterface] Failed to get trigger events. Empty vector returned instead.");
return emptyVec;
}
double SHPhysicsSystemInterface::GetFixedDT() noexcept
{
auto phySystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
if (phySystem)
{
return phySystem->GetFixedDT();
}
SHLOG_WARNING("[SHPhysicsSystemInterface] Failed to get fixed delta time. 0.0 returned instead.");
return 0.0;
}
}

View File

@ -0,0 +1,46 @@
/************************************************************************************//*!
\file SHPhysicsSystemInterface.h
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 31, 2022
\brief Contains the definition of the SHGraphicsSystemInterface static class.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#pragma once
// STL Includes
#include <vector>
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Forward Declarations */
/*-----------------------------------------------------------------------------------*/
class SHCollisionEvent;
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/// <summary>
/// Static class that wraps up certain functions in the SHPhysicsSystem so that
/// accessing it from SHADE_Managed would not cause issues due to C++20 features.
/// </summary>
class SH_API SHPhysicsSystemInterface final
{
public:
/*---------------------------------------------------------------------------------*/
/* Constructor */
/*---------------------------------------------------------------------------------*/
SHPhysicsSystemInterface() = delete;
/*---------------------------------------------------------------------------------*/
/* Static Usage Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] static const std::vector<SHCollisionEvent>& GetCollisionInfo() noexcept;
[[nodiscard]] static const std::vector<SHCollisionEvent>& GetTriggerInfo() noexcept;
[[nodiscard]] static double GetFixedDT() noexcept;
};
}

View File

@ -21,9 +21,11 @@ namespace SHADE
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
SHResourceHub SHResourceManager::resourceHub; SHResourceHub SHResourceManager::resourceHub;
std::unordered_map<std::type_index, std::unordered_map<AssetID, Handle<void>>> SHResourceManager::handlesMap; std::unordered_map<std::type_index, std::unordered_map<AssetID, Handle<void>>> SHResourceManager::handlesMap;
std::unordered_map<std::type_index, SHADE::SHResourceManager::HandleAssetMap> SHResourceManager::assetIdMap; std::unordered_map<std::type_index, SHResourceManager::HandleAssetMap> SHResourceManager::assetIdMap;
std::unordered_map<std::type_index, std::function<void(AssetID)>> SHResourceManager::typedFreeFuncMap; std::unordered_map<std::type_index, std::function<void(AssetID)>> SHResourceManager::typedFreeFuncMap;
std::vector<AssetID> SHResourceManager::loadedAssetData; std::vector<AssetID> SHResourceManager::loadedAssetData;
bool SHResourceManager::textureChanged = false;
bool SHResourceManager::meshChanged = false;
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
/* Function Definitions */ /* Function Definitions */
@ -63,8 +65,17 @@ namespace SHADE
SHGraphicsSystem* gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>(); SHGraphicsSystem* gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
if (gfxSystem == nullptr) if (gfxSystem == nullptr)
throw std::runtime_error("[SHResourceManager] Attempted to load graphics resource without a SHGraphicsSystem installed."); throw std::runtime_error("[SHResourceManager] Attempted to load graphics resource without a SHGraphicsSystem installed.");
if (meshChanged)
{
gfxSystem->BuildMeshBuffers(); gfxSystem->BuildMeshBuffers();
meshChanged = false;
}
if (textureChanged)
{
gfxSystem->BuildTextures(); gfxSystem->BuildTextures();
textureChanged = false;
}
// Free CPU Resources // Free CPU Resources
for (auto assetId : loadedAssetData) for (auto assetId : loadedAssetData)

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@ -28,33 +28,15 @@ of DigiPen Institute of Technology is prohibited.
namespace SHADE namespace SHADE
{ {
/// <summary>
/// Template structs that maps a resource to their loaded asset representation type.
/// </summary>
template<typename T = void> template<typename T = void>
struct SHResourceLoader struct SHResourceLoader { using AssetType = void; };
{ template<> struct SHResourceLoader<SHMesh> { using AssetType = SHMeshAsset; };
using AssetType = void; template<> struct SHResourceLoader<SHTexture> { using AssetType = SHTextureAsset; };
}; template<> struct SHResourceLoader<SHVkShaderModule> { using AssetType = SHShaderAsset; };
template<> struct SHResourceLoader<SHMaterial> { using AssetType = SHMaterialAsset; };
template<>
struct SHResourceLoader<SHMesh>
{
using AssetType = SHMeshAsset;
};
template<>
struct SHResourceLoader<SHTexture>
{
using AssetType = SHTextureAsset;
};
template<>
struct SHResourceLoader<SHVkShaderModule>
{
using AssetType = SHShaderAsset;
};
template<>
struct SHResourceLoader<SHMaterial>
{
using AssetType = SHMaterialAsset;
};
/// <summary> /// <summary>
/// Static class responsible for loading and caching runtime resources from their /// Static class responsible for loading and caching runtime resources from their
@ -97,7 +79,7 @@ namespace SHADE
/// <param name="assetId">Handle to the resource to unload.</param> /// <param name="assetId">Handle to the resource to unload.</param>
static void Unload(AssetID assetId); static void Unload(AssetID assetId);
/// <summary> /// <summary>
/// Needs to be called to finalise all changes to loads. /// Needs to be called to finalise all changes to loads, unless at runtime.
/// </summary> /// </summary>
static void FinaliseChanges(); static void FinaliseChanges();
@ -147,6 +129,9 @@ namespace SHADE
static std::unordered_map<std::type_index, std::function<void(AssetID)>> typedFreeFuncMap; static std::unordered_map<std::type_index, std::function<void(AssetID)>> typedFreeFuncMap;
// Pointers to temp CPU resources // Pointers to temp CPU resources
static std::vector<AssetID> loadedAssetData; static std::vector<AssetID> loadedAssetData;
// Dirty Flags
static bool meshChanged;
static bool textureChanged;
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Helper Functions */ /* Helper Functions */

View File

@ -54,7 +54,7 @@ namespace SHADE
} }
auto handle = load<ResourceType>(assetId, *assetData); auto handle = load<ResourceType>(assetId, *assetData);
Handle genericHandle = Handle(); Handle genericHandle = Handle(handle);
typedHandleMap.get().emplace(assetId, genericHandle); typedHandleMap.get().emplace(assetId, genericHandle);
typedAssetIdMap.get().emplace(genericHandle, assetId); typedAssetIdMap.get().emplace(genericHandle, assetId);
return handle; return handle;
@ -139,6 +139,7 @@ namespace SHADE
if constexpr (std::is_same_v<ResourceType, SHMesh>) if constexpr (std::is_same_v<ResourceType, SHMesh>)
{ {
loadedAssetData.emplace_back(assetId); loadedAssetData.emplace_back(assetId);
meshChanged = true;
return gfxSystem->AddMesh return gfxSystem->AddMesh
( (
@ -155,6 +156,7 @@ namespace SHADE
else if constexpr (std::is_same_v<ResourceType, SHTexture>) else if constexpr (std::is_same_v<ResourceType, SHTexture>)
{ {
loadedAssetData.emplace_back(assetId); loadedAssetData.emplace_back(assetId);
textureChanged = true;
return gfxSystem->AddTexture return gfxSystem->AddTexture
( (

View File

@ -80,7 +80,10 @@ namespace SHADE
{ {
csScriptsExecuteFixedUpdate(); csScriptsExecuteFixedUpdate();
} }
void SHScriptEngine::ExecuteCollisionFunctions()
{
csScriptsExecutePhysicsEvents();
}
void SHScriptEngine::Exit() void SHScriptEngine::Exit()
{ {
// Do not allow deinitialization if not initialised // Do not allow deinitialization if not initialised
@ -377,6 +380,12 @@ namespace SHADE
DEFAULT_CSHARP_NAMESPACE + ".ScriptStore", DEFAULT_CSHARP_NAMESPACE + ".ScriptStore",
"ExecuteLateUpdate" "ExecuteLateUpdate"
); );
csScriptsExecutePhysicsEvents = dotNet.GetFunctionPtr<CsFuncPtr>
(
DEFAULT_CSHARP_LIB_NAME,
DEFAULT_CSHARP_NAMESPACE + ".ScriptStore",
"ExecuteCollisionFunctions"
);
csScriptsFrameCleanUp = dotNet.GetFunctionPtr<CsFuncPtr> csScriptsFrameCleanUp = dotNet.GetFunctionPtr<CsFuncPtr>
( (
DEFAULT_CSHARP_LIB_NAME, DEFAULT_CSHARP_LIB_NAME,

View File

@ -98,6 +98,11 @@ namespace SHADE
/// </summary> /// </summary>
void ExecuteFixedUpdates(); void ExecuteFixedUpdates();
/// <summary> /// <summary>
/// Executes the OnCollision*()s and OnTrigger*()s of the Scripts that are attached
/// to Entities.
/// </summary>
void ExecuteCollisionFunctions();
/// <summary>
/// Shuts down the DotNetRuntime. /// Shuts down the DotNetRuntime.
/// </summary> /// </summary>
void Exit() override; void Exit() override;
@ -245,6 +250,7 @@ namespace SHADE
CsFuncPtr csScriptsExecuteFixedUpdate = nullptr; CsFuncPtr csScriptsExecuteFixedUpdate = nullptr;
CsFuncPtr csScriptsExecuteUpdate = nullptr; CsFuncPtr csScriptsExecuteUpdate = nullptr;
CsFuncPtr csScriptsExecuteLateUpdate = nullptr; CsFuncPtr csScriptsExecuteLateUpdate = nullptr;
CsFuncPtr csScriptsExecutePhysicsEvents = nullptr;
CsFuncPtr csScriptsFrameCleanUp = nullptr; CsFuncPtr csScriptsFrameCleanUp = nullptr;
CsScriptManipFuncPtr csScriptsAdd = nullptr; CsScriptManipFuncPtr csScriptsAdd = nullptr;
CsScriptBasicFuncPtr csScriptsRemoveAll = nullptr; CsScriptBasicFuncPtr csScriptsRemoveAll = nullptr;

View File

@ -0,0 +1,127 @@
#include "SHpch.h"
#include "Camera.hxx"
#include "ECS_Base/Managers/SHSystemManager.h"
#include "Camera/SHCameraSystem.h"
namespace SHADE
{
Camera::Camera(Entity entity)
:Component(entity)
{
}
float Camera::Pitch::get()
{
return (GetNativeComponent()->GetPitch());
}
void Camera::Pitch::set(float val)
{
GetNativeComponent()->SetPitch(val);
}
float Camera::Yaw::get()
{
return (GetNativeComponent()->GetYaw());
}
void Camera::Yaw::set(float val)
{
GetNativeComponent()->SetYaw(val);
}
float Camera::Roll::get()
{
return (GetNativeComponent()->GetRoll());
}
void Camera::Roll::set(float val)
{
GetNativeComponent()->SetRoll(val);
}
float Camera::Width::get()
{
return (GetNativeComponent()->GetWidth());
}
void Camera::Width::set(float val)
{
GetNativeComponent()->SetWidth(val);
}
float Camera::Height::get()
{
return (GetNativeComponent()->GetHeight());
}
void Camera::Height::set(float val)
{
GetNativeComponent()->SetHeight(val);
}
float Camera::Near::get()
{
return (GetNativeComponent()->GetNear());
}
void Camera::Near::set(float val)
{
GetNativeComponent()->SetNear(val);
}
float Camera::Far::get()
{
return (GetNativeComponent()->GetFar());
}
void Camera::Far::set(float val)
{
GetNativeComponent()->SetFar(val);
}
float Camera::FOV::get()
{
return (GetNativeComponent()->GetFOV());
}
void Camera::FOV::set(float val)
{
GetNativeComponent()->SetFOV(val);
}
Vector3 Camera::Position::get()
{
return Convert::ToCLI(GetNativeComponent()->GetPosition());
}
void Camera::Position::set(Vector3 val)
{
GetNativeComponent()->SetPosition(Convert::ToNative(val));
}
void Camera::SetMainCamera(size_t directorIndex)
{
auto system = SHSystemManager::GetSystem<SHCameraSystem>();
system->SetMainCamera(GetNativeComponent()->GetEID(), directorIndex);
}
void Camera::SetMainCamera()
{
SetMainCamera(0);
}
void Camera::LookAt(Vector3 targetPosition)
{
auto system = SHSystemManager::GetSystem<SHCameraSystem>();
system->CameraLookAt(*GetNativeComponent(), Convert::ToNative(targetPosition));
}
Vector3 Camera::GetForward()
{
auto system = SHSystemManager::GetSystem<SHCameraSystem>();
SHVec3 forward, up, right;
system->GetCameraAxis(*GetNativeComponent(), forward, right, up);
return Convert::ToCLI(forward);
}
}

View File

@ -0,0 +1,70 @@
#pragma once
// Project Includes
#include "Components/Component.hxx"
#include "Math/Vector3.hxx"
#include "Math/Quaternion.hxx"
// External Dependencies
#include "Camera/SHCameraComponent.h"
namespace SHADE
{
public ref class Camera : public Component<SHCameraComponent>
{
internal:
Camera(Entity entity);
public:
property float Pitch
{
float get();
void set(float val);
}
property float Yaw
{
float get();
void set(float val);
}
property float Roll
{
float get();
void set(float val);
}
property float Width
{
float get();
void set(float val);
}
property float Height
{
float get();
void set(float val);
}
property float Near
{
float get();
void set(float val);
}
property float Far
{
float get();
void set(float val);
}
property float FOV
{
float get();
void set(float val);
}
property Vector3 Position
{
Vector3 get();
void set(Vector3 val);
}
void SetMainCamera(size_t directorIndex);
void SetMainCamera();
void LookAt(Vector3 targetPosition);
Vector3 GetForward();
};
}

View File

@ -0,0 +1,51 @@
#include "SHpch.h"
#include "CameraArm.hxx"
namespace SHADE
{
CameraArm::CameraArm(Entity entity)
:Component(entity)
{
}
float CameraArm::Pitch::get()
{
return (GetNativeComponent()->GetPitch());
}
void CameraArm::Pitch::set(float val)
{
GetNativeComponent()->SetPitch(val);
}
float CameraArm::Yaw::get()
{
return (GetNativeComponent()->GetYaw());
}
void CameraArm::Yaw::set(float val)
{
GetNativeComponent()->SetYaw(val);
}
float CameraArm::ArmLength::get()
{
return (GetNativeComponent()->GetArmLength());
}
void CameraArm::ArmLength::set(float val)
{
GetNativeComponent()->SetArmLength(val);
}
bool CameraArm::LookAtCameraOrigin::get()
{
return GetNativeComponent()->lookAtCameraOrigin;
}
void CameraArm::LookAtCameraOrigin::set(bool val)
{
GetNativeComponent()->lookAtCameraOrigin = val;
}
}

View File

@ -0,0 +1,40 @@
#pragma once
// Project Includes
#include "Components/Component.hxx"
#include "Math/Vector3.hxx"
// External Dependencies
#include "Camera/SHCameraArmComponent.h"
namespace SHADE
{
public ref class CameraArm : public Component<SHCameraArmComponent>
{
internal:
CameraArm(Entity entity);
public:
property float Pitch
{
float get();
void set(float val);
}
property float Yaw
{
float get();
void set(float val);
}
property float ArmLength
{
float get();
void set(float val);
}
property bool LookAtCameraOrigin
{
bool get();
void set(bool val);
}
};
}

View File

@ -87,15 +87,6 @@ namespace SHADE
{ {
GetNativeComponent()->SetWorldScale(Convert::ToNative(val)); GetNativeComponent()->SetWorldScale(Convert::ToNative(val));
} }
Transform^ Transform::Parent::get()
{
auto node = SHSceneManager::GetCurrentSceneGraph().GetNode(owner.GetEntity());
if (!node)
throw gcnew System::InvalidOperationException("[Transform] Unable to retrieve SceneGraphNode for an Entity.");
const auto PARENT = node->GetParent();
return PARENT ? gcnew Transform(PARENT->GetEntityID()) : nullptr;
}
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Constructors */ /* Constructors */
@ -103,21 +94,4 @@ namespace SHADE
Transform::Transform(Entity entity) Transform::Transform(Entity entity)
: Component(entity) : Component(entity)
{} {}
/*---------------------------------------------------------------------------------*/
/* Usage Functions */
/*---------------------------------------------------------------------------------*/
void Transform::SetParent(Transform^ parent, bool worldPositionStays)
{
auto& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
auto node = sceneGraph.GetNode(owner.GetEntity());
if (!node)
throw gcnew System::InvalidOperationException("[Transform] Unable to retrieve SceneGraphNode for an Entity.");
if (parent)
node->SetParent(sceneGraph.GetNode(parent->owner.GetEntity()));
else
sceneGraph.SetParent(parent->owner.GetEntity(), nullptr);
}
} }

View File

@ -107,30 +107,6 @@ namespace SHADE
Vector3 get(); Vector3 get();
void set(Vector3 val); void set(Vector3 val);
} }
/// <summary>
/// Parent Transform that affects this Transform.
/// </summary>
property Transform^ Parent
{
Transform^ get();
}
/*-----------------------------------------------------------------------------*/
/* Usage Functions */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Sets the parent of this Transform component.
/// </summary>
/// <param name="parent">
/// Entity that contains the Transform component that this Transform will be
/// parented to. If null, unparenting will occur.
/// </param>
/// <param name="worldPositionStays">
/// If true, the transform values of this Transform component will retain their
/// pre-parent-change global transforms. The local transform values will be
/// modified to ensure that the global transforms do not change.
/// </param>
void SetParent(Transform^ parent, bool worldPositionStays);
}; };
} }

View File

@ -260,7 +260,7 @@ namespace SHADE
int val = safe_cast<int>(field->GetValue(object)); int val = safe_cast<int>(field->GetValue(object));
int oldVal = val; int oldVal = val;
if (SHEditorUI::InputEnumCombo(Convert::ToNative(field->Name), val, nativeEnumNames)) if (SHEditorUI::InputEnumCombo(Convert::ToNative(field->Name), val, nativeEnumNames, &isHovered))
{ {
field->SetValue(object, val); field->SetValue(object, val);
registerUndoAction(object, field, val, oldVal); registerUndoAction(object, field, val, oldVal);
@ -280,12 +280,23 @@ namespace SHADE
// Actual Field // Actual Field
std::string val = Convert::ToNative(stringVal); std::string val = Convert::ToNative(stringVal);
std::string oldVal = val; std::string oldVal = val;
if (SHEditorUI::InputTextField(Convert::ToNative(field->Name), val)) if (SHEditorUI::InputTextField(Convert::ToNative(field->Name), val, &isHovered))
{ {
field->SetValue(object, Convert::ToCLI(val)); field->SetValue(object, Convert::ToCLI(val));
registerUndoAction(object, field, Convert::ToCLI(val), Convert::ToCLI(oldVal)); registerUndoAction(object, field, Convert::ToCLI(val), Convert::ToCLI(oldVal));
} }
} }
else if (field->FieldType == GameObject::typeid)
{
GameObject gameObj = safe_cast<GameObject>(field->GetValue(object));
uint32_t entityId = gameObj.GetEntity();
if (SHEditorUI::InputGameObjectField(Convert::ToNative(field->Name), entityId, &isHovered))
{
GameObject newVal = GameObject(entityId);
field->SetValue(object, newVal);
registerUndoAction(object, field, newVal, gameObj);
}
}
else else
{ {
array<System::Type^>^ interfaces = field->FieldType->GetInterfaces(); array<System::Type^>^ interfaces = field->FieldType->GetInterfaces();

View File

@ -33,6 +33,8 @@ of DigiPen Institute of Technology is prohibited.
#include "Components/Transform.hxx" #include "Components/Transform.hxx"
#include "Components\RigidBody.hxx" #include "Components\RigidBody.hxx"
#include "Components\Collider.hxx" #include "Components\Collider.hxx"
#include "Components/Camera.hxx"
#include "Components/CameraArm.hxx"
namespace SHADE namespace SHADE
{ {
@ -248,6 +250,8 @@ namespace SHADE
componentMap.Add(createComponentSet<SHTransformComponent, Transform>()); componentMap.Add(createComponentSet<SHTransformComponent, Transform>());
componentMap.Add(createComponentSet<SHColliderComponent, Collider>()); componentMap.Add(createComponentSet<SHColliderComponent, Collider>());
componentMap.Add(createComponentSet<SHRigidBodyComponent, RigidBody>()); componentMap.Add(createComponentSet<SHRigidBodyComponent, RigidBody>());
componentMap.Add(createComponentSet<SHCameraComponent, Camera>());
componentMap.Add(createComponentSet<SHCameraArmComponent, CameraArm>());
} }
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/

View File

@ -17,6 +17,7 @@ of DigiPen Institute of Technology is prohibited.
#include "GameObject.hxx" #include "GameObject.hxx"
// External Dependencies // External Dependencies
#include "ECS_Base/Managers/SHEntityManager.h" #include "ECS_Base/Managers/SHEntityManager.h"
#include "Scene/SHSceneGraph.h"
// Project Headers // Project Headers
#include "ECS.hxx" #include "ECS.hxx"
#include "Utility/Convert.hxx" #include "Utility/Convert.hxx"
@ -72,6 +73,31 @@ namespace SHADE
} }
return node->IsActive(); return node->IsActive();
} }
Entity GameObject::EntityId::get()
{
return entity;
}
GameObject^ GameObject::Parent::get()
{
const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
const auto* ROOT = SCENE_GRAPH.GetRoot();
const auto* NODE = SCENE_GRAPH.GetNode(entity);
if (NODE == nullptr)
throw gcnew System::InvalidOperationException("Unable to retrieve SceneGraphNode for Entity " + entity.ToString());
const auto* PARENT = NODE->GetParent();
return PARENT != ROOT ? gcnew GameObject(PARENT->GetEntityID()) : nullptr;
}
void GameObject::Parent::set(GameObject^ newParent)
{
const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
if (newParent == nullptr)
SCENE_GRAPH.SetParent(entity, nullptr);
else
SCENE_GRAPH.SetParent(entity, newParent->EntityId);
}
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* GameObject Property Functions */ /* GameObject Property Functions */
@ -156,10 +182,12 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
GameObject::GameObject(const SHEntity& entity) GameObject::GameObject(const SHEntity& entity)
: entity { entity.GetEID() } : entity { entity.GetEID() }
, children{ gcnew System::Collections::ArrayList }
{} {}
GameObject::GameObject(Entity entity) GameObject::GameObject(Entity entity)
: entity { entity } : entity { entity }
, children{ gcnew System::Collections::ArrayList }
{} {}
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/

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@ -86,6 +86,21 @@ namespace SHADE
{ {
bool get(); bool get();
} }
/// <summary>
/// Native Entity ID value for this GameObject.
/// </summary>
property Entity EntityId
{
Entity get();
}
/// <summary>
/// The parent entity for this GameObject.
/// </summary>
property GameObject^ Parent
{
GameObject^ get();
void set(GameObject^);
}
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* GameObject Property Functions */ /* GameObject Property Functions */
@ -106,6 +121,7 @@ namespace SHADE
/// </param> /// </param>
void SetActive(bool active); void SetActive(bool active);
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Component Access Functions */ /* Component Access Functions */
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
@ -236,6 +252,7 @@ namespace SHADE
/* Data Members */ /* Data Members */
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
Entity entity; Entity entity;
System::Collections::ArrayList^ children;
public: public:
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/

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@ -14,6 +14,9 @@ of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/ *//*************************************************************************************/
// Precompiled Headers // Precompiled Headers
#include "SHpch.h" #include "SHpch.h"
// External Dependencies
#include "FRC/SHFramerateController.h"
#include "Physics/SHPhysicsSystemInterface.h"
// Primary Header // Primary Header
#include "Time.hxx" #include "Time.hxx"
@ -26,4 +29,14 @@ namespace SHADE
{ {
return SHFrameRateController::GetRawDeltaTime(); return SHFrameRateController::GetRawDeltaTime();
} }
float Time::DeltaTimeF::get()
{
return static_cast<float>(SHFrameRateController::GetRawDeltaTime());
}
double Time::FixedDeltaTime::get()
{
return SHPhysicsSystemInterface::GetFixedDT();
}
} }

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@ -14,8 +14,6 @@ of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/ *//*************************************************************************************/
#pragma once #pragma once
#include "FRC/SHFramerateController.h"
namespace SHADE namespace SHADE
{ {
/// <summary> /// <summary>
@ -29,13 +27,28 @@ namespace SHADE
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/// <summary> /// <summary>
/// Time taken to process the previous frame. /// Time taken to process the previous frame.
/// Note, is affected by TimeScale. Use UnscaledDeltaTime if you wish to retrieve
/// real world time. This is also affected by MaxDeltaTime clamping that
/// UnscaledDeltaTime is subject to.
/// </summary> /// </summary>
static property double DeltaTime static property double DeltaTime
{ {
double get(); double get();
} }
/*-----------------------------------------------------------------------------*/
/* Properties */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Time taken to process the previous frame.
/// </summary>
static property float DeltaTimeF
{
float get();
}
/// <summary>
/// Time taken for Physics simulations. You should use this for operations
/// within Script.FixedUpdate()
/// </summary>
static property double FixedDeltaTime
{
double get();
}
}; };
} }

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@ -99,4 +99,11 @@ namespace SHADE
return SHInputManager::GetKeyReleasedTime(static_cast<SHInputManager::SH_KEYCODE>(key)); return SHInputManager::GetKeyReleasedTime(static_cast<SHInputManager::SH_KEYCODE>(key));
} }
Vector2 Input::GetMouseVelocity()
{
double velX, velY;
SHInputManager::GetMouseVelocity(&velX, &velY);
return Convert::ToCLI(SHVec2{ (float)velX,(float)velY });
}
} }

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@ -471,5 +471,7 @@ namespace SHADE
/// <param name="key">The key to check.</param> /// <param name="key">The key to check.</param>
/// <returns>Time in seconds that the key was held.</returns> /// <returns>Time in seconds that the key was held.</returns>
static double GetMouseReleasedTime(MouseCode mouseButton); static double GetMouseReleasedTime(MouseCode mouseButton);
static Vector2 GetMouseVelocity();
}; };
} }

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@ -236,6 +236,22 @@ namespace SHADE
lhs.y * rhs.y lhs.y * rhs.y
); );
} }
Vector2 Vector2::operator*(Vector2 lhs, double rhs)
{
return Vector2
(
lhs.x * static_cast<float>(rhs),
lhs.y * static_cast<float>(rhs)
);
}
Vector2 Vector2::operator/(Vector2 lhs, double rhs)
{
return Vector2
(
lhs.x / static_cast<float>(rhs),
lhs.y / static_cast<float>(rhs)
);
}
Vector2 Vector2::operator*(Vector2 lhs, float rhs) Vector2 Vector2::operator*(Vector2 lhs, float rhs)
{ {
return Vector2 return Vector2

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@ -361,6 +361,22 @@ namespace SHADE
/// <param name="lhs">Vector2 to multiply with.</param> /// <param name="lhs">Vector2 to multiply with.</param>
/// <param name="rhs">Scalar to multiply with.</param> /// <param name="rhs">Scalar to multiply with.</param>
/// <returns>The result of the scalar multiplication.</returns> /// <returns>The result of the scalar multiplication.</returns>
static Vector2 operator*(Vector2 lhs, double rhs);
/// <summary>
/// Calculates the division of a Vector2 with a scalar value and returns
/// the result.
/// </summary>
/// <param name="lhs">Scalar to divide with.</param>
/// <param name="rhs">Vector2 to divide with.</param>
/// <returns>The result of the scalar division.</returns>
static Vector2 operator/(Vector2 lhs, double rhs);
/// <summary>
/// Calculates the multiplication of a Vector2 with a scalar value and returns
/// the result.
/// </summary>
/// <param name="lhs">Vector2 to multiply with.</param>
/// <param name="rhs">Scalar to multiply with.</param>
/// <returns>The result of the scalar multiplication.</returns>
static Vector2 operator*(Vector2 lhs, float rhs); static Vector2 operator*(Vector2 lhs, float rhs);
/// <summary> /// <summary>
/// Calculates the division of a Vector2 with a scalar value and returns /// Calculates the division of a Vector2 with a scalar value and returns

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@ -237,6 +237,24 @@ namespace SHADE
lhs.z * rhs.z lhs.z * rhs.z
); );
} }
Vector3 Vector3::operator*(Vector3 lhs, double rhs)
{
return Vector3
(
lhs.x * static_cast<float>(rhs),
lhs.y * static_cast<float>(rhs),
lhs.z * static_cast<float>(rhs)
);
}
Vector3 Vector3::operator/(Vector3 lhs, double rhs)
{
return Vector3
(
lhs.x / static_cast<float>(rhs),
lhs.y / static_cast<float>(rhs),
lhs.z / static_cast<float>(rhs)
);
}
Vector3 Vector3::operator*(Vector3 lhs, float rhs) Vector3 Vector3::operator*(Vector3 lhs, float rhs)
{ {
return Vector3 return Vector3

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@ -375,6 +375,22 @@ namespace SHADE
/// <param name="lhs">Vector3 to multiply with.</param> /// <param name="lhs">Vector3 to multiply with.</param>
/// <param name="rhs">Scalar to multiply with.</param> /// <param name="rhs">Scalar to multiply with.</param>
/// <returns>The result of the scalar multiplication.</returns> /// <returns>The result of the scalar multiplication.</returns>
static Vector3 operator*(Vector3 lhs, double rhs);
/// <summary>
/// Calculates the division of a Vector3 with a scalar value and returns
/// the result.
/// </summary>
/// <param name="lhs">Scalar to divide with.</param>
/// <param name="rhs">Vector3 to divide with.</param>
/// <returns>The result of the scalar division.</returns>
static Vector3 operator/(Vector3 lhs, double rhs);
/// <summary>
/// Calculates the multiplication of a Vector3 with a scalar value and returns
/// the result.
/// </summary>
/// <param name="lhs">Vector3 to multiply with.</param>
/// <param name="rhs">Scalar to multiply with.</param>
/// <returns>The result of the scalar multiplication.</returns>
static Vector3 operator*(Vector3 lhs, float rhs); static Vector3 operator*(Vector3 lhs, float rhs);
/// <summary> /// <summary>
/// Calculates the division of a Vector3 with a scalar value and returns /// Calculates the division of a Vector3 with a scalar value and returns

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@ -0,0 +1,36 @@
/************************************************************************************//*!
\file CollisionInfo.cxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 31, 2022
\brief Contains the definition of the functions of the managed CollisionInfo
struct.
Note: This file is written in C++17/CLI.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#include "SHpch.h"
#include "CollisionInfo.hxx"
#include "Components/RigidBody.hxx"
#include "Components/Collider.hxx"
namespace SHADE
{
Collider^ CollisionInfo::Collider::get()
{
return GameObject.GetComponent<SHADE::Collider^>();
}
CollisionShape^ CollisionInfo::CollisionShape::get()
{
throw gcnew System::NotImplementedException();
}
RigidBody^ CollisionInfo::RigidBody::get()
{
return GameObject.GetComponent<SHADE::RigidBody^>();
}
}

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@ -0,0 +1,66 @@
/************************************************************************************//*!
\file CollisionInfo.hxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 31, 2022
\brief Contains the definition of the managed CollisionInfo struct with the
definition of its properties and declaration of functions.
Note: This file is written in C++17/CLI.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#pragma once
// Project Includes
#include "Engine/GameObject.hxx"
namespace SHADE
{
/*---------------------------------------------------------------------------------*/
/* Forward Declarations */
/*---------------------------------------------------------------------------------*/
ref class RigidBody;
ref class Collider;
ref class CollisionShape;
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Struct that describes a collision
/// </summary>
public value struct CollisionInfo
{
public:
/*-----------------------------------------------------------------------------*/
/* Properties */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// The GameObject whose collider you are colliding with.
/// </summary>
property GameObject GameObject;
/// <summary>
/// The Collider that you are colliding with.
/// </summary>
property Collider^ Collider
{
SHADE::Collider^ get();
}
/// <summary>
/// The CollisionShape of the Collider that you are colliding with.
/// </summary>
property CollisionShape^ CollisionShape
{
SHADE::CollisionShape^ get();
}
/// <summary>
/// The RigidBody that you are colliding with.
/// </summary>
property RigidBody^ RigidBody
{
SHADE::RigidBody^ get();
}
};
}

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@ -147,6 +147,48 @@ namespace SHADE
SAFE_NATIVE_CALL_END(this) SAFE_NATIVE_CALL_END(this)
} }
void Script::OnCollisionEnter(CollisionInfo collision)
{
SAFE_NATIVE_CALL_BEGIN
onCollisionEnter(collision);
SAFE_NATIVE_CALL_END(this)
}
void Script::OnCollisionStay(CollisionInfo collision)
{
SAFE_NATIVE_CALL_BEGIN
onCollisionStay(collision);
SAFE_NATIVE_CALL_END(this)
}
void Script::OnCollisionExit(CollisionInfo collision)
{
SAFE_NATIVE_CALL_BEGIN
onCollisionExit(collision);
SAFE_NATIVE_CALL_END(this)
}
void Script::OnTriggerEnter(CollisionInfo collision)
{
SAFE_NATIVE_CALL_BEGIN
onTriggerEnter(collision);
SAFE_NATIVE_CALL_END(this)
}
void Script::OnTriggerStay(CollisionInfo collision)
{
SAFE_NATIVE_CALL_BEGIN
onTriggerStay(collision);
SAFE_NATIVE_CALL_END(this)
}
void Script::OnTriggerExit(CollisionInfo collision)
{
SAFE_NATIVE_CALL_BEGIN
onTriggerExit(collision);
SAFE_NATIVE_CALL_END(this)
}
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Constructors */ /* Constructors */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
@ -169,4 +211,14 @@ namespace SHADE
void Script::update() {} void Script::update() {}
void Script::lateUpdate() {} void Script::lateUpdate() {}
void Script::onDestroy() {} void Script::onDestroy() {}
}// namespace PlushieAPI
/*---------------------------------------------------------------------------------*/
/* Virtual Event Functions */
/*---------------------------------------------------------------------------------*/
void Script::onTriggerEnter(CollisionInfo) {}
void Script::onTriggerStay(CollisionInfo) {}
void Script::onTriggerExit(CollisionInfo) {}
void Script::onCollisionEnter(CollisionInfo) {}
void Script::onCollisionStay(CollisionInfo) {}
void Script::onCollisionExit(CollisionInfo) {}
}

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@ -15,6 +15,7 @@ of DigiPen Institute of Technology is prohibited.
// Project Includes // Project Includes
#include "Engine/GameObject.hxx" #include "Engine/GameObject.hxx"
#include "Physics/CollisionInfo.hxx"
namespace SHADE namespace SHADE
{ {
@ -213,6 +214,46 @@ namespace SHADE
/// </summary> /// </summary>
void OnDestroy(); void OnDestroy();
/*-----------------------------------------------------------------------------*/
/* Event Functions */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Used to call onCollisionEnter(). This should be called when a collision is
/// detected between the attached GameObject and another GameObject.
/// </summary>
/// <param name="collision">Information on the collision event.</param>
void OnCollisionEnter(CollisionInfo collision);
/// <summary>
/// Used to call onCollisionStay(). This should be called when a collision is
/// persistent between the attached GameObject and another GameObject.
/// </summary>
/// <param name="collision">Information on the collision event.</param>
void OnCollisionStay(CollisionInfo collision);
/// <summary>
/// Used to call onCollisionExit(). This should be called when a collision ends
/// between the attached GameObject and another GameObject.
/// </summary>
/// <param name="collision">Information on the collision event.</param>
void OnCollisionExit(CollisionInfo collision);
/// <summary>
/// Used to call onTriggerEnter(). This should be called when a trigger-type
/// collision is detected between the attached GameObject and another GameObject.
/// </summary>
/// <param name="collision">Information on the collision event.</param>
void OnTriggerEnter(CollisionInfo collision);
/// <summary>
/// Used to call onTriggerStay(). This should be called when a trigger-type
/// collision is detected between the attached GameObject and another GameObject.
/// </summary>
/// <param name="collision">Information on the collision event.</param>
void OnTriggerStay(CollisionInfo collision);
/// <summary>
/// Used to call onTriggerExit(). This should be called when a trigger-type
/// collision is detected between the attached GameObject and another GameObject.
/// </summary>
/// <param name="collision">Information on the collision event.</param>
void OnTriggerExit(CollisionInfo collision);
protected: protected:
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Constructors */ /* Constructors */
@ -273,6 +314,46 @@ namespace SHADE
/// </summary> /// </summary>
virtual void onDestroy(); virtual void onDestroy();
/*-----------------------------------------------------------------------------*/
/* Virtual Event Functions */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Called when the attached GameObject has a trigger Collider and collides with
/// another GameObject with a Collider in the first frame of collision.
/// </summary>
/// <param name="info">Information on the collision event.</param>
virtual void onTriggerEnter(CollisionInfo info);
/// <summary>
/// Called when the attached GameObject has a trigger Collider and collides with
/// another GameObject with a Collider in subsequent frames of collision.
/// </summary>
/// <param name="info">Information on the collision event.</param>
virtual void onTriggerStay(CollisionInfo info);
/// <summary>
/// Called when the attached GameObject has a trigger Collider and leaves a
/// collision with another GameObject with a Collider2D.
/// </summary>
/// <param name="info">Information on the collision event.</param>
virtual void onTriggerExit(CollisionInfo info);
/// <summary>
/// Called when the attached GameObject has a Collider and collides with
/// another GameObject with a Collider in the first frame of collision.
/// </summary>
/// <param name="info">Information on the collision event.</param>
virtual void onCollisionEnter(CollisionInfo info);
/// <summary>
/// Called when the attached GameObject has a Collider and collides with
/// another GameObject with a Collider in subsequent frames of collision.
/// </summary>
/// <param name="info">Information on the collision event.</param>
virtual void onCollisionStay(CollisionInfo info);
/// <summary>
/// Called when the attached GameObject has a Collider and leaves a
/// collision with another GameObject with a Collider2D.
/// </summary>
/// <param name="info">Information on the collision event.</param>
virtual void onCollisionExit(CollisionInfo info);
private: private:
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Data Members */ /* Data Members */
@ -280,4 +361,4 @@ namespace SHADE
GameObject owner; GameObject owner;
}; };
} // namespace PlushieAPI }

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@ -28,6 +28,8 @@ of DigiPen Institute of Technology is prohibited.
#include "Engine/Entity.hxx" #include "Engine/Entity.hxx"
#include "Serialisation/ReflectionUtilities.hxx" #include "Serialisation/ReflectionUtilities.hxx"
#include "Engine/Application.hxx" #include "Engine/Application.hxx"
#include "Physics/SHPhysicsSystemInterface.h"
#include "Physics/SHPhysicsUtils.h"
namespace SHADE namespace SHADE
{ {
@ -71,7 +73,7 @@ namespace SHADE
SAFE_NATIVE_CALL_BEGIN SAFE_NATIVE_CALL_BEGIN
Script^ script; Script^ script;
return AddScriptViaNameWithRef(entity, scriptName, script); return AddScriptViaNameWithRef(entity, scriptName, script);
SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore") SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
return false; return false;
} }
@ -301,7 +303,7 @@ namespace SHADE
removeScript(script); removeScript(script);
} }
scriptList->Clear(); scriptList->Clear();
SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore") SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
} }
void ScriptStore::RemoveAllScriptsImmediately(Entity entity, bool callOnDestroy) void ScriptStore::RemoveAllScriptsImmediately(Entity entity, bool callOnDestroy)
{ {
@ -326,7 +328,7 @@ namespace SHADE
startList.Remove(script); startList.Remove(script);
} }
scriptList->Clear(); scriptList->Clear();
SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore") SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
} }
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
@ -365,7 +367,7 @@ namespace SHADE
startList.AddRange(%inactiveStartList); startList.AddRange(%inactiveStartList);
inactiveStartList.Clear(); inactiveStartList.Clear();
SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore") SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
} }
void ScriptStore::FrameCleanUp() void ScriptStore::FrameCleanUp()
{ {
@ -386,7 +388,7 @@ namespace SHADE
scripts.Remove(entity); scripts.Remove(entity);
} }
} }
SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore") SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
} }
void ScriptStore::Exit() void ScriptStore::Exit()
{ {
@ -410,7 +412,7 @@ namespace SHADE
startList.Clear(); startList.Clear();
disposalQueue.Clear(); disposalQueue.Clear();
scriptTypeList = nullptr; scriptTypeList = nullptr;
SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore") SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
} }
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
@ -439,7 +441,7 @@ namespace SHADE
script->FixedUpdate(); script->FixedUpdate();
} }
} }
SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore") SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
} }
void ScriptStore::ExecuteUpdate() void ScriptStore::ExecuteUpdate()
{ {
@ -456,7 +458,7 @@ namespace SHADE
script->Update(); script->Update();
} }
} }
SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore") SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
} }
void ScriptStore::ExecuteLateUpdate() void ScriptStore::ExecuteLateUpdate()
{ {
@ -473,7 +475,95 @@ namespace SHADE
script->LateUpdate(); script->LateUpdate();
} }
} }
SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore") SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
}
void ScriptStore::ExecuteCollisionFunctions()
{
SAFE_NATIVE_CALL_BEGIN
/* Collisions */
const auto& collisions = SHPhysicsSystemInterface::GetCollisionInfo();
for (const auto& collisionInfo : collisions)
{
auto entities =
{
std::make_pair(collisionInfo.GetEntityA(), collisionInfo.GetEntityB()),
std::make_pair(collisionInfo.GetEntityB(), collisionInfo.GetEntityA())
};
for (auto entity : entities)
{
// Don't bother if this object has no scripts or is inactive
if (!isEntityActive(entity.first) || !scripts.ContainsKey(entity.first))
continue;
// Construct the collision state object
CollisionInfo info;
info.GameObject = GameObject(entity.second);
// Call all of the script's functions
auto entityScripts = scripts[entity.first];
if (entityScripts->Count > 0)
{
for each (Script ^ script in entityScripts)
{
switch (collisionInfo.GetCollisionState())
{
case SHCollisionEvent::State::ENTER:
script->OnCollisionEnter(info);
break;
case SHCollisionEvent::State::STAY:
script->OnCollisionStay(info);
break;
case SHCollisionEvent::State::EXIT:
script->OnCollisionExit(info);
break;
}
}
}
}
}
/* Triggers */
const auto& triggers = SHPhysicsSystemInterface::GetTriggerInfo();
for (const auto& triggerInfo : triggers)
{
auto entities =
{
std::make_pair(triggerInfo.GetEntityA(), triggerInfo.GetEntityB()),
std::make_pair(triggerInfo.GetEntityB(), triggerInfo.GetEntityA())
};
for (auto entity : entities)
{
// Don't bother if this object has no scripts or is inactive
if (!isEntityActive(entity.first) || !scripts.ContainsKey(entity.first))
continue;
// Construct the collision state object
CollisionInfo info;
info.GameObject = GameObject(entity.second);
// Call all of the script's functions
auto entityScripts = scripts[entity.first];
if (entityScripts->Count > 0)
{
for each (Script ^ script in entityScripts)
{
switch (triggerInfo.GetCollisionState())
{
case SHCollisionEvent::State::ENTER:
script->OnTriggerEnter(info);
break;
case SHCollisionEvent::State::STAY:
script->OnTriggerStay(info);
break;
case SHCollisionEvent::State::EXIT:
script->OnTriggerExit(info);
break;
}
}
}
}
}
SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
} }
bool ScriptStore::SerialiseScripts(Entity entity, System::IntPtr yamlNodePtr) bool ScriptStore::SerialiseScripts(Entity entity, System::IntPtr yamlNodePtr)
@ -509,7 +599,7 @@ namespace SHADE
} }
return true; return true;
SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore") SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
return false; return false;
} }
@ -559,7 +649,7 @@ namespace SHADE
} }
return true; return true;
SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore") SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
return false; return false;
} }

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@ -233,6 +233,10 @@ namespace SHADE
/// Executes LateUpdate() for all scripts. /// Executes LateUpdate() for all scripts.
/// </summary> /// </summary>
static void ExecuteLateUpdate(); static void ExecuteLateUpdate();
/// <summary>
/// Executes OnCollision*() and OnTrigger*() for all scripts.
/// </summary>
static void ExecuteCollisionFunctions();
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Serialisation Functions */ /* Serialisation Functions */

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@ -22,6 +22,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Math/Vector2.hxx" #include "Math/Vector2.hxx"
#include "Math/Vector3.hxx" #include "Math/Vector3.hxx"
#include "Utility/Debug.hxx" #include "Utility/Debug.hxx"
#include "Engine/GameObject.hxx"
/*-------------------------------------------------------------------------------------*/ /*-------------------------------------------------------------------------------------*/
/* Macro Functions */ /* Macro Functions */
@ -167,6 +168,11 @@ namespace SHADE
fieldNode.push_back(vec.y); fieldNode.push_back(vec.y);
fieldNode.push_back(vec.z); fieldNode.push_back(vec.z);
} }
else if (fieldInfo->FieldType == GameObject::typeid)
{
GameObject gameObj = safe_cast<GameObject>(fieldInfo->GetValue(object));
fieldNode = gameObj.GetEntity();
}
else // Not any of the supported types else // Not any of the supported types
{ {
Debug::LogWarning(Convert::ToNative(System::String::Format Debug::LogWarning(Convert::ToNative(System::String::Format
@ -242,6 +248,10 @@ namespace SHADE
); );
} }
} }
else if (fieldInfo->FieldType == GameObject::typeid)
{
fieldInfo->SetValue(object, GameObject(node.as<uint32_t>()));
}
else // Not any of the supported types else // Not any of the supported types
{ {
Debug::LogWarning(Convert::ToNative(System::String::Format Debug::LogWarning(Convert::ToNative(System::String::Format

View File

@ -0,0 +1,22 @@
using System;
using SHADE;
namespace SHADE_Scripting
{
public class CameraControl :Script
{
public float turnSpeed = 0.5f;
public CameraControl(GameObject go) : base(go) { }
protected override void update()
{
//Camera
Camera cam = GetComponent<Camera>();
Vector2 mouseVel = Input.GetMouseVelocity();
cam.Pitch -= mouseVel.y * turnSpeed * (float)Time.DeltaTime;
cam.Yaw += mouseVel.x * turnSpeed * (float)Time.DeltaTime;
}
}
}

View File

@ -38,6 +38,35 @@ public class PhysicsTest : Script
RigidBody.AddForce(Force); RigidBody.AddForce(Force);
Debug.Log($"Jump!"); Debug.Log($"Jump!");
} }
Debug.Log($"{Transform.LocalPosition.y}"); }
protected override void fixedUpdate()
{
Debug.Log("Fixed Update");
}
protected override void onCollisionEnter(CollisionInfo info)
{
Debug.Log($"Collision Enter: {info.GameObject.Name}");
}
protected override void onCollisionStay(CollisionInfo info)
{
Debug.Log($"Collision Stay: {info.GameObject.Name}");
}
protected override void onCollisionExit(CollisionInfo info)
{
Debug.Log($"Collision Exit: {info.GameObject.Name}");
}
protected override void onTriggerEnter(CollisionInfo info)
{
Debug.Log($"Trigger Enter: {info.GameObject.Name}");
}
protected override void onTriggerStay(CollisionInfo info)
{
Debug.Log($"Trigger Stay: {info.GameObject.Name}");
}
protected override void onTriggerExit(CollisionInfo info)
{
Debug.Log($"Trigger Exit: {info.GameObject.Name}");
} }
} }

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SHADE;
namespace SHADE_Scripting
{
public class ThirdPersonCamera: Script
{
public float armLength = 4.0f;
public float turnSpeedPitch = 0.3f;
public float turnSpeedYaw = 0.5f;
public float pitchClamp = 45.0f;
public ThirdPersonCamera(GameObject go) : base(go) { }
protected override void awake()
{
if(!GetComponent<Camera>())
{
AddComponent<Camera>();
}
if (!GetComponent<CameraArm>())
{
AddComponent<CameraArm>();
}
GetComponent<CameraArm>().ArmLength = armLength;
}
protected override void update()
{
CameraArm arm = GetComponent<CameraArm>();
if(arm)
{
Vector2 vel = Input.GetMouseVelocity();
arm.Pitch -= vel.y * turnSpeedPitch * Time.DeltaTimeF;
arm.Yaw += vel.x * turnSpeedYaw * Time.DeltaTimeF;
if(arm.Pitch > pitchClamp)
{
arm.Pitch = pitchClamp;
}
else if(arm.Pitch < -pitchClamp)
{
arm.Pitch = -pitchClamp;
}
}
}
}
}

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