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
60 changed files with 1803 additions and 743 deletions
Showing only changes of commit 45cc8c01b6 - Show all commits

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@ -1,3 +1,3 @@
Name: DeferredComposite_CS
ID: 42814284
ID: 45072428
Type: 2

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@ -1,3 +1,3 @@
Name: TestCube_FS
ID: 37450402
ID: 46377769
Type: 2

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@ -1,3 +1,3 @@
Name: TestCube_VS
ID: 41688429
ID: 39210065
Type: 2

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@ -108,13 +108,10 @@ namespace Sandbox
SHComponentManager::CreateComponentSparseSet<SHColliderComponent>();
SHComponentManager::CreateComponentSparseSet<SHTransformComponent>();
SHComponentManager::CreateComponentSparseSet<SHRenderable>();
SHComponentManager::CreateComponentSparseSet<SHCameraComponent>();
//SHComponentManager::CreateComponentSparseSet<SHCameraComponent>();
SHAssetManager::Load();
auto id = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
auto id2 = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
auto id3 = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
SHSystemManager::RegisterRoutine<SHAudioSystem, SHAudioSystem::AudioRoutine>();

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@ -128,7 +128,6 @@ namespace Sandbox
floorRigidBody.SetType(SHRigidBodyComponent::Type::STATIC);
auto* floorBox = floorCollider.AddBoundingBox();
floorBox->SetHalfExtents(floorTransform.GetWorldScale() * 0.5f);
// Create blank entity with a script
//testObj = SHADE::SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent>();

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@ -10,6 +10,7 @@
*****************************************************************************/
#pragma once
#include <vulkan/vulkan.hpp>
#include "SHAssetData.h"
#include "SH_API.h"
#include <vector>
@ -17,12 +18,14 @@
namespace SHADE
{
//! Tighter control over types of shaders. Maps directly to their
//! equivalent vk::ShaderStageFlagBits.
enum class SH_SHADER_TYPE : uint8_t
{
VERTEX,
FRAGMENT,
COMPUTE,
INAVLID_TYPE
VERTEX = static_cast<uint8_t>(vk::ShaderStageFlagBits::eVertex),
FRAGMENT = static_cast<uint8_t>(vk::ShaderStageFlagBits::eFragment),
COMPUTE = static_cast<uint8_t>(vk::ShaderStageFlagBits::eCompute),
INAVLID_TYPE = std::numeric_limits<uint8_t>::max()
};
struct SH_API SHShaderAsset : SHAssetData

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@ -99,11 +99,12 @@ namespace SHADE
SH_SHADER_TYPE SHShaderSourceCompiler::GetShaderTypeFromFilename(std::string name) noexcept
{
for (auto i { 0}; i < SHADER_TYPE_MAX_COUNT; ++i)
for (auto i { 0 }; i < SHADER_TYPE_MAX_COUNT; ++i)
{
if (name.find(SHADER_IDENTIFIERS[i].data()) != std::string::npos)
const auto& [SHADER_SUFFIX, SHADER_TYPE] = SHADER_IDENTIFIERS[i];
if (name.find(SHADER_SUFFIX.data()) != std::string::npos)
{
return static_cast<SH_SHADER_TYPE>(i);
return SHADER_TYPE;
}
}

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@ -13,6 +13,7 @@
#include <cstdint>
#include <string>
#include <filesystem>
#include "Asset Types/SHShaderAsset.h"
// FMOD Fwd Declare
namespace FMOD
@ -113,10 +114,10 @@ constexpr std::string_view VERTEX_SHADER{ "_VS" };
constexpr std::string_view FRAGMENT_SHADER{ "_FS" };
constexpr std::string_view COMPUTER_SHADER{ "_CS" };
constexpr std::string_view SHADER_IDENTIFIERS[] = {
VERTEX_SHADER,
FRAGMENT_SHADER,
COMPUTER_SHADER
constexpr std::pair<std::string_view, SHADE::SH_SHADER_TYPE> SHADER_IDENTIFIERS[] = {
std::make_pair(VERTEX_SHADER, SHADE::SH_SHADER_TYPE::VERTEX),
std::make_pair(FRAGMENT_SHADER, SHADE::SH_SHADER_TYPE::FRAGMENT),
std::make_pair(COMPUTER_SHADER, SHADE::SH_SHADER_TYPE::COMPUTE)
};
constexpr size_t SHADER_TYPE_MAX_COUNT{ 3 };

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@ -0,0 +1,68 @@
#include "SHpch.h"
#include "SHCameraArmComponent.h"
namespace SHADE
{
SHCameraArmComponent::SHCameraArmComponent()
:pitch(0.0f), yaw(0.0f), armLength(1.0f),offset(), dirty(true), lookAtCameraOrigin(true)
{
}
SHVec3 const& SHCameraArmComponent::GetOffset() const noexcept
{
return offset;
}
float SHCameraArmComponent::GetPitch() const noexcept
{
return pitch;
}
float SHCameraArmComponent::GetYaw() const noexcept
{
return yaw;
}
float SHCameraArmComponent::GetArmLength() const noexcept
{
return armLength;
}
void SHCameraArmComponent::SetPitch(float pitch) noexcept
{
this->pitch = pitch;
dirty = true;
}
void SHCameraArmComponent::SetYaw(float yaw) noexcept
{
this->yaw = yaw;
dirty = true;
}
void SHCameraArmComponent::SetArmLength(float length) noexcept
{
this->armLength = length;
dirty = true;
}
}//namespace SHADE
RTTR_REGISTRATION
{
using namespace SHADE;
using namespace rttr;
registration::class_<SHCameraArmComponent>("Camera Arm Component")
.property("Arm Pitch", &SHCameraArmComponent::GetPitch, &SHCameraArmComponent::SetPitch)
.property("Arm Yaw", &SHCameraArmComponent::GetYaw, &SHCameraArmComponent::SetYaw)
.property("Arm Length", &SHCameraArmComponent::GetArmLength, &SHCameraArmComponent::SetArmLength)
.property("Look At Camera Origin", &SHCameraArmComponent::lookAtCameraOrigin);
}

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@ -0,0 +1,44 @@
#pragma once
#include <rttr/registration>
#include "ECS_Base/Components/SHComponent.h"
#include "Math/SHMatrix.h"
#include "SH_API.h"
namespace SHADE
{
class SH_API SHCameraArmComponent final: public SHComponent
{
private:
float pitch;
float yaw;
float armLength;
bool dirty;
SHVec3 offset;
public:
friend class SHCameraSystem;
SHCameraArmComponent();
virtual ~SHCameraArmComponent() = default;
bool lookAtCameraOrigin;
//Getters
//SHMatrix const& GetMatrix() const noexcept;
SHVec3 const& GetOffset() const noexcept;
float GetPitch() const noexcept;
float GetYaw() const noexcept;
float GetArmLength() const noexcept;
//Setters
void SetPitch(float pitch) noexcept;
void SetYaw(float yaw) noexcept;
void SetArmLength(float length) noexcept;
protected:
};
}//namespace SHADE

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@ -13,7 +13,7 @@ namespace SHADE
, width(1920.0f), height(1080.0f), zNear(0.01f), zFar(10000.0f), fov(90.0f), movementSpeed(1.0f), turnSpeed(0.5f)
, perspProj(true), dirtyView(true), dirtyProj(true)
, viewMatrix(), projMatrix()
, position()
, position(), offset()
{
ComponentFamily::GetID<SHCameraComponent>();
}

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@ -33,7 +33,7 @@ namespace SHADE
SHVec3 position;
bool perspProj;
SHVec3 offset;
@ -41,7 +41,7 @@ namespace SHADE
friend class SHCameraSystem;
SHCameraComponent();
~SHCameraComponent();
virtual ~SHCameraComponent();
//Getters and setters.

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@ -1,6 +1,7 @@
#include "SHpch.h"
#include "SHCameraDirector.h"
#include "SHCameraComponent.h"
#include "SHCameraArmComponent.h"
#include "ECS_Base/Managers/SHComponentManager.h"
#include "ECS_Base/SHECSMacros.h"
#include "ECS_Base/Managers/SHEntityManager.h"
@ -48,6 +49,7 @@ namespace SHADE
viewMatrix = camComponent->GetViewMatrix();
projMatrix = camComponent->GetProjMatrix();
}
}
void SHCameraDirector::SetMainCamera(SHCameraComponent& camera) noexcept

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@ -22,6 +22,7 @@ namespace SHADE
EntityID mainCameraEID;
EntityID transitionCameraEID;
SHMatrix GetViewMatrix() const noexcept;
SHMatrix GetProjMatrix() const noexcept;
SHMatrix GetVPMatrix() const noexcept;

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@ -1,10 +1,12 @@
#include "SHpch.h"
#include "SHCameraSystem.h"
#include "SHCameraArmComponent.h"
#include "Math/SHMathHelpers.h"
#include "Input/SHInputManager.h"
#include "Math/Vector/SHVec2.h"
#include "ECS_Base/Managers/SHComponentManager.h"
#include "Math/Transform/SHTransformComponent.h"
#include <math.h>
namespace SHADE
@ -59,6 +61,7 @@ namespace SHADE
}
UpdateCameraComponent(editorCamera);
}
void SHCameraSystem::EditorCameraUpdate::Execute(double dt) noexcept
{
@ -112,6 +115,8 @@ namespace SHADE
//std::cout << "Camera position: " << camera.position.x << " " << camera.position.y << std::endl;
system->UpdateCameraComponent(system->editorCamera);
system->DecomposeViewMatrix(camera.viewMatrix, camera.pitch, camera.yaw, camera.roll, camera.position);
}
void SHCameraSystem::Init(void)
@ -122,6 +127,9 @@ namespace SHADE
editorCamera.SetRoll(0.0f);
editorCamera.movementSpeed = 2.0f;
SHComponentManager::CreateComponentSparseSet<SHCameraComponent>();
SHComponentManager::CreateComponentSparseSet<SHCameraArmComponent>();
}
void SHCameraSystem::Exit(void)
@ -134,6 +142,26 @@ namespace SHADE
return &editorCamera;
}
void SHCameraSystem::UpdatePivotArmComponent(SHCameraArmComponent& pivot) noexcept
{
if (pivot.dirty)
{
SHVec3 offset{ 0.0f,0.0f, pivot.GetArmLength() };
offset = SHVec3::RotateX(offset, -(SHMath::DegreesToRadians(pivot.GetPitch())));
offset = SHVec3::RotateY(offset, (SHMath::DegreesToRadians(pivot.GetYaw())));
//pivot.rtMatrix = SHMatrix::RotateX(SHMath::DegreesToRadians(pivot.GetPitch()))
// * SHMatrix::RotateY(SHMath::DegreesToRadians(pivot.GetYaw()))
// * SHMatrix::Translate(SHVec3(0.0f , 0.0f, pivot.GetArmLength()));
pivot.offset = offset;
// pivot.rtMatrix = SHMatrix::Inverse(pivot.rtMatrix);
}
}
void SHCameraSystem::UpdateCameraComponent(SHCameraComponent& camera) noexcept
{
if (SHComponentManager::HasComponent<SHTransformComponent>(camera.GetEID()) == true && &camera != &editorCamera)
@ -151,6 +179,15 @@ namespace SHADE
if (camera.dirtyView)
{
camera.offset = SHVec3{ 0.0f };
if (SHComponentManager::HasComponent<SHCameraArmComponent>(camera.GetEID()))
{
auto arm = SHComponentManager::GetComponent<SHCameraArmComponent>(camera.GetEID());
camera.offset = arm->GetOffset();
if(arm->lookAtCameraOrigin)
CameraLookAt(camera, camera.position);
}
SHVec3 view, right, UP;
@ -171,9 +208,12 @@ namespace SHADE
camera.viewMatrix(2, 1) = view[1];
camera.viewMatrix(2, 2) = view[2];
camera.viewMatrix(0, 3) = -right.Dot(camera.position);
camera.viewMatrix(1, 3) = -UP.Dot(camera.position);
camera.viewMatrix(2, 3) = -view.Dot(camera.position);
camera.viewMatrix(0, 3) = -right.Dot(camera.position + camera.offset);
camera.viewMatrix(1, 3) = -UP.Dot(camera.position + camera.offset);
camera.viewMatrix(2, 3) = -view.Dot(camera.position + camera.offset);
camera.dirtyView = false;
}
@ -221,6 +261,8 @@ namespace SHADE
SHVec3 up = { 0.0f,1.0f,0.0f };
target = SHVec3::RotateX(target, SHMath::DegreesToRadians(camera.pitch));
target = SHVec3::RotateY(target, SHMath::DegreesToRadians(camera.yaw));
target += camera.position;
@ -241,6 +283,13 @@ namespace SHADE
{
SHCameraSystem* system = static_cast<SHCameraSystem*>(GetSystem());
auto& dense = SHComponentManager::GetDense<SHCameraComponent>();
auto& pivotDense = SHComponentManager::GetDense<SHCameraArmComponent>();
for (auto& pivot : pivotDense)
{
system->UpdatePivotArmComponent(pivot);
}
for (auto& cam : dense)
{
system->UpdateCameraComponent(cam);
@ -274,18 +323,115 @@ namespace SHADE
}
void SHCameraSystem::ClampCameraRotation(SHCameraComponent& camera) noexcept
{
constexpr float clampVal = 85.0f;
if (camera.pitch > clampVal)
camera.SetPitch(clampVal);
if (camera.pitch < -clampVal)
camera.SetPitch(-clampVal);
if (camera.roll > clampVal)
camera.SetRoll(clampVal);
if (camera.roll < -clampVal)
camera.SetRoll(-clampVal);
if (camera.pitch > 85)
camera.SetPitch(85);
if (camera.pitch < -85)
camera.SetPitch(-85);
if (camera.roll > 85)
camera.SetRoll(85);
if (camera.roll < -85)
camera.SetRoll(-85);
while (camera.yaw > 360)
camera.yaw -= 360;
while (camera.yaw < -360)
camera.yaw += 360;
}
void SHCameraSystem::SetMainCamera(EntityID eid, size_t directorIndex) noexcept
{
if (SHComponentManager::HasComponent<SHCameraComponent>(eid) && directorIndex < directorHandleList.size())
directorHandleList[directorIndex]->SetMainCamera(*SHComponentManager::GetComponent<SHCameraComponent>(eid));
else
{
SHLOG_WARNING("Set Main Camera warning: Entity does not have camera component or director does not exist.")
}
}
void SHCameraSystem::DecomposeViewMatrix(SHMatrix const& viewMatrix, float& pitch, float& yaw, float& roll, SHVec3& pos) noexcept
{
float initPitch = pitch;
SHVec3 initPos = pos;
SHVec3 translate3, scale;
SHQuaternion quat;
//SHMatrix viewInverse = viewMatrix;
viewMatrix.Decompose(translate3, quat, scale);
yaw = 180+ SHMath::RadiansToDegrees(quat.ToEuler().y);
pitch = -SHMath::RadiansToDegrees(quat.ToEuler().x);
SHVec4 dotPos{ -viewMatrix(0,3),-viewMatrix(1,3), -viewMatrix(2,3), 1.0f };
SHMatrix mtx = viewMatrix;
mtx(0, 3) = 0.0f;
mtx(1, 3) = 0.0f;
mtx(2, 3) = 0.0f;
mtx.Transpose();
mtx = SHMatrix::Inverse(mtx);
SHVec4 translate = mtx* dotPos;
pos.x = translate.x;
pos.y = translate.y;
pos.z = translate.z;
}
void SHCameraSystem::SetCameraViewMatrix(SHCameraComponent& camera, SHMatrix const& viewMatrix) noexcept
{
DecomposeViewMatrix(viewMatrix, camera.pitch, camera.yaw, camera.roll, camera.position);
camera.dirtyView = true;
}
void SHCameraSystem::CameraLookAt(SHCameraComponent& camera, SHVec3 target) noexcept
{
if (camera.position == target)
{
//lets off set it abit so the view is nt fked
target.z -= 0.0001f;
}
SHVec3 forward, right, upVec;
SHVec3 up = { 0.0f,1.0f,0.0f };
////SHVec3::RotateZ(target, SHMath::DegreesToRadians(camera.roll));
//target = SHVec3::Normalise(target);
SHVec3::RotateZ(up, camera.roll);
up = SHVec3::Normalise(up);
forward = target - (camera.position + camera.offset); forward = SHVec3::Normalise(forward);
right = SHVec3::Cross(forward, up); right = SHVec3::Normalise(right);
upVec = SHVec3::Cross(forward, right);
SHMatrix viewMtx;
viewMtx = SHMatrix::Identity;
viewMtx(0, 0) = right[0];
viewMtx(0, 1) = right[1];
viewMtx(0, 2) = right[2];
viewMtx(1, 0) = upVec[0];
viewMtx(1, 1) = upVec[1];
viewMtx(1, 2) = upVec[2];
viewMtx(2, 0) = forward[0];
viewMtx(2, 1) = forward[1];
viewMtx(2, 2) = forward[2];
viewMtx(0, 3) = -right.Dot(camera.position + camera.offset);
viewMtx(1, 3) = -upVec.Dot(camera.position + camera.offset);
viewMtx(2, 3) = -forward.Dot(camera.position + camera.offset);
SetCameraViewMatrix(camera, viewMtx);
}
}

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@ -9,6 +9,9 @@
namespace SHADE
{
class SHCameraArmComponent;
class SH_API SHCameraSystem final : public SHSystem
{
private:
@ -19,6 +22,11 @@ namespace SHADE
SHResourceLibrary<SHCameraDirector> directorLibrary;
std::vector<DirectorHandle> directorHandleList;
void UpdateCameraComponent(SHCameraComponent& camera) noexcept;
void UpdatePivotArmComponent(SHCameraArmComponent& pivot) noexcept;
public:
SHCameraSystem(void) = default;
virtual ~SHCameraSystem(void) = default;
@ -39,7 +47,7 @@ namespace SHADE
class SH_API CameraSystemUpdate final: public SHSystemRoutine
{
public:
CameraSystemUpdate() : SHSystemRoutine("Camera System Update", false) {};
CameraSystemUpdate() : SHSystemRoutine("Camera System Update", true) {};
virtual void Execute(double dt)noexcept override final;
};
friend class CameraSystemUpdate;
@ -51,12 +59,10 @@ namespace SHADE
DirectorHandle GetDirector(size_t index) noexcept;
void ClampCameraRotation(SHCameraComponent& camera) noexcept;
void UpdateEditorCamera(double dt) noexcept;
protected:
void UpdateCameraComponent(SHCameraComponent& camera) noexcept;
void SetMainCamera(EntityID eid, size_t directorIndex) noexcept;
void DecomposeViewMatrix(SHMatrix const& matrix, float& pitch, float& yaw, float& roll, SHVec3& pos) noexcept;
void SetCameraViewMatrix(SHCameraComponent& camera, SHMatrix const& viewMatrix) noexcept;
void CameraLookAt(SHCameraComponent& camera, SHVec3 target) noexcept;
};

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@ -39,6 +39,12 @@ namespace SHADE
if (comp)
{
comp->OnDestroy();
SHComponentRemovedEvent eventData;
eventData.eid = entityID;
eventData.removedComponentType = i;
SHEventManager::BroadcastEvent<SHComponentRemovedEvent>(eventData, SH_COMPONENT_REMOVED_EVENT);
}
}
@ -53,6 +59,7 @@ namespace SHADE
//entityHandle.RemoveHandle(entityID);
}

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@ -213,5 +213,14 @@ namespace SHADE
return SHSerialization::DeserializeEntityToSceneFromString(data);
}*/
EntityID SHEntityManager::GetEntityByName(std::string const& name) noexcept
{
EntityID result = MAX_EID;
for (auto& entity : entityVec)
{
if (entity->name == name)
result = entity->GetEID();
}
return result;
}
}

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@ -209,6 +209,8 @@ namespace SHADE
//static EntityID DuplicateEntity(EntityID eid) noexcept;
static EntityID GetEntityByName(std::string const& name) noexcept;
protected:

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@ -251,7 +251,7 @@ namespace SHADE
SHEditorWidgets::DragVec3
(
"Half Extents", { "X", "Y", "Z" },
[box, transformComponent] { return (transformComponent->GetWorldScale() * 2.0f) * box->GetHalfExtents(); },
[box, transformComponent] { return (box->GetHalfExtents() * 2.0f) / transformComponent->GetWorldScale(); },
[collider](SHVec3 const& vec) { collider->SetBoundingBox(vec); });
}
else if (collider->GetType() == SHCollider::Type::SPHERE)

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@ -17,6 +17,7 @@
#include "Physics/Components/SHRigidBodyComponent.h"
#include "Physics/Components/SHColliderComponent.h"
#include "Camera/SHCameraComponent.h"
#include "Camera/SHCameraArmComponent.h"
#include "SHEditorComponentView.h"
namespace SHADE
@ -126,6 +127,9 @@ namespace SHADE
if (auto cameraComponent = SHComponentManager::GetComponent_s<SHCameraComponent>(eid))
{
DrawComponent(cameraComponent);
}if (auto cameraArmComponent = SHComponentManager::GetComponent_s<SHCameraArmComponent>(eid))
{
DrawComponent(cameraArmComponent);
}
ImGui::Separator();
// Render Scripts
@ -136,6 +140,7 @@ namespace SHADE
{
DrawAddComponentButton<SHTransformComponent>(eid);
DrawAddComponentButton<SHCameraComponent>(eid);
DrawAddComponentButton<SHCameraArmComponent>(eid);
DrawAddComponentButton<SHLightComponent>(eid);
// Components that require Transforms

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@ -15,7 +15,7 @@
#include "ECS_Base/System/SHSystemRoutine.h"
#include "Resource/SHHandle.h"
#include "EditorWindow/SHEditorWindow.h"
#include "Tools/SHLogger.h"
#include "Tools/SHLog.h"
#include "Gizmos/SHTransformGizmo.h"
@ -76,7 +76,7 @@ namespace SHADE
}
else
{
SHLOG_WARNING("Attempt to create duplicate of Editor window type")
SHLog::Warning("Attempt to create duplicate of Editor window type");
}
}

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@ -37,6 +37,8 @@ of DigiPen Institute of Technology is prohibited.
#include "Assets/Asset Types/SHTextureAsset.h"
#include "Graphics/MiddleEnd/Interface/SHMousePickSystem.h"
#include "Graphics/MiddleEnd/Lights/SHLightingSubSystem.h"
#include "Assets/SHAssetManager.h"
#include "Resource/SHResourceManager.h"
namespace SHADE
{
@ -109,9 +111,10 @@ namespace SHADE
transferCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
graphicsTexCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
shaderModuleLibrary.ImportAllShaderSource(device);
shaderModuleLibrary.ReflectAllShaderModules();
// Load Built In Shaders
static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT);
static constexpr AssetID FS_DEFAULT = 46377769; defaultFragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(FS_DEFAULT);
static constexpr AssetID CS_COMPOSITE = 45072428; deferredCompositeShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(CS_COMPOSITE);
}
void SHGraphicsSystem::InitSceneRenderGraph(void) noexcept
@ -180,16 +183,7 @@ namespace SHADE
gBufferSubpass->AddColorOutput("Albedo");
gBufferSubpass->AddDepthOutput("Depth Buffer", SH_ATT_DESC_TYPE_FLAGS::DEPTH_STENCIL);
//// kirsch
//auto kirschShader = shaderModuleLibrary.GetShaderModule("KirschCs.glsl");
//gBufferNode->AddNodeCompute(kirschShader, { "Position", "Scene" });
//// copy
//auto pureCopyShader = shaderModuleLibrary.GetShaderModule("PureCopyCs.glsl");
//gBufferNode->AddNodeCompute(pureCopyShader, { "Position", "Scene" });
// deferred composite
auto deferredCompositeShader = shaderModuleLibrary.GetBuiltInShaderModule("DeferredComposite_CS");
gBufferNode->AddNodeCompute(deferredCompositeShader, { "Position", "Normals", "Albedo", "Light Layer Indices", "Scene" });
@ -207,10 +201,7 @@ namespace SHADE
worldRenderer->SetCameraDirector(cameraSystem->CreateDirector());
auto cubeVS = shaderModuleLibrary.GetBuiltInShaderModule("TestCube_VS");
auto cubeFS = shaderModuleLibrary.GetBuiltInShaderModule("TestCube_FS");
defaultMaterial = AddMaterial(cubeVS, cubeFS, gBufferSubpass);
defaultMaterial = AddMaterial(defaultVertShader, defaultFragShader, gBufferSubpass);
}
void SHGraphicsSystem::InitMiddleEnd(void) noexcept

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@ -25,7 +25,6 @@ of DigiPen Institute of Technology is prohibited.
#include "ECS_Base/System/SHSystemRoutine.h"
#include "Graphics/Descriptors/SHVkDescriptorPool.h"
#include "Graphics/RenderGraph/SHRenderGraph.h"
#include "Graphics/MiddleEnd/Shaders/SHShaderModuleLibrary.h"
#include "SHMeshLibrary.h"
#include "Graphics/MiddleEnd/Materials/SHMaterialInstanceCache.h"
#include "../Textures/SHTextureLibrary.h"
@ -293,6 +292,10 @@ namespace SHADE
//Handle<SHVkRenderpass> GetRenderPass() const { return renderPass; }
/*-----------------------------------------------------------------------------*/
/* Getters */
/*-----------------------------------------------------------------------------*/
SHWindow* GetWindow() noexcept { return window; }
private:
/*-----------------------------------------------------------------------------*/
@ -325,6 +328,7 @@ namespace SHADE
SHTextureLibrary texLibrary;
SHSamplerCache samplerCache;
SHMaterialInstanceCache materialInstanceCache;
// Viewports
#ifdef SHEDITOR
Handle<SHViewport> editorViewport;
@ -346,9 +350,12 @@ namespace SHADE
Handle<SHCamera> worldCamera;
Handle<SHCamera> screenCamera;
SHShaderModuleLibrary shaderModuleLibrary;
// Built-In Shaders
Handle<SHVkShaderModule> defaultVertShader;
Handle<SHVkShaderModule> defaultFragShader;
Handle<SHVkShaderModule> deferredCompositeShader;
// Temp Materials
// Built-In Materials
Handle<SHMaterial> defaultMaterial;
Handle<SHRenderGraph> worldRenderGraph;

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@ -0,0 +1,77 @@
/************************************************************************************//*!
\file SHGraphicsSystemInterface.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
SHGraphicsSystemInterface 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 "SHGraphicsSystemInterface.h"
// Project Includes
#include "ECS_Base/Managers/SHSystemManager.h"
#include "Graphics/MiddleEnd/Interface/SHGraphicsSystem.h"
#include "Graphics/Windowing/SHWindow.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Static Usage Functions */
/*-----------------------------------------------------------------------------------*/
uint32_t SHGraphicsSystemInterface::GetWindowWidth()
{
auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
if (gfxSystem)
{
const auto WND = gfxSystem->GetWindow();
return WND->GetWindowSize().first;
}
SHLOG_WARNING("[SHGraphicsSystemInterface] Failed to get window width. Value of 0 returned instead.");
return 0;
}
uint32_t SHGraphicsSystemInterface::GetWindowHeight()
{
auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
if (gfxSystem)
{
const auto WND = gfxSystem->GetWindow();
return WND->GetWindowSize().second;
}
SHLOG_WARNING("[SHGraphicsSystemInterface] Failed to get window height. Value of 0 returned instead.");
return 0;
}
bool SHGraphicsSystemInterface::IsFullscreen()
{
auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
if (gfxSystem)
{
const auto WND = gfxSystem->GetWindow();
return WND->GetWindowData().isFullscreen;
}
SHLOG_WARNING("[SHGraphicsSystemInterface] Failed to get window fullscreen status. Value of false returned instead.");
return false;
}
void SHGraphicsSystemInterface::CloseWindow()
{
auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
if (gfxSystem)
{
auto WND = gfxSystem->GetWindow();
return WND->Close();
}
SHLOG_WARNING("[SHGraphicsSystemInterface] Failed to close window.");
}
}

View File

@ -0,0 +1,52 @@
/************************************************************************************//*!
\file SHGraphicsSystemInterface.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
namespace SHADE
{
/// <summary>
/// Static class that wraps up certain functions in the SHGraphicsSystem so that
/// accessing it from SHADE_Managed would not cause issues due to C++20 features.
/// </summary>
class SH_API SHGraphicsSystemInterface final
{
public:
/*---------------------------------------------------------------------------------*/
/* Constructor */
/*---------------------------------------------------------------------------------*/
SHGraphicsSystemInterface() = delete;
/*---------------------------------------------------------------------------------*/
/* Static Usage Functions */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Retrieves the current window width.
/// </summary>
/// <returns>The current window width.</returns>
static uint32_t GetWindowWidth();
/// <summary>
/// Retrieves the current window height.
/// </summary>
/// <returns>The current window height.</returns>
static uint32_t GetWindowHeight();
/// <summary>
/// Retrieves the current window fullscreen status.
/// </summary>
/// <returns>The current window fullscreen status..</returns>
static bool IsFullscreen();
/// <summary>
/// Closes the current window, and depending on the implementation, should also
/// close the application.
/// </summary>
static void CloseWindow();
};
}

View File

@ -0,0 +1,36 @@
/************************************************************************************//*!
\file SHMaterialSpec.h
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 31, 2022
\brief Contains the struct definition of SHMaterialSpec.
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
// Standard Library
#include <string>
#include <vector>
#include <utility>
// Project Includes
#include "Assets/SHAssetMacros.h"
namespace SHADE
{
/*************************************************************************************/
/*!
\brief
Describes a Material's serialized properties. A representation of a material that is
independent of GPU resources.
*/
/*************************************************************************************/
struct SHMaterialSpec
{
AssetID vertexShader;
AssetID fragShader;
std::string subpassName;
YAML::Node properties;
};
}

View File

@ -1,139 +0,0 @@
#include "SHPch.h"
#include "SHShaderModuleLibrary.h"
#include "Graphics/Devices/SHVkLogicalDevice.h"
#include "Assets/SHAssetManager.h"
namespace SHADE
{
/***************************************************************************/
/*!
\brief
Imports all shader binaries from the source library.
\param logicalDeviceHdl
For creating shader modules.
\param sourceLib
The source library class that stores the container of shader binary data.
*/
/***************************************************************************/
//void SHShaderModuleLibrary::ImportFromSourceLibrary(Handle<SHVkLogicalDevice>& logicalDeviceHdl, SHShaderSourceLibrary const& sourceLib) noexcept
//{
// auto const& sources = sourceLib.GetSourceLibrary();
// for (auto const& source : sources)
// {
// vk::ShaderStageFlagBits shaderType{};
// switch (source.shaderType)
// {
// case SH_SHADER_TYPE::VERTEX:
// shaderType = vk::ShaderStageFlagBits::eVertex;
// break;
// case SH_SHADER_TYPE::FRAGMENT:
// shaderType = vk::ShaderStageFlagBits::eFragment;
// break;
// case SH_SHADER_TYPE::COMPUTE:
// shaderType = vk::ShaderStageFlagBits::eCompute;
// break;
// default:
// shaderType = vk::ShaderStageFlagBits::eVertex;
// break;
// }
// Handle<SHVkShaderModule> newShaderModule = logicalDeviceHdl->CreateShaderModule(source.spirvBinary, "main", shaderType, source.name);
// shaderModules.emplace(source.id, newShaderModule);
// stringToID.emplace(source.name, source.id);
// }
//}
/***************************************************************************/
/*!
\brief
Gets the shader module based on module name.
\param shaderName
\return
*/
/***************************************************************************/
//Handle<SHVkShaderModule> SHShaderModuleLibrary::GetShaderModule(std::string shaderName) const noexcept
//{
// if (stringToID.contains(shaderName))
// return shaderModules.at(stringToID.at(shaderName));
// else
// return {};
//}
vk::ShaderStageFlagBits SHShaderModuleLibrary::GetVkShaderFlag(SH_SHADER_TYPE type) noexcept
{
vk::ShaderStageFlagBits shaderType{};
switch (type)
{
case SH_SHADER_TYPE::VERTEX:
shaderType = vk::ShaderStageFlagBits::eVertex;
break;
case SH_SHADER_TYPE::FRAGMENT:
shaderType = vk::ShaderStageFlagBits::eFragment;
break;
case SH_SHADER_TYPE::COMPUTE:
shaderType = vk::ShaderStageFlagBits::eCompute;
break;
default:
shaderType = vk::ShaderStageFlagBits::eVertex;
break;
}
return shaderType;
}
Handle<SHVkShaderModule> SHShaderModuleLibrary::GetBuiltInShaderModule(std::string shaderName) const noexcept
{
if (builtInShaderModules.contains(shaderName))
return builtInShaderModules.at(shaderName);
else
return {};
}
void SHShaderModuleLibrary::ImportAllShaderSource(Handle<SHVkLogicalDevice>& logicalDeviceHdl) noexcept
{
uint32_t idCounter{ 0 };
auto const data = SHAssetManager::GetAllDataOfType(AssetType::SHADER);
for (auto const& dataPtr : data)
{
auto const shader = dynamic_cast<SHShaderAsset const*>(dataPtr);
Handle<SHVkShaderModule> newShaderModule =
logicalDeviceHdl->CreateShaderModule(shader->spirvBinary, "main", GetVkShaderFlag(shader->shaderType), shader->name);
shaderModules.emplace(idCounter++, newShaderModule);
}
auto const builtIn = SHAssetManager::GetAllDataOfType(AssetType::SHADER_BUILT_IN);
for (auto const& dataPtr : builtIn)
{
auto const shader = dynamic_cast<SHShaderAsset const*>(dataPtr);
Handle<SHVkShaderModule> newShaderModule =
logicalDeviceHdl->CreateShaderModule(shader->spirvBinary, "main", GetVkShaderFlag(shader->shaderType), shader->name);
builtInShaderModules.emplace(shader->name, newShaderModule);
}
}
void SHShaderModuleLibrary::ReflectAllShaderModules() noexcept
{
for (auto& module : shaderModules)
{
module.second->Reflect();
}
for (auto& module : builtInShaderModules)
{
module.second->Reflect();
}
}
}

View File

@ -1,44 +0,0 @@
#ifndef SH_SHADER_MODULE_LIBRARY_H
#define SH_SHADER_MODULE_LIBRARY_H
#include "Graphics/Shaders/SHVkShaderModule.h"
#include "Assets/Asset Types/SHShaderAsset.h"
namespace SHADE
{
class SHVkLogicalDevice;
/*
* The purpose of this shader module library is to be separate from the source library. The source library contains
* pure shader binary data that contains no vulkan related objects. Every time we load on unload a scene/level,
* this class and the source library class is cleared of its modules and recreated.
*/
class SHShaderModuleLibrary
{
private:
/*-----------------------------------------------------------------------*/
/* PRIVATE MEMBER VARIABLES */
/*-----------------------------------------------------------------------*/
//! Stored shader modules
std::unordered_map<uint32_t, Handle<SHVkShaderModule>> shaderModules;
std::unordered_map<std::string, Handle<SHVkShaderModule>> builtInShaderModules;
inline vk::ShaderStageFlagBits GetVkShaderFlag(SH_SHADER_TYPE type) noexcept;
public:
/*-----------------------------------------------------------------------*/
/* PUBLIC MEMBER FUNCTIONS */
/*-----------------------------------------------------------------------*/
//void ImportFromSourceLibrary(Handle<SHVkLogicalDevice>& logicalDeviceHdl, SHShaderSourceLibrary const& sourceLib) noexcept;
/*-----------------------------------------------------------------------*/
/* SETTERS AND GETTERS */
/*-----------------------------------------------------------------------*/
Handle<SHVkShaderModule> GetBuiltInShaderModule(std::string shaderName) const noexcept;
void ImportAllShaderSource(Handle<SHVkLogicalDevice>& logicalDeviceHdl) noexcept;
void ReflectAllShaderModules() noexcept;
};
}
#endif

View File

@ -260,7 +260,7 @@ namespace SHADE
return wndHWND;
}
const WindowData SHWindow::GetWindowData()
const WindowData SHWindow::GetWindowData() const
{
return wndData;
}

View File

@ -123,7 +123,7 @@ namespace SHADE
HWND GetHWND();
const WindowData GetWindowData();
const WindowData GetWindowData() const;
CALLBACKID RegisterWindowSizeCallback(WindowResizeCallbackFn);
void UnregisterWindowSizeCallback(CALLBACKID const& callbackid);

View File

@ -47,16 +47,14 @@ namespace SHADE
{
// Get the current scene graph to traverse and update
const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
// TODO(Diren): Consider how to clear dirty in pause / stop mode and update physics, but do not clear in play mode.
UpdateEntity(SCENE_GRAPH.GetRoot(), false);
UpdateEntity(SCENE_GRAPH.GetRoot(), !IsRunInEditorPause);
}
void SHTransformSystem::TransformPostPhysicsUpdate::Execute(double) noexcept
{
// Get the current scene graph to traverse and update
const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
UpdateEntity(SCENE_GRAPH.GetRoot(), true);
UpdateEntity(SCENE_GRAPH.GetRoot(), IsRunInEditorPause);
}
void SHTransformSystem::Init()

View File

@ -96,7 +96,7 @@ namespace SHADE
void SetDensity (float density) noexcept;
void SetMaterial (const SHPhysicsMaterial& newMaterial) noexcept;
void SetPositionOffset (const SHVec3& positionOffset) noexcept;
void SetPositionOffset (const SHVec3& posOffset) noexcept;
private:
/*---------------------------------------------------------------------------------*/

View File

@ -172,11 +172,9 @@ namespace SHADE
{
SHASSERT(rp3dBody != nullptr, "ReactPhysics body does not exist!")
if (rb->dirtyFlags == 0)
return;
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)
{
@ -257,6 +255,12 @@ namespace SHADE
rb->dirtyFlags = 0;
}
else
{
rb->linearVelocity = rigidBody->getLinearVelocity();
rb->angularVelocity = rigidBody->getAngularVelocity();
}
}
void SHPhysicsObject::SyncColliders(SHColliderComponent* c) const noexcept
{
@ -266,8 +270,12 @@ namespace SHADE
if (!collider.dirty)
continue;
// Update offsets
auto* rp3dCollider = rp3dBody->getCollider(index);
// Update trigger flag
rp3dCollider->setIsTrigger(collider.IsTrigger());
// Update offsets
rp3dCollider->setLocalToBodyTransform(rp3d::Transform(collider.GetPositionOffset(), SHQuaternion::Identity));
switch (collider.GetType())
@ -293,6 +301,8 @@ namespace SHADE
default: break;
}
// TODO(Diren): Update Material
collider.dirty = false;
++index;
}

View File

@ -19,8 +19,9 @@
#include "ECS_Base/Managers/SHSystemManager.h"
#include "Editor/SHEditor.h"
#include "Math/SHMathHelpers.h"
#include "Scene/SHSceneManager.h"
#include "Math/Transform/SHTransformComponent.h"
#include "Scene/SHSceneManager.h"
#include "Scripting/SHScriptEngine.h"
namespace SHADE
{
@ -99,6 +100,16 @@ namespace SHADE
return 0;
}
const SHPhysicsSystem::CollisionEvents& SHPhysicsSystem::GetCollisionInfo() const noexcept
{
return collisionInfo;
}
const SHPhysicsSystem::CollisionEvents& SHPhysicsSystem::GetTriggerInfo() const noexcept
{
return triggerInfo;
}
/*-----------------------------------------------------------------------------------*/
/* Setter Function Definitions */
/*-----------------------------------------------------------------------------------*/
@ -187,6 +198,7 @@ namespace SHADE
settings.defaultBounciness = 0.0f;
world = factory.createPhysicsWorld(settings);
world->setEventListener(this);
// Set up solvers
world->setContactsPositionCorrectionTechnique(rp3d::ContactsPositionCorrectionTechnique::SPLIT_IMPULSES);
@ -247,6 +259,9 @@ namespace SHADE
continue;
const auto* transformComponent = SHComponentManager::GetComponent_s<SHTransformComponent>(entityID);
auto* rigidBodyComponent = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(entityID);
auto* colliderComponent = SHComponentManager::GetComponent_s<SHColliderComponent>(entityID);
if (transformComponent && transformComponent->HasChanged())
{
const auto WORLD_POS = transformComponent->GetWorldPosition();
@ -255,12 +270,25 @@ namespace SHADE
physicsObject.SetPosition(WORLD_POS);
physicsObject.SetOrientation(WORLD_ROT);
auto* rigidBodyComponent = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(entityID);
// Sync physics component transforms
if (rigidBodyComponent)
{
rigidBodyComponent->position = WORLD_POS;
rigidBodyComponent->orientation = WORLD_ROT;
}
if (colliderComponent)
{
colliderComponent->position = WORLD_POS;
colliderComponent->orientation = WORLD_ROT;
}
}
// Sync rigid bodies
if (rigidBodyComponent)
{
// Clear all forces and velocities if editor is stopped
if (SHSystemManager::GetSystem<SHEditor>()->editorState == SHEditor::State::STOP)
{
@ -270,53 +298,84 @@ namespace SHADE
rp3dRigidBody->setLinearVelocity(SHVec3::Zero);
rp3dRigidBody->setAngularVelocity(SHVec3::Zero);
}
// Sync active states
const bool COMPONENT_ACTIVE = rigidBodyComponent->isActive;
SyncActiveStates(physicsObject, COMPONENT_ACTIVE);
if (!COMPONENT_ACTIVE)
continue;
physicsObject.SyncRigidBody(rigidBodyComponent);
}
auto* colliderComponent = SHComponentManager::GetComponent_s<SHColliderComponent>(entityID);
// Sync colliders
if (colliderComponent)
{
colliderComponent->position = WORLD_POS;
colliderComponent->orientation = WORLD_ROT;
}
}
}
const bool COMPONENT_ACTIVE = colliderComponent->isActive;
SyncActiveStates(physicsObject, colliderComponent->isActive);
// Update bodies and colliders if component is dirty
system->SyncRigidBodyComponents(SHComponentManager::GetDense<SHRigidBodyComponent>());
system->SyncColliderComponents(SHComponentManager::GetDense<SHColliderComponent>());
if (!COMPONENT_ACTIVE)
continue;
physicsObject.SyncColliders(colliderComponent);
}
}
}
void SHPhysicsSystem::PhysicsFixedUpdate::Execute(double dt) noexcept
{
auto* system = reinterpret_cast<SHPhysicsSystem*>(GetSystem());
fixedTimeStep = 1.0 / system->fixedDT;
auto* physicsSystem = reinterpret_cast<SHPhysicsSystem*>(GetSystem());
fixedTimeStep = 1.0 / physicsSystem->fixedDT;
accumulatedTime += dt;
int count = 0;
while (accumulatedTime > fixedTimeStep)
{
system->world->update(static_cast<rp3d::decimal>(fixedTimeStep));
physicsSystem->world->update(static_cast<rp3d::decimal>(fixedTimeStep));
accumulatedTime -= fixedTimeStep;
++count;
}
stats.numSteps = count;
system->worldUpdated = count > 0;
physicsSystem->worldUpdated = count > 0;
system->interpolationFactor = accumulatedTime / fixedTimeStep;
physicsSystem->interpolationFactor = accumulatedTime / fixedTimeStep;
}
void SHPhysicsSystem::PhysicsPostUpdate::Execute(double) noexcept
{
auto* system = reinterpret_cast<SHPhysicsSystem*>(GetSystem());
auto* physicsSystem = reinterpret_cast<SHPhysicsSystem*>(GetSystem());
// Interpolate transforms for rendering
if (system->worldUpdated)
{
system->SyncTransforms();
if (physicsSystem->worldUpdated)
physicsSystem->SyncTransforms();
// TODO(Diren): Handle trigger messages for scripting
physicsSystem->ClearInvalidCollisions();
}
void SHPhysicsSystem::onContact(const CallbackData& callbackData)
{
for (uint32_t i = 0; i < callbackData.getNbContactPairs(); ++i)
{
const auto CONTACT_PAIR = callbackData.getContactPair(i);
const SHCollisionEvent NEW_EVENT = GenerateCollisionEvent(CONTACT_PAIR);
UpdateEventContainers(NEW_EVENT, collisionInfo);
}
}
void SHPhysicsSystem::onTrigger(const rp3d::OverlapCallback::CallbackData& callbackData)
{
for (uint32_t i = 0; i < callbackData.getNbOverlappingPairs(); ++i)
{
const auto& OVERLAP_PAIR = callbackData.getOverlappingPair(i);
const SHCollisionEvent NEW_EVENT = GenerateCollisionEvent(OVERLAP_PAIR);
UpdateEventContainers(NEW_EVENT, triggerInfo);
}
}
@ -353,58 +412,11 @@ namespace SHADE
map.erase(entityID);
}
void SHPhysicsSystem::SyncActiveStates(SHPhysicsObject* physicsObject, bool componentActive) noexcept
void SHPhysicsSystem::SyncActiveStates(SHPhysicsObject& physicsObject, bool componentActive) noexcept
{
const bool RP3D_ACTIVE = physicsObject->rp3dBody->isActive();
const bool RP3D_ACTIVE = physicsObject.rp3dBody->isActive();
if (RP3D_ACTIVE != componentActive)
physicsObject->rp3dBody->setIsActive(componentActive);
}
void SHPhysicsSystem::SyncRigidBodyComponents(std::vector<SHRigidBodyComponent>& denseArray) noexcept
{
if (denseArray.empty())
return;
for (auto& comp : denseArray)
{
const EntityID ENTITY_ID = comp.GetEID();
// Get physicsObject
auto* physicsObject = GetPhysicsObject(ENTITY_ID);
// TODO(Diren): Check if active in hierarchy
const bool COMPONENT_ACTIVE = comp.isActive;
SyncActiveStates(physicsObject, COMPONENT_ACTIVE);
if (!COMPONENT_ACTIVE)
continue;
physicsObject->SyncRigidBody(&comp);
}
}
void SHPhysicsSystem::SyncColliderComponents(std::vector<SHColliderComponent>& denseArray) noexcept
{
if (denseArray.empty())
return;
for (auto& comp : denseArray)
{
const EntityID ENTITY_ID = comp.GetEID();
// Get physicsObject
auto* physicsObject = GetPhysicsObject(ENTITY_ID);
// TODO(Diren): Check if active in hierarchy
const bool COMPONENT_ACTIVE = comp.isActive;
SyncActiveStates(physicsObject, COMPONENT_ACTIVE);
if (!COMPONENT_ACTIVE)
continue;
physicsObject->SyncColliders(&comp);
}
physicsObject.rp3dBody->setIsActive(componentActive);
}
void SHPhysicsSystem::SyncTransforms() noexcept
@ -459,15 +471,54 @@ namespace SHADE
}
// Convert RP3D Transform to SHADE
auto* transformComponent = SHComponentManager::GetComponent<SHTransformComponent>(entityID);
auto* transformComponent = SHComponentManager::GetComponent_s<SHTransformComponent>(entityID);
if (transformComponent != nullptr)
{
transformComponent->SetWorldPosition(rp3dPos);
transformComponent->SetWorldOrientation(rp3dRot);
}
// Cache transforms
physicsObject.prevTransform = CURRENT_TF;
}
}
void SHPhysicsSystem::UpdateEventContainers(const SHCollisionEvent& collisionEvent, CollisionEvents& container) noexcept
{
const auto IT = std::ranges::find_if(container.begin(), container.end(), [&](const SHCollisionEvent& e)
{
const bool ENTITY_MATCH = e.value[0] == collisionEvent.value[0];
const bool COLLIDERS_MATCH = e.value[1] == collisionEvent.value[1];
return ENTITY_MATCH && COLLIDERS_MATCH;
});
if (IT == container.end())
container.emplace_back(collisionEvent);
else
IT->collisionState = collisionEvent.collisionState;
}
void SHPhysicsSystem::ClearInvalidCollisions() noexcept
{
static const auto CLEAR = [](CollisionEvents& container)
{
for (auto eventIter = container.begin(); eventIter != container.end();)
{
const bool CLEAR_EVENT = eventIter->GetCollisionState() == SHCollisionEvent::State::EXIT
|| eventIter->GetCollisionState() == SHCollisionEvent::State::INVALID;
if (CLEAR_EVENT)
eventIter = container.erase(eventIter);
else
++eventIter;
}
};
CLEAR(collisionInfo);
CLEAR(triggerInfo);
}
SHEventHandle SHPhysicsSystem::AddPhysicsComponent(SHEventPtr addComponentEvent)
{
const auto& EVENT_DATA = reinterpret_cast<const SHEventSpec<SHComponentAddedEvent>*>(addComponentEvent.get());
@ -556,14 +607,23 @@ namespace SHADE
const EntityID ENTITY_ID = EVENT_DATA->data->eid;
auto* physicsObject = GetPhysicsObject(ENTITY_ID);
SHASSERT(physicsObject != nullptr, "Physics object has been lost from the world!")
auto* rigidBodyComponent = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(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
for (auto& [entityID, object] : map)
{
if (SHComponentManager::HasComponent<SHRigidBodyComponent>(entityID))
reinterpret_cast<rp3d::RigidBody*>(object.rp3dBody)->setIsSleeping(false);
}
world->destroyRigidBody(reinterpret_cast<rp3d::RigidBody*>(physicsObject->rp3dBody));
physicsObject->rp3dBody = nullptr;
auto* colliderComponent = SHComponentManager::GetComponent_s<SHColliderComponent>(ENTITY_ID);
if (colliderComponent != nullptr)
{
// Preserve colliders as a collision body
@ -575,13 +635,6 @@ namespace SHADE
for (auto& collider : colliderComponent->colliders)
physicsObject->AddCollider(&collider);
}
// Wake up all physics objects
for (auto& [entityID, object] : map)
{
if (SHComponentManager::HasComponent<SHRigidBodyComponent>(entityID))
reinterpret_cast<rp3d::RigidBody*>(object.rp3dBody)->setIsSleeping(false);
}
}
if (REMOVED_ID == COLLIDER_ID)
@ -594,6 +647,10 @@ namespace SHADE
auto* collider = physicsObject->rp3dBody->getCollider(i);
physicsObject->rp3dBody->removeCollider(collider);
}
// Check for a rigidbody component
if (rigidBodyComponent == nullptr)
physicsObject->rp3dBody = nullptr;
}
if (physicsObject->rp3dBody == nullptr)

View File

@ -23,16 +23,23 @@
#include "Math/Transform/SHTransformComponent.h"
#include "Scene/SHSceneGraph.h"
#include "SHPhysicsObject.h"
#include "SHPhysicsUtils.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Concepts */
/*-----------------------------------------------------------------------------------*/
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
class SH_API SHPhysicsSystem final : public SHSystem
, public rp3d::EventListener
{
public:
/*---------------------------------------------------------------------------------*/
@ -47,6 +54,8 @@ namespace SHADE
bool sleepingEnabled;
};
using CollisionEvents = std::vector<SHCollisionEvent>;
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
@ -65,6 +74,9 @@ namespace SHADE
[[nodiscard]] uint16_t GetNumberVelocityIterations () const noexcept;
[[nodiscard]] uint16_t GetNumberPositionIterations () const noexcept;
[[nodiscard]] const CollisionEvents& GetCollisionInfo () const noexcept;
[[nodiscard]] const CollisionEvents& GetTriggerInfo () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Setter Functions */
@ -85,14 +97,12 @@ namespace SHADE
void Init () override;
void Exit () override;
//void AddRigidBody (EntityID entityID) noexcept;
//void AddCollider (EntityID entityID) noexcept;
//void RemoveRigidBody (EntityID entityID) noexcept;
//void RemoveCollider (EntityID entityID) noexcept;
void AddCollisionShape (EntityID entityID, SHCollider* collider);
void RemoveCollisionShape (EntityID entityID, int index);
void onContact (const rp3d::CollisionCallback::CallbackData& callbackData) override;
void onTrigger (const rp3d::OverlapCallback::CallbackData& callbackData) override;
/*---------------------------------------------------------------------------------*/
/* System Routines */
/*---------------------------------------------------------------------------------*/
@ -165,40 +175,31 @@ namespace SHADE
rp3d::PhysicsCommon factory;
EntityObjectMap map;
CollisionEvents collisionInfo;
CollisionEvents triggerInfo;
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
SHPhysicsObject* EnsurePhysicsObject (EntityID entityID) noexcept;
SHPhysicsObject* GetPhysicsObject (EntityID entityID) noexcept;
void DestroyPhysicsObject (EntityID entityID) noexcept;
void SyncActiveStates (SHPhysicsObject* physicsObject, bool componentActive) noexcept;
void SyncRigidBodyComponents (std::vector<SHRigidBodyComponent>& denseArray) noexcept;
void SyncColliderComponents (std::vector<SHColliderComponent>& denseArray) noexcept;
static void SyncActiveStates (SHPhysicsObject& physicsObject, bool componentActive) noexcept;
void SyncTransforms () noexcept;
static void UpdateEventContainers (const SHCollisionEvent& collisionEvent, CollisionEvents& container) noexcept;
void ClearInvalidCollisions () noexcept;
SHEventHandle AddPhysicsComponent (SHEventPtr addComponentEvent);
SHEventHandle RemovePhysicsComponent (SHEventPtr removeComponentEvent);
template <typename RP3DCollisionPair, typename = std::enable_if_t
<std::is_same_v<RP3DCollisionPair, rp3d::CollisionCallback::ContactPair>
|| std::is_same_v<RP3DCollisionPair, rp3d::OverlapCallback::OverlapPair>>>
SHCollisionEvent GenerateCollisionEvent (const RP3DCollisionPair& cp) noexcept;
};
/*-----------------------------------------------------------------------------------*/
/* Event Data Definitions */
/*-----------------------------------------------------------------------------------*/
struct SHPhysicsColliderAddedEvent
{
EntityID entityID;
SHCollider::Type colliderType;
int colliderIndex;
};
struct SHPhysicsColliderRemovedEvent
{
EntityID entityID;
int colliderIndex;
};
} // namespace SHADE
#include "SHPhysicsSystem.hpp"

View File

@ -0,0 +1,84 @@
/****************************************************************************************
* \file SHPhysicsSystem.hpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for templated functions the Physics System
*
* \copyright 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
#include <type_traits>
// Primary Header
#include "SHPhysicsSystem.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Private Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
template <typename RP3DCollisionPair, typename Condition>
SHCollisionEvent SHPhysicsSystem::GenerateCollisionEvent(const RP3DCollisionPair& cp) noexcept
{
static const auto MATCH_COLLIDER = []
(
const SHPhysicsObject& physicsObject
, const rp3d::Entity colliderID
)->uint32_t
{
for (uint32_t i = 0; i < physicsObject.rp3dBody->getNbColliders(); ++i)
{
const auto* collider = physicsObject.rp3dBody->getCollider(i);
if (collider->getEntity() == colliderID)
return i;
}
return std::numeric_limits<uint32_t>::max();
};
SHCollisionEvent cInfo;
// Match body and collider for collision event
const rp3d::Entity body1 = cp.getBody1()->getEntity();
const rp3d::Entity body2 = cp.getBody2()->getEntity();
const rp3d::Entity collider1 = cp.getCollider1()->getEntity();
const rp3d::Entity collider2 = cp.getCollider2()->getEntity();
// Find and match both ids
bool matched[2] = { false, false };
for (auto& [entityID, physicsObject] : map)
{
// Match body 1
if (matched[SHCollisionEvent::ENTITY_A] == false && physicsObject.rp3dBody->getEntity() == body1)
{
cInfo.ids[SHCollisionEvent::ENTITY_A] = entityID;
cInfo.ids[SHCollisionEvent::COLLIDER_A] = MATCH_COLLIDER(physicsObject, collider1);
matched[SHCollisionEvent::ENTITY_A] = true;
}
// Match body 2
if (matched[SHCollisionEvent::ENTITY_B] == false && physicsObject.rp3dBody->getEntity() == body2)
{
cInfo.ids[SHCollisionEvent::ENTITY_B] = entityID;
cInfo.ids[SHCollisionEvent::COLLIDER_B] = MATCH_COLLIDER(physicsObject, collider2);
matched[SHCollisionEvent::ENTITY_B] = true;
}
if (matched[SHCollisionEvent::ENTITY_A] == true && matched[SHCollisionEvent::ENTITY_B] == true)
return cInfo;
}
// Update collision state
cInfo.collisionState = static_cast<SHCollisionEvent::State>(cp.getEventType());
return cInfo;
}
} // namespace SHADE

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@ -0,0 +1,93 @@
/****************************************************************************************
* \file SHPhysicsUtils.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for some Physics Utilities
*
* \copyright 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>
// Primary Header
#include "SHPhysicsUtils.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHCollisionEvent::SHCollisionEvent() noexcept
: collisionState { State::INVALID }
{
ids[ENTITY_A] = MAX_EID;
ids[ENTITY_B] = MAX_EID;
ids[COLLIDER_A] = std::numeric_limits<uint32_t>::max();
ids[COLLIDER_B] = std::numeric_limits<uint32_t>::max();
}
SHCollisionEvent::SHCollisionEvent(EntityID entityA, EntityID entityB) noexcept
: collisionState { State::INVALID }
{
ids[ENTITY_A] = entityA;
ids[ENTITY_B] = entityB;
ids[COLLIDER_A] = std::numeric_limits<uint32_t>::max();
ids[COLLIDER_B] = std::numeric_limits<uint32_t>::max();
}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHCollisionEvent::operator==(const SHCollisionEvent& rhs) const noexcept
{
return value[0] == rhs.value[0] && value[1] == rhs.value[1];
}
bool SHCollisionEvent::operator!=(const SHCollisionEvent& rhs) const noexcept
{
return value[0] != rhs.value[0] || value[1] != rhs.value[1];
}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
EntityID SHCollisionEvent::GetEntityA() const noexcept
{
return ids[ENTITY_A];
}
EntityID SHCollisionEvent::GetEntityB() const noexcept
{
return ids[ENTITY_B];
}
const SHRigidBodyComponent* SHCollisionEvent::GetRigidBodyA() const noexcept
{
return SHComponentManager::GetComponent_s<SHRigidBodyComponent>(ids[ENTITY_A]);
}
const SHRigidBodyComponent* SHCollisionEvent::GetRigidBodyB() const noexcept
{
return SHComponentManager::GetComponent_s<SHRigidBodyComponent>(ids[ENTITY_B]);
}
const SHCollider* SHCollisionEvent::GetColliderA() const noexcept
{
return &SHComponentManager::GetComponent<SHColliderComponent>(ids[ENTITY_A])->GetCollider(ids[COLLIDER_A]);
}
const SHCollider* SHCollisionEvent::GetColliderB() const noexcept
{
return &SHComponentManager::GetComponent<SHColliderComponent>(ids[ENTITY_B])->GetCollider(ids[COLLIDER_B]);
}
SHCollisionEvent::State SHCollisionEvent::GetCollisionState() const noexcept
{
return collisionState;
}
} // namespace SHADE

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@ -0,0 +1,116 @@
/****************************************************************************************
* \file SHPhysicsUtils.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for some Physics Utilities
*
* \copyright 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 Headers
#include "Components/SHColliderComponent.h"
#include "Components/SHRigidBodyComponent.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
struct SHPhysicsColliderAddedEvent
{
EntityID entityID;
SHCollider::Type colliderType;
int colliderIndex;
};
struct SHPhysicsColliderRemovedEvent
{
EntityID entityID;
int colliderIndex;
};
class SH_API SHCollisionEvent
{
private:
/*---------------------------------------------------------------------------------*/
/* Friends */
/*---------------------------------------------------------------------------------*/
friend class SHPhysicsSystem;
public:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
enum class State
{
ENTER
, STAY
, EXIT
, TOTAL
, INVALID = -1
};
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
SHCollisionEvent () noexcept;
SHCollisionEvent (EntityID entityA, EntityID entityB) noexcept;
SHCollisionEvent (const SHCollisionEvent& rhs) = default;
SHCollisionEvent (SHCollisionEvent&& rhs) = default;
~SHCollisionEvent () = default;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
bool operator== (const SHCollisionEvent& rhs) const noexcept;
bool operator!= (const SHCollisionEvent& rhs) const noexcept;
SHCollisionEvent& operator= (const SHCollisionEvent& rhs) = default;
SHCollisionEvent& operator= (SHCollisionEvent&& rhs) = default;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] EntityID GetEntityA () const noexcept;
[[nodiscard]] EntityID GetEntityB () const noexcept;
[[nodiscard]] const SHRigidBodyComponent* GetRigidBodyA () const noexcept;
[[nodiscard]] const SHRigidBodyComponent* GetRigidBodyB () const noexcept;
[[nodiscard]] const SHCollider* GetColliderA () const noexcept;
[[nodiscard]] const SHCollider* GetColliderB () const noexcept;
[[nodiscard]] State GetCollisionState () const noexcept;
private:
static constexpr uint32_t ENTITY_A = 0;
static constexpr uint32_t ENTITY_B = 1;
static constexpr uint32_t COLLIDER_A = 2;
static constexpr uint32_t COLLIDER_B = 3;
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
union
{
uint64_t value[2]; // EntityValue, ColliderIndexValue
uint32_t ids [4]; // EntityA, EntityB, ColliderIndexA, ColliderIndexB
};
State collisionState;
};
} // namespace SHADE

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@ -17,9 +17,45 @@ of DigiPen Institute of Technology is prohibited.
#include "SH_API.h"
#include "SHResourceLibrary.h"
#include "Assets/SHAssetMacros.h"
#include "Assets/Asset Types/SHMeshAsset.h"
#include "Assets/Asset Types/SHTextureAsset.h"
#include "Assets/Asset Types/SHShaderAsset.h"
#include "Graphics/Shaders/SHVkShaderModule.h"
#include "Graphics/MiddleEnd/Textures/SHTextureLibrary.h"
#include "Graphics/MiddleEnd/Interface/SHMeshLibrary.h"
#include "Graphics/MiddleEnd/Interface/SHMaterial.h"
#include "Assets/Asset Types/SHMaterialAsset.h"
namespace SHADE
{
template<typename T = void>
struct SHResourceLoader
{
using AssetType = void;
};
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>
/// Static class responsible for loading and caching runtime resources from their
/// serialised Asset IDs.
@ -124,6 +160,14 @@ namespace SHADE
/// <returns>Reference to the AssetHandleMap of the specified type.</returns>
template<typename ResourceType>
static std::pair<AssetHandleMapRef, HandleAssetMapRef> getAssetHandleMap();
/// <summary>
///
/// </summary>
/// <typeparam name="ResourceType"></typeparam>
/// <param name="assetData"></param>
/// <returns></returns>
template<typename ResourceType>
static Handle<ResourceType> load(AssetID assetId, const typename SHResourceLoader<ResourceType>::AssetType& assetData);
};
}

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@ -13,12 +13,17 @@ of DigiPen Institute of Technology is prohibited.
#pragma once
// Primary Include
#include "SHResourceManager.h"
// External Dependencies
#include <yaml-cpp/yaml.h>
// Project Includes
#include "Assets/SHAssetManager.h"
#include "Assets/Asset Types/SHAssetIncludes.h"
#include "Graphics/MiddleEnd/Interface/SHGraphicsSystem.h"
#include "ECS_Base/Managers/SHSystemManager.h"
#include "Tools/SHLog.h"
#include "Graphics/Shaders/SHVkShaderModule.h"
#include "Graphics/Devices/SHVkLogicalDevice.h"
#include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h"
namespace SHADE
{
@ -40,67 +45,19 @@ namespace SHADE
return Handle<ResourceType>(typedHandleMap.get()[assetId]);
/* Otherwise, we need to load it! */
// Meshes
if constexpr (std::is_same_v<ResourceType, SHMesh>)
{
// Get system
SHGraphicsSystem* gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
if (gfxSystem == nullptr)
throw std::runtime_error("[SHResourceManager] Attempted to load graphics resource without a SHGraphicsSystem installed.");
// Load
const SHMeshAsset* assetData = SHAssetManager::GetData<SHMeshAsset>(assetId);
// Load Asset Data
const auto* assetData = SHAssetManager::GetData<SHResourceLoader<ResourceType>::AssetType>(assetId);
if (assetData == nullptr)
{
SHLog::Warning("[SHResourceManager] Attempted to load an asset with an invalid Asset ID.");
return {};
}
loadedAssetData.emplace_back(assetId);
Handle<SHMesh> meshHandle = gfxSystem->AddMesh
(
assetData->vertexPosition.size(),
assetData->vertexPosition.data(),
assetData->texCoords.data(),
assetData->vertexTangent.data(),
assetData->vertexNormal.data(),
assetData->indices.size(),
assetData->indices.data()
);
Handle genericHandle = Handle(meshHandle);
auto handle = load<ResourceType>(assetId, *assetData);
Handle genericHandle = Handle();
typedHandleMap.get().emplace(assetId, genericHandle);
typedAssetIdMap.get().emplace(genericHandle, assetId);
return meshHandle;
}
// Textures
else if constexpr (std::is_same_v<ResourceType, SHTexture>)
{
// Get system
SHGraphicsSystem* gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
if (gfxSystem == nullptr)
throw std::runtime_error("[SHResourceManager] Attempted to load graphics resource without a SHGraphicsSystem installed.");
// Load
const SHTextureAsset* assetData = SHAssetManager::GetData<SHTextureAsset>(assetId);
if (assetData == nullptr)
{
SHLog::Warning("[SHResourceManager] Attempted to load an asset with an invalid Asset ID.");
return {};
}
loadedAssetData.emplace_back(assetId);
Handle<SHTexture> texHandle = gfxSystem->AddTexture
(
assetData->numBytes,
assetData->pixelData,
assetData->width,
assetData->height,
assetData->format,
assetData->mipOffsets
);
typedHandleMap.get().emplace(assetId, Handle(texHandle));
return texHandle;
}
return handle;
}
template<typename ResourceType>
@ -169,4 +126,129 @@ namespace SHADE
}
return std::make_pair(std::ref(handlesMap[TYPE]), std::ref(assetIdMap[TYPE]));
}
template<typename ResourceType>
Handle<ResourceType> SHResourceManager::load(AssetID assetId, const typename SHResourceLoader<ResourceType>::AssetType& assetData)
{
// Get system
SHGraphicsSystem* gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
if (gfxSystem == nullptr)
throw std::runtime_error("[SHResourceManager] Attempted to load graphics resource without a SHGraphicsSystem installed.");
// Meshes
if constexpr (std::is_same_v<ResourceType, SHMesh>)
{
loadedAssetData.emplace_back(assetId);
return gfxSystem->AddMesh
(
assetData.vertexPosition.size(),
assetData.vertexPosition.data(),
assetData.texCoords.data(),
assetData.vertexTangent.data(),
assetData.vertexNormal.data(),
assetData.indices.size(),
assetData.indices.data()
);
}
// Textures
else if constexpr (std::is_same_v<ResourceType, SHTexture>)
{
loadedAssetData.emplace_back(assetId);
return gfxSystem->AddTexture
(
assetData.numBytes,
assetData.pixelData,
assetData.width,
assetData.height,
assetData.format,
assetData.mipOffsets
);
}
// Shaders
else if constexpr (std::is_same_v<ResourceType, SHVkShaderModule>)
{
auto shader = gfxSystem->GetDevice()->CreateShaderModule
(
assetData.spirvBinary,
"main",
static_cast<vk::ShaderStageFlagBits>(assetData.shaderType),
assetData.name
);
shader->Reflect();
return shader;
}
// Materials
else if constexpr (std::is_same_v<ResourceType, SHMaterial>)
{
// Get the data we need to construct
SHMaterialSpec matSpec = YAML::Node(assetData.data).as<SHMaterialSpec>();
// Load shaders
auto vertexShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(matSpec.vertexShader);
auto fragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(matSpec.fragShader);
// Ensure that both shaders are present
if (!(vertexShader && fragShader))
{
SHLOG_ERROR("[SHResourceManager] Failed to load material as shaders failed to be loaded.");
return {};
}
// Grab subpass from worldRenderer
auto renderPass = gfxSystem->GetPrimaryRenderpass();
if (!renderPass)
{
SHLOG_ERROR("[SHResourceManager] Failed to load material as RenderPass could not be found.");
return {};
}
auto subPass = renderPass->GetSubpass(matSpec.subpassName);
if (!subPass)
{
SHLOG_ERROR("[SHResourceManager] Failed to load material as SubPass could not be found.");
return {};
}
// Create material
auto matHandle = gfxSystem->AddMaterial(vertexShader, fragShader, subPass);
// Set properties for the material
Handle<SHShaderBlockInterface> pipelineProperties = matHandle->GetShaderBlockInterface();
for (int i = 0; i < static_cast<int>(pipelineProperties->GetVariableCount()); ++i)
{
const std::string& PROP_NAME = pipelineProperties->GetVariableName(i);
const auto& PROP_NODE = matSpec.properties;
if (PROP_NODE)
{
const std::string& VAR_NAME = pipelineProperties->GetVariableName(i);
const SHShaderBlockInterface::Variable* VARIABLE = pipelineProperties->GetVariable(i);
switch (VARIABLE->type)
{
case SHADE::SHShaderBlockInterface::Variable::Type::FLOAT:
matHandle->SetProperty(VARIABLE->offset, PROP_NODE.as<float>());
break;
case SHADE::SHShaderBlockInterface::Variable::Type::INT:
matHandle->SetProperty(VARIABLE->offset, PROP_NODE.as<int>());
break;
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR2:
matHandle->SetProperty(VARIABLE->offset, PROP_NODE.as<SHVec2>());
break;
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR3:
matHandle->SetProperty(VARIABLE->offset, PROP_NODE.as<SHVec3>());
break;
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR4:
matHandle->SetProperty(VARIABLE->offset, PROP_NODE.as<SHVec4>());
break;
case SHADE::SHShaderBlockInterface::Variable::Type::OTHER:
default:
continue;
break;
}
}
}
return matHandle;
}
}
}

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@ -54,7 +54,7 @@ namespace SHADE
/* System Routine Functions - FrameCleanUpRoutine */
/*-----------------------------------------------------------------------------------*/
SHScriptEngine::FrameCleanUpRoutine::FrameCleanUpRoutine()
: SHSystemRoutine("Script Engine Frame Clean Up", false)
: SHSystemRoutine("Script Engine Frame Clean Up", true)
{}
void SHScriptEngine::FrameCleanUpRoutine::Execute(double) noexcept
{

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@ -12,8 +12,11 @@
#include "Resource/SHResourceManager.h"
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
#include "Graphics/MiddleEnd/Interface/SHMaterial.h"
#include "Graphics/MiddleEnd/Interface/SHMaterialInstance.h"
#include "SHSerializationTools.h"
#include "Physics/Components/SHColliderComponent.h"
#include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h"
#include "Tools/SHLog.h"
namespace YAML
{
@ -303,102 +306,43 @@ namespace YAML
// Write Material
YAML::Node node;
node[VERT_SHADER_YAML_TAG.data()] = 0; // SHResourceManager::GetAssetID<SHVkShaderModule>(vertexShader).value_or(0);
node[FRAG_SHADER_YAML_TAG.data()] = 0; // SHResourceManager::GetAssetID<SHVkShaderModule>(fragShader).value_or(0);
node[VERT_SHADER_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHVkShaderModule>(vertexShader).value_or(0);
node[FRAG_SHADER_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHVkShaderModule>(fragShader).value_or(0);
node[SUBPASS_YAML_TAG.data()] = rhs.GetPipeline()->GetPipelineState().GetSubpass()->GetName();
node[PROPS_YAML_TAG.data()] = propertiesNode;
return node;
}
static bool decode(YAML::Node const& node, SHMaterial& rhs)
};
template<>
struct convert<SHMaterialSpec>
{
static constexpr std::string_view VERT_SHADER_YAML_TAG = "VertexShader";
static constexpr std::string_view FRAG_SHADER_YAML_TAG = "FragmentShader";
static constexpr std::string_view SUBPASS_YAML_TAG = "SubPass";
static constexpr std::string_view PROPS_YAML_TAG = "Properties";
static bool decode(YAML::Node const& node, SHMaterialSpec& rhs)
{
/*
// Retrieve Shader Asset IDs
AssetID vertShaderId = 0;
AssetID fragShaderId = 0;
if (node[VERT_SHADER_YAML_TAG.data()])
vertShaderId = node[VERT_SHADER_YAML_TAG.data()].as<AssetID>();
if (node[FRAG_SHADER_YAML_TAG.data()])
fragShaderId = node[FRAG_SHADER_YAML_TAG.data()].as<AssetID>();
// Ensure that both shaders are present
if (vertShaderId == 0 || fragShaderId == 0)
return false; // No pipeline
// Get Shader Modules
Handle<SHVkShaderModule> vertexShader, fragShader;
vertexShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(vertShaderId);
fragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(fragShaderId);
// Get Pipeline Library
if (node[SUBPASS_YAML_TAG.data()])
{
auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
if (!gfxSystem)
if (!node[VERT_SHADER_YAML_TAG.data()])
return false;
// Grab subpass from worldRenderer
auto renderPass = gfxSystem->GetPrimaryRenderpass();
if (!renderPass)
rhs.vertexShader = node[VERT_SHADER_YAML_TAG.data()].as<AssetID>();
if (!node[FRAG_SHADER_YAML_TAG.data()])
return false;
auto subPass = renderPass->GetSubpass(node[SUBPASS_YAML_TAG.data()].as<std::string>());
if (!subPass)
rhs.fragShader = node[FRAG_SHADER_YAML_TAG.data()].as<AssetID>();
// Retrieve Subpass
if (!node[SUBPASS_YAML_TAG.data()])
return false;
rhs.subpassName = node[SUBPASS_YAML_TAG.data()].as<std::string>();
// Set Pipeline
rhs.SetPipeline(renderPass->GetOrCreatePipeline
(
std::make_pair(vertexShader, fragShader),
subPass
));
}
*/
// TODO: Load Proper Material!
// Set default material
auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
if (!gfxSystem)
// Retrieve
if (!node[PROPS_YAML_TAG.data()])
return false;
rhs.SetPipeline(gfxSystem->GetDefaultMaterial()->GetPipeline());
rhs.properties = node[PROPS_YAML_TAG.data()];
if (node[PROPS_YAML_TAG.data()].IsDefined())
{
// Loop through all properties
Handle<SHShaderBlockInterface> pipelineProperties = rhs.GetShaderBlockInterface();
const YAML::Node& PROPS_NODE = node[PROPS_YAML_TAG.data()];
for (int i = 0; i < static_cast<int>(pipelineProperties->GetVariableCount()); ++i)
{
const std::string& PROP_NAME = pipelineProperties->GetVariableName(i);
const auto& PROP_NODE = PROPS_NODE[PROP_NAME.data()];
if (PROP_NODE)
{
const std::string& VAR_NAME = pipelineProperties->GetVariableName(i);
const SHShaderBlockInterface::Variable* VARIABLE = pipelineProperties->GetVariable(i);
switch (VARIABLE->type)
{
case SHADE::SHShaderBlockInterface::Variable::Type::FLOAT:
rhs.SetProperty(VARIABLE->offset, PROP_NODE.as<float>());
break;
case SHADE::SHShaderBlockInterface::Variable::Type::INT:
rhs.SetProperty(VARIABLE->offset, PROP_NODE.as<int>());
break;
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR2:
rhs.SetProperty(VARIABLE->offset, SHSerializationTools::YAMLToVec2(PROP_NODE));
break;
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR3:
rhs.SetProperty(VARIABLE->offset, SHSerializationTools::YAMLToVec3(PROP_NODE));
break;
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR4:
rhs.SetProperty(VARIABLE->offset, SHSerializationTools::YAMLToVec4(PROP_NODE));
break;
case SHADE::SHShaderBlockInterface::Variable::Type::OTHER:
default:
continue;
break;
}
}
}
}
return true;
}
};
@ -413,7 +357,7 @@ namespace YAML
{
YAML::Node node;
node[MESH_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHMesh>(rhs.GetMesh()).value_or(0);
node[MAT_YAML_TAG.data()] = 0; // TODO: Asset ID
node[MAT_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHMaterial>(rhs.GetMaterial()->GetBaseMaterial()).value_or(0);
return node;
}
static bool decode(YAML::Node const& node, SHRenderable& rhs)
@ -424,12 +368,17 @@ namespace YAML
}
if (node[MAT_YAML_TAG.data()].IsDefined())
{
// TODO: Convert Asset ID To Material HAndle
// Temporarily, use default material
auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
if (!gfxSystem)
return false;
rhs.SetMaterial(gfxSystem->AddOrGetBaseMaterialInstance(gfxSystem->GetDefaultMaterial()));
Handle<SHMaterial> baseMat = SHResourceManager::LoadOrGet<SHMaterial>(node[MAT_YAML_TAG.data()].as<AssetID>());
if (!baseMat)
{
baseMat = gfxSystem->GetDefaultMaterial();
SHLog::Warning("[SHSerializationHelper] Unable to load specified material. Falling back to default material.");
}
rhs.SetMaterial(gfxSystem->AddOrGetBaseMaterialInstance(baseMat));
}
return true;
}

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@ -9,7 +9,7 @@ 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
// Standard Library
#include <string>
// Project Headers

View File

@ -25,11 +25,16 @@ project "SHADE_Managed"
includedirs
{
"%{prj.location}/src",
}
externalincludedirs
{
"%{IncludeDir.spdlog}/include",
"%{IncludeDir.imgui}",
"%{IncludeDir.imguizmo}",
"%{IncludeDir.imnodes}",
"%{IncludeDir.yamlcpp}",
"%{IncludeDir.SDL}\\include",
"%{IncludeDir.RTTR}/include",
"%{IncludeDir.dotnet}\\include",
"%{IncludeDir.reactphysics3d}\\include",
@ -38,13 +43,16 @@ project "SHADE_Managed"
libdirs
{
"%{IncludeDir.RTTR}/lib"
"%{IncludeDir.RTTR}/lib",
"%{IncludeDir.SDL}/lib"
}
links
{
"yaml-cpp",
"imgui",
"SDL2.lib",
"SDL2main.lib",
"SHADE_Engine",
"SHADE_CSharp"
}

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@ -67,6 +67,11 @@ namespace SHADE
ScriptStore::RemoveScript<T>(owner.GetEntity());
}
BaseComponent::operator bool(BaseComponent^ c)
{
return c != nullptr;
}
/*---------------------------------------------------------------------------------*/
/* Constructors */
/*---------------------------------------------------------------------------------*/

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@ -101,6 +101,15 @@ namespace SHADE
generic<typename T> where T : ref class, Script
void RemoveScript();
/*-----------------------------------------------------------------------------*/
/* Operator Overloads */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Implicit conversion operator to enable checking if a component is null.
/// </summary>
/// <param name="c">Component to check.</param>
static operator bool(BaseComponent^ c);
protected:
/*-----------------------------------------------------------------------------*/
/* Constructors */

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@ -0,0 +1,71 @@
/************************************************************************************//*!
\file Application.cxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 31, 2022
\brief Contains the definitions of the functions in the static managed
Application class.
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.
*//*************************************************************************************/
// Precompiled Headers
#include "SHpch.h"
// Primary Header
#include "Application.hxx"
// External Dependencies
#include "ECS_Base/Managers/SHSystemManager.h"
#include "Editor/SHEditor.h"
#include "Graphics/MiddleEnd/Interface/SHGraphicsSystemInterface.h"
namespace SHADE
{
/*---------------------------------------------------------------------------------*/
/* Properties */
/*---------------------------------------------------------------------------------*/
bool Application::IsPlaying::get()
{
auto editor = SHSystemManager::GetSystem<SHEditor>();
if (editor)
return editor->editorState == SHEditor::State::PLAY
||
editor->editorState == SHEditor::State::PAUSE;
return true;
}
bool Application::IsPaused::get()
{
auto editor = SHSystemManager::GetSystem<SHEditor>();
if (editor)
return editor->editorState == SHEditor::State::PAUSE;
return false;
}
int Application::WindowWidth::get()
{
return SHGraphicsSystemInterface::GetWindowWidth();
}
int Application::WindowHeight::get()
{
return SHGraphicsSystemInterface::GetWindowWidth();
}
bool Application::IsFullscreen::get()
{
return SHGraphicsSystemInterface::IsFullscreen();
}
/*void Application::IsFullscreen::set(bool value)
{
return SHGraphicsSystemInterface::SetFullscreen(value);
}*/
/*---------------------------------------------------------------------------------*/
/* Usage Functions */
/*---------------------------------------------------------------------------------*/
void Application::Quit()
{
SHGraphicsSystemInterface::CloseWindow();
}
}

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@ -0,0 +1,77 @@
/************************************************************************************//*!
\file Application.hxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 31, 2022
\brief Contains the definitions of a managed static Application class.
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
namespace SHADE
{
/// <summary>
/// Static class that contains useful properties for querying the state of the
/// engine.
/// </summary>
public ref class Application abstract sealed
{
public:
/*-----------------------------------------------------------------------------*/
/* Properties */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Whether or not the engine is playing. This will always be true on Publish.
/// On Debug/Release builds, this is true when the editor is in Play Mode. It
/// will also be true even if the editor is in Play Mode but is paused.
/// </summary>
static property bool IsPlaying
{
bool get();
}
/// <summary>
/// Whether or not the engine is in a paused state where script updates and
/// physics are not in play.
/// </summary>
static property bool IsPaused
{
bool get();
}
/// <summary>
/// Retrieves the designated width of the current window.
/// </summary>
static property int WindowWidth
{
int get();
}
/// <summary>
/// Retrieves the designated height of the current window.
/// </summary>
static property int WindowHeight
{
int get();
}
/// <summary>
/// Whether or not the application is currently in fullscreen mode or not.
/// </summary>
static property bool IsFullscreen
{
bool get();
// TODO: once implemented on SHADE_Engine
//void set(bool value);
}
/*-----------------------------------------------------------------------------*/
/* Usage Functions */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Marks the application to stop at the end of the current frame.
/// </summary>
static void Quit();
};
}

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@ -19,7 +19,9 @@ of DigiPen Institute of Technology is prohibited.
#include "ECS_Base/Managers/SHEntityManager.h"
// Project Headers
#include "ECS.hxx"
#include "Utility/Convert.hxx"
#include "Scripts/ScriptStore.hxx"
#include "Utility/Debug.hxx"
namespace SHADE
{
@ -39,7 +41,13 @@ namespace SHADE
System::Nullable<GameObject> GameObject::Find(System::String ^ name)
{
// Search the GameObjectLibrary for an Entity with the specified name
throw gcnew System::NotImplementedException();
const auto ENTITY_ID = SHEntityManager::GetEntityByName(Convert::ToNative(name));
if (ENTITY_ID == MAX_EID)
{
return {};
}
return GameObject(ENTITY_ID);
}
/*---------------------------------------------------------------------------------*/
@ -56,7 +64,13 @@ namespace SHADE
}
bool GameObject::IsActiveInHierarchy::get()
{
return true; // TODO: Update once we have an equivalent on the Entity object
auto node = SHSceneManager::GetCurrentSceneGraph().GetNode(GetEntity());
if (!node)
{
Debug::LogWarning("Attempting to access a GameObject's ActiveInHierarchy state which does not exist. Assuming inactive.");
return false;
}
return node->IsActive();
}
/*---------------------------------------------------------------------------------*/

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@ -31,9 +31,158 @@ namespace SHADE
/// <summary>
/// Represents the available supported keycodes that can be passed into the
/// key-based Input functions.
///
/// Attempting to follow https://docs.unity3d.com/ScriptReference/KeyCode.html
/// Win32 keycodes are shift-insensitive, i.e. 'A' and 'a' are the same keycode and '1' and '!' are the same keycode
/// </summary>
enum class KeyCode : int
{
Backspace = static_cast<int>(SHInputManager::SH_KEYCODE::BACKSPACE),
Delete = static_cast<int>(SHInputManager::SH_KEYCODE::DEL),
Tab = static_cast<int>(SHInputManager::SH_KEYCODE::TAB),
Clear = static_cast<int>(SHInputManager::SH_KEYCODE::CLEAR),
Return = static_cast<int>(SHInputManager::SH_KEYCODE::ENTER),
Pause = static_cast<int>(SHInputManager::SH_KEYCODE::PAUSE),
Escape = static_cast<int>(SHInputManager::SH_KEYCODE::ESCAPE),
Space = static_cast<int>(SHInputManager::SH_KEYCODE::SPACE),
Keypad0 = static_cast<int>(SHInputManager::SH_KEYCODE::NUMPAD_0),
Keypad1 = static_cast<int>(SHInputManager::SH_KEYCODE::NUMPAD_1),
Keypad2 = static_cast<int>(SHInputManager::SH_KEYCODE::NUMPAD_2),
Keypad3 = static_cast<int>(SHInputManager::SH_KEYCODE::NUMPAD_3),
Keypad4 = static_cast<int>(SHInputManager::SH_KEYCODE::NUMPAD_4),
Keypad5 = static_cast<int>(SHInputManager::SH_KEYCODE::NUMPAD_5),
Keypad6 = static_cast<int>(SHInputManager::SH_KEYCODE::NUMPAD_6),
Keypad7 = static_cast<int>(SHInputManager::SH_KEYCODE::NUMPAD_7),
Keypad8 = static_cast<int>(SHInputManager::SH_KEYCODE::NUMPAD_8),
Keypad9 = static_cast<int>(SHInputManager::SH_KEYCODE::NUMPAD_9),
KeypadPeriod = static_cast<int>(SHInputManager::SH_KEYCODE::DECIMAL),
KeypadDivide = static_cast<int>(SHInputManager::SH_KEYCODE::DIVIDE),
KeypadMultiply = static_cast<int>(SHInputManager::SH_KEYCODE::MULTIPLY),
KeypadMinus = static_cast<int>(SHInputManager::SH_KEYCODE::SUBTRACT),
KeypadPlus = static_cast<int>(SHInputManager::SH_KEYCODE::ADD),
KeypadEnter = static_cast<int>(SHInputManager::SH_KEYCODE::ENTER),
//KeypadEquals
UpArrow = static_cast<int>(SHInputManager::SH_KEYCODE::UP_ARROW),
DownArrow = static_cast<int>(SHInputManager::SH_KEYCODE::DOWN_ARROW),
RightArrow = static_cast<int>(SHInputManager::SH_KEYCODE::RIGHT_ARROW),
LeftArrow = static_cast<int>(SHInputManager::SH_KEYCODE::LEFT_ARROW),
Insert = static_cast<int>(SHInputManager::SH_KEYCODE::INSERT),
Home = static_cast<int>(SHInputManager::SH_KEYCODE::HOME),
End = static_cast<int>(SHInputManager::SH_KEYCODE::END),
PageUp = static_cast<int>(SHInputManager::SH_KEYCODE::PAGE_UP),
PageDown = static_cast<int>(SHInputManager::SH_KEYCODE::PAGE_DOWN),
F1 = static_cast<int>(SHInputManager::SH_KEYCODE::F1),
F2 = static_cast<int>(SHInputManager::SH_KEYCODE::F2),
F3 = static_cast<int>(SHInputManager::SH_KEYCODE::F3),
F4 = static_cast<int>(SHInputManager::SH_KEYCODE::F4),
F5 = static_cast<int>(SHInputManager::SH_KEYCODE::F5),
F6 = static_cast<int>(SHInputManager::SH_KEYCODE::F6),
F7 = static_cast<int>(SHInputManager::SH_KEYCODE::F7),
F8 = static_cast<int>(SHInputManager::SH_KEYCODE::F8),
F9 = static_cast<int>(SHInputManager::SH_KEYCODE::F9),
F10 = static_cast<int>(SHInputManager::SH_KEYCODE::F10),
F11 = static_cast<int>(SHInputManager::SH_KEYCODE::F11),
F12 = static_cast<int>(SHInputManager::SH_KEYCODE::F12),
F13 = static_cast<int>(SHInputManager::SH_KEYCODE::F13),
F14 = static_cast<int>(SHInputManager::SH_KEYCODE::F14),
F15 = static_cast<int>(SHInputManager::SH_KEYCODE::F15),
F16 = static_cast<int>(SHInputManager::SH_KEYCODE::F16),
F17 = static_cast<int>(SHInputManager::SH_KEYCODE::F17),
F18 = static_cast<int>(SHInputManager::SH_KEYCODE::F18),
F19 = static_cast<int>(SHInputManager::SH_KEYCODE::F19),
F20 = static_cast<int>(SHInputManager::SH_KEYCODE::F20),
F21 = static_cast<int>(SHInputManager::SH_KEYCODE::F21),
F22 = static_cast<int>(SHInputManager::SH_KEYCODE::F22),
F23 = static_cast<int>(SHInputManager::SH_KEYCODE::F23),
F24 = static_cast<int>(SHInputManager::SH_KEYCODE::F24),
Alpha0 = static_cast<int>(SHInputManager::SH_KEYCODE::NUMBER_0),
Alpha1 = static_cast<int>(SHInputManager::SH_KEYCODE::NUMBER_1),
Alpha2 = static_cast<int>(SHInputManager::SH_KEYCODE::NUMBER_2),
Alpha3 = static_cast<int>(SHInputManager::SH_KEYCODE::NUMBER_3),
Alpha4 = static_cast<int>(SHInputManager::SH_KEYCODE::NUMBER_4),
Alpha5 = static_cast<int>(SHInputManager::SH_KEYCODE::NUMBER_5),
Alpha6 = static_cast<int>(SHInputManager::SH_KEYCODE::NUMBER_6),
Alpha7 = static_cast<int>(SHInputManager::SH_KEYCODE::NUMBER_7),
Alpha8 = static_cast<int>(SHInputManager::SH_KEYCODE::NUMBER_8),
Alpha9 = static_cast<int>(SHInputManager::SH_KEYCODE::NUMBER_9),
//Exclaim
//DoubleQuote
//Hash
//Dollar
//Percent
//Ampersand
Quote = static_cast<int>(SHInputManager::SH_KEYCODE::OEM_7),
//LeftParen
//RightParen
//Asterisk
//Plus
Comma = static_cast<int>(SHInputManager::SH_KEYCODE::OEM_COMMA),
Minus = static_cast<int>(SHInputManager::SH_KEYCODE::OEM_MINUS),
Period = static_cast<int>(SHInputManager::SH_KEYCODE::OEM_PERIOD),
Slash = static_cast<int>(SHInputManager::SH_KEYCODE::OEM_2),
//Colon
Semicolon = static_cast<int>(SHInputManager::SH_KEYCODE::OEM_1),
//Less
Equals = static_cast<int>(SHInputManager::SH_KEYCODE::OEM_PLUS),
//Greater
//Question
//At
LeftBracket = static_cast<int>(SHInputManager::SH_KEYCODE::OEM_4),
Backslash = static_cast<int>(SHInputManager::SH_KEYCODE::OEM_5),
RightBracket = static_cast<int>(SHInputManager::SH_KEYCODE::OEM_6),
//Caret
//Underscore
BackQuote = static_cast<int>(SHInputManager::SH_KEYCODE::OEM_3),
A = static_cast<int>(SHInputManager::SH_KEYCODE::A),
B = static_cast<int>(SHInputManager::SH_KEYCODE::B),
C = static_cast<int>(SHInputManager::SH_KEYCODE::C),
D = static_cast<int>(SHInputManager::SH_KEYCODE::D),
E = static_cast<int>(SHInputManager::SH_KEYCODE::E),
F = static_cast<int>(SHInputManager::SH_KEYCODE::F),
G = static_cast<int>(SHInputManager::SH_KEYCODE::G),
H = static_cast<int>(SHInputManager::SH_KEYCODE::H),
I = static_cast<int>(SHInputManager::SH_KEYCODE::I),
J = static_cast<int>(SHInputManager::SH_KEYCODE::J),
K = static_cast<int>(SHInputManager::SH_KEYCODE::K),
L = static_cast<int>(SHInputManager::SH_KEYCODE::L),
M = static_cast<int>(SHInputManager::SH_KEYCODE::M),
N = static_cast<int>(SHInputManager::SH_KEYCODE::N),
O = static_cast<int>(SHInputManager::SH_KEYCODE::O),
P = static_cast<int>(SHInputManager::SH_KEYCODE::P),
Q = static_cast<int>(SHInputManager::SH_KEYCODE::Q),
R = static_cast<int>(SHInputManager::SH_KEYCODE::R),
S = static_cast<int>(SHInputManager::SH_KEYCODE::S),
T = static_cast<int>(SHInputManager::SH_KEYCODE::T),
U = static_cast<int>(SHInputManager::SH_KEYCODE::U),
V = static_cast<int>(SHInputManager::SH_KEYCODE::V),
W = static_cast<int>(SHInputManager::SH_KEYCODE::W),
X = static_cast<int>(SHInputManager::SH_KEYCODE::X),
Y = static_cast<int>(SHInputManager::SH_KEYCODE::Y),
Z = static_cast<int>(SHInputManager::SH_KEYCODE::Z),
//LeftCurlyBracket
//Pipe
//RightCurlyBracket
//Tilde
NumLock = static_cast<int>(SHInputManager::SH_KEYCODE::NUM_LOCK),
CapsLock = static_cast<int>(SHInputManager::SH_KEYCODE::CAPS_LOCK),
ScrollLock = static_cast<int>(SHInputManager::SH_KEYCODE::SCROLL_LOCK),
RightShift = static_cast<int>(SHInputManager::SH_KEYCODE::RIGHT_SHIFT),
LeftShift = static_cast<int>(SHInputManager::SH_KEYCODE::LEFT_SHIFT),
RightControl = static_cast<int>(SHInputManager::SH_KEYCODE::RIGHT_CTRL),
LeftControl = static_cast<int>(SHInputManager::SH_KEYCODE::LEFT_CTRL),
RightAlt = static_cast<int>(SHInputManager::SH_KEYCODE::RIGHT_ALT),
LeftAlt = static_cast<int>(SHInputManager::SH_KEYCODE::LEFT_ALT),
LeftWindows = static_cast<int>(SHInputManager::SH_KEYCODE::LEFT_WINDOWS),
RightWindows = static_cast<int>(SHInputManager::SH_KEYCODE::RIGHT_WINDOWS),
//AltGr
Help = static_cast<int>(SHInputManager::SH_KEYCODE::HELP),
Print = static_cast<int>(SHInputManager::SH_KEYCODE::PRINT),
SysReq = static_cast<int>(SHInputManager::SH_KEYCODE::PRINT_SCREEN),
//Break
//Menu
//Mouse buttons use mouse codes, which are enums declared later
//TODO Controller input
#if 0
Space = static_cast<int>(SHInputManager::SH_KEYCODE::SPACE),
//Apostrophe = static_cast<int>(SHInputManager::SH_KEYCODE::APOSTROPHE),
Comma = static_cast<int>(SHInputManager::SH_KEYCODE::OEM_COMMA),
@ -191,6 +340,7 @@ namespace SHADE
JoystickButton7 = JoystickMenu,
JoystickButton8 = JoystickLeftStick,
JoystickButton9 = JoystickRightStick
#endif
};
/// <summary>

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@ -18,6 +18,8 @@ of DigiPen Institute of Technology is prohibited.
#include "Script.hxx"
// Project Headers
#include "Utility/Debug.hxx"
#include "ScriptStore.hxx"
#include "Engine/ECS.hxx"
namespace SHADE
{
@ -49,8 +51,7 @@ namespace SHADE
generic <typename T>
void Script::RemoveComponent()
{
throw gcnew System::NotImplementedException;
//ECS::RemoveComponent<T>(owner.GetNativeEntity());
owner.RemoveComponent<T>();
}
/*---------------------------------------------------------------------------------*/
@ -59,35 +60,35 @@ namespace SHADE
generic <typename T>
T Script::AddScript()
{
throw gcnew System::NotImplementedException;
//return ScriptStore::AddScript<T>(owner.GetEntity());
return ScriptStore::AddScript<T>(owner.GetEntity());
}
generic <typename T>
T Script::GetScript()
{
throw gcnew System::NotImplementedException;
//return ScriptStore::GetScript<T>(owner.GetEntity());
return ScriptStore::GetScript<T>(owner.GetEntity());
}
generic <typename T>
T Script::GetScriptInChildren()
{
throw gcnew System::NotImplementedException;
//return ScriptStore::GetScriptInChildren<T>(owner.GetEntity());
return ScriptStore::GetScriptInChildren<T>(owner.GetEntity());
}
generic <typename T>
System::Collections::Generic::IEnumerable<T>^ Script::GetScripts()
{
throw gcnew System::NotImplementedException;
//return ScriptStore::GetScripts<T>(owner.GetEntity());
return ScriptStore::GetScripts<T>(owner.GetEntity());
}
generic <typename T>
void Script::RemoveScript()
{
throw gcnew System::NotImplementedException;
//ScriptStore::RemoveScript<T>(owner.GetEntity());
ScriptStore::RemoveScript<T>(owner.GetEntity());
}
Script::operator bool(Script^ s)
{
return s != nullptr;
}
/*---------------------------------------------------------------------------------*/

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@ -153,6 +153,15 @@ namespace SHADE
generic<typename T> where T : ref class, Script
void RemoveScript();
/*-----------------------------------------------------------------------------*/
/* Operator Overloads */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Implicit conversion operator to enable checking if a component is null.
/// </summary>
/// <param name="c">Component to check.</param>
static operator bool(Script^ s);
internal:
/*-----------------------------------------------------------------------------*/
/* "All-Time" Lifecycle Functions */

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@ -27,6 +27,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Script.hxx"
#include "Engine/Entity.hxx"
#include "Serialisation/ReflectionUtilities.hxx"
#include "Engine/Application.hxx"
namespace SHADE
{
@ -373,7 +374,10 @@ namespace SHADE
while (disposalQueue.Count > 0)
{
Script^ script = disposalQueue.Dequeue();
if (Application::IsPlaying)
{
script->OnDestroy();
}
auto entity = script->Owner.GetEntity();
auto scriptList = scripts[script->Owner.GetEntity()];
scriptList->Remove(script);
@ -388,7 +392,7 @@ namespace SHADE
{
SAFE_NATIVE_CALL_BEGIN
// Run the deinit all scripts if needed
//if (Application::IsPlaying)
if (Application::IsPlaying)
{
Debug::Log("Running OnDestroy() for scripts.");
for each (System::Collections::Generic::KeyValuePair<Entity, ScriptList^> entity in scripts)
@ -663,14 +667,10 @@ namespace SHADE
bool ScriptStore::isEntityActive(Entity entity)
{
// Get native Entity
SHEntity* nativeEntity = SHEntityManager::GetEntityByID(entity);
// Entity Validity Check
if (nativeEntity == nullptr)
// Invalid entity
if (!EntityUtils::IsValid(entity))
return false;
// Check active state
return nativeEntity->GetActive();
return GameObject(entity).IsActiveInHierarchy;
}
}

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@ -0,0 +1,11 @@
using SHADE;
public class PrintWhenActive : Script
{
public PrintWhenActive(GameObject gameObj) : base(gameObj) { }
protected override void update()
{
Debug.Log("Active!");
}
}