Fixed various Physics bugs #217
|
@ -290,6 +290,7 @@ namespace SHADE
|
|||
{
|
||||
SHEditorWidgets::DragVec3("Force", { "X", "Y", "Z" }, [component] {return component->GetForce(); }, [](SHVec3 const& value) {}, false, "Force", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly);
|
||||
SHEditorWidgets::DragVec3("Torque", { "X", "Y", "Z" }, [component] {return component->GetTorque(); }, [](SHVec3 const& value) {}, false, "Torque", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly);
|
||||
SHEditorWidgets::CheckBox("Is Asleep", [component] {return component->GetIsSleeping(); }, [](bool value) {}, "If the Rigid Body is asleep");
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
/****************************************************************************************
|
||||
* \file SHBoundingBox.cpp
|
||||
* \file SHBox.cpp
|
||||
* \author Diren D Bharwani, diren.dbharwani, 390002520
|
||||
* \brief Implementation for a 3-Dimensional Axis Aligned Bounding Box
|
||||
*
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
/****************************************************************************************
|
||||
* \file SHBoundingBox.h
|
||||
* \file SHBox.h
|
||||
* \author Diren D Bharwani, diren.dbharwani, 390002520
|
||||
* \brief Interface for a 3-Dimensional Axis Aligned Bounding Box
|
||||
*
|
||||
|
@ -79,17 +79,17 @@ namespace SHADE
|
|||
[[nodiscard]] bool TestPoint (const SHVec3& point) noexcept override;
|
||||
[[nodiscard]] bool Raycast (const SHRay& ray, float& distance) noexcept override;
|
||||
|
||||
[[nodiscard]] bool Contains (const SHBox& rhs) const noexcept;
|
||||
[[nodiscard]] float Volume () const noexcept;
|
||||
[[nodiscard]] float SurfaceArea () const noexcept;
|
||||
[[nodiscard]] bool Contains (const SHBox& rhs) const noexcept;
|
||||
[[nodiscard]] float Volume () const noexcept;
|
||||
[[nodiscard]] float SurfaceArea () const noexcept;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Static Function Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
[[nodiscard]] static SHBox Combine (const SHBox& lhs, const SHBox& rhs) noexcept;
|
||||
[[nodiscard]] static bool Intersect (const SHBox& lhs, const SHBox& rhs) noexcept;
|
||||
[[nodiscard]] static SHBox BuildFromBoxes (const SHBox* boxes, size_t numBoxes) noexcept;
|
||||
[[nodiscard]] static SHBox Combine (const SHBox& lhs, const SHBox& rhs) noexcept;
|
||||
[[nodiscard]] static bool Intersect (const SHBox& lhs, const SHBox& rhs) noexcept;
|
||||
[[nodiscard]] static SHBox BuildFromBoxes (const SHBox* boxes, size_t numBoxes) noexcept;
|
||||
[[nodiscard]] static SHBox BuildFromVertices (const SHVec3* vertices, size_t numVertices, size_t stride = 0) noexcept;
|
||||
|
||||
private:
|
||||
|
|
|
@ -16,6 +16,7 @@
|
|||
// Project Headers
|
||||
#include "Physics/PhysicsObject/SHPhysicsObject.h"
|
||||
#include "Physics/System/SHPhysicsSystem.h"
|
||||
#include "Scene/SHSceneManager.h"
|
||||
|
||||
/*-------------------------------------------------------------------------------------*/
|
||||
/* Local Helper Functions */
|
||||
|
@ -80,10 +81,15 @@ namespace SHADE
|
|||
{
|
||||
for (auto eventIter = container.begin(); eventIter != container.end();)
|
||||
{
|
||||
const bool CLEAR_EVENT = eventIter->GetCollisionState() == SHCollisionInfo::State::EXIT
|
||||
|| eventIter->GetCollisionState() == SHCollisionInfo::State::INVALID;
|
||||
const SHCollisionInfo& C_INFO = *eventIter;
|
||||
|
||||
if (CLEAR_EVENT)
|
||||
const bool CLEAR_EVENT = C_INFO.GetCollisionState() == SHCollisionInfo::State::EXIT
|
||||
|| C_INFO.GetCollisionState() == SHCollisionInfo::State::INVALID;
|
||||
|
||||
const bool INACTIVE_OBJECT = !SHSceneManager::CheckNodeAndComponentsActive<SHColliderComponent>(C_INFO.GetEntityA())
|
||||
|| !SHSceneManager::CheckNodeAndComponentsActive<SHColliderComponent>(C_INFO.GetEntityB());
|
||||
|
||||
if (CLEAR_EVENT || INACTIVE_OBJECT)
|
||||
eventIter = container.erase(eventIter);
|
||||
else
|
||||
++eventIter;
|
||||
|
|
|
@ -304,6 +304,9 @@ namespace SHADE
|
|||
const auto* RHS_BOX = reinterpret_cast<const SHBox*>(rhs);
|
||||
|
||||
shape = new SHBox{ positionOffset, RHS_BOX->GetWorldExtents() };
|
||||
auto* lhsBox = reinterpret_cast<SHBox*>(shape);
|
||||
lhsBox->SetRelativeExtents(RHS_BOX->GetRelativeExtents());
|
||||
|
||||
break;
|
||||
}
|
||||
case Type::SPHERE:
|
||||
|
@ -311,6 +314,9 @@ namespace SHADE
|
|||
const auto* RHS_SPHERE = reinterpret_cast<const SHSphere*>(rhs);
|
||||
|
||||
shape = new SHSphere{ positionOffset, RHS_SPHERE->GetWorldRadius() };
|
||||
auto* lhsSphere = reinterpret_cast<SHSphere*>(shape);
|
||||
lhsSphere->SetRelativeRadius(RHS_SPHERE->GetRelativeRadius());
|
||||
|
||||
break;
|
||||
}
|
||||
default: break;
|
||||
|
|
|
@ -29,7 +29,6 @@ namespace SHADE
|
|||
|
||||
SHRigidBodyComponent::SHRigidBodyComponent() noexcept
|
||||
: type { Type::DYNAMIC }
|
||||
, interpolate { true }
|
||||
, flags { 0 }
|
||||
, dirtyFlags { std::numeric_limits<uint16_t>::max() }
|
||||
, mass { 1.0f }
|
||||
|
@ -40,6 +39,7 @@ namespace SHADE
|
|||
// Initialise default flags
|
||||
flags |= 1U << 0; // Gravity set to true
|
||||
flags |= 1U << 1; // Sleeping allowed
|
||||
flags |= 1U << 8; // Interpolate by default
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
@ -60,7 +60,16 @@ namespace SHADE
|
|||
|
||||
bool SHRigidBodyComponent::IsInterpolating() const noexcept
|
||||
{
|
||||
return interpolate;
|
||||
static constexpr int FLAG_POS = 8;
|
||||
return flags & (1U << FLAG_POS);
|
||||
}
|
||||
|
||||
bool SHRigidBodyComponent::GetIsSleeping() const noexcept
|
||||
{
|
||||
if (auto* physicsObject = system->GetPhysicsObject(GetEID()); physicsObject)
|
||||
return physicsObject->GetRigidBody()->isSleeping();
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
SHRigidBodyComponent::Type SHRigidBodyComponent::GetType() const noexcept
|
||||
|
@ -68,21 +77,6 @@ namespace SHADE
|
|||
return type;
|
||||
}
|
||||
|
||||
float SHRigidBodyComponent::GetMass() const noexcept
|
||||
{
|
||||
return mass;
|
||||
}
|
||||
|
||||
float SHRigidBodyComponent::GetDrag() const noexcept
|
||||
{
|
||||
return drag;
|
||||
}
|
||||
|
||||
float SHRigidBodyComponent::GetAngularDrag() const noexcept
|
||||
{
|
||||
return angularDrag;
|
||||
}
|
||||
|
||||
bool SHRigidBodyComponent::GetFreezePositionX() const noexcept
|
||||
{
|
||||
static constexpr int FLAG_POS = 2;
|
||||
|
@ -119,6 +113,27 @@ namespace SHADE
|
|||
return flags & (1U << FLAG_POS);
|
||||
}
|
||||
|
||||
//bool SHRigidBodyComponent::GetAutoMass() const noexcept
|
||||
//{
|
||||
// static constexpr int FLAG_POS = 9;
|
||||
// return flags & (1U << FLAG_POS);
|
||||
//}
|
||||
|
||||
float SHRigidBodyComponent::GetMass() const noexcept
|
||||
{
|
||||
return mass;
|
||||
}
|
||||
|
||||
float SHRigidBodyComponent::GetDrag() const noexcept
|
||||
{
|
||||
return drag;
|
||||
}
|
||||
|
||||
float SHRigidBodyComponent::GetAngularDrag() const noexcept
|
||||
{
|
||||
return angularDrag;
|
||||
}
|
||||
|
||||
SHVec3 SHRigidBodyComponent::GetForce() const noexcept
|
||||
{
|
||||
if (auto* physicsObject = system->GetPhysicsObject(GetEID()); physicsObject)
|
||||
|
@ -295,9 +310,18 @@ namespace SHADE
|
|||
|
||||
void SHRigidBodyComponent::SetInterpolate(bool allowInterpolation) noexcept
|
||||
{
|
||||
interpolate = allowInterpolation;
|
||||
static constexpr int FLAG_POS = 8;
|
||||
allowInterpolation ? flags |= 1U << FLAG_POS : flags &= ~(1U << FLAG_POS);
|
||||
}
|
||||
|
||||
//void SHRigidBodyComponent::SetAutoMass(bool autoMass) noexcept
|
||||
//{
|
||||
// static constexpr int FLAG_POS = 9;
|
||||
// autoMass ? flags |= 1U << FLAG_POS : flags &= ~(1U << FLAG_POS);
|
||||
|
||||
// dirtyFlags |= 1U << FLAG_POS;
|
||||
//}
|
||||
|
||||
void SHRigidBodyComponent::SetMass(float newMass) noexcept
|
||||
{
|
||||
static constexpr int FLAG_POS = 9;
|
||||
|
@ -313,6 +337,9 @@ namespace SHADE
|
|||
|
||||
dirtyFlags |= 1U << FLAG_POS;
|
||||
mass = newMass;
|
||||
|
||||
// Turn off automass
|
||||
flags &= ~(1U << FLAG_POS);
|
||||
}
|
||||
|
||||
void SHRigidBodyComponent::SetDrag(float newDrag) noexcept
|
||||
|
@ -467,6 +494,8 @@ RTTR_REGISTRATION
|
|||
.property("Angular Drag" , &SHRigidBodyComponent::GetAngularDrag , &SHRigidBodyComponent::SetAngularDrag )
|
||||
.property("Use Gravity" , &SHRigidBodyComponent::IsGravityEnabled , &SHRigidBodyComponent::SetGravityEnabled )
|
||||
.property("Interpolate" , &SHRigidBodyComponent::IsInterpolating , &SHRigidBodyComponent::SetInterpolate )
|
||||
.property("Sleeping Enabled" , &SHRigidBodyComponent::IsAllowedToSleep , &SHRigidBodyComponent::SetIsAllowedToSleep)
|
||||
//.property("Auto Mass" , &SHRigidBodyComponent::GetAutoMass , &SHRigidBodyComponent::SetAutoMass )
|
||||
.property("Freeze Position X" , &SHRigidBodyComponent::GetFreezePositionX , &SHRigidBodyComponent::SetFreezePositionX )
|
||||
.property("Freeze Position Y" , &SHRigidBodyComponent::GetFreezePositionY , &SHRigidBodyComponent::SetFreezePositionY )
|
||||
.property("Freeze Position Z" , &SHRigidBodyComponent::GetFreezePositionZ , &SHRigidBodyComponent::SetFreezePositionZ )
|
||||
|
|
|
@ -71,19 +71,23 @@ namespace SHADE
|
|||
[[nodiscard]] bool IsAllowedToSleep () const noexcept;
|
||||
[[nodiscard]] bool IsInterpolating () const noexcept;
|
||||
|
||||
[[nodiscard]] bool GetIsSleeping () const noexcept;
|
||||
|
||||
[[nodiscard]] Type GetType () const noexcept;
|
||||
[[nodiscard]] float GetMass () const noexcept;
|
||||
[[nodiscard]] float GetDrag () const noexcept;
|
||||
[[nodiscard]] float GetAngularDrag () const noexcept;
|
||||
|
||||
[[nodiscard]] bool GetFreezePositionX () const noexcept;
|
||||
[[nodiscard]] bool GetFreezePositionY () const noexcept;
|
||||
[[nodiscard]] bool GetFreezePositionZ () const noexcept;
|
||||
|
||||
[[nodiscard]] bool GetFreezeRotationX () const noexcept;
|
||||
[[nodiscard]] bool GetFreezeRotationY () const noexcept;
|
||||
[[nodiscard]] bool GetFreezeRotationZ () const noexcept;
|
||||
|
||||
//[[nodiscard]] bool GetAutoMass () const noexcept;
|
||||
|
||||
[[nodiscard]] float GetMass () const noexcept;
|
||||
[[nodiscard]] float GetDrag () const noexcept;
|
||||
[[nodiscard]] float GetAngularDrag () const noexcept;
|
||||
|
||||
[[nodiscard]] SHVec3 GetForce () const noexcept;
|
||||
[[nodiscard]] SHVec3 GetTorque () const noexcept;
|
||||
[[nodiscard]] SHVec3 GetLinearVelocity () const noexcept;
|
||||
|
@ -108,6 +112,7 @@ namespace SHADE
|
|||
void SetFreezeRotationY (bool freezeRotationY) noexcept;
|
||||
void SetFreezeRotationZ (bool freezeRotationZ) noexcept;
|
||||
void SetInterpolate (bool allowInterpolation) noexcept;
|
||||
//void SetAutoMass (bool autoMass) noexcept;
|
||||
|
||||
void SetMass (float newMass) noexcept;
|
||||
void SetDrag (float newDrag) noexcept;
|
||||
|
@ -144,8 +149,7 @@ namespace SHADE
|
|||
|
||||
Type type;
|
||||
|
||||
bool interpolate;
|
||||
uint8_t flags; // aZ aY aX lZ lY lX slp g
|
||||
uint16_t flags; // 0 0 0 0 0 0 am ip aZ aY aX lZ lY lX slp g
|
||||
uint16_t dirtyFlags; // 0 0 0 0 aD d m t aZ aY aX lZ lY lX slp g
|
||||
|
||||
float mass;
|
||||
|
|
|
@ -109,8 +109,17 @@ namespace SHADE
|
|||
{
|
||||
// TODO(Diren): Add more collider shapes
|
||||
|
||||
case SHCollisionShape::Type::BOX: addBoxShape(collisionShape); break;
|
||||
case SHCollisionShape::Type::SPHERE: addSphereShape(collisionShape); break;
|
||||
case SHCollisionShape::Type::BOX:
|
||||
{
|
||||
addBoxShape(collisionShape);
|
||||
break;
|
||||
}
|
||||
|
||||
case SHCollisionShape::Type::SPHERE:
|
||||
{
|
||||
addSphereShape(collisionShape);
|
||||
break;
|
||||
}
|
||||
default: break;
|
||||
}
|
||||
|
||||
|
@ -245,9 +254,17 @@ namespace SHADE
|
|||
}
|
||||
case 9: // Mass
|
||||
{
|
||||
rp3dBody->setMass(component.mass);
|
||||
rp3dBody->updateLocalCenterOfMassFromColliders();
|
||||
rp3dBody->updateLocalInertiaTensorFromColliders();
|
||||
//if (component.GetAutoMass())
|
||||
//{
|
||||
// rp3dBody->updateMassPropertiesFromColliders();
|
||||
// component.mass = rp3dBody->getMass();
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
rp3dBody->setMass(component.mass);
|
||||
rp3dBody->updateLocalCenterOfMassFromColliders();
|
||||
rp3dBody->updateLocalInertiaTensorFromColliders();
|
||||
//}
|
||||
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -38,8 +38,8 @@ namespace SHADE
|
|||
/*-------------------------------------------------------------------------------*/
|
||||
|
||||
SHVec3 gravity = SHVec3{ 0.0f, -9.81f, 0.0f };
|
||||
uint16_t numVelocitySolverIterations = 15;
|
||||
uint16_t numPositionSolverIterations = 8;
|
||||
uint16_t numVelocitySolverIterations = 10;
|
||||
uint16_t numPositionSolverIterations = 5;
|
||||
bool sleepingEnabled = true;
|
||||
};
|
||||
|
||||
|
|
|
@ -24,7 +24,7 @@ namespace SHADE
|
|||
/* Static Data Member Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
const SHPhysicsDebugDrawSystem::DebugDrawFunction SHPhysicsDebugDrawSystem::drawFunctions[SHPhysicsDebugDrawSystem::NUM_FLAGS] =
|
||||
const SHPhysicsDebugDrawSystem::DebugDrawFunction SHPhysicsDebugDrawSystem::drawFunctions[NUM_FLAGS] =
|
||||
{
|
||||
SHPhysicsDebugDrawSystem::drawColliders
|
||||
, SHPhysicsDebugDrawSystem::drawColliderAABBs
|
||||
|
@ -33,6 +33,8 @@ namespace SHADE
|
|||
, SHPhysicsDebugDrawSystem::drawContactNormals
|
||||
};
|
||||
|
||||
SHVec3 SHPhysicsDebugDrawSystem::boxVertices[NUM_BOX_VERTICES];
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Constructors & Destructor Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
@ -42,7 +44,7 @@ namespace SHADE
|
|||
, physicsSystem { nullptr }
|
||||
, rp3dDebugRenderer { nullptr }
|
||||
{
|
||||
debugColours[SHUtilities::ConvertEnum(DebugDrawFlags::COLLIDER)] =
|
||||
debugColours[SHUtilities::ConvertEnum(DebugDrawFlags::COLLIDER)] = SHColour::GREEN;
|
||||
debugColours[SHUtilities::ConvertEnum(DebugDrawFlags::COLLIDER_AABB)] = SHColour::YELLOW;
|
||||
debugColours[SHUtilities::ConvertEnum(DebugDrawFlags::BROAD_PHASE_AABB)] = SHColour::CYAN;
|
||||
debugColours[SHUtilities::ConvertEnum(DebugDrawFlags::CONTACT_POINTS)] = SHColour::RED;
|
||||
|
@ -95,6 +97,9 @@ namespace SHADE
|
|||
|
||||
SHASSERT(physicsSystem == nullptr, "Non-existent physics system attached to the physics debug draw system!")
|
||||
physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
|
||||
|
||||
// Generate shapes
|
||||
generateBox();
|
||||
}
|
||||
|
||||
void SHPhysicsDebugDrawSystem::Exit()
|
||||
|
@ -159,21 +164,20 @@ namespace SHADE
|
|||
|
||||
}
|
||||
|
||||
void SHPhysicsDebugDrawSystem::generateBox() noexcept
|
||||
{
|
||||
boxVertices[0] = { 0.5f, 0.5f, -0.5f }; // TOP_RIGHT_BACK
|
||||
boxVertices[1] = { -0.5f, 0.5f, -0.5f }; // TOP_LEFT_BACK
|
||||
boxVertices[2] = { 0.5f, -0.5f, -0.5f }; // BTM_RIGHT_BACK
|
||||
boxVertices[3] = { -0.5f, -0.5f, -0.5f }; // BTM_LEFT_BACK
|
||||
boxVertices[4] = { 0.5f, 0.5f, 0.5f }; // TOP_RIGHT_FRONT
|
||||
boxVertices[5] = { -0.5f, 0.5f, 0.5f }; // TOP_LEFT_FRONT
|
||||
boxVertices[6] = { 0.5f, -0.5f, 0.5f }; // BTM_RIGHT_FRONT
|
||||
boxVertices[7] = { -0.5f, -0.5f, 0.5f }; // BTM_LEFT_FRONT
|
||||
}
|
||||
|
||||
void SHPhysicsDebugDrawSystem::debugDrawBox(const SHColliderComponent& colliderComponent, const SHCollisionShape& collisionShape) noexcept
|
||||
{
|
||||
static constexpr uint32_t NUM_BOX_VERTICES = 8;
|
||||
static const SHVec3 boxVertices[NUM_BOX_VERTICES]
|
||||
{
|
||||
{ 0.5f, 0.5f, -0.5f } // TOP_RIGHT_BACK
|
||||
, { -0.5f, 0.5f, -0.5f } // TOP_LEFT_BACK
|
||||
, { 0.5f, -0.5f, -0.5f } // BTM_RIGHT_BACK
|
||||
, { -0.5f, -0.5f, -0.5f } // BTM_LEFT_BACK
|
||||
, { 0.5f, 0.5f, 0.5f } // TOP_RIGHT_FRONT
|
||||
, { -0.5f, 0.5f, 0.5f } // TOP_LEFT_FRONT
|
||||
, { 0.5f, -0.5f, 0.5f } // BTM_RIGHT_FRONT
|
||||
, { -0.5f, -0.5f, 0.5f } // BTM_LEFT_FRONT
|
||||
};
|
||||
|
||||
auto* debugDrawSystem = SHSystemManager::GetSystem<SHDebugDrawSystem>();
|
||||
if (debugDrawSystem == nullptr)
|
||||
{
|
||||
|
@ -184,10 +188,16 @@ namespace SHADE
|
|||
auto* BOX = reinterpret_cast<const SHBox*>(collisionShape.GetShape());
|
||||
|
||||
// Calculate final position & orientation
|
||||
const SHVec3 FINAL_POS = colliderComponent.GetPosition() + collisionShape.GetPositionOffset();
|
||||
const SHQuaternion FINAL_ROT = colliderComponent.GetOrientation() * SHQuaternion::FromEuler(collisionShape.GetRotationOffset());
|
||||
const SHVec3 COLLIDER_POS = colliderComponent.GetPosition();
|
||||
const SHVec3 BOX_POS = collisionShape.GetPositionOffset();
|
||||
const SHQuaternion COLLIDER_ROT = colliderComponent.GetOrientation();
|
||||
const SHQuaternion BOX_ROT = SHQuaternion::FromEuler(collisionShape.GetRotationOffset());
|
||||
|
||||
const SHMatrix BOX_TRS = SHMatrix::Scale(BOX->GetWorldExtents() * 2.0f) * SHMatrix::Rotate(FINAL_ROT) * SHMatrix::Translate(FINAL_POS);
|
||||
|
||||
const SHMatrix COLLIDER_TR = SHMatrix::Rotate(COLLIDER_ROT) * SHMatrix::Translate(COLLIDER_POS);
|
||||
const SHMatrix BOX_TRS = SHMatrix::Scale(BOX->GetWorldExtents() * 2.0f) * SHMatrix::Rotate(BOX_ROT) * SHMatrix::Translate(BOX_POS);
|
||||
|
||||
const SHMatrix FINAL_TRS = BOX_TRS * COLLIDER_TR;
|
||||
|
||||
const SHColour COLLIDER_COLOUR = collisionShape.IsTrigger() ? SHColour::PURPLE : SHColour::GREEN;
|
||||
|
||||
|
@ -197,8 +207,8 @@ namespace SHADE
|
|||
const uint32_t IDX1 = i;
|
||||
const uint32_t IDX2 = i + NUM_BOX_VERTICES / 2;
|
||||
|
||||
transformedVertices[IDX1] = SHVec3::Transform(boxVertices[IDX1], BOX_TRS);
|
||||
transformedVertices[IDX2] = SHVec3::Transform(boxVertices[IDX2], BOX_TRS);
|
||||
transformedVertices[IDX1] = SHVec3::Transform(boxVertices[IDX1], FINAL_TRS);
|
||||
transformedVertices[IDX2] = SHVec3::Transform(boxVertices[IDX2], FINAL_TRS);
|
||||
|
||||
// Draw 4 line to connect the quads
|
||||
debugDrawSystem->DrawLine(COLLIDER_COLOUR, transformedVertices[IDX1], transformedVertices[IDX2]);
|
||||
|
@ -207,6 +217,7 @@ namespace SHADE
|
|||
// A, B, C, D
|
||||
std::array backQuad { transformedVertices[0], transformedVertices[1], transformedVertices[3], transformedVertices[2] };
|
||||
debugDrawSystem->DrawPoly(COLLIDER_COLOUR, backQuad.begin(), backQuad.end());
|
||||
|
||||
// E, F, G, H
|
||||
std::array frontQuad { transformedVertices[4], transformedVertices[5], transformedVertices[7], transformedVertices[6] };
|
||||
debugDrawSystem->DrawPoly(COLLIDER_COLOUR, frontQuad.begin(), frontQuad.end());
|
||||
|
@ -226,8 +237,10 @@ namespace SHADE
|
|||
const SHColour COLLIDER_COLOUR = collisionShape.IsTrigger() ? SHColour::PURPLE : SHColour::GREEN;
|
||||
|
||||
// Calculate final position & orientation
|
||||
const SHVec3 FINAL_POS = colliderComponent.GetPosition() + collisionShape.GetPositionOffset();
|
||||
debugDrawSystem->DrawSphere(COLLIDER_COLOUR, FINAL_POS, SPHERE->GetWorldRadius());
|
||||
const SHQuaternion FINAL_ROT = colliderComponent.GetOrientation() * SHQuaternion::FromEuler(collisionShape.GetRotationOffset());
|
||||
const SHMatrix TR = SHMatrix::Rotate(FINAL_ROT) * SHMatrix::Translate(colliderComponent.GetPosition());
|
||||
|
||||
debugDrawSystem->DrawSphere(COLLIDER_COLOUR, SHVec3::Transform(collisionShape.GetPositionOffset(), TR), SPHERE->GetWorldRadius());
|
||||
}
|
||||
|
||||
} // namespace SHADE
|
|
@ -97,25 +97,38 @@ namespace SHADE
|
|||
/* Data Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
static constexpr int NUM_FLAGS = SHUtilities::ConvertEnum(DebugDrawFlags::NUM_FLAGS);
|
||||
|
||||
static constexpr int NUM_FLAGS = SHUtilities::ConvertEnum(DebugDrawFlags::NUM_FLAGS);
|
||||
static const DebugDrawFunction drawFunctions[NUM_FLAGS];
|
||||
|
||||
uint8_t debugDrawFlags;
|
||||
SHPhysicsSystem* physicsSystem;
|
||||
rp3d::DebugRenderer* rp3dDebugRenderer;
|
||||
SHColour debugColours[NUM_FLAGS];
|
||||
// SHAPES INFO
|
||||
|
||||
static constexpr size_t NUM_BOX_VERTICES = 8;
|
||||
static SHVec3 boxVertices[NUM_BOX_VERTICES];
|
||||
|
||||
|
||||
uint8_t debugDrawFlags;
|
||||
SHPhysicsSystem* physicsSystem;
|
||||
rp3d::DebugRenderer* rp3dDebugRenderer;
|
||||
SHColour debugColours[NUM_FLAGS];
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Function Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
// Generic Draw Functions
|
||||
|
||||
static void drawColliders (rp3d::DebugRenderer* debugRenderer) noexcept;
|
||||
static void drawColliderAABBs (rp3d::DebugRenderer* debugRenderer) noexcept;
|
||||
static void drawBroadPhaseAABBs (rp3d::DebugRenderer* debugRenderer) noexcept;
|
||||
static void drawContactPoints (rp3d::DebugRenderer* debugRenderer) noexcept;
|
||||
static void drawContactNormals (rp3d::DebugRenderer* debugRenderer) noexcept;
|
||||
|
||||
// Shape Generation Functions
|
||||
|
||||
static void generateBox () noexcept;
|
||||
|
||||
// Shape Draw Functions
|
||||
|
||||
static void debugDrawBox (const SHColliderComponent& colliderComponent, const SHCollisionShape& collisionShape) noexcept;
|
||||
static void debugDrawSphere (const SHColliderComponent& colliderComponent, const SHCollisionShape& collisionShape) noexcept;
|
||||
};
|
||||
|
|
|
@ -154,14 +154,32 @@ namespace SHADE
|
|||
auto* rigidBodyComponent = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(entityID);
|
||||
auto* colliderComponent = SHComponentManager::GetComponent_s<SHColliderComponent>(entityID);
|
||||
|
||||
postUpdateSyncTransforms
|
||||
(
|
||||
physicsObject
|
||||
, transformComponent
|
||||
, rigidBodyComponent
|
||||
, colliderComponent
|
||||
, 1.0 // We use 1.0 here to avoid any interpolation
|
||||
);
|
||||
const auto& CURRENT_TF = physicsObject.GetRigidBody()->getTransform();
|
||||
const auto& RENDER_POS = CURRENT_TF.getPosition();
|
||||
const auto& RENDER_ROT = CURRENT_TF.getOrientation();
|
||||
|
||||
// Cache transform
|
||||
physicsObject.prevTransform = CURRENT_TF;
|
||||
|
||||
// Sync with physics components
|
||||
if (rigidBodyComponent && SHSceneManager::CheckNodeAndComponentsActive<SHRigidBodyComponent>(entityID))
|
||||
{
|
||||
rigidBodyComponent->position = RENDER_POS;
|
||||
rigidBodyComponent->orientation = RENDER_ROT;
|
||||
}
|
||||
|
||||
if (colliderComponent && SHSceneManager::CheckNodeAndComponentsActive<SHColliderComponent>(entityID))
|
||||
{
|
||||
colliderComponent->position = RENDER_POS;
|
||||
colliderComponent->orientation = RENDER_ROT;
|
||||
}
|
||||
|
||||
// Set transform for rendering
|
||||
if (transformComponent)
|
||||
{
|
||||
transformComponent->SetWorldPosition(RENDER_POS);
|
||||
transformComponent->SetWorldOrientation(RENDER_ROT);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -337,93 +355,4 @@ namespace SHADE
|
|||
return onStopEvent->handle;
|
||||
}
|
||||
|
||||
void SHPhysicsSystem::preUpdateSyncTransform
|
||||
(
|
||||
SHPhysicsObject& physicsObject
|
||||
, SHTransformComponent* transformComponent
|
||||
, SHRigidBodyComponent* rigidBodyComponent
|
||||
, SHColliderComponent* colliderComponent
|
||||
) noexcept
|
||||
{
|
||||
if (!transformComponent)
|
||||
return;
|
||||
|
||||
const SHVec3& WORLD_POS = transformComponent->GetWorldPosition();
|
||||
const SHQuaternion& WORLD_ROT = transformComponent->GetWorldOrientation();
|
||||
const SHVec3& WORLD_SCL = transformComponent->GetWorldScale();
|
||||
|
||||
const rp3d::Transform RP3D_TRANSFORM { WORLD_POS, WORLD_ROT };
|
||||
physicsObject.GetRigidBody()->setTransform(RP3D_TRANSFORM);
|
||||
|
||||
if (rigidBodyComponent && SHSceneManager::CheckNodeAndComponentsActive<SHRigidBodyComponent>(physicsObject.entityID))
|
||||
{
|
||||
rigidBodyComponent->position = WORLD_POS;
|
||||
rigidBodyComponent->orientation = WORLD_ROT;
|
||||
}
|
||||
|
||||
if (colliderComponent && SHSceneManager::CheckNodeAndComponentsActive<SHColliderComponent>(physicsObject.entityID))
|
||||
{
|
||||
colliderComponent->position = WORLD_POS;
|
||||
colliderComponent->orientation = WORLD_ROT;
|
||||
colliderComponent->scale = WORLD_SCL;
|
||||
|
||||
colliderComponent->RecomputeCollisionShapes();
|
||||
}
|
||||
}
|
||||
|
||||
void SHPhysicsSystem::postUpdateSyncTransforms
|
||||
(
|
||||
SHPhysicsObject& physicsObject
|
||||
, SHTransformComponent* transformComponent
|
||||
, SHRigidBodyComponent* rigidBodyComponent
|
||||
, SHColliderComponent* colliderComponent
|
||||
, double interpolationFactor
|
||||
) noexcept
|
||||
{
|
||||
const rp3d::Transform& CURRENT_TF = physicsObject.GetRigidBody()->getTransform();
|
||||
auto renderPos = CURRENT_TF.getPosition();
|
||||
auto renderRot = CURRENT_TF.getOrientation();
|
||||
|
||||
// Cache transforms
|
||||
if (physicsObject.GetRigidBody()->isActive())
|
||||
physicsObject.prevTransform = CURRENT_TF;
|
||||
|
||||
// Sync with rigid bodies
|
||||
if (rigidBodyComponent && SHSceneManager::CheckNodeAndComponentsActive<SHRigidBodyComponent>(physicsObject.entityID))
|
||||
{
|
||||
// Skip static bodies
|
||||
if (rigidBodyComponent->GetType() == SHRigidBodyComponent::Type::STATIC)
|
||||
return;
|
||||
|
||||
// Check if transform should be interpolated
|
||||
if (rigidBodyComponent->IsInterpolating())
|
||||
{
|
||||
// Interpolate transforms between current and predicted next transform
|
||||
|
||||
const rp3d::Transform PREV_TF = physicsObject.prevTransform;
|
||||
const rp3d::Transform INTERPOLATED_TF = rp3d::Transform::interpolateTransforms(PREV_TF, CURRENT_TF, static_cast<rp3d::decimal>(interpolationFactor));
|
||||
|
||||
renderPos = INTERPOLATED_TF.getPosition();
|
||||
renderRot = INTERPOLATED_TF.getOrientation();
|
||||
}
|
||||
|
||||
rigidBodyComponent->position = CURRENT_TF.getPosition();
|
||||
rigidBodyComponent->orientation = CURRENT_TF.getOrientation();
|
||||
}
|
||||
|
||||
// Sync with colliders
|
||||
if (colliderComponent && SHSceneManager::CheckNodeAndComponentsActive<SHColliderComponent>(physicsObject.entityID))
|
||||
{
|
||||
colliderComponent->position = CURRENT_TF.getPosition();
|
||||
colliderComponent->orientation = CURRENT_TF.getOrientation();
|
||||
}
|
||||
|
||||
// Set transform for rendering
|
||||
if (transformComponent)
|
||||
{
|
||||
transformComponent->SetWorldPosition(renderPos);
|
||||
transformComponent->SetWorldOrientation(renderRot);
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace SHADE
|
|
@ -113,6 +113,14 @@ namespace SHADE
|
|||
void syncRigidBodyActive (EntityID eid, SHPhysicsObject& physicsObject) const noexcept;
|
||||
void syncColliderActive (EntityID eid, SHPhysicsObject& physicsObject) const noexcept;
|
||||
static void syncOnPlay (EntityID eid, SHPhysicsObject& physicsObject) noexcept;
|
||||
|
||||
static void preUpdateSyncTransform
|
||||
(
|
||||
SHPhysicsObject& physicsObject
|
||||
, SHTransformComponent* transformComponent
|
||||
, SHRigidBodyComponent* rigidBodyComponent
|
||||
, SHColliderComponent* colliderComponent
|
||||
) noexcept;
|
||||
};
|
||||
|
||||
class SH_API PhysicsFixedUpdate final : public SHFixedSystemRoutine
|
||||
|
@ -145,6 +153,21 @@ namespace SHADE
|
|||
/*-------------------------------------------------------------------------------*/
|
||||
|
||||
void Execute(double dt) noexcept override;
|
||||
|
||||
private:
|
||||
|
||||
/*-------------------------------------------------------------------------------*/
|
||||
/* Function Members */
|
||||
/*-------------------------------------------------------------------------------*/
|
||||
|
||||
static void postUpdateSyncTransforms
|
||||
(
|
||||
SHPhysicsObject& physicsObject
|
||||
, SHTransformComponent* transformComponent
|
||||
, SHRigidBodyComponent* rigidBodyComponent
|
||||
, SHColliderComponent* colliderComponent
|
||||
, double interpolationFactor
|
||||
) noexcept;
|
||||
};
|
||||
|
||||
private:
|
||||
|
@ -178,24 +201,5 @@ namespace SHADE
|
|||
SHEventHandle onPlay (SHEventPtr onPlayEvent);
|
||||
SHEventHandle onStop (SHEventPtr onStopEvent);
|
||||
|
||||
|
||||
|
||||
static void preUpdateSyncTransform
|
||||
(
|
||||
SHPhysicsObject& physicsObject
|
||||
, SHTransformComponent* transformComponent
|
||||
, SHRigidBodyComponent* rigidBodyComponent
|
||||
, SHColliderComponent* colliderComponent
|
||||
) noexcept;
|
||||
|
||||
static void postUpdateSyncTransforms
|
||||
(
|
||||
SHPhysicsObject& physicsObject
|
||||
, SHTransformComponent* transformComponent
|
||||
, SHRigidBodyComponent* rigidBodyComponent
|
||||
, SHColliderComponent* colliderComponent
|
||||
, double interpolationFactor
|
||||
) noexcept;
|
||||
|
||||
};
|
||||
} // namespace SHADE
|
|
@ -262,4 +262,94 @@ namespace SHADE
|
|||
if (colliderComponent)
|
||||
physicsObject.SyncColliders(*colliderComponent);
|
||||
}
|
||||
|
||||
void SHPhysicsSystem::PhysicsPreUpdate::preUpdateSyncTransform
|
||||
(
|
||||
SHPhysicsObject& physicsObject
|
||||
, SHTransformComponent* transformComponent
|
||||
, SHRigidBodyComponent* rigidBodyComponent
|
||||
, SHColliderComponent* colliderComponent
|
||||
) noexcept
|
||||
{
|
||||
if (!transformComponent)
|
||||
return;
|
||||
|
||||
const SHVec3& WORLD_POS = transformComponent->GetWorldPosition();
|
||||
const SHQuaternion& WORLD_ROT = transformComponent->GetWorldOrientation();
|
||||
const SHVec3& WORLD_SCL = transformComponent->GetWorldScale();
|
||||
|
||||
const rp3d::Transform RP3D_TRANSFORM { WORLD_POS, WORLD_ROT };
|
||||
physicsObject.GetRigidBody()->setTransform(RP3D_TRANSFORM);
|
||||
physicsObject.prevTransform = RP3D_TRANSFORM;
|
||||
|
||||
if (rigidBodyComponent && SHSceneManager::CheckNodeAndComponentsActive<SHRigidBodyComponent>(physicsObject.entityID))
|
||||
{
|
||||
rigidBodyComponent->position = WORLD_POS;
|
||||
rigidBodyComponent->orientation = WORLD_ROT;
|
||||
}
|
||||
|
||||
if (colliderComponent && SHSceneManager::CheckNodeAndComponentsActive<SHColliderComponent>(physicsObject.entityID))
|
||||
{
|
||||
colliderComponent->position = WORLD_POS;
|
||||
colliderComponent->orientation = WORLD_ROT;
|
||||
colliderComponent->scale = WORLD_SCL;
|
||||
|
||||
colliderComponent->RecomputeCollisionShapes();
|
||||
}
|
||||
}
|
||||
|
||||
void SHPhysicsSystem::PhysicsPostUpdate::postUpdateSyncTransforms
|
||||
(
|
||||
SHPhysicsObject& physicsObject
|
||||
, SHTransformComponent* transformComponent
|
||||
, SHRigidBodyComponent* rigidBodyComponent
|
||||
, SHColliderComponent* colliderComponent
|
||||
, double interpolationFactor
|
||||
) noexcept
|
||||
{
|
||||
const rp3d::Transform& CURRENT_TF = physicsObject.GetRigidBody()->getTransform();
|
||||
auto renderPos = CURRENT_TF.getPosition();
|
||||
auto renderRot = CURRENT_TF.getOrientation();
|
||||
|
||||
// Cache transforms
|
||||
if (physicsObject.GetRigidBody()->isActive())
|
||||
physicsObject.prevTransform = CURRENT_TF;
|
||||
|
||||
// Sync with rigid bodies
|
||||
if (rigidBodyComponent && SHSceneManager::CheckNodeAndComponentsActive<SHRigidBodyComponent>(physicsObject.entityID))
|
||||
{
|
||||
// Skip static bodies
|
||||
if (rigidBodyComponent->GetType() == SHRigidBodyComponent::Type::STATIC)
|
||||
return;
|
||||
|
||||
// Check if transform should be interpolated
|
||||
if (rigidBodyComponent->IsInterpolating())
|
||||
{
|
||||
// Interpolate transforms between current and predicted next transform
|
||||
|
||||
const rp3d::Transform PREV_TF = physicsObject.prevTransform;
|
||||
const rp3d::Transform INTERPOLATED_TF = rp3d::Transform::interpolateTransforms(PREV_TF, CURRENT_TF, static_cast<rp3d::decimal>(interpolationFactor));
|
||||
|
||||
renderPos = INTERPOLATED_TF.getPosition();
|
||||
renderRot = INTERPOLATED_TF.getOrientation();
|
||||
}
|
||||
|
||||
rigidBodyComponent->position = CURRENT_TF.getPosition();
|
||||
rigidBodyComponent->orientation = CURRENT_TF.getOrientation();
|
||||
}
|
||||
|
||||
// Sync with colliders
|
||||
if (colliderComponent && SHSceneManager::CheckNodeAndComponentsActive<SHColliderComponent>(physicsObject.entityID))
|
||||
{
|
||||
colliderComponent->position = CURRENT_TF.getPosition();
|
||||
colliderComponent->orientation = CURRENT_TF.getOrientation();
|
||||
}
|
||||
|
||||
// Set transform for rendering
|
||||
if (transformComponent)
|
||||
{
|
||||
transformComponent->SetWorldPosition(renderPos);
|
||||
transformComponent->SetWorldOrientation(renderRot);
|
||||
}
|
||||
}
|
||||
} // namespace SHADE
|
|
@ -20,7 +20,7 @@ of DigiPen Institute of Technology is prohibited.
|
|||
namespace SHADE
|
||||
{
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* ColliderBound - Constructors */
|
||||
/* CollisionShape - Constructors */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
CollisionShape::CollisionShape(int arrayIdx, Entity attachedEntity)
|
||||
: arrayIndex { arrayIdx }
|
||||
|
@ -28,102 +28,183 @@ namespace SHADE
|
|||
{}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* ColliderBound - Setter Functions */
|
||||
/* CollisionShape - Properties */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
bool CollisionShape::IsTrigger::get()
|
||||
{
|
||||
return getNativeCollisionShape().IsTrigger();
|
||||
}
|
||||
|
||||
void CollisionShape::IsTrigger::set(bool value)
|
||||
{
|
||||
getNativeCollisionShape().SetIsTrigger(value);
|
||||
}
|
||||
|
||||
Vector3 CollisionShape::PositionOffset::get()
|
||||
{
|
||||
return Convert::ToCLI(getNativeCollisionShape().GetPositionOffset());
|
||||
}
|
||||
|
||||
void CollisionShape::PositionOffset::set(Vector3 value)
|
||||
{
|
||||
getNativeCollisionShape().SetPositionOffset(Convert::ToNative(value));
|
||||
}
|
||||
|
||||
Vector3 CollisionShape::RotationOffset::get()
|
||||
{
|
||||
return Convert::ToCLI(getNativeCollisionShape().GetRotationOffset());
|
||||
}
|
||||
|
||||
void CollisionShape::RotationOffset::set(Vector3 value)
|
||||
{
|
||||
getNativeCollisionShape().SetRotationOffset(Convert::ToNative(value));
|
||||
}
|
||||
|
||||
float CollisionShape::Friction::get()
|
||||
{
|
||||
return getNativeCollisionShape().GetFriction();
|
||||
}
|
||||
|
||||
void CollisionShape::Friction::set(float value)
|
||||
{
|
||||
getNativeCollisionShape().SetFriction(value);
|
||||
}
|
||||
|
||||
float CollisionShape::Bounciness::get()
|
||||
{
|
||||
return getNativeCollisionShape().GetBounciness();
|
||||
}
|
||||
|
||||
void CollisionShape::Bounciness::set(float value)
|
||||
{
|
||||
getNativeCollisionShape().SetBounciness(value);
|
||||
}
|
||||
|
||||
float CollisionShape::Density::get()
|
||||
{
|
||||
return getNativeCollisionShape().GetDensity();
|
||||
}
|
||||
|
||||
void CollisionShape::Density::set(float value)
|
||||
{
|
||||
getNativeCollisionShape().SetDensity(value);
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* CollisionShape - helper Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
void CollisionShape::updateArrayIndex(int index)
|
||||
{
|
||||
arrayIndex = index;
|
||||
}
|
||||
|
||||
SHCollisionShape& SHADE::CollisionShape::getNativeCollisionShape()
|
||||
{
|
||||
SHColliderComponent* collider = SHComponentManager::GetComponent_s<SHColliderComponent>(entity);
|
||||
if (!collider)
|
||||
throw gcnew System::InvalidOperationException("Unable to retrieve Collider component!");
|
||||
|
||||
try
|
||||
{
|
||||
auto& shape = collider->GetCollisionShape(arrayIndex);
|
||||
return shape;
|
||||
}
|
||||
catch (std::invalid_argument&)
|
||||
{
|
||||
throw gcnew System::IndexOutOfRangeException("Attempted to retrieve out of range CollisionShape!");
|
||||
}
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* BoxColliderBound - Constructors */
|
||||
/* BoxCollider - Constructors */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
BoxCollider::BoxCollider(int arrayIdx, Entity attachedEntity)
|
||||
: CollisionShape { arrayIndex, attachedEntity }
|
||||
{}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* BoxColliderBound - Properties */
|
||||
/* BoxCollider - Properties */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
Vector3 BoxCollider::Center::get()
|
||||
{
|
||||
return Convert::ToCLI(getNativeBoundObject<SHBox>().GetCenter());
|
||||
return Convert::ToCLI(getNativeCollisionShape<SHBox>().GetCenter());
|
||||
}
|
||||
void BoxCollider::Center::set(Vector3 value)
|
||||
{
|
||||
getNativeBoundObject<SHBox>().SetCenter(Convert::ToNative(value));
|
||||
getNativeCollisionShape<SHBox>().SetCenter(Convert::ToNative(value));
|
||||
}
|
||||
Vector3 BoxCollider::HalfExtents::get()
|
||||
{
|
||||
return Convert::ToCLI(getNativeBoundObject<SHBox>().GetWorldExtents());
|
||||
return Convert::ToCLI(getNativeCollisionShape<SHBox>().GetWorldExtents());
|
||||
}
|
||||
void BoxCollider::HalfExtents::set(Vector3 value)
|
||||
{
|
||||
getNativeBoundObject<SHBox>().SetWorldExtents(Convert::ToNative(value));
|
||||
getNativeCollisionShape<SHBox>().SetWorldExtents(Convert::ToNative(value));
|
||||
}
|
||||
Vector3 BoxCollider::Min::get()
|
||||
{
|
||||
return Convert::ToCLI(getNativeBoundObject<SHBox>().GetMin());
|
||||
return Convert::ToCLI(getNativeCollisionShape<SHBox>().GetMin());
|
||||
}
|
||||
void BoxCollider::Min::set(Vector3 value)
|
||||
{
|
||||
getNativeBoundObject<SHBox>().SetMin(Convert::ToNative(value));
|
||||
getNativeCollisionShape<SHBox>().SetMin(Convert::ToNative(value));
|
||||
}
|
||||
Vector3 BoxCollider::Max::get()
|
||||
{
|
||||
return Convert::ToCLI(getNativeBoundObject<SHBox>().GetMax());
|
||||
return Convert::ToCLI(getNativeCollisionShape<SHBox>().GetMax());
|
||||
}
|
||||
void BoxCollider::Max::set(Vector3 value)
|
||||
{
|
||||
getNativeBoundObject<SHBox>().SetMax(Convert::ToNative(value));
|
||||
getNativeCollisionShape<SHBox>().SetMax(Convert::ToNative(value));
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* BoxColliderBound - Usage Functions */
|
||||
/* BoxCollider - Usage Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
bool BoxCollider::TestPoint(Vector3 point)
|
||||
{
|
||||
return getNativeBoundObject<SHBox>().TestPoint(Convert::ToNative(point));
|
||||
return getNativeCollisionShape<SHBox>().TestPoint(Convert::ToNative(point));
|
||||
}
|
||||
bool BoxCollider::Raycast(Ray ray, float maxDistance)
|
||||
{
|
||||
return getNativeBoundObject<SHBox>().Raycast(Convert::ToNative(ray), maxDistance);
|
||||
return getNativeCollisionShape<SHBox>().Raycast(Convert::ToNative(ray), maxDistance);
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* BoxColliderBound - Properties */
|
||||
/* SphereCollider - Properties */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
Vector3 SphereCollider::Center::get()
|
||||
{
|
||||
return Convert::ToCLI(getNativeBoundObject<SHSphere>().GetCenter());
|
||||
return Convert::ToCLI(getNativeCollisionShape<SHSphere>().GetCenter());
|
||||
}
|
||||
void SphereCollider::Center::set(Vector3 value)
|
||||
{
|
||||
getNativeBoundObject<SHSphere>().SetCenter(Convert::ToNative(value));
|
||||
getNativeCollisionShape<SHSphere>().SetCenter(Convert::ToNative(value));
|
||||
}
|
||||
float SphereCollider::Radius::get()
|
||||
{
|
||||
return getNativeBoundObject<SHSphere>().GetWorldRadius();
|
||||
return getNativeCollisionShape<SHSphere>().GetWorldRadius();
|
||||
}
|
||||
void SphereCollider::Radius::set(float value)
|
||||
{
|
||||
getNativeBoundObject<SHSphere>().SetWorldRadius(value);
|
||||
getNativeCollisionShape<SHSphere>().SetWorldRadius(value);
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* SphereColliderBound - Usage Functions */
|
||||
/* SphereCollider - Usage Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
bool SphereCollider::TestPoint(Vector3 point)
|
||||
{
|
||||
return getNativeBoundObject<SHBox>().TestPoint(Convert::ToNative(point));
|
||||
return getNativeCollisionShape<SHBox>().TestPoint(Convert::ToNative(point));
|
||||
}
|
||||
bool SphereCollider::Raycast(Ray ray, float maxDistance)
|
||||
{
|
||||
return getNativeBoundObject<SHBox>().Raycast(Convert::ToNative(ray), maxDistance);
|
||||
return getNativeCollisionShape<SHBox>().Raycast(Convert::ToNative(ray), maxDistance);
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* SphereColliderBound - Constructors */
|
||||
/* SphereCollider - Constructors */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
SphereCollider::SphereCollider(int arrayIndex, Entity attachedEntity)
|
||||
: CollisionShape{ arrayIndex, attachedEntity }
|
||||
|
@ -154,7 +235,7 @@ namespace SHADE
|
|||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Collider - ColliderBound Functions */
|
||||
/* Collider - Collider Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
CollisionShape^ Collider::GetCollisionShape(int index)
|
||||
{
|
||||
|
@ -166,7 +247,7 @@ namespace SHADE
|
|||
|
||||
// Check if valid
|
||||
if (index < 0 || index >= subColliderList->Count)
|
||||
throw gcnew System::ArgumentException("[Collider] Invalid index for Collider Bound retrieval.");
|
||||
throw gcnew System::ArgumentException("[Collider] Invalid index for Collision Shape retrieval.");
|
||||
|
||||
// Return the bound
|
||||
return subColliderList[index];
|
||||
|
@ -217,7 +298,7 @@ namespace SHADE
|
|||
{
|
||||
collidersList->Remove(wr);
|
||||
}
|
||||
SAFE_NATIVE_CALL_END("Collider.OnColliderBoundChanged")
|
||||
SAFE_NATIVE_CALL_END("Collider.OnCollisionShapeChanged")
|
||||
}
|
||||
|
||||
void Collider::updateSubColliderList()
|
||||
|
|
|
@ -19,7 +19,7 @@ of DigiPen Institute of Technology is prohibited.
|
|||
namespace SHADE
|
||||
{
|
||||
template<typename CollisionShapeType>
|
||||
CollisionShapeType& SHADE::CollisionShape::getNativeBoundObject()
|
||||
CollisionShapeType& SHADE::CollisionShape::getNativeCollisionShape()
|
||||
{
|
||||
SHColliderComponent* collider = SHComponentManager::GetComponent_s<SHColliderComponent>(entity);
|
||||
if (!collider)
|
||||
|
@ -29,13 +29,13 @@ namespace SHADE
|
|||
{
|
||||
auto& shape = collider->GetCollisionShape(arrayIndex);
|
||||
if (shape.GetType() != SHCollisionShape::Type::BOX)
|
||||
throw gcnew System::InvalidOperationException("Attempted to retrieve invalid ColliderBound.");
|
||||
throw gcnew System::InvalidOperationException("Attempted to retrieve invalid CollisionShape.");
|
||||
|
||||
return reinterpret_cast<CollisionShapeType&>(shape);
|
||||
}
|
||||
catch (std::invalid_argument&)
|
||||
{
|
||||
throw gcnew System::IndexOutOfRangeException("Attempted to retrieve out of range ColliderBound!");
|
||||
throw gcnew System::IndexOutOfRangeException("Attempted to retrieve out of range CollisionShape!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -30,6 +30,61 @@ namespace SHADE
|
|||
public ref class CollisionShape abstract
|
||||
{
|
||||
public:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Properties */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
||||
/// <summary>
|
||||
/// Whether or not this CollisionShape is a trigger.
|
||||
/// </summary>
|
||||
property bool IsTrigger
|
||||
{
|
||||
bool get();
|
||||
void set(bool value);
|
||||
}
|
||||
/// <summary>
|
||||
/// The positional offset of this collision shape from the transform's position.
|
||||
/// </summary>
|
||||
property Vector3 PositionOffset
|
||||
{
|
||||
Vector3 get();
|
||||
void set(Vector3 value);
|
||||
}
|
||||
/// <summary>
|
||||
/// The rotational offset of this collision shape from the transform's rotation.
|
||||
/// </summary>
|
||||
property Vector3 RotationOffset
|
||||
{
|
||||
Vector3 get();
|
||||
void set(Vector3 value);
|
||||
}
|
||||
|
||||
// TODO(Diren): Swap this to Physics Materials once asset implementation for that is done
|
||||
/// <summary>
|
||||
/// The frictional coefficient of the shape. Clamped between 0 and 1.
|
||||
/// </summary>
|
||||
property float Friction
|
||||
{
|
||||
float get();
|
||||
void set(float value);
|
||||
}
|
||||
/// <summary>
|
||||
/// The bounciness factor of the shape. Clamped between 0 and 1.
|
||||
/// </summary>
|
||||
property float Bounciness
|
||||
{
|
||||
float get();
|
||||
void set(float value);
|
||||
}
|
||||
/// <summary>
|
||||
/// The mass density of this shape. Cannot be negative.
|
||||
/// </summary>
|
||||
property float Density
|
||||
{
|
||||
float get();
|
||||
void set(float value);
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Usage Functions */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
@ -56,20 +111,25 @@ namespace SHADE
|
|||
/*-----------------------------------------------------------------------------*/
|
||||
/* Data Members */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
int arrayIndex; // Index into the colliders vector on the native object
|
||||
Entity entity; // Entity holding the collider component that this collider bounds is on
|
||||
int arrayIndex; // Index into the colliders vector on the native object
|
||||
Entity entity; // Entity holding the collider component that this collider bounds is on
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Helper Functions */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
template<typename CollisionShapeType>
|
||||
CollisionShapeType& getNativeBoundObject();
|
||||
CollisionShapeType& getNativeCollisionShape();
|
||||
|
||||
internal:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Setter Functions */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
void updateArrayIndex(int index);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Helper Functions */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
SHCollisionShape& getNativeCollisionShape();
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
|
@ -205,18 +265,18 @@ namespace SHADE
|
|||
/* Usage Functions */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Retrieves a ColliderBound at the specified index in the ColliderBound list.
|
||||
/// Retrieves a CollisionShape at the specified index in the CollisionShapes list.
|
||||
/// </summary>
|
||||
/// <param name="index">Index to retrieve a ColliderBound from.</param>
|
||||
/// <returns>ColliderBound for the specified index.</returns>
|
||||
CollisionShape^ GetCollisionShape(int index);
|
||||
/// <summary>
|
||||
/// Retrieves a ColliderBound at the specified index in the ColliderBound list
|
||||
/// Retrieves a CollisionShape at the specified index in the CollisionShapes list
|
||||
/// and casts it to the appropriate type.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">Type of the ColliderBound to cast to.</typeparam>
|
||||
/// <param name="index">Index to retrieve a ColliderBound from.</param>
|
||||
/// <returns>ColliderBound for the specified index.</returns>
|
||||
/// <typeparam name="T">Type of the CollisionShape to cast to.</typeparam>
|
||||
/// <param name="index">Index to retrieve a CollisionShape from.</param>
|
||||
/// <returns>CollisionShape for the specified index.</returns>
|
||||
generic<typename T> where T:CollisionShape
|
||||
T GetCollisionShape(int index);
|
||||
|
||||
|
|
Loading…
Reference in New Issue