Added in Raycasting through Physics #226
|
@ -180,6 +180,12 @@ namespace Sandbox
|
|||
drawColliders = !drawColliders;
|
||||
SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>()->SetDebugDrawFlag(SHPhysicsDebugDrawSystem::DebugDrawFlags::COLLIDER, drawColliders);
|
||||
}
|
||||
static bool drawRays = false;
|
||||
if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::F11))
|
||||
{
|
||||
drawRays = !drawRays;
|
||||
SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>()->SetDebugDrawFlag(SHPhysicsDebugDrawSystem::DebugDrawFlags::RAYCASTS, drawRays);
|
||||
}
|
||||
}
|
||||
// Finish all graphics jobs first
|
||||
graphicsSystem->AwaitGraphicsExecution();
|
||||
|
|
|
@ -30,11 +30,17 @@ namespace SHADE
|
|||
, direction { dir }
|
||||
{}
|
||||
|
||||
SHRay::SHRay(const reactphysics3d::Ray rp3dRay) noexcept
|
||||
: position { rp3dRay.point1 }
|
||||
, direction { SHVec3::Normalise(rp3dRay.point2 - rp3dRay.point1) }
|
||||
{}
|
||||
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Operator Overload Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
bool SHRay::operator==(const SHRay& rhs) noexcept
|
||||
bool SHRay::operator==(const SHRay& rhs) const noexcept
|
||||
{
|
||||
const XMVECTOR LHS_POS = XMLoadFloat3(&position);
|
||||
const XMVECTOR RHS_POS = XMLoadFloat3(&rhs.position);
|
||||
|
@ -45,7 +51,7 @@ namespace SHADE
|
|||
return XMVector3Equal(LHS_POS, RHS_POS) && XMVector3NotEqual(LHS_DIR, RHS_DIR);
|
||||
}
|
||||
|
||||
bool SHRay::operator!=(const SHRay& rhs) noexcept
|
||||
bool SHRay::operator!=(const SHRay& rhs) const noexcept
|
||||
{
|
||||
const XMVECTOR LHS_POS = XMLoadFloat3(&position);
|
||||
const XMVECTOR RHS_POS = XMLoadFloat3(&rhs.position);
|
||||
|
@ -56,5 +62,16 @@ namespace SHADE
|
|||
return XMVector3NotEqual(LHS_POS, RHS_POS) || XMVector3NotEqual(LHS_DIR, RHS_DIR);
|
||||
}
|
||||
|
||||
SHRay::operator reactphysics3d::Ray() const noexcept
|
||||
{
|
||||
// We use 2km. Temp solution.
|
||||
return reactphysics3d::Ray{ position, position + (direction * MAX_RAYCAST_DIST) };
|
||||
}
|
||||
|
||||
SHRaycastResult::operator bool() const noexcept
|
||||
{
|
||||
return hit;
|
||||
}
|
||||
|
||||
|
||||
} // namespace SHADE
|
|
@ -1,7 +1,7 @@
|
|||
/****************************************************************************************
|
||||
* \file SHRay.h
|
||||
* \author Diren D Bharwani, diren.dbharwani, 390002520
|
||||
* \brief Interface for a Ray.
|
||||
* \brief Interface for a Ray & Raycast Result
|
||||
*
|
||||
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
|
@ -10,7 +10,7 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include <DirectXMath.h>
|
||||
#include <reactphysics3d/mathematics/Ray.h>
|
||||
|
||||
// Project Headers
|
||||
#include "SH_API.h"
|
||||
|
@ -29,6 +29,8 @@ namespace SHADE
|
|||
/* Data Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
static constexpr float MAX_RAYCAST_DIST = 2000.0f; // We use 2km as physics typically tends to lose accuracy beyond 2km.
|
||||
|
||||
SHVec3 position;
|
||||
SHVec3 direction;
|
||||
|
||||
|
@ -36,19 +38,46 @@ namespace SHADE
|
|||
/* Constructors & Destructor */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
SHRay() noexcept;
|
||||
SHRay(const SHVec3& pos, const SHVec3& dir) noexcept;
|
||||
SHRay(const SHRay& rhs) noexcept = default;
|
||||
SHRay(SHRay&& rhs) noexcept = default;
|
||||
SHRay () noexcept;
|
||||
SHRay (const SHVec3& pos, const SHVec3& dir) noexcept;
|
||||
SHRay (const reactphysics3d::Ray rp3dRay) noexcept;
|
||||
|
||||
SHRay (const SHRay&) noexcept = default;
|
||||
SHRay (SHRay&& ) noexcept = default;
|
||||
~SHRay() = default;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
SHRay& operator= (const SHRay& rhs) noexcept = default;
|
||||
SHRay& operator= (SHRay&& rhs) noexcept = default;
|
||||
SHRay& operator= (const SHRay&) noexcept = default;
|
||||
SHRay& operator= (SHRay&&) noexcept = default;
|
||||
|
||||
[[nodiscard]] bool operator==(const SHRay& rhs) const noexcept;
|
||||
[[nodiscard]] bool operator!=(const SHRay& rhs) const noexcept;
|
||||
|
||||
operator reactphysics3d::Ray() const noexcept;
|
||||
};
|
||||
|
||||
struct SH_API SHRaycastResult
|
||||
{
|
||||
public:
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Data Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
bool hit = false;
|
||||
float distance = std::numeric_limits<float>::infinity();
|
||||
float angle = 0.0f;
|
||||
|
||||
SHVec3 position;
|
||||
SHVec3 normal;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
operator bool() const noexcept;
|
||||
|
||||
[[nodiscard]] bool operator==(const SHRay& rhs) noexcept;
|
||||
[[nodiscard]] bool operator!=(const SHRay& rhs) noexcept;
|
||||
};
|
||||
} // namespace SHADE
|
|
@ -32,7 +32,6 @@ namespace SHADE
|
|||
class SH_API SHCollisionListener final : public rp3d::EventListener
|
||||
{
|
||||
public:
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Constructors & Destructor */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -0,0 +1,34 @@
|
|||
/****************************************************************************************
|
||||
* \file SHPhysicsRaycastResult.h
|
||||
* \author Diren D Bharwani, diren.dbharwani, 390002520
|
||||
* \brief Interface for a Physics Raycast Result
|
||||
*
|
||||
* \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 Includes
|
||||
#include "ECS_Base/SHECSMacros.h"
|
||||
#include "Math/SHRay.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
struct SH_API SHPhysicsRaycastResult : public SHRaycastResult
|
||||
{
|
||||
public:
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Data Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
EntityID entityHit = MAX_EID;
|
||||
int shapeIndex = -1;
|
||||
|
||||
};
|
||||
}
|
|
@ -0,0 +1,350 @@
|
|||
/****************************************************************************************
|
||||
* \file SHPhysicsRaycaster.cpp
|
||||
* \author Diren D Bharwani, diren.dbharwani, 390002520
|
||||
* \brief Implementation for a Physics Raycaster.
|
||||
*
|
||||
* \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 "SHPhysicsRaycaster.h"
|
||||
|
||||
/*
|
||||
* TODO(DIREN):
|
||||
* Once the physics engine has been rebuilt, this whole implementation should change
|
||||
* and just call PhysicsWorld.Raycast etc.
|
||||
*
|
||||
* SHRaycastResult can be converted to a bool when necessary.
|
||||
*/
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Constructors & Destructor Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
SHPhysicsRaycaster::SHPhysicsRaycaster() noexcept
|
||||
: world { nullptr }
|
||||
{}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Getter Function Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
const SHPhysicsRaycaster::RaycastPairs& SHPhysicsRaycaster::GetRaycasts() const noexcept
|
||||
{
|
||||
return raycasts;
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Getter Function Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
void SHPhysicsRaycaster::SetObjectManager(SHPhysicsObjectManager* physicsObjectManager) noexcept
|
||||
{
|
||||
objectManager = physicsObjectManager;
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Public Function Member Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
void SHPhysicsRaycaster::BindToWorld(rp3d::PhysicsWorld* physicsWorld) noexcept
|
||||
{
|
||||
world = physicsWorld;
|
||||
}
|
||||
|
||||
void SHPhysicsRaycaster::ClearFrame() noexcept
|
||||
{
|
||||
raycasts.clear();
|
||||
}
|
||||
|
||||
SHPhysicsRaycastResult SHPhysicsRaycaster::Raycast(const SHRay& ray, float distance) noexcept
|
||||
{
|
||||
// Reset temp
|
||||
temp = SHPhysicsRaycastResult{};
|
||||
temp.distance = distance;
|
||||
|
||||
if (!world)
|
||||
{
|
||||
SHLOG_ERROR("Physics world missing for raycasting!")
|
||||
return temp;
|
||||
}
|
||||
|
||||
// If distance in infinity, cast to the default max distance of 2 km.
|
||||
if (distance == std::numeric_limits<float>::infinity())
|
||||
{
|
||||
world->raycast(ray, this);
|
||||
}
|
||||
else
|
||||
{
|
||||
const SHVec3 END_POINT = ray.position + ray.direction * distance;
|
||||
const rp3d::Ray RP3D_RAY{ ray.position, END_POINT };
|
||||
world->raycast(RP3D_RAY, this);
|
||||
}
|
||||
|
||||
// If a hit was found, populate temp info for return.
|
||||
if (temp.hit)
|
||||
{
|
||||
temp.distance = SHVec3::Distance(ray.position, temp.position);
|
||||
temp.angle = SHVec3::Angle(ray.position, temp.position);
|
||||
}
|
||||
|
||||
raycasts.emplace_back(ray, temp);
|
||||
return temp;
|
||||
}
|
||||
|
||||
SHPhysicsRaycastResult SHPhysicsRaycaster::Linecast(const SHVec3& start, const SHVec3& end) noexcept
|
||||
{
|
||||
temp = SHPhysicsRaycastResult{};
|
||||
temp.distance = SHVec3::Distance(start, end);
|
||||
|
||||
if (!world)
|
||||
{
|
||||
SHLOG_ERROR("Physics world missing for raycasting!")
|
||||
return temp;
|
||||
}
|
||||
|
||||
const rp3d::Ray RP3D_RAY{ start, end };
|
||||
world->raycast(RP3D_RAY, this);
|
||||
|
||||
if (temp.hit)
|
||||
{
|
||||
temp.distance = SHVec3::Distance(start, temp.position);
|
||||
temp.angle = SHVec3::Angle(start, temp.position);
|
||||
}
|
||||
|
||||
raycasts.emplace_back(RP3D_RAY, temp);
|
||||
return temp;
|
||||
}
|
||||
|
||||
SHPhysicsRaycastResult SHPhysicsRaycaster::ColliderRaycast(EntityID eid, const SHRay& ray, float distance) noexcept
|
||||
{
|
||||
SHPhysicsRaycastResult result;
|
||||
result.distance = distance;
|
||||
|
||||
// Get a valid physics object with at least 1 collider.
|
||||
const auto* PHYSICS_OBJECT = validateColliderRaycast(eid);
|
||||
if (!PHYSICS_OBJECT)
|
||||
return result;
|
||||
|
||||
auto* rp3dBody = PHYSICS_OBJECT->GetCollisionBody();
|
||||
|
||||
// Data to populate
|
||||
rp3d::RaycastInfo rp3dRaycastInfo;
|
||||
bool hit = false;
|
||||
|
||||
if (distance == std::numeric_limits<float>::infinity())
|
||||
{
|
||||
hit = rp3dBody->raycast(ray, rp3dRaycastInfo);
|
||||
}
|
||||
else
|
||||
{
|
||||
const SHVec3 END_POINT = ray.position + ray.direction * distance;
|
||||
const rp3d::Ray RP3D_RAY{ ray.position, END_POINT };
|
||||
hit = rp3dBody->raycast(RP3D_RAY, rp3dRaycastInfo);
|
||||
}
|
||||
|
||||
if (hit)
|
||||
{
|
||||
result.hit = true;
|
||||
result.position = rp3dRaycastInfo.worldPoint;
|
||||
result.normal = rp3dRaycastInfo.worldPoint;
|
||||
result.distance = SHVec3::Distance(ray.position, result.position);
|
||||
result.angle = SHVec3::Angle(ray.position, result.position);
|
||||
result.entityHit = eid;
|
||||
result.shapeIndex = findColliderIndex(rp3dBody, rp3dRaycastInfo.collider->getEntity());
|
||||
}
|
||||
|
||||
raycasts.emplace_back(ray, result);
|
||||
return result;
|
||||
}
|
||||
|
||||
SHPhysicsRaycastResult SHPhysicsRaycaster::ColliderRaycast(EntityID eid, int shapeIndex, const SHRay& ray, float distance) noexcept
|
||||
{
|
||||
SHPhysicsRaycastResult result;
|
||||
result.distance = distance;
|
||||
|
||||
// Get a valid physics object with at least 1 collider.
|
||||
const auto* PHYSICS_OBJECT = validateColliderRaycast(eid);
|
||||
if (!PHYSICS_OBJECT)
|
||||
return result;
|
||||
|
||||
// Boundary check for shape index
|
||||
if (shapeIndex < 0 || shapeIndex >= static_cast<int>(PHYSICS_OBJECT->GetCollisionBody()->getNbColliders()))
|
||||
{
|
||||
SHLOGV_WARNING("Invalid collision shape index passed in")
|
||||
return result;
|
||||
}
|
||||
|
||||
auto* rp3dCollider = PHYSICS_OBJECT->GetCollisionBody()->getCollider(shapeIndex);
|
||||
|
||||
rp3d::RaycastInfo rp3dRaycastInfo;
|
||||
bool hit = false;
|
||||
if (distance == std::numeric_limits<float>::infinity())
|
||||
{
|
||||
hit = rp3dCollider->raycast(ray, rp3dRaycastInfo);
|
||||
}
|
||||
else
|
||||
{
|
||||
const SHVec3 END_POINT = ray.position + ray.direction * distance;
|
||||
const rp3d::Ray RP3D_RAY{ ray.position, END_POINT };
|
||||
hit = rp3dCollider->raycast(RP3D_RAY, rp3dRaycastInfo);
|
||||
}
|
||||
|
||||
if (hit)
|
||||
{
|
||||
result.hit = true;
|
||||
result.position = rp3dRaycastInfo.worldPoint;
|
||||
result.normal = rp3dRaycastInfo.worldPoint;
|
||||
result.distance = SHVec3::Distance(ray.position, result.position);
|
||||
result.angle = SHVec3::Angle(ray.position, result.position);
|
||||
result.entityHit = eid;
|
||||
result.shapeIndex = shapeIndex;
|
||||
}
|
||||
|
||||
raycasts.emplace_back(ray, result);
|
||||
return result;
|
||||
}
|
||||
|
||||
SHPhysicsRaycastResult SHPhysicsRaycaster::ColliderLinecast(EntityID eid, const SHVec3& start, const SHVec3& end) noexcept
|
||||
{
|
||||
SHPhysicsRaycastResult result;
|
||||
result.distance = SHVec3::Distance(start, end);
|
||||
|
||||
const auto* PHYSICS_OBJECT = validateColliderRaycast(eid);
|
||||
if (!PHYSICS_OBJECT)
|
||||
return result;
|
||||
|
||||
auto* rp3dBody = PHYSICS_OBJECT->GetCollisionBody();
|
||||
|
||||
rp3d::RaycastInfo rp3dRaycastInfo;
|
||||
|
||||
const rp3d::Ray RP3D_RAY{ start, end };
|
||||
if (rp3dBody->raycast(RP3D_RAY, rp3dRaycastInfo))
|
||||
{
|
||||
result.hit = true;
|
||||
result.position = rp3dRaycastInfo.worldPoint;
|
||||
result.normal = rp3dRaycastInfo.worldPoint;
|
||||
result.distance = SHVec3::Distance(start, result.position);
|
||||
result.angle = SHVec3::Angle(end, result.position);
|
||||
result.entityHit = eid;
|
||||
result.shapeIndex = findColliderIndex(rp3dBody, rp3dRaycastInfo.collider->getEntity());
|
||||
}
|
||||
|
||||
raycasts.emplace_back(RP3D_RAY, result);
|
||||
return result;
|
||||
}
|
||||
|
||||
SHPhysicsRaycastResult SHPhysicsRaycaster::ColliderLinecast(EntityID eid, int shapeIndex, const SHVec3& start, const SHVec3& end) noexcept
|
||||
{
|
||||
SHPhysicsRaycastResult result;
|
||||
result.distance = SHVec3::Distance(start, end);
|
||||
|
||||
const auto* PHYSICS_OBJECT = validateColliderRaycast(eid);
|
||||
if (!PHYSICS_OBJECT)
|
||||
return result;
|
||||
|
||||
if (shapeIndex < 0 || shapeIndex >= static_cast<int>(PHYSICS_OBJECT->GetCollisionBody()->getNbColliders()))
|
||||
{
|
||||
SHLOGV_WARNING("Invalid collision shape index passed in")
|
||||
return result;
|
||||
}
|
||||
|
||||
auto* rp3dCollider = PHYSICS_OBJECT->GetCollisionBody()->getCollider(shapeIndex);
|
||||
|
||||
rp3d::RaycastInfo rp3dRaycastInfo;
|
||||
|
||||
const rp3d::Ray RP3D_RAY{ start, end };
|
||||
if (rp3dCollider->raycast(RP3D_RAY, rp3dRaycastInfo))
|
||||
{
|
||||
result.hit = true;
|
||||
result.position = rp3dRaycastInfo.worldPoint;
|
||||
result.normal = rp3dRaycastInfo.worldPoint;
|
||||
result.distance = SHVec3::Distance(start, result.position);
|
||||
result.angle = SHVec3::Angle(end, result.position);
|
||||
result.entityHit = eid;
|
||||
result.shapeIndex = shapeIndex;
|
||||
}
|
||||
|
||||
raycasts.emplace_back(RP3D_RAY, result);
|
||||
return result;
|
||||
}
|
||||
|
||||
rp3d::decimal SHPhysicsRaycaster::notifyRaycastHit(const rp3d::RaycastInfo& raycastInfo)
|
||||
{
|
||||
temp.hit = true;
|
||||
temp.position = raycastInfo.worldPoint;
|
||||
temp.normal = raycastInfo.worldNormal;
|
||||
|
||||
if (!objectManager)
|
||||
{
|
||||
SHLOGV_ERROR("No physics object manager linked with raycaster to match bodies")
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
// Compare body IDs to find the matching physics object
|
||||
const auto HIT_BODY_EID = raycastInfo.body->getEntity();
|
||||
|
||||
for (const auto& [entityID, physicsObject] : objectManager->GetPhysicsObjects())
|
||||
{
|
||||
const auto RP3D_BODY = physicsObject.GetCollisionBody();
|
||||
|
||||
// Match rp3d bodies
|
||||
if (RP3D_BODY->getEntity() != HIT_BODY_EID)
|
||||
continue;
|
||||
|
||||
temp.entityHit = entityID;
|
||||
|
||||
// Find collider index
|
||||
if (const int INDEX = findColliderIndex(RP3D_BODY, raycastInfo.collider->getEntity()); INDEX > -1)
|
||||
{
|
||||
temp.shapeIndex = INDEX;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Private Function Member Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
SHPhysicsObject* SHPhysicsRaycaster::validateColliderRaycast(EntityID eid) noexcept
|
||||
{
|
||||
if (!objectManager)
|
||||
{
|
||||
SHLOGV_ERROR("No physics object manager linked with raycaster to match bodies")
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
auto* physicsObject = objectManager->GetPhysicsObject(eid);
|
||||
if (!physicsObject || physicsObject->GetCollisionBody()->getNbColliders() == 0)
|
||||
{
|
||||
SHLOGV_WARNING("Cannot cast ray at an entity without colliders!")
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return physicsObject;
|
||||
}
|
||||
|
||||
int SHPhysicsRaycaster::findColliderIndex(const rp3d::CollisionBody* rp3dBody, rp3d::Entity rp3dColliderEID) noexcept
|
||||
{
|
||||
const int NUM_COLLISION_SHAPES = static_cast<int>(rp3dBody->getNbColliders());
|
||||
for (int i = 0; i < NUM_COLLISION_SHAPES; ++i)
|
||||
{
|
||||
const auto COLLIDER_EID = rp3dBody->getCollider(i)->getEntity();
|
||||
if (COLLIDER_EID == rp3dColliderEID)
|
||||
return i;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
||||
} // namespace SHADE
|
|
@ -0,0 +1,131 @@
|
|||
/****************************************************************************************
|
||||
* \file SHPhysicsRaycaster.h
|
||||
* \author Diren D Bharwani, diren.dbharwani, 390002520
|
||||
* \brief Interface for a Physics Raycaster.
|
||||
*
|
||||
* \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 <vector>
|
||||
|
||||
#include <reactphysics3d/reactphysics3d.h>
|
||||
|
||||
// Project Headers
|
||||
#include "Math/SHRay.h"
|
||||
#include "Physics/PhysicsObject/SHPhysicsObjectManager.h"
|
||||
#include "Physics/SHPhysicsWorld.h"
|
||||
#include "SH_API.h"
|
||||
#include "SHPhysicsRaycastResult.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
class SH_API SHPhysicsRaycaster : public reactphysics3d::RaycastCallback
|
||||
{
|
||||
private:
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
using RaycastPair = std::pair<SHRay, SHPhysicsRaycastResult>;
|
||||
using RaycastPairs = std::vector<RaycastPair>;
|
||||
|
||||
public:
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Constructors & Destructor */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
SHPhysicsRaycaster() noexcept;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Getter Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
[[nodiscard]] const RaycastPairs& GetRaycasts() const noexcept;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Setter Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
void SetObjectManager(SHPhysicsObjectManager* physicsObjectManager) noexcept;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Function Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
void BindToWorld (rp3d::PhysicsWorld* physicsWorld) noexcept;
|
||||
void ClearFrame () noexcept;
|
||||
|
||||
// TODO(Diren): Filtering, return all shades ray hits
|
||||
|
||||
SHPhysicsRaycastResult Raycast
|
||||
(
|
||||
const SHRay& ray
|
||||
, float distance = std::numeric_limits<float>::infinity()
|
||||
) noexcept;
|
||||
|
||||
SHPhysicsRaycastResult Linecast
|
||||
(
|
||||
const SHVec3& start
|
||||
, const SHVec3& end
|
||||
) noexcept;
|
||||
|
||||
SHPhysicsRaycastResult ColliderRaycast
|
||||
(
|
||||
EntityID eid
|
||||
, const SHRay& ray
|
||||
, float distance = std::numeric_limits<float>::infinity()
|
||||
) noexcept;
|
||||
|
||||
SHPhysicsRaycastResult ColliderRaycast
|
||||
(
|
||||
EntityID eid
|
||||
, int shapeIndex
|
||||
, const SHRay& ray
|
||||
, float distance = std::numeric_limits<float>::infinity()
|
||||
) noexcept;
|
||||
|
||||
SHPhysicsRaycastResult ColliderLinecast
|
||||
(
|
||||
EntityID eid
|
||||
, const SHVec3& start
|
||||
, const SHVec3& end
|
||||
) noexcept;
|
||||
|
||||
SHPhysicsRaycastResult ColliderLinecast
|
||||
(
|
||||
EntityID eid
|
||||
, int shapeIndex
|
||||
, const SHVec3& start
|
||||
, const SHVec3& end
|
||||
) noexcept;
|
||||
|
||||
rp3d::decimal notifyRaycastHit(const rp3d::RaycastInfo& raycastInfo) override;
|
||||
|
||||
private:
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Data Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
rp3d::PhysicsWorld* world;
|
||||
SHPhysicsObjectManager* objectManager; // For
|
||||
SHPhysicsRaycastResult temp; // Holds the temporary result after casting into the world
|
||||
RaycastPairs raycasts; // Used for debug drawing
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Function Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
SHPhysicsObject* validateColliderRaycast (EntityID eid) noexcept;
|
||||
static int findColliderIndex (const rp3d::CollisionBody* rp3dBody, rp3d::Entity rp3dColliderEID) noexcept;
|
||||
};
|
||||
|
||||
|
||||
} // namespace SHADE
|
|
@ -294,7 +294,7 @@ namespace SHADE
|
|||
if (!rp3dBody->isActive())
|
||||
return;
|
||||
|
||||
const int NUM_SHAPES = static_cast<int>(component.collisionShapes.size());
|
||||
const int NUM_SHAPES = static_cast<int>(rp3dBody->getNbColliders());
|
||||
for (int i = 0; i < NUM_SHAPES; ++i)
|
||||
{
|
||||
auto& collisionShape = component.collisionShapes[i];
|
||||
|
|
|
@ -23,11 +23,10 @@ namespace SHADE
|
|||
/* Static Data Member Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
SHPhysicsObjectManager::CommandFunctionPtr SHPhysicsObjectManager::componentFunc[2][3]
|
||||
SHPhysicsObjectManager::CommandFunctionPtr SHPhysicsObjectManager::componentFunc[3][2]
|
||||
{
|
||||
addRigidBody , addCollider
|
||||
, removeRigidBody , removeCollider
|
||||
, addCollisionShape , removeCollisionShape
|
||||
addRigidBody , addCollider , addCollisionShape
|
||||
, removeRigidBody , removeCollider , removeCollisionShape
|
||||
};
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -150,7 +150,7 @@ namespace SHADE
|
|||
/* Data Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
static CommandFunctionPtr componentFunc[2][3]; // 2 commands, 3 components
|
||||
static CommandFunctionPtr componentFunc[3][2]; // 3 components, 2 commands
|
||||
|
||||
rp3d::PhysicsCommon* factory = nullptr;
|
||||
rp3d::PhysicsWorld* world = nullptr;
|
||||
|
|
|
@ -15,7 +15,6 @@
|
|||
|
||||
// Project Headers
|
||||
#include "ECS_Base/Managers/SHSystemManager.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHDebugDrawSystem.h"
|
||||
#include "Scene/SHSceneManager.h"
|
||||
|
||||
namespace SHADE
|
||||
|
@ -26,11 +25,12 @@ namespace SHADE
|
|||
|
||||
const SHPhysicsDebugDrawSystem::DebugDrawFunction SHPhysicsDebugDrawSystem::drawFunctions[NUM_FLAGS] =
|
||||
{
|
||||
SHPhysicsDebugDrawSystem::drawColliders
|
||||
, SHPhysicsDebugDrawSystem::drawColliderAABBs
|
||||
, SHPhysicsDebugDrawSystem::drawBroadPhaseAABBs
|
||||
, SHPhysicsDebugDrawSystem::drawContactPoints
|
||||
, SHPhysicsDebugDrawSystem::drawContactNormals
|
||||
drawColliders
|
||||
, drawColliderAABBs
|
||||
, drawBroadPhaseAABBs
|
||||
, drawContactPoints
|
||||
, drawContactNormals
|
||||
, drawRaycasts
|
||||
};
|
||||
|
||||
SHVec3 SHPhysicsDebugDrawSystem::boxVertices[NUM_BOX_VERTICES];
|
||||
|
@ -42,13 +42,13 @@ namespace SHADE
|
|||
SHPhysicsDebugDrawSystem::SHPhysicsDebugDrawSystem() noexcept
|
||||
: debugDrawFlags { 0 }
|
||||
, physicsSystem { nullptr }
|
||||
, rp3dDebugRenderer { nullptr }
|
||||
{
|
||||
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;
|
||||
debugColours[SHUtilities::ConvertEnum(DebugDrawFlags::CONTACT_NORMALS)] = SHColour::RED;
|
||||
debugColours[SHUtilities::ConvertEnum(DebugDrawFlags::RAYCASTS)] = SHColour::ORANGE;
|
||||
}
|
||||
|
||||
SHPhysicsDebugDrawSystem::PhysicsDebugDrawRoutine::PhysicsDebugDrawRoutine()
|
||||
|
@ -111,19 +111,30 @@ namespace SHADE
|
|||
{
|
||||
auto* system = reinterpret_cast<SHPhysicsDebugDrawSystem*>(GetSystem());
|
||||
|
||||
auto* debugDrawSystem = SHSystemManager::GetSystem<SHDebugDrawSystem>();
|
||||
if (debugDrawSystem == nullptr)
|
||||
{
|
||||
SHLOG_ERROR("Unable to get a debug draw system for Physics Debug Drawing!")
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < SHUtilities::ConvertEnum(DebugDrawFlags::NUM_FLAGS); ++i)
|
||||
{
|
||||
const bool DRAW = (system->debugDrawFlags & (1U << i)) > 0;
|
||||
if (DRAW)
|
||||
drawFunctions[i](system->rp3dDebugRenderer);
|
||||
drawFunctions[i](debugDrawSystem);
|
||||
}
|
||||
|
||||
// Automatically clear the container of raycasts despite debug drawing state
|
||||
// TODO(Diren): Move this somewhere else
|
||||
system->physicsSystem->raycaster.ClearFrame();
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Private Function Member Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
void SHPhysicsDebugDrawSystem::drawColliders(rp3d::DebugRenderer* debugRenderer) noexcept
|
||||
void SHPhysicsDebugDrawSystem::drawColliders(SHDebugDrawSystem* debugRenderer) noexcept
|
||||
{
|
||||
const auto& COLLIDER_SET = SHComponentManager::GetDense<SHColliderComponent>();
|
||||
for (const auto& COLLIDER : COLLIDER_SET)
|
||||
|
@ -136,34 +147,58 @@ namespace SHADE
|
|||
{
|
||||
switch (collisionShape.GetType())
|
||||
{
|
||||
case SHCollisionShape::Type::BOX: debugDrawBox(COLLIDER, collisionShape); break;
|
||||
case SHCollisionShape::Type::SPHERE: debugDrawSphere(COLLIDER, collisionShape); break;
|
||||
case SHCollisionShape::Type::BOX: debugDrawBox(debugRenderer, COLLIDER, collisionShape); break;
|
||||
case SHCollisionShape::Type::SPHERE: debugDrawSphere(debugRenderer, COLLIDER, collisionShape); break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SHPhysicsDebugDrawSystem::drawColliderAABBs(rp3d::DebugRenderer* debugRenderer) noexcept
|
||||
void SHPhysicsDebugDrawSystem::drawColliderAABBs(SHDebugDrawSystem* debugRenderer) noexcept
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void SHPhysicsDebugDrawSystem::drawBroadPhaseAABBs(rp3d::DebugRenderer* debugRenderer) noexcept
|
||||
void SHPhysicsDebugDrawSystem::drawBroadPhaseAABBs(SHDebugDrawSystem* debugRenderer) noexcept
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void SHPhysicsDebugDrawSystem::drawContactPoints(rp3d::DebugRenderer* debugRenderer) noexcept
|
||||
void SHPhysicsDebugDrawSystem::drawContactPoints(SHDebugDrawSystem* debugRenderer) noexcept
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void SHPhysicsDebugDrawSystem::drawContactNormals(rp3d::DebugRenderer* debugRenderer) noexcept
|
||||
void SHPhysicsDebugDrawSystem::drawContactNormals(SHDebugDrawSystem* debugRenderer) noexcept
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void SHPhysicsDebugDrawSystem::drawRaycasts(SHDebugDrawSystem* debugRenderer) noexcept
|
||||
{
|
||||
auto* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
|
||||
if (!physicsSystem)
|
||||
{
|
||||
SHLOG_ERROR("Unable to retrieve physics system for debug drawing raycasts!")
|
||||
return;
|
||||
}
|
||||
|
||||
const SHColour& RAY_COLOUR = SHColour::ORANGE;
|
||||
|
||||
// Draw all raycast pairs
|
||||
for (const auto& [ray, raycastResult] : physicsSystem->raycaster.GetRaycasts())
|
||||
{
|
||||
// If infinity, it is an infinite raycast. If not, render the distance in raycastResult.
|
||||
// Ignore the hit variable as it will always correspond to the length of the raycast, hit or miss.
|
||||
const float RENDER_DIST = raycastResult.distance == std::numeric_limits<float>::infinity() ? SHRay::MAX_RAYCAST_DIST : raycastResult.distance;
|
||||
const SHVec3 END_POS = ray.position + (ray.direction * RENDER_DIST);
|
||||
|
||||
debugRenderer->DrawLine(RAY_COLOUR, ray.position, END_POS);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void SHPhysicsDebugDrawSystem::generateBox() noexcept
|
||||
{
|
||||
boxVertices[0] = { 0.5f, 0.5f, -0.5f }; // TOP_RIGHT_BACK
|
||||
|
@ -176,15 +211,8 @@ namespace SHADE
|
|||
boxVertices[7] = { -0.5f, -0.5f, 0.5f }; // BTM_LEFT_FRONT
|
||||
}
|
||||
|
||||
void SHPhysicsDebugDrawSystem::debugDrawBox(const SHColliderComponent& colliderComponent, const SHCollisionShape& collisionShape) noexcept
|
||||
void SHPhysicsDebugDrawSystem::debugDrawBox(SHDebugDrawSystem* debugRenderer, const SHColliderComponent& colliderComponent, const SHCollisionShape& collisionShape) noexcept
|
||||
{
|
||||
auto* debugDrawSystem = SHSystemManager::GetSystem<SHDebugDrawSystem>();
|
||||
if (debugDrawSystem == nullptr)
|
||||
{
|
||||
SHLOG_ERROR("Unable to get a debug draw system for Physics Debug Drawing!")
|
||||
return;
|
||||
}
|
||||
|
||||
auto* BOX = reinterpret_cast<const SHBox*>(collisionShape.GetShape());
|
||||
|
||||
// Calculate final position & orientation
|
||||
|
@ -211,27 +239,20 @@ namespace SHADE
|
|||
transformedVertices[IDX2] = SHVec3::Transform(boxVertices[IDX2], FINAL_TRS);
|
||||
|
||||
// Draw 4 line to connect the quads
|
||||
debugDrawSystem->DrawLine(COLLIDER_COLOUR, transformedVertices[IDX1], transformedVertices[IDX2]);
|
||||
debugRenderer->DrawLine(COLLIDER_COLOUR, transformedVertices[IDX1], transformedVertices[IDX2]);
|
||||
}
|
||||
|
||||
// A, B, C, D
|
||||
std::array backQuad { transformedVertices[0], transformedVertices[1], transformedVertices[3], transformedVertices[2] };
|
||||
debugDrawSystem->DrawPoly(COLLIDER_COLOUR, backQuad.begin(), backQuad.end());
|
||||
debugRenderer->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());
|
||||
debugRenderer->DrawPoly(COLLIDER_COLOUR, frontQuad.begin(), frontQuad.end());
|
||||
}
|
||||
|
||||
void SHPhysicsDebugDrawSystem::debugDrawSphere(const SHColliderComponent& colliderComponent, const SHCollisionShape& collisionShape) noexcept
|
||||
void SHPhysicsDebugDrawSystem::debugDrawSphere(SHDebugDrawSystem* debugRenderer, const SHColliderComponent& colliderComponent, const SHCollisionShape& collisionShape) noexcept
|
||||
{
|
||||
auto* debugDrawSystem = SHSystemManager::GetSystem<SHDebugDrawSystem>();
|
||||
if (debugDrawSystem == nullptr)
|
||||
{
|
||||
SHLOG_ERROR("Unable to get a debug draw system for Physics Debug Drawing!")
|
||||
return;
|
||||
}
|
||||
|
||||
auto* SPHERE = reinterpret_cast<const SHSphere*>(collisionShape.GetShape());
|
||||
|
||||
const SHColour COLLIDER_COLOUR = collisionShape.IsTrigger() ? SHColour::PURPLE : SHColour::GREEN;
|
||||
|
@ -240,7 +261,7 @@ namespace SHADE
|
|||
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());
|
||||
debugRenderer->DrawSphere(COLLIDER_COLOUR, SHVec3::Transform(collisionShape.GetPositionOffset(), TR), SPHERE->GetWorldRadius());
|
||||
}
|
||||
|
||||
} // namespace SHADE
|
|
@ -14,6 +14,7 @@
|
|||
|
||||
// Project Headers
|
||||
#include "ECS_Base/System/SHSystemRoutine.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHDebugDrawSystem.h"
|
||||
#include "Math/SHColour.h"
|
||||
#include "SHPhysicsSystem.h"
|
||||
#include "Tools/Utilities/SHUtilities.h"
|
||||
|
@ -38,6 +39,7 @@ namespace SHADE
|
|||
, BROAD_PHASE_AABB
|
||||
, CONTACT_POINTS
|
||||
, CONTACT_NORMALS
|
||||
, RAYCASTS
|
||||
|
||||
, NUM_FLAGS
|
||||
};
|
||||
|
@ -91,7 +93,7 @@ namespace SHADE
|
|||
/* Type Definitions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
using DebugDrawFunction = void(*)(rp3d::DebugRenderer*) noexcept;
|
||||
using DebugDrawFunction = void(*)(SHDebugDrawSystem*) noexcept;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Data Members */
|
||||
|
@ -108,7 +110,6 @@ namespace SHADE
|
|||
|
||||
uint8_t debugDrawFlags;
|
||||
SHPhysicsSystem* physicsSystem;
|
||||
rp3d::DebugRenderer* rp3dDebugRenderer;
|
||||
SHColour debugColours[NUM_FLAGS];
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
@ -117,11 +118,12 @@ namespace SHADE
|
|||
|
||||
// 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;
|
||||
static void drawColliders (SHDebugDrawSystem* debugRenderer) noexcept;
|
||||
static void drawColliderAABBs (SHDebugDrawSystem* debugRenderer) noexcept;
|
||||
static void drawBroadPhaseAABBs (SHDebugDrawSystem* debugRenderer) noexcept;
|
||||
static void drawContactPoints (SHDebugDrawSystem* debugRenderer) noexcept;
|
||||
static void drawContactNormals (SHDebugDrawSystem* debugRenderer) noexcept;
|
||||
static void drawRaycasts (SHDebugDrawSystem* debugRenderer) noexcept;
|
||||
|
||||
// Shape Generation Functions
|
||||
|
||||
|
@ -129,8 +131,8 @@ namespace SHADE
|
|||
|
||||
// Shape Draw Functions
|
||||
|
||||
static void debugDrawBox (const SHColliderComponent& colliderComponent, const SHCollisionShape& collisionShape) noexcept;
|
||||
static void debugDrawSphere (const SHColliderComponent& colliderComponent, const SHCollisionShape& collisionShape) noexcept;
|
||||
static void debugDrawBox (SHDebugDrawSystem* debugRenderer, const SHColliderComponent& colliderComponent, const SHCollisionShape& collisionShape) noexcept;
|
||||
static void debugDrawSphere (SHDebugDrawSystem* debugRenderer, const SHColliderComponent& colliderComponent, const SHCollisionShape& collisionShape) noexcept;
|
||||
};
|
||||
|
||||
} // namespace SHADE
|
||||
|
|
|
@ -22,10 +22,6 @@
|
|||
#include "Scene/SHSceneManager.h"
|
||||
#include "Scripting/SHScriptEngine.h"
|
||||
|
||||
/*-------------------------------------------------------------------------------------*/
|
||||
/* Local Helper Functions */
|
||||
/*-------------------------------------------------------------------------------------*/
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
@ -115,8 +111,9 @@ namespace SHADE
|
|||
SHEventManager::SubscribeTo(SH_EDITOR_ON_STOP_EVENT, ON_STOP_RECEIVER_PTR);
|
||||
|
||||
#endif
|
||||
// Link Physics Object Manager with System
|
||||
// Link Physics Object Manager with System & Raycaster
|
||||
objectManager.SetFactory(factory);
|
||||
raycaster.SetObjectManager(&objectManager);
|
||||
|
||||
// Link Collision Listener with System
|
||||
collisionListener.BindToSystem(this);
|
||||
|
@ -183,6 +180,35 @@ namespace SHADE
|
|||
}
|
||||
}
|
||||
|
||||
SHPhysicsRaycastResult SHPhysicsSystem::Raycast(const SHRay& ray, float distance) noexcept
|
||||
{
|
||||
return raycaster.Raycast(ray, distance);
|
||||
}
|
||||
|
||||
SHPhysicsRaycastResult SHPhysicsSystem::Linecast(const SHVec3& start, const SHVec3& end) noexcept
|
||||
{
|
||||
return raycaster.Linecast(start, end);
|
||||
}
|
||||
|
||||
SHPhysicsRaycastResult SHPhysicsSystem::ColliderRaycast(EntityID eid, const SHRay& ray, float distance) noexcept
|
||||
{
|
||||
return raycaster.ColliderRaycast(eid, ray, distance);
|
||||
}
|
||||
|
||||
SHPhysicsRaycastResult SHPhysicsSystem::ColliderRaycast(EntityID eid, int shapeIndex, const SHRay& ray, float distance) noexcept
|
||||
{
|
||||
return raycaster.ColliderRaycast(eid, shapeIndex, ray, distance);
|
||||
}
|
||||
|
||||
SHPhysicsRaycastResult SHPhysicsSystem::ColliderLinecast(EntityID eid, const SHVec3& start, const SHVec3& end) noexcept
|
||||
{
|
||||
return raycaster.ColliderLinecast(eid, start, end);
|
||||
}
|
||||
|
||||
SHPhysicsRaycastResult SHPhysicsSystem::ColliderLinecast(EntityID eid, int shapeIndex, const SHVec3& start, const SHVec3& end) noexcept
|
||||
{
|
||||
return raycaster.ColliderLinecast(eid, shapeIndex, start, end);
|
||||
}
|
||||
|
||||
void SHPhysicsSystem::AddCollisionShape(EntityID eid, int shapeIndex)
|
||||
{
|
||||
|
@ -325,10 +351,14 @@ namespace SHADE
|
|||
////////////////////////////////
|
||||
|
||||
// Create physics world
|
||||
if (worldState.world != nullptr)
|
||||
return onPlayEvent->handle;
|
||||
|
||||
worldState.CreateWorld(factory);
|
||||
|
||||
// Link Collision Listener
|
||||
// Link Collision Listener & Raycaster
|
||||
collisionListener.BindToWorld(worldState.world);
|
||||
raycaster.BindToWorld(worldState.world);
|
||||
|
||||
// Link with object manager & create all physics objects
|
||||
objectManager.SetWorld(worldState.world);
|
||||
|
|
|
@ -21,11 +21,11 @@
|
|||
#include "ECS_Base/System/SHFixedSystemRoutine.h"
|
||||
|
||||
#include "Math/Transform/SHTransformComponent.h"
|
||||
|
||||
#include "Physics/Collision/SHCollisionListener.h"
|
||||
#include "Physics/Collision/SHPhysicsRaycaster.h"
|
||||
#include "Physics/Interface/SHRigidBodyComponent.h"
|
||||
#include "Physics/Interface/SHColliderComponent.h"
|
||||
#include "Physics/PhysicsObject//SHPhysicsObjectManager.h"
|
||||
#include "Physics/PhysicsObject/SHPhysicsObjectManager.h"
|
||||
#include "Physics/SHPhysicsWorld.h"
|
||||
|
||||
|
||||
|
@ -79,6 +79,90 @@ namespace SHADE
|
|||
|
||||
void ForceUpdate ();
|
||||
|
||||
/**
|
||||
* @brief Casts a ray into the world.
|
||||
* @param ray The ray to cast.
|
||||
* @param distance The distance to cast the ray. Defaults to infinity.
|
||||
* @return The result of the raycast.
|
||||
*/
|
||||
SHPhysicsRaycastResult Raycast
|
||||
(
|
||||
const SHRay& ray
|
||||
, float distance = std::numeric_limits<float>::infinity()
|
||||
) noexcept;
|
||||
|
||||
/**
|
||||
* @brief Casts a bounded ray into the world.
|
||||
* @param start The starting point of the ray.
|
||||
* @param end The end point of the ray.
|
||||
* @return The result of the raycast.
|
||||
*/
|
||||
SHPhysicsRaycastResult Linecast
|
||||
(
|
||||
const SHVec3& start
|
||||
, const SHVec3& end
|
||||
) noexcept;
|
||||
|
||||
/**
|
||||
* @brief Casts a ray at a body with colliders.
|
||||
* @param eid The entity to cast to.
|
||||
* @param ray The ray to cast.
|
||||
* @param distance The distance to cast the ray. Defaults to infinity.
|
||||
* @return The result of the raycast.
|
||||
*/
|
||||
SHPhysicsRaycastResult ColliderRaycast
|
||||
(
|
||||
EntityID eid
|
||||
, const SHRay& ray
|
||||
, float distance = std::numeric_limits<float>::infinity()
|
||||
) noexcept;
|
||||
|
||||
/**
|
||||
* @brief Casts a ray at a collider.
|
||||
* @param eid The entity to cast to.
|
||||
* @param shapeIndex The index of the collision shape.
|
||||
* @param ray The ray to cast.
|
||||
* @param distance The distance to cast the ray. Defaults to infinity.
|
||||
* @return The result of the raycast.
|
||||
*/
|
||||
SHPhysicsRaycastResult ColliderRaycast
|
||||
(
|
||||
EntityID eid
|
||||
, int shapeIndex
|
||||
, const SHRay& ray
|
||||
, float distance = std::numeric_limits<float>::infinity()
|
||||
) noexcept;
|
||||
|
||||
/**
|
||||
* @brief Casts a bounded ray at a body with colliders.
|
||||
* @param eid
|
||||
* @param start
|
||||
* @param end
|
||||
* @return The result of the raycast.
|
||||
*/
|
||||
SHPhysicsRaycastResult ColliderLinecast
|
||||
(
|
||||
EntityID eid
|
||||
, const SHVec3& start
|
||||
, const SHVec3& end
|
||||
) noexcept;
|
||||
|
||||
/**
|
||||
* @brief
|
||||
* @param eid
|
||||
* @param shapeIndex
|
||||
* @param start
|
||||
* @param end
|
||||
* @return The result of the raycast.
|
||||
*/
|
||||
SHPhysicsRaycastResult ColliderLinecast
|
||||
(
|
||||
EntityID eid
|
||||
, int shapeIndex
|
||||
, const SHVec3& start
|
||||
, const SHVec3& end
|
||||
) noexcept;
|
||||
|
||||
// Specific Handling for Collision Shapes as they are not under the Component System.
|
||||
// This is done as events need to be sent out.
|
||||
// TODO(Diren): Consider using a static method through the ColliderComponent.
|
||||
|
@ -190,6 +274,7 @@ namespace SHADE
|
|||
SHPhysicsWorldState worldState;
|
||||
SHPhysicsObjectManager objectManager;
|
||||
SHCollisionListener collisionListener;
|
||||
SHPhysicsRaycaster raycaster;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Function Members */
|
||||
|
|
|
@ -33,7 +33,7 @@ namespace SHADE
|
|||
return phySystem->GetAllCollisionInfo();
|
||||
}
|
||||
|
||||
SHLOG_WARNING("[SHPhysicsSystemInterface] Failed to get collision events. Empty vector returned instead.");
|
||||
SHLOGV_WARNING("Failed to get collision events. Empty vector returned instead.");
|
||||
return emptyVec;
|
||||
}
|
||||
const std::vector<SHCollisionInfo>& SHPhysicsSystemInterface::GetTriggerInfo() noexcept
|
||||
|
@ -46,7 +46,7 @@ namespace SHADE
|
|||
return phySystem->GetAllTriggerInfo();
|
||||
}
|
||||
|
||||
SHLOG_WARNING("[SHPhysicsSystemInterface] Failed to get trigger events. Empty vector returned instead.");
|
||||
SHLOGV_WARNING("Failed to get trigger events. Empty vector returned instead.");
|
||||
return emptyVec;
|
||||
}
|
||||
|
||||
|
@ -58,7 +58,79 @@ namespace SHADE
|
|||
return phySystem->GetFixedUpdateRate();
|
||||
}
|
||||
|
||||
SHLOG_WARNING("[SHPhysicsSystemInterface] Failed to get fixed delta time. 0.0 returned instead.");
|
||||
SHLOGV_WARNING("Failed to get fixed delta time. 0.0 returned instead.");
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
SHPhysicsRaycastResult SHPhysicsSystemInterface::Raycast(const SHRay& ray, float distance) noexcept
|
||||
{
|
||||
auto* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
|
||||
if (physicsSystem)
|
||||
{
|
||||
return physicsSystem->Raycast(ray, distance);
|
||||
}
|
||||
|
||||
SHLOGV_WARNING("Failed to get the physics system. No ray was casted.");
|
||||
return SHPhysicsRaycastResult{};
|
||||
}
|
||||
|
||||
SHPhysicsRaycastResult SHPhysicsSystemInterface::Linecast(const SHVec3& start, const SHVec3& end) noexcept
|
||||
{
|
||||
auto* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
|
||||
if (physicsSystem)
|
||||
{
|
||||
return physicsSystem->Linecast(start, end);
|
||||
}
|
||||
|
||||
SHLOGV_WARNING("Failed to get the physics system. No ray was casted.");
|
||||
return SHPhysicsRaycastResult{};
|
||||
}
|
||||
|
||||
SHPhysicsRaycastResult SHPhysicsSystemInterface::ColliderRaycast(EntityID eid, const SHRay& ray, float distance) noexcept
|
||||
{
|
||||
auto* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
|
||||
if (physicsSystem)
|
||||
{
|
||||
return physicsSystem->ColliderRaycast(eid, ray, distance);
|
||||
}
|
||||
|
||||
SHLOGV_WARNING("Failed to get the physics system. No ray was casted.");
|
||||
return SHPhysicsRaycastResult{};
|
||||
}
|
||||
|
||||
SHPhysicsRaycastResult SHPhysicsSystemInterface::ColliderRaycast(EntityID eid, int shapeIndex, const SHRay& ray, float distance) noexcept
|
||||
{
|
||||
auto* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
|
||||
if (physicsSystem)
|
||||
{
|
||||
return physicsSystem->ColliderRaycast(eid, shapeIndex, ray, distance);
|
||||
}
|
||||
|
||||
SHLOGV_WARNING("Failed to get the physics system. No ray was casted.");
|
||||
return SHPhysicsRaycastResult{};
|
||||
}
|
||||
|
||||
SHPhysicsRaycastResult SHPhysicsSystemInterface::ColliderLinecast(EntityID eid, const SHVec3& start, const SHVec3& end) noexcept
|
||||
{
|
||||
auto* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
|
||||
if (physicsSystem)
|
||||
{
|
||||
return physicsSystem->ColliderLinecast(eid, start, end);
|
||||
}
|
||||
|
||||
SHLOGV_WARNING("Failed to get the physics system. No ray was casted.");
|
||||
return SHPhysicsRaycastResult{};
|
||||
}
|
||||
|
||||
SHPhysicsRaycastResult SHPhysicsSystemInterface::ColliderLinecast(EntityID eid, int shapeIndex, const SHVec3& start, const SHVec3& end) noexcept
|
||||
{
|
||||
auto* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
|
||||
if (physicsSystem)
|
||||
{
|
||||
return physicsSystem->ColliderLinecast(eid, shapeIndex, start, end);
|
||||
}
|
||||
|
||||
SHLOGV_WARNING("Failed to get the physics system. No ray was casted.");
|
||||
return SHPhysicsRaycastResult{};
|
||||
}
|
||||
}
|
||||
|
|
|
@ -14,12 +14,21 @@ of DigiPen Institute of Technology is prohibited.
|
|||
// STL Includes
|
||||
#include <vector>
|
||||
|
||||
// Project Headers
|
||||
#include "ECS_Base/Entity/SHEntity.h"
|
||||
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Forward Declarations */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
class SHCollisionInfo;
|
||||
|
||||
class SHCollisionInfo;
|
||||
class SHVec3;
|
||||
struct SHRay;
|
||||
struct SHPhysicsRaycastResult;
|
||||
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
|
@ -39,8 +48,16 @@ namespace SHADE
|
|||
/*---------------------------------------------------------------------------------*/
|
||||
/* Static Usage Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
[[nodiscard]] static const std::vector<SHCollisionInfo>& GetCollisionInfo() noexcept;
|
||||
[[nodiscard]] static const std::vector<SHCollisionInfo>& GetTriggerInfo() noexcept;
|
||||
[[nodiscard]] static double GetFixedDT() noexcept;
|
||||
|
||||
[[nodiscard]] static const std::vector<SHCollisionInfo>& GetCollisionInfo() noexcept;
|
||||
[[nodiscard]] static const std::vector<SHCollisionInfo>& GetTriggerInfo () noexcept;
|
||||
[[nodiscard]] static double GetFixedDT () noexcept;
|
||||
|
||||
[[nodiscard]] static SHPhysicsRaycastResult Raycast (const SHRay& ray, float distance = std::numeric_limits<float>::infinity()) noexcept;
|
||||
[[nodiscard]] static SHPhysicsRaycastResult Linecast (const SHVec3& start, const SHVec3& end) noexcept;
|
||||
[[nodiscard]] static SHPhysicsRaycastResult ColliderRaycast (EntityID eid, const SHRay& ray, float distance = std::numeric_limits<float>::infinity()) noexcept;
|
||||
[[nodiscard]] static SHPhysicsRaycastResult ColliderRaycast (EntityID eid, int shapeIndex, const SHRay& ray, float distance = std::numeric_limits<float>::infinity()) noexcept;
|
||||
[[nodiscard]] static SHPhysicsRaycastResult ColliderLinecast (EntityID eid, const SHVec3& start, const SHVec3& end) noexcept;
|
||||
[[nodiscard]] static SHPhysicsRaycastResult ColliderLinecast (EntityID eid, int shapeIndex, const SHVec3& start, const SHVec3& end) noexcept;
|
||||
};
|
||||
}
|
||||
|
|
|
@ -1,28 +1,37 @@
|
|||
/************************************************************************************//*!
|
||||
\file Ray.cxx
|
||||
\author Tng Kah Wei, kahwei.tng, 390009620
|
||||
\par email: kahwei.tng\@digipen.edu
|
||||
\date Oct 20, 2022
|
||||
\brief Contains the definitions of functions of the Vector2 struct.
|
||||
/****************************************************************************************
|
||||
* \file Ray.cxx
|
||||
* \author Diren D Bharwani, diren.dbharwani, 390002520
|
||||
* \brief Implementation for the managed Ray struct.
|
||||
*
|
||||
* \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.
|
||||
****************************************************************************************/
|
||||
|
||||
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 "Math/Ray.hxx"
|
||||
#include "Ray.hxx"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Constructors */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
Ray::Ray(Vector3 origin, Vector3 direction)
|
||||
: Origin { origin }
|
||||
, Direction{ direction }
|
||||
{}
|
||||
}
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Constructor Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
Ray::Ray(Vector3 position, Vector3 direction)
|
||||
{
|
||||
Position = position;
|
||||
Direction = direction;
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Function Member Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
void Ray::LookAt(Vector3 target)
|
||||
{
|
||||
Direction = (target - Position).GetNormalised();
|
||||
}
|
||||
|
||||
} // namespace SHADE
|
|
@ -1,50 +1,61 @@
|
|||
/************************************************************************************//*!
|
||||
\file Ray.hxx
|
||||
\author Tng Kah Wei, kahwei.tng, 390009620
|
||||
\par email: kahwei.tng\@digipen.edu
|
||||
\date Oct 20, 2021
|
||||
\brief Contains the definitions of Vector2 struct.
|
||||
/****************************************************************************************
|
||||
* \file Ray.hxx
|
||||
* \author Diren D Bharwani, diren.dbharwani, 390002520
|
||||
* \brief Interface for the managed Ray struct.
|
||||
*
|
||||
* \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.
|
||||
****************************************************************************************/
|
||||
|
||||
Note: This file is written in C++17/CLI.
|
||||
|
||||
Copyright (C) 2022 DigiPen Institute of Technology.
|
||||
Reproduction or disclosure of this file or its contents without the prior written consent
|
||||
of DigiPen Institute of Technology is prohibited.
|
||||
*//*************************************************************************************/
|
||||
#pragma once
|
||||
|
||||
// Project Includes
|
||||
#include "Vector3.hxx"
|
||||
#include "Math/Vector3.hxx"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
///<summary>
|
||||
/// CLR version of the the SHADE Engine's Ray class that represents a ray in
|
||||
/// 3-Dimensional space.
|
||||
/// </summary>
|
||||
public value struct Ray
|
||||
{
|
||||
public:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Public Members */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// The start point of the ray.
|
||||
/// </summary>
|
||||
Vector3 Origin;
|
||||
/// <summary>
|
||||
/// The direction that a ray travels in.
|
||||
/// </summary>
|
||||
Vector3 Direction;
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Constructors */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Creates a ray starting at origin along direction.
|
||||
/// </summary>
|
||||
/// <param name="origin">Source of the ray.</param>
|
||||
/// <param name="direction">Direction the ray travels in.</param>
|
||||
Ray(Vector3 origin, Vector3 direction);
|
||||
};
|
||||
}
|
||||
public value struct Ray
|
||||
{
|
||||
public:
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Constructors */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
/// <summary>
|
||||
/// Constructor for a ray.
|
||||
/// </summary>
|
||||
/// <param name="position">The starting position of the ray.</param>
|
||||
/// <param name="direction">The direction of the ray.</param>
|
||||
Ray(Vector3 position, Vector3 direction);
|
||||
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Properties */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
/// <summary>
|
||||
/// The starting point of the Ray.
|
||||
/// </summary>
|
||||
property Vector3 Position;
|
||||
/// <summary>
|
||||
/// The direction of the ray. This should be a normalised vector.
|
||||
/// </summary>
|
||||
property Vector3 Direction;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Function Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
/// <summary>
|
||||
/// Rotates the ray's direction towards a target.
|
||||
/// </summary>
|
||||
/// <param name="target">The target to direct the ray towards.</param>
|
||||
void LookAt(Vector3 target);
|
||||
};
|
||||
|
||||
} // namespace SHADE
|
|
@ -0,0 +1,105 @@
|
|||
/****************************************************************************************
|
||||
* \file Physics.cxx
|
||||
* \author Diren D Bharwani, diren.dbharwani, 390002520
|
||||
* \brief Implementation for the managed Physics class.
|
||||
*
|
||||
* \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 "Physics.hxx"
|
||||
// External Dependencies
|
||||
#include "Physics/System/SHPhysicsSystemInterface.h"
|
||||
// Project Header
|
||||
#include "Engine/GameObject.hxx"
|
||||
#include "Utility/Convert.hxx"
|
||||
#include "Utility/Debug.hxx"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Property Function Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
Vector3 Physics::Gravity::get()
|
||||
{
|
||||
// TODO(Diren)
|
||||
|
||||
return Vector3::Zero;
|
||||
}
|
||||
|
||||
void Physics::Gravity::set(Vector3 value)
|
||||
{
|
||||
(void)value;
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Raycast Function Member Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
RaycastHit Physics::Raycast(Ray ray)
|
||||
{
|
||||
return Convert::ToCLI(SHPhysicsSystemInterface::Raycast(Convert::ToNative(ray)));
|
||||
}
|
||||
|
||||
RaycastHit Physics::Raycast(Ray ray, float distance)
|
||||
{
|
||||
return Convert::ToCLI(SHPhysicsSystemInterface::Raycast(Convert::ToNative(ray), distance));
|
||||
}
|
||||
|
||||
RaycastHit Physics::Linecast(Vector3 start, Vector3 end)
|
||||
{
|
||||
return Convert::ToCLI(SHPhysicsSystemInterface::Linecast(Convert::ToNative(start), Convert::ToNative(end)));
|
||||
}
|
||||
|
||||
RaycastHit Physics::ColliderRaycast(GameObject object, Ray ray)
|
||||
{
|
||||
return Convert::ToCLI(SHPhysicsSystemInterface::ColliderRaycast(object.EntityId, Convert::ToNative(ray)));
|
||||
}
|
||||
|
||||
RaycastHit Physics::ColliderRaycast(GameObject object, Ray ray, float distance)
|
||||
{
|
||||
return Convert::ToCLI(SHPhysicsSystemInterface::ColliderRaycast(object.EntityId, Convert::ToNative(ray), distance));
|
||||
}
|
||||
|
||||
RaycastHit Physics::ColliderRaycast(GameObject object, int shapeIndex, Ray ray)
|
||||
{
|
||||
return Convert::ToCLI(SHPhysicsSystemInterface::ColliderRaycast(object.EntityId, shapeIndex, Convert::ToNative(ray)));
|
||||
}
|
||||
|
||||
RaycastHit Physics::ColliderRaycast(GameObject object, int shapeIndex, Ray ray, float distance)
|
||||
{
|
||||
return Convert::ToCLI(SHPhysicsSystemInterface::ColliderRaycast(object.EntityId, shapeIndex, Convert::ToNative(ray), distance));
|
||||
}
|
||||
|
||||
RaycastHit Physics::ColliderLineCast(GameObject object, Vector3 start, Vector3 end)
|
||||
{
|
||||
return Convert::ToCLI(SHPhysicsSystemInterface::ColliderLinecast(object.EntityId, Convert::ToNative(start), Convert::ToNative(end)));
|
||||
}
|
||||
|
||||
RaycastHit Physics::ColliderLineCast(GameObject object, int shapeIndex, Vector3 start, Vector3 end)
|
||||
{
|
||||
return Convert::ToCLI(SHPhysicsSystemInterface::ColliderLinecast(object.EntityId, shapeIndex, Convert::ToNative(start), Convert::ToNative(end)));
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Private Function Member Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
RaycastHit Physics::generateDefaultResult()
|
||||
{
|
||||
RaycastHit default;
|
||||
default.Hit = false;
|
||||
default.Other = System::Nullable<GameObject>();
|
||||
default.Position = Vector3::Zero;
|
||||
default.Normal = Vector3::Zero;
|
||||
default.Distance = System::Single::PositiveInfinity;
|
||||
default.CollisionShapeIndex = -1;
|
||||
|
||||
return default;
|
||||
}
|
||||
} // namespace SHADE
|
|
@ -0,0 +1,128 @@
|
|||
/****************************************************************************************
|
||||
* \file Physics.hxx
|
||||
* \author Diren D Bharwani, diren.dbharwani, 390002520
|
||||
* \brief Interface for the managed Physics class.
|
||||
*
|
||||
* \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 Includes
|
||||
#include "Math/Ray.hxx"
|
||||
#include "RaycastHit.hxx"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
public ref class Physics abstract sealed
|
||||
{
|
||||
public:
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Properties */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
static property Vector3 Gravity
|
||||
{
|
||||
Vector3 get();
|
||||
void set(Vector3 value);
|
||||
}
|
||||
|
||||
// TODO(Diren): Add more properties for physics system settings.
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Raycast Function Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
/// <summary>
|
||||
/// Casts an infinite ray into the world.
|
||||
/// </summary>
|
||||
/// <param name="ray">The ray to cast.</param>
|
||||
/// <returns>The result of the raycast.</returns>
|
||||
static RaycastHit Raycast (Ray ray);
|
||||
|
||||
/// <summary>
|
||||
/// Casts a ray for a given distance into the world.
|
||||
/// </summary>
|
||||
/// <param name="ray">The ray to cast.</param>
|
||||
/// <param name="distance">The distance to cast the ray.</param>
|
||||
/// <returns>The result of the raycast.</returns>
|
||||
static RaycastHit Raycast (Ray ray, float distance);
|
||||
|
||||
/// <summary>
|
||||
/// Casts a bounded ray into the world.
|
||||
/// </summary>
|
||||
/// <param name="start">The start of the bounded ray.</param>
|
||||
/// <param name="end">The end of the bounded ray.</param>
|
||||
/// <returns>The result of the raycast.</returns>
|
||||
static RaycastHit Linecast (Vector3 start, Vector3 end);
|
||||
|
||||
/// <summary>
|
||||
/// Casts an infinite ray w.r.t a GameObject.
|
||||
/// </summary>
|
||||
/// <param name="object">The GameObject to cast the ray to.</param>
|
||||
/// <param name="ray">The ray to cast.</param>
|
||||
/// <returns>The result of the raycast.</returns>
|
||||
static RaycastHit ColliderRaycast (GameObject object, Ray ray);
|
||||
|
||||
/// <summary>
|
||||
/// Casts a ray for a given distance w.r.t a GameObject.
|
||||
/// </summary>
|
||||
/// <param name="object">The GameObject to cast the ray to.</param>
|
||||
/// <param name="ray">The ray to cast.</param>
|
||||
/// <param name="distance">The distance to cast the ray.</param>
|
||||
/// <returns>The result of the raycast.</returns>
|
||||
static RaycastHit ColliderRaycast (GameObject object, Ray ray, float distance);
|
||||
|
||||
/// <summary>
|
||||
/// Casts an infinite ray w.r.t a specific collider on a GameObject.
|
||||
/// </summary>
|
||||
/// <param name="object">The GameObject to cast the ray to.</param>
|
||||
/// <param name="shapeIndex">The collision shape index on the collider to cast to.</param>
|
||||
/// <param name="ray">The ray to cast.</param>
|
||||
/// <returns>The result of the raycast.</returns>
|
||||
static RaycastHit ColliderRaycast (GameObject object, int shapeIndex, Ray ray);
|
||||
|
||||
/// <summary>
|
||||
/// Casts a ray for a given distance w.r.t a specific collider on a GameObject.
|
||||
/// </summary>
|
||||
/// <param name="object">The GameObject to cast the ray to.</param>
|
||||
/// <param name="shapeIndex">The collision shape index on the collider to cast to.</param>
|
||||
/// <param name="ray">The ray to cast.</param>
|
||||
/// <param name="distance">The distance to cast the ray.</param>
|
||||
/// <returns>The result of the raycast.</returns>
|
||||
static RaycastHit ColliderRaycast (GameObject object, int shapeIndex, Ray ray, float distance);
|
||||
|
||||
/// <summary>
|
||||
/// Casts a bounded ray w.r.t a GameObject.
|
||||
/// </summary>
|
||||
/// <param name="object">The GameObject to cast the ray to.</param>
|
||||
/// <param name="start">The start of the bounded ray.</param>
|
||||
/// <param name="end"></param>
|
||||
/// <returns>The result of the raycast.</returns>
|
||||
static RaycastHit ColliderLineCast (GameObject object, Vector3 start, Vector3 end);
|
||||
|
||||
/// <summary>
|
||||
/// Casts a bounded ray w.r.t a specific collider on a GameObject.
|
||||
/// </summary>
|
||||
/// <param name="object">The GameObject to cast the ray to.</param>
|
||||
/// <param name="shapeIndex">The collision shape index on the collider to cast to.</param>
|
||||
/// <param name="start">The start of the bounded ray.</param>
|
||||
/// <param name="end">The end of the bounded ray.</param>
|
||||
/// <returns>The result of the raycast.</returns>
|
||||
static RaycastHit ColliderLineCast (GameObject object, int shapeIndex, Vector3 start, Vector3 end);
|
||||
|
||||
private:
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Function Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
static RaycastHit generateDefaultResult ();
|
||||
};
|
||||
|
||||
} // namespace SHADE
|
|
@ -0,0 +1,19 @@
|
|||
/****************************************************************************************
|
||||
* \file RaycastHit.cxx
|
||||
* \author Diren D Bharwani, diren.dbharwani, 390002520
|
||||
* \brief Implementation for the managed RaycastHit struct.
|
||||
*
|
||||
* \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 "RaycastHit.hxx"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
||||
} // namespace SHADE
|
|
@ -0,0 +1,64 @@
|
|||
/****************************************************************************************
|
||||
* \file RaycastHit.hxx
|
||||
* \author Diren D Bharwani, diren.dbharwani, 390002520
|
||||
* \brief Interface for the managed RaycastHit struct.
|
||||
*
|
||||
* \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 Includes
|
||||
#include "Engine/GameObject.hxx"
|
||||
#include "Math/Vector3.hxx"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
/// <summary>
|
||||
/// Defines a struct that contains the information of a raycast.
|
||||
/// </summary>
|
||||
public value struct RaycastHit
|
||||
{
|
||||
public:
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Properties */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
/// <summary>
|
||||
/// Whether or not the raycast hit a collider.
|
||||
/// </summary>
|
||||
property bool Hit;
|
||||
|
||||
/// <summary>
|
||||
/// The other game object hit.
|
||||
/// </summary>
|
||||
property System::Nullable<GameObject> Other;
|
||||
|
||||
/// <summary>
|
||||
/// The position where the ray cast hit. Zero if not hit.
|
||||
/// </summary>
|
||||
property Vector3 Position;
|
||||
|
||||
/// <summary>
|
||||
/// The normal where the ray cast hit. Zero if not hit.
|
||||
/// </summary>
|
||||
property Vector3 Normal;
|
||||
|
||||
/// <summary>
|
||||
/// The distance the ray was cast. Infinity if not hit.
|
||||
/// </summary>
|
||||
property float Distance;
|
||||
|
||||
/// <summary>
|
||||
/// The index of the collision shape hit on the collider. -1 if not hit.
|
||||
/// </summary>
|
||||
property int CollisionShapeIndex;
|
||||
};
|
||||
|
||||
} // namespace SHADE
|
|
@ -19,6 +19,8 @@ of DigiPen Institute of Technology is prohibited.
|
|||
// External Dependencies
|
||||
#include <msclr/marshal_cppstd.h>
|
||||
#include "ECS_Base/Managers/SHEntityManager.h"
|
||||
// Project Headers
|
||||
#include "Engine/GameObject.hxx"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -62,14 +64,14 @@ namespace SHADE
|
|||
return Quaternion{ quat.x, quat.y, quat.z, quat.w };
|
||||
}
|
||||
|
||||
SHRay Convert::ToNative(Ray vec)
|
||||
SHRay Convert::ToNative(Ray ray)
|
||||
{
|
||||
return SHRay(ToNative(vec.Origin), ToNative(vec.Direction));
|
||||
return SHRay(ToNative(ray.Position), ToNative(ray.Direction));
|
||||
}
|
||||
|
||||
Ray Convert::ToCLI(const SHRay& vec)
|
||||
Ray Convert::ToCLI(const SHRay& ray)
|
||||
{
|
||||
return Ray(ToCLI(vec.position), ToCLI(vec.direction));
|
||||
return Ray(ToCLI(ray.position), ToCLI(ray.direction));
|
||||
}
|
||||
|
||||
SHColour Convert::ToNative(Color col)
|
||||
|
@ -95,6 +97,42 @@ namespace SHADE
|
|||
return msclr::interop::marshal_as<System::String^>(str);
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Physics Conversions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
SHPhysicsRaycastResult Convert::ToNative(RaycastHit cli)
|
||||
{
|
||||
// This function shouldn't be used anyway, so we leave the entityHit empty.
|
||||
|
||||
SHPhysicsRaycastResult native;
|
||||
|
||||
native.hit = cli.Hit;
|
||||
native.position = ToNative(cli.Position);
|
||||
native.normal = ToNative(cli.Normal);
|
||||
native.distance = cli.Distance;
|
||||
native.shapeIndex = cli.CollisionShapeIndex;
|
||||
|
||||
return native;
|
||||
}
|
||||
|
||||
RaycastHit Convert::ToCLI(const SHPhysicsRaycastResult& native)
|
||||
{
|
||||
RaycastHit cli;
|
||||
|
||||
cli.Hit = native.hit;
|
||||
cli.Position = ToCLI(native.position);
|
||||
cli.Normal = ToCLI(native.normal);
|
||||
cli.Distance = native.distance;
|
||||
cli.CollisionShapeIndex = native.shapeIndex;
|
||||
|
||||
cli.Other = SHEntityManager::IsValidEID(native.entityHit)
|
||||
? GameObject(native.entityHit)
|
||||
: System::Nullable<GameObject>();
|
||||
|
||||
return cli;
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Handle Conversions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -28,9 +28,11 @@ of DigiPen Institute of Technology is prohibited.
|
|||
#include "Math/Vector3.hxx"
|
||||
#include "Math/Quaternion.hxx"
|
||||
#include "Math/Ray.hxx"
|
||||
#include "Physics/RaycastHit.hxx"
|
||||
#include "Engine/GenericHandle.hxx"
|
||||
#include "Math/SHColour.h"
|
||||
#include "Graphics/Color.hxx"
|
||||
#include "Physics/Collision/SHPhysicsRaycastResult.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -95,22 +97,22 @@ namespace SHADE
|
|||
/// <param name="quat">The native Quaternion to convert from.</param>
|
||||
/// <returns>Managed copy of a native Quaternion.</returns>
|
||||
static Quaternion ToCLI(const SHQuaternion& quat);
|
||||
/// Converts from a managed Vector2 to a native Vector2.
|
||||
/// Converts from a managed Ray to a native Ray.
|
||||
/// </summary>
|
||||
/// <param name="vec">The managed Vector2 to convert from.</param>
|
||||
/// <returns>Native copy of a managed Vector2.</returns>
|
||||
/// <param name="ray">The managed Ray to convert from.</param>
|
||||
/// <returns>Native copy of a managed Ray.</returns>
|
||||
static SHRay ToNative(Ray vec);
|
||||
/// <summary>
|
||||
/// Converts from a native Vector2 to a managed Vector2.
|
||||
/// Converts from a native Ray to a managed Ray.
|
||||
/// </summary>
|
||||
/// <param name="vec">The native Vector2 to convert from.</param>
|
||||
/// <returns>Managed copy of a native Vector2.</returns>
|
||||
static Ray ToCLI(const SHRay& vec);
|
||||
/// <param name="ray">The native Ray to convert from.</param>
|
||||
/// <returns>Managed copy of a native Ray.</returns>
|
||||
static Ray ToCLI(const SHRay& ray);
|
||||
/// Converts from a managed Color to a native Colour.
|
||||
/// </summary>
|
||||
/// <param name="vec">The managed Color to convert from.</param>
|
||||
/// <returns>Native copy of a managed Color.</returns>
|
||||
static SHColour ToNative(Color col);
|
||||
static SHColour ToNative(Color ray);
|
||||
/// <summary>
|
||||
/// Converts from a native Colour to a managed Color.
|
||||
/// </summary>
|
||||
|
@ -134,6 +136,24 @@ namespace SHADE
|
|||
/// <returns>Managed copy of a native std::string.</returns>
|
||||
static System::String^ ToCLI(const std::string& str);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Physics Conversions */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
||||
/// <summary>
|
||||
/// Converts from a managed RaycastHit to a native SHPhysicsRaycastResult
|
||||
/// </summary>
|
||||
/// <param name="raycastHit">The managed RaycastHit to convert from.</param>
|
||||
/// <returns>Native copy of a managed RaycastHit.</returns>
|
||||
static SHPhysicsRaycastResult ToNative(RaycastHit cli);
|
||||
|
||||
/// <summary>
|
||||
/// Converts from native SHPhysicsRaycastResult to a managed RaycastHit.
|
||||
/// </summary>
|
||||
/// <param name="raycastResult">The native SHPhysicsRaycastResult to convert from.</param>
|
||||
/// <returns>Managed copy of a native SHPhysicsRaycastResult.</returns>
|
||||
static RaycastHit ToCLI(const SHPhysicsRaycastResult& native);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Handle Conversions */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
|
Loading…
Reference in New Issue