Implemented a custom physics engine #316
|
@ -38,11 +38,7 @@
|
|||
Position Offset: {x: 0, y: 0, z: 0}
|
||||
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||
IsActive: true
|
||||
Scripts:
|
||||
- Type: PhysicsTestObj
|
||||
Enabled: true
|
||||
forceAmount: 50
|
||||
torqueAmount: 500
|
||||
Scripts: ~
|
||||
- EID: 1
|
||||
Name: Default
|
||||
IsActive: true
|
||||
|
@ -81,7 +77,7 @@
|
|||
Interpolate: true
|
||||
Sleeping Enabled: true
|
||||
Freeze Position X: false
|
||||
Freeze Position Y: false
|
||||
Freeze Position Y: true
|
||||
Freeze Position Z: false
|
||||
Freeze Rotation X: false
|
||||
Freeze Rotation Y: false
|
||||
|
@ -145,11 +141,7 @@
|
|||
Position Offset: {x: 0, y: 0, z: 0}
|
||||
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||
IsActive: true
|
||||
Scripts:
|
||||
- Type: PhysicsTestObj
|
||||
Enabled: true
|
||||
forceAmount: 50
|
||||
torqueAmount: 500
|
||||
Scripts: ~
|
||||
- EID: 4
|
||||
Name: Default
|
||||
IsActive: true
|
||||
|
@ -190,11 +182,7 @@
|
|||
Position Offset: {x: 0, y: 0, z: 0}
|
||||
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||
IsActive: true
|
||||
Scripts:
|
||||
- Type: PhysicsTestObj
|
||||
Enabled: true
|
||||
forceAmount: 50
|
||||
torqueAmount: 500
|
||||
Scripts: ~
|
||||
- EID: 5
|
||||
Name: Default
|
||||
IsActive: true
|
||||
|
@ -235,11 +223,7 @@
|
|||
Position Offset: {x: 0, y: 0, z: 0}
|
||||
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||
IsActive: true
|
||||
Scripts:
|
||||
- Type: PhysicsTestObj
|
||||
Enabled: true
|
||||
forceAmount: 50
|
||||
torqueAmount: 500
|
||||
Scripts: ~
|
||||
- EID: 6
|
||||
Name: Default
|
||||
IsActive: true
|
||||
|
@ -280,8 +264,4 @@
|
|||
Position Offset: {x: 0, y: 0, z: 0}
|
||||
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||
IsActive: true
|
||||
Scripts:
|
||||
- Type: PhysicsTestObj
|
||||
Enabled: true
|
||||
forceAmount: 50
|
||||
torqueAmount: 500
|
||||
Scripts: ~
|
|
@ -159,7 +159,7 @@ public partial class LeafSearch : BehaviourTreeNode
|
|||
//Since transform position is often the raccoon's base and the ray needs to hit somewhere higher to be more reliable
|
||||
Vector3 rayDestination = plrT.GlobalPosition + plrT.GlobalScale * playerCollider.PositionOffset;
|
||||
Ray sightRay = new Ray(eyePosition, rayDestination - eyePosition);
|
||||
RaycastHit sightRayHit = Physics.Raycast(sightRay);
|
||||
RaycastHit sightRayHit = Physics.Raycast(sightRay, false)[0];
|
||||
//As of November 2022, RaycastHit contains only the FIRST object hit by
|
||||
//the ray in the Other GameObject data member
|
||||
//Diren may likely add ALL objects hit by the ray over December
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
using SHADE;
|
||||
using SHADE_Scripting;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using static PlayerController;
|
||||
using static Item;
|
||||
|
||||
|
@ -203,9 +204,13 @@ public class PickAndThrow : Script
|
|||
Vector3 playerRayPos = pc.tranform.GlobalPosition;
|
||||
playerRayPos.y += 0.05f;
|
||||
dirNor.Normalise();
|
||||
RaycastHit ray1 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(22.5f))), rayDistance);
|
||||
RaycastHit ray2 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(-22.5f))), rayDistance);
|
||||
RaycastHit ray3 = Physics.Raycast(new Ray(playerRayPos, dirNor), rayDistance * 0.75f);
|
||||
List<RaycastHit> rayList1 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(22.5f))), rayDistance, false);
|
||||
List<RaycastHit> rayList2 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(-22.5f))), rayDistance, false);
|
||||
List<RaycastHit> rayList3 = Physics.Raycast(new Ray(playerRayPos, dirNor), rayDistance * 0.75f, false);
|
||||
|
||||
RaycastHit ray1 = rayList1[0];
|
||||
RaycastHit ray2 = rayList2[0];
|
||||
RaycastHit ray3 = rayList3[0];
|
||||
inRange = CheckForItem(ray1) || CheckForItem(ray2) || CheckForItem(ray3);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -6,7 +6,8 @@ using static Item;
|
|||
|
||||
public class PhysicsTestObj : Script
|
||||
{
|
||||
public RigidBody rb { get; set; }
|
||||
public RigidBody body { get; set; }
|
||||
public Collider collider { get; set; }
|
||||
|
||||
// Movement input booleans
|
||||
public enum Direction
|
||||
|
@ -67,7 +68,8 @@ public class PhysicsTestObj : Script
|
|||
|
||||
protected override void awake()
|
||||
{
|
||||
rb = GetComponent<RigidBody>();
|
||||
body = GetComponent<RigidBody>();
|
||||
collider = GetComponent<Collider>();
|
||||
|
||||
for (int i = 0; i < 6; ++i)
|
||||
{
|
||||
|
@ -78,6 +80,10 @@ public class PhysicsTestObj : Script
|
|||
|
||||
protected override void update()
|
||||
{
|
||||
Ray colliderRay = new Ray();
|
||||
colliderRay.Direction = Vector3.Right;
|
||||
Physics.ColliderRaycast(collider.Owner, colliderRay, false);
|
||||
|
||||
for (int i = 0; i < 6; ++i)
|
||||
{
|
||||
if (Input.GetKeyDown(moveInputKeys[i]))
|
||||
|
@ -99,13 +105,13 @@ public class PhysicsTestObj : Script
|
|||
{
|
||||
//Vector3 offset = new Vector3(0.25f, 0.0f, 0.0f);
|
||||
//rb.AddForceAtLocalPos(moveVec[i] * forceAmount, offset);
|
||||
rb.AddForce(moveVec[i] * forceAmount);
|
||||
body.AddForce(moveVec[i] * forceAmount);
|
||||
move[i] = false;
|
||||
}
|
||||
|
||||
if (shouldRotate)
|
||||
{
|
||||
rb.AddTorque(rotateVec[i] * torqueAmount);
|
||||
body.AddTorque(rotateVec[i] * torqueAmount);
|
||||
rotate[i] = false;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -220,6 +220,10 @@ namespace SHADE
|
|||
if (ImGui::Checkbox("Draw Contact Points", &drawContactPoints))
|
||||
physicsDebugDraw->SetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::CONTACTS, drawContactPoints);
|
||||
|
||||
bool drawRays = physicsDebugDraw->GetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::RAYCASTS);
|
||||
if (ImGui::Checkbox("Draw Rays", &drawRays))
|
||||
physicsDebugDraw->SetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::RAYCASTS, drawRays);
|
||||
|
||||
bool drawBroadphase = physicsDebugDraw->GetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::BROADPHASE);
|
||||
if (ImGui::Checkbox("Draw Broadphase", &drawBroadphase))
|
||||
physicsDebugDraw->SetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::BROADPHASE, drawBroadphase);
|
||||
|
|
|
@ -87,8 +87,14 @@ namespace SHADE
|
|||
|
||||
if (DRAW_RAYCASTS)
|
||||
{
|
||||
// TODO
|
||||
physicsDebugDrawSystem->raysToDraw.clear();
|
||||
const SHColour& RAY_COLOUR = physicsDebugDrawSystem->DEBUG_DRAW_COLOURS[SHUtilities::ConvertEnum(Colours::RAYCAST)];
|
||||
|
||||
const auto& RAYS = physicsSystem->raycastHits;
|
||||
for (const auto& hit : RAYS)
|
||||
debugDrawSystem->DrawLine(hit.start, hit.end, RAY_COLOUR, true);
|
||||
|
||||
// Clear rays for the physics system
|
||||
physicsSystem->raycastHits.clear();
|
||||
}
|
||||
|
||||
if (DRAW_BROADPHASE)
|
||||
|
|
|
@ -149,11 +149,4 @@ namespace SHADE
|
|||
}
|
||||
}
|
||||
|
||||
void SHPhysicsDebugDrawSystem::drawRaycast(SHDebugDrawSystem* debugDrawSystem, const DebugDrawInfo::Raycast& raycastInfo) noexcept
|
||||
{
|
||||
static const SHColour& DRAW_COLOUR = DEBUG_DRAW_COLOURS[SHUtilities::ConvertEnum(Colours::RAYCAST)];
|
||||
}
|
||||
|
||||
|
||||
|
||||
} // namespace SHADE
|
|
@ -131,8 +131,6 @@ namespace SHADE
|
|||
uint8_t flags;
|
||||
|
||||
Colliders collidersToDraw;
|
||||
Raycasts raysToDraw;
|
||||
Contacts contactToDraw;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Member Functions */
|
||||
|
|
Loading…
Reference in New Issue