Implemented a custom physics engine #316
|
@ -9,10 +9,10 @@
|
|||
Scale: {x: 1, y: 1, z: 1}
|
||||
IsActive: true
|
||||
RigidBody Component:
|
||||
Type: Static
|
||||
Type: Dynamic
|
||||
Auto Mass: false
|
||||
Mass: 1
|
||||
Drag: 0
|
||||
Drag: 1
|
||||
Angular Drag: 0
|
||||
Use Gravity: true
|
||||
Gravity Scale: 1
|
||||
|
@ -25,4 +25,21 @@
|
|||
Freeze Rotation Y: false
|
||||
Freeze Rotation Z: false
|
||||
IsActive: true
|
||||
Scripts: ~
|
||||
- EID: 1
|
||||
Name: Default
|
||||
IsActive: true
|
||||
NumberOfChildren: 0
|
||||
Components:
|
||||
Camera Component:
|
||||
Position: {x: 0, y: 2, z: 5}
|
||||
Pitch: 0
|
||||
Yaw: 0
|
||||
Roll: 0
|
||||
Width: 1920
|
||||
Height: 1080
|
||||
Near: 0.00999999978
|
||||
Far: 10000
|
||||
Perspective: true
|
||||
IsActive: true
|
||||
Scripts: ~
|
|
@ -162,7 +162,7 @@ namespace SHADE
|
|||
|
||||
//SHSceneNode* parentNode = entityVec[eIndex]->GetSceneNode()->GetParent();
|
||||
|
||||
//SHSceneGraph::RemoveChild(parentNode,entityVec[eIndex].get());
|
||||
//SHSceneGraph::removeChild(parentNode,entityVec[eIndex].get());
|
||||
|
||||
//TODO remove from parent and recursively delete child.
|
||||
|
||||
|
|
|
@ -252,12 +252,13 @@ namespace SHADE
|
|||
if(rbType == SHRigidBodyComponent::Type::DYNAMIC) //Dynamic only fields
|
||||
{
|
||||
SHEditorWidgets::CheckBox("Use Gravity", [component]{return component->IsGravityEnabled();}, [component](bool const& value){component->SetIsGravityEnabled(value);}, "Gravity");
|
||||
//SHEditorWidgets::DragFloat("Mass", [component] {return component->GetMass(); }, [component](float const& value) {component->SetMass(value); }, "Mass");
|
||||
SHEditorWidgets::DragFloat("Gravity Scale", [component] { return component->GetGravityScale(); }, [component](float const& value) { component->SetGravityScale(value); }, "Gravity Scale", 0.1f, 0.0f);
|
||||
SHEditorWidgets::DragFloat("Mass", [component] {return component->GetMass(); }, [component](float const& value) {component->SetMass(value); }, "Mass");
|
||||
}
|
||||
if (rbType == SHRigidBodyComponent::Type::DYNAMIC || rbType == SHRigidBodyComponent::Type::KINEMATIC) //Dynamic or Kinematic only fields
|
||||
{
|
||||
SHEditorWidgets::DragFloat("Drag", [component] {return component->GetDrag(); }, [component](float const& value) {component->SetDrag(value); }, "Drag");
|
||||
SHEditorWidgets::DragFloat("Angular Drag", [component] {return component->GetAngularDrag(); }, [component](float const& value) {component->SetAngularDrag(value); }, "Angular Drag");
|
||||
SHEditorWidgets::DragFloat("Drag", [component] {return component->GetDrag(); }, [component](float const& value) {component->SetDrag(value); }, "Drag", 0.1f, 0.0f);
|
||||
SHEditorWidgets::DragFloat("Angular Drag", [component] {return component->GetAngularDrag(); }, [component](float const& value) {component->SetAngularDrag(value); }, "Angular Drag", 0.1f, 0.0f);
|
||||
|
||||
SHEditorWidgets::CheckBox("Interpolate", [component] {return component->IsInterpolating(); }, [component](bool const& value) {component->SetInterpolate(value); }, "Interpolate");
|
||||
|
||||
|
@ -284,8 +285,7 @@ namespace SHADE
|
|||
//Debug Info (Read-Only)
|
||||
if(ImGui::CollapsingHeader("Debug Information", ImGuiTreeNodeFlags_DefaultOpen))//Dynamic or Kinematic only fields
|
||||
{
|
||||
SHEditorWidgets::DragFloat("Mass", [component] { return component->GetMass(); }, [](float value){}, "Mass", 0.1f, 0.0f, std::numeric_limits<float>::infinity(), "%.3f", ImGuiSliderFlags_ReadOnly);
|
||||
//SHEditorWidgets::DragVec3("Position", { "X", "Y", "Z" }, [component] {return component->GetPosition(); }, [](SHVec3 const& value) {}, false, "Position", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly);
|
||||
SHEditorWidgets::DragVec3("Position", { "X", "Y", "Z" }, [component] {return component->GetPosition(); }, [](SHVec3 const& value) {}, false, "Position", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly);
|
||||
//SHEditorWidgets::DragVec3("Rotation", { "X", "Y", "Z" }, [component] {return component->GetRotation(); }, [](SHVec3 const& value) {}, false, "Rotation", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly);
|
||||
if (rbType == SHRigidBodyComponent::Type::DYNAMIC || rbType == SHRigidBodyComponent::Type::KINEMATIC) //Dynamic or Kinematic only fields
|
||||
{
|
||||
|
|
|
@ -246,8 +246,6 @@ namespace SHADE
|
|||
tf.world.position = SHVec3::Transform(tf.local.position, localToWorld);
|
||||
tf.world.scale = tf.local.scale * (parent ? parent->GetLocalScale() : SHVec3::One);
|
||||
|
||||
|
||||
|
||||
if (convertRotation)
|
||||
{
|
||||
tf.worldRotation = tf.localRotation + (parent ? parent->GetLocalRotation() : SHVec3::Zero);
|
||||
|
|
|
@ -0,0 +1,100 @@
|
|||
/****************************************************************************************
|
||||
* \file SHMotionState.cpp
|
||||
* \author Diren D Bharwani, diren.dbharwani, 390002520
|
||||
* \brief Implementation for a Motion State.
|
||||
*
|
||||
* \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 "SHMotionState.h"
|
||||
|
||||
// Project Headers
|
||||
#include "Math/SHMathHelpers.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Constructors & Destructor Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
SHMotionState::SHMotionState() noexcept
|
||||
: hasMoved { false }
|
||||
{}
|
||||
|
||||
SHMotionState::SHMotionState(const SHMotionState& rhs) noexcept
|
||||
: hasMoved { rhs.hasMoved }
|
||||
, position { rhs.position }
|
||||
, prevPosition { rhs.prevPosition }
|
||||
{}
|
||||
|
||||
SHMotionState::SHMotionState(SHMotionState&& rhs) noexcept
|
||||
: hasMoved { rhs.hasMoved }
|
||||
, position { rhs.position }
|
||||
, prevPosition { rhs.prevPosition }
|
||||
{}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Operator Overload Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
SHMotionState& SHMotionState::operator=(const SHMotionState& rhs) noexcept
|
||||
{
|
||||
if (this == &rhs)
|
||||
return *this;
|
||||
|
||||
hasMoved = rhs.hasMoved;
|
||||
position = rhs.position;
|
||||
prevPosition = rhs.prevPosition;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
SHMotionState& SHMotionState::operator=(SHMotionState&& rhs) noexcept
|
||||
{
|
||||
hasMoved = rhs.hasMoved;
|
||||
position = rhs.position;
|
||||
prevPosition = rhs.prevPosition;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
SHMotionState::operator bool() const noexcept
|
||||
{
|
||||
return hasMoved;
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Public Member Function Definition */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
void SHMotionState::ForcePosition(const SHVec3& newPosition) noexcept
|
||||
{
|
||||
hasMoved = false;
|
||||
|
||||
prevPosition = newPosition;
|
||||
position = newPosition;
|
||||
}
|
||||
|
||||
void SHMotionState::IntegratePosition(const SHVec3& velocity, float dt) noexcept
|
||||
{
|
||||
// Velocities are 0 when objects are static or sleeping. We do not want to integrate them here.
|
||||
// This call should never reach here.
|
||||
|
||||
hasMoved = true;
|
||||
|
||||
prevPosition = position;
|
||||
position += velocity * dt;
|
||||
}
|
||||
|
||||
SHVec3 SHMotionState::InterpolatePositions(float factor) const noexcept
|
||||
{
|
||||
return SHVec3::ClampedLerp(prevPosition, position, factor);
|
||||
}
|
||||
|
||||
|
||||
} // namespace SHADE
|
|
@ -0,0 +1,93 @@
|
|||
/****************************************************************************************
|
||||
* \file SHMotionState.h
|
||||
* \author Diren D Bharwani, diren.dbharwani, 390002520
|
||||
* \brief Interface for a Motion State.
|
||||
*
|
||||
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
****************************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
// Project Headers
|
||||
#include "Math/Vector/SHVec3.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-------------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*-------------------------------------------------------------------------------------*/
|
||||
|
||||
/**
|
||||
* @brief
|
||||
* Encapsulates the motion state of a rigid body in physics.
|
||||
*/
|
||||
struct SH_API SHMotionState
|
||||
{
|
||||
public:
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Data Members */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
bool hasMoved;
|
||||
|
||||
SHVec3 position;
|
||||
SHVec3 prevPosition;
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Constructors & Destructor */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
SHMotionState () noexcept;
|
||||
SHMotionState (const SHMotionState& rhs) noexcept;
|
||||
SHMotionState (SHMotionState&& rhs) noexcept;
|
||||
|
||||
~SHMotionState() = default;
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
SHMotionState& operator= (const SHMotionState& rhs) noexcept;
|
||||
SHMotionState& operator= (SHMotionState&& rhs) noexcept;
|
||||
|
||||
operator bool () const noexcept;
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Function Members */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
/**
|
||||
* @brief
|
||||
* Forcefully sets the position. Meant to be used when transform overrides the rigid body
|
||||
* positions.
|
||||
* @param newPosition
|
||||
* The new position to set.
|
||||
*/
|
||||
void ForcePosition (const SHVec3& newPosition) noexcept;
|
||||
|
||||
/**
|
||||
* @brief
|
||||
* Integrates the positions using velocity with respect to time.
|
||||
* @param velocity
|
||||
* The velocity to integrate.
|
||||
* @param dt
|
||||
* The delta time to integrate with respect to.
|
||||
*/
|
||||
void IntegratePosition (const SHVec3& velocity, float dt) noexcept;
|
||||
|
||||
/**
|
||||
* @brief
|
||||
* Interpolates the position between the previous and the last using a given factor.
|
||||
* @param factor
|
||||
* The factor to interpolate by. Should be between 0 & 1.
|
||||
* @returns
|
||||
* The interpolated position meant for rendering.
|
||||
*/
|
||||
SHVec3 InterpolatePositions (float factor) const noexcept;
|
||||
|
||||
};
|
||||
|
||||
|
||||
} // namespace SHADE
|
|
@ -0,0 +1,122 @@
|
|||
/****************************************************************************************
|
||||
* \file SHPhysicsWorld.cpp
|
||||
* \author Diren D Bharwani, diren.dbharwani, 390002520
|
||||
* \brief Implementation for a Physics World.
|
||||
*
|
||||
* \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 "SHPhysicsWorld.h"
|
||||
|
||||
// Project Headers
|
||||
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Constructors & Destructor Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
SHPhysicsWorld::SHPhysicsWorld(const WorldSettings& worldSettings) noexcept
|
||||
: settings { worldSettings }
|
||||
{
|
||||
rigidBodies.clear();
|
||||
SHLOG_INFO_D("Creating Physics World")
|
||||
}
|
||||
|
||||
SHPhysicsWorld::~SHPhysicsWorld() noexcept
|
||||
{
|
||||
rigidBodies.clear();
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Public Member Functions Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
void SHPhysicsWorld::AddRigidBody(SHRigidBody* rigidBody) noexcept
|
||||
{
|
||||
const bool INSERTED = rigidBodies.emplace(rigidBody->entityID, rigidBody).second;
|
||||
if (!INSERTED)
|
||||
{
|
||||
SHLOG_WARNING_D("Attempting to add duplicate rigid body {} to the Physics World!", rigidBody->entityID)
|
||||
}
|
||||
}
|
||||
|
||||
void SHPhysicsWorld::RemoveRigidBody(SHRigidBody* rigidBody) noexcept
|
||||
{
|
||||
rigidBodies.erase(rigidBody->entityID);
|
||||
}
|
||||
|
||||
void SHPhysicsWorld::Step(float dt)
|
||||
{
|
||||
for (auto* rigidBody : rigidBodies | std::views::values)
|
||||
integrateForces(*rigidBody, dt);
|
||||
|
||||
for (auto* rigidBody : rigidBodies | std::views::values)
|
||||
integrateVelocities(*rigidBody, dt);
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Private Member Functions Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
void SHPhysicsWorld::integrateForces(SHRigidBody& rigidBody, float dt) const noexcept
|
||||
{
|
||||
if (rigidBody.bodyType != SHRigidBody::Type::DYNAMIC)
|
||||
return;
|
||||
|
||||
// Integrate forces and gravity into linear velocity
|
||||
const SHVec3 LINEAR_ACCELERATION = rigidBody.accumulatedForce * rigidBody.invMass;
|
||||
const SHVec3 GRAVITATIONAL_ACCELERATION = rigidBody.IsGravityEnabled() ? settings.gravity * rigidBody.gravityScale : SHVec3::Zero;
|
||||
|
||||
rigidBody.linearVelocity += (LINEAR_ACCELERATION + GRAVITATIONAL_ACCELERATION) * dt;
|
||||
|
||||
// Apply drag (exponentially applied)
|
||||
rigidBody.linearVelocity *= 1.0f / (1.0f + dt * rigidBody.linearDrag);
|
||||
}
|
||||
|
||||
void SHPhysicsWorld::integrateVelocities(SHRigidBody& rigidBody, float dt) const noexcept
|
||||
{
|
||||
static const auto ENFORCE_CONSTRAINED_VELOCITIES = [](SHRigidBody& rigidBody)
|
||||
{
|
||||
// Enforce linear constraints
|
||||
rigidBody.linearVelocity = SHVec3
|
||||
{
|
||||
rigidBody.GetFreezePositionX() ? 0.0f : rigidBody.linearVelocity.x
|
||||
, rigidBody.GetFreezePositionY() ? 0.0f : rigidBody.linearVelocity.y
|
||||
, rigidBody.GetFreezePositionZ() ? 0.0f : rigidBody.linearVelocity.z
|
||||
};
|
||||
|
||||
// TODO: Enforce angular constraints
|
||||
};
|
||||
|
||||
// Always reset movement flag
|
||||
rigidBody.motionState.hasMoved = false;
|
||||
|
||||
// Set all velocities of static bodies to 0
|
||||
if (rigidBody.bodyType == SHRigidBody::Type::STATIC)
|
||||
{
|
||||
rigidBody.linearVelocity = SHVec3::Zero;
|
||||
}
|
||||
else // Dynamic & Kinematic bodies
|
||||
{
|
||||
// Both dynamic and kinematic can sleep when their velocities are under the thresholds.
|
||||
if (!rigidBody.IsSleeping())
|
||||
{
|
||||
ENFORCE_CONSTRAINED_VELOCITIES(rigidBody);
|
||||
|
||||
rigidBody.motionState.IntegratePosition(rigidBody.linearVelocity, dt);
|
||||
// TODO: Integrate orientations
|
||||
}
|
||||
}
|
||||
|
||||
// Clear all forces
|
||||
// We clear forces for static bodies as well for redundancy
|
||||
rigidBody.ClearForces();
|
||||
}
|
||||
} // namespace SHADE
|
|
@ -10,7 +10,10 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
// Project Headers
|
||||
#include "SHRigidBody.h"
|
||||
#include "Math/SHMath.h"
|
||||
#include "SH_API.h"
|
||||
|
||||
|
@ -20,7 +23,7 @@ namespace SHADE
|
|||
/* Type Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
struct SH_API SHPhysicsWorldState
|
||||
class SH_API SHPhysicsWorld
|
||||
{
|
||||
public:
|
||||
|
||||
|
@ -41,22 +44,55 @@ namespace SHADE
|
|||
bool sleepingEnabled = true;
|
||||
};
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Data Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
WorldSettings settings;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Constructors & Destructor */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
SHPhysicsWorldState() noexcept;
|
||||
SHPhysicsWorld (const WorldSettings& worldSettings = WorldSettings{}) noexcept;
|
||||
~SHPhysicsWorld () noexcept;
|
||||
|
||||
SHPhysicsWorld (const SHPhysicsWorld&) = delete;
|
||||
SHPhysicsWorld (SHPhysicsWorld&&) = delete;
|
||||
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
SHPhysicsWorld& operator=(const SHPhysicsWorld&) = delete;
|
||||
SHPhysicsWorld& operator=(SHPhysicsWorld&&) = delete;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Function Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
void AddRigidBody (SHRigidBody* rigidBody) noexcept;
|
||||
void RemoveRigidBody (SHRigidBody* rigidBody) noexcept;
|
||||
|
||||
void Step (float dt);
|
||||
|
||||
private:
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
using RigidBodies = std::unordered_map<EntityID, SHRigidBody*>;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Data Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
WorldSettings settings;
|
||||
|
||||
RigidBodies rigidBodies;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Function Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
void integrateForces (SHRigidBody& rigidBody, float dt) const noexcept;
|
||||
void integrateVelocities (SHRigidBody& rigidBody, float dt) const noexcept;
|
||||
|
||||
};
|
||||
|
||||
|
|
@ -26,7 +26,7 @@ namespace SHADE
|
|||
: entityID { eid }
|
||||
, bodyType { type }
|
||||
, invMass { type == Type::DYNAMIC ? 1.0f : 0.0f }
|
||||
, linearDrag { type != Type::STATIC ? 0.01f : 0.0f }
|
||||
, linearDrag { 0.01f }
|
||||
, gravityScale { 1.0f }
|
||||
, flags { 0U }
|
||||
{
|
||||
|
@ -45,6 +45,7 @@ namespace SHADE
|
|||
, linearDrag { rhs.linearDrag }
|
||||
, gravityScale { rhs.gravityScale }
|
||||
, flags { rhs.flags }
|
||||
, motionState { rhs.motionState }
|
||||
{
|
||||
// All other properties are defaulted to 0 to not carry over any potential errors / invalid values.
|
||||
}
|
||||
|
@ -56,6 +57,7 @@ namespace SHADE
|
|||
, linearDrag { rhs.linearDrag }
|
||||
, gravityScale { rhs.gravityScale }
|
||||
, flags { rhs.flags }
|
||||
, motionState { std::move(rhs.motionState) }
|
||||
{
|
||||
// All other properties are defaulted to 0 to not carry over any potential errors / invalid values.
|
||||
}
|
||||
|
@ -70,28 +72,36 @@ namespace SHADE
|
|||
if (this == &rhs)
|
||||
return *this;
|
||||
|
||||
entityID = rhs.entityID;
|
||||
bodyType = rhs.bodyType;
|
||||
invMass = rhs.invMass;
|
||||
linearDrag = rhs.linearDrag;
|
||||
gravityScale = rhs.gravityScale;
|
||||
flags = rhs.flags;
|
||||
entityID = rhs.entityID;
|
||||
bodyType = rhs.bodyType;
|
||||
invMass = rhs.invMass;
|
||||
linearDrag = rhs.linearDrag;
|
||||
gravityScale = rhs.gravityScale;
|
||||
flags = rhs.flags;
|
||||
motionState = rhs.motionState;
|
||||
|
||||
// All other properties are defaulted to 0 to not carry over any potential errors / invalid values.
|
||||
accumulatedForce = SHVec3::Zero;
|
||||
linearVelocity = SHVec3::Zero;
|
||||
angularVelocity = SHVec3::Zero;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
SHRigidBody& SHRigidBody::operator=(SHRigidBody&& rhs) noexcept
|
||||
{
|
||||
entityID = rhs.entityID;
|
||||
bodyType = rhs.bodyType;
|
||||
invMass = rhs.invMass;
|
||||
linearDrag = rhs.linearDrag;
|
||||
gravityScale = rhs.gravityScale;
|
||||
flags = rhs.flags;
|
||||
entityID = rhs.entityID;
|
||||
bodyType = rhs.bodyType;
|
||||
invMass = rhs.invMass;
|
||||
linearDrag = rhs.linearDrag;
|
||||
gravityScale = rhs.gravityScale;
|
||||
flags = rhs.flags;
|
||||
motionState = std::move(rhs.motionState);
|
||||
|
||||
// All other properties are defaulted to 0 to not carry over any potential errors / invalid values.
|
||||
accumulatedForce = SHVec3::Zero;
|
||||
linearVelocity = SHVec3::Zero;
|
||||
angularVelocity = SHVec3::Zero;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
@ -105,118 +115,124 @@ namespace SHADE
|
|||
return bodyType;
|
||||
}
|
||||
|
||||
float SHRigidBody::GetMass() const noexcept
|
||||
float SHRigidBody::GetMass() const noexcept
|
||||
{
|
||||
return 1.0f/ invMass;
|
||||
}
|
||||
|
||||
float SHRigidBody::GetLinearDrag() const noexcept
|
||||
float SHRigidBody::GetLinearDrag() const noexcept
|
||||
{
|
||||
return linearDrag;
|
||||
}
|
||||
|
||||
float SHRigidBody::GetGravityScale() const noexcept
|
||||
float SHRigidBody::GetGravityScale() const noexcept
|
||||
{
|
||||
return gravityScale;
|
||||
}
|
||||
|
||||
const SHVec3& SHRigidBody::GetAccumulatedForce() const noexcept
|
||||
const SHVec3& SHRigidBody::GetAccumulatedForce() const noexcept
|
||||
{
|
||||
return accumulatedForce;
|
||||
}
|
||||
|
||||
const SHVec3& SHRigidBody::GetLinearVelocity() const noexcept
|
||||
const SHVec3& SHRigidBody::GetLinearVelocity() const noexcept
|
||||
{
|
||||
return linearVelocity;
|
||||
}
|
||||
|
||||
const SHVec3& SHRigidBody::GetAngularVelocity() const noexcept
|
||||
const SHVec3& SHRigidBody::GetAngularVelocity() const noexcept
|
||||
{
|
||||
return angularVelocity;
|
||||
}
|
||||
|
||||
// Flags
|
||||
|
||||
bool SHRigidBody::IsActive() const noexcept
|
||||
bool SHRigidBody::IsActive() const noexcept
|
||||
{
|
||||
static constexpr unsigned int FLAG_POS = 0;
|
||||
return flags & (1U << FLAG_POS);
|
||||
}
|
||||
|
||||
bool SHRigidBody::IsSleeping() const noexcept
|
||||
bool SHRigidBody::IsSleeping() const noexcept
|
||||
{
|
||||
static constexpr unsigned int FLAG_POS = 1;
|
||||
return flags & (1U << FLAG_POS);
|
||||
}
|
||||
|
||||
bool SHRigidBody::IsSleepingEnabled() const noexcept
|
||||
bool SHRigidBody::IsSleepingEnabled() const noexcept
|
||||
{
|
||||
static constexpr unsigned int FLAG_POS = 2;
|
||||
return flags & (1U << FLAG_POS);
|
||||
}
|
||||
|
||||
bool SHRigidBody::IsGravityEnabled() const noexcept
|
||||
bool SHRigidBody::IsGravityEnabled() const noexcept
|
||||
{
|
||||
static constexpr unsigned int FLAG_POS = 3;
|
||||
return flags & (1U << FLAG_POS);
|
||||
}
|
||||
|
||||
bool SHRigidBody::IsAutoMassEnabled() const noexcept
|
||||
bool SHRigidBody::IsAutoMassEnabled() const noexcept
|
||||
{
|
||||
static constexpr unsigned int FLAG_POS = 4;
|
||||
return flags & (1U << FLAG_POS);
|
||||
}
|
||||
|
||||
bool SHRigidBody::GetFreezePositionX() const noexcept
|
||||
bool SHRigidBody::GetFreezePositionX() const noexcept
|
||||
{
|
||||
static constexpr unsigned int FLAG_POS = 10;
|
||||
return flags & (1U << FLAG_POS);
|
||||
}
|
||||
|
||||
bool SHRigidBody::GetFreezePositionY() const noexcept
|
||||
bool SHRigidBody::GetFreezePositionY() const noexcept
|
||||
{
|
||||
static constexpr unsigned int FLAG_POS = 11;
|
||||
return flags & (1U << FLAG_POS);
|
||||
}
|
||||
|
||||
bool SHRigidBody::GetFreezePositionZ() const noexcept
|
||||
bool SHRigidBody::GetFreezePositionZ() const noexcept
|
||||
{
|
||||
static constexpr unsigned int FLAG_POS = 12;
|
||||
return flags & (1U << FLAG_POS);
|
||||
}
|
||||
|
||||
bool SHRigidBody::GetFreezeRotationX() const noexcept
|
||||
bool SHRigidBody::GetFreezeRotationX() const noexcept
|
||||
{
|
||||
static constexpr unsigned int FLAG_POS = 13;
|
||||
return flags & (1U << FLAG_POS);
|
||||
}
|
||||
|
||||
bool SHRigidBody::GetFreezeRotationY() const noexcept
|
||||
bool SHRigidBody::GetFreezeRotationY() const noexcept
|
||||
{
|
||||
static constexpr unsigned int FLAG_POS = 14;
|
||||
return flags & (1U << FLAG_POS);
|
||||
}
|
||||
|
||||
bool SHRigidBody::GetFreezeRotationZ() const noexcept
|
||||
bool SHRigidBody::GetFreezeRotationZ() const noexcept
|
||||
{
|
||||
static constexpr unsigned int FLAG_POS = 15;
|
||||
return flags & (1U << FLAG_POS);
|
||||
}
|
||||
|
||||
SHMotionState& SHRigidBody::GetMotionState() noexcept
|
||||
{
|
||||
return motionState;
|
||||
}
|
||||
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Setter Functions Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
void SHRigidBody::SetType(Type newType) noexcept
|
||||
void SHRigidBody::SetType(Type newType) noexcept
|
||||
{
|
||||
if (newType == bodyType)
|
||||
return;
|
||||
|
||||
bodyType = newType;
|
||||
invMass = newType == Type::DYNAMIC ? 1.0f : 0.0f;
|
||||
bodyType = newType;
|
||||
invMass = newType == Type::DYNAMIC ? 1.0f : 0.0f;
|
||||
}
|
||||
|
||||
void SHRigidBody::SetMass(float newMass) noexcept
|
||||
void SHRigidBody::SetMass(float newMass) noexcept
|
||||
{
|
||||
if (bodyType != Type::DYNAMIC)
|
||||
{
|
||||
|
@ -235,7 +251,7 @@ namespace SHADE
|
|||
// TODO: Recompute inertia tensor
|
||||
}
|
||||
|
||||
void SHRigidBody::SetLinearDrag(float newLinearDrag) noexcept
|
||||
void SHRigidBody::SetLinearDrag(float newLinearDrag) noexcept
|
||||
{
|
||||
if (bodyType == Type::STATIC)
|
||||
{
|
||||
|
@ -252,17 +268,17 @@ namespace SHADE
|
|||
linearDrag = newLinearDrag;
|
||||
}
|
||||
|
||||
void SHRigidBody::SetGravityScale(float newGravityScale) noexcept
|
||||
void SHRigidBody::SetGravityScale(float newGravityScale) noexcept
|
||||
{
|
||||
gravityScale = newGravityScale;
|
||||
}
|
||||
|
||||
void SHRigidBody::SetLinearVelocity(const SHVec3& newLinearVelocity) noexcept
|
||||
void SHRigidBody::SetLinearVelocity(const SHVec3& newLinearVelocity) noexcept
|
||||
{
|
||||
linearVelocity = newLinearVelocity;
|
||||
}
|
||||
|
||||
void SHRigidBody::SetIsActive(bool isActive) noexcept
|
||||
void SHRigidBody::SetIsActive(bool isActive) noexcept
|
||||
{
|
||||
static constexpr unsigned int FLAG_POS = 0;
|
||||
static constexpr uint16_t VALUE = 1U << FLAG_POS;
|
||||
|
@ -270,7 +286,7 @@ namespace SHADE
|
|||
isActive ? flags |= VALUE : flags &= ~VALUE;
|
||||
}
|
||||
|
||||
void SHRigidBody::SetIsSleeping(bool isSleeping) noexcept
|
||||
void SHRigidBody::SetIsSleeping(bool isSleeping) noexcept
|
||||
{
|
||||
static constexpr unsigned int FLAG_POS = 1;
|
||||
static constexpr uint16_t VALUE = 1U << FLAG_POS;
|
||||
|
@ -278,7 +294,7 @@ namespace SHADE
|
|||
isSleeping ? flags |= VALUE : flags &= ~VALUE;
|
||||
}
|
||||
|
||||
void SHRigidBody::SetSleepingEnabled(bool enableSleeping) noexcept
|
||||
void SHRigidBody::SetSleepingEnabled(bool enableSleeping) noexcept
|
||||
{
|
||||
static constexpr unsigned int FLAG_POS = 2;
|
||||
static constexpr uint16_t VALUE = 1U << FLAG_POS;
|
||||
|
@ -295,7 +311,7 @@ namespace SHADE
|
|||
}
|
||||
}
|
||||
|
||||
void SHRigidBody::SetGravityEnabled(bool enableGravity) noexcept
|
||||
void SHRigidBody::SetGravityEnabled(bool enableGravity) noexcept
|
||||
{
|
||||
static constexpr unsigned int FLAG_POS = 3;
|
||||
static constexpr uint16_t VALUE = 1U << FLAG_POS;
|
||||
|
@ -303,7 +319,7 @@ namespace SHADE
|
|||
enableGravity ? flags |= VALUE : flags &= ~VALUE;
|
||||
}
|
||||
|
||||
void SHRigidBody::SetAutoMassEnabled(bool enableAutoMass) noexcept
|
||||
void SHRigidBody::SetAutoMassEnabled(bool enableAutoMass) noexcept
|
||||
{
|
||||
static constexpr unsigned int FLAG_POS = 4;
|
||||
static constexpr uint16_t VALUE = 1U << FLAG_POS;
|
||||
|
@ -321,7 +337,7 @@ namespace SHADE
|
|||
}
|
||||
}
|
||||
|
||||
void SHRigidBody::SetFreezePositionX(bool freezePositionX) noexcept
|
||||
void SHRigidBody::SetFreezePositionX(bool freezePositionX) noexcept
|
||||
{
|
||||
static constexpr unsigned int FLAG_POS = 10;
|
||||
static constexpr uint16_t VALUE = 1U << FLAG_POS;
|
||||
|
@ -338,7 +354,7 @@ namespace SHADE
|
|||
}
|
||||
}
|
||||
|
||||
void SHRigidBody::SetFreezePositionY(bool freezePositionY) noexcept
|
||||
void SHRigidBody::SetFreezePositionY(bool freezePositionY) noexcept
|
||||
{
|
||||
static constexpr unsigned int FLAG_POS = 11;
|
||||
static constexpr uint16_t VALUE = 1U << FLAG_POS;
|
||||
|
@ -355,7 +371,7 @@ namespace SHADE
|
|||
}
|
||||
}
|
||||
|
||||
void SHRigidBody::SetFreezePositionZ(bool freezePositionZ) noexcept
|
||||
void SHRigidBody::SetFreezePositionZ(bool freezePositionZ) noexcept
|
||||
{
|
||||
static constexpr unsigned int FLAG_POS = 12;
|
||||
static constexpr uint16_t VALUE = 1U << FLAG_POS;
|
||||
|
@ -372,7 +388,7 @@ namespace SHADE
|
|||
}
|
||||
}
|
||||
|
||||
void SHRigidBody::SetFreezeRotationX(bool freezeRotationX) noexcept
|
||||
void SHRigidBody::SetFreezeRotationX(bool freezeRotationX) noexcept
|
||||
{
|
||||
static constexpr unsigned int FLAG_POS = 13;
|
||||
static constexpr uint16_t VALUE = 1U << FLAG_POS;
|
||||
|
@ -389,7 +405,7 @@ namespace SHADE
|
|||
}
|
||||
}
|
||||
|
||||
void SHRigidBody::SetFreezeRotationY(bool freezeRotationY) noexcept
|
||||
void SHRigidBody::SetFreezeRotationY(bool freezeRotationY) noexcept
|
||||
{
|
||||
static constexpr unsigned int FLAG_POS = 14;
|
||||
static constexpr uint16_t VALUE = 1U << FLAG_POS;
|
||||
|
@ -406,7 +422,7 @@ namespace SHADE
|
|||
}
|
||||
}
|
||||
|
||||
void SHRigidBody::SetFreezeRotationZ(bool freezeRotationZ) noexcept
|
||||
void SHRigidBody::SetFreezeRotationZ(bool freezeRotationZ) noexcept
|
||||
{
|
||||
static constexpr unsigned int FLAG_POS = 15;
|
||||
static constexpr uint16_t VALUE = 1U << FLAG_POS;
|
||||
|
@ -424,10 +440,10 @@ namespace SHADE
|
|||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Member Function Definitions */
|
||||
/* Public Member Function Definition */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
void SHRigidBody::AddForce(const SHVec3& force, const SHVec3& pos) noexcept
|
||||
void SHRigidBody::AddForce(const SHVec3& force, const SHVec3& pos) noexcept
|
||||
{
|
||||
if (bodyType != Type::DYNAMIC)
|
||||
return;
|
||||
|
@ -436,7 +452,7 @@ namespace SHADE
|
|||
// Compute torque when force is offset
|
||||
}
|
||||
|
||||
void SHRigidBody::AddImpulse(const SHVec3& impulse, const SHVec3& pos) noexcept
|
||||
void SHRigidBody::AddImpulse(const SHVec3& impulse, const SHVec3& pos) noexcept
|
||||
{
|
||||
if (bodyType != Type::DYNAMIC)
|
||||
return;
|
||||
|
@ -444,7 +460,7 @@ namespace SHADE
|
|||
linearVelocity += impulse * invMass;
|
||||
}
|
||||
|
||||
void SHRigidBody::ClearForces() noexcept
|
||||
void SHRigidBody::ClearForces() noexcept
|
||||
{
|
||||
accumulatedForce = SHVec3::Zero;
|
||||
}
|
||||
|
|
|
@ -13,7 +13,7 @@
|
|||
// Project Headers
|
||||
#include "ECS_Base/SHECSMacros.h"
|
||||
#include "Math/Vector/SHVec3.h"
|
||||
#include "SH_API.h"
|
||||
#include "SHMotionState.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -27,6 +27,13 @@ namespace SHADE
|
|||
*/
|
||||
class SH_API SHRigidBody
|
||||
{
|
||||
private:
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Friends */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
friend class SHPhysicsWorld;
|
||||
|
||||
public:
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
|
@ -83,13 +90,16 @@ namespace SHADE
|
|||
[[nodiscard]] bool GetFreezeRotationY () const noexcept;
|
||||
[[nodiscard]] bool GetFreezeRotationZ () const noexcept;
|
||||
|
||||
[[nodiscard]] SHMotionState& GetMotionState () noexcept;
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Setter Functions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
/**
|
||||
* @brief
|
||||
* Changing the type from non-Dynamic to Dynamic will set the default mass.
|
||||
* Changing the type from non-Dynamic to Dynamic will set the default
|
||||
* mass and drag values.
|
||||
*/
|
||||
void SetType (Type newType) noexcept;
|
||||
|
||||
|
@ -111,7 +121,6 @@ namespace SHADE
|
|||
|
||||
|
||||
void SetGravityScale (float newGravityScale) noexcept;
|
||||
|
||||
void SetLinearVelocity (const SHVec3& newLinearVelocity) noexcept;
|
||||
|
||||
// Flags
|
||||
|
@ -164,22 +173,24 @@ namespace SHADE
|
|||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
// The entityID here is only meant for linking with the actual component in the engine.
|
||||
EntityID entityID;
|
||||
EntityID entityID;
|
||||
|
||||
Type bodyType;
|
||||
Type bodyType;
|
||||
|
||||
float invMass;
|
||||
float linearDrag;
|
||||
float invMass;
|
||||
float linearDrag;
|
||||
|
||||
float gravityScale;
|
||||
float gravityScale;
|
||||
|
||||
SHVec3 accumulatedForce;
|
||||
|
||||
SHVec3 accumulatedForce;
|
||||
|
||||
SHVec3 linearVelocity;
|
||||
SHVec3 angularVelocity;
|
||||
SHVec3 linearVelocity;
|
||||
SHVec3 angularVelocity;
|
||||
|
||||
// aZ aY aX pZ pY pX 0 0 0 0 0 autoMass enableGravity enableSleeping sleeping active
|
||||
uint16_t flags;
|
||||
uint16_t flags;
|
||||
|
||||
SHMotionState motionState;
|
||||
};
|
||||
|
||||
} // namespace SHADE
|
||||
|
|
|
@ -44,9 +44,8 @@ namespace SHADE
|
|||
delete rigidBody;
|
||||
}
|
||||
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Operator Overload Definitions */
|
||||
/* Operator Overload Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
SHPhysicsObject& SHPhysicsObject::operator=(const SHPhysicsObject& rhs) noexcept
|
||||
|
@ -71,4 +70,14 @@ namespace SHADE
|
|||
|
||||
return *this;
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Public Member Function Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
bool SHPhysicsObject::IsEmpty() const noexcept
|
||||
{
|
||||
return rigidBody == nullptr;
|
||||
}
|
||||
|
||||
} // namespace SHADE
|
|
@ -48,5 +48,11 @@ namespace SHADE
|
|||
|
||||
SHPhysicsObject& operator=(const SHPhysicsObject& rhs) noexcept;
|
||||
SHPhysicsObject& operator=(SHPhysicsObject&& rhs) noexcept;
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Member Functions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
bool IsEmpty() const noexcept;
|
||||
};
|
||||
} // namespace SHADE
|
|
@ -14,6 +14,7 @@
|
|||
#include "SHPhysicsObjectManager.h"
|
||||
|
||||
// Project Headers
|
||||
#include "Math/Transform/SHTransformComponent.h"
|
||||
#include "Physics/Interface/SHColliderComponent.h"
|
||||
#include "Physics/Interface/SHCollisionShape.h"
|
||||
#include "Physics/Interface/RigidBodyComponent/SHRigidBodyComponent.h"
|
||||
|
@ -21,16 +22,25 @@
|
|||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Constructors & Destructor Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
SHPhysicsObjectManager::~SHPhysicsObjectManager() noexcept
|
||||
{
|
||||
RemoveAllObjects();
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Getter Function Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
SHPhysicsObjectManager::EntityObjectMap& SHPhysicsObjectManager::GetPhysicsObjects() noexcept
|
||||
SHPhysicsObjectManager::EntityObjectMap& SHPhysicsObjectManager::GetPhysicsObjects() noexcept
|
||||
{
|
||||
return physicsObjects;
|
||||
}
|
||||
|
||||
const SHPhysicsObject* SHPhysicsObjectManager::GetPhysicsObject(EntityID entityID) noexcept
|
||||
const SHPhysicsObject* SHPhysicsObjectManager::GetPhysicsObject(EntityID entityID) noexcept
|
||||
{
|
||||
const auto PHYSICS_OBJECT_ITERATOR = physicsObjects.find(entityID);
|
||||
if (PHYSICS_OBJECT_ITERATOR == physicsObjects.end())
|
||||
|
@ -68,6 +78,17 @@ namespace SHADE
|
|||
, static_cast<SHRigidBody::Type>(rigidBodyComponent->GetType())
|
||||
};
|
||||
|
||||
SHMotionState& motionState = physicsObject->rigidBody->GetMotionState();
|
||||
|
||||
if (const auto* TRANSFORM_COMPONENT = SHComponentManager::GetComponent<SHTransformComponent>(entityID); TRANSFORM_COMPONENT)
|
||||
{
|
||||
motionState.ForcePosition(TRANSFORM_COMPONENT->GetWorldPosition());
|
||||
}
|
||||
else
|
||||
{
|
||||
motionState.ForcePosition(SHVec3::Zero);
|
||||
}
|
||||
|
||||
// Link with the component
|
||||
rigidBodyComponent->SetRigidBody(physicsObject->rigidBody);
|
||||
|
||||
|
@ -85,7 +106,7 @@ namespace SHADE
|
|||
physicsObject->rigidBody = nullptr;
|
||||
|
||||
// Destroy empty physics objects
|
||||
if (physicsObject->rigidBody == nullptr)
|
||||
if (physicsObject->IsEmpty())
|
||||
destroyPhysicsObject(entityID);
|
||||
}
|
||||
|
||||
|
@ -101,7 +122,15 @@ namespace SHADE
|
|||
|
||||
void SHPhysicsObjectManager::RemoveCollider(EntityID entityID) noexcept
|
||||
{
|
||||
// Unlink with the component
|
||||
const auto PHYSICS_OBJECT_ITERATOR = physicsObjects.find(entityID);
|
||||
if (PHYSICS_OBJECT_ITERATOR != physicsObjects.end())
|
||||
{
|
||||
SHPhysicsObject* physicsObject = &PHYSICS_OBJECT_ITERATOR->second;
|
||||
|
||||
// Destroy empty physics objects
|
||||
if (physicsObject->IsEmpty())
|
||||
destroyPhysicsObject(entityID);
|
||||
}
|
||||
|
||||
// TODO: Broadcast event
|
||||
}
|
||||
|
@ -120,6 +149,11 @@ namespace SHADE
|
|||
// TODO: Broadcast event
|
||||
}
|
||||
|
||||
void SHPhysicsObjectManager::RemoveAllObjects() noexcept
|
||||
{
|
||||
physicsObjects.clear();
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Private Member Function Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -40,7 +40,8 @@ namespace SHADE
|
|||
/* Constructors & Destructor */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
SHPhysicsObjectManager() noexcept = default;
|
||||
SHPhysicsObjectManager () noexcept = default;
|
||||
~SHPhysicsObjectManager () noexcept;
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Getter Functions */
|
||||
|
@ -107,6 +108,13 @@ namespace SHADE
|
|||
*/
|
||||
void RemoveCollisionShape (EntityID entityID, uint8_t shapeID) noexcept;
|
||||
|
||||
/**
|
||||
* @brief
|
||||
* Removes all physics object in the manager. This is only meant to be called when
|
||||
* the world is being destroyed or the scene is being changed.
|
||||
*/
|
||||
void RemoveAllObjects () noexcept;
|
||||
|
||||
private:
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Data Members */
|
||||
|
|
|
@ -182,6 +182,15 @@ namespace SHADE
|
|||
return SHVec3::Zero;
|
||||
}
|
||||
|
||||
SHVec3 SHRigidBodyComponent::GetPosition() const noexcept
|
||||
{
|
||||
if (rigidBody)
|
||||
return rigidBody->GetMotionState().position;
|
||||
|
||||
return SHVec3::Zero;
|
||||
}
|
||||
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Setter Functions Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -97,6 +97,8 @@ namespace SHADE
|
|||
[[nodiscard]] SHVec3 GetLinearVelocity () const noexcept;
|
||||
[[nodiscard]] SHVec3 GetAngularVelocity () const noexcept;
|
||||
|
||||
[[nodiscard]] SHVec3 GetPosition () const noexcept;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Setter Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -1,27 +0,0 @@
|
|||
/****************************************************************************************
|
||||
* \file SHPhysicsWorld.cpp
|
||||
* \author Diren D Bharwani, diren.dbharwani, 390002520
|
||||
* \brief Implementation for a Physics World.
|
||||
*
|
||||
* \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 "SHPhysicsWorld.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Constructors & Destructor Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Public Function Members Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
} // namespace SHADE
|
|
@ -15,6 +15,7 @@
|
|||
|
||||
// Project Headers
|
||||
#include "ECS_Base/Managers/SHSystemManager.h"
|
||||
#include "Math/Transform/SHTransformComponent.h"
|
||||
#include "Scripting/SHScriptEngine.h"
|
||||
|
||||
|
||||
|
@ -39,24 +40,40 @@ namespace SHADE
|
|||
|
||||
if (scriptingSystem == nullptr)
|
||||
{
|
||||
SHLOGV_ERROR("Unable to invoke collision and trigger script events due to missing SHScriptEngine!");
|
||||
SHLOGV_ERROR("Unable to invoke collision and trigger script events due to missing SHScriptEngine!");
|
||||
}
|
||||
|
||||
// Interpolate transforms for rendering
|
||||
const float FACTOR = static_cast<float>(physicsSystem->interpolationFactor);
|
||||
|
||||
// Interpolate transforms for rendering.
|
||||
// Only rigid bodies can move due to physics, so we run through the rigid body component dense set.
|
||||
const auto& RIGIDBODY_DENSE = SHComponentManager::GetDense<SHRigidBodyComponent>();
|
||||
for (auto& rigidBodyComponent : RIGIDBODY_DENSE)
|
||||
{
|
||||
auto* transformComponent = SHComponentManager::GetComponent_s<SHTransformComponent>(rigidBodyComponent.GetEID());
|
||||
if (!transformComponent)
|
||||
continue;
|
||||
|
||||
if (!rigidBodyComponent.rigidBody)
|
||||
continue;
|
||||
|
||||
if (const SHMotionState& MOTION_STATE = rigidBodyComponent.rigidBody->GetMotionState(); MOTION_STATE)
|
||||
{
|
||||
SHVec3 renderPosition = rigidBodyComponent.IsInterpolating()
|
||||
? MOTION_STATE.InterpolatePositions(FACTOR)
|
||||
: MOTION_STATE.position;
|
||||
|
||||
/*
|
||||
* TODO: Test if the scene graph transforms abides by setting world position. Collisions will ignore the scene graph hierarchy.
|
||||
*/
|
||||
|
||||
transformComponent->SetWorldPosition(renderPosition);
|
||||
// TODO: SetOrientation
|
||||
}
|
||||
}
|
||||
|
||||
// Collision & Trigger messages
|
||||
if (scriptingSystem != nullptr)
|
||||
scriptingSystem->ExecuteCollisionFunctions();
|
||||
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Private Function Member Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
void SHPhysicsSystem::PhysicsPostUpdate::syncTransforms(SHRigidBodyComponent* rbComponent) const noexcept
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -36,27 +36,27 @@ namespace SHADE
|
|||
auto* physicsSystem = reinterpret_cast<SHPhysicsSystem*>(GetSystem());
|
||||
|
||||
// Get all physics objects & sync transforms
|
||||
for (auto& physicsObject : physicsSystem->physicsObjectManager.GetPhysicsObjects() | std::views::values)
|
||||
syncTransforms(&physicsObject);
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Private Function Member Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
void SHPhysicsSystem::PhysicsPreUpdate::syncTransforms(SHPhysicsObject* physicsObject) const noexcept
|
||||
{
|
||||
const EntityID EID = physicsObject->entityID;
|
||||
|
||||
// Get relevant components: Transform, Rigidbody & Collider
|
||||
const auto* TRANSFORM_COMPONENT = SHComponentManager::GetComponent_s<SHTransformComponent>(EID);
|
||||
|
||||
auto* rigidBodyComponent = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(EID);
|
||||
auto* colliderComponent = SHComponentManager::GetComponent_s<SHColliderComponent>(EID);
|
||||
|
||||
if (TRANSFORM_COMPONENT && TRANSFORM_COMPONENT->HasChanged())
|
||||
for (auto& [entityID, physicsObject] : physicsSystem->physicsObjectManager.GetPhysicsObjects())
|
||||
{
|
||||
// Sync the objects transforms
|
||||
const auto* TRANSFORM_COMPONENT = SHComponentManager::GetComponent_s<SHTransformComponent>(entityID);
|
||||
|
||||
// We assume that all engine components and physics object components have been successfully linked
|
||||
|
||||
if (TRANSFORM_COMPONENT && TRANSFORM_COMPONENT->HasChanged())
|
||||
{
|
||||
// Sync the objects transforms
|
||||
const SHVec3 WORLD_POS = TRANSFORM_COMPONENT->GetWorldPosition();
|
||||
|
||||
if (physicsObject.rigidBody)
|
||||
{
|
||||
SHMotionState& motionState = physicsObject.rigidBody->GetMotionState();
|
||||
|
||||
motionState.ForcePosition(TRANSFORM_COMPONENT->GetWorldPosition());
|
||||
// TODO: Force Orientation
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Sync Collider Transform with World Transform
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -47,7 +47,11 @@ namespace SHADE
|
|||
int count = 0;
|
||||
while (accumulatedTime > FIXED_DT)
|
||||
{
|
||||
if (scriptEngine)
|
||||
scriptEngine->ExecuteFixedUpdates();
|
||||
|
||||
if (physicsSystem->physicsWorld)
|
||||
physicsSystem->physicsWorld->Step(static_cast<float>(FIXED_DT));
|
||||
|
||||
accumulatedTime -= FIXED_DT;
|
||||
++count;
|
||||
|
|
|
@ -28,10 +28,11 @@ namespace SHADE
|
|||
/* Constructors & Destructor Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
SHPhysicsSystem::SHPhysicsSystem()
|
||||
SHPhysicsSystem::SHPhysicsSystem() noexcept
|
||||
: worldUpdated { false }
|
||||
, interpolationFactor { 0.0 }
|
||||
, fixedDT { DEFAULT_FIXED_STEP }
|
||||
, physicsWorld { nullptr }
|
||||
{
|
||||
// Add more events here to register them
|
||||
|
||||
|
@ -45,6 +46,11 @@ namespace SHADE
|
|||
#endif
|
||||
}
|
||||
|
||||
SHPhysicsSystem::~SHPhysicsSystem() noexcept
|
||||
{
|
||||
delete physicsWorld;
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Getter Function Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
@ -141,24 +147,66 @@ namespace SHADE
|
|||
SHEventHandle SHPhysicsSystem::onSceneInit(SHEventPtr onSceneInitEvent)
|
||||
{
|
||||
/*
|
||||
* TODO:
|
||||
* If a world already exists, destroy it
|
||||
* Recreate the world
|
||||
* Recreate the world.
|
||||
*
|
||||
* If there is an editor and editor mode is already playing, link all entities with the world immediately.
|
||||
*/
|
||||
|
||||
// Destroy an existing world if there is one.
|
||||
//! This should almost never happen.
|
||||
if (physicsWorld)
|
||||
{
|
||||
// Remove all references of physics objects from the world
|
||||
for (const auto& PHYSICS_OBJECT : physicsObjectManager.GetPhysicsObjects() | std::views::values)
|
||||
{
|
||||
if (PHYSICS_OBJECT.rigidBody)
|
||||
physicsWorld->RemoveRigidBody(PHYSICS_OBJECT.rigidBody);
|
||||
}
|
||||
|
||||
delete physicsWorld;
|
||||
physicsWorld = nullptr;
|
||||
}
|
||||
|
||||
// Create the physics world
|
||||
physicsWorld = new SHPhysicsWorld;
|
||||
|
||||
#ifdef SHEDITOR
|
||||
|
||||
// Link all entities with the world if editor is already playing.
|
||||
// This is for handling scene changes while the editor is active.
|
||||
|
||||
const auto* EDITOR = SHSystemManager::GetSystem<SHEditor>();
|
||||
if (EDITOR && EDITOR->editorState == SHEditor::State::PLAY)
|
||||
{
|
||||
for (const auto& PHYSICS_OBJECT : physicsObjectManager.GetPhysicsObjects() | std::views::values)
|
||||
{
|
||||
if (PHYSICS_OBJECT.rigidBody)
|
||||
physicsWorld->AddRigidBody(PHYSICS_OBJECT.rigidBody);
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
return onSceneInitEvent.get()->handle;
|
||||
}
|
||||
|
||||
SHEventHandle SHPhysicsSystem::onSceneExit(SHEventPtr onSceneExitEvent)
|
||||
{
|
||||
/*
|
||||
* TODO:
|
||||
* Destroy the physics world.
|
||||
* Destroy all physics objects.
|
||||
*/
|
||||
|
||||
for (const auto& PHYSICS_OBJECT : physicsObjectManager.GetPhysicsObjects() | std::views::values)
|
||||
{
|
||||
if (PHYSICS_OBJECT.rigidBody)
|
||||
physicsWorld->RemoveRigidBody(PHYSICS_OBJECT.rigidBody);
|
||||
}
|
||||
|
||||
delete physicsWorld;
|
||||
physicsWorld = nullptr;
|
||||
|
||||
return onSceneExitEvent.get()->handle;
|
||||
}
|
||||
|
||||
|
@ -181,8 +229,17 @@ namespace SHADE
|
|||
|
||||
// Link engine components with physics object component
|
||||
if (IS_RIGID_BODY)
|
||||
{
|
||||
physicsObjectManager.AddRigidBody(EID);
|
||||
|
||||
if (physicsWorld)
|
||||
{
|
||||
auto* rigidBody = physicsObjectManager.GetPhysicsObject(EID)->rigidBody;
|
||||
physicsWorld->AddRigidBody(rigidBody);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (IS_COLLIDER)
|
||||
physicsObjectManager.AddCollider(EID);
|
||||
}
|
||||
|
@ -209,7 +266,16 @@ namespace SHADE
|
|||
|
||||
// Link engine components with physics object component
|
||||
if (IS_RIGID_BODY)
|
||||
{
|
||||
if (physicsWorld)
|
||||
{
|
||||
auto* rigidBody = physicsObjectManager.GetPhysicsObject(EID)->rigidBody;
|
||||
physicsWorld->RemoveRigidBody(rigidBody);
|
||||
}
|
||||
|
||||
physicsObjectManager.RemoveRigidBody(EID);
|
||||
}
|
||||
|
||||
|
||||
if (IS_COLLIDER)
|
||||
physicsObjectManager.RemoveCollider(EID);
|
||||
|
@ -222,10 +288,15 @@ namespace SHADE
|
|||
|
||||
SHEventHandle SHPhysicsSystem::onEditorPlay(SHEventPtr onEditorPlayEvent)
|
||||
{
|
||||
/*
|
||||
* TODO:
|
||||
* Link all entities with the world.
|
||||
*/
|
||||
// Add all physics components to the physics world
|
||||
for (const auto& PHYSICS_OBJECT : physicsObjectManager.GetPhysicsObjects() | std::views::values)
|
||||
{
|
||||
// Add rigid body if it exists
|
||||
if (PHYSICS_OBJECT.rigidBody)
|
||||
physicsWorld->AddRigidBody(PHYSICS_OBJECT.rigidBody);
|
||||
|
||||
// TODO: Add Collider if it exists
|
||||
}
|
||||
|
||||
return onEditorPlayEvent.get()->handle;
|
||||
}
|
||||
|
|
|
@ -16,6 +16,7 @@
|
|||
#include "ECS_Base/System/SHFixedSystemRoutine.h"
|
||||
#include "Events/SHEvent.h"
|
||||
|
||||
#include "Physics/Dynamics/SHPhysicsWorld.h"
|
||||
#include "Physics/Interface/PhysicsObject/SHPhysicsObjectManager.h"
|
||||
#include "Physics/Interface/RigidBodyComponent/SHRigidBodyComponent.h"
|
||||
#include "Physics/Interface/SHColliderComponent.h"
|
||||
|
@ -34,7 +35,8 @@ namespace SHADE
|
|||
/* Constructors & Destructor */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
SHPhysicsSystem();
|
||||
SHPhysicsSystem () noexcept;
|
||||
~SHPhysicsSystem() noexcept;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Getter Functions */
|
||||
|
@ -75,9 +77,6 @@ namespace SHADE
|
|||
public:
|
||||
PhysicsPreUpdate();
|
||||
void Execute(double dt) noexcept override;
|
||||
|
||||
private:
|
||||
void syncTransforms(SHPhysicsObject* physicsObject) const noexcept;
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -103,9 +102,6 @@ namespace SHADE
|
|||
public:
|
||||
PhysicsPostUpdate();
|
||||
void Execute(double dt) noexcept override;
|
||||
|
||||
private:
|
||||
void syncTransforms(SHRigidBodyComponent* rbComponent) const noexcept;
|
||||
};
|
||||
|
||||
private:
|
||||
|
@ -136,6 +132,8 @@ namespace SHADE
|
|||
|
||||
// Sub-systems / managers
|
||||
|
||||
SHPhysicsWorld* physicsWorld;
|
||||
|
||||
SHPhysicsObjectManager physicsObjectManager;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -49,8 +49,9 @@ 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 int GetFixedUpdateRate () noexcept;
|
||||
};
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue