Implemented a custom physics engine #316

Merged
direnbharwani merged 95 commits from SHPhysics into main 2023-01-23 15:55:45 +08:00
31 changed files with 942 additions and 52 deletions
Showing only changes of commit 8475bdccd7 - Show all commits

1
Assets/Bindings.SHConfig Normal file
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@ -0,0 +1 @@
0

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@ -0,0 +1,4 @@
Start Maximized: true
Working Scene ID: 97161771
Window Size: {x: 1920, y: 1080}
Style: 0

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@ -1,7 +1,7 @@
- EID: 0 - EID: 0
Name: Canvas Name: Canvas
IsActive: true IsActive: true
NumberOfChildren: 1 NumberOfChildren: 2
Components: Components:
Canvas Component: Canvas Component:
Canvas Width: 10 Canvas Width: 10
@ -28,6 +28,26 @@
Clicked Texture: 0 Clicked Texture: 0
IsActive: true IsActive: true
Scripts: ~ Scripts: ~
- EID: 5
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: -3.9000001, z: 0}
Rotate: {x: 0, y: 0, z: 0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Renderable Component:
Mesh: 141771688
Material: 129340704
IsActive: true
Toggle Button Component:
Non Toggled Texture: 0
Toggled Texture: 0
Value: true
IsActive: true
Scripts: ~
- EID: 1 - EID: 1
Name: Camera Name: Camera
IsActive: true IsActive: true

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@ -1,3 +1,3 @@
Name: UI_Test Name: UI_Test
ID: 87707373 ID: 87244611
Type: 5 Type: 5

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@ -23,7 +23,7 @@
#include "SH_API.h" #include "SH_API.h"
#include "Events/SHEventManager.hpp" #include "Events/SHEventManager.hpp"
#include <tuple>
#include <cassert> #include <cassert>
namespace SHADE namespace SHADE
@ -151,6 +151,32 @@ namespace SHADE
return (componentSet.GetSparseSet<T>()->GetElement_s(EntityHandleGenerator::GetIndex(entityID))); return (componentSet.GetSparseSet<T>()->GetElement_s(EntityHandleGenerator::GetIndex(entityID)));
} }
/*!*************************************************************************
* \brief
* Gets the Component of the entity with the specified entityID
*
* This is the safe version of GetComponent_s which does a HasComponent to make
* sure that the entity has such a component and returns nullptr if it doesn't
*
* This safe version also checks if the sparse set of this component type
* has been created in SHComponentManager and creates one if it doesn't
*
* @tparam T...
* Pack of Types for all the Components to get.
* \param entityID
* EntityID of the entity that we are trying to get the component of.
* \return
* A tuple of pointers to all the components specified.
* Returns nullptr if the entity does not contain such a component.
***************************************************************************/
template<typename ...T>
static std::enable_if_t<(... && std::is_base_of_v<SHComponent, T>), std::tuple<T*...>> GetComponents(EntityID entityID) noexcept
{
return std::make_tuple<T*...>(GetComponent_s<T>(entityID)...);
}
/*!************************************************************************* /*!*************************************************************************
* \brief * \brief
* Gets the Component of the entity with the specified entityID * Gets the Component of the entity with the specified entityID

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@ -21,6 +21,7 @@
#include "UI/SHUIComponent.h" #include "UI/SHUIComponent.h"
#include "UI/SHCanvasComponent.h" #include "UI/SHCanvasComponent.h"
#include "UI/SHButtonComponent.h" #include "UI/SHButtonComponent.h"
#include "UI/SHToggleButtonComponent.h"
#include "SHEditorComponentView.h" #include "SHEditorComponentView.h"
#include "AudioSystem/SHAudioListenerComponent.h" #include "AudioSystem/SHAudioListenerComponent.h"
#include "Graphics/MiddleEnd/TextRendering/SHTextRenderableComponent.h" #include "Graphics/MiddleEnd/TextRendering/SHTextRenderableComponent.h"
@ -154,6 +155,10 @@ namespace SHADE
{ {
DrawComponent(buttonComponent); DrawComponent(buttonComponent);
} }
if (auto toggleButton = SHComponentManager::GetComponent_s<SHToggleButtonComponent>(eid))
{
DrawComponent(toggleButton);
}
ImGui::Separator(); ImGui::Separator();
// Render Scripts // Render Scripts
SHScriptEngine* scriptEngine = static_cast<SHScriptEngine*>(SHSystemManager::GetSystem<SHScriptEngine>()); SHScriptEngine* scriptEngine = static_cast<SHScriptEngine*>(SHSystemManager::GetSystem<SHScriptEngine>());
@ -167,6 +172,7 @@ namespace SHADE
DrawAddComponentButton<SHLightComponent>(eid); DrawAddComponentButton<SHLightComponent>(eid);
DrawAddComponentButton<SHCanvasComponent>(eid); DrawAddComponentButton<SHCanvasComponent>(eid);
DrawAddComponentButton<SHButtonComponent>(eid); DrawAddComponentButton<SHButtonComponent>(eid);
DrawAddComponentButton<SHToggleButtonComponent>(eid);
// Components that require Transforms // Components that require Transforms

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@ -23,6 +23,7 @@ constexpr SHEventIdentifier SH_SCENE_INIT_POST { 14 };
constexpr SHEventIdentifier SH_SCENE_EXIT_PRE { 15 }; constexpr SHEventIdentifier SH_SCENE_EXIT_PRE { 15 };
constexpr SHEventIdentifier SH_SCENE_EXIT_POST { 16 }; constexpr SHEventIdentifier SH_SCENE_EXIT_POST { 16 };
constexpr SHEventIdentifier SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT { 17 }; constexpr SHEventIdentifier SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT { 17 };
constexpr SHEventIdentifier SH_PHYSICS_COLLIDER_DRAW_EVENT { 18 }; constexpr SHEventIdentifier SH_BUTTON_CLICK_EVENT { 18 };
constexpr SHEventIdentifier SH_PHYSICS_COLLIDER_DRAW_EVENT { 19 };

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@ -104,6 +104,10 @@ namespace SHADE
auto subPass = renderGraph->GetNode("Debug Draw")->GetSubpass("Debug Draw"); auto subPass = renderGraph->GetNode("Debug Draw")->GetSubpass("Debug Draw");
subPass->AddExteriorDrawCalls([this](Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex) subPass->AddExteriorDrawCalls([this](Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex)
{ {
// Set line width first
cmdBuffer->SetLineWidth(LineWidth);
// Draw
const uint32_t FRAME_IDX = gfxSystem->GetCurrentFrameIndex(); const uint32_t FRAME_IDX = gfxSystem->GetCurrentFrameIndex();
cmdBuffer->BeginLabeledSegment("SHDebugDraw (No Depth Test)"); cmdBuffer->BeginLabeledSegment("SHDebugDraw (No Depth Test)");
{ {
@ -128,6 +132,10 @@ namespace SHADE
auto subPassWithDepth = renderGraph->GetNode("Debug Draw with Depth")->GetSubpass("Debug Draw with Depth"); auto subPassWithDepth = renderGraph->GetNode("Debug Draw with Depth")->GetSubpass("Debug Draw with Depth");
subPassWithDepth->AddExteriorDrawCalls([this](Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex) subPassWithDepth->AddExteriorDrawCalls([this](Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex)
{ {
// Set line width first
cmdBuffer->SetLineWidth(LineWidth);
// Draw
const uint32_t FRAME_IDX = gfxSystem->GetCurrentFrameIndex(); const uint32_t FRAME_IDX = gfxSystem->GetCurrentFrameIndex();
cmdBuffer->BeginLabeledSegment("SHDebugDraw (Depth Tested)"); cmdBuffer->BeginLabeledSegment("SHDebugDraw (Depth Tested)");
{ {
@ -207,6 +215,11 @@ namespace SHADE
drawSphere(getMeshBatch(true, depthTested), matrix, color); drawSphere(getMeshBatch(true, depthTested), matrix, color);
} }
void SHDebugDrawSystem::DrawWireCapsule(const SHVec3& position, const SHQuaternion& rotation, float height, float radius, const SHColour& color, bool depthTested)
{
drawWireCapsule(getLineBatch(depthTested), getMeshBatch(false, depthTested), position, rotation, height, radius, color);
}
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
/* Persistent Draw Functions */ /* Persistent Draw Functions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
@ -264,6 +277,12 @@ namespace SHADE
markPersistentDrawsDirty(); markPersistentDrawsDirty();
} }
void SHDebugDrawSystem::DrawPersistentWireCapsule(const SHVec3& position, const SHQuaternion& rotation, float height, float radius, const SHColour& color, bool depthTested)
{
drawWireCapsule(getPersistentLineBatch(depthTested), getPersistentMeshBatch(false, depthTested), position, rotation, height, radius, color);
markPersistentDrawsDirty();
}
void SHDebugDrawSystem::ClearPersistentDraws() void SHDebugDrawSystem::ClearPersistentDraws()
{ {
for (auto& batch : persistentLineBatches) for (auto& batch : persistentLineBatches)
@ -348,6 +367,53 @@ namespace SHADE
); );
} }
void SHDebugDrawSystem::drawWireCapsule(LinesBatch& lineBatch, MeshBatch& meshBatch, const SHVec3& position, const SHQuaternion& rotation, float height, float radius, const SHColour& color)
{
// Get local axis vectors
const SHVec3 LOCAL_UP = SHVec3::Rotate(SHVec3::Up, rotation);
const SHVec3 LOCAL_RIGHT = SHVec3::Rotate(SHVec3::Right, rotation);
const SHVec3 LOCAL_FORWARD = SHVec3::Rotate(SHVec3::Forward, rotation);
// Rotate the circle
SHQuaternion circleOrientation = SHQuaternion::FromEuler(SHVec3(SHMath::DegreesToRadians(90.0), 0.0f, 0.0f)) * rotation;
// Compute top and bottom of the cylinder
const SHVec3 HALF_UP = LOCAL_UP * (height * 0.5f - radius);
const SHVec3 TOP_POS = position + HALF_UP;
const SHVec3 BOT_POS = position - HALF_UP;
// Render circles
const SHVec3 CIRCLE_SCALE = SHVec3(radius * 2.0f, radius * 2.0, radius * 2.0);
drawCircle(meshBatch, SHMatrix::Transform(TOP_POS, circleOrientation, CIRCLE_SCALE), color);
drawCircle(meshBatch, SHMatrix::Transform(BOT_POS, circleOrientation, CIRCLE_SCALE), color);
// Render connecting lines
drawLine(lineBatch, TOP_POS + LOCAL_RIGHT * radius, BOT_POS + LOCAL_RIGHT * radius, color);
drawLine(lineBatch, TOP_POS - LOCAL_RIGHT * radius, BOT_POS - LOCAL_RIGHT * radius, color);
drawLine(lineBatch, TOP_POS + LOCAL_FORWARD * radius, BOT_POS + LOCAL_FORWARD * radius, color);
drawLine(lineBatch, TOP_POS - LOCAL_FORWARD * radius, BOT_POS - LOCAL_FORWARD * radius, color);
// Render caps
const SHVec3 RADIUS_SCALE = SHVec3(radius * 2.0, radius * 2.0f, radius * 2.0);
const SHMatrix TOP_CAP_MAT = SHMatrix::Transform(TOP_POS, rotation, RADIUS_SCALE);
drawMesh
(
gfxSystem->GetMeshPrimitive(PrimitiveType::LineCapsuleCap),
meshBatch, TOP_CAP_MAT, color
);
const SHMatrix BOT_CAP_MAT = SHMatrix::Transform
(
BOT_POS,
SHQuaternion::FromEuler(SHVec3(SHMath::DegreesToRadians(180.0), 0.0f, 0.0f)) * rotation,
RADIUS_SCALE
);
drawMesh
(
gfxSystem->GetMeshPrimitive(PrimitiveType::LineCapsuleCap),
meshBatch, BOT_CAP_MAT, color
);
}
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
/* Helper Batch Functions - Lines */ /* Helper Batch Functions - Lines */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
@ -448,7 +514,6 @@ namespace SHADE
if (batch.NumPoints[frameIndex] > 0) if (batch.NumPoints[frameIndex] > 0)
{ {
cmdBuffer->BindPipeline(batch.Pipeline); cmdBuffer->BindPipeline(batch.Pipeline);
cmdBuffer->SetLineWidth(LineWidth);
cmdBuffer->BindVertexBuffer(0, batch.VertexBuffers[frameIndex], 0); cmdBuffer->BindVertexBuffer(0, batch.VertexBuffers[frameIndex], 0);
cmdBuffer->DrawArrays(batch.NumPoints[frameIndex], 1, 0, 0); cmdBuffer->DrawArrays(batch.NumPoints[frameIndex], 1, 0, 0);
} }

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@ -163,6 +163,17 @@ namespace SHADE
/// <param name="color">Colour to draw with.</param> /// <param name="color">Colour to draw with.</param>
/// <param name="depthTested">Whether or not drawn object will be occluded.</param> /// <param name="depthTested">Whether or not drawn object will be occluded.</param>
void DrawSphere(const SHMatrix& matrix, const SHColour& color = SHColour::WHITE, bool depthTested = false); void DrawSphere(const SHMatrix& matrix, const SHColour& color = SHColour::WHITE, bool depthTested = false);
/// <summary>
/// Draws the outline of a capsule.
/// </summary>
/// <param name="position">Position of the wireframe capsule.</param>
/// <param name="rotation">Rotation of the capsule.</param>
/// <param name="height">Height of the overall capsule.</param>
/// <param name="radius">Radius of the capsule.</param>
/// <param name="color"></param>
/// <param name="color">Colour to draw with.</param>
/// <param name="depthTested">Whether or not drawn object will be occluded.</param>
void DrawWireCapsule(const SHVec3& position, const SHQuaternion& rotation, float height, float radius, const SHColour& color = SHColour::WHITE, bool depthTested = false);
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Persistent Draw Functions */ /* Persistent Draw Functions */
@ -269,6 +280,17 @@ namespace SHADE
/// <param name="depthTested">Whether or not drawn object will be occluded.</param> /// <param name="depthTested">Whether or not drawn object will be occluded.</param>
void DrawPersistentSphere(const SHMatrix& matrix, const SHColour& color = SHColour::WHITE, bool depthTested = false); void DrawPersistentSphere(const SHMatrix& matrix, const SHColour& color = SHColour::WHITE, bool depthTested = false);
/// <summary> /// <summary>
/// Draws a persistent outline of a capsule.
/// </summary>
/// <param name="position">Position of the wireframe capsule.</param>
/// <param name="rotation">Rotation of the capsule.</param>
/// <param name="height">Height of the overall capsule.</param>
/// <param name="radius">Radius of the capsule.</param>
/// <param name="color"></param>
/// <param name="color">Colour to draw with.</param>
/// <param name="depthTested">Whether or not drawn object will be occluded.</param>
void DrawPersistentWireCapsule(const SHVec3& position, const SHQuaternion& rotation, float height, float radius, const SHColour& color = SHColour::WHITE, bool depthTested = false);
/// <summary>
/// Clears any persistent drawn debug primitives. /// Clears any persistent drawn debug primitives.
/// </summary> /// </summary>
void ClearPersistentDraws(); void ClearPersistentDraws();
@ -386,6 +408,7 @@ namespace SHADE
void drawCube(MeshBatch& batch, const SHMatrix& transformMatrix, const SHColour& color); void drawCube(MeshBatch& batch, const SHMatrix& transformMatrix, const SHColour& color);
void drawSphere(MeshBatch& batch, const SHMatrix& transformMatrix, const SHColour& color); void drawSphere(MeshBatch& batch, const SHMatrix& transformMatrix, const SHColour& color);
void drawCircle(MeshBatch& batch, const SHMatrix& transformMatrix, const SHColour& color); void drawCircle(MeshBatch& batch, const SHMatrix& transformMatrix, const SHColour& color);
void drawWireCapsule(LinesBatch& lineBatch, MeshBatch& meshBatch, const SHVec3& position, const SHQuaternion& rotation, float height, float radius, const SHColour& color);
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Helper Batch Functions - Lines */ /* Helper Batch Functions - Lines */

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@ -419,6 +419,7 @@ namespace SHADE
primitiveMeshes[static_cast<int>(PrimitiveType::Sphere)] = SHPrimitiveGenerator::Sphere(meshLibrary); primitiveMeshes[static_cast<int>(PrimitiveType::Sphere)] = SHPrimitiveGenerator::Sphere(meshLibrary);
primitiveMeshes[static_cast<int>(PrimitiveType::LineCube)] = SHPrimitiveGenerator::LineCube(meshLibrary); primitiveMeshes[static_cast<int>(PrimitiveType::LineCube)] = SHPrimitiveGenerator::LineCube(meshLibrary);
primitiveMeshes[static_cast<int>(PrimitiveType::LineCircle)] = SHPrimitiveGenerator::LineCircle(meshLibrary); primitiveMeshes[static_cast<int>(PrimitiveType::LineCircle)] = SHPrimitiveGenerator::LineCircle(meshLibrary);
primitiveMeshes[static_cast<int>(PrimitiveType::LineCapsuleCap)] = SHPrimitiveGenerator::LineCapsuleCap(meshLibrary);
BuildMeshBuffers(); BuildMeshBuffers();
// Create default materials // Create default materials
@ -819,6 +820,7 @@ namespace SHADE
case PrimitiveType::Sphere: case PrimitiveType::Sphere:
case PrimitiveType::LineCube: case PrimitiveType::LineCube:
case PrimitiveType::LineCircle: case PrimitiveType::LineCircle:
case PrimitiveType::LineCapsuleCap:
return primitiveMeshes[static_cast<int>(type)]; return primitiveMeshes[static_cast<int>(type)];
default: default:
return {}; return {};

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@ -72,9 +72,10 @@ namespace SHADE
Cube, Cube,
Sphere, Sphere,
LineCube, LineCube,
LineCircle LineCircle,
LineCapsuleCap
}; };
static constexpr int MAX_PRIMITIVE_TYPES = 4; static constexpr int MAX_PRIMITIVE_TYPES = 5;
enum class DebugDrawPipelineType enum class DebugDrawPipelineType
{ {
LineNoDepthTest, LineNoDepthTest,

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@ -29,6 +29,7 @@ namespace SHADE
SHMeshData SHPrimitiveGenerator::sphereMesh; SHMeshData SHPrimitiveGenerator::sphereMesh;
SHMeshData SHPrimitiveGenerator::lineCubeMesh; SHMeshData SHPrimitiveGenerator::lineCubeMesh;
SHMeshData SHPrimitiveGenerator::lineCircleMesh; SHMeshData SHPrimitiveGenerator::lineCircleMesh;
SHMeshData SHPrimitiveGenerator::lineCapsuleCapMesh;
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
/* Primitive Generation Functions */ /* Primitive Generation Functions */
@ -392,6 +393,64 @@ namespace SHADE
return addMeshDataTo(lineCircleMesh, gfxSystem); return addMeshDataTo(lineCircleMesh, gfxSystem);
} }
SHADE::SHMeshData SHPrimitiveGenerator::LineCapsuleCap() noexcept
{
SHMeshData mesh;
// Have multiple semi-circles for the cap
static constexpr int SPLITS = 36;
static constexpr float ANGLE_INCREMENTS = (std::numbers::pi_v<float> * 2.0f) / static_cast<float>(SPLITS);
/* X-Axis */
// Generate points of the circle
for (int i = 0; i <= SPLITS / 2; ++i)
{
const float ANGLE = ANGLE_INCREMENTS * i;
mesh.VertexPositions.emplace_back(cos(ANGLE) * 0.5f, sin(ANGLE) * 0.5f, 0.0f);
}
// Generate lines of the circle
for (int i = 1; i <= SPLITS / 2; ++i)
{
mesh.Indices.emplace_back(static_cast<uint32_t>(i - 1));
mesh.Indices.emplace_back(static_cast<uint32_t>(i));
}
/* Z-Axis */
// Generate points of the circle
for (int i = 0; i <= SPLITS / 2; ++i)
{
const float ANGLE = ANGLE_INCREMENTS * i;
mesh.VertexPositions.emplace_back(0.0f, sin(ANGLE) * 0.5f, cos(ANGLE) * 0.5f);
}
// Generate lines of the circle
for (int i = 2 + SPLITS / 2; i <= SPLITS + 1; ++i)
{
mesh.Indices.emplace_back(static_cast<uint32_t>(i - 1));
mesh.Indices.emplace_back(static_cast<uint32_t>(i));
}
mesh.VertexNormals.resize(mesh.VertexPositions.size());
mesh.VertexTangents.resize(mesh.VertexPositions.size());
mesh.VertexTexCoords.resize(mesh.VertexPositions.size());
return mesh;
}
Handle<SHADE::SHMesh> SHPrimitiveGenerator::LineCapsuleCap(SHMeshLibrary& meshLibrary) noexcept
{
if (lineCapsuleCapMesh.VertexPositions.empty())
lineCapsuleCapMesh = LineCapsuleCap();
return addMeshDataTo(lineCapsuleCapMesh, meshLibrary);
}
Handle<SHADE::SHMesh> SHPrimitiveGenerator::LineCapsuleCap(SHGraphicsSystem& gfxSystem) noexcept
{
if (lineCapsuleCapMesh.VertexPositions.empty())
lineCapsuleCapMesh = LineCapsuleCap();
return addMeshDataTo(lineCapsuleCapMesh, gfxSystem);
}
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
/* Helper Functions */ /* Helper Functions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/

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@ -194,6 +194,46 @@ namespace SHADE
*/ */
/***********************************************************************************/ /***********************************************************************************/
[[nodiscard]] static Handle<SHMesh> LineCircle(SHGraphicsSystem& gfxSystem) noexcept; [[nodiscard]] static Handle<SHMesh> LineCircle(SHGraphicsSystem& gfxSystem) noexcept;
/***********************************************************************************/
/*!
\brief
Produces a cap of a wireframe capsule that is comprised only of lines and
store the data in a SHMeshData object.
\return
SHMeshData object containing vertex data for the line circle.
*/
/***********************************************************************************/
[[nodiscard]] static SHMeshData LineCapsuleCap() noexcept;
/***********************************************************************************/
/*!
\brief
Produces a cap of a wireframe capsule that is comprised only of lines and
constructs a SHMesh using the SHGraphicsSystem provided.
\param meshLibrary
Reference to the SHMeshLibrary to produce and store a line circle mesh in.
\return
SHMesh object that points to the generated line circle mesh in the SHMeshLibrary.
*/
/***********************************************************************************/
[[nodiscard]] static Handle<SHMesh> LineCapsuleCap(SHMeshLibrary& meshLibrary) noexcept;
/***********************************************************************************/
/*!
\brief
Produces a cap of a wireframe capsule that is comprised only of lines and
constructs a SHMesh using the SHGraphicsSystem provided.
\param gfxSystem
Reference to the SHGraphicsSystem to produce and store a line circle mesh in.
\return
SHMesh object that points to the generated line circle mesh in the
SHGraphicsSystem.
*/
/***********************************************************************************/
[[nodiscard]] static Handle<SHMesh> LineCapsuleCap(SHGraphicsSystem& gfxSystem) noexcept;
private: private:
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
@ -209,5 +249,6 @@ namespace SHADE
static SHMeshData sphereMesh; static SHMeshData sphereMesh;
static SHMeshData lineCubeMesh; static SHMeshData lineCubeMesh;
static SHMeshData lineCircleMesh; static SHMeshData lineCircleMesh;
static SHMeshData lineCapsuleCapMesh;
}; };
} }

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@ -11,6 +11,7 @@
#pragma once #pragma once
#include <SHpch.h> #include <SHpch.h>
#include <fstream>
#include "SHInputManager.h" #include "SHInputManager.h"
#include "../Tools/SHException.h" #include "../Tools/SHException.h"
@ -99,6 +100,161 @@ namespace SHADE
} }
} }
//The Binding File format presently goes as such:
/*
* Binding count
* (For each binding:)
* Name
Binding Type Enum
Inverted Bool
Gravity Double
Dead Double
Sensitivity Double
Snap Bool
PositiveKeyCode count
PositiveKeyCodes
NegativeKeyCode count
NegativeKeyCodes
PositiveControllerCode Count
PositiveControllerCodes
NegativeControllerCode Count
NegativeControllerCodes
*/
void SHInputManager::SaveBindings(std::string const& targetFile) noexcept
{
std::ofstream file;
file.open(targetFile);
//File cannot be written to
if (!file) return;
//First write the number of bindings
file << bindings.size() << std::endl;
for (auto& b : bindings)
{
//Name
file << b.first << std::endl;
//Data
auto& lbd = b.second;
file << static_cast<int>(lbd.bindingType) << std::endl;
file << static_cast<int>(lbd.inverted) << std::endl;
file << lbd.gravity << std::endl;
file << lbd.dead << std::endl;
file << lbd.sensitivity << std::endl;
file << static_cast<int>(lbd.snap) << std::endl;
//Bindings
file << lbd.positiveKeyCodes.size() << std::endl;
for (auto kc : lbd.positiveKeyCodes)
file << static_cast<int>(kc) << std::endl;
file << lbd.negativeKeyCodes.size() << std::endl;
for (auto kc : lbd.negativeKeyCodes)
file << static_cast<int>(kc) << std::endl;
file << lbd.positiveControllerCodes.size() << std::endl;
for (auto cc : lbd.positiveControllerCodes)
file << static_cast<int>(cc) << std::endl;
file << lbd.negativeControllerCodes.size() << std::endl;
for (auto cc : lbd.negativeControllerCodes)
file << static_cast<int>(cc) << std::endl;
}
file.close();
}
void SHInputManager::LoadBindings(std::string const& sourceFile) noexcept
{
std::ifstream file;
file.open(sourceFile);
//Check
if (!file) return;
//Erase
ClearBindings();
//Read
std::string read;
int count = 0;
std::getline(file, read);
count = std::stoi(read);
std::string bindingName;
for (int b = 0; b < count; ++b)
{
//Name
std::getline(file, read);
bindingName = read;
AddBinding(bindingName);
//Type
std::getline(file, read);
SetBindingType(bindingName, static_cast<SH_BINDINGTYPE>(std::stoi(read)));
//Inversion
std::getline(file, read);
SetBindingInverted(bindingName, static_cast<bool>(std::stoi(read)));
//Gravity
std::getline(file, read);
SetBindingGravity(bindingName, std::stod(read));
//Dead
std::getline(file, read);
SetBindingDead(bindingName, std::stod(read));
//Sensitivity
std::getline(file, read);
SetBindingSensitivity(bindingName, std::stod(read));
//Snap
std::getline(file, read);
SetBindingSnap(bindingName, static_cast<bool>(std::stoi(read)));
int count = 0;
//Positive Key Codes
std::getline(file, read);
count = std::stoi(read);
for (int i = 0; i < count; ++i)
{
std::getline(file, read);
AddBindingPositiveKeyCode(bindingName, static_cast<SH_KEYCODE>(std::stoi(read)));
}
//Negative Key Codes
std::getline(file, read);
count = std::stoi(read);
for (int i = 0; i < count; ++i)
{
std::getline(file, read);
AddBindingNegativeKeyCode(bindingName, static_cast<SH_KEYCODE>(std::stoi(read)));
}
//Positive Controller Codes
std::getline(file, read);
count = std::stoi(read);
for (int i = 0; i < count; ++i)
{
std::getline(file, read);
AddBindingPositiveControllerCode(bindingName, static_cast<SH_CONTROLLERCODE>(std::stoi(read)));
}
//Negative Controller Codes
std::getline(file, read);
count = std::stoi(read);
for (int i = 0; i < count; ++i)
{
std::getline(file, read);
AddBindingNegativeControllerCode(bindingName, static_cast<SH_CONTROLLERCODE>(std::stoi(read)));
}
}
file.close();
}
void SHInputManager::UpdateInput(double dt) noexcept void SHInputManager::UpdateInput(double dt) noexcept
{ {
//Keyboard and Mouse Buttons//////////////////////////////////////////////// //Keyboard and Mouse Buttons////////////////////////////////////////////////

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@ -14,6 +14,7 @@
#include <map> #include <map>
#include <set> #include <set>
#include "../../SHADE_Managed/src/SHpch.h" #include "../../SHADE_Managed/src/SHpch.h"
#include "../../SHADE_Engine/src/Assets/SHAssetMacros.h"
#include "SH_API.h" #include "SH_API.h"
#pragma comment(lib, "xinput.lib") #pragma comment(lib, "xinput.lib")
@ -681,6 +682,17 @@ namespace SHADE
return controllersReleasedTime[controllerNum][static_cast<size_t>(code)]; return controllersReleasedTime[controllerNum][static_cast<size_t>(code)];
} }
/*------------------------------------------------------------------------*/
/* Binding I/O */
/*------------------------------------------------------------------------*/
//Save bindings registered into a file
static void SaveBindings(std::string const& targetFile = std::string(ASSET_ROOT) + "/Bindings.SHConfig") noexcept;
//Load and register bindings from a file
//If specified file exists, the current list of bindings will be overwritten, so save them somewhere else before loading
static void LoadBindings(std::string const& sourceFile = std::string(ASSET_ROOT) + "/Bindings.SHConfig") noexcept;
/*------------------------------------------------------------------------*/ /*------------------------------------------------------------------------*/
/* Binding Functions */ /* Binding Functions */
/*------------------------------------------------------------------------*/ /*------------------------------------------------------------------------*/

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@ -35,7 +35,17 @@ namespace SHADE
: position { pos } : position { pos }
, orientation { SHQuaternion::FromEuler(rot) } , orientation { SHQuaternion::FromEuler(rot) }
, scale { scl } , scale { scl }
{} {
ComputeTRS();
}
SHTransform::SHTransform(const SHVec3& pos, const SHQuaternion& quat, const SHVec3& scl) noexcept
: position { pos }
, orientation { quat }
, scale { scl }
{
ComputeTRS();
}
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */ /* Operator Overload Definitions */

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@ -18,6 +18,7 @@
#include "Physics/Interface/SHRigidBodyComponent.h" #include "Physics/Interface/SHRigidBodyComponent.h"
#include "UI/SHCanvasComponent.h" #include "UI/SHCanvasComponent.h"
#include "UI/SHButtonComponent.h" #include "UI/SHButtonComponent.h"
#include "UI/SHToggleButtonComponent.h"
#include "ECS_Base/Managers/SHSystemManager.h" #include "ECS_Base/Managers/SHSystemManager.h"
#include "Graphics/MiddleEnd/Lights/SHLightComponent.h" #include "Graphics/MiddleEnd/Lights/SHLightComponent.h"
#include "Scripting/SHScriptEngine.h" #include "Scripting/SHScriptEngine.h"
@ -208,6 +209,7 @@ namespace SHADE
AddComponentToComponentNode<SHCanvasComponent>(components, eid); AddComponentToComponentNode<SHCanvasComponent>(components, eid);
AddComponentToComponentNode<SHButtonComponent>(components, eid); AddComponentToComponentNode<SHButtonComponent>(components, eid);
AddComponentToComponentNode<SHToggleButtonComponent>(components, eid);
AddComponentToComponentNode<SHTextRenderableComponent>(components, eid); AddComponentToComponentNode<SHTextRenderableComponent>(components, eid);
@ -265,6 +267,7 @@ namespace SHADE
AddComponentID<SHCanvasComponent>(componentIDList, componentsNode); AddComponentID<SHCanvasComponent>(componentIDList, componentsNode);
AddComponentID<SHButtonComponent>(componentIDList, componentsNode); AddComponentID<SHButtonComponent>(componentIDList, componentsNode);
AddComponentID<SHToggleButtonComponent>(componentIDList, componentsNode);
AddComponentID<SHTextRenderableComponent>(componentIDList, componentsNode); AddComponentID<SHTextRenderableComponent>(componentIDList, componentsNode);
return componentIDList; return componentIDList;
@ -346,6 +349,7 @@ namespace SHADE
SHSerializationHelper::InitializeComponentFromNode<SHCanvasComponent>(componentsNode, eid); SHSerializationHelper::InitializeComponentFromNode<SHCanvasComponent>(componentsNode, eid);
SHSerializationHelper::InitializeComponentFromNode<SHButtonComponent>(componentsNode, eid); SHSerializationHelper::InitializeComponentFromNode<SHButtonComponent>(componentsNode, eid);
SHSerializationHelper::InitializeComponentFromNode<SHToggleButtonComponent>(componentsNode, eid);
SHSerializationHelper::InitializeComponentFromNode<SHTextRenderableComponent>(componentsNode, eid); SHSerializationHelper::InitializeComponentFromNode<SHTextRenderableComponent>(componentsNode, eid);
SHSerializationHelper::InitializeComponentFromNode<SHLightComponent>(componentsNode, eid); SHSerializationHelper::InitializeComponentFromNode<SHLightComponent>(componentsNode, eid);
} }

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@ -128,6 +128,10 @@ namespace SHADE
dbgDrawSys->DrawWireSphere(SHMatrix::Transform(center, SHQuaternion(), scale), color, depthTested); dbgDrawSys->DrawWireSphere(SHMatrix::Transform(center, SHQuaternion(), scale), color, depthTested);
} }
void SHDebugDraw::WireCapsule(const SHVec3& position, const SHQuaternion& rotation, float height, float radius, const SHColour& color, bool depthTested)
{
dbgDrawSys->DrawWireCapsule(position, rotation, height, radius, color, depthTested);
}
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
/* Persistent Draw Functions */ /* Persistent Draw Functions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
@ -216,6 +220,10 @@ namespace SHADE
dbgDrawSys->DrawPersistentWireSphere(SHMatrix::Transform(center, SHQuaternion(), scale), color, depthTested); dbgDrawSys->DrawPersistentWireSphere(SHMatrix::Transform(center, SHQuaternion(), scale), color, depthTested);
} }
void SHDebugDraw::Persistent::WireCapsule(const SHVec3& position, const SHQuaternion& rotation, float height, float radius, const SHColour& color, bool depthTested)
{
dbgDrawSys->DrawPersistentWireCapsule(position, rotation, height, radius, color, depthTested);
}
void SHDebugDraw::Persistent::ClearDraws() void SHDebugDraw::Persistent::ClearDraws()
{ {
dbgDrawSys->ClearPersistentDraws(); dbgDrawSys->ClearPersistentDraws();

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@ -194,6 +194,18 @@ namespace SHADE
/// <param name="color">Colour to draw with.</param> /// <param name="color">Colour to draw with.</param>
/// <param name="depthTested">Whether or not drawn object will be occluded.</param> /// <param name="depthTested">Whether or not drawn object will be occluded.</param>
static void WireSphere(const SHVec3& center, const SHVec3& scale, const SHVec4& color = SHColour::WHITE, bool depthTested = false); static void WireSphere(const SHVec3& center, const SHVec3& scale, const SHVec4& color = SHColour::WHITE, bool depthTested = false);
/// <summary>
/// Draws the outline of a capsule.
/// This will remain drawn until ClearDraws() is called.
/// </summary>
/// <param name="position">Position of the wireframe capsule.</param>
/// <param name="rotation">Rotation of the capsule.</param>
/// <param name="height">Height of the overall capsule.</param>
/// <param name="radius">Radius of the capsule.</param>
/// <param name="color"></param>
/// <param name="color">Colour to draw with.</param>
/// <param name="depthTested">Whether or not drawn object will be occluded.</param>
static void WireCapsule(const SHVec3& position, const SHQuaternion& rotation, float height, float radius, const SHColour& color = SHColour::WHITE, bool depthTested = false);
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Persistent Draw Function Class "Folder" */ /* Persistent Draw Function Class "Folder" */
@ -366,6 +378,18 @@ namespace SHADE
/// <param name="depthTested">Whether or not drawn object will be occluded.</param> /// <param name="depthTested">Whether or not drawn object will be occluded.</param>
static void WireSphere(const SHVec3& center, const SHVec3& scale, const SHVec4& color = SHColour::WHITE, bool depthTested = false); static void WireSphere(const SHVec3& center, const SHVec3& scale, const SHVec4& color = SHColour::WHITE, bool depthTested = false);
/// <summary> /// <summary>
/// Draws the outline of a capsule.
/// This will remain drawn until ClearDraws() is called.
/// </summary>
/// <param name="position">Position of the wireframe capsule.</param>
/// <param name="rotation">Rotation of the capsule.</param>
/// <param name="height">Height of the overall capsule.</param>
/// <param name="radius">Radius of the capsule.</param>
/// <param name="color"></param>
/// <param name="color">Colour to draw with.</param>
/// <param name="depthTested">Whether or not drawn object will be occluded.</param>
static void WireCapsule(const SHVec3& position, const SHQuaternion& rotation, float height, float radius, const SHColour& color = SHColour::WHITE, bool depthTested = false);
/// <summary>
/// Clears any persistent drawn debug primitives. /// Clears any persistent drawn debug primitives.
/// </summary> /// </summary>
static void ClearDraws(); static void ClearDraws();

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@ -0,0 +1,16 @@
#pragma once
#include "ECS_Base/SHECSMacros.h"
namespace SHADE
{
struct SHButtonClickEvent
{
EntityID EID;
// value of the toggle button, default to false if its a button and not a toggle button
bool value{false};
};
}

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@ -5,7 +5,7 @@
namespace SHADE namespace SHADE
{ {
SHButtonComponent::SHButtonComponent() SHButtonComponent::SHButtonComponent()
:size(1.0f), offset(0.0f), isHovered(false), isClicked(false), :size(1.0f), isHovered(false), isClicked(false),
defaultTexture(0), hoveredTexture(0), clickedTexture(0) defaultTexture(0), hoveredTexture(0), clickedTexture(0)
{ {
} }

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@ -18,7 +18,6 @@ namespace SHADE
virtual ~SHButtonComponent() = default; virtual ~SHButtonComponent() = default;
SHVec2 size; SHVec2 size;
SHVec2 offset;
AssetID GetClickedTexture() const noexcept; AssetID GetClickedTexture() const noexcept;
AssetID GetDefaultTexture() const noexcept; AssetID GetDefaultTexture() const noexcept;
@ -33,8 +32,10 @@ namespace SHADE
friend class SHUISystem; friend class SHUISystem;
private: private:
//Set to true when mouse is hovering over the button.
bool isHovered; bool isHovered;
//This is set to true when the mouse clicks down, and set back to false when mouse releases.
//The event for the button click will be broadcasted when mouse release.
bool isClicked; bool isClicked;
AssetID defaultTexture; AssetID defaultTexture;
AssetID hoveredTexture; AssetID hoveredTexture;

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@ -0,0 +1,39 @@
#include "SHpch.h"
#include "SHSliderComponent.h"
namespace SHADE
{
SHSliderComponent::SHSliderComponent()
:size(1.0f), isHovered(false), isClicked(false), value(0.0f)
{
}
float SHSliderComponent::GetValue() const noexcept
{
return value;
}
void SHSliderComponent::SetValue(float value) noexcept
{
this->value = value;
}
}
RTTR_REGISTRATION
{
using namespace SHADE;
using namespace rttr;
registration::class_<SHSliderComponent>("Slider Component")
.property("Slider Value", &SHSliderComponent::GetValue, &SHSliderComponent::SetValue)
;
}

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@ -0,0 +1,41 @@
#pragma once
#include <rttr/registration>
#include "SH_API.h"
#include "ECS_Base/Components/SHComponent.h"
#include "Math/Vector/SHVec3.h"
#include "Math/Vector/SHVec2.h"
#include "Assets/SHAssetMacros.h"
namespace SHADE
{
class SH_API SHSliderComponent final: public SHComponent
{
public:
SHSliderComponent();
virtual ~SHSliderComponent() = default;
SHVec2 size;
float GetValue() const noexcept;
void SetValue(float value) noexcept;
friend class SHUISystem;
private:
bool isHovered;
bool isClicked;
float value;
RTTR_ENABLE()
};
}

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@ -0,0 +1,59 @@
#include "SHpch.h"
#include "SHToggleButtonComponent.h"
namespace SHADE
{
SHToggleButtonComponent::SHToggleButtonComponent()
:size(1.0f), isHovered(false), isClicked(false), value(false),
defaultTexture(0), toggledTexture(0)
{
}
AssetID SHToggleButtonComponent::GetDefaultTexture() const noexcept
{
return defaultTexture;
}
AssetID SHToggleButtonComponent::GetToggledTexture() const noexcept
{
return toggledTexture;
}
bool SHToggleButtonComponent::GetValue() const noexcept
{
return value;
}
void SHToggleButtonComponent::SetDefaultTexture(AssetID texture) noexcept
{
defaultTexture = texture;
}
void SHToggleButtonComponent::SetToggledTexture(AssetID texture) noexcept
{
toggledTexture = texture;
}
void SHToggleButtonComponent::SetValue(bool value) noexcept
{
this->value = value;
}
}
RTTR_REGISTRATION
{
using namespace SHADE;
using namespace rttr;
registration::class_<SHToggleButtonComponent>("Toggle Button Component")
.property("Non Toggled Texture", &SHToggleButtonComponent::GetDefaultTexture, &SHToggleButtonComponent::SetDefaultTexture)
.property("Toggled Texture", &SHToggleButtonComponent::GetToggledTexture, &SHToggleButtonComponent::SetToggledTexture)
.property("Value", &SHToggleButtonComponent::GetValue, &SHToggleButtonComponent::SetValue)
;
}

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@ -0,0 +1,51 @@
#pragma once
#include <rttr/registration>
#include "SH_API.h"
#include "ECS_Base/Components/SHComponent.h"
#include "Math/Vector/SHVec3.h"
#include "Math/Vector/SHVec2.h"
#include "Assets/SHAssetMacros.h"
namespace SHADE
{
class SH_API SHToggleButtonComponent final: public SHComponent
{
public:
SHToggleButtonComponent();
virtual ~SHToggleButtonComponent() = default;
SHVec2 size;
AssetID GetToggledTexture() const noexcept;
AssetID GetDefaultTexture() const noexcept;
bool GetValue() const noexcept;
void SetDefaultTexture(AssetID texture) noexcept;
void SetToggledTexture(AssetID texture) noexcept;
void SetValue(bool value) noexcept;
friend class SHUISystem;
private:
//Set to true when mouse is hovering over the button.
bool isHovered;
//This is set to true when the mouse clicks down, and set back to false when mouse releases.
//The event for the button click will be broadcasted when mouse release.
bool isClicked;
bool value;
AssetID defaultTexture;
AssetID toggledTexture;
RTTR_ENABLE()
};
}

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@ -9,7 +9,15 @@
#include "Editor/EditorWindow/ViewportWindow/SHEditorViewport.h" #include "Editor/EditorWindow/ViewportWindow/SHEditorViewport.h"
#include "Editor/SHEditor.h" #include "Editor/SHEditor.h"
#include "Resource/SHResourceManager.h" #include "Resource/SHResourceManager.h"
#include "Assets/SHAssetManager.h"
#include "Input/SHInputManager.h" #include "Input/SHInputManager.h"
#include "SHUIComponent.h"
#include "SHButtonComponent.h"
#include "SHToggleButtonComponent.h"
#include "SHSliderComponent.h"
#include "SHCanvasComponent.h"
#include "Events/SHEventManager.hpp"
#include "Events/SHButtonClickEvent.h"
namespace SHADE namespace SHADE
{ {
@ -103,7 +111,7 @@ namespace SHADE
{ {
auto transform = SHComponentManager::GetComponent<SHTransformComponent>(comp.GetEID()); auto transform = SHComponentManager::GetComponent<SHTransformComponent>(comp.GetEID());
if (canvasComp != nullptr) if (canvasComp != nullptr)
comp.localToCanvasMatrix = canvasComp->GetMatrix()* transform->GetTRS(); comp.localToCanvasMatrix = transform->GetTRS() * canvasComp->GetMatrix();
else else
comp.localToCanvasMatrix = transform->GetTRS(); comp.localToCanvasMatrix = transform->GetTRS();
} }
@ -139,77 +147,235 @@ namespace SHADE
void SHUISystem::UpdateButtonComponent(SHButtonComponent& comp) noexcept void SHUISystem::UpdateButtonComponent(SHButtonComponent& comp) noexcept
{ {
if (!SHComponentManager::HasComponent<SHTransformComponent>(comp.GetEID()) || !SHComponentManager::HasComponent<SHUIComponent>(comp.GetEID())) if (!SHComponentManager::HasComponent<SHUIComponent>(comp.GetEID()))
{
return;
}
auto cameraSystem = SHSystemManager::GetSystem<SHCameraSystem>();
auto uiComp = SHComponentManager::GetComponent<SHUIComponent>(comp.GetEID());
//auto canvasComp = SHComponentManager::GetComponent_s<SHCanvasComponent>(uiComp->canvasID);
SHVec4 topExtent4 = SHMatrix::Translate(-comp.size.x * 0.5f, comp.size.y * 0.5f, 0.0f) * uiComp->GetMatrix() * SHVec4(0.0f, 0.0f, 0.0f, 1.0f);
SHVec4 btmExtent4 = SHMatrix::Translate(comp.size.x * 0.5f, -comp.size.y * 0.5f, 0.0f) * uiComp->GetMatrix() * SHVec4(0.0f,0.0f, 0.0f,1.0f);
SHVec2 topExtent{ topExtent4.x,topExtent4.y };
SHVec2 btmExtent{ btmExtent4.x,btmExtent4.y };
SHVec2 mousePos;
SHVec2 windowSize;
#ifdef SHEDITOR
windowSize = SHEditorWindowManager::GetEditorWindow<SHEditorViewport>()->beginContentRegionAvailable;
mousePos = SHEditorWindowManager::GetEditorWindow<SHEditorViewport>()->viewportMousePos;
//mousePos.y = windowSize.y - mousePos.y;
//SHLOG_INFO("mouse pos: {}, {}", mousePos.x, mousePos.y)
mousePos /= windowSize;
//SHLOG_INFO("mouse pos normalized: {}, {}", mousePos.x, mousePos.y)
#else
int x, y;
SHInputManager::GetMouseScreenPosition(&x, &y);
mousePos.x = x;
mousePos.y = y;
auto ws = SHSystemManager::GetSystem<SHGraphicsSystem>()->GetWindow()->GetWindowSize();
windowSize = { ws.first,ws.second };
mousePos /= windowSize;
#endif
SHVec2 camSize{ cameraSystem->GetCameraWidthHeight(0)};
//SHLOG_INFO("TopExtent: {}, {}", topExtent.x, topExtent.y)
topExtent = CanvasToScreenPoint(topExtent,true);
btmExtent = CanvasToScreenPoint(btmExtent,true);
//SHLOG_INFO("TopExtent: {}, {} Btm Extent: {}, {}", topExtent.x, topExtent.y, btmExtent.x, btmExtent.y)
//comp.isClicked = false;
if (mousePos.x >= topExtent.x && mousePos.x <= btmExtent.x
&& mousePos.y >= topExtent.y && mousePos.y <= btmExtent.y)
{
comp.isHovered = true;
#ifdef SHEDITOR
//if (SHSystemManager::GetSystem<SHEditor>()->editorState == SHEditor::State::PLAY)
{
if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::LMB))
{
comp.isClicked = true;
}
}
#else
if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::LMB))
{
comp.isClicked = true;
}
#endif
//SHLOG_INFO("HOVERED")
}
else
{
comp.isHovered = false;
//SHLOG_INFO("NOT HOVERED")
}
if (comp.isClicked && SHInputManager::GetKeyUp(SHInputManager::SH_KEYCODE::LMB))
{
comp.isClicked = false;
SHButtonClickEvent clickEvent;
clickEvent.EID = comp.GetEID();
SHEventManager::BroadcastEvent(clickEvent, SH_BUTTON_CLICK_EVENT);
}
if (SHComponentManager::HasComponent<SHRenderable>(comp.GetEID()))
{
auto renderable = SHComponentManager::GetComponent_s<SHRenderable>(comp.GetEID());
//auto texture = SHResourceManager::Get<SHTexture>(comp.GetDefaultTexture());
auto material = renderable->GetModifiableMaterial();
if(!comp.isHovered && !comp.isClicked)
if (comp.GetDefaultTexture() != 0 && SHAssetManager::GetType(comp.GetDefaultTexture()) == AssetType::TEXTURE)
{
material->SetProperty("data.textureIndex", comp.GetDefaultTexture());
//SHLOG_INFO("SETTING DEFAULT TEXTURE")
}
else if (comp.isClicked)
{
if (comp.GetClickedTexture() != 0 && SHAssetManager::GetType(comp.GetClickedTexture()) == AssetType::TEXTURE)
{
material->SetProperty("data.textureIndex", comp.GetClickedTexture());
//SHLOG_INFO("SETTING CLICKED TEXTURE")
}
}
else
{
if (comp.GetHoveredTexture() != 0 && SHAssetManager::GetType(comp.GetHoveredTexture()) == AssetType::TEXTURE)
{
material->SetProperty("data.textureIndex", comp.GetHoveredTexture());
//SHLOG_INFO("SETTING HOVERED TEXTURE")
}
}
}
}
void SHUISystem::UpdateToggleButtonComponent(SHToggleButtonComponent& comp) noexcept
{
if (!SHComponentManager::HasComponent<SHUIComponent>(comp.GetEID()))
{ {
return; return;
} }
auto cameraSystem = SHSystemManager::GetSystem<SHCameraSystem>(); auto cameraSystem = SHSystemManager::GetSystem<SHCameraSystem>();
auto uiComp = SHComponentManager::GetComponent<SHUIComponent>(comp.GetEID()); auto uiComp = SHComponentManager::GetComponent<SHUIComponent>(comp.GetEID());
SHVec4 topExtent4 = uiComp->GetMatrix() * SHVec4(-comp.size.x * 0.5f, comp.size.y * 0.5f , 0.0f,1.0f); SHVec4 topExtent4 = SHMatrix::Translate(-comp.size.x * 0.5f, comp.size.y * 0.5f, 0.0f) * uiComp->GetMatrix() * SHVec4(0.0f, 0.0f, 0.0f, 1.0f);
SHVec4 btmExtent4 = uiComp->GetMatrix() * SHVec4(comp.size.x * 0.5f , -comp.size.y * 0.5f , 0.0f, 1.0f); SHVec4 btmExtent4 = SHMatrix::Translate(comp.size.x * 0.5f, -comp.size.y * 0.5f, 0.0f) * uiComp->GetMatrix() * SHVec4(0.0f, 0.0f, 0.0f, 1.0f);
SHVec2 topExtent{ topExtent4.x,-topExtent4.y };
SHVec2 btmExtent{ btmExtent4.x,-btmExtent4.y };
SHVec2 topExtent{ topExtent4.x,topExtent4.y };
SHVec2 btmExtent{ btmExtent4.x,btmExtent4.y };
SHVec2 windowSize;
SHVec2 mousePos; SHVec2 mousePos;
SHVec2 windowSize;
#ifdef SHEDITOR #ifdef SHEDITOR
windowSize = SHEditorWindowManager::GetEditorWindow<SHEditorViewport>()->beginContentRegionAvailable;
windowSize = SHEditorWindowManager::GetEditorWindow<SHEditorViewport>()->windowSize;
mousePos = SHEditorWindowManager::GetEditorWindow<SHEditorViewport>()->viewportMousePos; mousePos = SHEditorWindowManager::GetEditorWindow<SHEditorViewport>()->viewportMousePos;
//mousePos.y = windowSize.y - mousePos.y;
//SHLOG_INFO("mouse pos: {}, {}", mousePos.x, mousePos.y)
mousePos /= windowSize;
//SHLOG_INFO("mouse pos normalized: {}, {}", mousePos.x, mousePos.y)
#endif #else
SHVec2 camSize{ cameraSystem->GetCameraWidthHeight(0).x , cameraSystem->GetCameraWidthHeight(0).y };
topExtent += camSize * 0.5f;
btmExtent += camSize * 0.5f;
//Convert everything to using ratios
topExtent /= camSize;
btmExtent /= camSize;
int x, y;
SHInputManager::GetMouseScreenPosition(&x, &y);
mousePos.x = x;
mousePos.y = y;
auto ws = SHSystemManager::GetSystem<SHGraphicsSystem>()->GetWindow()->GetWindowSize();
windowSize = { ws.first,ws.second };
mousePos /= windowSize; mousePos /= windowSize;
#endif
SHVec2 camSize{ cameraSystem->GetCameraWidthHeight(0) };
topExtent = CanvasToScreenPoint(topExtent,true);
btmExtent = CanvasToScreenPoint(btmExtent, true);
//SHLOG_INFO("mousePos: {} , {}", mousePos.x, mousePos.y);
comp.isClicked = false; comp.isClicked = false;
if (mousePos.x >= topExtent.x && mousePos.x <= btmExtent.x if (mousePos.x >= topExtent.x && mousePos.x <= btmExtent.x
&& mousePos.y >= topExtent.y && mousePos.y <= btmExtent.y) && mousePos.y >= topExtent.y && mousePos.y <= btmExtent.y)
{ {
comp.isHovered = true; comp.isHovered = true;
if (SHInputManager::GetKeyUp(SHInputManager::SH_KEYCODE::LMB)) #ifdef SHEDITOR
if (SHSystemManager::GetSystem<SHEditor>()->editorState == SHEditor::State::PLAY)
{
if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::LMB))
{
comp.isClicked = true;
}
}
#else
if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::LMB))
{ {
comp.isClicked = true; comp.isClicked = true;
} }
//SHLOG_INFO("BUTTON HOVERED"); #endif
} }
else else
{ {
comp.isHovered = false; comp.isHovered = false;
//SHLOG_INFO("BUTTON NOT HOVERED")
} }
if (comp.isClicked && SHInputManager::GetKeyUp(SHInputManager::SH_KEYCODE::LMB))
{
comp.isClicked = false;
comp.value = !comp.value;
SHButtonClickEvent clickEvent;
clickEvent.EID = comp.GetEID();
clickEvent.value = comp.value;
SHEventManager::BroadcastEvent(clickEvent, SH_BUTTON_CLICK_EVENT);
}
if (SHComponentManager::HasComponent<SHRenderable>(comp.GetEID())) if (SHComponentManager::HasComponent<SHRenderable>(comp.GetEID()))
{ {
//auto renderable = SHComponentManager::GetComponent_s<SHRenderable>(comp.GetEID()); auto renderable = SHComponentManager::GetComponent_s<SHRenderable>(comp.GetEID());
//auto texture = SHResourceManager::Get<SHTexture>(comp.GetDefaultTexture()); //auto texture = SHResourceManager::Get<SHTexture>(comp.GetDefaultTexture());
//auto material = renderable->GetModifiableMaterial(); auto material = renderable->GetModifiableMaterial();
//material->SetProperty("texture", comp.GetDefaultTexture()); if (comp.GetValue() == false)
{
if (comp.GetDefaultTexture()!= 0 && SHAssetManager::GetType(comp.GetDefaultTexture()) == AssetType::TEXTURE)
{
material->SetProperty("data.textureIndex", comp.GetDefaultTexture());
//SHLOG_INFO("SETTING DEFAULT TEXTURE")
}
}
else
{
if (comp.GetToggledTexture() != 0 && SHAssetManager::GetType(comp.GetToggledTexture()) == AssetType::TEXTURE)
{
material->SetProperty("data.textureIndex", comp.GetToggledTexture());
//SHLOG_INFO("SETTING DEFAULT TEXTURE")
}
}
} }
} }
void SHUISystem::UpdateButtonsRoutine::Execute(double dt) noexcept void SHUISystem::UpdateButtonsRoutine::Execute(double dt) noexcept
{ {
SHUISystem* system = (SHUISystem*)GetSystem(); SHUISystem* system = (SHUISystem*)GetSystem();
@ -219,6 +385,34 @@ namespace SHADE
if (SHSceneManager::CheckNodeAndComponentsActive<SHButtonComponent>(comp.GetEID())) if (SHSceneManager::CheckNodeAndComponentsActive<SHButtonComponent>(comp.GetEID()))
system->UpdateButtonComponent(comp); system->UpdateButtonComponent(comp);
} }
auto& toggleButtonDense = SHComponentManager::GetDense<SHToggleButtonComponent>();
for (auto& comp : toggleButtonDense)
{
if (SHSceneManager::CheckNodeAndComponentsActive<SHToggleButtonComponent>(comp.GetEID()))
system->UpdateToggleButtonComponent(comp);
}
} }
SHVec2 SHUISystem::CanvasToScreenPoint(SHVec2& const canvasPoint, bool normalized) noexcept
{
SHVec2 result{canvasPoint};
auto cameraSystem = SHSystemManager::GetSystem<SHCameraSystem>();
SHVec2 camSize{ cameraSystem->GetCameraWidthHeight(0) };
//camSize.y *= -1.0f;
result.y *= -1.0f;
result += camSize * 0.5f;
if (normalized)
return result / camSize;
else
return result;
}
}//end namespace }//end namespace

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@ -3,14 +3,20 @@
#include "SH_API.h" #include "SH_API.h"
#include "ECS_Base/System/SHSystem.h" #include "ECS_Base/System/SHSystem.h"
#include "ECS_Base/System/SHSystemRoutine.h" #include "ECS_Base/System/SHSystemRoutine.h"
#include "SHUIComponent.h"
#include "SHButtonComponent.h"
#include "SHCanvasComponent.h"
#include "Scene/SHSceneGraph.h" #include "Scene/SHSceneGraph.h"
#include "Scene/SHSceneManager.h" #include "Scene/SHSceneManager.h"
#include "Math/Vector/SHVec2.h"
namespace SHADE namespace SHADE
{ {
class SHButtonComponent;
class SHUIComponent;
class SHToggleButtonComponent;
class SHSliderComponent;
class SHCanvasComponent;
class SH_API SHUISystem final: public SHSystem class SH_API SHUISystem final: public SHSystem
{ {
public: public:
@ -64,7 +70,11 @@ namespace SHADE
private: private:
void UpdateUIComponent(SHUIComponent& comp) noexcept; void UpdateUIComponent(SHUIComponent& comp) noexcept;
void UpdateButtonComponent(SHButtonComponent& comp) noexcept; void UpdateButtonComponent(SHButtonComponent& comp) noexcept;
void UpdateToggleButtonComponent(SHToggleButtonComponent& comp) noexcept;
void UpdateCanvasComponent(SHCanvasComponent& comp) noexcept; void UpdateCanvasComponent(SHCanvasComponent& comp) noexcept;
SHVec2 CanvasToScreenPoint(SHVec2& const canvasPoint, bool normalized) noexcept;
}; };

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@ -107,8 +107,7 @@ namespace SHADE
Vector3 Transform::Forward::get() Vector3 Transform::Forward::get()
{ {
const SHVec3 DIRECTION = SHVec3::Rotate(-SHVec3::UnitZ, Convert::ToNative(GlobalRotation)); return Vector3::Rotate(Vector3::Forward, GlobalRotation);
return Convert::ToCLI(DIRECTION);
} }
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/

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@ -167,6 +167,10 @@ namespace SHADE
{ {
return Convert::ToCLI(SHVec3::Rotate(Convert::ToNative(vec), Convert::ToNative(axis), radians)); return Convert::ToCLI(SHVec3::Rotate(Convert::ToNative(vec), Convert::ToNative(axis), radians));
} }
Vector3 Vector3::Rotate(Vector3 vec, Quaternion quat)
{
return Convert::ToCLI(SHVec3::Rotate(Convert::ToNative(vec), Convert::ToNative(quat)));
}
Vector3 Vector3::Min(Vector3 lhs, Vector3 rhs) Vector3 Vector3::Min(Vector3 lhs, Vector3 rhs)
{ {
float lx = lhs.x, rx = rhs.x; float lx = lhs.x, rx = rhs.x;

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@ -19,10 +19,17 @@ of DigiPen Institute of Technology is prohibited.
// Project Includes // Project Includes
#include "Vector2.hxx" #include "Vector2.hxx"
value struct Quaternion;
namespace SHADE namespace SHADE
{ {
/*---------------------------------------------------------------------------------*/
/* Forward Declarations */
/*-------------------------------------------------------------------------- --- */
value struct Quaternion;
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*-------------------------------------------------------------------------- --- */
///<summary> ///<summary>
/// CLR version of SHADE Engine's Vector3 class that represents a 3-Dimensional Vector. /// CLR version of SHADE Engine's Vector3 class that represents a 3-Dimensional Vector.
/// Designed to closely match Unity's Vector3 struct. /// Designed to closely match Unity's Vector3 struct.
@ -308,6 +315,12 @@ namespace SHADE
/// <returns>The Vector3 that represents the rotated vector.</returns> /// <returns>The Vector3 that represents the rotated vector.</returns>
static Vector3 Rotate(Vector3 vec, Vector3 axis, float radians); static Vector3 Rotate(Vector3 vec, Vector3 axis, float radians);
/// <summary> /// <summary>
/// Rotates a Vector3 using a Quaternion.
/// </summary>
/// <param name="vec">A Vector3 to rotate.</param>
/// <param name="quat">A Quaternion to rotate the vector with.</param>
static Vector3 Rotate(Vector3 vec, Quaternion quat);
/// <summary>
/// Computes and returns a Vector3 that is made from the smallest components of /// Computes and returns a Vector3 that is made from the smallest components of
/// the two specified Vector3s. /// the two specified Vector3s.
/// </summary> /// </summary>