Added Capsule Collider, AABB Query & SimulateBody for Trajectory path prediction #402
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@ -5,14 +5,14 @@
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Components:
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Transform Component:
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Translate: {x: 0, y: 7, z: 0}
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Rotate: {x: 1.48352981, y: 0, z: 0}
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Rotate: {x: 0, y: 0, z: 0}
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Scale: {x: 0.999999344, y: 0.999999821, z: 0.999999523}
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IsActive: true
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RigidBody Component:
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Type: Dynamic
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Drag: 0.00999999978
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Angular Drag: 0.100000001
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Gravity Scale: 0.100000001
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Gravity Scale: 1
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Use Gravity: true
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Interpolate: false
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Sleeping Enabled: true
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@ -27,8 +27,9 @@
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Colliders:
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- Is Trigger: false
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Collision Tag: 0
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Type: Box
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Half Extents: {x: 1, y: 1, z: 1}
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Type: Capsule
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Radius: 1
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Height: 2
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Friction: 0.400000006
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Bounciness: 0
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Density: 1
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@ -15,6 +15,7 @@
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#include "Editor/SHEditorWidgets.hpp"
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#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
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#include "Graphics/MiddleEnd/Lights/SHLightComponent.h"
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#include "Physics/Interface/SHRigidBodyComponent.h"
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#include "Physics/Interface/SHColliderComponent.h"
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#include "Reflection/SHReflectionMetadata.h"
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#include "Resource/SHResourceManager.h"
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@ -25,6 +26,7 @@
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#include "Animation/SHAnimatorComponent.h"
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#include "Physics/Collision/Shapes/SHBox.h"
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#include "Physics/Collision/Shapes/SHSphere.h"
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#include "Physics/Collision/Shapes/SHCapsule.h"
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#include "../SHEditorWindowManager.h"
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#include "../AssetBrowser/SHAssetBrowser.h"
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#include "Graphics/MiddleEnd/TrajectoryRendering/SHTrajectoryRenderableComponent.h"
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@ -375,12 +377,26 @@ namespace SHADE
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(
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"Radius",
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[sphereShape] { return sphereShape->GetRelativeRadius(); },
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[sphereShape](float const& value) { sphereShape->SetRelativeRadius(value); });
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[sphereShape](float const& value) { sphereShape->SetRelativeRadius(value); }
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);
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}
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else if (collisionShape->GetType() == SHCollisionShape::Type::CAPSULE)
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{
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SHEditorWidgets::BeginPanel(std::format("{} Capsule #{}", ICON_MD_CIRCLE, i).data(), { ImGui::GetContentRegionAvail().x, ImGui::GetContentRegionAvail().y });
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auto* capsuleShape = dynamic_cast<SHCapsule*>(collisionShape);
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SHEditorWidgets::DragFloat
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(
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"Radius",
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[capsuleShape] { return capsuleShape->GetRelativeRadius(); },
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[capsuleShape](float const& value) { capsuleShape->SetRelativeRadius(value); }
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);
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SHEditorWidgets::DragFloat
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(
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"Height",
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[capsuleShape] { return capsuleShape->GetRelativeHeight(); },
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[capsuleShape](float const& value) { capsuleShape->SetRelativeHeight(value); }
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);
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}
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//else if (collisionShape->GetType() == SHCollisionShape::Type::CAPSULE)
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//{
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//}
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{
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SHEditorWidgets::CheckBox("Is Trigger", [collisionShape] { return collisionShape->IsTrigger(); }, [collisionShape](bool value) { collisionShape->SetIsTrigger(value); });
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@ -423,25 +439,20 @@ namespace SHADE
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if (ImGui::BeginMenu("Add Collider"))
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{
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int newColl = -1;
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int newCollider = -1;
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if (ImGui::Selectable("Box Collider"))
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{
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newColl = component->AddBoxCollisionShape(SHVec3::One);
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newCollider = component->AddBoxCollisionShape(SHVec3::One);
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}
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if (ImGui::Selectable("Sphere Collider"))
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{
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newColl = component->AddSphereCollisionShape(1.0f);
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newCollider = component->AddSphereCollisionShape(1.0f);
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}
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if (ImGui::Selectable("Capsule Collider"))
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{
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newCollider = component->AddCapsuleCollisionShape(1.0f, 2.0f);
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}
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//No idea why this doesn't work
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//if (newColl > 0)
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//{
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// auto newCollisionShape = component->GetCollisionShape(newColl);
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// auto prevCollisionShapeInSeq = component->GetCollisionShape(newColl - 1);
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// newCollisionShape.SetCollisionTag(SHCollisionTagMatrix::GetTag(prevCollisionShapeInSeq.GetCollisionTag().GetName()));
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//}
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ImGui::EndMenu();
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}
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@ -1,5 +1,5 @@
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/****************************************************************************************
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* \file SHBoxCollisionShape.cpp
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* \file SHBox.cpp
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* \author Diren D Bharwani, diren.dbharwani, 390002520
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* \brief Implementation for a Box Collision Shape.
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*
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@ -34,10 +34,6 @@ namespace SHADE
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dynamic_cast<rp3d::BoxShape*>(rp3dCollider->getCollisionShape())->setHalfExtents(SHVec3::One * 0.5f);
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}
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/*-----------------------------------------------------------------------------------*/
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/* Operator Overload Definitions */
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/*-----------------------------------------------------------------------------------*/
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/*-----------------------------------------------------------------------------------*/
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/* Getter Function Definitions */
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/*-----------------------------------------------------------------------------------*/
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@ -40,10 +40,6 @@ namespace SHADE
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SHBox () noexcept;
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~SHBox () override = default;
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/*---------------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*---------------------------------------------------------------------------------*/
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/*---------------------------------------------------------------------------------*/
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/* Getter Functions */
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/*---------------------------------------------------------------------------------*/
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@ -0,0 +1,166 @@
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/****************************************************************************************
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* \file SHCapsule.cpp
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* \author Diren D Bharwani, diren.dbharwani, 390002520
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* \brief Implementation for a Capsule Collision Shape.
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*
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* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
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* disclosure of this file or its contents without the prior written consent
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* of DigiPen Institute of Technology is prohibited.
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****************************************************************************************/
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#include <SHpch.h>
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#include <reactphysics3d/reactphysics3d.h>
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// Primary Header
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#include "SHCapsule.h"
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// Project Headers
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#include "Math/SHMathHelpers.h"
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#include "Math/SHMatrix.h"
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#include "Physics/Interface/SHColliderComponent.h"
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namespace SHADE
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{
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/*-----------------------------------------------------------------------------------*/
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/* Constructors & Destructor Definitions */
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/*-----------------------------------------------------------------------------------*/
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SHCapsule::SHCapsule() noexcept
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: SHCollisionShape ( Type::CAPSULE)
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, relativeRadius { 1.0f }
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, relativeHeight { 2.0f }
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, scale { SHVec3::One }
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{
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if (rp3dCollider)
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{
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auto* rp3dCapsule = dynamic_cast<rp3d::CapsuleShape*>(rp3dCollider->getCollisionShape());
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rp3dCapsule->setRadius(0.5f);
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rp3dCapsule->setHeight(2.0f);
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}
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}
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/*-----------------------------------------------------------------------------------*/
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/* Getter Function Definitions */
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/*-----------------------------------------------------------------------------------*/
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float SHCapsule::GetWorldRadius() const noexcept
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{
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if (rp3dCollider)
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return dynamic_cast<rp3d::CapsuleShape*>(rp3dCollider->getCollisionShape())->getRadius();
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const float MAX_SCALE = SHMath::Max(scale.x, scale.z);
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return relativeRadius * MAX_SCALE * 0.5f;
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}
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float SHCapsule::GetRelativeRadius() const noexcept
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{
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return relativeRadius;
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}
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float SHCapsule::GetWorldHeight() const noexcept
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{
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if (rp3dCollider)
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return dynamic_cast<rp3d::CapsuleShape*>(rp3dCollider->getCollisionShape())->getHeight();
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return relativeHeight * scale.y;
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}
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float SHCapsule::GetRelativeHeight() const noexcept
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{
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return relativeHeight;
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}
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SHVec3 SHCapsule::GetWorldCentroid() const noexcept
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{
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const SHQuaternion ROTATION = collider->GetTransform().orientation * SHQuaternion::FromEuler(rotationOffset);
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const SHMatrix TRS = SHMatrix::Rotate(ROTATION) * SHMatrix::Translate(collider->GetTransform().position);
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return SHVec3::Transform(positionOffset, TRS);
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}
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/*-----------------------------------------------------------------------------------*/
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/* Setter Function Definitions */
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/*-----------------------------------------------------------------------------------*/
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void SHCapsule::SetWorldRadius(float newWorldRadius) noexcept
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{
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if (rp3dCollider)
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dynamic_cast<rp3d::CapsuleShape*>(rp3dCollider->getCollisionShape())->setRadius(newWorldRadius);
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// Recompute Relative radius
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const float MAX_SCALE = SHMath::Max(scale.x, scale.z);
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relativeRadius = 2.0f * newWorldRadius / MAX_SCALE;
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}
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void SHCapsule::SetRelativeRadius(float newRelativeRadius) noexcept
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{
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relativeRadius = newRelativeRadius;
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// Recompute world radius
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if (rp3dCollider)
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{
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auto* rp3dCapsule = dynamic_cast<rp3d::CapsuleShape*>(rp3dCollider->getCollisionShape());
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const float MAX_SCALE = SHMath::Max(scale.x, scale.z);
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rp3dCapsule->setRadius(relativeRadius * MAX_SCALE * 0.5f);
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}
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}
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void SHCapsule::SetWorldHeight(float newWorldHeight) noexcept
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{
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if (rp3dCollider)
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dynamic_cast<rp3d::CapsuleShape*>(rp3dCollider->getCollisionShape())->setHeight(newWorldHeight);
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relativeHeight = newWorldHeight / scale.y;
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}
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void SHCapsule::SetRelativeHeight(float newRelativeHeight) noexcept
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{
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relativeHeight = newRelativeHeight;
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if (rp3dCollider)
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dynamic_cast<rp3d::CapsuleShape*>(rp3dCollider->getCollisionShape())->setHeight(relativeHeight * scale.y);
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}
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void SHCapsule::SetScale(const SHVec3& newScale) noexcept
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{
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scale = SHVec3::Abs(newScale);
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// Recompute world radius & Height
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if (rp3dCollider)
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{
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// Get max scale component
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const float MAX_SCALE = SHMath::Max(scale.x, scale.z);
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auto* rp3dCapsule = dynamic_cast<rp3d::CapsuleShape*>(rp3dCollider->getCollisionShape());
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rp3dCapsule->setRadius(relativeRadius * MAX_SCALE * 0.5f);
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rp3dCapsule->setHeight(relativeHeight * scale.y);
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}
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}
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/*-----------------------------------------------------------------------------------*/
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/* Public Member Function Definitions */
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/*-----------------------------------------------------------------------------------*/
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void SHCapsule::Update() noexcept
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{
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const SHTransform& PARENT_TRANSFORM = collider->GetTransform();
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SetScale(PARENT_TRANSFORM.scale);
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SHCollisionShape::Update();
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}
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SHMatrix SHCapsule::GetTRS() const noexcept
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{
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// The scale of a Capsule would probably be the radius set in the x and z axis, with the height set in the y axis.
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// Arbitrary for debug drawing as we specify the position, rotation, height and radius instead.
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const SHQuaternion ROTATION = collider->GetTransform().orientation * SHQuaternion::FromEuler(rotationOffset);
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const SHVec3 SCALE = SHVec3{ GetWorldRadius(), GetWorldHeight(), GetWorldRadius() };
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const SHMatrix TRS = SHMatrix::Rotate(ROTATION) * SHMatrix::Translate(collider->GetTransform().position);
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const SHVec3 POSITION = SHVec3::Transform(positionOffset, TRS);
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return SHMatrix::Transform(POSITION, ROTATION, SCALE);
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}
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} // namespace SHADE
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@ -0,0 +1,82 @@
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/****************************************************************************************
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* \file SHCapsule.h
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* \author Diren D Bharwani, diren.dbharwani, 390002520
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* \brief Interface for a Capsule Collision Shape.
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*
|
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* \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.
|
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****************************************************************************************/
|
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|
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#pragma once
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|
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// Project Headers
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#include "SHCollisionShape.h"
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namespace SHADE
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{
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/*-----------------------------------------------------------------------------------*/
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/* Type Definitions */
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/*-----------------------------------------------------------------------------------*/
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/**
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* @brief
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* Encapsulate a Capsule Shape used for Physics Simulations.
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*/
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class SH_API SHCapsule final : public SHCollisionShape
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{
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private:
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/*---------------------------------------------------------------------------------*/
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/* Friends */
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/*---------------------------------------------------------------------------------*/
|
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|
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friend class SHColliderComponent;
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|
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public:
|
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/*---------------------------------------------------------------------------------*/
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/* Constructors & Destructor */
|
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/*---------------------------------------------------------------------------------*/
|
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|
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SHCapsule () noexcept;
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~SHCapsule () override = default;
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/*---------------------------------------------------------------------------------*/
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/* Getter Functions */
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/*---------------------------------------------------------------------------------*/
|
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|
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[[nodiscard]] float GetWorldRadius () const noexcept;
|
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[[nodiscard]] float GetRelativeRadius () const noexcept;
|
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[[nodiscard]] float GetWorldHeight () const noexcept;
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[[nodiscard]] float GetRelativeHeight () const noexcept;
|
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|
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[[nodiscard]] SHVec3 GetWorldCentroid () const noexcept override;
|
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|
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/*---------------------------------------------------------------------------------*/
|
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/* Setter Functions */
|
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/*---------------------------------------------------------------------------------*/
|
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|
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void SetWorldRadius (float newWorldRadius) noexcept;
|
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void SetRelativeRadius (float newRelativeRadius) noexcept;
|
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void SetWorldHeight (float newWorldHeight) noexcept;
|
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void SetRelativeHeight (float newRelativeHeight) noexcept;
|
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void SetScale (const SHVec3& newScale) noexcept;
|
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|
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/*---------------------------------------------------------------------------------*/
|
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/* Function Members */
|
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/*---------------------------------------------------------------------------------*/
|
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|
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void Update () noexcept override;
|
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[[nodiscard]] SHMatrix GetTRS () const noexcept override;
|
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|
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private:
|
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/*---------------------------------------------------------------------------------*/
|
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/* Data Members */
|
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/*---------------------------------------------------------------------------------*/
|
||||
|
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float relativeRadius;
|
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float relativeHeight;
|
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SHVec3 scale;
|
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};
|
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|
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|
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} // namespace SHADE
|
|
@ -237,9 +237,9 @@ RTTR_REGISTRATION
|
|||
|
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registration::enumeration<SHCollisionShape::Type>("Collider Type")
|
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(
|
||||
value("Sphere", SHCollisionShape::Type::SPHERE),
|
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value("Box", SHCollisionShape::Type::BOX),
|
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value("Sphere", SHCollisionShape::Type::SPHERE)
|
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// TODO(Diren): Add More Shapes
|
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value("Capsule", SHCollisionShape::Type::CAPSULE)
|
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);
|
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|
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registration::class_<SHCollisionShape>("Collider")
|
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|
|
|
@ -53,6 +53,7 @@ namespace SHADE
|
|||
{
|
||||
SPHERE
|
||||
, BOX
|
||||
, CAPSULE
|
||||
|
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, COUNT
|
||||
, INVALID = -1
|
||||
|
|
|
@ -18,6 +18,7 @@
|
|||
#include "Physics/Collision/CollisionTags/SHCollisionTagMatrix.h"
|
||||
#include "Physics/Collision/Shapes/SHSphere.h"
|
||||
#include "Physics/Collision/Shapes/SHBox.h"
|
||||
#include "Physics/Collision/Shapes/SHCapsule.h"
|
||||
#include "Physics/Interface/SHColliderComponent.h"
|
||||
#include "Physics/Interface/SHRigidBodyComponent.h"
|
||||
#include "Tools/Utilities/SHUtilities.h"
|
||||
|
@ -228,7 +229,7 @@ namespace SHADE
|
|||
{
|
||||
SHColliderDef::ShapeDef shapeDef
|
||||
{
|
||||
.type = shape->GetType()
|
||||
.type = shape->GetType()
|
||||
};
|
||||
|
||||
colliderDef.shapes.emplace_back(shapeDef);
|
||||
|
@ -368,6 +369,22 @@ namespace SHADE
|
|||
|
||||
break;
|
||||
}
|
||||
case SHCollisionShape::Type::CAPSULE:
|
||||
{
|
||||
auto* capsuleShape = dynamic_cast<SHCapsule*>(collisionShape);
|
||||
|
||||
const float MAX_SCALE = SHMath::Max({ colliderComponent->transform.scale.x, colliderComponent->transform.scale.y, colliderComponent->transform.scale.z });
|
||||
const float WORLD_RADIUS = capsuleShape->GetRelativeRadius() * MAX_SCALE * 0.5f;
|
||||
const float WORLD_HEIGHT = capsuleShape->GetRelativeHeight() * colliderComponent->transform.scale.y;
|
||||
|
||||
rp3d::CapsuleShape* rp3dCapsule = factory->createCapsuleShape(WORLD_RADIUS, WORLD_HEIGHT);
|
||||
|
||||
const rp3d::Transform OFFSETS{ capsuleShape->GetPositionOffset(), SHQuaternion::FromEuler(capsuleShape->GetRotationOffset()) };
|
||||
capsuleShape->rp3dCollider = physicsObject->body->addCollider(rp3dCapsule, OFFSETS);
|
||||
capsuleShape->rp3dCollider->setIsTrigger(capsuleShape->IsTrigger());
|
||||
|
||||
break;
|
||||
}
|
||||
default: break;
|
||||
}
|
||||
|
||||
|
|
|
@ -20,6 +20,7 @@
|
|||
#include "Physics/SHPhysicsEvents.h"
|
||||
#include "Physics/Collision/Shapes/SHSphere.h"
|
||||
#include "Physics/Collision/Shapes/SHBox.h"
|
||||
#include "Physics/Collision/Shapes/SHCapsule.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -232,6 +233,49 @@ namespace SHADE
|
|||
return static_cast<int>(NEW_INDEX);
|
||||
}
|
||||
|
||||
int SHColliderComponent::AddCapsuleCollisionShape(float relativeRadius, float relativeHeight, const SHVec3& posOffset, const SHVec3& rotOffset)
|
||||
{
|
||||
const uint32_t NEW_INDEX = static_cast<uint32_t>(shapes.size());
|
||||
|
||||
// Create collision shape
|
||||
shapes.emplace_back(new SHCapsule{});
|
||||
auto* newCapsule = dynamic_cast<SHCapsule*>(shapes.back());
|
||||
|
||||
newCapsule->collider = this;
|
||||
newCapsule->positionOffset = posOffset;
|
||||
newCapsule->rotationOffset = rotOffset;
|
||||
newCapsule->relativeRadius = relativeRadius;
|
||||
newCapsule->relativeHeight = relativeHeight;
|
||||
newCapsule->scale = SHVec3::Abs(transform.scale);
|
||||
|
||||
// Broadcast Event for adding a shape
|
||||
const SHPhysicsColliderAddedEvent EVENT_DATA
|
||||
{
|
||||
.entityID = GetEID()
|
||||
, .colliderType = SHCollisionShape::Type::CAPSULE
|
||||
, .colliderIndex = static_cast<int>(NEW_INDEX)
|
||||
};
|
||||
|
||||
SHEventManager::BroadcastEvent<SHPhysicsColliderAddedEvent>(EVENT_DATA, SH_PHYSICS_COLLIDER_ADDED_EVENT);
|
||||
|
||||
if (factory)
|
||||
{
|
||||
const float MAX_SCALE = SHMath::Max(newCapsule->scale.x, newCapsule->scale.z);
|
||||
const float WORLD_RADIUS = relativeRadius * MAX_SCALE * 0.5f;
|
||||
const float WORLD_HEIGHT = relativeHeight * newCapsule->scale.y;
|
||||
|
||||
rp3d::CapsuleShape* rp3dCapsule = factory->createCapsuleShape(WORLD_RADIUS, WORLD_HEIGHT);
|
||||
|
||||
const rp3d::Transform OFFSETS{ posOffset, SHQuaternion::FromEuler(rotOffset) };
|
||||
newCapsule->rp3dCollider = collisionBody->addCollider(rp3dCapsule, OFFSETS);
|
||||
|
||||
dynamic_cast<rp3d::RigidBody*>(collisionBody)->updateMassPropertiesFromColliders();
|
||||
}
|
||||
|
||||
return static_cast<int>(NEW_INDEX);
|
||||
}
|
||||
|
||||
|
||||
void SHColliderComponent::RemoveCollisionShape(int index)
|
||||
{
|
||||
const int NUM_SHAPES = static_cast<int>(shapes.size());
|
||||
|
|
|
@ -142,6 +142,24 @@ namespace SHADE
|
|||
*/
|
||||
int AddBoxCollisionShape (const SHVec3& relativeExtents, const SHVec3& posOffset = SHVec3::Zero, const SHVec3& rotOffset = SHVec3::Zero);
|
||||
|
||||
/**
|
||||
* @brief
|
||||
* Adds a capsule collision shape.
|
||||
* @param relativeRadius
|
||||
* The relative radius is constructed with respect to the world scale. <br/>
|
||||
* Radius = max(scale.x, scale.y, scale.z) * 0.5 * relativeRadius
|
||||
* @param relativeHeight
|
||||
* The relative height is constructed with respect to the scale in the y-axis <br/>
|
||||
* Height = relativeHeight * scale.y
|
||||
* @param posOffset
|
||||
* The position offset of the box from the center of the collider. Defaults to a Zero Vector.
|
||||
* @param rotOffset
|
||||
* The rotation offset of the box from the rotation of the collider. Defaults to a Zero Vector.
|
||||
* @return
|
||||
* The index of the newly added shape.
|
||||
*/
|
||||
int AddCapsuleCollisionShape (float relativeRadius, float relativeHeight, const SHVec3& posOffset = SHVec3::Zero, const SHVec3& rotOffset = SHVec3::Zero);
|
||||
|
||||
/**
|
||||
* @brief
|
||||
* Removes a shape from the container. Removal reduces the size of the container.
|
||||
|
|
|
@ -17,6 +17,7 @@
|
|||
#include "ECS_Base/Managers/SHSystemManager.h"
|
||||
#include "Math/Transform/SHTransformComponent.h"
|
||||
#include "Physics/SHPhysicsEvents.h"
|
||||
#include "Physics/Collision/Shapes/SHCapsule.h"
|
||||
#include "Tools/Utilities/SHUtilities.h"
|
||||
|
||||
namespace SHADE
|
||||
|
@ -88,11 +89,6 @@ namespace SHADE
|
|||
|
||||
}
|
||||
|
||||
void SHPhysicsDebugDrawSystem::AddRaycast(const SHRay& ray, const SHPhysicsRaycastResult& result) noexcept
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Private Function Member Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
@ -139,10 +135,19 @@ namespace SHADE
|
|||
debugDrawSystem->DrawWireCube(SHAPE->GetTRS(), DRAW_COLOUR, true);
|
||||
break;
|
||||
}
|
||||
//case SHCollisionShape::Type::CAPSULE:
|
||||
//{
|
||||
// break;
|
||||
//}
|
||||
case SHCollisionShape::Type::CAPSULE:
|
||||
{
|
||||
|
||||
const auto* CAPSULE_SHAPE = dynamic_cast<SHCapsule*>(SHAPE);
|
||||
|
||||
SHVec3 position, scale;
|
||||
SHQuaternion rotation;
|
||||
SHAPE->GetTRS().Decompose(position, rotation, scale);
|
||||
|
||||
debugDrawSystem->DrawWireCapsule(position, rotation, CAPSULE_SHAPE->GetWorldHeight(), CAPSULE_SHAPE->GetWorldRadius(), DRAW_COLOUR, true);
|
||||
|
||||
break;
|
||||
}
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -64,8 +64,6 @@ namespace SHADE
|
|||
void Init () override;
|
||||
void Exit () override;
|
||||
|
||||
void AddRaycast (const SHRay& ray, const SHPhysicsRaycastResult& result) noexcept;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* System Routines */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
@ -119,13 +117,11 @@ namespace SHADE
|
|||
/* Data Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
static constexpr uint8_t ACTIVE_FLAG = 0x01;
|
||||
static constexpr uint8_t ACTIVE_FLAG = 0x01;
|
||||
static const SHColour DEBUG_DRAW_COLOURS[static_cast<int>(Colours::COUNT)];
|
||||
|
||||
static const SHColour DEBUG_DRAW_COLOURS[static_cast<int>(Colours::COUNT)];
|
||||
|
||||
// 0 0 0 drawBroadphase drawRaycasts drawContacts drawAllColliders debugDrawActive
|
||||
// 0 0 0 0 drawRaycasts drawContacts drawAllColliders debugDrawActive
|
||||
uint8_t flags;
|
||||
|
||||
Colliders collidersToDraw;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
@ -133,9 +129,7 @@ namespace SHADE
|
|||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
SHEventHandle onColliderDraw(SHEventPtr onColliderDrawEvent);
|
||||
|
||||
static void drawCollider (SHDebugDrawSystem* debugDrawSystem, const SHColliderComponent& collider) noexcept;
|
||||
static void drawRaycast (SHDebugDrawSystem* debugDrawSystem, const DebugDrawInfo::Raycast& raycastInfo) noexcept;
|
||||
static void drawCollider (SHDebugDrawSystem* debugDrawSystem, const SHColliderComponent& collider) noexcept;
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -16,6 +16,7 @@
|
|||
#include "Animation/SHAnimatorComponent.h"
|
||||
#include "Physics/Collision/CollisionTags/SHCollisionTagMatrix.h"
|
||||
#include "Graphics/MiddleEnd/TrajectoryRendering/SHTrajectoryRenderableComponent.h"
|
||||
#include "Physics/Collision/Shapes/SHCapsule.h"
|
||||
|
||||
namespace YAML
|
||||
{
|
||||
|
@ -127,6 +128,7 @@ namespace YAML
|
|||
static constexpr const char* Type = "Type";
|
||||
static constexpr const char* HalfExtents = "Half Extents";
|
||||
static constexpr const char* Radius = "Radius";
|
||||
static constexpr const char* Height = "Height";
|
||||
|
||||
static constexpr const char* Friction = "Friction";
|
||||
static constexpr const char* Bounciness = "Bounciness";
|
||||
|
@ -161,7 +163,13 @@ namespace YAML
|
|||
node[Radius] = SPHERE_SHAPE.GetRelativeRadius();
|
||||
}
|
||||
break;
|
||||
//case SHCollisionShape::Type::CAPSULE: break;
|
||||
case SHCollisionShape::Type::CAPSULE:
|
||||
{
|
||||
const auto& CAPSULE_SHAPE = dynamic_cast<SHCapsule&>(rhs);
|
||||
node[Radius] = CAPSULE_SHAPE.GetRelativeRadius();
|
||||
node[Height] = CAPSULE_SHAPE.GetRelativeHeight();
|
||||
}
|
||||
break;
|
||||
default:;
|
||||
}
|
||||
|
||||
|
@ -203,7 +211,17 @@ namespace YAML
|
|||
dynamic_cast<SHSphere&>(rhs).SetRelativeRadius(node[Radius].as<float>());
|
||||
}
|
||||
break;
|
||||
//case SHCollisionShape::Type::CAPSULE: break;
|
||||
case SHCollisionShape::Type::CAPSULE:
|
||||
{
|
||||
auto& capsule = dynamic_cast<SHCapsule&>(rhs);
|
||||
|
||||
if (node[Radius].IsDefined())
|
||||
capsule.SetRelativeRadius(node[Radius].as<float>());
|
||||
|
||||
if (node[Height].IsDefined())
|
||||
capsule.SetRelativeHeight(node[Height].as<float>());
|
||||
}
|
||||
break;
|
||||
default:;
|
||||
}
|
||||
if (node[Friction].IsDefined())
|
||||
|
@ -258,7 +276,7 @@ namespace YAML
|
|||
{
|
||||
case SHCollisionShape::Type::BOX: rhs.AddBoxCollisionShape(SHVec3::One); break;
|
||||
case SHCollisionShape::Type::SPHERE: rhs.AddSphereCollisionShape(1.0f); break;
|
||||
//case SHCollisionShape::Type::CAPSULE: break;
|
||||
case SHCollisionShape::Type::CAPSULE: rhs.AddCapsuleCollisionShape(1.0f, 2.0f); break;
|
||||
default:;
|
||||
}
|
||||
YAML::convert<SHCollisionShape>::decode(colliderNode, rhs.GetCollisionShape(numColliders++));
|
||||
|
|
Loading…
Reference in New Issue