Updated MainMenu and Gameplay UI #433
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@ -1,4 +1,4 @@
|
|||
Start in Fullscreen: false
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||||
Starting Scene ID: 91478134
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||||
Starting Scene ID: 97158628
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||||
Window Size: {x: 1920, y: 1080}
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Window Title: SHADE Engine
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@ -3059,7 +3059,7 @@
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|||
IsActive: true
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||||
Renderable Component:
|
||||
Mesh: 149697411
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||||
Material: 126974645
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||||
Material: 128805346
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||||
IsActive: true
|
||||
RigidBody Component:
|
||||
Type: Dynamic
|
||||
|
@ -3089,6 +3089,10 @@
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|||
Position Offset: {x: 0, y: 0.300000012, z: 0}
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Rotation Offset: {x: 0, y: 0, z: 0}
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||||
IsActive: true
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||||
Animator Component:
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||||
Rig: 77816045
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||||
AnimationController: 0
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||||
IsActive: true
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||||
Scripts:
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- Type: PlayerController
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Enabled: true
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||||
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@ -3116,6 +3120,20 @@
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throwItem: false
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rayDistance: 0.75
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rayHeight: 0.100000001
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- Type: PlayerAnimations
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Enabled: true
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playerIdleClip: 227450439
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playerWalkClip: 229125027
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||||
playerRunClip: 228149757
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||||
playerPickUpClip: 219605278
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||||
playerCarryIdleClip: 231128260
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||||
playerCarryWalkClip: 227671720
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playerThrowClip: 223399345
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playerJumpStartClip: 223009573
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playerJumpLoopClip: 230974023
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playerJumpEndClip: 228134756
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silhouettePlayer: 462
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silhouetteBag: 465
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- EID: 3
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Name: HoldingPoint
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IsActive: true
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||||
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@ -3178,7 +3196,11 @@
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|||
IsActive: true
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||||
Renderable Component:
|
||||
Mesh: 144838771
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||||
Material: 123745521
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||||
Material: 117923942
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||||
IsActive: true
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||||
Animator Component:
|
||||
Rig: 77816045
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||||
AnimationController: 0
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||||
IsActive: true
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||||
Scripts: ~
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||||
- EID: 462
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||||
|
@ -3195,6 +3217,10 @@
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|||
Mesh: 149697411
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||||
Material: 126391182
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||||
IsActive: true
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||||
Animator Component:
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||||
Rig: 77816045
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||||
AnimationController: 0
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||||
IsActive: true
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||||
Scripts: ~
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||||
- EID: 465
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||||
Name: SilouetteBag
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@ -3210,6 +3236,10 @@
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Mesh: 144838771
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||||
Material: 126391182
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||||
IsActive: true
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||||
Animator Component:
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||||
Rig: 77816045
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||||
AnimationController: 0
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||||
IsActive: true
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||||
Scripts: ~
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||||
- EID: 239
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Name: RespawnPoint
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@ -5535,13 +5565,7 @@
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Canvas Height: 1080
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Scale by canvas width: false
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IsActive: false
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Scripts:
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- Type: PauseMenu
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Enabled: true
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resumeBtn: 8
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retryBtn: 458
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quitBtn: 0
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canvas: 10
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Scripts: ~
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- EID: 8
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Name: ResumeButton
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IsActive: true
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|
|
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@ -11620,7 +11620,7 @@
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IsActive: true
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||||
Renderable Component:
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Mesh: 149697411
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||||
Material: 126974645
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||||
Material: 128805346
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||||
IsActive: true
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||||
RigidBody Component:
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Type: Dynamic
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||||
|
@ -11650,6 +11650,10 @@
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|||
Position Offset: {x: 0, y: 0.300000012, z: 0}
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Rotation Offset: {x: 0, y: 0, z: 0}
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||||
IsActive: true
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||||
Animator Component:
|
||||
Rig: 77816045
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||||
AnimationController: 0
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||||
IsActive: true
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||||
Scripts:
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- Type: PlayerController
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Enabled: true
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@ -11677,6 +11681,20 @@
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throwItem: false
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rayDistance: 0.75
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rayHeight: 0.100000001
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- Type: PlayerAnimations
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Enabled: true
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playerIdleClip: 227450439
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playerWalkClip: 229125027
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playerRunClip: 228149757
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playerPickUpClip: 219605278
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playerCarryIdleClip: 231128260
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||||
playerCarryWalkClip: 227671720
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||||
playerThrowClip: 223399345
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playerJumpStartClip: 223009573
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playerJumpLoopClip: 230974023
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playerJumpEndClip: 228134756
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silhouettePlayer: 462
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silhouetteBag: 465
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- EID: 66068
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Name: HoldingPoint
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IsActive: true
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@ -11739,7 +11757,11 @@
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IsActive: true
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||||
Renderable Component:
|
||||
Mesh: 144838771
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||||
Material: 123745521
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||||
Material: 117923942
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||||
IsActive: true
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||||
Animator Component:
|
||||
Rig: 77816045
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||||
AnimationController: 0
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||||
IsActive: true
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||||
Scripts: ~
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||||
- EID: 462
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@ -11756,6 +11778,10 @@
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Mesh: 149697411
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||||
Material: 126391182
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||||
IsActive: true
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||||
Animator Component:
|
||||
Rig: 77816045
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||||
AnimationController: 0
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IsActive: true
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Scripts: ~
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- EID: 465
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Name: SilouetteBag
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@ -11771,6 +11797,10 @@
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Mesh: 144838771
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Material: 126391182
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IsActive: true
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Animator Component:
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Rig: 77816045
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AnimationController: 0
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IsActive: true
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Scripts: ~
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- EID: 66065
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Name: RespawnPoint
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@ -121,7 +121,7 @@ public partial class Homeowner1 : BehaviourTree
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AudioHandler.audioClipHandlers["SFXDetectSting"] = Audio.CreateAudioClip("event:/Music/stingers/player_detected");
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AudioHandler.audioClipHandlers["SFXHumming"] = Audio.CreateAudioClip("event:/Homeowner/homeowner_humming");
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Audio.AttachAudioClipToObject(AudioHandler.audioClipHandlers["SFXHumming"], GameObject.EntityId);
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AudioHandler.audioClipHandlers["SFXHumming"].SetVolume(0.15f);
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//AudioHandler.audioClipHandlers["SFXHumming"].SetVolume(0.15f);
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AudioHandler.audioClipHandlers["SFXHumming"].Play();
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if (aiInstance != null && aiInstance != this)
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@ -9,7 +9,7 @@ public class PlayerJumpState : BaseState
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}
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public override void OnEnter()
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{
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//Debug.Log("WALK ENTER");
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//Debug.Log("jump");
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}
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public override void update()
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{
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@ -324,6 +324,8 @@ public class PlayerController : Script
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if ( (Input.GetKeyDown(Input.KeyCode.Space) || landedOnJumpPad ) && isGrounded && rb != null)
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{
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currentState = RaccoonStates.JUMP;
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if (stateMachine && !stateMachine.IsState(typeof(PlayerJumpState)))
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stateMachine.SetState(typeof(PlayerJumpState));
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Vector3 v = rb.LinearVelocity;
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v.y = initialJumpVel * 0.5f;
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if (holdItem && pat != null && pat.item.GetScript<Item>() != null)
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@ -346,8 +348,12 @@ public class PlayerController : Script
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}
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}
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if(!isGrounded && rb != null && (rb.LinearVelocity.y < 0.0f || Input.GetKeyUp(Input.KeyCode.Space)))
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if (!isGrounded && rb != null && (rb.LinearVelocity.y < 0.0f || Input.GetKeyUp(Input.KeyCode.Space)))
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{
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currentState = RaccoonStates.FALLING;
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if (stateMachine && !stateMachine.IsState(typeof(PlayerFallState)))
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stateMachine.SetState(typeof(PlayerFallState));
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}
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}
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@ -378,7 +384,11 @@ public class PlayerController : Script
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{
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isGrounded = true;
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if (currentState == RaccoonStates.FALLING)
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{
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currentState = RaccoonStates.LANDED;
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if (stateMachine && !stateMachine.IsState(typeof(PlayerLandState)))
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stateMachine.SetState(typeof(PlayerLandState));
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}
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}
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else
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isGrounded = false;
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@ -10,8 +10,8 @@ public class EndScene : Script
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protected override void awake()
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{
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AudioHandler.audioClipHandlers["SFXMouseDownElement"] = Audio.CreateAudioClip("event:/UI/mouse_down_element");
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AudioHandler.audioClipHandlers["SFXUISuccess"] = Audio.CreateAudioClip("event:/UI/success");
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//AudioHandler.audioClipHandlers["SFXMouseDownElement"] = Audio.CreateAudioClip("event:/UI/mouse_down_element");
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//AudioHandler.audioClipHandlers["SFXUISuccess"] = Audio.CreateAudioClip("event:/UI/success");
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}
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protected override void start()
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@ -27,28 +27,28 @@ public class EndScene : Script
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if (Input.GetKeyDown(Input.KeyCode.R))
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{
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//Audio.PlaySFXOnce2D("event:/UI/mouse_down_element");
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AudioHandler.audioClipHandlers["SFXMouseDownElement"].Play();
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//AudioHandler.audioClipHandlers["SFXMouseDownElement"].Play();
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}
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if (Input.GetKeyUp(Input.KeyCode.R))
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{
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//Audio.PlaySFXOnce2D("event:/UI/success");
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//Audio.StopAllSounds();
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AudioHandler.StopAllSounds(false);
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AudioHandler.audioClipHandlers["SFXUISuccess"].Play();
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//AudioHandler.audioClipHandlers["SFXUISuccess"].Play();
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SceneManager.ChangeScene(mainGameScene);
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}
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if (Input.GetKeyDown(Input.KeyCode.M))
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{
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//Audio.PlaySFXOnce2D("event:/UI/mouse_down_element");
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AudioHandler.audioClipHandlers["SFXMouseDownElement"].Play();
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//AudioHandler.audioClipHandlers["SFXMouseDownElement"].Play();
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}
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if (Input.GetKeyUp(Input.KeyCode.M))
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{
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//Audio.PlaySFXOnce2D("event:/UI/success");
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//Audio.StopAllSounds();
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AudioHandler.StopAllSounds(false);
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AudioHandler.audioClipHandlers["SFXUISuccess"].Play();
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//AudioHandler.audioClipHandlers["SFXUISuccess"].Play();
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SceneManager.ChangeScene(mainMainScene);
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}
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@ -13,8 +13,8 @@ public class MainMenu : Script
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protected override void awake()
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{
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AudioHandler.audioClipHandlers["BGMMainMenu"] = Audio.CreateAudioClip("event:/Music/main_menu");
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AudioHandler.audioClipHandlers["SFXMouseDownElement"] = Audio.CreateAudioClip("event:/UI/mouse_down_element");
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AudioHandler.audioClipHandlers["SFXUISuccess"] = Audio.CreateAudioClip("event:/UI/success");
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//AudioHandler.audioClipHandlers["SFXMouseDownElement"] = Audio.CreateAudioClip("event:/UI/mouse_down_element");
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//AudioHandler.audioClipHandlers["SFXUISuccess"] = Audio.CreateAudioClip("event:/UI/success");
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//Audio.PlayBGMOnce2D("event:/Music/main_menu");
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AudioHandler.audioClipHandlers["BGMMainMenu"].Play();
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@ -70,6 +70,8 @@ public class PauseMenu : Script
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GameManager.Instance.GamePause = false;
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GameManager.Instance.stealFoodPopUpDone = false;
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GameManager.Instance.PreviewLevelDone = false;
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Application.FixDeltaTime = Time.DefaultFixDeltaTime;
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AnimationSystem.TimeScale = AnimationSystem.DefaultTimeScale;
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});
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}
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else
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@ -83,6 +85,8 @@ public class PauseMenu : Script
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quit.OnRelease.RegisterAction(() =>
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{
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Audio.StopAllSounds();
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Application.FixDeltaTime = Time.DefaultFixDeltaTime;
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AnimationSystem.TimeScale = AnimationSystem.DefaultTimeScale;
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//go to main menu
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SceneManager.ChangeScene(97158628);
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});
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@ -180,8 +180,8 @@ namespace Sandbox
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// Link up SHDebugDraw
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SHDebugDraw::Init(SHSystemManager::GetSystem<SHDebugDrawSystem>());
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auto clip = SHResourceManager::LoadOrGet<SHRawAnimation>(77816045);
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auto rig = SHResourceManager::LoadOrGet<SHRig>(77816045);
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//auto clip = SHResourceManager::LoadOrGet<SHRawAnimation>(77816045);
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//auto rig = SHResourceManager::LoadOrGet<SHRig>(77816045);
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}
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void SBApplication::Update(void)
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|
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@ -24,35 +24,24 @@ project "SHADE_CSharp"
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{
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"SHADE_Engine"
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}
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postbuildcommands
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{
|
||||
"xcopy /r /y /q \"%{wks.location}/bin/$(Configuration)\\net5.0\\SHADE_CSharp.pdb\" \"%{wks.location}/bin/$(Configuration)\""
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}
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warnings 'Extra'
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||||
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filter "configurations:Debug"
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symbols "On"
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defines {"_DEBUG"}
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||||
postbuildcommands
|
||||
{
|
||||
"xcopy /r /y /q \"$(SolutionDir)\\bin\\Debug\\net5.0\\SHADE_CSharp.xml\" \"%{outputdir}\"",
|
||||
"xcopy /r /y /q \"$(SolutionDir)\\bin\\Debug\\net5.0\\SHADE_CSharp.pdb\" \"%{outputdir}\""
|
||||
}
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||||
|
||||
filter "configurations:Release"
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optimize "On"
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||||
defines{"_RELEASE"}
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postbuildcommands
|
||||
{
|
||||
"xcopy /r /y /q \"$(SolutionDir)\\bin\\Release\\net5.0\\SHADE_CSharp.xml\" \"%{outputdir}\"",
|
||||
"xcopy /r /y /q \"$(SolutionDir)\\bin\\Release\\net5.0\\SHADE_CSharp.pdb\" \"%{outputdir}\""
|
||||
}
|
||||
|
||||
filter "configurations:Publish"
|
||||
optimize "On"
|
||||
defines{"_RELEASE"}
|
||||
postbuildcommands
|
||||
{
|
||||
"xcopy /r /y /q \"$(SolutionDir)\\bin\\Release\\net5.0\\SHADE_CSharp.xml\" \"%{outputdir}\"",
|
||||
"xcopy /r /y /q \"$(SolutionDir)\\bin\\Release\\net5.0\\SHADE_CSharp.pdb\" \"%{outputdir}\""
|
||||
}
|
||||
|
||||
require "vstudio"
|
||||
|
||||
|
|
|
@ -0,0 +1,51 @@
|
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/****************************************************************************************
|
||||
* \file SHGhostBody.cpp
|
||||
* \author Diren D Bharwani, diren.dbharwani, 390002520
|
||||
* \brief Implementation for the Ghost Body meant for Simulation.
|
||||
*
|
||||
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
****************************************************************************************/
|
||||
|
||||
#include <SHpch.h>
|
||||
|
||||
// Primary Header
|
||||
#include "SHGhostBody.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Constructors & Destructor Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
SHGhostBody::SHGhostBody(const SHRigidBodyComponent& rigidBody) noexcept
|
||||
: linearVelocity { rigidBody.GetLinearVelocity() }
|
||||
, angularVelocity { rigidBody.GetAngularVelocity() }
|
||||
, localCentroid { rigidBody.GetLocalCentroid() }
|
||||
, accumulatedForce { rigidBody.GetForce() }
|
||||
, accumulatedTorque{ rigidBody.GetTorque() }
|
||||
, gravityScale { rigidBody.GetGravityScale() }
|
||||
, mass { rigidBody.GetMass() }
|
||||
, drag { rigidBody.GetDrag() }
|
||||
, angularDrag { rigidBody.GetAngularDrag() }
|
||||
, position { rigidBody.GetPosition() }
|
||||
, orientation { SHQuaternion::FromEuler(rigidBody.GetRotation()) }
|
||||
, useGravity { rigidBody.IsGravityEnabled() }
|
||||
{
|
||||
const SHVec3 LOCAL_INERTIA = rigidBody.GetLocalInertia();
|
||||
localInvInertia.x = 1.0f / LOCAL_INERTIA.x;
|
||||
localInvInertia.y = 1.0f / LOCAL_INERTIA.y;
|
||||
localInvInertia.z = 1.0f / LOCAL_INERTIA.z;
|
||||
|
||||
linearLock.x = rigidBody.GetFreezePositionX() ? 1.0f : 0.0f;
|
||||
linearLock.y = rigidBody.GetFreezePositionY() ? 1.0f : 0.0f;
|
||||
linearLock.z = rigidBody.GetFreezePositionZ() ? 1.0f : 0.0f;
|
||||
|
||||
angularLock.x = rigidBody.GetFreezeRotationX() ? 1.0f : 0.0f;
|
||||
angularLock.y = rigidBody.GetFreezeRotationY() ? 1.0f : 0.0f;
|
||||
angularLock.z = rigidBody.GetFreezeRotationZ() ? 1.0f : 0.0f;
|
||||
}
|
||||
|
||||
|
||||
} // namespace SHADE
|
|
@ -0,0 +1,64 @@
|
|||
/****************************************************************************************
|
||||
* \file SHGhostBody.h
|
||||
* \author Diren D Bharwani, diren.dbharwani, 390002520
|
||||
* \brief Interface for the Ghost Body meant for Simulation.
|
||||
*
|
||||
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
****************************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
// Project Headers
|
||||
#include "Physics/Interface/SHRigidBodyComponent.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
/**
|
||||
* @brief
|
||||
* Encapsulates a rigid body that will be simulated in the world, but doesn't actually
|
||||
* exist in the world.
|
||||
*/
|
||||
struct SHGhostBody
|
||||
{
|
||||
public:
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Data Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
SHVec3 linearVelocity = SHVec3::Zero;
|
||||
SHVec3 angularVelocity = SHVec3::Zero;
|
||||
|
||||
SHVec3 localInvInertia = SHVec3::One;
|
||||
SHVec3 localCentroid = SHVec3::Zero;
|
||||
SHVec3 accumulatedForce = SHVec3::Zero;
|
||||
SHVec3 accumulatedTorque = SHVec3::Zero;
|
||||
|
||||
SHVec3 linearLock = SHVec3::One;
|
||||
SHVec3 angularLock = SHVec3::One;
|
||||
|
||||
float gravityScale = 1.0f;
|
||||
float mass = 1.0f;
|
||||
float drag = 0.01f;
|
||||
float angularDrag = 0.01f;
|
||||
|
||||
SHVec3 position = SHVec3::Zero;
|
||||
SHQuaternion orientation = SHQuaternion::Identity;
|
||||
bool useGravity = true;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Constructors & Destructor */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
SHGhostBody () noexcept = default;
|
||||
SHGhostBody (const SHRigidBodyComponent& rigidBody) noexcept;
|
||||
|
||||
};
|
||||
|
||||
|
||||
} // namespace SHADE
|
|
@ -20,12 +20,13 @@ namespace SHADE
|
|||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Constructors */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
SHAnimationClip::SHAnimationClip(Handle<SHRawAnimation> rawAnimHandle, int firstFrame, int lastFrame)
|
||||
: rawAnim { rawAnimHandle }
|
||||
, startFrameIndex { firstFrame }
|
||||
, endFrameIndex { lastFrame }
|
||||
, duration { 0.0f }
|
||||
, startTimeStamp { 0.0f }
|
||||
SHAnimationClip::SHAnimationClip(Handle<SHRawAnimation> rawAnimHandle, int firstFrame, int lastFrame, float playbackMultiplier)
|
||||
: rawAnim { rawAnimHandle }
|
||||
, startFrameIndex { firstFrame }
|
||||
, endFrameIndex { lastFrame }
|
||||
, duration { 0.0f }
|
||||
, startTimeStamp { 0.0f }
|
||||
, playbackSpeedMultiplier { playbackMultiplier }
|
||||
{
|
||||
if (!rawAnim)
|
||||
return;
|
||||
|
|
|
@ -41,25 +41,39 @@ namespace SHADE
|
|||
/// <param name="rawAnimHandle">Handle to the raw animation data.</param>
|
||||
/// <param name="firstFrame">First frame to be played.</param>
|
||||
/// <param name="lastFrame">Last frame to be played.</param>
|
||||
SHAnimationClip(Handle<SHRawAnimation> rawAnimHandle, int firstFrame, int lastFrame);
|
||||
/// <param name="playbackMultiplier">Multiplier for the playback speed.</param>
|
||||
SHAnimationClip(Handle<SHRawAnimation> rawAnimHandle, int firstFrame, int lastFrame, float playbackMultiplier = 1.0f);
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Getter Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
inline Handle<SHRawAnimation> GetRawAnimation() const noexcept { return rawAnim; }
|
||||
inline int GetStartFrameIndex() const noexcept { return startFrameIndex; }
|
||||
inline int GetEndFrameIndex() const noexcept { return endFrameIndex; }
|
||||
inline float GetTotalDuration() const noexcept { return duration; }
|
||||
inline int GetEndFrameIndex() const noexcept { return endFrameIndex; }\
|
||||
inline float GetStartTimeStamp() const noexcept { return startTimeStamp; }
|
||||
inline float GetPlaybackSpeedMultiplier() const noexcept { return playbackSpeedMultiplier; }
|
||||
/// <summary>
|
||||
/// Retrieves the duration of the animation as if the playback speed multiplier is
|
||||
/// in it's default value of 1.0f.
|
||||
/// </summary>
|
||||
/// <returns>Duration of the animation in seconds.</returns>
|
||||
inline float GetTotalDuration() const noexcept { return duration; }
|
||||
/// <summary>
|
||||
/// Retrieves the duration of the animation with the playback speed multiplier
|
||||
/// taken into account.
|
||||
/// </summary>
|
||||
/// <returns>True duration of the animation in seconds.</returns>
|
||||
inline float GetTrueDuration() const noexcept { return duration / playbackSpeedMultiplier; }
|
||||
|
||||
private:
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Data Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
Handle<SHRawAnimation> rawAnim;
|
||||
int startFrameIndex; // First Frame
|
||||
int endFrameIndex; // Last Frame (inclusive)
|
||||
float duration; // Total playback time
|
||||
float startTimeStamp; // Starting time stamp of the raw anim
|
||||
int startFrameIndex; // First Frame
|
||||
int endFrameIndex; // Last Frame (inclusive)
|
||||
float duration; // Total playback time
|
||||
float startTimeStamp; // Starting time stamp of the raw anim
|
||||
float playbackSpeedMultiplier; // Multiplier applied to the playback of an animation clip
|
||||
};
|
||||
}
|
|
@ -62,18 +62,21 @@ namespace SHADE
|
|||
if (!instData.CurrentNode)
|
||||
return;
|
||||
|
||||
// Get the clip
|
||||
Handle<SHAnimationClip> clip = instData.CurrentNode->Clip;
|
||||
|
||||
// Update the current playback
|
||||
instData.ClipPlaybackTime += dt;
|
||||
instData.ClipPlaybackTime += dt * clip->GetPlaybackSpeedMultiplier();
|
||||
|
||||
// Check if we finished playing
|
||||
const float CLIP_CURR_PLAYED_TIME = instData.ClipPlaybackTime - instData.CurrentNode->Clip->GetStartTimeStamp();
|
||||
if (CLIP_CURR_PLAYED_TIME > instData.CurrentNode->Clip->GetTotalDuration())
|
||||
const float CLIP_CURR_PLAYED_TIME = instData.ClipPlaybackTime - clip->GetStartTimeStamp();
|
||||
if (CLIP_CURR_PLAYED_TIME > clip->GetTotalDuration())
|
||||
{
|
||||
// Clamp
|
||||
instData.ClipPlaybackTime = instData.CurrentNode->Clip->GetStartTimeStamp() + instData.CurrentNode->Clip->GetTotalDuration();
|
||||
instData.ClipPlaybackTime = clip->GetStartTimeStamp() + clip->GetTotalDuration();
|
||||
|
||||
// Go to next state
|
||||
Handle<SHAnimationClip> originalClip = instData.CurrentNode->Clip;
|
||||
Handle<SHAnimationClip> originalClip = clip;
|
||||
bool stateChanged = false;
|
||||
for (const auto& transition : instData.CurrentNode->Transitions)
|
||||
{
|
||||
|
|
|
@ -254,7 +254,7 @@ namespace SHADE
|
|||
}
|
||||
void SHAnimatorComponent::updateManualClipState(float dt)
|
||||
{
|
||||
currPlaybackTime += dt;
|
||||
currPlaybackTime += dt * currClip->GetPlaybackSpeedMultiplier();
|
||||
const float CLIP_CURR_PLAYED_TIME = currPlaybackTime - currClip->GetStartTimeStamp();
|
||||
if (CLIP_CURR_PLAYED_TIME > currClip->GetTotalDuration())
|
||||
{
|
||||
|
|
|
@ -25,6 +25,7 @@ namespace SHADE
|
|||
std::string name;
|
||||
uint32_t firstIndex;
|
||||
uint32_t lastIndex;
|
||||
float playbackMultiplier = 1.0f;
|
||||
AssetID animRawDataAssetId; // Not serialised, only populated during runtime from parent asset
|
||||
};
|
||||
|
||||
|
|
|
@ -79,7 +79,7 @@ namespace SHADE
|
|||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(&clip->firstIndex),
|
||||
sizeof(uint32_t) * 2
|
||||
sizeof(uint32_t) * 3
|
||||
);
|
||||
}
|
||||
}
|
||||
|
@ -118,7 +118,7 @@ namespace SHADE
|
|||
|
||||
file.read(
|
||||
reinterpret_cast<char*>(&clip->firstIndex),
|
||||
sizeof(uint32_t) * 2
|
||||
sizeof(uint32_t) * 3
|
||||
);
|
||||
|
||||
clip->animRawDataAssetId = data->animRawDataAssetId;
|
||||
|
|
|
@ -313,7 +313,7 @@ namespace SHADE
|
|||
.isSubAsset = true,
|
||||
.parent = parent
|
||||
};
|
||||
auto& newClip {animContainer->clips.emplace_back()};
|
||||
auto& newClip {animContainer->clips.emplace_back(new SHAnimClipAsset())};
|
||||
newClip->name = name;
|
||||
assetCollection.emplace(id, asset);
|
||||
assetCollection[parent].subAssets.push_back(&assetCollection[id]);
|
||||
|
|
|
@ -134,11 +134,12 @@ namespace SHADE
|
|||
const ReceiverPtr ON_PAUSE_RECEIVER_PTR = std::dynamic_pointer_cast<SHEventReceiver>(ON_PAUSE_RECEIVER);
|
||||
SHEventManager::SubscribeTo(SH_EDITOR_ON_PAUSE_EVENT, ON_PAUSE_RECEIVER_PTR);
|
||||
|
||||
#endif
|
||||
|
||||
const std::shared_ptr ON_SCENE_EXIT_RECEIVER{ std::make_shared<SHEventReceiverSpec<SHAudioSystem>>(this, &SHAudioSystem::onSceneExit) };
|
||||
const ReceiverPtr ON_SCENE_EXIT_RECEIVER_PTR = std::dynamic_pointer_cast<SHEventReceiver>(ON_SCENE_EXIT_RECEIVER);
|
||||
SHEventManager::SubscribeTo(SH_SCENE_EXIT_POST, ON_SCENE_EXIT_RECEIVER_PTR);
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
void SHADE::SHAudioSystem::Run(double dt)
|
||||
|
@ -821,6 +822,16 @@ namespace SHADE
|
|||
instance->setVolume(volume);
|
||||
}
|
||||
|
||||
bool AudioClip::GetDestroyOnSceneExit()
|
||||
{
|
||||
return destroyOnSceneExit;
|
||||
}
|
||||
|
||||
void AudioClip::SetDestroyOnSceneExit(bool value)
|
||||
{
|
||||
destroyOnSceneExit = value;
|
||||
}
|
||||
|
||||
SHEventHandle SHAudioSystem::onStop(SHEventPtr onStopEvent)
|
||||
{
|
||||
StopAllSounds();
|
||||
|
@ -840,7 +851,11 @@ namespace SHADE
|
|||
auto [begin, end] = audioClipLibrary.GetDenseAccess();
|
||||
for (auto& it = begin; it != end; ++it)
|
||||
{
|
||||
it->instance->release();
|
||||
if(it->destroyOnSceneExit)
|
||||
{
|
||||
it->instance->stop(FMOD_STUDIO_STOP_ALLOWFADEOUT);
|
||||
it->instance->release();
|
||||
}
|
||||
}
|
||||
|
||||
return onSceneExitEvent->handle;
|
||||
|
|
|
@ -37,10 +37,13 @@ namespace SHADE
|
|||
float GetParameterValue(const char* paramName);
|
||||
float GetVolume();
|
||||
void SetVolume(float volume);
|
||||
bool GetDestroyOnSceneExit();
|
||||
void SetDestroyOnSceneExit(bool value);
|
||||
friend class SHAudioSystem;
|
||||
private:
|
||||
FMOD::Studio::EventInstance* instance = nullptr;
|
||||
EntityID transformRef = MAX_EID;
|
||||
bool destroyOnSceneExit = true;
|
||||
};
|
||||
|
||||
class SH_API SHAudioSystem : public SHSystem
|
||||
|
|
|
@ -54,6 +54,7 @@ namespace SHADE
|
|||
newAssetName.clear();
|
||||
firstIndex = 0;
|
||||
lastIndex = rawAnimation->GetTotalFrames();
|
||||
playbackMultiplier = 1.0f;
|
||||
}
|
||||
|
||||
// Assign callback
|
||||
|
@ -72,6 +73,9 @@ namespace SHADE
|
|||
SHEditorUI::PushID(1);
|
||||
SHEditorUI::InputUnsignedInt("Last Frame Index", lastIndex);
|
||||
SHEditorUI::PopID();
|
||||
SHEditorUI::PushID(2);
|
||||
SHEditorUI::InputFloat("Playback Multiplier", playbackMultiplier);
|
||||
SHEditorUI::PopID();
|
||||
|
||||
// Invalid values
|
||||
const bool INVALID_CONFIG = newAssetName.empty() || firstIndex > lastIndex;
|
||||
|
@ -88,6 +92,7 @@ namespace SHADE
|
|||
animClip->firstIndex = firstIndex;
|
||||
animClip->lastIndex = lastIndex;
|
||||
animClip->animRawDataAssetId = SHResourceManager::GetAssetID<SHRawAnimation>(rawAnimation).value_or(0);
|
||||
animClip->playbackMultiplier = playbackMultiplier;
|
||||
SHAssetManager::SaveAsset(containerAsset->id);
|
||||
|
||||
// Close
|
||||
|
@ -168,6 +173,7 @@ namespace SHADE
|
|||
|
||||
int firstIndex = animClip->GetStartFrameIndex();
|
||||
int endIndex = animClip->GetEndFrameIndex();
|
||||
float playbackMp = animClip->GetPlaybackSpeedMultiplier();
|
||||
|
||||
ImGui::Separator();
|
||||
ImGui::Text(animClipName.has_value() ? animClipName.value().c_str() : "");
|
||||
|
@ -183,12 +189,18 @@ namespace SHADE
|
|||
[&]() { return endIndex; },
|
||||
[&](int i) { endIndex = i; }
|
||||
);
|
||||
changed |= SHEditorWidgets::DragFloat
|
||||
(
|
||||
"Playback Multiplier",
|
||||
[&]() { return playbackMp; },
|
||||
[&](float f) { playbackMp = f; }
|
||||
);
|
||||
|
||||
// If there's a change we need to commit changes
|
||||
if (changed && firstIndex < endIndex)
|
||||
{
|
||||
// Update runtime asset
|
||||
*animClip = SHAnimationClip(currRawAnim, firstIndex, endIndex);
|
||||
*animClip = SHAnimationClip(currRawAnim, firstIndex, endIndex, playbackMp);
|
||||
|
||||
// Update serialized asset
|
||||
auto assetId = SHResourceManager::GetAssetID(animClip);
|
||||
|
@ -197,6 +209,7 @@ namespace SHADE
|
|||
auto const animAsset = SHAssetManager::GetData<SHAnimClipAsset>(assetId.value());
|
||||
animAsset->firstIndex = firstIndex;
|
||||
animAsset->lastIndex = endIndex;
|
||||
animAsset->playbackMultiplier = playbackMp;
|
||||
SHAssetManager::SaveAsset(containerAsset->id);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -62,6 +62,7 @@ namespace SHADE
|
|||
std::string newAssetName;
|
||||
uint32_t firstIndex = 0;
|
||||
uint32_t lastIndex = 0;
|
||||
float playbackMultiplier = 1.0f;
|
||||
Handle<SHRawAnimation> rawAnimation;
|
||||
SHAsset* containerAsset{nullptr};
|
||||
SHAnimClipContainerAsset* container{nullptr};
|
||||
|
|
|
@ -1,5 +1,7 @@
|
|||
#include "SHpch.h"
|
||||
#include "SHTrajectoryRenderingSubSystem.h"
|
||||
|
||||
#include "../../../../SHGhostBody.h"
|
||||
#include "ECS_Base/Managers/SHComponentManager.h"
|
||||
#include "Graphics/MiddleEnd/TrajectoryRendering/SHTrajectoryRenderableComponent.h"
|
||||
#include "Graphics/Devices/SHVkLogicalDevice.h"
|
||||
|
@ -85,17 +87,25 @@ namespace SHADE
|
|||
{
|
||||
std::vector<SHVec3> positions{};
|
||||
std::vector<SHQuaternion> quats{};
|
||||
physicsSystem->SimulateBody
|
||||
(positions, quats,
|
||||
SHPhysicsSystem::SimulateBodyInfo
|
||||
{
|
||||
.bodyEID = entityToSimulate,
|
||||
.force = comp.GetSimulationForce(),
|
||||
.continuousForce = false,
|
||||
|
||||
SHGhostBody defaultGhostBody{};
|
||||
|
||||
SHPhysicsSystem::SimulateBodyInfo simulateInfo
|
||||
{
|
||||
.bodyEID = entityToSimulate,
|
||||
.force = comp.GetSimulationForce(),
|
||||
.continuousForce = false,
|
||||
.timeStep = comp.GetSimulationTimestep(),
|
||||
.maxSteps = static_cast<int>(comp.GetSimulationMaxSteps()),
|
||||
}
|
||||
);
|
||||
};
|
||||
|
||||
SHPhysicsSystem::SimulateBodyOutput output
|
||||
{
|
||||
.positions = &positions
|
||||
, .orientations = &quats
|
||||
};
|
||||
|
||||
physicsSystem->SimulateBody(defaultGhostBody, simulateInfo, output);
|
||||
|
||||
comp.ResetSimulationInfo();
|
||||
|
||||
|
|
|
@ -150,6 +150,16 @@ namespace SHADE
|
|||
return rigidBody ? SHQuaternion{ rigidBody->getTransform().getOrientation() }.ToEuler() : SHVec3::Zero;
|
||||
}
|
||||
|
||||
SHVec3 SHRigidBodyComponent::GetLocalInertia() const noexcept
|
||||
{
|
||||
return rigidBody ? SHVec3{ rigidBody->getLocalInertiaTensor() } : SHVec3::Zero;
|
||||
}
|
||||
|
||||
SHVec3 SHRigidBodyComponent::GetLocalCentroid() const noexcept
|
||||
{
|
||||
return rigidBody ? SHVec3{ rigidBody->getLocalCenterOfMass() } : SHVec3::Zero;
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Setter Function Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -103,6 +103,9 @@ namespace SHADE
|
|||
[[nodiscard]] SHVec3 GetPosition () const noexcept;
|
||||
[[nodiscard]] SHVec3 GetRotation () const noexcept;
|
||||
|
||||
[[nodiscard]] SHVec3 GetLocalInertia () const noexcept;
|
||||
[[nodiscard]] SHVec3 GetLocalCentroid () const noexcept;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Setter Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -14,6 +14,7 @@
|
|||
#include "SHPhysicsSystem.h"
|
||||
|
||||
// Project Headers
|
||||
#include "../../../SHGhostBody.h"
|
||||
#include "Assets/SHAssetMacros.h"
|
||||
#include "ECS_Base/Managers/SHComponentManager.h"
|
||||
#include "ECS_Base/Managers/SHEntityManager.h"
|
||||
|
@ -236,46 +237,22 @@ namespace SHADE
|
|||
return IS_COLLIDING;
|
||||
}
|
||||
|
||||
void SHPhysicsSystem::SimulateBody(std::vector<SHVec3>& positions, std::vector<SHQuaternion>& orientations, const SimulateBodyInfo& simInfo)
|
||||
void SHPhysicsSystem::SimulateBody(SHGhostBody& ghostBody, SimulateBodyInfo& simInfo, SimulateBodyOutput& output)
|
||||
{
|
||||
// Check for a valid rigidbody
|
||||
const auto* rigidBody = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(simInfo.bodyEID);
|
||||
if (!rigidBody)
|
||||
{
|
||||
SHLOG_WARNING("Entity {} does not have a rigid body to simulate!", simInfo.bodyEID)
|
||||
return;
|
||||
}
|
||||
|
||||
// Ignore non-dynamic bodies
|
||||
if (rigidBody->type != SHRigidBodyComponent::Type::DYNAMIC)
|
||||
{
|
||||
SHLOG_WARNING("Entity {} is not a dynamic body. We cannot simulate non-dynamic bodies!", simInfo.bodyEID)
|
||||
return;
|
||||
SHLOG_WARNING("Entity {} does not have a rigid body to simulate! This body will collide with everything!", simInfo.bodyEID)
|
||||
}
|
||||
|
||||
// Prepare simulation info (I'm basically declaring an entire body here)
|
||||
SHVec3 bodyPosition = rigidBody->GetPosition();
|
||||
SHQuaternion bodyOrientation = SHQuaternion::FromEuler(rigidBody->GetRotation());
|
||||
SHVec3 linearVelocity = rigidBody->GetLinearVelocity();
|
||||
SHVec3 angularVelocity = rigidBody->GetAngularVelocity();
|
||||
float invMass = 1.0f / rigidBody->GetMass();
|
||||
SHVec3 localInvInertia = rigidBody->rigidBody->getLocalInertiaTensor();
|
||||
SHVec3 worldInvInertia = SHVec3::One;
|
||||
SHVec3 localCentroid = rigidBody->rigidBody->getLocalCenterOfMass();
|
||||
SHVec3 worldCentroid = SHVec3::One;
|
||||
SHVec3 appliedForce = simInfo.force;
|
||||
SHVec3 appliedTorque = simInfo.torque;
|
||||
SHVec3 accumulatedForce = SHVec3::Zero;
|
||||
SHVec3 accumulatedTorque = SHVec3::Zero;
|
||||
float invMass = 1.0f / ghostBody.mass;
|
||||
SHVec3 worldInvInertia = SHVec3::One;
|
||||
SHVec3 worldCentroid = SHVec3::One;
|
||||
|
||||
const SHVec3& LINEAR_LOCK = rigidBody->rigidBody->getLinearLockAxisFactor();
|
||||
const SHVec3& ANGULAR_LOCK = rigidBody->rigidBody->getAngularLockAxisFactor();
|
||||
|
||||
// Invert the inertia
|
||||
for (size_t i = 0; i < SHVec3::SIZE; ++i)
|
||||
localInvInertia[i] = 1.0f / localInvInertia[i];
|
||||
|
||||
|
||||
// Asserts. Don't be an idiot.
|
||||
SHASSERT(invMass > 0, "GhostBody's mass in invalid")
|
||||
|
||||
// Build raycast layer from colliders. If none exist....then this never stops simulating technically.
|
||||
// I'm too lazy to handle that case, so I'll just throw an error.
|
||||
|
@ -302,24 +279,24 @@ namespace SHADE
|
|||
int iterationCounter = simInfo.maxSteps;
|
||||
do
|
||||
{
|
||||
raycastInfo.distance = linearVelocity.Length();
|
||||
raycastInfo.ray.position = bodyPosition;
|
||||
raycastInfo.ray.direction = SHVec3::Normalise(linearVelocity);
|
||||
raycastInfo.distance = ghostBody.linearVelocity.Length() * simInfo.timeStep; // Do not take the entire velocity's length as that is for an entire second.
|
||||
raycastInfo.ray.position = ghostBody.position;
|
||||
raycastInfo.ray.direction = SHVec3::Normalise(ghostBody.linearVelocity);
|
||||
|
||||
terminate = !Raycast(raycastInfo).empty() || iterationCounter == 0;
|
||||
if (terminate)
|
||||
return;
|
||||
|
||||
// Compute world space data
|
||||
const SHMatrix R = SHMatrix::Rotate(bodyOrientation);
|
||||
const SHMatrix R = SHMatrix::Rotate(ghostBody.orientation);
|
||||
const SHMatrix RT = SHMatrix::Transpose(R);
|
||||
|
||||
SHMatrix localInertiaTensor = SHMatrix::Identity;
|
||||
|
||||
// Set the diagonals
|
||||
localInertiaTensor.m[0][0] = localInvInertia.x;
|
||||
localInertiaTensor.m[1][1] = localInvInertia.y;
|
||||
localInertiaTensor.m[2][2] = localInvInertia.z;
|
||||
localInertiaTensor.m[0][0] = ghostBody.localInvInertia.x;
|
||||
localInertiaTensor.m[1][1] = ghostBody.localInvInertia.y;
|
||||
localInertiaTensor.m[2][2] = ghostBody.localInvInertia.z;
|
||||
|
||||
localInertiaTensor *= RT;
|
||||
const SHVec3 DIAGONALS { localInertiaTensor.m[0][0], localInertiaTensor.m[1][1], localInertiaTensor.m[2][2] };
|
||||
|
@ -327,42 +304,47 @@ namespace SHADE
|
|||
worldInvInertia = R * DIAGONALS;
|
||||
|
||||
// Compute world centroid
|
||||
worldCentroid = (R * localCentroid) + bodyPosition;
|
||||
worldCentroid = (R * ghostBody.localCentroid) + ghostBody.position;
|
||||
|
||||
// Apply forces
|
||||
accumulatedForce += appliedForce;
|
||||
angularVelocity += worldInvInertia * SHVec3::Cross(bodyPosition + simInfo.forceOffset, simInfo.force);
|
||||
accumulatedTorque += appliedTorque;
|
||||
ghostBody.accumulatedForce += simInfo.force;
|
||||
ghostBody.angularVelocity += worldInvInertia * SHVec3::Cross(ghostBody.position + simInfo.forceOffset, simInfo.force);
|
||||
ghostBody.accumulatedTorque += simInfo.torque;
|
||||
|
||||
// Integrate Velocities
|
||||
// Integrate forces and gravity into linear velocity
|
||||
const SHVec3 LINEAR_ACCELERATION = accumulatedForce * invMass;
|
||||
const SHVec3 GRAVITATIONAL_ACCELERATION = rigidBody->IsGravityEnabled() ? worldState.settings.gravity * rigidBody->GetGravityScale() : SHVec3::Zero;
|
||||
const SHVec3 LINEAR_ACCELERATION = ghostBody.accumulatedForce * invMass;
|
||||
const SHVec3 GRAVITATIONAL_ACCELERATION = ghostBody.gravityScale ? worldState.settings.gravity * ghostBody.gravityScale : SHVec3::Zero;
|
||||
|
||||
linearVelocity += (LINEAR_ACCELERATION + GRAVITATIONAL_ACCELERATION) * simInfo.timeStep * LINEAR_LOCK;
|
||||
angularVelocity += worldInvInertia * (accumulatedTorque * simInfo.timeStep);
|
||||
ghostBody.linearVelocity += (LINEAR_ACCELERATION + GRAVITATIONAL_ACCELERATION) * simInfo.timeStep * ghostBody.linearLock;
|
||||
ghostBody.angularVelocity += worldInvInertia * (ghostBody.accumulatedTorque * simInfo.timeStep);
|
||||
|
||||
// Apply drag (exponentially applied)
|
||||
linearVelocity *= 1.0f / (1.0f + simInfo.timeStep * rigidBody->drag);
|
||||
angularVelocity *= 1.0f / (1.0f + simInfo.timeStep * rigidBody->angularDrag);
|
||||
ghostBody.linearVelocity *= 1.0f / (1.0f + simInfo.timeStep * ghostBody.drag);
|
||||
ghostBody.angularVelocity *= 1.0f / (1.0f + simInfo.timeStep * ghostBody.angularDrag);
|
||||
|
||||
// Integrate Positions & Orientations
|
||||
const SHQuaternion QV = SHQuaternion{ angularVelocity.x * simInfo.timeStep, angularVelocity.y * simInfo.timeStep, angularVelocity.z * simInfo.timeStep, 0.0f } * 0.5f;
|
||||
const SHQuaternion QV = SHQuaternion{ ghostBody.angularVelocity.x * simInfo.timeStep, ghostBody.angularVelocity.y * simInfo.timeStep, ghostBody.angularVelocity.z * simInfo.timeStep, 0.0f } * 0.5f;
|
||||
|
||||
bodyPosition += linearVelocity * simInfo.timeStep;
|
||||
bodyOrientation += bodyOrientation * QV * SHQuaternion::FromEuler(ANGULAR_LOCK);
|
||||
bodyOrientation = SHQuaternion::Normalise(bodyOrientation);
|
||||
ghostBody.position += ghostBody.linearVelocity * simInfo.timeStep;
|
||||
ghostBody.orientation += ghostBody.orientation * QV * SHQuaternion::FromEuler(ghostBody.angularLock);
|
||||
ghostBody.orientation = SHQuaternion::Normalise(ghostBody.orientation);
|
||||
|
||||
// Clear forces
|
||||
ghostBody.accumulatedForce = SHVec3::Zero;
|
||||
ghostBody.accumulatedTorque = SHVec3::Zero;
|
||||
|
||||
// Clear forces after the first frame
|
||||
if (!simInfo.continuousForce)
|
||||
{
|
||||
accumulatedForce = SHVec3::Zero;
|
||||
accumulatedTorque = SHVec3::Zero;
|
||||
appliedForce = SHVec3::Zero;
|
||||
appliedTorque = SHVec3::Zero;
|
||||
simInfo.force = SHVec3::Zero;
|
||||
simInfo.torque = SHVec3::Zero;
|
||||
}
|
||||
|
||||
positions.emplace_back(bodyPosition);
|
||||
if (output.positions)
|
||||
output.positions->emplace_back(ghostBody.position);
|
||||
|
||||
if (output.orientations)
|
||||
output.orientations->emplace_back(ghostBody.orientation);
|
||||
|
||||
--iterationCounter;
|
||||
|
||||
|
|
|
@ -28,6 +28,7 @@
|
|||
|
||||
namespace SHADE
|
||||
{
|
||||
struct SHGhostBody;
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
@ -51,40 +52,54 @@ namespace SHADE
|
|||
/**
|
||||
* @brief
|
||||
* Used to simulate the motion of a rigid body, ignoring collision detection and response.
|
||||
* @param bodyEID
|
||||
* The EntityID of the Rigid Body to simulate.
|
||||
* @param force
|
||||
* The force applied onto the Rigid Body.
|
||||
* @param forceOffset
|
||||
* The position to apply the force onto the body relative to it's local Center of Mass.
|
||||
* @param torque
|
||||
* The torque to apply onto the Rigid Body.
|
||||
* @param continuousForce
|
||||
* If the force should be applied every step throughout the simulation. Defaults to false. <br/>
|
||||
* True : The force indicated is added to the body every step, therefore it has constant acceleration.
|
||||
* False: The force is applied only in the first step, therefore it has constant speed.
|
||||
* @param timeStep
|
||||
* The timestep for each step of the simulation. Defaults to 0.016s (The default Fixed DT)
|
||||
* @param maxSteps
|
||||
* The number of steps to run the simulation for. Defaults to -1.
|
||||
* < 0 : Runs until the object may hit something. Hit detection is done through raycasting.
|
||||
* = 0 : Runs only the current step and checks if it may hit something.
|
||||
* > 0 : Runs for the given number of steps or until it may hit something.
|
||||
*/
|
||||
struct SimulateBodyInfo
|
||||
{
|
||||
public:
|
||||
|
||||
// The EntityID of the Actual Rigid Body to simulate. If none is passed it,
|
||||
// the Ghost Body will attempt to collide with everything.
|
||||
EntityID bodyEID = MAX_EID;
|
||||
|
||||
// The force applied onto the Ghost Body.
|
||||
SHVec3 force = SHVec3::Zero;
|
||||
|
||||
// The position where the force is applied offset from the local centroid.
|
||||
SHVec3 forceOffset = SHVec3::Zero;
|
||||
|
||||
// The torque to apply onto the Ghost Body.
|
||||
SHVec3 torque = SHVec3::Zero;
|
||||
|
||||
// Whether or not to clear the force after the first iteration
|
||||
/*
|
||||
If the force should be applied every step throughout the simulation. Defaults to false.
|
||||
True : The force indicated is added to the body every step, therefore it has constant acceleration.
|
||||
False: The force is applied only in the first step, therefore it has constant speed.
|
||||
*/
|
||||
bool continuousForce = false;
|
||||
|
||||
// The timestep for each step of the simulation. Defaults to 0.016s (The default Fixed DT)
|
||||
float timeStep = static_cast<float>(SHPhysicsConstants::DEFAULT_FIXED_DT);
|
||||
|
||||
/*
|
||||
The number of steps to run the simulation for. Defaults to -1.
|
||||
< 0 : Runs until the object may hit something. Hit detection is done through raycasting.
|
||||
= 0 : Runs only the current step and checks if it may hit something.
|
||||
> 0 : Runs for the given number of steps or until it may hit something.
|
||||
*/
|
||||
int maxSteps = -1;
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief
|
||||
* Contains the output for the simulate body method.
|
||||
*/
|
||||
struct SimulateBodyOutput
|
||||
{
|
||||
public:
|
||||
std::vector<SHVec3>* positions = nullptr;
|
||||
std::vector<SHQuaternion>* orientations = nullptr;
|
||||
};
|
||||
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Constructors & Destructor */
|
||||
|
@ -158,15 +173,16 @@ namespace SHADE
|
|||
|
||||
/**
|
||||
* @brief
|
||||
* Simulates the motion of a body until it collides with something.
|
||||
* @param positions
|
||||
* The output vector for the position of the body in each timestep.
|
||||
* @param orientations
|
||||
* The output vector for the orientations of the body in each timestep.
|
||||
* Simulates a non-existent body in the physics world.
|
||||
* The simulation will run based on the information passed in.
|
||||
* @param ghostBody
|
||||
* The definition of the body passed in.
|
||||
* @param simInfo
|
||||
* The information for simulating the body.
|
||||
* The information for how the simulation will run.
|
||||
* @param output
|
||||
* The transform results for position and orientations.
|
||||
*/
|
||||
void SimulateBody(std::vector<SHVec3>& positions, std::vector<SHQuaternion>& orientations, const SimulateBodyInfo& simInfo);
|
||||
void SimulateBody(SHGhostBody& ghostBody, SimulateBodyInfo& simInfo, SimulateBodyOutput& output);
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* System Routines */
|
||||
|
|
|
@ -372,7 +372,8 @@ namespace SHADE
|
|||
(
|
||||
LoadOrGet<SHRawAnimation>(assetData.animRawDataAssetId),
|
||||
assetData.firstIndex,
|
||||
assetData.lastIndex
|
||||
assetData.lastIndex,
|
||||
assetData.playbackMultiplier
|
||||
);
|
||||
}
|
||||
else if constexpr (std::is_same_v<ResourceType, SHAnimationController>)
|
||||
|
|
|
@ -44,6 +44,16 @@ namespace SHADE
|
|||
return SHResourceManagerInterface::GetAssetID(Convert::ToNative(audioClipInstHandle)).value_or(INVALID_ASSET_ID);
|
||||
}
|
||||
|
||||
bool AudioClipHandler::DestroyOnSceneExit::get()
|
||||
{
|
||||
return NativeObject->GetDestroyOnSceneExit();
|
||||
}
|
||||
|
||||
void AudioClipHandler::DestroyOnSceneExit::set(bool value)
|
||||
{
|
||||
NativeObject->SetDestroyOnSceneExit(value);
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Constructors/Destructor */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -54,6 +54,12 @@ namespace SHADE
|
|||
AssetID get();
|
||||
}
|
||||
|
||||
property bool DestroyOnSceneExit
|
||||
{
|
||||
bool get();
|
||||
void set(bool value);
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Constructors/Destructor */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
|
Loading…
Reference in New Issue