Files
Nuake-custom/Nuake/src/Scene/Systems/PhysicsSystem.cpp
2024-09-15 21:34:37 +01:00

395 lines
12 KiB
C++

#include "PhysicsSystem.h"
#include "src/Scene/Scene.h"
#include "src/Scene/Components/BoxCollider.h"
#include "src/Scene/Components/CapsuleColliderComponent.h"
#include "src/Scene/Components/SphereCollider.h"
#include "src/Scene/Components/MeshCollider.h"
#include "src/Scene/Components/ModelComponent.h"
#include <src/Scene/Components/RigidbodyComponent.h>
#include "src/Scene/Entities/Entity.h"
#include <src/Physics/PhysicsManager.h>
#include <src/Scene/Components/CharacterControllerComponent.h>
#include <src/Scene/Components/QuakeMap.h>
#include <src/Scene/Components/BSPBrushComponent.h>
#include <src/Scene/Components/CylinderColliderComponent.h>
namespace Nuake
{
PhysicsSystem::PhysicsSystem(Scene* scene)
{
m_Scene = scene;
}
bool PhysicsSystem::Init()
{
Logger::Log("Initializing the physic system");
// We need to initialize shapes first, then bodies...
InitializeShapes();
InitializeRigidbodies();
InitializeCharacterControllers();
InitializeQuakeMap();
Logger::Log("Physic system initialized successfully");
return true;
}
void PhysicsSystem::Update(Timestep ts)
{
if (!Engine::IsPlayMode())
{
return;
}
InitializeShapes();
InitializeRigidbodies();
InitializeCharacterControllers();
ApplyForces();
PhysicsManager::Get().Step(ts);
auto brushes = m_Scene->m_Registry.view<TransformComponent, BSPBrushComponent>();
for (auto e : brushes)
{
auto [transform, brush] = brushes.get<TransformComponent, BSPBrushComponent>(e);
if (!brush.IsFunc)
continue;
brush.Targets.clear();
auto targetnameView = m_Scene->m_Registry.view<TransformComponent, NameComponent>();
for (auto e2 : targetnameView)
{
auto [ttransform, name] = targetnameView.get<TransformComponent, NameComponent>(e2);
if (name.Name == brush.target)
{
brush.Targets.push_back(Entity{ e2, m_Scene });
}
}
}
}
void PhysicsSystem::FixedUpdate(Timestep ts)
{
if (!Engine::IsPlayMode())
return;
auto view = m_Scene->m_Registry.view<TransformComponent, RigidBodyComponent>();
for (auto e : view)
{
auto [transform, rigidBodyComponent] = view.get<TransformComponent, RigidBodyComponent>(e);
Entity ent = Entity({ e, m_Scene });
bool isTrigger = false;
if (!rigidBodyComponent.GetRigidBody())
{
continue;
}
if (rigidBodyComponent.Rigidbody->IsTrigger())
{
auto globaltransform = transform.GetGlobalTransform();
Vector3 translation;
glm::quat rotation;
Vector3 scale;
Vector3 skew;
Vector4 perspective;
glm::decompose(globaltransform, scale, rotation, translation, skew, perspective);
PhysicsManager::Get().SetBodyTransform(ent, globaltransform[3], glm::normalize(transform.GetGlobalRotation()));
}
}
}
void PhysicsSystem::Exit()
{
PhysicsManager::Get().Reset();
}
void PhysicsSystem::InitializeQuakeMap()
{
auto quakeBrushesView = m_Scene->m_Registry.view<TransformComponent, BSPBrushComponent>();
for (auto e : quakeBrushesView)
{
const auto [transformComponent, brushComponent] = quakeBrushesView.get<TransformComponent, BSPBrushComponent>(e);
// Doesn't apply to non-solid brushes
if ((!brushComponent.IsSolid && !brushComponent.IsTrigger))
{
continue;
}
for (const auto& hull : brushComponent.Hulls)
{
const auto entity = Entity({ e, m_Scene });
const Vector3& startPosition = transformComponent.GetGlobalPosition();
const Matrix4& startTransform = transformComponent.GetGlobalTransform();
const Quat& startRotation = transformComponent.GetGlobalRotation();
const auto collisionShape = CreateRef<Physics::ConvexHullShape>(hull);
auto rigidBody = CreateRef<Physics::RigidBody>(0.0f, startPosition, startRotation, startTransform, collisionShape, entity, Vector3{ 0, 0, 0 }, brushComponent.IsFunc);
brushComponent.Rigidbody.push_back(rigidBody);
rigidBody->SetIsTrigger(brushComponent.IsTrigger);
PhysicsManager::Get().RegisterBody(rigidBody);
}
}
}
void PhysicsSystem::InitializeShapes()
{
const auto boxView = m_Scene->m_Registry.view<BoxColliderComponent>();
for (auto entity : boxView)
{
auto& boxComponent = boxView.get<BoxColliderComponent>(entity);
if (!boxComponent.Box)
{
boxComponent.Box = CreateRef<Physics::Box>(boxComponent.Size);
}
}
const auto capsuleView = m_Scene->m_Registry.view<CapsuleColliderComponent>();
for (auto entity : capsuleView)
{
auto& capsuleComponent = capsuleView.get<CapsuleColliderComponent>(entity);
if (!capsuleComponent.Capsule)
{
float radius = capsuleComponent.Radius;
float height = capsuleComponent.Height;
capsuleComponent.Capsule = CreateRef<Physics::Capsule>(radius, height);
}
}
const auto cylinderView = m_Scene->m_Registry.view<CylinderColliderComponent>();
for (auto entity : cylinderView)
{
auto& cylinderComponent = cylinderView.get<CylinderColliderComponent>(entity);
if (!cylinderComponent.Cylinder)
{
float radius = cylinderComponent.Radius;
float height = cylinderComponent.Height;
cylinderComponent.Cylinder = CreateRef<Physics::Cylinder>(radius, height);
}
}
const auto sphereView = m_Scene->m_Registry.view<SphereColliderComponent>();
for (auto entity : sphereView)
{
auto& sphereComponent = sphereView.get<SphereColliderComponent>(entity);
if (!sphereComponent.Sphere)
{
sphereComponent.Sphere = CreateRef<Physics::Sphere>(sphereComponent.Radius);
}
}
const auto meshColliderView = m_Scene->m_Registry.view<MeshColliderComponent>();
for (auto e : meshColliderView)
{
Entity entity { e, m_Scene };
if (!entity.HasComponent<ModelComponent>())
{
Logger::Log("Cannot use mesh collider without model component", "physics", WARNING);
}
auto& meshColliderComponent = meshColliderView.get<MeshColliderComponent>(e);
if (!meshColliderComponent.Shape)
{
const auto& modelComponent = entity.GetComponent<ModelComponent>();
if (modelComponent.ModelResource)
{
uint32_t subMeshId = meshColliderComponent.SubMesh;
const std::vector<Ref<Mesh>>& submeshes = modelComponent.ModelResource->GetMeshes();
if (subMeshId >= submeshes.size())
{
Logger::Log("Cannot create mesh collider, invalid submesh ID", "physics", WARNING);
}
Ref<Mesh> mesh = submeshes[subMeshId];
meshColliderComponent.Shape = CreateRef<Physics::MeshShape>(mesh);
}
}
}
}
void PhysicsSystem::InitializeRigidbodies()
{
auto view = m_Scene->m_Registry.view<TransformComponent, RigidBodyComponent>();
for (auto e : view)
{
auto [transform, rigidBodyComponent] = view.get<TransformComponent, RigidBodyComponent>(e);
Entity ent = Entity({ e, m_Scene });
Ref<Physics::RigidBody> rigidBody;
Ref<Physics::PhysicShape> shape;
bool isTrigger = false;
if (rigidBodyComponent.GetRigidBody())
{
continue;
}
if (ent.HasComponent<BoxColliderComponent>())
{
BoxColliderComponent& boxComponent = ent.GetComponent<BoxColliderComponent>();
isTrigger = boxComponent.IsTrigger;
shape = CreateRef<Physics::Box>(boxComponent.Size);
}
if (ent.HasComponent<CapsuleColliderComponent>())
{
auto& capsuleComponent = ent.GetComponent<CapsuleColliderComponent>();
float radius = capsuleComponent.Radius;
float height = capsuleComponent.Height;
isTrigger = capsuleComponent.IsTrigger;
shape = CreateRef<Physics::Capsule>(radius, height);
}
if (ent.HasComponent<CylinderColliderComponent>())
{
auto& cylinderComponent = ent.GetComponent<CylinderColliderComponent>();
float radius = cylinderComponent.Radius;
float height = cylinderComponent.Height;
isTrigger = cylinderComponent.IsTrigger;
shape = CreateRef<Physics::Cylinder>(radius, height);
}
if (ent.HasComponent<SphereColliderComponent>())
{
const auto& component = ent.GetComponent<SphereColliderComponent>();
isTrigger = component.IsTrigger;
shape = CreateRef<Physics::Sphere>(component.Radius);
}
if (ent.HasComponent<MeshColliderComponent>())
{
if (!ent.HasComponent<ModelComponent>())
{
Logger::Log("Cannot use mesh collider without model component", "physics", WARNING);
}
const auto& modelComponent = ent.GetComponent<ModelComponent>();
const auto& component = ent.GetComponent<MeshColliderComponent>();
isTrigger = component.IsTrigger;
if (modelComponent.ModelResource)
{
uint32_t subMeshId = component.SubMesh;
const std::vector<Ref<Mesh>>& submeshes = modelComponent.ModelResource->GetMeshes();
if (subMeshId >= submeshes.size())
{
Logger::Log("Cannot create mesh collider, invalid submesh ID", "physics", WARNING);
}
Ref<Mesh> mesh = submeshes[subMeshId];
shape = CreateRef<Physics::MeshShape>(mesh);
}
}
if (!shape)
{
continue;
}
rigidBody = CreateRef<Physics::RigidBody>(rigidBodyComponent.Mass, transform.GetGlobalPosition(), transform.GetGlobalRotation(), transform.GetGlobalTransform(), shape, ent);
rigidBody->SetLockXAxis(rigidBodyComponent.LockX);
rigidBody->SetLockYAxis(rigidBodyComponent.LockY);
rigidBody->SetLockZAxis(rigidBodyComponent.LockZ);
rigidBody->SetIsTrigger(isTrigger);
PhysicsManager::Get().RegisterBody(rigidBody);
rigidBodyComponent.Rigidbody = rigidBody;
}
}
void PhysicsSystem::InitializeCharacterControllers()
{
auto characterControllerView = m_Scene->m_Registry.view<TransformComponent, CharacterControllerComponent>();
for (const auto& e : characterControllerView)
{
Entity entity = Entity({ e, m_Scene });
auto [transformComponent, characterControllerComponent] = characterControllerView.get<TransformComponent, CharacterControllerComponent>(e);
if (characterControllerComponent.GetCharacterController())
{
continue;
}
Ref<Physics::PhysicShape> shape;
bool hasValidShape = true;
if (entity.HasComponent<CapsuleColliderComponent>())
{
const auto& capsuleColliderComponent = entity.GetComponent<CapsuleColliderComponent>();
shape = capsuleColliderComponent.Capsule;
}
else if (entity.HasComponent<BoxColliderComponent>())
{
const auto& capsuleColliderComponent = entity.GetComponent<BoxColliderComponent>();
shape = capsuleColliderComponent.Box;
}
else if (entity.HasComponent<SphereColliderComponent>())
{
const auto& capsuleColliderComponent = entity.GetComponent<SphereColliderComponent>();
shape = capsuleColliderComponent.Sphere;
}
else if (entity.HasComponent<CylinderColliderComponent>())
{
const auto& cylinderColliderComponent = entity.GetComponent<CylinderColliderComponent>();
shape = cylinderColliderComponent.Cylinder;
}
else
{
hasValidShape = false;
Logger::Log("No shape was provided for character controller. Default one was provided.", "physics", WARNING);
shape = CreateRef<Physics::Capsule>(1.0f, 0.5f);
}
Physics::CharacterControllerSettings settings
{
shape,
characterControllerComponent.Friction,
characterControllerComponent.MaxSlopeAngle,
characterControllerComponent.AutoStepping,
characterControllerComponent.StickToFloorStepDown,
characterControllerComponent.StepDownExtra,
characterControllerComponent.SteppingStepUp,
characterControllerComponent.SteppingMinDistance,
characterControllerComponent.SteppingForwardDistance
};
auto characterController = CreateRef<Physics::CharacterController>(std::move(settings));
characterController->SetEntity(entity); // Used to link back to the entity
characterController->Position = transformComponent.GetGlobalPosition();
characterController->Rotation = transformComponent.GetGlobalRotation();
characterControllerComponent.SetCharacterController(characterController);
PhysicsManager::Get().RegisterCharacterController(characterController);
}
}
void PhysicsSystem::ApplyForces()
{
auto view = m_Scene->m_Registry.view<TransformComponent, RigidBodyComponent>();
for (auto e : view)
{
auto [transform, rigidBodyComponent] = view.get<TransformComponent, RigidBodyComponent>(e);
Entity ent = Entity({ e, m_Scene });
Ref<Physics::RigidBody> rigidBody;
// Not initialized yet.
if (!rigidBodyComponent.GetRigidBody() || rigidBodyComponent.QueuedForce == Vector3() || rigidBodyComponent.Mass == 0.0)
{
continue;
}
PhysicsManager::Get().GetWorld()->AddForceToRigidBody(ent, rigidBodyComponent.QueuedForce);
rigidBodyComponent.QueuedForce = Vector3();
}
}
}