- removal of entity crash - play mode corrupt scene graph - Added dither effect on selected entity
165 lines
5.2 KiB
C++
165 lines
5.2 KiB
C++
#include "PhysicsSystem.h"
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#include "src/Scene/Scene.h"
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#include "src/Scene/Components/BoxCollider.h"
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#include <src/Scene/Components/RigidbodyComponent.h>
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#include "src/Scene/Entities/Entity.h"
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#include <src/Core/Physics/PhysicsManager.h>
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#include <src/Scene/Components/CharacterControllerComponent.h>
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#include <src/Scene/Components/QuakeMap.h>
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#include <src/Scene/Components/BSPBrushComponent.h>
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#include <src/Scene/Components/TriggerZone.h>
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namespace Nuake
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{
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PhysicsSystem::PhysicsSystem(Scene* scene)
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{
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m_Scene = scene;
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}
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bool PhysicsSystem::Init()
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{
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// Create physic world.
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auto view = m_Scene->m_Registry.view<TransformComponent, RigidBodyComponent>();
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for (auto e : view)
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{
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auto [transform, rigidbody] = view.get<TransformComponent, RigidBodyComponent>(e);
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Entity ent = Entity({ e, m_Scene });
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if (ent.HasComponent<BoxColliderComponent>())
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{
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float mass = rigidbody.mass;
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BoxColliderComponent& boxComponent = ent.GetComponent<BoxColliderComponent>();
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Ref<Physics::Box> boxShape = CreateRef<Physics::Box>(boxComponent.Size);
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Ref<Physics::RigidBody> btRigidbody = CreateRef<Physics::RigidBody>(mass, transform.Translation, boxShape);
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rigidbody.m_Rigidbody = btRigidbody;
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btRigidbody->SetKinematic(rigidbody.IsKinematic);
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PhysicsManager::Get()->RegisterBody(btRigidbody);
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}
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}
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// character controllers
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auto ccview = m_Scene->m_Registry.view<TransformComponent, CharacterControllerComponent>();
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for (auto e : ccview)
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{
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auto [transform, cc] = ccview.get<TransformComponent, CharacterControllerComponent>(e);
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cc.CharacterController = CreateRef<Physics::CharacterController>(cc.Height, cc.Radius, cc.Mass, transform.Translation);
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Entity ent = Entity({ e, m_Scene });
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cc.CharacterController->SetEntity(ent);
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PhysicsManager::Get()->RegisterCharacterController(cc.CharacterController);
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}
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auto bspView = m_Scene->m_Registry.view<TransformComponent, BSPBrushComponent>();
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for (auto e : bspView)
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{
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auto [transform, brush] = bspView.get<TransformComponent, BSPBrushComponent>(e);
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if (brush.IsSolid)
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{
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for (auto m : brush.Meshes)
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{
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Ref<Physics::MeshShape> meshShape = CreateRef<Physics::MeshShape>(m);
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Ref<Physics::RigidBody> btRigidbody = CreateRef<Physics::RigidBody>(0.0f, transform.GlobalTranslation, meshShape);
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btRigidbody->SetEntityID(Entity{ e, m_Scene });
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brush.Rigidbody.push_back(btRigidbody);
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PhysicsManager::Get()->RegisterBody(btRigidbody);
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}
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}
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}
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auto bspTriggerView = m_Scene->m_Registry.view<TransformComponent, BSPBrushComponent, TriggerZone>();
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for (auto e : bspTriggerView)
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{
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auto [transform, brush, trigger] = bspTriggerView.get<TransformComponent, BSPBrushComponent, TriggerZone>(e);
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Ref<Physics::MeshShape> meshShape = CreateRef<Physics::MeshShape>(brush.Meshes[0]);
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Ref<GhostObject> ghostBody = CreateRef<GhostObject>(transform.GlobalTranslation, meshShape);
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trigger.GhostObject = ghostBody;
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PhysicsManager::Get()->RegisterGhostBody(ghostBody);
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}
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return true;
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}
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void PhysicsSystem::Update(Timestep ts)
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{
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PhysicsManager::Get()->Step(ts);
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auto brushes = m_Scene->m_Registry.view<TransformComponent, BSPBrushComponent>();
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for (auto e : brushes)
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{
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auto [transform, brush] = brushes.get<TransformComponent, BSPBrushComponent>(e);
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for (auto& r : brush.Rigidbody)
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{
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r->m_Transform->setOrigin(btVector3(transform.GlobalTranslation.x, transform.GlobalTranslation.y, transform.GlobalTranslation.z));
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r->UpdateTransform(*r->m_Transform);
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}
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if (!brush.IsFunc)
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continue;
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brush.Targets.clear();
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auto targetnameView = m_Scene->m_Registry.view<TransformComponent, NameComponent>();
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for (auto e2 : targetnameView)
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{
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auto [ttransform, name] = targetnameView.get<TransformComponent, NameComponent>(e2);
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if (name.Name == brush.target)
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{
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brush.Targets.push_back(Entity{ e2, m_Scene });
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}
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}
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}
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auto bspTriggerView = m_Scene->m_Registry.view<TransformComponent, BSPBrushComponent, TriggerZone>();
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for (auto e : bspTriggerView)
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{
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auto [transform, brush, trigger] = bspTriggerView.get<TransformComponent, BSPBrushComponent, TriggerZone>(e);
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trigger.GhostObject->ScanOverlap();
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brush.Targets.clear();
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auto targetnameView = m_Scene->m_Registry.view<TransformComponent, NameComponent>();
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for (auto e2 : targetnameView)
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{
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auto [ttransform, name] = targetnameView.get<TransformComponent, NameComponent>(e2);
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if (name.Name == brush.target) {
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brush.Targets.push_back(Entity{ e2, m_Scene });
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}
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}
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}
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auto physicGroup = m_Scene->m_Registry.view<TransformComponent, RigidBodyComponent>();
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for (auto e : physicGroup) {
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auto [transform, rb] = physicGroup.get<TransformComponent, RigidBodyComponent>(e);
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rb.SyncTransformComponent(&m_Scene->m_Registry.get<TransformComponent>(e));
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}
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auto ccGroup = m_Scene->m_Registry.view<TransformComponent, CharacterControllerComponent>();
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for (auto e : ccGroup) {
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auto [transform, rb] = ccGroup.get<TransformComponent, CharacterControllerComponent>(e);
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rb.SyncWithTransform(m_Scene->m_Registry.get<TransformComponent>(e));
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}
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}
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void PhysicsSystem::FixedUpdate(Timestep ts)
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{
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}
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void PhysicsSystem::Exit()
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{
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PhysicsManager::Get()->Reset();
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}
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}
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