Get collision shapes from collider components
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@ -1,4 +1,5 @@
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#include "simpleengine/camera.h"
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#include "simpleengine/ecs/component/box_collision_component.h"
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#include "simpleengine/ecs/component/mesh_component.h"
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#include "simpleengine/ecs/component/rigid_body_component.h"
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#include "simpleengine/ecs/component/transform_component.h"
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@ -11,6 +12,7 @@
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#include "simpleengine/gfx/renderer.h"
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#include "simpleengine/gfx/texture.h"
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#include "simpleengine/vector.h"
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#include <semaphore.h>
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#include <simpleengine/ecs/component/model_component.h>
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#include <simpleengine/ecs/component/rotating_component.h>
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#include <simpleengine/event/event.h>
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@ -152,25 +154,17 @@ int main(int argc, char *argv[]) {
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auto &transform_comp = entity.add_component<se::TransformComponent>();
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transform_comp.translate(4.f, 0.f, 0.f); */
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//brick_e.add_component<se::RotatingComponent>();
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se::ecs::Entity brick_e = scene->create_entity();
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brick_e.add_component<se::ecs::ModelComponent>("examples/dev_testing/resources/bricks/bricks.fbx");
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auto& brick_transf = brick_e.add_component<se::ecs::TransformComponent>(glm::vec3(6.f, 6.f, 0.f));
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btCollisionShape* brick_shape = new btBoxShape(btVector3(btScalar(1.f), btScalar(1.f), btScalar(1.f)));
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auto& brick_rigid = brick_e.add_component<simpleengine::ecs::RigidBodyComponent>(1.f, se::Vectorf(6.f, 6.f, 0.1f), brick_shape);
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brick_e.add_component<se::ecs::TransformComponent>(glm::vec3(6.f, 6.f, 0.f));
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brick_e.add_component<se::ecs::BoxColliderComponent>(1.f, 1.f, 1.f);
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brick_e.add_component<se::ecs::RigidBodyComponent>(1.f, se::Vectorf(6.f, 6.f, 0.1f));
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se::ecs::Entity floor = scene->create_entity();
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floor.add_component<se::ecs::ModelComponent>("examples/dev_testing/resources/ground/ground.fbx");
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auto& floor_transf = floor.add_component<se::ecs::TransformComponent>(glm::vec3(6.f, -6.f, 0.f), glm::vec3(0.f), glm::vec3(1.f, 1.f, 1.f));
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btCollisionShape* floor_shape = new btBoxShape(btVector3(btScalar(1.f), btScalar(1.f), btScalar(1.f)));
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auto& floor_rigid = floor.add_component<simpleengine::ecs::RigidBodyComponent>(0.f, se::Vectorf(6.f, -6.f, 0.f), floor_shape);
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floor.add_component<se::ecs::TransformComponent>(glm::vec3(6.f, -6.f, 0.f), glm::vec3(0.f), glm::vec3(1.f, 1.f, 1.f));
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floor.add_component<se::ecs::BoxColliderComponent>(1.f, 1.f, 1.f);
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floor.add_component<se::ecs::RigidBodyComponent>(0.f, se::Vectorf(6.f, -6.f, 0.f));
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auto light = std::make_shared<se::gfx::Light>(core_shader, glm::vec3(0.f, 0.f, 0.f), glm::vec3(1.f, 1.f, 1.f));
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game.add_event(light);
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@ -0,0 +1,44 @@
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#pragma once
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#include "../../physics/collision/box_shape.h"
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namespace simpleengine::ecs {
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/**
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* @brief A component that contains a Box collision shape.
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*
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*/
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class BoxColliderComponent {
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public:
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physics::collision::BoxShape box_shape;
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BoxColliderComponent(physics::collision::BoxShape box) : box_shape(box) {
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}
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/**
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* @brief Create a BoxShape with the extent of the box.
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*
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* @note These extents are in half-extents since that's what the underlying Physics engine uses (Bullet).
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*
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* @param x_extent The extent of the box in the x direction.
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* @param y_extent The extent of the box in the y direction.
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* @param z_extent The extent of the box in the z direction.
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*
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*/
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BoxColliderComponent(const float& x_extent, const float& y_extent, const float& z_extent) : box_shape(x_extent, y_extent, z_extent) {
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}
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/**
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* @brief Create a BoxShape with the extent of the box.
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*
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* @note These extents are in half-extents since that's what the underlying Physics engine uses (Bullet).
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*
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* @param extent The extent of the box.
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*
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*/
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BoxColliderComponent(const simpleengine::Vectorf& extent) : box_shape(extent) {
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}
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};
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}
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@ -0,0 +1,18 @@
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#pragma once
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#include "../../physics/collision/collision_shape.h"
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namespace simpleengine::ecs {
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/**
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* @brief A component that contains a collision shape.
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*
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*/
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class CollisionShapeComponent {
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public:
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physics::collision::CollisionShape* collision_shape;
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CollisionShapeComponent(physics::collision::CollisionShape* shape) : collision_shape(shape) {
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}
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};
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}
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@ -31,11 +31,11 @@ namespace simpleengine::ecs {
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btDefaultMotionState* motion_state;
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btCollisionShape* col_shape;
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public:
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bool initialized = false;
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//bool initialized = false;
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btRigidBody* rigid_body;
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RigidBodyComponent(float mass, simpleengine::Vectorf start_origin, btCollisionShape* col_shape) : mass(mass), is_dynamic(mass != 0.f),
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col_shape(col_shape) {
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RigidBodyComponent(float mass, simpleengine::Vectorf start_origin) : mass(mass), is_dynamic(mass != 0.f), rigid_body(nullptr) {
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}
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};
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}
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#pragma once
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#include "../../physics/collision/sphere_shape.h"
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namespace simpleengine::ecs {
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/**
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* @brief A component that contains a Sphere collision shape.
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*
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*/
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class SphereColliderComponent {
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public:
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physics::collision::SphereShape sphere_shape;
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SphereColliderComponent(physics::collision::SphereShape sphere) : sphere_shape(sphere) {
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}
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SphereColliderComponent(const float& radius) : sphere_shape(radius) {
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}
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};
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}
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@ -1,7 +1,7 @@
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#pragma once
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#include "BulletCollision/CollisionShapes/btBoxShape.h"
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#include "vector.h"
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#include "../../vector.h"
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#include <BulletCollision/CollisionShapes/btBoxShape.h>
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namespace simpleengine::physics::collision {
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class BoxShape {
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@ -16,10 +16,13 @@ class btBroadphaseInterface;
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class btSequentialImpulseConstraintSolver;
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class btDiscreteDynamicsWorld;
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class btRigidBody;
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class btCollisionShape;
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namespace simpleengine {
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namespace ecs {
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class Registry;
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class TransformComponent;
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class RigidBodyComponent;
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}
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namespace physics {
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@ -56,6 +59,11 @@ namespace simpleengine {
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virtual void input_update(const float& delta_time) override {}
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virtual void render(const float& interpolate_alpha, const float& frame_time) override {}
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virtual void destroy() override {}
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protected:
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// Try get a collision shape from an entities components.
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btCollisionShape* try_get_collision_shape(const entt::entity& entity);
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/// Initialize a rigid body component.
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inline bool init_rigid_body_component(const entt::entity& entity, simpleengine::ecs::TransformComponent& transform_comp, simpleengine::ecs::RigidBodyComponent& rigid_body_comp);
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};
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}
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}
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@ -1,5 +1,9 @@
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#include "BulletCollision/CollisionShapes/btCollisionShape.h"
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#include "ecs/component/box_collision_component.h"
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#include "ecs/component/rigid_body_component.h"
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#include "ecs/component/sphere_collision_component.h"
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#include "ecs/system/system.h"
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#include "entt/entity/fwd.hpp"
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#include "physics/physics_system.h"
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#include "ecs/component/transform_component.h"
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#include "ecs/entity.h"
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@ -45,46 +49,74 @@ namespace simpleengine::physics {
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if (should_simulate) {
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dynamics_world->stepSimulation(delta_time, 10);
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entity_registry->get_inner().view<simpleengine::ecs::TransformComponent, simpleengine::ecs::RigidBodyComponent>().each([this](simpleengine::ecs::TransformComponent& transform_comp, simpleengine::ecs::RigidBodyComponent& rigid_body_comp) {
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//transform_comp
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if (!rigid_body_comp.initialized) {
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btTransform start_transform;
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start_transform.setIdentity();
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entity_registry->get_inner().view<simpleengine::ecs::TransformComponent, simpleengine::ecs::RigidBodyComponent>()
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.each([this](const entt::entity& entity, simpleengine::ecs::TransformComponent& transform_comp, simpleengine::ecs::RigidBodyComponent& rigid_body_comp) {
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// Initialize the rigid body component if it hasn't already been initialized.
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init_rigid_body_component(entity, transform_comp, rigid_body_comp);
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glm::vec3 origin = transform_comp.get_pos();
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start_transform.setOrigin(btVector3(origin.x, origin.y, origin.z));
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glm::quat rot = transform_comp.get_rotation_quat();
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start_transform.setRotation(btQuaternion(rot.x, rot.y, rot.z, rot.w));
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btScalar mass_scalar(rigid_body_comp.mass);
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btVector3 local_inertia;
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if (rigid_body_comp.is_dynamic) {
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// update collision shape
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rigid_body_comp.col_shape->calculateLocalInertia(rigid_body_comp.mass, local_inertia);
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btRigidBody* rigid_body = rigid_body_comp.rigid_body;
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btTransform trans;
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if (rigid_body_comp.rigid_body->getMotionState()) {
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rigid_body->getMotionState()->getWorldTransform(trans);
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trans.getOpenGLMatrix(glm::value_ptr(transform_comp.transform_matrix));
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}
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rigid_body_comp.motion_state = new btDefaultMotionState(start_transform);
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btRigidBody::btRigidBodyConstructionInfo rb_info(rigid_body_comp.mass, rigid_body_comp.motion_state, rigid_body_comp.col_shape, local_inertia);
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rigid_body_comp.rigid_body = new btRigidBody(rb_info);
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this->add_rigid_body(rigid_body_comp.rigid_body);
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rigid_body_comp.initialized = true;
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logger.debug("Initialized rigid body component");
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return;
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}
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btRigidBody* rigid_body = rigid_body_comp.rigid_body;
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btTransform trans;
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if (rigid_body_comp.rigid_body->getMotionState()) {
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rigid_body->getMotionState()->getWorldTransform(trans);
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trans.getOpenGLMatrix(glm::value_ptr(transform_comp.transform_matrix));
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}
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});
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}
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}
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btCollisionShape* PhysicsSystem::try_get_collision_shape(const entt::entity& entity) {
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btCollisionShape* collision_shape;
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if (auto box_col = entity_registry->get_inner().try_get<simpleengine::ecs::BoxColliderComponent>(entity)) {
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return box_col->box_shape.get_inner_ptr();
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} else if (auto sphere_col = entity_registry->get_inner().try_get<simpleengine::ecs::SphereColliderComponent>(entity)) {
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return sphere_col->sphere_shape.get_inner_ptr();
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}
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return nullptr;
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}
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bool PhysicsSystem::init_rigid_body_component(const entt::entity& entity, simpleengine::ecs::TransformComponent& transform_comp, simpleengine::ecs::RigidBodyComponent& rigid_body_comp) {
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if (!rigid_body_comp.rigid_body) {
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// Try to get the collision shape
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btCollisionShape* collision_shape = try_get_collision_shape(entity);
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if (!collision_shape) {
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logger.warn("Entity with a rigid body component is missing a collider! The entities rigid body component will be removed!");
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if (entity_registry->get_inner().remove<simpleengine::ecs::RigidBodyComponent>(entity) == 0) {
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logger.warn("Failed to remove rigid body component from the entity!");
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}
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return true;
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}
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btTransform start_transform;
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start_transform.setIdentity();
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glm::vec3 origin = transform_comp.get_pos();
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start_transform.setOrigin(btVector3(origin.x, origin.y, origin.z));
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glm::quat rot = transform_comp.get_rotation_quat();
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start_transform.setRotation(btQuaternion(rot.x, rot.y, rot.z, rot.w));
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rigid_body_comp.col_shape = collision_shape;
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btVector3 local_inertia;
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if (rigid_body_comp.is_dynamic) {
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// update collision shape
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rigid_body_comp.col_shape->calculateLocalInertia(rigid_body_comp.mass, local_inertia);
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}
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rigid_body_comp.motion_state = new btDefaultMotionState(start_transform);
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btRigidBody::btRigidBodyConstructionInfo rb_info(rigid_body_comp.mass, rigid_body_comp.motion_state, rigid_body_comp.col_shape, local_inertia);
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rigid_body_comp.rigid_body = new btRigidBody(rb_info);
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this->add_rigid_body(rigid_body_comp.rigid_body);
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logger.debug("Initialized rigid body component");
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return true;
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}
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return false;
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}
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}
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