Add more collider components
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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/box_collider_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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#pragma once
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#include "../../physics/collision/capsule_shape.h"
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#include "../../vector.h"
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namespace simpleengine::ecs {
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/**
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* @brief A component that contains a capsule collision shape.
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*
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*/
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class CapsuleColliderComponent {
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public:
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physics::collision::CapsuleShape capsule_shape;
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CapsuleColliderComponent(physics::collision::CapsuleShape capsule) : capsule_shape(capsule) {
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}
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CapsuleColliderComponent(const float& radius, const float& height) : capsule_shape(radius, height) {
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}
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};
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}
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@ -0,0 +1,23 @@
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#pragma once
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#include "../../physics/collision/cone_shape.h"
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#include "../../vector.h"
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namespace simpleengine::ecs {
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/**
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* @brief A component that contains a cone collision shape.
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*
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*/
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class ConeColliderComponent {
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public:
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physics::collision::ConeShape cone_shape;
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ConeColliderComponent(physics::collision::ConeShape cone) : cone_shape(cone) {
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}
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ConeColliderComponent(float radius, float height) : cone_shape(radius, height) {
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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/cylinder_shape.h"
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#include "../../vector.h"
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namespace simpleengine::ecs {
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/**
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* @brief A component that contains a cylinder collision shape.
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*
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*/
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class CylinderColliderComponent {
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public:
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physics::collision::CylinderShape cylinder_shape;
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CylinderColliderComponent(physics::collision::CylinderShape cylinder) : cylinder_shape(cylinder) {
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}
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/**
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* @brief Create a cylinder collider with the extent of the cylinder shape.
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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 cylinder shape in the x direction.
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* @param y_extent The extent of the cylinder shape in the y direction.
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* @param z_extent The extent of the cylinder shape in the z direction.
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*
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*/
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CylinderColliderComponent(const float& x_extent, const float& y_extent, const float& z_extent) : cylinder_shape(x_extent, y_extent, z_extent) {
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}
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/**
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* @brief Create a CylinderShape with the extent of the cylinder shape.
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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 cylinder.
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*
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*/
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CylinderColliderComponent(const simpleengine::Vectorf& extent) : cylinder_shape(extent) {
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}
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};
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}
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@ -18,8 +18,22 @@ namespace simpleengine::physics::collision {
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}
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btConeShape* get_inner() {
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/**
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* @brief Get the inner bullet cone shape object as a pointer.
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*
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* @return btConeShape*
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*/
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btConeShape* get_inner_ptr() {
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return &inner;
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}
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/**
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* @brief Get the inner bullet cone shape object as a reference.
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*
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* @return btConeShape&
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*/
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btConeShape& get_inner() {
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return inner;
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}
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};
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}
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@ -14,13 +14,13 @@ namespace simpleengine::physics::collision {
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}
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/**
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* @brief Create a CylinderShape with the extent of the box.
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* @brief Create a CylinderShape with the extent of the cylinder shape.
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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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* @param x_extent The extent of the cylinder shape in the x direction.
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* @param y_extent The extent of the cylinder shape in the y direction.
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* @param z_extent The extent of the cylinder shape in the z direction.
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*
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*/
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CylinderShape(const float& x_extent, const float& y_extent, const float& z_extent) : inner(btVector3(btScalar(x_extent), btScalar(y_extent), btScalar(z_extent))) {
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@ -28,7 +28,7 @@ namespace simpleengine::physics::collision {
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}
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/**
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* @brief Create a CylinderShape with the extent of the box.
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* @brief Create a CylinderShape with the extent of the cylinder shape.
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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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@ -1,7 +1,10 @@
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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/box_collider_component.h"
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#include "ecs/component/sphere_collider_component.h"
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#include "ecs/component/cylinder_collider_component.h"
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#include "ecs/component/cone_collider_component.h"
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#include "ecs/component/capsule_collider_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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@ -66,11 +69,16 @@ namespace simpleengine::physics {
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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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} else if (auto cylinder_col = entity_registry->get_inner().try_get<simpleengine::ecs::CylinderColliderComponent>(entity)) {
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return cylinder_col->cylinder_shape.get_inner_ptr();
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} else if (auto cone_col = entity_registry->get_inner().try_get<simpleengine::ecs::ConeColliderComponent>(entity)) {
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return cone_col->cone_shape.get_inner_ptr();
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} else if (auto capsule_col = entity_registry->get_inner().try_get<simpleengine::ecs::CapsuleColliderComponent>(entity)) {
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return capsule_col->capsule_shape.get_inner_ptr();
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}
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return nullptr;
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