add basic ah physicsworld
This commit is contained in:
+53
-35
@@ -12,10 +12,12 @@
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#include <Jolt/Jolt.h>
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App::App() {
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App::App()
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{
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}
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void App::init(const AppParams ¶ms) {
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void App::init(const AppParams& params)
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{
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m_params = params;
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AssetFS::GetInstance().Init(params.exeDir);
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@@ -33,7 +35,8 @@ void App::init(const AppParams ¶ms) {
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SDL_WINDOW_VULKAN);
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SDL_SetWindowResizable(window, SDL_TRUE);
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if (!window) {
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if (!window)
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{
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spdlog::error("Failed to create window. SDL Error: {}", SDL_GetError());
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std::exit(1);
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}
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@@ -48,7 +51,8 @@ void App::init(const AppParams ¶ms) {
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customInit();
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}
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void App::run() {
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void App::run()
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{
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Time::GetInstance().Update(); // initialize delta timing
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const float fixedDt = static_cast<float>(Time::GetInstance().FixedDeltaTime());
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@@ -56,14 +60,16 @@ void App::run() {
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float accumulator = 0.0f;
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isRunning = true;
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while (isRunning) {
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while (isRunning)
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{
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// ---- Update timing ---
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Time::GetInstance().Update();
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float dt = static_cast<float>(Time::GetInstance().DeltaTime());
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if (dt > 0.25f) dt = 0.25f;
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if (dt > 0.0f) {
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if (dt > 0.0f)
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{
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float newFPS = 1.0f / dt;
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avgFPS = std::lerp(avgFPS, newFPS, 0.1f);
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}
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@@ -75,16 +81,21 @@ void App::run() {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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while (SDL_PollEvent(&event))
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{
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imguiPass.handleEvent(event);
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if (event.type == SDL_QUIT) {
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if (event.type == SDL_QUIT)
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{
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isRunning = false;
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break;
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}
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if (event.type == SDL_WINDOWEVENT) {
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switch (event.window.event) {
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case SDL_WINDOWEVENT_SIZE_CHANGED:
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case SDL_WINDOWEVENT_RESIZED: {
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if (event.type == SDL_WINDOWEVENT)
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{
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switch (event.window.event)
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{
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case SDL_WINDOWEVENT_SIZE_CHANGED:
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case SDL_WINDOWEVENT_RESIZED:
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{
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resizePending = true;
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lastResizeTime = std::chrono::steady_clock::now();
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break;
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@@ -92,22 +103,24 @@ void App::run() {
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}
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}
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const bool mouseEvent =
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event.type == SDL_MOUSEBUTTONDOWN ||
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event.type == SDL_MOUSEBUTTONUP ||
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event.type == SDL_MOUSEMOTION ||
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event.type == SDL_MOUSEWHEEL;
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event.type == SDL_MOUSEBUTTONDOWN ||
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event.type == SDL_MOUSEBUTTONUP ||
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event.type == SDL_MOUSEMOTION ||
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event.type == SDL_MOUSEWHEEL;
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const bool keyboardEvent =
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event.type == SDL_KEYDOWN ||
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event.type == SDL_KEYUP ||
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event.type == SDL_TEXTINPUT;
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event.type == SDL_KEYDOWN ||
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event.type == SDL_KEYUP ||
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event.type == SDL_TEXTINPUT;
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const bool capturedByImgui =
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(mouseEvent && imguiPass.wantsMouse()) ||
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(keyboardEvent && imguiPass.wantsKeyboard());
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(mouseEvent && imguiPass.wantsMouse()) ||
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(keyboardEvent && imguiPass.wantsKeyboard());
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if (!capturedByImgui) {
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if (InputManager::GetInstance().ProcessEvent(event)) {
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if (!capturedByImgui)
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{
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if (InputManager::GetInstance().ProcessEvent(event))
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{
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isRunning = false;
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}
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}
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@@ -123,13 +136,12 @@ void App::run() {
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imguiPass.endFrame();
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int steps = 0;
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while (accumulator >= fixedDt && steps < maxSteps) {
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while (accumulator >= fixedDt && steps < maxSteps)
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{
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// physics.Update(fixedDt);
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SDL_SetWindowTitle(
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window,
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fmt::format("{} - FPS: {:.2f}", m_params.windowTitle, avgFPS).c_str()
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);
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customFixedUpdate(fixedDt);
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// physics.Step(fixedDt);
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// physics.SyncTransforms();
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accumulator -= fixedDt;
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steps++;
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@@ -138,11 +150,13 @@ void App::run() {
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const float alpha = accumulator / fixedDt;
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if (gfxDevice.needsSwapchainRecreate() || resizePending) {
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if (gfxDevice.needsSwapchainRecreate() || resizePending)
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{
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auto now = std::chrono::steady_clock::now();
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if (resizePending &&
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now - lastResizeTime < std::chrono::milliseconds(100)) {
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now - lastResizeTime < std::chrono::milliseconds(100))
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{
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continue;
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}
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@@ -150,7 +164,8 @@ void App::run() {
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int h = 0;
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SDL_Vulkan_GetDrawableSize(window, &w, &h);
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if (w == 0 || h == 0) {
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if (w == 0 || h == 0)
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{
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continue;
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}
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@@ -166,9 +181,11 @@ void App::run() {
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customDraw();
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if (frameLimit) {
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if (frameLimit)
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{
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auto sleepTime = Time::GetInstance().SleepDuration();
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if (sleepTime.count() > 0) {
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if (sleepTime.count() > 0)
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{
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std::this_thread::sleep_for(sleepTime);
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}
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}
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@@ -177,7 +194,8 @@ void App::run() {
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gfxDevice.waitIdle();
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}
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void App::cleanup() {
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void App::cleanup()
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{
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spdlog::info("Cleaning up");
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customCleanup();
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}
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@@ -0,0 +1 @@
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#include <destrum/Components/Physics/BoxCollider.h>
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@@ -0,0 +1,45 @@
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#include <destrum/Components/Physics/Rigidbody.h>
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#include <destrum/Physics/PhysicsWorld.h>
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void Rigidbody::AttachPhysicsBody(PhysicsWorld* world, PhysicsBodyHandle body) {
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m_World = world;
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m_Body = body;
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}
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void Rigidbody::DetachPhysicsBody() {
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m_World = nullptr;
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m_Body.Reset();
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}
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void Rigidbody::AddForce(const glm::vec3& force) {
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if (!HasPhysicsBody()) {
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return;
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}
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m_World->AddForce(m_Body, force);
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}
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void Rigidbody::AddImpulse(const glm::vec3& impulse) {
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if (!HasPhysicsBody()) {
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return;
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}
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m_World->AddImpulse(m_Body, impulse);
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}
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void Rigidbody::SetLinearVelocity(const glm::vec3& velocity) {
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if (!HasPhysicsBody()) {
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return;
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}
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m_World->SetLinearVelocity(m_Body, velocity);
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}
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glm::vec3 Rigidbody::GetLinearVelocity() const {
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if (!HasPhysicsBody()) {
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return glm::vec3{0.0f};
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}
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return m_World->GetLinearVelocity(m_Body);
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}
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@@ -0,0 +1,35 @@
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#include <destrum/Physics/PhysicsSceneBridge.h>
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#include <destrum/Components/Physics/Rigidbody.h>
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#include <destrum/ObjectModel/GameObject.h>
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PhysicsSceneBridge::PhysicsSceneBridge(std::unique_ptr<PhysicsWorld> world)
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: m_World(std::move(world)) {
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}
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void PhysicsSceneBridge::RegisterGameObject(GameObject& object) {
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if (auto* rb = object.GetComponent<Rigidbody>()) {
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if (!rb->HasPhysicsBody()) {
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m_World->RegisterRigidbody(*rb);
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}
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}
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}
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void PhysicsSceneBridge::UnregisterGameObject(GameObject& object) {
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if (auto* rb = object.GetComponent<Rigidbody>()) {
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if (rb->HasPhysicsBody()) {
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m_World->UnregisterRigidbody(*rb);
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}
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}
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}
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void PhysicsSceneBridge::FixedUpdate(float fixedDt) {
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if (auto* simple = dynamic_cast<SimplePhysicsWorld*>(m_World.get())) {
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simple->SyncKinematicBodiesToPhysics();
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simple->Step(fixedDt);
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simple->SyncDynamicBodiesToTransforms();
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return;
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}
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m_World->Step(fixedDt);
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}
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@@ -0,0 +1,62 @@
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#include <destrum/Physics/PhysicsWorld.h>
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#include <stdexcept>
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#include <destrum/Components/Physics/Rigidbody.h>
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#include <destrum/Components/Physics/Collider.h>
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#include <destrum/ObjectModel/GameObject.h>
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#include <destrum/ObjectModel/Transform.h>
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#include <destrum/Components/Physics/Rigidbody.h>
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void PhysicsWorld::RegisterRigidbody(Rigidbody& rigidbody) {
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GameObject* owner = rigidbody.GetGameObject();
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Transform& transform = owner->GetTransform();
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auto* collider = owner->GetComponent<Collider>();
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if (!collider) {
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throw std::runtime_error("Rigidbody requires a Collider on the same GameObject for now.");
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}
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PhysicsBodyDesc desc{};
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desc.owner = owner;
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desc.transform.position = transform.GetWorldPosition();
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desc.transform.rotation = transform.GetWorldRotation();
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desc.shape = collider->BuildPhysicsShape();
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desc.type = rigidbody.GetType();
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desc.mass = rigidbody.GetMass();
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desc.useGravity = rigidbody.UsesGravity();
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desc.allowSleep = rigidbody.AllowsSleep();
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desc.material.friction = rigidbody.GetFriction();
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desc.material.restitution = rigidbody.GetRestitution();
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PhysicsBodyHandle handle = CreateBody(desc);
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rigidbody.AttachPhysicsBody(this, handle);
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}
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void PhysicsWorld::UnregisterRigidbody(Rigidbody& rigidbody) {
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PhysicsBodyHandle handle = rigidbody.GetBody();
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if (handle.IsValid()) {
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DestroyBody(handle);
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}
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rigidbody.DetachPhysicsBody();
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}
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void PhysicsWorld::SyncKinematicBodiesToPhysics() {
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// Backend-independent sync is intentionally not possible here because
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// PhysicsWorld does not own the list of active rigidbodies.
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//
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// Use SimplePhysicsWorld as a reference implementation.
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//
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// If you use Jolt/PhysX/Bullet later, keep a body table in the backend:
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// handle -> { GameObject*, Rigidbody* }.
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}
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void PhysicsWorld::SyncDynamicBodiesToTransforms() {
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// Backend-independent sync is intentionally not possible here because
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// PhysicsWorld does not own the list of active rigidbodies.
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//
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// Use SimplePhysicsWorld as a reference implementation.
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}
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@@ -0,0 +1,277 @@
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#include <destrum/Physics/SimplePhysicsWorld.h>
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#include <algorithm>
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#include <cmath>
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#include <limits>
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#include <destrum/Components/Physics/Rigidbody.h>
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#include <destrum/ObjectModel/GameObject.h>
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#include <destrum/ObjectModel/Transform.h>
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SimplePhysicsWorld::SimplePhysicsWorld(const glm::vec3& gravity)
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: m_Gravity(gravity) {
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}
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PhysicsBodyHandle SimplePhysicsWorld::CreateBody(const PhysicsBodyDesc& desc) {
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BodyRecord record{};
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record.alive = true;
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record.handle = PhysicsBodyHandle{m_NextId++};
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record.desc = desc;
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record.previousTransform = desc.transform;
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record.currentTransform = desc.transform;
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if (desc.owner) {
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record.rigidbody = desc.owner->GetComponent<Rigidbody>();
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}
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m_Bodies.emplace_back(record);
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return record.handle;
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}
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void SimplePhysicsWorld::DestroyBody(PhysicsBodyHandle body) {
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if (BodyRecord* record = FindBody(body)) {
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record->alive = false;
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record->rigidbody = nullptr;
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}
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}
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void SimplePhysicsWorld::SetBodyTransform(PhysicsBodyHandle body, const PhysicsTransform& transform) {
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BodyRecord* record = FindBody(body);
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if (!record) {
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return;
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}
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record->previousTransform = record->currentTransform;
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record->currentTransform = transform;
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}
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PhysicsTransform SimplePhysicsWorld::GetBodyTransform(PhysicsBodyHandle body) const {
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const BodyRecord* record = FindBody(body);
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if (!record) {
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return {};
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}
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return record->currentTransform;
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}
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void SimplePhysicsWorld::SetLinearVelocity(PhysicsBodyHandle body, const glm::vec3& velocity) {
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BodyRecord* record = FindBody(body);
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if (!record) {
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return;
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}
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record->linearVelocity = velocity;
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}
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glm::vec3 SimplePhysicsWorld::GetLinearVelocity(PhysicsBodyHandle body) const {
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const BodyRecord* record = FindBody(body);
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if (!record) {
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return glm::vec3{0.0f};
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}
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return record->linearVelocity;
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}
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void SimplePhysicsWorld::AddForce(PhysicsBodyHandle body, const glm::vec3& force) {
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BodyRecord* record = FindBody(body);
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if (!record || record->desc.type != RigidbodyType::Dynamic) {
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return;
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}
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record->accumulatedForce += force;
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}
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void SimplePhysicsWorld::AddImpulse(PhysicsBodyHandle body, const glm::vec3& impulse) {
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BodyRecord* record = FindBody(body);
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if (!record || record->desc.type != RigidbodyType::Dynamic) {
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return;
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}
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const float invMass = record->desc.mass > 0.0f ? 1.0f / record->desc.mass : 0.0f;
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record->linearVelocity += impulse * invMass;
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}
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void SimplePhysicsWorld::Step(float fixedDt) {
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if (fixedDt <= 0.0f) {
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return;
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}
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for (BodyRecord& body : m_Bodies) {
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if (!body.alive) {
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continue;
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}
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body.previousTransform = body.currentTransform;
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if (body.desc.type != RigidbodyType::Dynamic) {
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continue;
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}
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const float invMass = body.desc.mass > 0.0f ? 1.0f / body.desc.mass : 0.0f;
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glm::vec3 acceleration{0.0f};
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if (body.desc.useGravity) {
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acceleration += m_Gravity;
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}
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acceleration += body.accumulatedForce * invMass;
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// Semi-implicit Euler.
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body.linearVelocity += acceleration * fixedDt;
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body.currentTransform.position += body.linearVelocity * fixedDt;
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body.accumulatedForce = glm::vec3{0.0f};
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}
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// Compact dead records occasionally.
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m_Bodies.erase(
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std::remove_if(m_Bodies.begin(), m_Bodies.end(),
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[](const BodyRecord& body) { return !body.alive; }),
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m_Bodies.end());
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}
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void SimplePhysicsWorld::SyncKinematicBodiesToPhysics() {
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for (BodyRecord& body : m_Bodies) {
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if (!body.alive || body.desc.type != RigidbodyType::Kinematic || !body.desc.owner) {
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continue;
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}
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Transform& transform = body.desc.owner->GetTransform();
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body.previousTransform = body.currentTransform;
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body.currentTransform.position = transform.GetWorldPosition();
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body.currentTransform.rotation = transform.GetWorldRotation();
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}
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}
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void SimplePhysicsWorld::SyncDynamicBodiesToTransforms() {
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for (BodyRecord& body : m_Bodies) {
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if (!body.alive || body.desc.type != RigidbodyType::Dynamic || !body.desc.owner) {
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continue;
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}
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Transform& transform = body.desc.owner->GetTransform();
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transform.SetWorldPosition(body.currentTransform.position);
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transform.SetWorldRotation(body.currentTransform.rotation);
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}
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}
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bool SimplePhysicsWorld::Raycast(const glm::vec3& origin,
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const glm::vec3& direction,
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float maxDistance,
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PhysicsRaycastHit& hit) const {
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if (maxDistance <= 0.0f) {
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return false;
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}
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const float len = glm::length(direction);
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if (len <= 0.00001f) {
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return false;
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}
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const glm::vec3 dir = direction / len;
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bool found = false;
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float bestDistance = std::numeric_limits<float>::max();
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|
||||
for (const BodyRecord& body : m_Bodies) {
|
||||
if (!body.alive || body.desc.shape.type == PhysicsShapeType::None) {
|
||||
continue;
|
||||
}
|
||||
|
||||
float distance = 0.0f;
|
||||
const float radius = GetApproxBoundingRadius(body);
|
||||
const glm::vec3 center = body.currentTransform.position + body.desc.shape.centerOffset;
|
||||
|
||||
if (RaySphere(origin, dir, center, radius, maxDistance, distance)) {
|
||||
if (distance < bestDistance) {
|
||||
bestDistance = distance;
|
||||
found = true;
|
||||
|
||||
hit.object = body.desc.owner;
|
||||
hit.body = body.handle;
|
||||
hit.distance = distance;
|
||||
hit.point = origin + dir * distance;
|
||||
|
||||
const glm::vec3 n = hit.point - center;
|
||||
hit.normal = glm::length(n) > 0.00001f ? glm::normalize(n) : glm::vec3{0.0f, 1.0f, 0.0f};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return found;
|
||||
}
|
||||
|
||||
SimplePhysicsWorld::BodyRecord* SimplePhysicsWorld::FindBody(PhysicsBodyHandle body) {
|
||||
for (BodyRecord& record : m_Bodies) {
|
||||
if (record.alive && record.handle == body) {
|
||||
return &record;
|
||||
}
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const SimplePhysicsWorld::BodyRecord* SimplePhysicsWorld::FindBody(PhysicsBodyHandle body) const {
|
||||
for (const BodyRecord& record : m_Bodies) {
|
||||
if (record.alive && record.handle == body) {
|
||||
return &record;
|
||||
}
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
float SimplePhysicsWorld::GetApproxBoundingRadius(const BodyRecord& body) const {
|
||||
const PhysicsShapeDesc& shape = body.desc.shape;
|
||||
|
||||
switch (shape.type) {
|
||||
case PhysicsShapeType::Box:
|
||||
return glm::length(shape.halfExtents);
|
||||
|
||||
case PhysicsShapeType::Sphere:
|
||||
return shape.radius;
|
||||
|
||||
case PhysicsShapeType::Capsule:
|
||||
return shape.height * 0.5f;
|
||||
|
||||
case PhysicsShapeType::None:
|
||||
default:
|
||||
return 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
bool SimplePhysicsWorld::RaySphere(const glm::vec3& origin,
|
||||
const glm::vec3& dirNormalized,
|
||||
const glm::vec3& center,
|
||||
float radius,
|
||||
float maxDistance,
|
||||
float& outDistance) {
|
||||
const glm::vec3 oc = origin - center;
|
||||
|
||||
const float a = glm::dot(dirNormalized, dirNormalized);
|
||||
const float b = 2.0f * glm::dot(oc, dirNormalized);
|
||||
const float c = glm::dot(oc, oc) - radius * radius;
|
||||
|
||||
const float discriminant = b * b - 4.0f * a * c;
|
||||
if (discriminant < 0.0f) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const float sqrtDisc = std::sqrt(discriminant);
|
||||
const float t0 = (-b - sqrtDisc) / (2.0f * a);
|
||||
const float t1 = (-b + sqrtDisc) / (2.0f * a);
|
||||
|
||||
float t = t0;
|
||||
if (t < 0.0f) {
|
||||
t = t1;
|
||||
}
|
||||
|
||||
if (t < 0.0f || t > maxDistance) {
|
||||
return false;
|
||||
}
|
||||
|
||||
outDistance = t;
|
||||
return true;
|
||||
}
|
||||
@@ -57,12 +57,13 @@ void Scene::Update() {
|
||||
}
|
||||
}
|
||||
|
||||
void Scene::FixedUpdate() {
|
||||
void Scene::FixedUpdate(float dt) {
|
||||
for (const auto& object: m_objects) {
|
||||
if (object->IsActiveInHierarchy()) {
|
||||
object->FixedUpdate();
|
||||
}
|
||||
}
|
||||
m_Physics.FixedUpdate(dt);
|
||||
}
|
||||
|
||||
void Scene::LateUpdate() {
|
||||
|
||||
@@ -8,8 +8,8 @@ void SceneManager::Update() {
|
||||
m_scenes[m_ActiveSceneIndex]->Update();
|
||||
}
|
||||
|
||||
void SceneManager::FixedUpdate() {
|
||||
m_scenes[m_ActiveSceneIndex]->FixedUpdate();
|
||||
void SceneManager::FixedUpdate(float dt) {
|
||||
m_scenes[m_ActiveSceneIndex]->FixedUpdate(dt);
|
||||
}
|
||||
|
||||
void SceneManager::LateUpdate() {
|
||||
|
||||
Reference in New Issue
Block a user