feat: add imguizmo + trigger buxfix
This commit is contained in:
@@ -51,3 +51,6 @@
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[submodule "destrum/third_party/tracy"]
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path = destrum/third_party/tracy
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url = https://github.com/wolfpld/tracy.git
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[submodule "destrum/third_party/imguizmo"]
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path = destrum/third_party/imguizmo
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url = https://github.com/CedricGuillemet/ImGuizmo.git
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@@ -112,6 +112,7 @@ set(SRC_FILES
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"src/Util/DeltaTime.cpp"
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"src/Util/ImGuiUtils.cpp"
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"src/Util/TransformGizmo.cpp"
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"src/Physics/PhysicsWorld.cpp"
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"src/Physics/SimplePhysicsWorld.cpp"
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@@ -150,6 +151,7 @@ target_link_libraries(destrum
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tinygltf
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assimp
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imgui
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imguizmo
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Jolt
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Tracy::TracyClient
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@@ -13,6 +13,8 @@ public:
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~Collider() override = default;
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[[nodiscard]] bool AffectsPhysics() const override { return true; }
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void ImGuiInspector() override;
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[[nodiscard]] virtual PhysicsShapeDesc BuildPhysicsShape() const = 0;
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@@ -15,6 +15,8 @@ public:
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~Rigidbody() override;
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[[nodiscard]] bool AffectsPhysics() const override { return true; }
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void Update(float) override {}
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void Start() override;
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void Destroy() override;
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@@ -126,6 +126,9 @@ public:
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void SetMovementSpeed(float speed) { m_movementSpeed = speed; }
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[[nodiscard]] float GetMovementSpeed() const { return m_movementSpeed; }
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void SetMouseSensitivity(float sensitivity) { m_mouseSensitivity = sensitivity; }
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[[nodiscard]] float GetMouseSensitivity() const { return m_mouseSensitivity; }
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void SetRotation(float yawRadians, float pitchRadians);
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void SetRotation(const glm::vec2& yawPitchRadians);
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void SetOrientation(const glm::vec3& forward, const glm::vec3& up);
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@@ -168,6 +171,7 @@ private:
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Frustum m_frustum{};
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float m_movementSpeed{2.0f};
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float m_mouseSensitivity{0.003f};
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float m_yaw = 0.0f; // radians
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float m_pitch = 0.0f; // radians
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@@ -63,7 +63,7 @@ public:
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void init(SDL_Window* window, const std::string& appName, bool vSync);
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void cleanup();
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void recreateSwapchain(int width, int height);
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[[nodiscard]] bool recreateSwapchain(int width, int height);
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VkCommandBuffer beginFrame();
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@@ -34,7 +34,7 @@ public:
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std::uint32_t height,
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bool vSync);
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void recreateSwapchain(
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[[nodiscard]] bool recreateSwapchain(
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VkDevice device,
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vkb::Device vkbDevice,
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VkSurfaceKHR surface,
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@@ -33,6 +33,8 @@ public:
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virtual void Start();
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virtual void SetEnabled(bool enabled);
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[[nodiscard]] virtual bool AffectsPhysics() const { return false; }
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// Reason for keeping No DT function -> i am tired and lazy
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// If im feeling frisky im gonna claim backwards compatibility
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virtual void Update(float dt);
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@@ -28,6 +28,7 @@ public:
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void CleanupComponents();
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void RefreshPhysics();
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void RefreshPhysicsInHierarchy();
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void SetActive(bool active) {
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if (active == m_Active) {
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@@ -36,7 +37,7 @@ public:
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m_Active = active;
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SetActiveDirty();
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RefreshPhysics();
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RefreshPhysicsInHierarchy();
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}
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[[nodiscard]] bool IsActive() const { return m_Active; }
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@@ -76,7 +77,9 @@ public:
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auto& addedComponent = m_Components.emplace_back(
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std::make_unique<TComponent>(*this, std::forward<Args>(args)...));
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RefreshPhysics();
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if (addedComponent->AffectsPhysics()) {
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RefreshPhysics();
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}
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return static_cast<TComponent*>(addedComponent.get());
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}
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@@ -65,6 +65,7 @@ public:
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return m_objects;
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}
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[[nodiscard]] GameObject* FindGameObject(ObjectId id) const;
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[[nodiscard]] GameObject* GetSelectedObject() const { return FindGameObject(m_SelectedObjectId); }
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void SetRegisterBindings(std::function<void()> registerBindings) {
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m_registerBindings = std::move(registerBindings);
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@@ -0,0 +1,35 @@
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#ifndef DESTRUM_TRANSFORMGIZMO_H
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#define DESTRUM_TRANSFORMGIZMO_H
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class Camera;
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class GameObject;
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enum class GizmoOperation {
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Translate,
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Rotate,
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Scale,
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};
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enum class GizmoSpace {
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World,
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Local,
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};
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class TransformGizmo final {
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public:
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void HandleShortcuts();
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void DrawToolbar();
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bool Manipulate(GameObject& object, const Camera& camera);
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[[nodiscard]] bool IsUsing() const;
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[[nodiscard]] bool IsOver() const;
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GizmoOperation operation{GizmoOperation::Translate};
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GizmoSpace space{GizmoSpace::World};
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bool snap{false};
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float translationSnap{0.5f};
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float rotationSnapDegrees{15.0f};
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float scaleSnap{0.1f};
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};
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#endif // DESTRUM_TRANSFORMGIZMO_H
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+13
-3
@@ -170,6 +170,14 @@ void App::run()
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if (!isRunning) break;
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if (window.IsMinimized())
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{
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// The surface is 0x0 while minimized, there is nothing to render or present to
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accumulator = 0.0f;
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std::this_thread::sleep_for(std::chrono::milliseconds(16));
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continue;
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}
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// Consume SDL events before updating the base camera so held and
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// newly pressed inputs are applied in the same frame.
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camera.Update(dt);
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@@ -290,11 +298,13 @@ if (!isRunning) break;
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continue;
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}
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spdlog::info("Recreating swapchain to size: {}x{}", w, h);
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{
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ZoneScopedN("Recreate Swapchain");
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gfxDevice.recreateSwapchain(w, h);
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if (!gfxDevice.recreateSwapchain(w, h))
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{
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continue;
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}
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spdlog::info("Recreated swapchain at {}x{}", w, h);
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imguiPass.onSwapchainRecreated();
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onWindowResize(w, h);
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}
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@@ -33,6 +33,11 @@ void Camera::Update(float deltaTime) {
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if (input.IsKeyDown(SDL_SCANCODE_LEFT)) m_yaw -= keyLookSpeed * deltaTime;
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if (input.IsKeyDown(SDL_SCANCODE_RIGHT)) m_yaw += keyLookSpeed * deltaTime;
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if (input.IsMouseDown(SDL_BUTTON_RIGHT)) {
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m_yaw += static_cast<float>(input.MouseDeltaX()) * m_mouseSensitivity;
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m_pitch -= static_cast<float>(input.MouseDeltaY()) * m_mouseSensitivity;
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}
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if (pad0 >= 0) {
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const float rx = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_RIGHTX);
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const float ry = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_RIGHTY);
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@@ -96,7 +96,7 @@ void GfxDevice::cleanup() {
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initialized = false;
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}
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void GfxDevice::recreateSwapchain(int width, int height) {
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bool GfxDevice::recreateSwapchain(int width, int height) {
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if (!initialized) {
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throw std::logic_error("GfxDevice::recreateSwapchain called before init");
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}
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@@ -105,7 +105,7 @@ void GfxDevice::recreateSwapchain(int width, int height) {
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}
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waitIdle();
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swapchain.recreateSwapchain(
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const bool recreated = swapchain.recreateSwapchain(
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instanceManager.getDevice(),
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instanceManager.getVkbDevice(),
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instanceManager.getSurface(),
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@@ -115,6 +115,7 @@ void GfxDevice::recreateSwapchain(int width, int height) {
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m_vSync);
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swapchainFormat = swapchain.getFormat();
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return recreated;
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}
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VkCommandBuffer GfxDevice::beginFrame()
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@@ -107,7 +107,7 @@ void Swapchain::createSwapchain(
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dirty = false;
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}
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void Swapchain::recreateSwapchain(
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bool Swapchain::recreateSwapchain(
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VkDevice,
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vkb::Device vkbDevice,
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VkSurfaceKHR surf,
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@@ -120,7 +120,15 @@ void Swapchain::recreateSwapchain(
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if (width == 0 || height == 0) {
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dirty = true;
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return;
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return false;
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}
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// A minimized window can still report its old size while the surface is 0x0
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VkSurfaceCapabilitiesKHR capabilities{};
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if (vkGetPhysicalDeviceSurfaceCapabilitiesKHR(vkbDevice.physical_device, surf, &capabilities) == VK_SUCCESS &&
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(capabilities.currentExtent.width == 0 || capabilities.currentExtent.height == 0)) {
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dirty = true;
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return false;
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}
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surface = surf;
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@@ -209,6 +217,8 @@ void Swapchain::recreateSwapchain(
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extent = m_swapchain.extent;
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dirty = false;
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return true;
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}
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void Swapchain::cleanup(VkDevice device) {
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@@ -16,7 +16,9 @@ Transform& Component::GetTransform() const {
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void Component::Destroy() {
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Object::Destroy();
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NotifyPhysicsChanged();
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if (AffectsPhysics()) {
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NotifyPhysicsChanged();
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}
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}
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void Component::Start() {
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@@ -24,17 +26,14 @@ void Component::Start() {
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void Component::SetEnabled(bool enabled) {
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m_IsEnabled = enabled;
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NotifyPhysicsChanged();
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if (AffectsPhysics()) {
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NotifyPhysicsChanged();
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}
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}
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void Component::NotifyPhysicsChanged() {
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if (m_ParentGameObjectPtr != nullptr) {
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if (auto* rigidbody = m_ParentGameObjectPtr->GetComponent<Rigidbody>();
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rigidbody != nullptr && rigidbody->GetPhysicsWorld() != nullptr) {
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rigidbody->GetPhysicsWorld()->RefreshRigidbody(*rigidbody);
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} else {
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m_ParentGameObjectPtr->RefreshPhysics();
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}
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m_ParentGameObjectPtr->RefreshPhysics();
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}
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}
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@@ -196,8 +196,41 @@ void GameObject::CleanupComponents() {
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});
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}
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void GameObject::RefreshPhysics() {
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if (m_Scene != nullptr) {
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m_Scene->RefreshPhysics();
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namespace {
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void RefreshBody(GameObject& object, Scene* scene) {
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auto* rigidbody = object.GetComponent<Rigidbody>();
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if (rigidbody == nullptr || rigidbody->IsBeingDestroyed()) {
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return;
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}
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if (PhysicsWorld* world = rigidbody->GetPhysicsWorld()) {
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world->RefreshRigidbody(*rigidbody);
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} else if (scene != nullptr) {
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scene->GetPhysics().RefreshGameObject(object);
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}
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}
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void RefreshChildBodies(const Transform& transform, Scene* scene) {
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for (Transform* child : transform.GetChildren()) {
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if (GameObject* owner = child->GetOwner()) {
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RefreshBody(*owner, scene);
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}
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RefreshChildBodies(*child, scene);
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}
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}
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}
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void GameObject::RefreshPhysics() {
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for (Transform* transform = &m_TransformPtr; transform != nullptr; transform = transform->GetParent()) {
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GameObject* owner = transform->GetOwner();
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if (owner != nullptr && owner->GetComponent<Rigidbody>() != nullptr) {
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RefreshBody(*owner, m_Scene);
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return;
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}
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}
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}
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void GameObject::RefreshPhysicsInHierarchy() {
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RefreshPhysics();
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RefreshChildBodies(m_TransformPtr, m_Scene);
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}
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@@ -242,7 +242,7 @@ void Transform::SetParent(Transform* parent, bool useWorldPosition) {
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if (m_Owner != nullptr) {
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m_Owner->SetActiveDirty();
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m_Owner->RefreshPhysics();
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m_Owner->RefreshPhysicsInHierarchy();
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}
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try {
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@@ -362,10 +362,11 @@ namespace
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m_Overlaps.clear();
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}
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std::unordered_map<BodyPair, PairData, PairHash> SwapOverlaps()
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// Persisted contacts are not reported again, so the set has to outlive each step
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std::unordered_map<BodyPair, PairData, PairHash> SnapshotOverlaps()
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{
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std::lock_guard<std::mutex> lock(m_Mutex);
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return std::move(m_Overlaps);
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return m_Overlaps;
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}
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private:
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@@ -752,7 +753,7 @@ private:
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void ProcessSensorOverlaps()
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{
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const auto currentOverlaps = m_SensorListener.SwapOverlaps();
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auto currentOverlaps = m_SensorListener.SnapshotOverlaps();
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for (const auto& [pair, data] : currentOverlaps)
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{
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@@ -277,7 +277,7 @@ namespace ImGuiUtils {
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}
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if (transformChanged) {
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selectedObject->RefreshPhysics();
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selectedObject->RefreshPhysicsInHierarchy();
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}
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const glm::vec3& worldPosition = transform.GetWorldPosition();
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@@ -0,0 +1,166 @@
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#include <destrum/Util/TransformGizmo.h>
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#include <destrum/Graphics/Camera.h>
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#include <destrum/ObjectModel/GameObject.h>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtx/matrix_decompose.hpp>
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#include <imgui.h>
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#include <ImGuizmo.h>
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namespace {
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ImGuizmo::OPERATION toImGuizmo(GizmoOperation operation)
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{
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switch (operation) {
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case GizmoOperation::Rotate:
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return ImGuizmo::ROTATE;
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case GizmoOperation::Scale:
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return ImGuizmo::SCALE;
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case GizmoOperation::Translate:
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break;
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}
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return ImGuizmo::TRANSLATE;
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}
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}
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void TransformGizmo::HandleShortcuts()
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{
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if (ImGui::GetIO().WantTextInput || ImGuizmo::IsUsing()) {
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return;
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}
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if (ImGui::IsKeyPressed(ImGuiKey_T, false)) {
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operation = GizmoOperation::Translate;
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}
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if (ImGui::IsKeyPressed(ImGuiKey_R, false)) {
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operation = GizmoOperation::Rotate;
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}
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if (ImGui::IsKeyPressed(ImGuiKey_Y, false)) {
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operation = GizmoOperation::Scale;
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}
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if (ImGui::IsKeyPressed(ImGuiKey_L, false)) {
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space = space == GizmoSpace::World ? GizmoSpace::Local : GizmoSpace::World;
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}
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}
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void TransformGizmo::DrawToolbar()
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{
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if (!ImGui::Begin("Gizmo", nullptr, ImGuiWindowFlags_AlwaysAutoResize)) {
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ImGui::End();
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return;
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}
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const auto operationButton = [this](const char* label, GizmoOperation buttonOperation) {
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if (ImGui::RadioButton(label, operation == buttonOperation)) {
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operation = buttonOperation;
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}
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};
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operationButton("Move (T)", GizmoOperation::Translate);
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ImGui::SameLine();
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operationButton("Rotate (R)", GizmoOperation::Rotate);
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ImGui::SameLine();
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operationButton("Scale (Y)", GizmoOperation::Scale);
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if (operation != GizmoOperation::Scale) {
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bool local = space == GizmoSpace::Local;
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if (ImGui::Checkbox("Local (L)", &local)) {
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space = local ? GizmoSpace::Local : GizmoSpace::World;
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}
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ImGui::SameLine();
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}
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ImGui::Checkbox("Snap", &snap);
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if (snap) {
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ImGui::SetNextItemWidth(80.0f);
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switch (operation) {
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case GizmoOperation::Translate:
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ImGui::DragFloat("Step", &translationSnap, 0.05f, 0.01f, 10.0f, "%.2f m");
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break;
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case GizmoOperation::Rotate:
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ImGui::DragFloat("Step", &rotationSnapDegrees, 1.0f, 1.0f, 90.0f, "%.0f deg");
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break;
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case GizmoOperation::Scale:
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ImGui::DragFloat("Step", &scaleSnap, 0.01f, 0.01f, 1.0f, "%.2f");
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break;
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||||
}
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||||
}
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||||
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ImGui::End();
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}
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||||
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||||
bool TransformGizmo::Manipulate(GameObject& object, const Camera& camera)
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||||
{
|
||||
ImGuizmo::BeginFrame();
|
||||
|
||||
const ImGuiViewport* viewport = ImGui::GetMainViewport();
|
||||
ImGuizmo::SetOrthographic(false);
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||||
ImGuizmo::SetRect(viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y);
|
||||
|
||||
const glm::mat4 view = camera.GetViewMatrix();
|
||||
glm::mat4 projection = camera.GetProjectionMatrix();
|
||||
// ImGuizmo expects OpenGL's y up clip space, the engine flips y for Vulkan
|
||||
projection[1][1] *= -1.0f;
|
||||
|
||||
Transform& transform = object.GetTransform();
|
||||
glm::mat4 worldMatrix = transform.GetWorldMatrix();
|
||||
|
||||
const float snapStep = operation == GizmoOperation::Translate ? translationSnap
|
||||
: operation == GizmoOperation::Rotate ? rotationSnapDegrees
|
||||
: scaleSnap;
|
||||
const float snapValues[3] = {snapStep, snapStep, snapStep};
|
||||
const ImGuizmo::MODE mode =
|
||||
operation == GizmoOperation::Scale || space == GizmoSpace::Local ? ImGuizmo::LOCAL : ImGuizmo::WORLD;
|
||||
|
||||
const bool changed = ImGuizmo::Manipulate(
|
||||
glm::value_ptr(view),
|
||||
glm::value_ptr(projection),
|
||||
toImGuizmo(operation),
|
||||
mode,
|
||||
glm::value_ptr(worldMatrix),
|
||||
nullptr,
|
||||
snap ? snapValues : nullptr);
|
||||
|
||||
// Stops the click on a handle from reaching the game, e.g. grabbing the mouse for first person
|
||||
if (ImGuizmo::IsOver() || ImGuizmo::IsUsing()) {
|
||||
ImGui::SetNextFrameWantCaptureMouse(true);
|
||||
}
|
||||
|
||||
if (!changed) {
|
||||
return false;
|
||||
}
|
||||
|
||||
glm::vec3 position;
|
||||
glm::quat rotation;
|
||||
glm::vec3 scale;
|
||||
glm::vec3 skew;
|
||||
glm::vec4 perspective;
|
||||
if (!glm::decompose(worldMatrix, scale, rotation, position, skew, perspective)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
switch (operation) {
|
||||
case GizmoOperation::Translate:
|
||||
transform.SetWorldPosition(position);
|
||||
break;
|
||||
case GizmoOperation::Rotate:
|
||||
transform.SetWorldRotation(rotation);
|
||||
break;
|
||||
case GizmoOperation::Scale:
|
||||
transform.SetWorldScale(scale);
|
||||
break;
|
||||
}
|
||||
|
||||
object.RefreshPhysicsInHierarchy();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool TransformGizmo::IsUsing() const
|
||||
{
|
||||
return ImGuizmo::IsUsing();
|
||||
}
|
||||
|
||||
bool TransformGizmo::IsOver() const
|
||||
{
|
||||
return ImGuizmo::IsOver();
|
||||
}
|
||||
Vendored
+4
@@ -119,6 +119,10 @@ target_link_libraries(imgui PUBLIC
|
||||
volk
|
||||
)
|
||||
|
||||
# ImGuizmo
|
||||
add_subdirectory(imguizmo)
|
||||
target_link_libraries(imguizmo PUBLIC imgui)
|
||||
|
||||
# Jolt Physics
|
||||
set(DOUBLE_PRECISION OFF CACHE BOOL "" FORCE)
|
||||
set(GENERATE_DEBUG_SYMBOLS ON CACHE BOOL "" FORCE)
|
||||
|
||||
+1
Submodule destrum/third_party/imguizmo added at 105e4fde45
@@ -17,6 +17,7 @@ set(GAME_SRC
|
||||
src/components/FirstPersonController.cpp
|
||||
src/components/Interactable.cpp
|
||||
src/components/InteractableButton.cpp
|
||||
src/components/LightToggle.cpp
|
||||
src/components/PrintComponent.cpp
|
||||
src/components/TriggerLoggerComponent.cpp
|
||||
)
|
||||
|
||||
Binary file not shown.
@@ -6,6 +6,7 @@
|
||||
#include <destrum/App.h>
|
||||
#include <destrum/Scene/SceneManager.h>
|
||||
#include <destrum/Graphics/RenderResources.h>
|
||||
#include <destrum/Util/TransformGizmo.h>
|
||||
|
||||
#include "destrum/Graphics/Resources/Cubemap.h"
|
||||
#include "destrum/Graphics/Resources/Font.h"
|
||||
@@ -31,13 +32,17 @@ public:
|
||||
private:
|
||||
void setupSkybox();
|
||||
void drawCrosshair();
|
||||
void drawViewModeHint();
|
||||
void updateViewMode();
|
||||
[[nodiscard]] CameraComponent* getSceneCamera() const;
|
||||
[[nodiscard]] Camera& getViewCamera();
|
||||
[[nodiscard]] bool isPlayerViewActive() const;
|
||||
|
||||
// LightkeeperDebugUi.cpp
|
||||
void updateDebugUi();
|
||||
void drawDebugMenuBar();
|
||||
void drawWindowMenu();
|
||||
void drawSelectionGizmo();
|
||||
void drawTestWindow();
|
||||
void spawnBall();
|
||||
void saveCurrentScene();
|
||||
@@ -54,6 +59,7 @@ private:
|
||||
|
||||
ImageID debug2DTexture{NULL_IMAGE_ID};
|
||||
Font hudFont;
|
||||
TransformGizmo transformGizmo;
|
||||
|
||||
char scenePath[512]{"scenes/debug_scene.json"};
|
||||
char newSceneName[128]{"EmptyScene"};
|
||||
@@ -61,6 +67,7 @@ private:
|
||||
bool renderColliders{false};
|
||||
bool render2DShapes{true};
|
||||
bool renderDebugLines{true};
|
||||
bool showTransformGizmo{true};
|
||||
bool showTestWindow{true};
|
||||
bool useFreeCamera{false};
|
||||
};
|
||||
|
||||
@@ -41,8 +41,8 @@ public:
|
||||
[[nodiscard]] Interactable* GetFocusedInteractable() const { return m_FocusedInteractable; }
|
||||
[[nodiscard]] glm::vec3 GetLookDirection() const;
|
||||
|
||||
[[nodiscard]] bool IsMouseCaptured() const { return InputManager::GetInstance().IsMouseCaptured(); }
|
||||
void SetMouseCaptured(bool captured);
|
||||
[[nodiscard]] bool IsPossessed() const { return m_Possessed; }
|
||||
void SetPossessed(bool possessed);
|
||||
|
||||
private:
|
||||
[[nodiscard]] bool CheckGrounded() const;
|
||||
@@ -70,6 +70,7 @@ private:
|
||||
|
||||
Interactable* m_FocusedInteractable{nullptr};
|
||||
|
||||
bool m_Possessed{false};
|
||||
bool m_Grounded{false};
|
||||
bool m_JumpHeld{false};
|
||||
float m_CoyoteTimer{0.0f};
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include <components/Door.h>
|
||||
#include <components/FirstPersonController.h>
|
||||
#include <components/InteractableButton.h>
|
||||
#include <components/LightToggle.h>
|
||||
#include <components/PrintComponent.h>
|
||||
#include <components/TriggerLoggerComponent.h>
|
||||
|
||||
@@ -11,6 +12,7 @@
|
||||
X(Door) \
|
||||
X(FirstPersonController) \
|
||||
X(InteractableButton) \
|
||||
X(LightToggle) \
|
||||
X(PrintComponent) \
|
||||
X(TriggerLoggerComponent)
|
||||
|
||||
|
||||
@@ -24,6 +24,8 @@ public:
|
||||
[[nodiscard]] std::size_t GetColorIndex() const { return m_ColorIndex; }
|
||||
[[nodiscard]] int GetPressCount() const { return m_PressCount; }
|
||||
|
||||
void SetCycleColors(bool cycleColors) { m_CycleColors = cycleColors; }
|
||||
|
||||
// Every Activatable on a target object is activated when the button is pressed
|
||||
void AddTarget(const GameObject& target);
|
||||
void RemoveTarget(ObjectId target);
|
||||
@@ -36,6 +38,7 @@ private:
|
||||
|
||||
std::size_t m_ColorIndex{0};
|
||||
int m_PressCount{0};
|
||||
bool m_CycleColors{true};
|
||||
std::vector<ObjectId> m_Targets;
|
||||
};
|
||||
|
||||
|
||||
@@ -0,0 +1,30 @@
|
||||
#ifndef LIGHTKEEPER_LIGHTTOGGLE_H
|
||||
#define LIGHTKEEPER_LIGHTTOGGLE_H
|
||||
|
||||
#include <components/Activatable.h>
|
||||
|
||||
class LightToggle final : public Activatable {
|
||||
public:
|
||||
explicit LightToggle(GameObject& parent);
|
||||
|
||||
std::string GetTypeName() const override { return "LightToggle"; }
|
||||
|
||||
void Start() override;
|
||||
|
||||
nlohmann::json Serialize() const override;
|
||||
void Deserialize(const nlohmann::json& data) override;
|
||||
void ImGuiInspector() override;
|
||||
|
||||
void SetOn(bool on);
|
||||
[[nodiscard]] bool IsOn() const { return m_On; }
|
||||
|
||||
protected:
|
||||
void OnActivate(GameObject& instigator) override;
|
||||
|
||||
private:
|
||||
void Apply();
|
||||
|
||||
bool m_On{true};
|
||||
};
|
||||
|
||||
#endif // LIGHTKEEPER_LIGHTTOGGLE_H
|
||||
@@ -33,6 +33,7 @@ void LightKeeper::customInit()
|
||||
const float aspectRatio = static_cast<float>(m_params.renderSize.x) / static_cast<float>(m_params.renderSize.y);
|
||||
camera.setAspectRatio(aspectRatio);
|
||||
camera.SetRotation(glm::radians(glm::vec2(90.f, 0.f)));
|
||||
window.Maximize();
|
||||
|
||||
setupSkybox();
|
||||
|
||||
@@ -44,6 +45,7 @@ void LightKeeper::customInit()
|
||||
|
||||
hudFont = Font::LoadFromFile(AssetFS::GetInstance().GetFullPath("engine://fonts/Roboto-Medium.ttf"));
|
||||
hudFont.Upload(gfxDevice, resources);
|
||||
|
||||
}
|
||||
|
||||
void LightKeeper::setupSkybox()
|
||||
@@ -62,6 +64,8 @@ void LightKeeper::setupSkybox()
|
||||
|
||||
void LightKeeper::customUpdate(float dt)
|
||||
{
|
||||
updateViewMode();
|
||||
|
||||
// LightKeeper owns a camera that hides App::camera; update this instance
|
||||
// after SDL events have been consumed.
|
||||
if (!isPlayerViewActive() && getSceneCamera() == nullptr)
|
||||
@@ -79,6 +83,45 @@ void LightKeeper::customUpdate(float dt)
|
||||
updateDebugUi();
|
||||
}
|
||||
|
||||
void LightKeeper::updateViewMode()
|
||||
{
|
||||
auto& input = InputManager::GetInstance();
|
||||
FirstPersonController* player = mainScene.playerController;
|
||||
|
||||
if (player != nullptr && input.WasKeyPressed(SDL_SCANCODE_F5))
|
||||
{
|
||||
player->SetPossessed(!player->IsPossessed());
|
||||
}
|
||||
|
||||
if (!isPlayerViewActive())
|
||||
{
|
||||
const bool looking = input.IsMouseDown(SDL_BUTTON_RIGHT);
|
||||
if (looking != input.IsMouseCaptured())
|
||||
{
|
||||
input.SetMouseCaptured(looking);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LightKeeper::drawViewModeHint()
|
||||
{
|
||||
if (isPlayerViewActive() || mainScene.playerController == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
constexpr std::string_view hint = "Free camera RMB look WASD / Q E move F5 play";
|
||||
constexpr float hintSize = 18.0f;
|
||||
const VkExtent3D extent = renderer.getDrawImage().extent;
|
||||
const glm::vec2 hintExtent = hudFont.MeasureText(hint, hintSize);
|
||||
|
||||
Renderer2D::GetInstance().DrawText(
|
||||
hudFont,
|
||||
hint,
|
||||
{16.0f, static_cast<float>(extent.height) - hintExtent.y - 12.0f},
|
||||
hintSize,
|
||||
TextStyle{.color = {1.0f, 1.0f, 1.0f, 0.85f}, .outline = 2.0f, .outlineColor = {0.0f, 0.0f, 0.0f, 0.6f}});
|
||||
}
|
||||
|
||||
void LightKeeper::drawCrosshair()
|
||||
{
|
||||
if (!isPlayerViewActive()) {
|
||||
@@ -114,7 +157,7 @@ void LightKeeper::drawCrosshair()
|
||||
|
||||
bool LightKeeper::isPlayerViewActive() const
|
||||
{
|
||||
return mainScene.playerController != nullptr && mainScene.playerController->IsMouseCaptured();
|
||||
return mainScene.playerController != nullptr && mainScene.playerController->IsPossessed();
|
||||
}
|
||||
|
||||
CameraComponent* LightKeeper::getSceneCamera() const
|
||||
@@ -126,6 +169,12 @@ CameraComponent* LightKeeper::getSceneCamera() const
|
||||
return activeScenes.front()->GetCurrentCamera();
|
||||
}
|
||||
|
||||
Camera& LightKeeper::getViewCamera()
|
||||
{
|
||||
CameraComponent* sceneCamera = isPlayerViewActive() ? nullptr : getSceneCamera();
|
||||
return sceneCamera != nullptr ? sceneCamera->GetCamera(camera.GetAspectRatio()) : camera;
|
||||
}
|
||||
|
||||
void LightKeeper::customDraw()
|
||||
{
|
||||
const auto cmd = gfxDevice.beginFrame();
|
||||
@@ -136,6 +185,7 @@ void LightKeeper::customDraw()
|
||||
renderer.beginDrawing(gfxDevice);
|
||||
submitDebugDraws();
|
||||
drawCrosshair();
|
||||
drawViewModeHint();
|
||||
|
||||
if (isPlayerViewActive())
|
||||
{
|
||||
@@ -145,8 +195,7 @@ void LightKeeper::customDraw()
|
||||
camera.CalculateProjectionMatrix();
|
||||
}
|
||||
|
||||
CameraComponent* sceneCamera = isPlayerViewActive() ? nullptr : getSceneCamera();
|
||||
Camera& viewCamera = sceneCamera != nullptr ? sceneCamera->GetCamera(camera.GetAspectRatio()) : camera;
|
||||
Camera& viewCamera = getViewCamera();
|
||||
|
||||
const SceneEnvironment& environment = SceneManager::GetInstance().GetCurrentScene().GetEnvironment();
|
||||
const GameRenderer::SceneData sceneData{
|
||||
|
||||
@@ -51,6 +51,9 @@ void LightKeeper::updateDebugUi()
|
||||
}
|
||||
|
||||
drawDebugMenuBar();
|
||||
if (showTransformGizmo && !isPlayerViewActive()) {
|
||||
drawSelectionGizmo();
|
||||
}
|
||||
if (showTestWindow) {
|
||||
drawTestWindow();
|
||||
}
|
||||
@@ -129,6 +132,7 @@ void LightKeeper::drawDebugMenuBar()
|
||||
ImGui::MenuItem("Colliders", nullptr, &renderColliders);
|
||||
ImGui::MenuItem("2D Shapes", nullptr, &render2DShapes);
|
||||
ImGui::MenuItem("Debug Lines", nullptr, &renderDebugLines);
|
||||
ImGui::MenuItem("Transform Gizmo", nullptr, &showTransformGizmo);
|
||||
|
||||
bool lightHeatmap = renderer.getRenderLightHeatmap();
|
||||
if (ImGui::MenuItem("Forward+ Light Heatmap", nullptr, &lightHeatmap)) {
|
||||
@@ -163,6 +167,18 @@ void LightKeeper::drawDebugMenuBar()
|
||||
ImGui::EndMainMenuBar();
|
||||
}
|
||||
|
||||
void LightKeeper::drawSelectionGizmo()
|
||||
{
|
||||
GameObject* selected = SceneManager::GetInstance().GetCurrentScene().GetSelectedObject();
|
||||
if (selected == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
transformGizmo.HandleShortcuts();
|
||||
transformGizmo.DrawToolbar();
|
||||
transformGizmo.Manipulate(*selected, getViewCamera());
|
||||
}
|
||||
|
||||
void LightKeeper::drawWindowMenu()
|
||||
{
|
||||
if (!ImGui::BeginMenu("Window")) {
|
||||
|
||||
@@ -34,9 +34,12 @@ FirstPersonController::FirstPersonController(GameObject& parent)
|
||||
{
|
||||
}
|
||||
|
||||
void FirstPersonController::SetMouseCaptured(bool captured)
|
||||
void FirstPersonController::SetPossessed(bool possessed)
|
||||
{
|
||||
InputManager::GetInstance().SetMouseCaptured(captured);
|
||||
m_Possessed = possessed;
|
||||
m_JumpHeld = false;
|
||||
m_JumpBufferTimer = 0.0f;
|
||||
InputManager::GetInstance().SetMouseCaptured(possessed);
|
||||
}
|
||||
|
||||
void FirstPersonController::Start()
|
||||
@@ -65,26 +68,16 @@ void FirstPersonController::Update(float dt)
|
||||
{
|
||||
const auto& input = InputManager::GetInstance();
|
||||
|
||||
if (input.WasKeyPressed(SDL_SCANCODE_F5))
|
||||
{
|
||||
SetMouseCaptured(!IsMouseCaptured());
|
||||
}
|
||||
|
||||
m_FocusedInteractable = nullptr;
|
||||
|
||||
if (!IsMouseCaptured())
|
||||
if (!m_Possessed)
|
||||
{
|
||||
m_JumpHeld = false;
|
||||
if (input.WasMousePressed(SDL_BUTTON_LEFT) && !ImGui::GetIO().WantCaptureMouse)
|
||||
{
|
||||
SetMouseCaptured(true);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (input.WasKeyPressed(SDL_SCANCODE_ESCAPE))
|
||||
{
|
||||
SetMouseCaptured(false);
|
||||
SetPossessed(false);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -143,7 +136,7 @@ void FirstPersonController::FixedUpdate(float fixedDt)
|
||||
m_CoyoteTimer = m_Grounded ? m_CoyoteTime : std::max(m_CoyoteTimer - fixedDt, 0.0f);
|
||||
|
||||
const auto& input = InputManager::GetInstance();
|
||||
const bool sprinting = IsMouseCaptured() && input.IsKeyDown(SDL_SCANCODE_LSHIFT);
|
||||
const bool sprinting = m_Possessed && input.IsKeyDown(SDL_SCANCODE_LSHIFT);
|
||||
const glm::vec3 wishVelocity = GetWishDirection() * (sprinting ? m_SprintSpeed : m_WalkSpeed);
|
||||
|
||||
const float acceleration = m_Grounded ? m_GroundAcceleration : m_AirAcceleration;
|
||||
@@ -211,7 +204,7 @@ bool FirstPersonController::CheckGrounded() const
|
||||
|
||||
glm::vec3 FirstPersonController::GetWishDirection() const
|
||||
{
|
||||
if (!IsMouseCaptured())
|
||||
if (!m_Possessed)
|
||||
return glm::vec3{0.0f};
|
||||
|
||||
const auto& input = InputManager::GetInstance();
|
||||
@@ -255,10 +248,8 @@ void FirstPersonController::ImGuiInspector()
|
||||
ImGui::Text("Grounded: %s", m_Grounded ? "yes" : "no");
|
||||
ImGui::Text("Yaw: %.1f deg", glm::degrees(m_Yaw));
|
||||
ImGui::Text("Pitch: %.1f deg", glm::degrees(m_Pitch));
|
||||
bool captured = IsMouseCaptured();
|
||||
ImGui::Checkbox("Mouse Captured", &captured);
|
||||
if (captured != IsMouseCaptured()) {
|
||||
SetMouseCaptured(captured);
|
||||
if (bool possessed = m_Possessed; ImGui::Checkbox("Possessed", &possessed)) {
|
||||
SetPossessed(possessed);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -33,14 +33,18 @@ InteractableButton::InteractableButton(GameObject& parent)
|
||||
|
||||
void InteractableButton::Start()
|
||||
{
|
||||
ApplyColor();
|
||||
if (m_CycleColors) {
|
||||
ApplyColor();
|
||||
}
|
||||
}
|
||||
|
||||
void InteractableButton::Interact(GameObject& interactor)
|
||||
{
|
||||
m_ColorIndex = (m_ColorIndex + 1) % ButtonColors.size();
|
||||
++m_PressCount;
|
||||
ApplyColor();
|
||||
if (m_CycleColors) {
|
||||
m_ColorIndex = (m_ColorIndex + 1) % ButtonColors.size();
|
||||
ApplyColor();
|
||||
}
|
||||
|
||||
spdlog::info("{} pressed {} by {}", GetGameObject()->GetName(), m_PressCount, interactor.GetName());
|
||||
ActivateTargets(interactor);
|
||||
@@ -107,6 +111,7 @@ nlohmann::json InteractableButton::Serialize() const
|
||||
{
|
||||
return {
|
||||
{"colorIndex", m_ColorIndex},
|
||||
{"cycleColors", m_CycleColors},
|
||||
{"pressCount", m_PressCount},
|
||||
{"targets", m_Targets},
|
||||
};
|
||||
@@ -115,6 +120,7 @@ nlohmann::json InteractableButton::Serialize() const
|
||||
void InteractableButton::Deserialize(const nlohmann::json& data)
|
||||
{
|
||||
m_ColorIndex = data.value("colorIndex", m_ColorIndex) % ButtonColors.size();
|
||||
m_CycleColors = data.value("cycleColors", m_CycleColors);
|
||||
m_PressCount = data.value("pressCount", m_PressCount);
|
||||
m_Targets = data.value("targets", std::vector<ObjectId>{});
|
||||
}
|
||||
@@ -125,6 +131,9 @@ void InteractableButton::ImGuiInspector()
|
||||
if (ImGui::Button("Press")) {
|
||||
Interact(*GetGameObject());
|
||||
}
|
||||
if (ImGui::Checkbox("Cycle Colors", &m_CycleColors) && m_CycleColors) {
|
||||
ApplyColor();
|
||||
}
|
||||
|
||||
DrawTargetsInspector();
|
||||
}
|
||||
|
||||
@@ -0,0 +1,68 @@
|
||||
#include <components/LightToggle.h>
|
||||
|
||||
#include <destrum/Components/LightComponent.h>
|
||||
#include <destrum/Components/MeshRendererComponent.h>
|
||||
#include <destrum/Graphics/Renderer.h>
|
||||
#include <destrum/ObjectModel/GameObject.h>
|
||||
#include <destrum/Util/GameState.h>
|
||||
|
||||
#include <imgui.h>
|
||||
|
||||
LightToggle::LightToggle(GameObject& parent)
|
||||
: Activatable(parent, "LightToggle")
|
||||
{
|
||||
}
|
||||
|
||||
void LightToggle::Start()
|
||||
{
|
||||
Apply();
|
||||
}
|
||||
|
||||
void LightToggle::SetOn(bool on)
|
||||
{
|
||||
m_On = on;
|
||||
Apply();
|
||||
}
|
||||
|
||||
void LightToggle::OnActivate(GameObject&)
|
||||
{
|
||||
SetOn(!m_On);
|
||||
}
|
||||
|
||||
void LightToggle::Apply()
|
||||
{
|
||||
GameObject* object = GetGameObject();
|
||||
auto* light = object->GetComponent<LightComponent>();
|
||||
if (light != nullptr) {
|
||||
light->SetEnabled(m_On);
|
||||
}
|
||||
|
||||
// The bulb glows in the light's colour while it is on
|
||||
const auto* meshRenderer = object->GetComponent<MeshRendererComponent>();
|
||||
if (meshRenderer == nullptr || meshRenderer->GetMaterialID() == NULL_MATERIAL_ID ||
|
||||
!GameState::GetInstance().HasRenderer()) {
|
||||
return;
|
||||
}
|
||||
|
||||
GameRenderer& renderer = GameState::GetInstance().Renderer();
|
||||
Material& material = renderer.getMaterialMutable(meshRenderer->GetMaterialID());
|
||||
material.emissiveColor = m_On && light != nullptr ? light->GetColor() : glm::vec3{0.0f};
|
||||
renderer.updateMaterialGPU(meshRenderer->GetMaterialID());
|
||||
}
|
||||
|
||||
nlohmann::json LightToggle::Serialize() const
|
||||
{
|
||||
return {{"on", m_On}};
|
||||
}
|
||||
|
||||
void LightToggle::Deserialize(const nlohmann::json& data)
|
||||
{
|
||||
m_On = data.value("on", m_On);
|
||||
}
|
||||
|
||||
void LightToggle::ImGuiInspector()
|
||||
{
|
||||
if (bool on = m_On; ImGui::Checkbox("On", &on)) {
|
||||
SetOn(on);
|
||||
}
|
||||
}
|
||||
@@ -18,6 +18,7 @@
|
||||
#include <components/FirstPersonController.h>
|
||||
#include <components/Door.h>
|
||||
#include <components/InteractableButton.h>
|
||||
#include <components/LightToggle.h>
|
||||
#include <components/TriggerLoggerComponent.h>
|
||||
|
||||
#include <glm/gtc/constants.hpp>
|
||||
@@ -26,11 +27,13 @@
|
||||
#include <spdlog/spdlog.h>
|
||||
|
||||
#include <memory>
|
||||
#include <optional>
|
||||
#include <string>
|
||||
|
||||
namespace {
|
||||
// The visible ground plane is at y = -1
|
||||
constexpr float GroundHeight = -1.0f;
|
||||
constexpr float GroundHalfExtent = 25.0f;
|
||||
|
||||
ModelDoc::LoadOptions StaticModelOptions()
|
||||
{
|
||||
@@ -80,12 +83,12 @@ namespace {
|
||||
planeMeshComp->SetMeshID(resources.meshes().addMesh(gfxDevice, planePrimitive.mesh));
|
||||
planeMeshComp->SetMaterialID(planeMaterialID);
|
||||
planeObj->GetTransform().SetWorldPosition(glm::vec3(0.f, GroundHeight, 0.f));
|
||||
planeObj->GetTransform().SetWorldScale(glm::vec3(10.f, 1.f, 10.f));
|
||||
planeObj->GetTransform().SetWorldScale(glm::vec3(GroundHalfExtent, 1.f, GroundHalfExtent));
|
||||
|
||||
// The plane mesh is flat, so the floor collider sits right below it
|
||||
GameObject* groundObj = scene.CreateGameObject("GroundCollider");
|
||||
groundObj->GetTransform().SetWorldPosition(glm::vec3(0.f, GroundHeight - 0.5f, 0.f));
|
||||
groundObj->AddComponent<BoxCollider>(glm::vec3{10.0f, 0.5f, 10.0f});
|
||||
groundObj->AddComponent<BoxCollider>(glm::vec3{GroundHalfExtent, 0.5f, GroundHalfExtent});
|
||||
groundObj->AddComponent<Rigidbody>()->SetType(RigidbodyType::Static);
|
||||
scene.GetPhysics().RegisterGameObject(*groundObj);
|
||||
}
|
||||
@@ -201,6 +204,124 @@ namespace {
|
||||
button->AddComponent<InteractableButton>()->AddTarget(target);
|
||||
}
|
||||
|
||||
struct WallOpening {
|
||||
float offset;
|
||||
float width;
|
||||
float bottom;
|
||||
float top;
|
||||
};
|
||||
|
||||
void CreateWall(Scene& scene, GfxDevice& gfxDevice, RenderResources& resources, const std::string& name,
|
||||
const glm::vec3& floorCenter, float length, float height, bool alongX, MaterialID materialID,
|
||||
const std::optional<WallOpening>& opening = std::nullopt)
|
||||
{
|
||||
constexpr float thickness = 0.3f;
|
||||
|
||||
const auto createPiece = [&](const std::string& suffix, float from, float to, float bottom, float top)
|
||||
{
|
||||
if (to <= from || top <= bottom) {
|
||||
return;
|
||||
}
|
||||
const float along = (from + to) * 0.5f;
|
||||
const glm::vec3 alongOffset = alongX ? glm::vec3{along, 0.0f, 0.0f} : glm::vec3{0.0f, 0.0f, along};
|
||||
const glm::vec3 center = floorCenter + alongOffset + glm::vec3{0.0f, (bottom + top) * 0.5f, 0.0f};
|
||||
const glm::vec3 size = alongX
|
||||
? glm::vec3{to - from, top - bottom, thickness}
|
||||
: glm::vec3{thickness, top - bottom, to - from};
|
||||
CreateBox(scene, gfxDevice, resources, name + suffix, center, size, materialID, RigidbodyType::Static);
|
||||
};
|
||||
|
||||
const float halfLength = length * 0.5f;
|
||||
if (!opening) {
|
||||
createPiece("", -halfLength, halfLength, 0.0f, height);
|
||||
return;
|
||||
}
|
||||
|
||||
const float openingStart = opening->offset - opening->width * 0.5f;
|
||||
const float openingEnd = opening->offset + opening->width * 0.5f;
|
||||
createPiece("_Left", -halfLength, openingStart, 0.0f, height);
|
||||
createPiece("_Right", openingEnd, halfLength, 0.0f, height);
|
||||
createPiece("_Below", openingStart, openingEnd, 0.0f, opening->bottom);
|
||||
createPiece("_Above", openingStart, openingEnd, opening->top, height);
|
||||
}
|
||||
|
||||
GameObject* CreateCeilingLight(Scene& scene, GfxDevice& gfxDevice, RenderResources& resources,
|
||||
const glm::vec3& position)
|
||||
{
|
||||
GameObject* lightObj = scene.CreateGameObject("CeilingLight");
|
||||
lightObj->GetTransform().SetWorldPosition(position);
|
||||
|
||||
// Every bulb needs its own material, the toggle changes its glow
|
||||
Material bulbMaterial = Material::SimpleColor(glm::vec3{1.0f, 0.95f, 0.85f}, "BulbMaterial");
|
||||
auto* bulbMesh = lightObj->AddComponent<MeshRendererComponent>();
|
||||
bulbMesh->SetMeshID(resources.meshes().addMesh(gfxDevice, PrimitiveMeshes::MakeBox({0.35f, 0.12f, 0.35f})));
|
||||
bulbMesh->SetMaterialID(resources.materials().addMaterial(std::move(bulbMaterial)));
|
||||
|
||||
auto* light = lightObj->AddComponent<LightComponent>(LightType::Point);
|
||||
light->SetColor(glm::vec3{1.0f, 0.82f, 0.55f});
|
||||
light->SetIntensity(4.0f);
|
||||
light->SetRange(7.0f);
|
||||
|
||||
lightObj->AddComponent<LightToggle>();
|
||||
return lightObj;
|
||||
}
|
||||
|
||||
void CreateHouse(Scene& scene, GfxDevice& gfxDevice, RenderResources& resources)
|
||||
{
|
||||
const MaterialID wallMaterial = AddPrototypeMaterial(gfxDevice, resources, "Light", 0.8f);
|
||||
const MaterialID floorMaterial = AddPrototypeMaterial(gfxDevice, resources, "Orange", 0.7f);
|
||||
const MaterialID roofMaterial = AddPrototypeMaterial(gfxDevice, resources, "Red", 0.8f);
|
||||
|
||||
const glm::vec3 center{0.0f, GroundHeight, -16.0f};
|
||||
constexpr float width = 8.0f;
|
||||
constexpr float depth = 6.0f;
|
||||
constexpr float wallHeight = 3.0f;
|
||||
constexpr float doorOffset = -1.5f;
|
||||
constexpr float doorWidth = 1.2f;
|
||||
|
||||
CreateBox(scene, gfxDevice, resources, "House_Floor", center + glm::vec3{0.0f, 0.03f, 0.0f},
|
||||
{width, 0.06f, depth}, floorMaterial, RigidbodyType::Static);
|
||||
|
||||
CreateWall(scene, gfxDevice, resources, "House_FrontWall", center + glm::vec3{0.0f, 0.0f, depth * 0.5f},
|
||||
width + 0.3f, wallHeight, true, wallMaterial,
|
||||
WallOpening{.offset = doorOffset, .width = doorWidth, .bottom = 0.0f, .top = 2.2f});
|
||||
CreateWall(scene, gfxDevice, resources, "House_BackWall", center - glm::vec3{0.0f, 0.0f, depth * 0.5f},
|
||||
width + 0.3f, wallHeight, true, wallMaterial,
|
||||
WallOpening{.offset = 1.5f, .width = 1.4f, .bottom = 1.0f, .top = 2.0f});
|
||||
CreateWall(scene, gfxDevice, resources, "House_LeftWall", center - glm::vec3{width * 0.5f, 0.0f, 0.0f},
|
||||
depth - 0.3f, wallHeight, false, wallMaterial);
|
||||
CreateWall(scene, gfxDevice, resources, "House_RightWall", center + glm::vec3{width * 0.5f, 0.0f, 0.0f},
|
||||
depth - 0.3f, wallHeight, false, wallMaterial,
|
||||
WallOpening{.offset = 0.0f, .width = 1.6f, .bottom = 1.0f, .top = 2.0f});
|
||||
|
||||
CreateBox(scene, gfxDevice, resources, "House_Roof", center + glm::vec3{0.0f, wallHeight + 0.15f, 0.0f},
|
||||
{width + 0.8f, 0.3f, depth + 0.8f}, roofMaterial, RigidbodyType::Static);
|
||||
|
||||
const GameObject* ceilingLight =
|
||||
CreateCeilingLight(scene, gfxDevice, resources, center + glm::vec3{0.0f, wallHeight - 0.06f, 0.0f});
|
||||
|
||||
// Inside, next to the door
|
||||
Material switchMaterial = Material::SimpleColor(glm::vec3{0.9f}, "LightSwitchMaterial");
|
||||
switchMaterial.roughnessFactor = 0.5f;
|
||||
const glm::vec3 switchPosition =
|
||||
center + glm::vec3{doorOffset + doorWidth * 0.5f + 0.4f, 1.3f, depth * 0.5f - 0.15f - 0.03f};
|
||||
GameObject* lightSwitch = CreateBox(scene, gfxDevice, resources, "LightSwitch", switchPosition,
|
||||
{0.12f, 0.2f, 0.06f},
|
||||
resources.materials().addMaterial(std::move(switchMaterial)),
|
||||
RigidbodyType::Static);
|
||||
auto* switchButton = lightSwitch->AddComponent<InteractableButton>();
|
||||
switchButton->SetCycleColors(false);
|
||||
switchButton->AddTarget(*ceilingLight);
|
||||
|
||||
GameObject* sofa = ModelSpawner::SpawnStaticModel(
|
||||
scene, gfxDevice, resources, "game://sofa.glb", StaticModelOptions(),
|
||||
"Sofa"
|
||||
);
|
||||
sofa->GetTransform().SetWorldPosition({-3.7, -1, -17.5});
|
||||
sofa->GetTransform().SetWorldRotation({180, 0, 180});
|
||||
sofa->GetTransform().SetWorldScale({3, 3, 3});
|
||||
}
|
||||
|
||||
void CreateFlightHelmet(Scene& scene, GfxDevice& gfxDevice, RenderResources& resources)
|
||||
{
|
||||
GameObject* helmetObj = ModelSpawner::SpawnStaticModel(
|
||||
@@ -323,10 +444,11 @@ MainSceneObjects BuildMainScene(Scene& scene, GfxDevice& gfxDevice, RenderResour
|
||||
CreateParkourCourse(scene, gfxDevice, resources);
|
||||
CreateFlightHelmet(scene, gfxDevice, resources);
|
||||
CreateTree(scene, gfxDevice, resources);
|
||||
CreateCapybara(scene, gfxDevice, resources);
|
||||
// CreateCapybara(scene, gfxDevice, resources);
|
||||
CreateTriggerZone(scene);
|
||||
const GameObject* door = CreateDoorway(scene, gfxDevice, resources);
|
||||
CreateButton(scene, gfxDevice, resources, *door);
|
||||
CreateHouse(scene, gfxDevice, resources);
|
||||
CreatePlayer(scene, objects);
|
||||
LoadSpawnBallResources(gfxDevice, resources, objects);
|
||||
|
||||
|
||||
@@ -453,6 +453,64 @@ namespace {
|
||||
SceneManager::GetInstance().Destroy();
|
||||
}
|
||||
|
||||
class TriggerCounter final : public Component {
|
||||
public:
|
||||
explicit TriggerCounter(GameObject& parent)
|
||||
: Component(parent, "TriggerCounter") {}
|
||||
|
||||
std::string GetTypeName() const override { return "TriggerCounter"; }
|
||||
void OnTriggerEnter(GameObject*) override { ++enters; }
|
||||
void OnTriggerExit(GameObject*) override { ++exits; }
|
||||
|
||||
int enters{0};
|
||||
int exits{0};
|
||||
};
|
||||
|
||||
void testNonPhysicsChangesKeepBodies()
|
||||
{
|
||||
Scene& scene = SceneManager::GetInstance().CreateScene("physics-refresh");
|
||||
|
||||
GameObject* trigger = scene.CreateGameObject("trigger");
|
||||
trigger->AddComponent<BoxCollider>(glm::vec3{3.0f})->SetTrigger(true);
|
||||
trigger->AddComponent<Rigidbody>()->SetType(RigidbodyType::Static);
|
||||
auto* counter = trigger->AddComponent<TriggerCounter>();
|
||||
|
||||
GameObject* crate = scene.CreateGameObject("crate");
|
||||
crate->AddComponent<BoxCollider>(glm::vec3{0.5f});
|
||||
auto* crateBody = crate->AddComponent<Rigidbody>();
|
||||
crateBody->SetUseGravity(false);
|
||||
crateBody->SetAllowSleep(false);
|
||||
|
||||
GameObject* lamp = scene.CreateGameObject("lamp");
|
||||
auto* light = lamp->AddComponent<LightComponent>();
|
||||
|
||||
scene.CommitPendingAdditions();
|
||||
scene.GetPhysics().RefreshGameObject(*trigger);
|
||||
scene.GetPhysics().RefreshGameObject(*crate);
|
||||
|
||||
const auto step = [&scene] {
|
||||
for (int i = 0; i < 10; ++i) {
|
||||
scene.FixedUpdate(1.0f / 60.0f);
|
||||
}
|
||||
};
|
||||
step();
|
||||
check(counter->enters == 1 && counter->exits == 0, "a body inside a trigger must enter it once");
|
||||
|
||||
light->SetEnabled(false);
|
||||
light->SetEnabled(true);
|
||||
crate->AddComponent<LightComponent>()->SetEnabled(false);
|
||||
step();
|
||||
check(counter->enters == 1 && counter->exits == 0,
|
||||
"non physics components must not rebuild physics bodies");
|
||||
|
||||
crateBody->SetMass(5.0f);
|
||||
step();
|
||||
check(counter->enters == 2 && counter->exits == 1,
|
||||
"rebuilding a body inside a trigger must exit the old body and enter the new one");
|
||||
|
||||
SceneManager::GetInstance().Destroy();
|
||||
}
|
||||
|
||||
void testRenderer2DShapes()
|
||||
{
|
||||
auto& r2d = Renderer2D::GetInstance();
|
||||
@@ -1230,6 +1288,7 @@ int main()
|
||||
testPhysicsWorldUnits();
|
||||
testJoltSphereCollisions();
|
||||
testSceneJoltSphereCollisions();
|
||||
testNonPhysicsChangesKeepBodies();
|
||||
testAnimatorAssetReferences();
|
||||
testLightComponentRoundTrip();
|
||||
testModelFileRoundTrip();
|
||||
|
||||
Reference in New Issue
Block a user