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Scene.cpp
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256 lines (216 loc) · 7.95 KB
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#include "Scene.h"
#define MAX_ITERATIONS 1
Scene::Scene(): s_gravity{9.81f},
s_sleep{true},
s_friction{true},
s_update{true},
s_firstCollisionCheck{ false }
{
}
Scene::Scene(const float& g)
: s_gravity{ g },
s_sleep{ true },
s_friction{ true },
s_update{ true },
s_firstCollisionCheck{ false }{
}
Scene::~Scene() {
RemoveAllBodies();
}
std::queue<std::pair<uint32_t, uint32_t>> Scene::getSurgeQueue() {
return s_surgeQueue;
}
void Scene::addToSurgeQueue(std::pair<uint32_t, uint32_t> s_pair) {
s_surgeQueue.push(s_pair);
}
void Scene::clearSurgeQueue() {
std::queue<std::pair<uint32_t, uint32_t>> empty;
std::swap(s_surgeQueue, empty);
}
std::vector<Manifold> Scene::NarrowPhase(float _dt) {
UNREFERENCED_PARAMETER(_dt);
std::vector<Manifold> manifolds;
for (auto it = s_bodies.begin(); it != s_bodies.end(); ++it) {
for (auto it2 = it + 1; it2 != s_bodies.end(); ++it2) {
if ((*it)->getBodyType() == BodyType::STATIC && (*it2)->getBodyType() == BodyType::STATIC)
continue;
Manifold manifold;
if (DynamicAABBTest((*it)->getAABB(), (*it)->getLinearVelocity(), (*it2)->getAABB(), (*it2)->getLinearVelocity(), manifold)) {
manifold.m_a = (*it);
manifold.m_b = (*it2);
manifold.m_friction = ((*it)->getFriction() + (*it2)->getFriction()) * 0.5f;
manifolds.push_back(manifold);
}
else {
if ((*it)->isEntityInvolved((*it2)->rb_id)) {
if ((*it)->getStatus((*it2)->rb_id) == CollidingStatus::EXIT) { //exited collision remove from vector
(*it)->removeCollidingEntity((*it2)->rb_id);
(*it2)->removeCollidingEntity((*it)->rb_id);
}
else if ((*it)->getStatus((*it2)->rb_id) == CollidingStatus::NONE) {
(*it)->removeCollidingEntity((*it2)->rb_id);
(*it2)->removeCollidingEntity((*it)->rb_id);
}
else if ((*it)->getStatus((*it2)->rb_id) == CollidingStatus::ENTER || (*it)->getStatus((*it2)->rb_id) == CollidingStatus::STAY){ //enter/stay collision exited in next frame
(*it)->setCollidingStatus((*it2)->rb_id, CollidingStatus::EXIT);
(*it2)->setCollidingStatus((*it)->rb_id, CollidingStatus::EXIT);
if (ScriptSystem::IsEntityModuleValid(EntityID{ (*it)->rb_id , 0 }))
ScriptSystem::OnTriggerEnd((*it)->rb_id);
if (ScriptSystem::IsEntityModuleValid(EntityID{ (*it2)->rb_id , 0 }))
ScriptSystem::OnTriggerEnd((*it2)->rb_id);
}
}
}
}
}
return manifolds;
}
void Scene::Solve(float dt) {
for (auto& body : s_bodies) {
if (body->getBodyType() == BodyType::DYNAMIC || body->getBodyType() == BodyType::KINEMATIC) {
if (!body->getCollisionFlag()) {
body->setPrevPosition(body->getPosition());
//grav
if (body->getGravityFlag()) {
body->applyGravity(s_gravity, dt);
body->setPrevPosition(body->getPosition());
}
else {
body->setLinearVelocity(glm::vec3{ body->getLinearVelocity().x, 0, body->getLinearVelocity().z });
}
//v1 = v0 + a * dt
body->setLinearVelocity(body->getLinearVelocity() + body->getAcceleration() * dt);
body->setFrameOffset(body->getLinearVelocity() * dt);
body->setPosition(body->getPosition() + body->getLinearVelocity() * dt);
}
else {
body->setPrevPosition(body->getPosition());
//grav
if (body->getGravityFlag()) {
body->applyGravity(s_gravity, dt);
body->setPrevPosition(body->getPosition());
}
else {
body->setLinearVelocity(glm::vec3{ body->getLinearVelocity().x, 0, body->getLinearVelocity().z });
}
//v1 = v0 + a * dt
body->setLinearVelocity(body->getLinearVelocity() + body->getAcceleration() * body->getSolveTime());
body->setFrameOffset(body->getLinearVelocity() * dt);
body->setPosition(body->getPosition() + body->getLinearVelocity() * body->getSolveTime());
}
body->setRotation(body->getRotation() + body->getAngularVelocity() * (0.5f) * dt);
}
//update AABB here//
//for now all rb have aabb
body->updateAABB();
body->setMass();
body->setFrameOffset(glm::vec3());
}
//std::cout << "(SOLVE)UPDATED" << std::endl;
//clear forces
for (auto& body : s_bodies) {
body->resetForce();
body->resetTorque();
}
}
void Scene::Step(float dt) {
clearSurgeQueue();
s_firstCollisionCheck = false;
for (auto& it : s_bodies) {
it->setBodyTypeInternal();
it->setCollisionFlag(false);
it->setPreviousCollisionFlag(it->getCurrentCollisionFlag());
it->setCurrentCollisionFlag(false);
it->setSolveTime(dt);
if (it->getFrictionFlag()) {
it->applyFriction();
}
it->setAngularVelocity(it->getAngularVelocity() * 0.99f);
}
//make island next time then make into manifolds
//loop many times if needed but lets keep it at 1 for now
//any more than 2 and weird bounce/yeet (definitely undesirable)
for (int i = 0; i < MAX_ITERATIONS; ++i) {
std::vector<Manifold> manifolds = NarrowPhase(dt);
if (!manifolds.empty()) {
for (auto& it : manifolds) {
ResolveDynamicManifold(it, dt, s_friction, s_surgeQueue);
triggerManifoldScripts(it);
}
}
}
s_firstCollisionCheck = true;
//apply acceleration->vel->pos here
Solve(dt);
}
std::shared_ptr<RigidBody> Scene::CreateBody() {
auto body = std::make_shared<RigidBody>();
s_bodies.push_back(body);
return body;
}
void Scene::triggerManifoldScripts(const Manifold& manifold) {
std::shared_ptr<RigidBody> a = manifold.m_a;
std::shared_ptr<RigidBody> b = manifold.m_b;
//collision alr detected on prev frames
if ((a)->isEntityInvolved((b)->rb_id)) {
//if collision is stayed prev frame, just trigger stay again
if ((a)->getStatus((b)->rb_id) == CollidingStatus::STAY) {
if (ScriptSystem::IsEntityModuleValid(EntityID{ (a)->rb_id , 0 }))
ScriptSystem::OnTriggerStay((a)->rb_id);
if (ScriptSystem::IsEntityModuleValid(EntityID{ (b)->rb_id , 0 }))
ScriptSystem::OnTriggerStay((b)->rb_id);
}
//collision already occured previous frame, now is stay frame
else if ((a)->getStatus((b)->rb_id) == CollidingStatus::ENTER) {
(a)->setCollidingStatus((b)->rb_id, CollidingStatus::STAY);
(b)->setCollidingStatus((a)->rb_id, CollidingStatus::STAY);
if (ScriptSystem::IsEntityModuleValid(EntityID{ (a)->rb_id , 0 }))
ScriptSystem::OnTriggerStay((a)->rb_id);
if (ScriptSystem::IsEntityModuleValid(EntityID{ (b)->rb_id , 0 }))
ScriptSystem::OnTriggerStay((b)->rb_id);
}
//collision either exiting or didnt exist but is somehow not removed from vector, set to enter
else if ((a)->getStatus((b)->rb_id) == CollidingStatus::EXIT || (a)->getStatus((b)->rb_id) == CollidingStatus::NONE) {
(a)->setCollidingStatus((b)->rb_id, CollidingStatus::ENTER);
(b)->setCollidingStatus((a)->rb_id, CollidingStatus::ENTER);
if (ScriptSystem::IsEntityModuleValid(EntityID{ (a)->rb_id , 0 }) &&
ScriptSystem::IsEntityModuleValid(EntityID{ (b)->rb_id , 0 }))
{
ScriptSystem::OnTriggerBegin((a)->rb_id, (b)->rb_id);
}
}
}
//collision happening for the first time
else {
(a)->addCollidingEntity((b)->rb_id, CollidingStatus::ENTER); //fresh entered collision
(b)->addCollidingEntity((a)->rb_id, CollidingStatus::ENTER);
if (ScriptSystem::IsEntityModuleValid(EntityID{ (a)->rb_id , 0 }) &&
ScriptSystem::IsEntityModuleValid(EntityID{ (b)->rb_id , 0 }))
{
ScriptSystem::OnTriggerBegin((a)->rb_id, (b)->rb_id);
}
}
}
void Scene::AddBody(const std::shared_ptr<RigidBody>& body) {
if (!std::count(s_bodies.begin(), s_bodies.end(), body))
s_bodies.push_back(body);
}
void Scene::RemoveBody(const std::shared_ptr<RigidBody>& body) {
//c++20 implementation
std::erase(s_bodies, body);
}
void Scene::RemoveAllBodies() {
s_bodies.clear();
}
void Scene::setSleep(bool ean) {
s_sleep = ean;
}
void Scene::setFriction(bool ean) {
s_friction = ean;
}
void Scene::setUpdate(bool ean) {
s_update = ean;
}
void Scene::setGravity(const float& g) {
s_gravity = g;
}