various bug fix, serialization, adding shapes

This commit is contained in:
Erris
2026-03-05 01:22:41 +01:00
parent f45091349e
commit ecf27eae73
8 changed files with 215 additions and 92 deletions

View File

@@ -19,7 +19,8 @@ namespace OpenEngine {
void MeshOnImGuiRender(entt::registry&registry, entt::entity entity);
void MaterialOnImGuiRender(entt::registry& registry, entt::entity entity);
void BodyOnImGuiRender(entt::registry& registry, entt::entity entity);
void ShapeOnImGuiRender(entt::registry& registry, entt::entity entity);
void SphereShapeOnImGuiRender(entt::registry& registry, entt::entity entity);
void BoxShapeOnImGuiRender(entt::registry& registry, entt::entity entity);
}
#endif // EDITOR_COMPONENT_HPP

View File

@@ -1,6 +1,7 @@
#include "imgui.h"
#include "open_engine/renderer/renderer3d.hpp"
#include "open_engine/scene/components.hpp"
#include <Jolt/Physics/Body/MotionType.h>
#include <editor_component.hpp>
#include <entt/entity/fwd.hpp>
#include <glm/gtc/type_ptr.hpp>
@@ -181,12 +182,11 @@ namespace OpenEngine {
{
auto& mesh_component = registry.get<MeshComponent>(entity);
const char* items[] = { "Quad", "Cube" };
static int item_selected_idx = 0;
const char* items[] = { "None", "Quad", "Cube" };
int item_selected_idx = (int)mesh_component.primitive_type;
if (ImGui::BeginCombo("Mesh", items[item_selected_idx])) {
for (int n = 0; n < 2; n++)
{
for (int n = 0; n < 3; n++) {
const bool is_selected = (item_selected_idx == n);
if (ImGui::Selectable(items[n], is_selected))
item_selected_idx = n;
@@ -196,25 +196,26 @@ namespace OpenEngine {
ImGui::SetItemDefaultFocus();
}
ImGui::EndCombo();
}
if ((int)mesh_component.primitive_type == (item_selected_idx + 1))
return;
if ((int)mesh_component.primitive_type == (item_selected_idx))
return;
mesh_component.primitive_type = (PrimitiveType)(item_selected_idx + 1);
switch (mesh_component.primitive_type) {
case OpenEngine::PrimitiveType::Quad:
{
mesh_component.mesh = CreateQuad((uint32_t)entity);
break;
}
case OpenEngine::PrimitiveType::Cube:
{
mesh_component.mesh = CreateCube((uint32_t)entity);
break;
}
default:
mesh_component.primitive_type = (PrimitiveType)(item_selected_idx);
switch (mesh_component.primitive_type) {
case OpenEngine::PrimitiveType::Quad:
{
mesh_component.mesh = CreateQuad((uint32_t)entity);
break;
}
}
case OpenEngine::PrimitiveType::Cube:
{
mesh_component.mesh = CreateCube((uint32_t)entity);
break;
}
default:
mesh_component.mesh = nullptr;
break;
}
}
@@ -233,16 +234,53 @@ namespace OpenEngine {
{
auto& body_comp = registry.get<PhysicsBodyComponent>(entity);
const char* items[] = { "Static", "Kinematic", "Dynamic" };
int item_selected_idx = body_comp.type;
if (ImGui::BeginCombo("Body type", items[item_selected_idx])) {
for (int n = 0; n < 3; n++)
{
const bool is_selected = (item_selected_idx == n);
if (ImGui::Selectable(items[n], is_selected))
item_selected_idx = n;
// Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
if (is_selected)
ImGui::SetItemDefaultFocus();
}
ImGui::EndCombo();
}
body_comp.type = item_selected_idx;
ImGui::SliderFloat("Linear damping", &body_comp.linear_damping, 0, 1);
ImGui::SliderFloat("Angular damping", &body_comp.angular_damping, 0, 1);
ImGui::SliderFloat("Gravity factor", &body_comp.gravity_factor, 0, 1);
ImGui::SliderFloat("Bounciness", &body_comp.restitution, 0, 1);
ImGui::SliderFloat("Friction", &body_comp.friction, 0, 1);
}
void ShapeOnImGuiRender(entt::registry &registry, entt::entity entity)
void SphereShapeOnImGuiRender(entt::registry &registry, entt::entity entity)
{
auto& shape_comp = registry.get<PhysicsShapeComponent>(entity);
auto& sphere_comp = registry.get<SphereShapeComponent>(entity);
ImGui::DragFloat("Radius",
&sphere_comp.radius,
0.1f,
0.11f, FLT_MAX,
"%.2f",
ImGuiSliderFlags_AlwaysClamp);
}
ImGui::SliderFloat("Bounciness", &shape_comp.restitution, 0, 1);
ImGui::SliderFloat("Friction", &shape_comp.friction, 0, 1);
void BoxShapeOnImGuiRender(entt::registry &registry, entt::entity entity)
{
auto& box_comp = registry.get<BoxShapeComponent>(entity);
ImGui::DragFloat3("Size",
glm::value_ptr(box_comp.size),
0.1f,
0.11f, FLT_MAX,
"%.2f",
ImGuiSliderFlags_AlwaysClamp);
}
}

View File

@@ -25,7 +25,8 @@ namespace OpenEngine {
RegisterDrawer<MeshComponent>("Mesh", &MeshOnImGuiRender);
RegisterDrawer<MaterialComponent>("Material", &MaterialOnImGuiRender);
RegisterDrawer<PhysicsBodyComponent>("Physics Body", &BodyOnImGuiRender);
RegisterDrawer<PhysicsShapeComponent>("Physics Shape", &ShapeOnImGuiRender);
RegisterDrawer<SphereShapeComponent>("Sphere Shape", &SphereShapeOnImGuiRender);
RegisterDrawer<BoxShapeComponent>("Box Shape", &BoxShapeOnImGuiRender);
scene = context;
selected_context = {};
@@ -64,9 +65,14 @@ namespace OpenEngine {
selected_context.AddComponent<PhysicsBodyComponent>();
ImGui::CloseCurrentPopup();
}
if (!selected_context.HasComponent<PhysicsShapeComponent>())
if (ImGui::MenuItem("Physics shape")) {
selected_context.AddComponent<PhysicsShapeComponent>();
if (!selected_context.HasComponent<SphereShapeComponent>())
if (ImGui::MenuItem("Sphere shape")) {
selected_context.AddComponent<SphereShapeComponent>();
ImGui::CloseCurrentPopup();
}
if (!selected_context.HasComponent<BoxShapeComponent>())
if (ImGui::MenuItem("Box shape")) {
selected_context.AddComponent<BoxShapeComponent>();
ImGui::CloseCurrentPopup();
}
}

View File

@@ -17,6 +17,7 @@
#include <Jolt/Physics/Body/BodyActivationListener.h>
#include <cstdarg>
#include <glm/glm.hpp>
using namespace JPH;
using namespace JPH::literals;
@@ -73,6 +74,8 @@ namespace BroadPhaseLayers
static constexpr uint NUM_LAYERS(2);
};
inline JPH::Vec3 ToJolt(const glm::vec3& v) { return JPH::Vec3(v.x, v.y, v.z); };
class BPLayerInterfaceImpl final : public BroadPhaseLayerInterface
{
public:

View File

@@ -124,23 +124,27 @@ namespace OpenEngine {
float linear_damping = 0.05f;
float angular_damping = 0.05f;
float gravity_factor = 1.0f;
float restitution = 0.8f;
float friction = 0.5f;
EMotionType type = EMotionType::Dynamic;
EActivation initial_activation_state = EActivation::Activate;
ObjectLayer layer = Layers::MOVING;
int type = (int)EMotionType::Static;
int initial_activation_state = (int)EActivation::Activate;
int layer = (int)Layers::MOVING;
PhysicsBodyComponent() = default;
PhysicsBodyComponent(const PhysicsBodyComponent&) = default;
};
struct PhysicsShapeComponent
// TODO: Let's add more shapes
struct BoxShapeComponent
{
ShapeRefC shape;
float restitution = 0.8f;
float friction = 0.5f;
glm::vec3 size = { 1.0f, 1.0f, 1.0f };
};
struct SphereShapeComponent
{
float radius = 1.0f;
};
}
#endif // COMPONENTS_HPP

View File

@@ -18,6 +18,7 @@ namespace OpenEngine {
public:
Scene() = default;
~Scene() = default;
Scene(Scene& other) {};
void OnRuntimeStart();
void OnRuntimeStop();
@@ -52,8 +53,6 @@ namespace OpenEngine {
std::vector<entt::entity> pending_deletion;
//BodyID sphere_id;
friend class SceneSerializer;
friend class Entity;
};

View File

@@ -1,4 +1,9 @@
#include "logging.hpp"
#include "physics.hpp"
#include "ref_scope.hpp"
#include <Jolt/Physics/Body/MotionType.h>
#include <Jolt/Physics/Collision/ObjectLayer.h>
#include <Jolt/Physics/Collision/Shape/ConvexShape.h>
#include <pch.hpp>
#include <renderer/renderer3d.hpp>
@@ -8,6 +13,7 @@
#include <core/time.hpp>
#include <Jolt/Physics/Collision/Shape/Shape.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <Jolt/Physics/EActivation.h>
#include <Jolt/Math/Real.h>
@@ -17,37 +23,42 @@
namespace OpenEngine {
static Ref<ShapeSettings> CreateShape(entt::registry& reg, entt::entity e)
{
if (reg.any_of<BoxShapeComponent>(e)) {
auto& c = reg.get<BoxShapeComponent>(e);
return CreateRef<BoxShapeSettings>(ToJolt(c.size * 0.5f));
}
if (reg.any_of<SphereShapeComponent>(e)) {
auto& c = reg.get<SphereShapeComponent>(e);
return CreateRef<SphereShapeSettings>(c.radius);
}
OE_CORE_ERROR("Entity has no shape component!");
return nullptr;
};
void Scene::OnRuntimeStart()
{
body_interface = &physics_engine.GetBodyInterface();
BoxShapeSettings floor_shape_settings(Vec3(100.0f, 1.0f, 100.0f));
floor_shape_settings.SetEmbedded(); // A ref counted object on the stack (base class RefTarget) should be marked as such to prevent it from being freed when its reference count goes to 0.
// Create the shape
ShapeSettings::ShapeResult floor_shape_result = floor_shape_settings.Create();
ShapeRefC floor_shape = floor_shape_result.Get(); // We don't expect an error here, but you can check floor_shape_result for HasError() / GetError()
// Create the settings for the body itself. Note that here you can also set other properties like the restitution / friction.
BodyCreationSettings floor_settings(floor_shape, RVec3(0.0_r, -1.0_r, 0.0_r), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
// Create the actual rigid body
Body *floor = body_interface->CreateBody(floor_settings); // Note that if we run out of bodies this can return nullptr
// Add it to the world
body_interface->AddBody(floor->GetID(), EActivation::DontActivate);
// TODO: Cleanup components aquisition
auto view = registry.view<TransformComponent, PhysicsBodyComponent>();
for (auto e : view) {
Entity entity = { e, this };
auto shape_settings = CreateShape(registry, e);
if (!shape_settings)
shape_settings = CreateRef<BoxShapeSettings>(Vec3(0.5f, 0.5f, 0.5f));
auto shape_result = shape_settings->Create();
if (shape_result.HasError()) {
OE_CORE_ERROR("Shape creation failed: {}", shape_result.GetError().c_str());
continue;
}
ShapeRefC shape = shape_result.Get();
auto& pbc = entity.GetComponents<PhysicsBodyComponent>();
auto& tc = entity.GetComponents<TransformComponent>();
PhysicsShapeComponent* psc = nullptr;
if (entity.HasComponent<PhysicsShapeComponent>())
psc = &entity.GetComponents<PhysicsShapeComponent>();
glm::vec3& pos = tc.translation;
glm::vec3& scale = tc.scale;
@@ -55,22 +66,21 @@ namespace OpenEngine {
Quat quat = Quat::sEulerAngles(Vec3(rot.x, rot.y, rot.z));
BodyCreationSettings settings(
new BoxShape(Vec3(scale.x * 0.5, scale.y * 0.5f, scale.z * 0.5f)),
shape,
//new BoxShape(Vec3(scale.x * 0.5, scale.y * 0.5f, scale.z * 0.5f)),
Vec3(pos.x, pos.y, pos.z),
quat,
pbc.type,
(EMotionType)pbc.type,
pbc.layer);
settings.mLinearDamping = pbc.linear_damping;
settings.mAngularDamping = pbc.angular_damping;
settings.mGravityFactor = pbc.gravity_factor;
settings.mRestitution = pbc.restitution;
settings.mFriction = pbc.friction;
settings.mObjectLayer = (ObjectLayer)pbc.layer;
if (psc != nullptr) {
settings.mRestitution = psc->restitution;
settings.mFriction = psc->friction;
}
pbc.body = body_interface->CreateAndAddBody(settings, pbc.initial_activation_state);
pbc.body = body_interface->CreateAndAddBody(settings, (EActivation)pbc.initial_activation_state);
}
}
@@ -157,14 +167,8 @@ namespace OpenEngine {
body_interface->SetPosition(body.body, { pos.x, pos.y, pos.z }, EActivation::Activate);
PhysicsShapeComponent* shape;
if (entity.HasComponent<PhysicsShapeComponent>()) {
shape = &entity.GetComponents<PhysicsShapeComponent>();
body_interface->SetRestitution(body.body, shape->restitution);
body_interface->SetFriction(body.body, shape->friction);
}
body_interface->SetRestitution(body.body, body.restitution);
body_interface->SetFriction(body.body, body.friction);
}
OnUpdatePhysics();
@@ -209,14 +213,13 @@ namespace OpenEngine {
for (const auto& e : view) {
auto [transform, mesh] = view.get<TransformComponent, MeshComponent>(e);
Material* material;
Entity entity(e, this);
if (entity.HasComponent<MaterialComponent>())
material = &entity.GetComponents<MaterialComponent>().material;
Renderer3D::DrawMesh(mesh.mesh, *material, GetTransformFromComp(transform));
Material material;
if (entity.HasComponent<MaterialComponent>())
material = entity.GetComponents<MaterialComponent>().material;
Renderer3D::DrawMesh(mesh.mesh, material, GetTransformFromComp(transform));
/*
if (sprite.texture)
Renderer2D::DrawQuad(GetTransformFromComp(transform),
@@ -247,7 +250,8 @@ namespace OpenEngine {
if (_entity.HasComponent<MaterialComponent>())
material = _entity.GetComponents<MaterialComponent>().material;
Renderer3D::DrawMesh(mesh.mesh, material, GetTransformFromComp(transform));
if (mesh.mesh)
Renderer3D::DrawMesh(mesh.mesh, material, GetTransformFromComp(transform));
}
Renderer3D::EndScene();
@@ -328,7 +332,12 @@ namespace OpenEngine {
}
template<>
void Scene::OnComponentAdded<PhysicsShapeComponent>(Entity entity, PhysicsShapeComponent& component)
void Scene::OnComponentAdded<SphereShapeComponent>(Entity entity, SphereShapeComponent& component)
{
}
template<>
void Scene::OnComponentAdded<BoxShapeComponent>(Entity entity, BoxShapeComponent& component)
{
}
}

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@@ -115,8 +115,7 @@ namespace OpenEngine {
out << YAML::EndMap; // TransformComponent
}
if (entity.HasComponent<CameraComponent>())
{
if (entity.HasComponent<CameraComponent>()) {
out << YAML::Key << "CameraComponent";
out << YAML::BeginMap; // CameraComponent
@@ -151,8 +150,7 @@ namespace OpenEngine {
out << YAML::EndMap; // SpriteRendererComponent
}
if (entity.HasComponent<MeshComponent>())
{
if (entity.HasComponent<MeshComponent>()) {
out << YAML::Key << "MeshComponent";
out << YAML::BeginMap; // MeshComponent
@@ -162,8 +160,7 @@ namespace OpenEngine {
out << YAML::EndMap; // MeshComponent
}
if (entity.HasComponent<MaterialComponent>())
{
if (entity.HasComponent<MaterialComponent>()) {
out << YAML::Key << "MaterialComponent";
out << YAML::BeginMap; // MaterialComponent
@@ -177,6 +174,44 @@ namespace OpenEngine {
out << YAML::EndMap; // MaterialComponent
}
if (entity.HasComponent<PhysicsBodyComponent>()) {
out << YAML::Key << "PhysicsBodyComponent";
out << YAML::BeginMap; // PhysicsBodyComponent
auto& pbc = entity.GetComponents<PhysicsBodyComponent>();
out << YAML::Key << "LinearDamping" << YAML::Value << pbc.linear_damping;
out << YAML::Key << "AngularDamping" << YAML::Value << pbc.angular_damping;
out << YAML::Key << "GravityFactor" << YAML::Value << pbc.gravity_factor;
out << YAML::Key << "Restitution" << YAML::Value << pbc.restitution;
out << YAML::Key << "Friction" << YAML::Value << pbc.friction;
out << YAML::Key << "Type" << YAML::Value << pbc.type;
out << YAML::Key << "ActivationState" << YAML::Value << pbc.initial_activation_state;
out << YAML::Key << "Layer" << YAML::Value << pbc.layer;
out << YAML::EndMap; // PhysicsBodyComponent
}
if (entity.HasComponent<BoxShapeComponent>()) {
out << YAML::Key << "BoxShapeComponent";
out << YAML::BeginMap; //BoxShapeComponent
auto& bsc = entity.GetComponents<BoxShapeComponent>();
out << YAML::Key << "Size" << YAML::Value << bsc.size;
out << YAML::EndMap; //BoxShapeComponent
}
if (entity.HasComponent<SphereShapeComponent>()) {
out << YAML::Key << "SphereShapeComponent";
out << YAML::BeginMap; //SphereShapeComponent
auto& ssc = entity.GetComponents<SphereShapeComponent>();
out << YAML::Key << "Radius" << YAML::Value << ssc.radius;
out << YAML::EndMap; //SphereShapeComponent
}
out << YAML::EndMap;
}
@@ -292,8 +327,7 @@ namespace OpenEngine {
}
auto material_component = entity["MaterialComponent"];
if (material_component)
{
if (material_component) {
auto& material = deserializedEntity.AddComponent<MaterialComponent>();
material.material.albedo = material_component["Albedo"].as<glm::vec4>();
material.material.roughness = material_component["Roughness"].as<float>();
@@ -301,6 +335,35 @@ namespace OpenEngine {
material.material.ambient_strength = material_component["AmbiantStrength"].as<float>();
material.material.specular_strength = material_component["SpecularStrength"].as<float>();
}
auto physics_body_component = entity["PhysicsBodyComponent"];
if (physics_body_component) {
auto& pbc = deserializedEntity.AddComponent<PhysicsBodyComponent>();
pbc.linear_damping = physics_body_component["LinearDamping"].as<float>();
pbc.angular_damping = physics_body_component["AngularDamping"].as<float>();
pbc.gravity_factor = physics_body_component["GravityFactor"].as<float>();
pbc.restitution = physics_body_component["Restitution"].as<float>();
pbc.friction = physics_body_component["Friction"].as<float>();
pbc.type = physics_body_component["Type"].as<int>();
pbc.initial_activation_state = physics_body_component["ActivationState"].as<int>();
pbc.layer = physics_body_component["Layer"].as<int>();
}
auto box_shape_component = entity["BoxShapeComponent"];
if (box_shape_component) {
auto& bsc = deserializedEntity.AddComponent<BoxShapeComponent>();
bsc.size = box_shape_component["Size"].as<glm::vec3>();
}
auto sphere_shape_component = entity["SphereShapeComponent"];
if (sphere_shape_component) {
auto& ssc = deserializedEntity.AddComponent<SphereShapeComponent>();
ssc.radius = sphere_shape_component["Radius"].as<float>();
}
}
}