Physics working

This commit is contained in:
Confideo-IOM
2026-08-24 20:59:24 +01:00
parent 20c0794d10
commit 1253571c17
146 changed files with 4469 additions and 1273 deletions
+40 -4
View File
@@ -24,6 +24,7 @@
#include "../ecs/systems/HydraDirectionalShadowSourceSystem.h"
#include "../ecs/systems/HydraSpotShadowSourceSystem.h"
#include "../ecs/systems/HydraPointShadowSourceSystem.h"
#include "../ecs/systems/HydraPhysicsSystem.h"
#include "../ecs/components/HydraPositionComponent.h"
#include "../ecs/components/HydraMeshComponent.h"
@@ -34,6 +35,7 @@
#include "../ecs/components/HydraDirectionalShadowSourceComponent.h"
#include "../ecs/components/HydraSpotShadowSourceComponent.h"
#include "../ecs/components/HydraPointShadowSourceComponent.h"
#include "../ecs/components/HydraPhysicsComponent.h"
#include "../camera/HydraCamera.h"
@@ -59,7 +61,7 @@
#include "../task/buffer/HydraInitialiseTextureManagerTask.hpp"
#include "../task/buffer/HydraInitialiseShadowBufferTask.hpp"
#include "../task/actor/HydraUpdatePlayerTask.h"
#include "../task/physics/HydraStepPhysicsTask.h"
#include "../task/renderer/HydraEndRenderTask.hpp"
#include "../mesh/HydraMeshManager.h"
@@ -197,6 +199,7 @@ void HydraEngine::_CreateManagers()
m_material_buffer_manager = new HydraMaterialBufferManager();
m_light_buffer_manager = new HydraLightBufferManager();
m_shadow_buffer_manager = new HydraShadowBufferManager();
}
void HydraEngine::_InitialiseManagers()
@@ -234,6 +237,7 @@ void HydraEngine::_InitialiseSystems()
m_ecs->RegisterComponentType<HydraDirectionalShadowSourceComponent>();
m_ecs->RegisterComponentType<HydraSpotShadowSourceComponent>();
m_ecs->RegisterComponentType<HydraPointShadowSourceComponent>();
m_ecs->RegisterComponentType<HydraPhysicsComponent>();
m_mesh_system = m_ecs->RegisterSystem<HydraMeshSystem>();
m_transform_system = m_ecs->RegisterSystem<HydraTransformSystem>();
@@ -243,7 +247,7 @@ void HydraEngine::_InitialiseSystems()
m_directional_shadow_system = m_ecs->RegisterSystem<HydraDirectionalShadowSourceSystem>();
m_spot_shadow_system = m_ecs->RegisterSystem<HydraSpotShadowSourceSystem>();
m_point_shadow_system = m_ecs->RegisterSystem<HydraPointShadowSourceSystem>();
m_physics_system = m_ecs->RegisterSystem<HydraPhysicsSystem>();
HydraSignature mesh_sig;
HydraSignature trans_sig;
@@ -253,6 +257,7 @@ void HydraEngine::_InitialiseSystems()
HydraSignature directional_shadow_sig;
HydraSignature spot_shadow_sig;
HydraSignature point_shadow_sig;
HydraSignature physics_sig;
mesh_sig.set(m_ecs->GetComponentType<HydraMeshComponent>(),true);
trans_sig.set(m_ecs->GetComponentType<HydraPositionComponent>(),true);
@@ -274,6 +279,9 @@ void HydraEngine::_InitialiseSystems()
point_shadow_sig.set(m_ecs->GetComponentType<HydraPositionComponent>(), true);
point_shadow_sig.set(m_ecs->GetComponentType<HydraPointShadowSourceComponent>(), true);
physics_sig.set(m_ecs->GetComponentType<HydraPhysicsComponent>(), true);
physics_sig.set(m_ecs->GetComponentType<HydraPositionComponent>(), true);
m_ecs->SetSystemSignature<HydraMeshSystem>(mesh_sig);
m_ecs->SetSystemSignature<HydraTransformSystem>(trans_sig);
m_ecs->SetSystemSignature<HydraRenderSystem>(render_sig);
@@ -282,11 +290,16 @@ void HydraEngine::_InitialiseSystems()
m_ecs->SetSystemSignature<HydraDirectionalShadowSourceSystem>(directional_shadow_sig);
m_ecs->SetSystemSignature<HydraSpotShadowSourceSystem>(spot_shadow_sig);
m_ecs->SetSystemSignature<HydraPointShadowSourceSystem>(point_shadow_sig);
m_ecs->SetSystemSignature<HydraPhysicsSystem>(physics_sig);
}
void HydraEngine::_UpdateSystems()
{
//Update physics system with any changes from the transform system
m_physics_system->Update(m_delta_t);
HydraID posUpdateBarrierID = m_task_scheduler->CreateBarrier();
HydraID update_trans_id = m_task_scheduler->CreateTask<HydraUpdateSystemTask>(HydraThreadAffinity::General, posUpdateBarrierID);
@@ -377,15 +390,16 @@ void HydraEngine::_GameLoop()
m_delta_t = diff.count();
float fixed_delta_t = fixed_diff.count();
if (fixed_delta_t > 0.016666666666f)
{
m_fixed_delta_t = fixed_diff.count();
last_fixed_tick = this_tick;
fixed_tick = true;
HydraID processInputID = m_task_scheduler->CreateTask<HydraProcessInputTask>(HydraThreadAffinity::Render, barrierID);
m_task_scheduler->StartTask(processInputID);
//Physics here
m_physics_system->StepPhysics(fixed_delta_t);
}
if (fpsFrameCount >= 15)
{
@@ -399,12 +413,24 @@ void HydraEngine::_GameLoop()
last_tick = this_tick;
fpsFrameCount++;
HydraID processInputID = m_task_scheduler->CreateTask<HydraProcessInputTask>(HydraThreadAffinity::Render, barrierID);
HydraProcessInputTask* m_input_task = static_cast<HydraProcessInputTask*>(m_task_scheduler->GetTask(processInputID));
m_input_task->Initialise(fixed_tick);
m_task_scheduler->StartTask(processInputID);
HydraID initialise_components_id = m_task_scheduler->CreateTask<HydraInitialiseComponentsTask>(HydraThreadAffinity::General, barrierID);
HydraID update_player_task_id = m_task_scheduler->CreateTask<HydraUpdatePlayerTask>(HydraThreadAffinity::General, barrierID);
m_task_scheduler->StartTask(initialise_components_id);
m_task_scheduler->StartTask(update_player_task_id);
m_task_scheduler->WaitForBarrier(barrierID);
if(fixed_tick)
{
m_game->FixedUpdate(m_delta_t);
}
m_game->Update(m_delta_t);
_UpdateSystems();
@@ -466,6 +492,16 @@ bool HydraEngine::KeyPressed(HYDRA_KEY_CODES key)
return m_input_manager->KeyPressed(key);
}
bool HydraEngine::KeyUp(HYDRA_KEY_CODES key)
{
return m_input_manager->KeyUp(key);
}
bool HydraEngine::KeyDown(HYDRA_KEY_CODES key)
{
return m_input_manager->KeyDown(key);
}
glm::vec2 HydraEngine::MouseChange()
{
return m_input_manager->MouseChange();
+5
View File
@@ -29,6 +29,7 @@ class HydraDirectionalShadowSourceSystem;
class HydraSpotShadowSourceSystem;
class HydraShadowBufferManager;
class HydraPointShadowSourceSystem;
class HydraPhysicsSystem;
class CLASS_DEFINE HydraEngine : public HydraObject
{
@@ -43,6 +44,8 @@ public:
void Start();
bool KeyPressed(HYDRA_KEY_CODES key);
bool KeyUp(HYDRA_KEY_CODES key);
bool KeyDown(HYDRA_KEY_CODES key);
glm::vec2 MouseChange();
void Exit();
@@ -92,6 +95,7 @@ private:
HydraMaterialBufferManager* m_material_buffer_manager = nullptr;
HydraLightBufferManager* m_light_buffer_manager = nullptr;
HydraShadowBufferManager* m_shadow_buffer_manager = nullptr;
std::shared_ptr<HydraMeshSystem> m_mesh_system;
std::shared_ptr<HydraTransformSystem> m_transform_system;
std::shared_ptr<HydraRenderSystem> m_render_system;
@@ -100,6 +104,7 @@ private:
std::shared_ptr<HydraDirectionalShadowSourceSystem> m_directional_shadow_system;
std::shared_ptr<HydraSpotShadowSourceSystem> m_spot_shadow_system;
std::shared_ptr<HydraPointShadowSourceSystem> m_point_shadow_system;
std::shared_ptr<HydraPhysicsSystem> m_physics_system;
bool m_running = true;
float m_delta_t = 0.0f;
@@ -1,12 +1,16 @@
#include "HydraInputManager.h"
#include "../windowmanager/HydraWindowManager.h"
void HydraInputManager::ProcessInput()
void HydraInputManager::ProcessInput(bool reset)
{
bool quit = false;
m_mouse_change = glm::vec2();
m_key_down.clear();
m_key_up.clear();
if(reset)
{
std::fill(m_key_down, m_key_down+512, 0);
std::fill(m_key_up, m_key_up+512, 0);
}
while (!quit)
{
HydraKeyPressStuct key_press;
@@ -18,13 +22,20 @@ void HydraInputManager::ProcessInput()
{
if (key_press.key_action == KEY_PRESS_ACTIONS::HYDRA_KEY_PRESSED)
{
m_keys[key_press.key_code] = 1;
m_key_up.push_back(key_press.key_code);
if(m_keys[key_press.key_code] == 0)
{
m_key_down[key_press.key_code] = 1;
}
m_keys[key_press.key_code] = 1;
}
else
{
{
if(m_keys[key_press.key_code] == 1)
{
m_key_up[key_press.key_code] = 1;
}
m_keys[key_press.key_code] = 0;
m_key_down.push_back(key_press.key_code);
}
}
if (m_key_presses.size() > 10000)
@@ -78,5 +89,15 @@ void HydraInputManager::ProcessInput()
bool HydraInputManager::KeyPressed(HYDRA_KEY_CODES key)
{
return m_keys[(unsigned int)key] == 1;
}
return m_keys[static_cast<uint32_t>(key)] == 1;
}
bool HydraInputManager::KeyDown(HYDRA_KEY_CODES key)
{
return m_key_down[static_cast<uint32_t>(key)] == 1;
}
bool HydraInputManager::KeyUp(HYDRA_KEY_CODES key)
{
return m_key_up[static_cast<uint32_t>(key)] == 1;
}
@@ -9,12 +9,13 @@ class HydraInputManager : public HydraObject
{
private:
int m_keys[512] = { };
std::vector<int> m_key_down;
std::vector<int> m_key_up;
int m_key_down[512] = {};
int m_key_up[512] = {};
glm::vec2 m_last_mouse = glm::vec2(0, 0);
glm::vec2 m_mouse_change = glm::vec2(0, 0);
glm::vec2 m_mouse_pos = glm::vec2(0, 0);
std::vector<HydraKeyPressStuct> m_key_presses;
std::queue<glm::vec2> m_mouse_moves;
bool m_mouse_reset = true;
@@ -22,8 +23,10 @@ class HydraInputManager : public HydraObject
friend class HydraEngine;
public:
void ProcessInput();
void ProcessInput(bool reset);
bool KeyPressed(HYDRA_KEY_CODES key);
bool KeyDown(HYDRA_KEY_CODES key);
bool KeyUp(HYDRA_KEY_CODES key);
glm::vec2 MouseChange() {return m_mouse_change;}
void Shutdown() {}
};