better physics

This commit is contained in:
2026-03-05 00:30:27 +02:00
parent ddbdef713b
commit 2da75ebdd8
68 changed files with 743 additions and 262450 deletions

View File

@@ -40,6 +40,7 @@ DECLARE_BUILD_STAGE(install_game)
filesystem2->CopyDirectory(CUtlString("%s/core/",szOutputDir.GetString()), "funnyassets/meshes");
filesystem2->CopyDirectory(CUtlString("%s/core/",szOutputDir.GetString()), "funnyassets/materials");
filesystem2->CopyDirectory(CUtlString("%s/core/",szOutputDir.GetString()), "funnyassets/textures");
filesystem2->CopyDirectory(CUtlString("%s/core/",szOutputDir.GetString()), "funnyassets/physics");
filesystem2->CopyDirectory(CUtlString("%s/core/",szOutputDir.GetString()), "build/funnygame/assets/shaders");
if (Target_t::DefaultTarget().kernel == TARGET_KERNEL_WINDOWS)
{

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@@ -19,8 +19,8 @@ void CClientGameDLL::Init()
IEngineBridge *pEngineBridge = (IEngineBridge*)pfnServerFactory(ENGINE_BRIDGE_INTERFACE_VERSION, NULL);
pEngineBridge->ConnectInterface(RENDER_CONTEXT_INTERFACE_VERSION, m_pRenderContext);
pEngineBridge->ConnectInterface("MainWindow", m_pGameWindow);
pEngineBridge->ConnectInterface(FILESYSTEM_INTERFACE_VERSION, filesystem);
pEngineBridge->ConnectInterface("MainWindow", m_pGameWindow);
pEngineBridge->ConnectInterface("EngineConstants", m_pEngineConsts);
pEngineBridge->Init();
m_pBridge = pEngineBridge;

24
engine/humandevice.cpp Normal file
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@@ -0,0 +1,24 @@
#include "humandevice.h"
#include "tier1/interface.h"
class CHumanDeviceManager: public IHumanDeviceManager
{
public:
virtual void SetButtonPressed( EInputButton eButton ) override;
virtual void SetButtonUnpressed( EInputButton eButton ) override;
bool m_abIsButtonPressed[k_EInputButton_Count];
};
void CHumanDeviceManager::SetButtonPressed( EInputButton eButton )
{
m_abIsButtonPressed[eButton] = true;
}
void CHumanDeviceManager::SetButtonUnpressed( EInputButton eButton )
{
m_abIsButtonPressed[eButton] = false;
}
EXPOSE_INTERFACE_GLOBALVAR(CHumanDeviceManager, IHumanDeviceManager, HUMAN_DEVICE_MANAGER_INTERFACE_VERSION, g_pHumanDeviceManager)

110
engine/humandevice.h Normal file
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@@ -0,0 +1,110 @@
#ifndef KEYBINDINGS_H
#define KEYBINDINGS_H
#include "tier0/platform.h"
enum EInputButton
{
k_EInputButton_NONE = 0,
k_EInputButton_MOUSE_BUTTON_0,
k_EInputButton_MOUSE_BUTTON_1,
k_EInputButton_MOUSE_BUTTON_2,
k_EInputButton_MOUSE_BUTTON_3,
k_EInputButton_MOUSE_BUTTON_4,
k_EInputButton_ESCAPE,
k_EInputButton_TAB,
k_EInputButton_TILDE,
k_EInputButton_CAPSLOCK,
k_EInputButton_CONTROL,
k_EInputButton_SHIFT,
k_EInputButton_WIN,
k_EInputButton_ALT,
k_EInputButton_SPACE,
k_EInputButton_BACKSPACE,
k_EInputButton_LBRACKET,
k_EInputButton_RBRACKET,
k_EInputButton_BACKSLASH,
k_EInputButton_SEMICOLON,
k_EInputButton_APOSTROPHE,
k_EInputButton_SLASH,
k_EInputButton_ENTER,
k_EInputButton_F1,
k_EInputButton_F2,
k_EInputButton_F3,
k_EInputButton_F4,
k_EInputButton_F5,
k_EInputButton_F6,
k_EInputButton_F7,
k_EInputButton_F8,
k_EInputButton_F9,
k_EInputButton_F10,
k_EInputButton_F11,
k_EInputButton_F12,
k_EInputButton_1,
k_EInputButton_2,
k_EInputButton_3,
k_EInputButton_4,
k_EInputButton_5,
k_EInputButton_6,
k_EInputButton_7,
k_EInputButton_8,
k_EInputButton_9,
k_EInputButton_0,
k_EInputButton_A,
k_EInputButton_B,
k_EInputButton_C,
k_EInputButton_D,
k_EInputButton_E,
k_EInputButton_F,
k_EInputButton_G,
k_EInputButton_H,
k_EInputButton_I,
k_EInputButton_J,
k_EInputButton_K,
k_EInputButton_L,
k_EInputButton_M,
k_EInputButton_N,
k_EInputButton_O,
k_EInputButton_P,
k_EInputButton_Q,
k_EInputButton_R,
k_EInputButton_S,
k_EInputButton_T,
k_EInputButton_U,
k_EInputButton_V,
k_EInputButton_W,
k_EInputButton_X,
k_EInputButton_Y,
k_EInputButton_Z,
k_EInputButton_MAX,
k_EInputButton_Count = k_EInputButton_MAX - 1,
};
enum EInputType
{
k_EInput_Game,
k_EInput_Menu,
k_EInput_InputBox,
};
abstract_class IHumanDeviceManager
{
public:
virtual void SetDefaultInputType( EInputType eType ) = 0;
virtual void PushInputType( EInputType eType ) = 0;
virtual void PopInputType() = 0;
virtual void SetButtonPressed( EInputButton eButton ) = 0;
virtual void SetButtonUnpressed( EInputButton eButton ) = 0;
};
#define HUMAN_DEVICE_MANAGER_INTERFACE_VERSION "HumanDeviceMgr001"
extern IHumanDeviceManager *g_pHumanDeviceManager;
#endif

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@@ -1,5 +0,0 @@
class CUnsecureNetworkManager
{
};

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@@ -2,6 +2,7 @@
#include "tier1/interface.h"
#include "tier0/platform.h"
#include "icvar.h"
#include "tier2/ifilesystem.h"
void CServerGameDLL::Init()
{
@@ -16,6 +17,7 @@ void CServerGameDLL::Init()
CreateInterfaceFn pfnServerFactory = Sys_GetFactory(pLib);
IEngineBridge *pEngineBridge = (IEngineBridge*)pfnServerFactory(ENGINE_BRIDGE_INTERFACE_VERSION, NULL);
pEngineBridge->ConnectInterface(FILESYSTEM_INTERFACE_VERSION, filesystem);
pEngineBridge->ConnectInterface("EngineConstants", m_pEngineConsts);
pEngineBridge->Init();
m_pBridge = pEngineBridge;

2
external/SDL vendored

2
external/cglm vendored

2
external/slang vendored

2
external/stb vendored

2
external/volk vendored

2
external/xtool vendored

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@@ -1,34 +0,0 @@
#include <metal_stdlib>
using namespace metal;
struct VertexOut {
float4 position [[position]];
float2 texCoord;
};
vertex VertexOut vertex_main(uint vertexID [[vertex_id]]) {
float2 pos[] = {
{-1.0, -1.0},
{ 1.0, -1.0},
{-1.0, 1.0},
{ 1.0, 1.0},
};
float2 uv[] = {
{0.0, 1.0},
{1.0, 1.0},
{0.0, 0.0},
{1.0, 0.0},
};
VertexOut out;
out.position = float4(pos[vertexID], 0.0, 1.0);
out.texCoord = uv[vertexID];
return out;
}
fragment float4 fragment_main(VertexOut in [[stage_in]],
texture2d<float> tex [[texture(0)]]) {
constexpr sampler s(filter::linear);
return pow(tex.sample(s, in.texCoord), 0.45f);
}

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@@ -1,94 +0,0 @@
[[vk::binding(0)]]
RWTexture2D<float4> g_imageIn;
[[vk::binding(1)]]
RWTexture2D<float4> g_imageOut;
#define AGX_LOOK 2
float3 agxDefaultContrastApprox(float3 x) {
float3 x2 = x * x;
float3 x4 = x2 * x2;
return + 15.5 * x4 * x2
- 40.14 * x4 * x
+ 31.96 * x4
- 6.868 * x2 * x
+ 0.4298 * x2
+ 0.1191 * x
- 0.00232;
}
float3 agx(float3 val) {
const float3x3 agx_mat = float3x3(
0.842479062253094, 0.0423282422610123, 0.0423756549057051,
0.0784335999999992, 0.878468636469772, 0.0784336,
0.0792237451477643, 0.0791661274605434, 0.879142973793104);
const float min_ev = -12.47393f;
const float max_ev = 4.026069f;
val = mul(agx_mat, val);
val = clamp(log2(val), min_ev, max_ev);
val = (val - min_ev) / (max_ev - min_ev);
val = agxDefaultContrastApprox(val);
return val;
}
float3 agxEotf(float3 val) {
const float3x3 agx_mat_inv = float3x3(
1.19687900512017, -0.0528968517574562, -0.0529716355144438,
-0.0980208811401368, 1.15190312990417, -0.0980434501171241,
-0.0990297440797205, -0.0989611768448433, 1.15107367264116);
val = mul(agx_mat_inv, val);
val = pow(val, float3(2.2));
return val;
}
float3 agxLook(float3 val) {
float3 offset = float3(0.0);
float3 slope = float3(1.0);
float3 power = float3(1.0);
float sat = 1.0;
#if AGX_LOOK == 1
slope = float3(1.0, 0.9, 0.5);
power = float3(0.8);
sat = 0.8;
#elif AGX_LOOK == 2
slope = float3(1.0);
power = float3(1.35, 1.35, 1.35);
sat = 1.4;
#endif
// ASC CDL
val = pow(val * slope + offset, power);
const float3 lw = float3(0.2126, 0.7152, 0.0722);
float luma = dot(val, lw);
return luma + sat * (val - luma);
}
[shader("compute")]
[numthreads(32,32,1)]
void main(uint3 threadId: SV_DispatchThreadID)
{
uint2 coord = threadId.xy;
float3 color = g_imageIn.Load(coord).xyz;
color = pow(color,2.2);
color = agx(color);
color = agxLook(color);
color = agxEotf(color);
color = pow(color,0.45);
color = clamp(color, 0, 1);
g_imageOut[coord] = float4(color,1);
};

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@@ -1,11 +0,0 @@
#include "fgui_rect_shared.slang"
[shader("fragment")]
float4 _main(
VertexOutput input,
uint triid: SV_PrimitiveID,
) : SV_TARGET
{
return float4(color);
}

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@@ -1,18 +0,0 @@
#pragma once
struct VertexOutput
{
float4 position: SV_Position;
}
#include "shader_base.h"
DECLARE_CONSTANTS()
{
uint2 resolution;
uint2 size;
int2 position;
float4 color;
};

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@@ -1,17 +0,0 @@
#include "fgui_rect_shared.slang"
struct VertexInput
{
float2 position: POSITION;
};
[shader("vertex")]
VertexOutput _main(
VertexInput input,
)
{
VertexOutput output;
output.position = float4((input.position*size+position)/resolution*2-1, 0, 1.0f);
FIX_VERTEX_POSITION(output.position);
return output;
}

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@@ -1,14 +0,0 @@
#include "fgui_text_shared.slang"
[shader("fragment")]
float4 _main(
VertexOutput input,
uint triid: SV_PrimitiveID,
) : SV_TARGET
{
float dist = SampleTexture(font, (input.uv+glyphPos)*glyphSize).x;
float smoothing = 0.4;
float alpha = clamp(smoothstep(0.5-smoothing, 0.5+smoothing, dist),0,1);
return float4(fontColor.xyz, alpha);
}

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@@ -1,22 +0,0 @@
#pragma once
struct VertexOutput
{
float4 position: SV_Position;
float2 uv: TEXCOORD0;
}
#include "shader_base.h"
DECLARE_CONSTANTS()
{
int2 resolution;
uint2 size;
int2 position;
float4 fontColor;
float2 glyphPos;
float2 glyphSize;
uint font;
};
DECLARE_TEXTURES(29);

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@@ -1,19 +0,0 @@
#include "fgui_text_shared.slang"
struct VertexInput
{
float2 position: POSITION;
float2 uv: TEXCOORD0;
};
[shader("vertex")]
VertexOutput _main(
VertexInput input,
)
{
VertexOutput output;
output.position = float4((input.position*size+position)/resolution*2-1, 0, 1.0f);
output.uv = input.uv;
FIX_VERTEX_POSITION(output.position);
return output;
}

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@@ -1 +0,0 @@
#include "shader_base.h"

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@@ -1,12 +0,0 @@
#include "mesh_shared.slang"
[shader("fragment")]
float4 _main(
VertexOutput input,
uint triid: SV_PrimitiveID,
) : SV_TARGET
{
return float4(SampleTexture(albedoID, input.uv).xyz,1);
}

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@@ -1,16 +0,0 @@
#include "mesh_raytracer_shared.slang"
[shader("raygeneration")]
void _main()
{
uint2 launchIndex = DispatchRaysIndex().xy;
uint8_t edgemask = inputMask.Load(uint3(launchIndex, 0));
uint8_t edgemask1 = inputMask.Load(uint3(launchIndex, 1));
uint8_t edgemask2 = inputMask.Load(uint3(launchIndex, 2));
uint8_t edgemask3 = inputMask.Load(uint3(launchIndex, 3));
uint8_t nBits = (countbits(edgemask) + countbits(edgemask1) + countbits(edgemask2) + countbits(edgemask3));
if ( nBits != 16 && nBits != 0 )
outputTest[launchIndex] = float4(1,0,0,0);
}

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@@ -1,18 +0,0 @@
struct RayPayload
{
bool bHit;
float fDistance;
};
#include "shader_base.slang"
DECLARE_CBUFFER(0)
{
float4x4 projection;
}
DECLARE_DATA(1, Texture2DMS<float> inputDepth;);
DECLARE_DATA(2, Texture2DMS<uint8_t> inputMask;);
DECLARE_DATA(3, RWTexture2D<float4> outputTest;);
DECLARE_TEXTURES(29)

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@@ -1,21 +0,0 @@
struct VertexOutput
{
float4 position: SV_Position;
float2 uv: TEXCOORD0;
};
#include "shader_base.h"
DECLARE_CONSTANTS()
{
float4x4 modelMatrix;
uint albedoID;
uint roughnessID;
uint metalnessID;
};
DECLARE_CBUFFER(0)
{
float4x4 projection;
};
DECLARE_TEXTURES(1)

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@@ -1,19 +0,0 @@
#include "mesh_shared.slang"
struct VertexInput
{
float3 position: POSITION;
float2 uv: TEXCOORD0;
};
[shader("vertex")]
VertexOutput _main(
VertexInput input,
)
{
VertexOutput output;
output.position = mul(projection, mul(modelMatrix, float4(input.position,1)));
FIX_VERTEX_POSITION(output.position);
output.uv = input.uv;
return output;
}

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@@ -1,89 +0,0 @@
#ifndef SHADER_BASE_SLANG
#define SHADER_BASE_SLANG
/*
* I hope you are not looking at these war crimes.
* They are truly horrible crimes.
* Don't even try to understand what the fuck is happening here.
*/
#if defined(__METAL__)
/* We hijack all the argument buffers, which allows to use a bit more textures at cost of buffers */
#define DECLARE_TEXTURES(b) \
struct TextureBinding {Texture2D textures[96];}; \
[[vk::binding(21)]] ParameterBlock<TextureBinding> g_textures0 : register(t21); \
ParameterBlock<TextureBinding> g_textures1 : register(t22); \
ParameterBlock<TextureBinding> g_textures2 : register(t23); \
ParameterBlock<TextureBinding> g_textures3 : register(t24); \
ParameterBlock<TextureBinding> g_textures4 : register(t25); \
ParameterBlock<TextureBinding> g_textures5 : register(t26); \
ParameterBlock<TextureBinding> g_textures6 : register(t27); \
ParameterBlock<TextureBinding> g_textures7 : register(t28); \
float4 SampleTexture(uint32_t binding, float2 uv) \
{ \
SamplerState sampler = mlGetSampler(); \
uint8_t textureArray = 0; \
uint8_t textureSamplerArray = (binding >> 16) & 0xFF; \
uint8_t textureSampler = (binding >> 8) & 0xFF; \
uint8_t textureIndex = 1; \
return g_textures0.textures[1].Sample(sampler, uv); \
};
void _mlGetSampler()
{
__intrinsic_asm R"(
constexpr sampler s(filter::linear, address::repeat);
return s;
)";
}
SamplerState mlGetSampler()
{
_mlGetSampler();
};
#define DECLARE_CBUFFER(n) \
[[vk::binding(n)]] cbuffer cbuffer_##b : register(b##n)
#define DECLARE_CONSTANTS() \
[[vk::push_constant]] \
cbuffer cbuffer_constants : register(b29)
#define FIX_VERTEX_POSITION(g) g = float4(g.x, -g.y, g.z, g.w);
#elif defined(__SPIRV__)
#define DECLARE_TEXTURES(n) \
[[vk::binding(n)]] \
Sampler2D g_textures[]; \
float4 SampleTexture(uint32_t binding, float2 uv) \
{ \
return g_textures[binding].Sample(uv); \
};
#define DECLARE_CBUFFER(b) \
[[vk::binding(b)]] \
cbuffer cbuffer_##b
#define DECLARE_DATA(b,r) \
[[vk::binding(b)]] \
r
#define DECLARE_CONSTANTS()
[[vk::push_constant]] \
cbuffer cbuffer_constants
#define FIX_VERTEX_POSITION(x)
#else
#define DECLARE_TEXTURES()
float4 SampleTexture(uint32_t binding, float2 uv);
#define DECLARE_CBUFFER() cbuffer cbuffer_constants
#define DECLARE_DATA() cbuffer cbuffer_constants
#define DECLARE_CONSTANTS() cbuffer cbuffer_constants
#define FIX_VERTEX_POSITION(x)
#endif
#endif

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@@ -1,25 +0,0 @@
#ifndef SHADER_BASE_SLANG
#define SHADER_BASE_SLANG
/*
* I hope you are not looking at these war crimes.
* They are truly horrible crimes.
* Don't even try to understand what the fuck is happening here.
*/
#define DECLARE_TEXTURES(n) \
[[vk::binding(n)]] \
Sampler2D g_textures[]; \
float4 SampleTexture(uint32_t binding, float2 uv) { return g_textures[binding].Sample(uv); };
#define DECLARE_CBUFFER(b) [[vk::binding(b)]] cbuffer cbuffer_##b
#define DECLARE_DATA(b, r) [[vk::binding(b)]] r
#define DECLARE_CONSTANTS [[vk::push_constant]] cbuffer cbuffer_constants
#define FIX_VERTEX_POSITION(x)
#endif

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@@ -1,14 +0,0 @@
[
{
"class": "mesh",
"model": "test_map.fmesh",
"material": "test_map.fmat",
"physics": "test_map.fmesh",
"position": [0, 0, 0],
"rotation": [1, 0, 0, 0]
},
{
"class": "point_light",
"position": [100, 0, 0]
}
]

Binary file not shown.

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@@ -1,4 +1,5 @@
{
"mesh": "game/core/meshes/cube.fmesh_c",
"material": "game/core/materials/cube.fmat"
"Mesh": "game/core/meshes/cube.fmesh_c",
"Material": "game/core/materials/cube.fmat",
"Physics": "game/core/physics/cube.fpx"
}

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@@ -0,0 +1,4 @@
{
"Type": "Sphere",
"Radius": "1.0"
}

File diff suppressed because it is too large Load Diff

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@@ -1,11 +0,0 @@
{
"classname" "worldspawn"
{
( 0 0 0 ) ( 256 0 0 ) ( 256 256 0 ) ( 0 0 ) ( 1 0 ) ( 1 1 ) BRICK1
}
}
{
"classname" "light"
"origin" "128 128 96"
"light" "400"
}

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@@ -9,8 +9,7 @@
#define MAX_TEXTURE_COUNT 4096
#define MAX_SHADER_COUNT 1024
#define MAX_PHYSICAL_MESH_COUNT 1024
#define MAX_PHYSICAL_MATERIAL_COUNT 512
#define MAX_PHYSICS_COUNT 1024
template<typename T, uint32_t nCount>
class CAssetArc
@@ -89,13 +88,9 @@ public:
virtual FunnyMaterial_t *GetMaterialByIndex( HFunnyMaterial hMat ) override;
virtual void UnrefMaterial( HFunnyMaterial hMat ) override;
virtual HFunnyPhysicalMesh LoadPhysicalMesh( const char *szName ) override;
virtual FunnyPhysicalMesh_t *GetPhysicalMeshByIndex( HFunnyPhysicalMesh hPhysicalMesh ) override;
virtual void UnrefPhysicalMesh( HFunnyPhysicalMesh hPhysicalMesh ) override;
virtual HFunnyPhysicalMaterial LoadPhysicalMaterial( const char *szName ) override;
virtual FunnyPhysicalMaterial_t *GetPhysicalMaterialByIndex( HFunnyPhysicalMaterial hPhysicalMaterial ) override;
virtual void UnrefPhysicalMaterial( HFunnyPhysicalMaterial hPhysicalMaterial ) override;
virtual HFunnyPhysics LoadPhysics( const char *szName ) override;
virtual FunnyPhysics_t *GetPhysicsByIndex( HFunnyPhysics hPhysics ) override;
virtual void UnrefPhysics( HFunnyPhysics hPhysics ) override;
uint32_t LoadShader( const char *szName );
IShader **GetShaderByIndex( uint32_t hShader );
@@ -105,6 +100,7 @@ public:
CAssetArc<FunnyMesh_t, MAX_MESH_COUNT> m_meshes = {};
CAssetArc<FunnyMaterial_t, MAX_MATERIAL_COUNT> m_materials = {};
CAssetArc<IShader*, MAX_SHADER_COUNT> m_shaders = {};
CAssetArc<FunnyPhysics_t, MAX_PHYSICS_COUNT> m_physics = {};
};
@@ -163,12 +159,15 @@ uint32_t CAssetManager::LoadModel( const char *szName )
return 0;
}
IJSONValue *pMesh = pMainObject->GetValue("mesh");
IJSONValue *pMaterial = pMainObject->GetValue("material");
IJSONValue *pMesh = pMainObject->GetValue("Mesh");
IJSONValue *pMaterial = pMainObject->GetValue("Material");
IJSONValue *pPhysics = pMainObject->GetValue("Physics");
if (pMesh)
pModel->m_hMesh = LoadMesh(pMesh->GetStringValue());
if (pMaterial)
pModel->m_hMaterial = LoadMaterial(pMaterial->GetStringValue());
if (pPhysics)
pModel->m_hPhysics = LoadPhysics(pPhysics->GetStringValue());
@@ -290,6 +289,7 @@ uint32_t CAssetManager::LoadShader( const char *szName )
if ( pShader == NULL )
{
V_printf("Failed to load %s\n", szName);
m_shaders.UnrefObject(hShader);
return 0;
}
*ppShader = pShader;
@@ -298,40 +298,73 @@ uint32_t CAssetManager::LoadShader( const char *szName )
void CAssetManager::UnrefShader( uint32_t uIndex )
{
m_shaders.UnrefObject(uIndex);
}
HFunnyPhysicalMesh CAssetManager::LoadPhysicalMesh( const char *szName )
HFunnyPhysics CAssetManager::LoadPhysics( const char *szName )
{
bool bHasBeenCreated = false;
HFunnyPhysics hPhysics = m_physics.GetOrCreateObject(szName, &bHasBeenCreated);
if (!bHasBeenCreated)
return hPhysics;
FunnyPhysics_t *pPhysics = m_physics.GetObjectPtr(hPhysics);
IFileHandle *pHandle = filesystem->Open(szName, FILEMODE_READ);
if (!pHandle)
return 0;
CUtlString szProperties = filesystem->ReadString(pHandle);
IJSONValue *pRoot = JSONManager()->ReadString(szProperties);
if (!pRoot)
return 0;
IJSONObject *pMainObject;
switch (pRoot->GetType())
{
case JSON_PARAMETER_OBJECT:
{
pMainObject = pRoot->GetObject();
if (!pMainObject)
{
V_printf("Failed to load properties\n");
m_physics.UnrefObject(hPhysics);
return 0;
}
IJSONValue *pTypeValue = pMainObject->GetValue("Type");
if (!pTypeValue)
{
V_printf("\"Type\" must be specified\n");
m_physics.UnrefObject(hPhysics);
return 0;
}
CUtlString szType = pTypeValue->GetStringValue();
if (szType == "Sphere")
{
pPhysics->m_hShape = g_pPhysics->CreateBall({1.0});
}
return hPhysics;
}
break;
default:
return 0;
}
return hPhysics;
}
FunnyPhysicalMesh_t *CAssetManager::GetPhysicalMeshByIndex( HFunnyPhysicalMesh hPhysicalMesh )
FunnyPhysics_t *CAssetManager::GetPhysicsByIndex( HFunnyPhysics hPhysics )
{
return m_physics.GetObjectPtr(hPhysics);
}
void CAssetManager::UnrefPhysicalMesh( HFunnyPhysicalMesh hPhysicalMesh )
void CAssetManager::UnrefPhysics( HFunnyPhysics hPhysics )
{
m_physics.UnrefObject(hPhysics);
}
HFunnyPhysicalMaterial CAssetManager::LoadPhysicalMaterial( const char *szName )
{
}
FunnyPhysicalMaterial_t *CAssetManager::GetPhysicalMaterialByIndex( HFunnyPhysicalMaterial hPhysicalMaterial )
{
}
void CAssetManager::UnrefPhysicalMaterial( HFunnyPhysicalMaterial hPhysicalMaterial )
{
}
static CAssetManager s_assetmgr;

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@@ -10,8 +10,7 @@
typedef uint32_t HFunnyMaterial;
typedef uint32_t HFunnyMesh;
typedef uint32_t HFunnyPhysicalMesh;
typedef uint32_t HFunnyPhysicalMaterial;
typedef uint32_t HFunnyPhysics;
typedef uint32_t HFunnyModel;
struct FunnyMaterial_t
@@ -26,11 +25,7 @@ struct FunnyMesh_t
IMesh *m_pMesh;
};
struct FunnyPhysicalMaterial_t
{
};
struct FunnyPhysicalMesh_t
struct FunnyPhysics_t
{
HShape m_hShape;
};
@@ -39,8 +34,7 @@ struct FunnyModel_t
{
HFunnyMesh m_hMesh;
HFunnyMaterial m_hMaterial;
HFunnyPhysicalMesh m_hPhysicalMesh;
HFunnyPhysicalMaterial m_hPhysicalMaterial;
HFunnyPhysics m_hPhysics;
};
@@ -59,17 +53,11 @@ public:
virtual FunnyMaterial_t *GetMaterialByIndex( HFunnyMaterial hMat ) = 0;
virtual void UnrefMaterial( HFunnyMaterial hMat ) = 0;
virtual HFunnyPhysicalMesh LoadPhysicalMesh( const char *szName ) = 0;
virtual FunnyPhysicalMesh_t *GetPhysicalMeshByIndex( HFunnyPhysicalMesh hPhysicalMesh ) = 0;
virtual void UnrefPhysicalMesh( HFunnyPhysicalMesh hPhysicalMesh ) = 0;
virtual HFunnyPhysicalMaterial LoadPhysicalMaterial( const char *szName ) = 0;
virtual FunnyPhysicalMaterial_t *GetPhysicalMaterialByIndex( HFunnyPhysicalMaterial hPhysicalMaterial ) = 0;
virtual void UnrefPhysicalMaterial( HFunnyPhysicalMaterial hPhysicalMaterial ) = 0;
virtual HFunnyPhysics LoadPhysics( const char *szName ) = 0;
virtual FunnyPhysics_t *GetPhysicsByIndex( HFunnyPhysics hPhysics ) = 0;
virtual void UnrefPhysics( HFunnyPhysics hPhysics ) = 0;
};
extern IAssetManager *g_pAssetManager;
#define ASSET_MANAGER_INTERFACE_VERSION "AssetMgr001"
#endif

View File

@@ -22,11 +22,16 @@ void C_BaseEntity::Spawn()
{
Precache();
SetAbsOrigin({0, 0, 0});
SetAbsAngles(0, 0, 0);
SetAbsQAngles(0, 0, 0);
SetScale(1);
}
void C_BaseEntity::SetAbsAngles( float fPitch, float fYaw, float fRoll )
void C_BaseEntity::SetAbsAngles( Quat vQuat )
{
m_vRotation = vQuat;
}
void C_BaseEntity::SetAbsQAngles( float fPitch, float fYaw, float fRoll )
{
versor q;
glm_euler_yzx_quat((vec3){fPitch, fYaw, fRoll}, q);

View File

@@ -61,7 +61,8 @@ public:
virtual void Precache();
virtual void Spawn();
virtual void SetAbsAngles( float fPitch, float fYaw, float fRoll );
virtual void SetAbsAngles( Quat vQuat );
virtual void SetAbsQAngles( float fPitch, float fYaw, float fRoll );
virtual void SetAbsOrigin( Vector origin );
virtual void SetScale( float fScale );

View File

@@ -20,12 +20,12 @@ void C_BaseModelEntity::Think( float fDelta )
void C_BaseModelEntity::SetModel( const char *szName )
{
if (m_uModelIndex)
if (m_hModelHandle)
{
g_pAssetManager->UnrefModel(m_uModelIndex);
g_pAssetManager->UnrefModel(m_hModelHandle);
}
m_uModelIndex = g_pAssetManager->LoadModel(szName);
m_pModel = g_pAssetManager->GetModelByIndex(m_uModelIndex);
m_hModelHandle = g_pAssetManager->LoadModel(szName);
m_pModel = g_pAssetManager->GetModelByIndex(m_hModelHandle);
FunnyMesh_t *pMesh = g_pAssetManager->GetMeshByIndex(m_pModel->m_hMesh);
m_pInstance = g_pWorldRenderer->CreateInstance(pMesh->m_pMesh);
@@ -35,7 +35,7 @@ C_BaseModelEntity::~C_BaseModelEntity()
{
FunnyMesh_t *pMesh = g_pAssetManager->GetMeshByIndex(m_pModel->m_hMesh);
g_pWorldRenderer->DestroyMeshInstance(pMesh->m_pMesh, m_pInstance);
g_pAssetManager->UnrefModel(m_uModelIndex);
g_pAssetManager->UnrefModel(m_hModelHandle);
}
BEGIN_DATADESC(C_BaseModelEntity)

View File

@@ -16,8 +16,10 @@
#endif
IFileSystem *filesystem;
IRenderContext *g_pRenderContext;
IGameWindow *g_pMainWindow;
static CEngineVars s_vars;
CEngineVars *g_pEngineVars = &s_vars;
EngineConsts_t *g_pEngineConstants;
@@ -25,6 +27,9 @@ EngineConsts_t *g_pEngineConstants;
INetworkBase *g_pServerBridge;
INetworkBase *g_pServerConnection;
IPhysics *g_pPhysics;
IPhysicsWorld *g_pPhysicsWorld;
class CFunnyGameBridge: public IEngineBridge
{
virtual void Init() override;
@@ -70,6 +75,10 @@ void CFunnyGameBridge::Init()
};
g_pServerBridge->SendPacket({&join, sizeof(join)});
}
CreateInterfaceFn fnPhysicsFactory = Sys_GetFactory("RapierPhysics");
g_pPhysics = (IPhysics*)fnPhysicsFactory(PHYSICS_INTERFACE_VERSION, NULL);
g_pPhysicsWorld = g_pPhysics->CreateWorld();
}
void CFunnyGameBridge::Tick( float fDelta )

View File

@@ -0,0 +1,257 @@
#include "assetmgr.h"
#include "tier2/ifilesystem.h"
#include "tier2/fileformats/json.h"
#include "game.h"
#define MAX_MODEL_COUNT 2048
#define MAX_MESH_COUNT 2048
#define MAX_MATERIAL_COUNT 2048
#define MAX_TEXTURE_COUNT 4096
#define MAX_SHADER_COUNT 1024
#define MAX_PHYSICS_COUNT 1024
template<typename T, uint32_t nCount>
class CAssetArc
{
struct ObjectHandle_t
{
CUtlString m_szName;
uint32_t m_uUsageCount;
T *m_pObject;
};
ObjectHandle_t m_objects[nCount] = {};
public:
uint32_t GetOrCreateObject( const char *szName, bool *pbHasBeenCreated )
{
uint32_t uFoundIndex = 1;
for ( uint32_t u = 1; u < nCount; u++ )
{
if (m_objects[u].m_pObject == NULL)
{
continue;
}
if (m_objects[u].m_szName == szName)
{
m_objects[u].m_uUsageCount++;
if (pbHasBeenCreated)
*pbHasBeenCreated = false;
return u;
}
}
for ( auto &m: m_objects)
{
if (m.m_pObject == NULL)
break;
uFoundIndex++;
}
m_objects[uFoundIndex].m_szName = szName;
m_objects[uFoundIndex].m_uUsageCount++;
m_objects[uFoundIndex].m_pObject = (T*)V_malloc(sizeof(T));
if (pbHasBeenCreated)
*pbHasBeenCreated = true;
return uFoundIndex;
}
T *GetObjectPtr( uint32_t uIndex )
{
if (uIndex >= nCount)
return 0;
return m_objects[uIndex].m_pObject;
}
void UnrefObject( uint32_t uIndex )
{
if (uIndex >= nCount)
return;
m_objects[uIndex].m_uUsageCount--;
if (m_objects[uIndex].m_uUsageCount == 0)
{
V_free(m_objects[uIndex].m_pObject);
m_objects[uIndex].m_pObject = NULL;
m_objects[uIndex].m_szName = NULL;
}
}
};
class CAssetManager: public IAssetManager
{
public:
virtual HFunnyModel LoadModel( const char *szName ) override;
virtual FunnyModel_t *GetModelByIndex( HFunnyModel hModel ) override;
virtual void UnrefModel( HFunnyModel uIndex ) override;
virtual HFunnyMesh LoadMesh( const char *szName ) override;
virtual FunnyMesh_t *GetMeshByIndex( HFunnyMesh hMesh ) override;
virtual void UnrefMesh( HFunnyMesh hMesh ) override;
virtual HFunnyMaterial LoadMaterial( const char *szName ) override;
virtual FunnyMaterial_t *GetMaterialByIndex( HFunnyMaterial hMat ) override;
virtual void UnrefMaterial( HFunnyMaterial hMat ) override;
virtual HFunnyPhysics LoadPhysics( const char *szName ) override;
virtual FunnyPhysics_t *GetPhysicsByIndex( HFunnyPhysics hPhysics ) override;
virtual void UnrefPhysics( HFunnyPhysics hPhysics ) override;
CAssetArc<FunnyModel_t, MAX_MODEL_COUNT> m_models = {};
CAssetArc<FunnyPhysics_t, MAX_PHYSICS_COUNT> m_physics = {};
};
FunnyModel_t *CAssetManager::GetModelByIndex( uint32_t uIndex )
{
return m_models.GetObjectPtr(uIndex);
}
FunnyMaterial_t *CAssetManager::GetMaterialByIndex( uint32_t uIndex )
{
}
FunnyMesh_t *CAssetManager::GetMeshByIndex( uint32_t uIndex )
{
}
uint32_t CAssetManager::LoadModel( const char *szName )
{
bool bHasBeenCreated = false;
HFunnyModel hModel = m_models.GetOrCreateObject(szName, &bHasBeenCreated);
if (!bHasBeenCreated)
return hModel;
FunnyModel_t *pModel = m_models.GetObjectPtr(hModel);
IFileHandle *pHandle = filesystem->Open(szName, FILEMODE_READ);
if (!pHandle)
return 0;
CUtlString szProperties = filesystem->ReadString(pHandle);
IJSONValue *pRoot = JSONManager()->ReadString(szProperties);
filesystem->Close(pHandle);
if (!pRoot)
return 0;
IJSONObject *pMainObject;
CUtlString szMeshData;
IVertexBuffer *pVertices;
switch (pRoot->GetType())
{
case JSON_PARAMETER_OBJECT:
{
pMainObject = pRoot->GetObject();
if (!pMainObject)
{
V_printf("Failed to load properties\n");
return 0;
}
IJSONValue *pPhysics = pMainObject->GetValue("Physics");
if (pPhysics)
pModel->m_hPhysics = LoadPhysics(pPhysics->GetStringValue());
return hModel;
}
break;
default:
return 0;
}
return 0;
}
void CAssetManager::UnrefModel( uint32_t uIndex )
{
m_models.UnrefObject(uIndex);
}
uint32_t CAssetManager::LoadMaterial( const char *szName )
{
return 0;
}
void CAssetManager::UnrefMaterial( uint32_t uIndex )
{
}
HFunnyMesh CAssetManager::LoadMesh( const char *szName )
{
return 0;
}
void CAssetManager::UnrefMesh( uint32_t uIndex )
{
}
HFunnyPhysics CAssetManager::LoadPhysics( const char *szName )
{
bool bHasBeenCreated = false;
HFunnyPhysics hPhysics = m_physics.GetOrCreateObject(szName, &bHasBeenCreated);
if (!bHasBeenCreated)
return hPhysics;
FunnyPhysics_t *pPhysics = m_physics.GetObjectPtr(hPhysics);
IFileHandle *pHandle = filesystem->Open(szName, FILEMODE_READ);
if (!pHandle)
return 0;
CUtlString szProperties = filesystem->ReadString(pHandle);
IJSONValue *pRoot = JSONManager()->ReadString(szProperties);
if (!pRoot)
return 0;
IJSONObject *pMainObject;
switch (pRoot->GetType())
{
case JSON_PARAMETER_OBJECT:
{
pMainObject = pRoot->GetObject();
if (!pMainObject)
{
V_printf("Failed to load properties\n");
m_physics.UnrefObject(hPhysics);
return 0;
}
IJSONValue *pTypeValue = pMainObject->GetValue("Type");
if (!pTypeValue)
{
V_printf("\"Type\" must be specified\n");
m_physics.UnrefObject(hPhysics);
return 0;
}
CUtlString szType = pTypeValue->GetStringValue();
if (szType == "Sphere")
{
pPhysics->m_hShape = g_pPhysics->CreateBall({1.0});
}
return hPhysics;
}
break;
default:
return 0;
}
return hPhysics;
}
FunnyPhysics_t *CAssetManager::GetPhysicsByIndex( HFunnyPhysics hPhysics )
{
return m_physics.GetObjectPtr(hPhysics);
}
void CAssetManager::UnrefPhysics( HFunnyPhysics hPhysics )
{
m_physics.UnrefObject(hPhysics);
}
static CAssetManager s_assetmgr;
IAssetManager *g_pAssetManager = &s_assetmgr;

View File

@@ -0,0 +1,54 @@
#ifndef ASSET_MANAGER_H
#define ASSET_MANAGER_H
#include "datamap.h"
#include "iphysics.h"
#include "tier1/utlstring.h"
typedef uint32_t HFunnyMaterial;
typedef uint32_t HFunnyMesh;
typedef uint32_t HFunnyPhysics;
typedef uint32_t HFunnyModel;
struct FunnyMaterial_t
{
};
struct FunnyMesh_t
{
};
struct FunnyPhysics_t
{
HShape m_hShape;
};
struct FunnyModel_t
{
HFunnyPhysics m_hPhysics;
};
class IAssetManager
{
public:
virtual HFunnyModel LoadModel( const char *szName ) = 0;
virtual FunnyModel_t *GetModelByIndex( HFunnyModel hModel ) = 0;
virtual void UnrefModel( HFunnyModel uIndex ) = 0;
virtual HFunnyMesh LoadMesh( const char *szName ) = 0;
virtual FunnyMesh_t *GetMeshByIndex( HFunnyMesh hMesh ) = 0;
virtual void UnrefMesh( HFunnyMesh hMesh ) = 0;
virtual HFunnyMaterial LoadMaterial( const char *szName ) = 0;
virtual FunnyMaterial_t *GetMaterialByIndex( HFunnyMaterial hMat ) = 0;
virtual void UnrefMaterial( HFunnyMaterial hMat ) = 0;
virtual HFunnyPhysics LoadPhysics( const char *szName ) = 0;
virtual FunnyPhysics_t *GetPhysicsByIndex( HFunnyPhysics hPhysics ) = 0;
virtual void UnrefPhysics( HFunnyPhysics hPhysics ) = 0;
};
extern IAssetManager *g_pAssetManager;
#endif

View File

@@ -20,10 +20,18 @@ void CBaseEntity::Precache()
void CBaseEntity::Spawn()
{
Precache();
Precache();
SetAbsOrigin({0, 0, 0});
SetAbsQAngles(0, 0, 0);
SetScale(1);
}
void CBaseEntity::SetAbsAngles( float fPitch, float fYaw, float fRoll )
void CBaseEntity::SetAbsAngles( Quat vQuat )
{
m_vRotation = vQuat;
}
void CBaseEntity::SetAbsQAngles( float fPitch, float fYaw, float fRoll )
{
versor q;
glm_euler_yzx_quat((vec3){fPitch, fYaw, fRoll}, q);

View File

@@ -61,7 +61,8 @@ public:
virtual void Precache();
virtual void Spawn();
virtual void SetAbsAngles( float fPitch, float fYaw, float fRoll );
virtual void SetAbsAngles( Quat vQuat );
virtual void SetAbsQAngles( float fPitch, float fYaw, float fRoll );
virtual void SetAbsOrigin( Vector origin );
virtual void SetScale( float fScale );

View File

@@ -1,11 +1,6 @@
#include "basemodelentity.h"
#include "game.h"
void CBaseModelEntity::Spawn()
void CBaseModelEntity::SetModel( const char *szName )
{
}
void CBaseModelEntity::Precache()
{
}

View File

@@ -9,18 +9,7 @@ class CBaseModelEntity: public CBaseEntity
{
public:
DECLARE_CLASS(CBaseModelEntity, CBaseEntity);
virtual void Spawn() override;
virtual void Precache() override;
void SetModel( const char *szName );
private:
HFunnyModel m_hModelHandle;
FunnyModel_t *m_pModel;
HShape m_hShape;
HCollider m_hCollider;
IPhysicsBody *m_pBody;
virtual void SetModel( const char *szName );
};
#endif

View File

@@ -17,9 +17,12 @@ DECLARE_BUILD_STAGE(Server)
compileProject.m_szName = "server";
compileProject.files = {
"game.cpp",
"assetmgr.cpp",
"entitysystem.cpp",
"baseentity.cpp",
"basemodelentity.cpp",
"physicsprop.cpp",
"milmoba/player.cpp",
};

View File

@@ -129,6 +129,11 @@ void CEntitySystem::Think()
}
}
//-------------------------------------------------------------------------------
// Purpose: Sends packets to clients.
// Since we are running this on server we can't really accept any packet.
// We only allow packets from the entities sent by a client
//-------------------------------------------------------------------------------
void CEntitySystem::NetThink( INetworkBase *pBase )
{

View File

@@ -14,11 +14,14 @@
IFileSystem *filesystem;
IRenderContext *g_pRenderContext;
IGameWindow *g_pMainWindow;
static CEngineVars s_vars;
CEngineVars *g_pEngineVars = &s_vars;
EngineConsts_t *g_pEngineConstants;
INetworkBase *g_pClientBridge;
INetworkBase *g_pPublicConnection;
INetworkBase *g_pCurrentConnection;
@@ -211,6 +214,7 @@ void CFunnyGameBridge::Shutdown()
#define CONNECT_INTERFACE(szName, pGlobal) if (!V_strcmp(psz, szName)) { pGlobal = (typeof(pGlobal))pInterface; return; }
void CFunnyGameBridge::ConnectInterface( const char *psz, void *pInterface )
{
CONNECT_INTERFACE(FILESYSTEM_INTERFACE_VERSION, filesystem);
CONNECT_INTERFACE("EngineConstants", g_pEngineConstants)
}

View File

@@ -5,15 +5,14 @@
void CMOBAPlayer::Spawn()
{
SetModel("game/core/models/cube.fmdl");
SetThink(Think);
m_fTimer = 0;
};
void CMOBAPlayer::Think( float fDelta )
{
m_fTimer += 1.0/60.0;
SetAbsOrigin({m_fTimer, 0, 0});
SetAbsAngles(glm_rad(90), m_fTimer, 0);
BaseClass::Think(fDelta);
SetScale(1);
};

View File

@@ -1,9 +1,9 @@
#ifndef MILMOBA_PLAYER_H
#define MILMOBA_PLAYER_H
#include "basemodelentity.h"
class CMOBAPlayer: public CBaseModelEntity
class CMOBAPlayer: public CBaseModelEntity
{
public:
DECLARE_CLASS(CMOBAPlayer, CBaseModelEntity);
@@ -12,8 +12,6 @@ public:
virtual void Spawn( void ) override;
void Think( float fDelta );
float m_fTimer;
};
#endif

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@@ -0,0 +1,43 @@
#include "physicsprop.h"
#include "game.h"
void CPhysicsProp::Precache()
{
}
void CPhysicsProp::Spawn()
{
SetThink(Think);
}
void CPhysicsProp::Think( float fDelta )
{
SetAbsOrigin(m_pBody->GetPosition());
SetAbsAngles(m_pBody->GetRotation());
}
void CPhysicsProp::SetModel( const char *szName )
{
if (m_hModel)
{
g_pAssetManager->UnrefModel(m_hModel);
}
m_hModel = g_pAssetManager->LoadModel(szName);
m_pModel = g_pAssetManager->GetModelByIndex(m_hModel);
m_pPhysics = g_pAssetManager->GetPhysicsByIndex(m_pModel->m_hPhysics);
m_hCollider = g_pPhysics->CreateCollider(m_pPhysics->m_hShape);
m_pBody = g_pPhysicsWorld->CreateRigidBody(m_hCollider, k_EPhysics_Dynamic);
}
void CPhysicsProp::EnableMovement()
{
}
void CPhysicsProp::DisableMovement()
{
}

View File

@@ -9,8 +9,19 @@ friend CBaseModelEntity;
public:
DECLARE_CLASS(CPhysicsProp, CBaseModelEntity);
virtual void Spawn() override;
virtual void Precache() override;
virtual void SetModel( const char *szName ) override;
virtual void EnableMovement();
virtual void DisableMovement();
void Think( float fDelta );
private:
HFunnyModel m_hModel;
FunnyModel_t *m_pModel;
FunnyPhysics_t *m_pPhysics;
HCollider m_hCollider;
IPhysicsBody *m_pBody;
};
#endif

View File

@@ -2,6 +2,7 @@
#define GAME_H
#include "tier2/ifilesystem.h"
#include "materialsystem/imaterialsystem.h"
#include "iphysics.h"
extern IRenderContext *g_pRenderContext;
extern IFileSystem *filesystem;
extern IGameWindowManager *g_pWindowManager;
@@ -15,6 +16,9 @@ public:
extern CEngineVars *g_pEngineVars;
extern IPhysics *g_pPhysics;
extern IPhysicsWorld *g_pPhysicsWorld;
#define FUNNY_SECURE_PORT 27015
#define FUNNY_QUERY_PORT 27016

View File

@@ -114,9 +114,9 @@ DECLARE_VULKAN_COMMAND(SetViewport)
{
VkViewport v = {
fX,
fY,
fY+fHeight,
fWidth,
fHeight,
-fHeight,
fDepthMin,
fDepthMax
};

View File

View File

@@ -35,6 +35,8 @@ abstract_class IPhysicsBody
public:
virtual void SetPosition( Vector vPosition ) = 0;
virtual void SetRotation( Quat vRotation ) = 0;
virtual Vector GetPosition() = 0;
virtual Quat GetRotation() = 0;
virtual void SetGravityScale( float fScale ) = 0;
};
@@ -43,7 +45,7 @@ abstract_class IPhysicsWorld
public:
virtual void Frame( float fDelta ) = 0;
virtual IPhysicsBody *CreateRigidBody( HCollider hCollider, EPhysicsBodyType eType) = 0;
virtual IPhysicsBody *CreateRigidBody( HCollider hCollider, EPhysicsBodyType eType ) = 0;
virtual void DestroyPhysicsBody( IPhysicsBody *pBody ) = 0;
virtual void SetGravity( float fGravity ) = 0;

View File

@@ -6,7 +6,9 @@
#include "physics.h"
#define PHYSICS_OBJECT_DEFINED
#define TRIG_H
#include "iphysics.h"
#include "tier0/lib.h"
#include "tier1/interface.h"
class CRapierPhysicsBody: public IPhysicsBody
@@ -20,14 +22,28 @@ public:
virtual void SetRotation( Quat vRotation ) override
{
CRapierPhysicsBody_SetRotation(m_pBody, vRotation.x, vRotation.y, vRotation.z, vRotation.w);
}
virtual void SetGravityScale( float fScale ) override
{
}
RapierPhysicsBody_t *m_pBody;
virtual Vector GetPosition() override
{
return CRapierPhysicsBody_GetPosition(m_pBody);
}
virtual Quat GetRotation() override
{
return CRapierPhysicsBody_GetRotation(m_pBody);
}
RapierPhysicsBody_t *m_pBody = NULL;
};
class CRapierPhysicsWorld: public IPhysicsWorld
@@ -58,7 +74,7 @@ public:
}
RapierWorld_t *m_pWorld;
RapierWorld_t *m_pWorld = NULL;
};
class CRapierPhysics: public IPhysics
@@ -109,7 +125,7 @@ public:
RapierPhysics_t *m_pRustHandle;
RapierPhysics_t *m_pRustHandle = NULL;
};
EXPOSE_INTERFACE(CRapierPhysics, IPhysics, PHYSICS_INTERFACE_VERSION)

View File

@@ -20,6 +20,19 @@ typedef struct RapierShape_t RapierShape_t;
typedef struct RapierWorld_t RapierWorld_t;
typedef struct Vector {
float x;
float y;
float z;
} Vector;
typedef struct Quat {
float x;
float y;
float z;
float w;
} Quat;
typedef struct BallShape_t {
float m_fRadius;
} BallShape_t;
@@ -34,11 +47,21 @@ typedef struct CuboidShape_t {
extern "C" {
#endif // __cplusplus
struct Vector CRapierPhysicsBody_GetPosition(struct RapierPhysicsBody_t *this_);
struct Quat CRapierPhysicsBody_GetRotation(struct RapierPhysicsBody_t *this_);
void CRapierPhysicsBody_SetPosition(struct RapierPhysicsBody_t *this_,
float fX,
float fY,
float fZ);
void CRapierPhysicsBody_SetRotation(struct RapierPhysicsBody_t *this_,
float fX,
float fY,
float fZ,
float fW);
struct RapierPhysicsBody_t *CRapierPhysicsWorld_CreateRigidBody(struct RapierWorld_t *this_,
struct RapierCollider_t *pCollider,
enum EPhysicsBodyType eType);

View File

@@ -16,7 +16,7 @@ macro_rules! V_malloc {
use std::{default, ptr::{self, null}, sync::Arc};
use parry3d::{glamx::vec3, shape::{Shape, ShapeType, SharedShape}};
use rapier3d::{geometry::Ball};
use rapier3d::{geometry::Ball, na::{UnitQuaternion, Vector4}};
use rapier3d::prelude::*;
use libc::{malloc, free};
@@ -93,26 +93,67 @@ pub struct RapierPhysics_t
{
}
#[no_mangle]
pub unsafe extern "C" fn CRapierPhysicsBody_SetPosition( this: *mut RapierPhysicsBody_t, fX: f32, fY: f32, fZ: f32 )
{
let world: &mut RapierWorld_t = &mut *(*this).m_pWorld;
world.m_rigidBodies[(*this).m_hRigidBodyHandle]
.set_translation(vec3(fX, fY, fZ), true);
print!("{} {} {}\n", fX, fY, fZ);
}
#[no_mangle]
pub unsafe extern "C" fn CRapierPhysicsBody_SetRotation( this: *mut RapierPhysicsBody_t, fX: f32, fY: f32, fZ: f32, fW: f32 )
{
let world: &mut RapierWorld_t = &mut *(*this).m_pWorld;
world.m_rigidBodies[(*this).m_hRigidBodyHandle]
.set_translation(vec3(fX, fY, fZ), true);
}
#[repr(C)]
pub struct Vector {
x: f32,
y: f32,
z: f32,
}
#[no_mangle]
pub unsafe extern "C" fn CRapierPhysicsBody_GetPosition( this: *mut RapierPhysicsBody_t ) -> Vector
{
let world: &mut RapierWorld_t = &mut *(*this).m_pWorld;
let position = world.m_rigidBodies[(*this).m_hRigidBodyHandle]
.translation().to_array();
return Vector { x: position[0], y: position[1], z: position[2]}
}
#[repr(C)]
pub struct Quat {
x: f32,
y: f32,
z: f32,
w: f32,
}
#[no_mangle]
pub unsafe extern "C" fn CRapierPhysicsBody_GetRotation( this: *mut RapierPhysicsBody_t ) -> Quat
{
let world: &mut RapierWorld_t = &mut *(*this).m_pWorld;
let rotationVector = world.m_rigidBodies[(*this).m_hRigidBodyHandle]
.rotation().to_array();
Quat{ x: rotationVector[0], y: rotationVector[1], z: rotationVector[2], w: rotationVector[3]}
}
#[no_mangle]
pub unsafe extern "C" fn CRapierPhysicsWorld_Frame( this: *mut RapierWorld_t, fDelta: f32 )
{
let gravity = vec3(0.0, -9.81, 0.0);
let vGravity = vec3(0.0, -9.8, 0.0);
let mut integrationParameters = IntegrationParameters::default();
integrationParameters.dt = fDelta;
let mut physicsPipeline = PhysicsPipeline::new();
let physicsHooks = ();
let eventHandler = ();
physicsPipeline.step(
gravity,
vGravity,
&integrationParameters,
&mut (*this).m_islandManager,
&mut (*this).m_broadPhase,
@@ -125,10 +166,6 @@ pub unsafe extern "C" fn CRapierPhysicsWorld_Frame( this: *mut RapierWorld_t, fD
&physicsHooks,
&eventHandler,
);
for (h, b) in (*this).m_colliders.iter()
{
print!("{:?}\n",b.position())
}
}
#[no_mangle]
@@ -207,12 +244,8 @@ pub unsafe extern "C" fn CRapierPhysics_CreateCollider( this: *mut RapierPhysics
{
let pRapierShape = (*pShape).m_pShape;
let shape: &SharedShape = &(*pShape).m_sharedShape;
let rapierCollider = ColliderBuilder::new(shape.clone()).build();
let collider = RapierCollider_t {
m_collider: rapierCollider,
};
let pCollider = V_malloc!(RapierCollider_t, 1);
*pCollider = collider;
std::ptr::write(&mut (*pCollider).m_collider, ColliderBuilder::new(shape.clone()).build());
pCollider
}