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/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
#include "../include/fggl/phys/bullet/types.hpp"
#include "../include/fggl/phys/bullet/motion.hpp"
namespace fggl::phys::bullet {
inline btVector3 to_bullet(const math::vec3 fgglVec) {
return {fgglVec.x, fgglVec.y, fgglVec.z};
}
BulletPhysicsEngine::BulletPhysicsEngine(entity::EntityManager* world) : m_ecs(world), m_config(), m_world(nullptr), m_debug(nullptr) {
m_config.broadphase = new btDbvtBroadphase();
m_config.collisionConfiguration = new btDefaultCollisionConfiguration();
m_config.dispatcher = new btCollisionDispatcher(m_config.collisionConfiguration);
m_config.solver = new btSequentialImpulseConstraintSolver();
m_world = new btDiscreteDynamicsWorld(
m_config.dispatcher,
m_config.broadphase,
m_config.solver,
m_config.collisionConfiguration);
// callbacks (for handling bullet -> ecs)
// ensure we deal with ecs -> bullet changes
//m_ecs->addDeathListener( [this](auto entity) { this->onEntityDeath(entity);} );
}
void BulletPhysicsEngine::step() {
// this is now handled on creation
//checkForPhys();
auto dynamicEnts = m_ecs->find<phys::Dynamics, phys::bullet::BulletBody>();
for (auto& ent : dynamicEnts) {
auto& dynamicComp = m_ecs->get<phys::Dynamics>(ent);
auto& bulletProxy = m_ecs->get<phys::bullet::BulletBody>(ent);
const auto forceVec = dynamicComp.force;
if ( glm::length(forceVec) != 0.F ) {
bulletProxy.body->applyCentralForce({forceVec.x, forceVec.y, forceVec.z});
bulletProxy.body->activate();
dynamicComp.force = math::VEC3_ZERO;
}
}
m_world->stepSimulation(60.0F);
//syncToECS();
pollCollisions();
// if debug draw is enabled, trigger a draw call
if ( m_debug != nullptr ) {
m_world->debugDrawWorld();
}
}
void BulletPhysicsEngine::addBody(entity::EntityID /*entity*/, BulletBody &body) {
// ensure static objects are placed correctly by setting their transforms to the correct value
btTransform transform;
body.body->getMotionState()->getWorldTransform(transform);
body.body->setWorldTransform(transform);
m_world->addRigidBody(body.body);
}
void BulletPhysicsEngine::setDebugDraw(bool active) {
if ( active ) {
m_debug = std::make_unique<debug::BulletDebugDrawList>();
m_world->setDebugDrawer(m_debug.get());
m_debug->setDebugMode(btIDebugDraw::DBG_DrawWireframe);
} else {
m_debug = nullptr;
}
}
void BulletPhysicsEngine::syncTransformToECS() {
const auto physEnts = m_ecs->find<math::Transform, BulletBody>();
for (const auto& ent : physEnts) {
auto& physBody = m_ecs->get<BulletBody>(ent);
// don't bother syncing things with motion states, it's not necessary
if ( physBody.motion != nullptr ) {
continue;
}
auto& transform = m_ecs->get<math::Transform>(ent);
if ( physBody.body->isKinematicObject() ) {
continue;
}
btTransform bTransform;
physBody.motion->getWorldTransform(bTransform);
// set calculate and set ecs position
auto& btPos = bTransform.getOrigin();
math::vec3 pos{btPos.x(), btPos.y(), btPos.z()};
transform.origin( pos );
// set the rotation
const auto& btRot = bTransform.getRotation();
math::vec3 rot;
btRot.getEulerZYX(rot.x, rot.y, rot.z);
transform.euler(rot);
}
}
BulletPhysicsEngine::~BulletPhysicsEngine() {
// clean up the rigid bodies
auto entRB = m_ecs->find<BulletBody>();
for (const auto& ent : entRB) {
auto& bulletBody = m_ecs->get<BulletBody>(ent);
if ( bulletBody.body != nullptr ) {
m_world->removeCollisionObject(bulletBody.body);
}
// release resources and delete
bulletBody.release();
}
// delete the world
delete m_world;
// cleanup the configuration object
delete m_config.solver;
delete m_config.broadphase;
delete m_config.dispatcher;
delete m_config.collisionConfiguration;
}
static void handleCollisionCallbacks(entity::EntityManager* world, entity::EntityID owner, entity::EntityID other) {
if ( !world->has<CollisionCallbacks>(owner) ) {
return;
}
auto* callbacks = world->tryGet<CollisionCallbacks>(owner);
auto* cache = world->tryGet<CollisionCache>(owner);
if ( cache != nullptr ) {
auto itr = cache->collisions.find(other);
if ( itr == cache->collisions.end() ) {
if ( callbacks->onEnter != nullptr ) {
callbacks->onEnter(owner, other);
}
cache->collisions.insert( other );
} else {
if ( callbacks->onStay != nullptr ) {
callbacks->onStay(owner, other);
}
}
}
}
void BulletPhysicsEngine::pollCollisions() {
// flush collision caches
auto caches = m_ecs->find<CollisionCache>();
for( const auto& ent : caches) {
auto& cache = m_ecs->get<CollisionCache>(ent);
std::swap(cache.collisions, cache.lastFrame);
cache.collisions.clear();
}
// deal with the number of manifolds
const auto numManifolds = m_config.dispatcher->getNumManifolds();
for ( int i=0; i< numManifolds; ++i) {
auto* contactManifold = m_config.dispatcher->getManifoldByIndexInternal(i);
const auto* body0 = contactManifold->getBody0();
const auto* body1 = contactManifold->getBody1();
int numContacts = contactManifold->getNumContacts();
for ( auto contactIdx = 0; contactIdx < numContacts; ++contactIdx ) {
auto& point = contactManifold->getContactPoint(contactIdx);
if ( point.getDistance() < 0.0F ) {
auto worldPosA = point.getPositionWorldOnA();
auto worldPosB = point.getPositionWorldOnB();
auto normal = point.m_normalWorldOnB;
}
}
//handleCollisionCallbacks(m_ecs, body0->getUserIndex(), body1->getUserIndex());
//handleCollisionCallbacks(m_ecs, body1->getUserIndex(), body0->getUserIndex());
}
// note contacts that have ended
caches = m_ecs->find<CollisionCache>(); // re-fetch, entities can (and probably do) die in handlers.
for( const auto& ent : caches) {
auto& cache = m_ecs->get<CollisionCache>(ent);
// if we don't have an exit callback, it's pointless checking the cache
auto* callbacks = m_ecs->tryGet<CollisionCallbacks>(ent);
if ( callbacks == nullptr || callbacks->onExit == nullptr){
continue;
}
// check if a collision has ended
for (const auto& other : cache.lastFrame) {
auto itr = cache.collisions.find(other);
if (itr == cache.collisions.end()) {
callbacks->onExit( ent,other);
}
}
}
}
void BulletPhysicsEngine::onEntityDeath(entity::EntityID entity) {
auto* btPhysics = m_ecs->tryGet<BulletBody>(entity);
if ( btPhysics != nullptr) {
// decouple physics from entity
//btPhysics->body->setUserIndex( entity::INVALID );
m_world->removeRigidBody( btPhysics->body );
btPhysics->release();
}
}
void BulletPhysicsEngine::onCollisionCreate(ContactPoint point) {
m_contactCache.created.push_back(point);
}
void BulletPhysicsEngine::onCollisionProcess(ContactPoint point) {
m_contactCache.modified.push_back( point );
}
void BulletPhysicsEngine::onCollisionDestroyed(ContactPoint point) {
m_contactCache.removed.push_back(point);
}
entity::EntityID BulletPhysicsEngine::raycast(math::vec3 from, math::vec3 to) {
const auto btFrom = to_bullet(from);
const auto btTo = to_bullet(to);
btCollisionWorld::ClosestRayResultCallback rayTestResult(btFrom, btTo);
m_world->rayTest(btFrom, btTo, rayTestResult);
if ( !rayTestResult.hasHit() ) {
return entity::INVALID;
}
// tell the user what it hit
return entity::INVALID;
// return rayTestResult.m_collisionObject->getUserIndex();
}
std::vector<ContactPoint> BulletPhysicsEngine::scanCollisions(entity::EntityID entity) {
return std::vector<ContactPoint>();
}
std::vector<entity::EntityID> BulletPhysicsEngine::raycastAll(math::vec3 fromPos, math::vec3 toPos) {
const auto btFrom = to_bullet(fromPos);
const auto btTo = to_bullet(toPos);
btCollisionWorld::AllHitsRayResultCallback rayTestResult(btFrom, btTo);
m_world->rayTest(btFrom, btTo, rayTestResult);
// we didn't hit anything
if ( !rayTestResult.hasHit() ) {
return {};
}
// hit processing
const auto hits = rayTestResult.m_collisionObjects.size();
std::vector<entity::EntityID> hitVec;
hitVec.reserve(hits);
for ( auto i = 0; i < hits; ++i) {
auto entity = rayTestResult.m_collisionObjects[i]->getUserIndex();
//hitVec.push_back(entity);
}
return hitVec;
}
std::vector<entity::EntityID> BulletPhysicsEngine::sweep(PhyShape &shape,
math::Transform &from,
math::Transform &to) {
return std::vector<entity::EntityID>();
}
} // namespace fggl::phys::bullet
\ No newline at end of file
add_library(fggl-lua)
find_package(Lua REQUIRED)
target_link_libraries(fggl-lua PUBLIC ${LUA_LIBRARIES})
target_include_directories(fggl-lua INTERFACE ${LUA_INCLUDE_DIR})
# Link to FGGL
target_link_libraries(fggl-lua PUBLIC fggl)
# sources and include directories
target_sources(fggl-lua
PRIVATE
src/engine.cpp
src/module.cpp
)
target_include_directories(fggl-lua
PUBLIC
$<BUILD_INTERFACE:${CMAKE_CURRENT_LIST_DIR}/include>
$<INSTALL_INTERFACE:include>
)
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 15/10/22.
//
#ifndef FGGL_INTEGRATIONS_LUA_SCRIPT_LUA_ENGINE_HPP
#define FGGL_INTEGRATIONS_LUA_SCRIPT_LUA_ENGINE_HPP
#include "fggl/script/engine.hpp"
#include "fggl/data/storage.hpp"
extern "C" {
#include "lua.h"
#include "lauxlib.h"
#include "lualib.h"
};
namespace fggl::script::lua {
class LuaScriptEngine : public ScriptEngine {
public:
LuaScriptEngine(data::Storage* storage);
virtual ~LuaScriptEngine();
void onActivate() override;
void onDeactivate() override;
void onUpdate() override;
void onEvent(const std::string& name) override;
// running scripts
bool run(const char* script) override;
bool load(const char* filename) override;
// variables
void setGlobal(const char* name, void* ptr) override;
private:
data::Storage* m_storage;
lua_State* m_state;
void release();
};
class LuaScriptProvider : public ScriptProvider {
public:
LuaScriptProvider(data::Storage* storage);
virtual ~LuaScriptProvider() = default;
LuaScriptEngine* create() override;
private:
data::Storage* m_storage;
};
}
#endif //FGGL_INTEGRATIONS_LUA_SCRIPT_LUA_ENGINE_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 15/10/22.
//
#ifndef FGGL_INTEGRATIONS_LUA_SCRIPT_LUA_MODULE_HPP
#define FGGL_INTEGRATIONS_LUA_SCRIPT_LUA_MODULE_HPP
#define FGGL_HAS_LUA
#include "fggl/modules/module.hpp"
#include "fggl/entity/module.hpp"
#include "fggl/script/engine.hpp"
#include "fggl/data/module.hpp"
#include "fggl/assets/packed/adapter.hpp"
namespace fggl::script::lua {
constexpr auto MIME_LUA = assets::from_mime("text/lua");
constexpr auto SCRIPT_LUA = assets::make_asset_type("script/lua");
struct Lua {
constexpr static const char* name = "fggl::script::lua";
constexpr static const std::array<modules::ServiceName, 1> provides = {
script::ScriptProvider::service
};
constexpr static const std::array<modules::ServiceName, 2> depends = {
data::SERVICE_STORAGE,
assets::CheckinAdapted::service
};
static bool factory(modules::ServiceName name, modules::Services& serviceManager);
};
} // namespace fggl::script::lua
namespace fggl::script {
using Lua = lua::Lua;
} // namespace fggl::script
#endif //FGGL_INTEGRATIONS_LUA_SCRIPT_LUA_MODULE_HPP
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 15/10/22.
//
#include "fggl/script/lua/engine.hpp"
#include "fggl/debug/logging.hpp"
#include "fggl/scenes/game.hpp"
#include "fggl/entity/loader/loader.hpp"
#include <cassert>
extern "C" {
int lua_switch_scene(lua_State *L) {
auto *scene = lua_tostring(L, -1);
auto *statePtr = (fggl::AppState *) (lua_topointer(L, -2));
statePtr->owner().change_state(scene);
return 0;
}
int lua_create_entity(lua_State *L) {
/*auto *prototype = lua_tostring(L, -1);
auto *statePtr = (fggl::scenes::Game*) (lua_topointer(L, -2));
auto *factory = statePtr->owner().service<fggl::entity::EntityFactory>();
//factory->create( statePtr->world(), , [](){} );
*/
return 0;
}
static void open_lua_fggl(lua_State *L) {
// switch scene
lua_pushcfunction(L, lua_switch_scene);
lua_setglobal(L, "switch_scene");
}
}
namespace fggl::script::lua {
LuaScriptProvider::LuaScriptProvider(data::Storage *storage) : m_storage(storage) {
}
LuaScriptEngine *LuaScriptProvider::create() {
return new LuaScriptEngine(m_storage);
}
LuaScriptEngine::LuaScriptEngine(data::Storage* storage) : m_state(luaL_newstate()), m_storage(storage) {
luaL_openlibs(m_state);
open_lua_fggl(m_state);
}
LuaScriptEngine::~LuaScriptEngine() {
release();
}
void LuaScriptEngine::release() {
if ( m_state != nullptr ) {
lua_close(m_state);
m_state = nullptr;
}
}
void LuaScriptEngine::onActivate() {
lua_getglobal(m_state, "print");
lua_pushstring(m_state, "LUA activate triggered");
lua_call(m_state, 1, 0);
}
void LuaScriptEngine::onDeactivate() {
lua_getglobal(m_state, "print");
lua_pushstring(m_state, "LUA deactivate triggered");
lua_call(m_state, 1, 0);
}
void LuaScriptEngine::onUpdate() {
lua_getglobal(m_state, "print");
lua_pushstring(m_state, "LUA update triggered");
lua_call(m_state, 1, 0);
}
void LuaScriptEngine::onEvent(const std::string &name) {
lua_getglobal(m_state, "print");
lua_pushstring(m_state, "LUA event triggered");
lua_call(m_state, 1, 0);
}
bool LuaScriptEngine::run(const char *script) {
auto result = luaL_dostring(m_state, script);
if ( !result ) {
fggl::debug::warning("lua error: {}", lua_tostring(m_state, -1));
}
return result;
}
bool LuaScriptEngine::load(const char *filename) {
assert( filename != nullptr);
auto path = m_storage->resolvePath(data::StorageType::Data, filename);
if ( !std::filesystem::exists(path) ) {
fggl::debug::warning("lua error: file does not exist: {}", path.c_str());
return false;
}
// load the file ( OK = 0 = false because reasons...)
auto result = !luaL_dofile(m_state, path.c_str());
if ( !result ) {
fggl::debug::warning("lua error: {}", lua_tostring(m_state, -1));
return false;
}
return true;
}
void LuaScriptEngine::setGlobal(const char *name, void *ptr) {
lua_pushlightuserdata(m_state, ptr);
lua_setglobal(m_state, name);
}
}
\ No newline at end of file
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 15/10/22.
//
#include "fggl/script/lua/module.hpp"
#include "fggl/script/lua/engine.hpp"
namespace fggl::script::lua {
static assets::AssetTypeID is_lua(std::filesystem::path path) {
if ( path.extension() == ".lua" ) {
return SCRIPT_LUA;
}
return assets::INVALID_ASSET_TYPE;
}
bool Lua::factory(modules::ServiceName service, modules::Services &serviceManager) {
if ( service == ScriptProvider::service ) {
auto *storageService = serviceManager.get<data::Storage>();
serviceManager.bind<ScriptProvider,LuaScriptProvider>(storageService);
auto *assetPacker = serviceManager.get<assets::CheckinAdapted>();
assetPacker->setLoader(MIME_LUA, assets::NEEDS_CHECKIN, is_lua);
return true;
}
return false;
}
}
\ No newline at end of file
find_package(Threads REQUIRED)
# GTest Dependency
include(FetchContent)
FetchContent_Declare(
googletest
URL https://github.com/google/googletest/archive/refs/tags/release-1.11.0.zip
)
# For Windows: Prevent overriding the parent project's compiler/linker settings
set(gtest_force_shared_crt ON CACHE BOOL "" FORCE)
FetchContent_MakeAvailable(googletest)
find_package( GTest REQUIRED )
if ( NOT GTest_FOUND )
message(NOTICE "GTest not found, installing...")
include(FetchContent)
FetchContent_Declare(
googletest
URL https://github.com/google/googletest/archive/refs/tags/release-1.11.0.zip
)
# For Windows: Prevent overriding the parent project's compiler/linker settings
set(gtest_force_shared_crt ON CACHE BOOL "" FORCE)
FetchContent_MakeAvailable(googletest)
endif ()
add_subdirectory(testfggl)
enable_testing()
add_executable(
fggl_test
# TestFggl.cpp
ecs/ecs.cpp
ecs3/ecs.cpp
math/types.cpp
ecs3/utils.cpp)
target_include_directories(fggl_test PUBLIC ${PROJECT_BINARY_DIR})
add_executable( fggl_test
# TestFggl.cpp
# ecs/ecs.cpp
# ecs3/ecs.cpp
# ecs3/easing.cpp
# math/types.cpp
util/guid.cpp
util/safety.cpp
)
target_include_directories(fggl_test
PUBLIC
${PROJECT_BINARY_DIR}
)
target_link_libraries(
fggl_test
target_link_libraries(fggl_test
fggl
gtest
gtest_main
gmock
)
include(GoogleTest)
gtest_discover_tests(fggl_test)
add_test(
NAME gtest
COMMAND $<TARGET_FILE:fggl_test>
)