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with 489 additions and 178 deletions
/*
* 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 20/08/22.
//
#ifndef FGGL_PHYS_NULL_HPP
#define FGGL_PHYS_NULL_HPP
#include "fggl/phys/types.hpp"
#include "fggl/phys/service.hpp"
namespace fggl::phys {
inline void build_noop(const entity::ComponentSpec & /*config*/,
entity::EntityManager &manager,
const entity::EntityID &entity,
modules::Services &/*services*/) {
manager.add<fggl::phys::RigidBody>(entity);
manager.add<fggl::phys::Dynamics>(entity);
}
class NullPhysicsEngine : public PhysicsEngine {
public:
inline void step() override {}
void setDebugDraw(bool /* enable */) override {}
inline std::vector<ContactPoint> scanCollisions(entity::EntityID /*entity*/) override {
return {};
}
inline entity::EntityID raycast(math::vec3 /*from*/, math::vec3 /*to*/) override {
return entity::INVALID;
}
inline std::vector<entity::EntityID> raycastAll(math::vec3 /*from*/, math::vec3 /*to*/) override {
return {};
}
inline std::vector<entity::EntityID> sweep(PhyShape & /*shape*/,
math::Transform & /*from*/,
math::Transform & /*to*/) override {
return {};
}
};
class NullPhysicsProvider : public PhysicsProvider {
public:
virtual ~NullPhysicsProvider() = default;
inline PhysicsEngine *create(entity::EntityManager * /*entityManager*/,
entity::EntityFactory *factory) override {
factory->bind(util::make_guid("phys::Body"), build_noop);
return new NullPhysicsEngine();
}
};
struct NullPhysics {
constexpr static const char *name = "fggl::phys::null";
constexpr static const std::array<modules::ServiceName, 1> provides = {
phys::PhysicsProvider::service
};
constexpr static const std::array<modules::ServiceName, 1> depends = {
entity::EntityFactory::service
};
static bool factory(modules::ServiceName serviceName, modules::Services &serviceManager);
};
} // namespace fggl::phys
#endif //FGGL_PHYS_NULL_HPP
......@@ -27,9 +27,9 @@ namespace fggl::phys {
class PhysicsProvider {
public:
constexpr static const modules::ModuleService service = modules::make_service("fggl::phys::service");
virtual PhysicsEngine* create(entity::EntityManager* entityManager, entity::EntityFactory* factory) = 0;
constexpr static const auto service = modules::make_service("fggl::phys::service");
virtual ~PhysicsProvider() = default;
virtual PhysicsEngine *create(entity::EntityManager *entityManager, entity::EntityFactory *factory) = 0;
};
}
......
......@@ -28,9 +28,9 @@ namespace fggl::phys {
constexpr math::vec3 UNIT_EXTENTS{0.5F, 0.5F, 0.5F};
enum class ShapeType {
UNSET,
BOX,
SPHERE
UNSET,
BOX,
SPHERE
};
struct PhyShape {
......@@ -42,22 +42,24 @@ namespace fggl::phys {
struct Box : public PhyShape {
math::vec3 extents;
explicit inline Box(math::vec3 ext) : PhyShape(ShapeType::BOX), extents(ext) {}
};
struct Sphere : public PhyShape {
float radius = 1.0F;
explicit inline Sphere(float rad) : PhyShape(ShapeType::SPHERE), radius(rad) {}
};
enum class BodyType {
STATIC, KINEMATIC, DYNAMIC
STATIC, KINEMATIC, DYNAMIC
};
struct RigidBody {
constexpr static const char* name = "phys::Body";
constexpr static const char *name = "phys::Body";
float mass = MASS_DEFAULT;
PhyShape* shape = nullptr;
PhyShape *shape = nullptr;
BodyType type = BodyType::DYNAMIC;
[[nodiscard]]
......@@ -67,7 +69,7 @@ namespace fggl::phys {
};
struct Dynamics {
constexpr static const char* name = "phys::Dynamics";
constexpr static const char *name = "phys::Dynamics";
math::vec3 force = math::VEC3_ZERO;
};
......@@ -98,24 +100,30 @@ namespace fggl::phys {
virtual ~PhysicsEngine() = default;
// no copy and no move
PhysicsEngine(PhysicsEngine&) = delete;
PhysicsEngine(PhysicsEngine&&) = delete;
PhysicsEngine& operator=(PhysicsEngine&) = delete;
PhysicsEngine& operator=(PhysicsEngine&&) = delete;
PhysicsEngine(PhysicsEngine &) = delete;
PhysicsEngine(PhysicsEngine &&) = delete;
PhysicsEngine &operator=(PhysicsEngine &) = delete;
PhysicsEngine &operator=(PhysicsEngine &&) = delete;
// query methods (first cut - unstable APIs)
virtual std::vector<ContactPoint> scanCollisions(entity::EntityID entity) = 0;
virtual entity::EntityID raycast(math::vec3 from, math::vec3 to) = 0;
inline entity::EntityID raycast(math::Ray ray, float maxDist = 1000.0F) {
return raycast(ray.origin, ray.origin + ray.direction * maxDist);
}
virtual std::vector<entity::EntityID> raycastAll(math::vec3 from, math::vec3 to) = 0;
virtual std::vector<entity::EntityID> sweep(PhyShape& shape, math::Transform& from, math::Transform& to) = 0;
virtual std::vector<entity::EntityID> sweep(PhyShape &shape,
math::Transform &from,
math::Transform &to) = 0;
// update
virtual void step() = 0;
// debug
virtual void setDebugDraw(bool enable) = 0;
};
} // namespace fggl::phys
......
/*
* 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 19/09/22.
//
#ifndef FGGL_PLATFORM_FALLBACK_FILE_HPP
#define FGGL_PLATFORM_FALLBACK_FILE_HPP
#include <cstdio>
#include <cassert>
namespace fggl::platform {
class File {
public:
inline File(FILE* filePtr) : m_handle(filePtr) {
assert(filePtr != nullptr);
}
inline ~File() {
release();
}
template<typename T>
inline void write(const T* dataPtr) {
assert( m_handle != nullptr );
int status = fwrite(dataPtr, sizeof(T), 1, m_handle );
assert( status == 1);
}
template<typename T>
inline void writeArr(const T* dataPtr, std::size_t numElms) {
assert( m_handle != nullptr);
int status = fwrite(dataPtr, sizeof(T), numElms, m_handle );
assert( status == 1);
}
private:
std::FILE* m_handle;
inline void release() {
if ( m_handle != NULL) {
fclose(m_handle);
}
}
};
} // namespace fggl::platform
#endif //FGGL_PLATFORM_FALLBACK_FILE_HPP
......@@ -18,8 +18,8 @@
// see https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html
//
#ifndef FGGL_PLATFORM_LINUX_PATHS_HPP
#define FGGL_PLATFORM_LINUX_PATHS_HPP
#ifndef FGGL_PLATFORM_FALLBACK_PATHS_HPP
#define FGGL_PLATFORM_FALLBACK_PATHS_HPP
#include "fggl/platform/paths.hpp"
......@@ -30,13 +30,44 @@
namespace fggl::platform {
constexpr const char* ENV_USER_CONFIG = "FGGL_CONFIG_HOME";
constexpr const char* ENV_USER_DATA = "FGGL_DATA_HOME";
constexpr const char* ENV_USER_CACHE = "FGGL_CACHE_HOME";
/**
* The environment variable used for containing user configurations.
*
* The directory mentioned by this environment variable should be read/writeable.
* The directory should be used for storing user-editable configuration options (eg. preferences).
*/
constexpr const char *ENV_USER_CONFIG = "FGGL_CONFIG_HOME";
// fallback user paths defined in the XDG spec
constexpr const char* DEFAULT_USER_CONFIG = "user_config";
constexpr const char* DEFAULT_USER_DATA = "user_data";
/**
* Fallback user configuration directory.
*
* Default user configuration directory if none is set by the environment variable.
*/
constexpr const char *DEFAULT_USER_CONFIG = "user_config";
/**
* The environment variable used for containing engine data.
*
* This directory is used for storing persistent user data and therefore should be read/writable.
* The directory should be used for storing user-modifiable state (eg, save files) or downloaded modifications.
*/
constexpr const char *ENV_USER_DATA = "FGGL_DATA_HOME";
/**
* Fallback user data directory.
*
* Default user data directory if none is set by the environment variable.
*/
constexpr const char *DEFAULT_USER_DATA = "user_data";
/**
* The environment variable used for containing semi-persistent user data.
*
* The application should be able to expect this directory to exist while the application is running, but otherwise
* cannot expect the data to be persistent. It MAY be persistent but the application should not rely on this.
* It should be used for resources which can be re-generated if needed, but can be useful if already present.
*/
constexpr const char *ENV_USER_CACHE = "FGGL_CACHE_HOME";
struct EnginePaths {
std::filesystem::path userConfig;
......@@ -44,13 +75,22 @@ namespace fggl::platform {
std::filesystem::path userCache;
};
EnginePaths calc_engine_paths(const char* base);
/**
* Fallback implementation of calc engine paths.
*
* For operating systems we don't know about, this simply uses the environment variables defined above and some
* sane defaults to construct the paths used to locate our data and user configuration.
*
* @param base an application-unique string used to construct the paths.
* @return the generated paths, for use with the rest of the engine.
*/
EnginePaths calc_engine_paths(const char *base);
// search routines for finding data and configuration files
std::filesystem::path locate_data(const EnginePaths& paths, const std::filesystem::path& relPath);
std::filesystem::path locate_config(const EnginePaths& paths, const std::filesystem::path& relPath);
std::filesystem::path locate_cache(const EnginePaths& paths, const std::filesystem::path& relPath);
std::filesystem::path locate_data(const EnginePaths &paths, const std::filesystem::path &relPath);
std::filesystem::path locate_config(const EnginePaths &paths, const std::filesystem::path &relPath);
std::filesystem::path locate_cache(const EnginePaths &paths, const std::filesystem::path &relPath);
}
#endif //FGGL_PLATFORM_LINUX_PATHS_HPP
#endif //FGGL_PLATFORM_FALLBACK_PATHS_HPP
......@@ -30,21 +30,21 @@
namespace fggl::platform {
constexpr const char* ENV_USER_CONFIG = "XDG_CONFIG_HOME";
constexpr const char* ENV_USER_DATA = "XDG_DATA_HOME";
constexpr const char* ENV_USER_CACHE = "XDG_CACHE_HOME";
constexpr const char *ENV_USER_CONFIG = "XDG_CONFIG_HOME";
constexpr const char *ENV_USER_DATA = "XDG_DATA_HOME";
constexpr const char *ENV_USER_CACHE = "XDG_CACHE_HOME";
constexpr const char* ENV_DATA_DIRS = "XDG_DATA_DIRS";
constexpr const char* ENV_CONFIG_DIRS = "XDG_CONFIG_DIRS";
constexpr const char *ENV_DATA_DIRS = "XDG_DATA_DIRS";
constexpr const char *ENV_CONFIG_DIRS = "XDG_CONFIG_DIRS";
// fallback user paths defined in the XDG spec
constexpr const char* DEFAULT_USER_CONFIG = "~/.config";
constexpr const char* DEFAULT_USER_DATA = "~/.local/share";
constexpr const char* DEFAULT_USER_CACHE = "~/.cache";
constexpr const char *DEFAULT_USER_CONFIG = "~/.config";
constexpr const char *DEFAULT_USER_DATA = "~/.local/share";
constexpr const char *DEFAULT_USER_CACHE = "~/.cache";
// fallback search paths defined in the XDG spec
constexpr const std::array<const char*, 2> DEFAULT_DATA_DIRS = {"/usr/local/share/", "/usr/share/"};
constexpr const std::array<const char*, 1> DEFAULT_CONFIG_DIRS = {"/etc/xdg"};
constexpr const std::array<const char *, 2> DEFAULT_DATA_DIRS = {"/usr/local/share/", "/usr/share/"};
constexpr const std::array<const char *, 1> DEFAULT_CONFIG_DIRS = {"/etc/xdg"};
struct EnginePaths {
std::filesystem::path userConfig;
......@@ -54,12 +54,12 @@ namespace fggl::platform {
std::vector<std::filesystem::path> configDirs;
};
EnginePaths calc_engine_paths(const char* base);
EnginePaths calc_engine_paths(const char *base);
// search routines for finding data and configuration files
std::filesystem::path locate_data(const EnginePaths& paths, const std::filesystem::path& relPath);
std::filesystem::path locate_config(const EnginePaths& paths, const std::filesystem::path& relPath);
std::filesystem::path locate_cache(const EnginePaths& paths, const std::filesystem::path& relPath);
std::filesystem::path locate_data(const EnginePaths &paths, const std::filesystem::path &relPath);
std::filesystem::path locate_config(const EnginePaths &paths, const std::filesystem::path &relPath);
std::filesystem::path locate_cache(const EnginePaths &paths, const std::filesystem::path &relPath);
}
......
......@@ -23,8 +23,10 @@
#include <vector>
#ifdef __linux__
#define FGGL_PLATFORM_PATHS linux
#include "fggl/platform/linux/paths.hpp"
#else
#define FGGL_PLATFORM_PATHS fallback
#include "fggl/platform/fallback/paths.hpp"
#endif
......
......@@ -25,32 +25,62 @@
namespace fggl::scenes {
class GameBase : public fggl::AppState {
public:
explicit GameBase(fggl::App &app);
void update(float dt) override;
void render(fggl::gfx::Graphics &gfx) override = 0;
protected:
inline auto input() -> input::Input & {
return *m_input;
}
inline void returnToMenu() {
m_owner.change_state(m_previous);
}
private:
input::Input *m_input;
std::string m_previous = "menu";
};
class Game : public fggl::AppState {
public:
explicit Game(fggl::App& app);
explicit Game(fggl::App &app);
void activate() override;
void deactivate() override;
void update() override;
void render(fggl::gfx::Graphics& gfx) override;
void update(float dt) override;
void render(fggl::gfx::Graphics &gfx) override;
protected:
inline auto world() -> entity::EntityManager& {
inline auto world() -> entity::EntityManager & {
return *m_world;
}
inline auto phys() -> phys::PhysicsEngine& {
protected:
bool hasPhys() const {
return m_phys != nullptr;
}
inline auto phys() -> phys::PhysicsEngine & {
assert(m_phys != nullptr);
return *m_phys;
}
inline auto input() -> input::Input& {
inline auto input() -> input::Input & {
return *m_input;
}
bool m_debug;
private:
input::Input* m_input;
input::Input *m_input;
std::unique_ptr<entity::EntityManager> m_world;
std::unique_ptr<phys::PhysicsEngine> m_phys;
std::string m_previous = "menu";
......
......@@ -26,29 +26,29 @@
namespace fggl::scenes {
using callback = std::function<void(void)>;
using Callback = std::function<void(void)>;
class BasicMenu : public AppState {
public:
explicit BasicMenu(App &owner);
void update() override;
void update(float dt) override;
void render(gfx::Graphics &paint) override;
void activate() override;
void deactivate() override;
void add(const std::string &label, callback cb);
void add(const std::string &label, const Callback& /*cb*/);
private:
input::Input* m_inputs;
std::map<const std::string, callback> m_items;
input::Input *m_inputs;
std::map<const std::string, Callback> m_items;
// menu state
std::string m_active;
math::vec2 m_cursorPos;
gui::Container m_canvas;
gui::Widget* m_hover;
gui::Widget *m_hover;
};
} // namepace fggl::scenes
......
/*
* 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_SCRIPT_ENGINE_H
#define FGGL_SCRIPT_ENGINE_H
#include "fggl/modules/module.hpp"
namespace fggl::script {
class ScriptEngine {
public:
virtual ~ScriptEngine() = default;
// TODO use protected virtual pattern
// scene callbacks
virtual void onActivate() = 0;
virtual void onDeactivate() = 0;
virtual void onUpdate() = 0;
// trigger callback
virtual void onEvent(const std::string& name) = 0;
// run code in engine
virtual bool run(const char* script) = 0;
virtual bool load(const char* filename) = 0;
virtual void setGlobal(const char* name, void* ptr) = 0;
};
class ScriptProvider {
public:
constexpr static const modules::ServiceName service = modules::make_service("fggl::script::service");
virtual ScriptEngine* create() = 0;
};
}
#endif //FGGL_SCRIPT_ENGINE_H
......@@ -24,6 +24,7 @@
#include <cassert>
#include "fggl/util/safety.hpp"
#include "fggl/debug/logging.hpp"
namespace fggl::util {
......@@ -40,7 +41,7 @@ namespace fggl::util {
* @param str the string to hash.
* @return the hashed value
*/
constexpr uint32_t hash_fnv1a_32(const char* str) {
constexpr uint32_t hash_fnv1a_32(const char *str) {
assert(str != nullptr);
uint32_t hash = FNV_OFFSET_BASIS_32;
for (int i = 0; str[i] != '\0'; i++) {
......@@ -56,7 +57,7 @@ namespace fggl::util {
* @param str the string to be hashed
* @return the hashed value
*/
constexpr uint64_t hash_fnv1a_64(const char* str) {
constexpr uint64_t hash_fnv1a_64(const char *str) {
assert(str != nullptr);
uint64_t hash = FNV_OFFSET_BASIS_64;
for (int i = 0; str[i] != '\0'; i++) {
......@@ -66,27 +67,69 @@ namespace fggl::util {
return hash;
}
template<unsigned N>
struct FString {
char c[N];
};
// https://stackoverflow.com/a/65440575
template<unsigned ...Len>
constexpr auto cat(const char (&...strings)[Len]) {
constexpr unsigned N = (... + Len) - sizeof...(Len);
FString<N + 1> result = {};
result.c[N] = '\0';
char* dst = result.c;
for (const char* src : {strings...}) {
for (; *src != '\0'; src++, dst++) {
*dst = *src;
}
}
return result;
}
// debug-only functions
#ifndef NDEBUG
GUID internString(const char* str);
std::string guidToString(GUID guid);
GUID intern_string(const char *str);
std::string guid_to_string(GUID guid);
#endif
constexpr GUID make_guid(const char* str) {
return GUID::make(hash_fnv1a_64(str));
constexpr GUID make_guid(const char *str) {
return GUID(hash_fnv1a_64(str));
}
inline GUID make_guid_rt(const std::string& str) {
inline GUID make_guid_rt(const char* str) {
#ifndef NDEBUG
return internString(str.c_str());
return intern_string(str);
#else
return make_guid(str.c_str());
return make_guid(str);
#endif
}
inline GUID make_guid_rt(const std::string &str) {
return make_guid_rt(str.c_str());
}
} // namespace fggl::util
fggl::util::GUID operator "" _fid(const char* str);
fggl::util::GUID operator "" _fid(const char* str, std::size_t);
// formatter
template<> struct fmt::formatter<fggl::util::GUID> {
constexpr auto parse(format_parse_context& ctx) -> decltype(ctx.begin()) {
return ctx.begin();
}
template <typename FormatContext>
auto format(const fggl::util::GUID& guid, FormatContext& ctx) const -> decltype(ctx.out()) {
#ifndef NDEBUG
return fmt::format_to(ctx.out(), "GUID[{}]", guid_to_string(guid));
#else
return fmt::format_to(ctx.out(), "GUID[{}]", guid.get());
#endif
}
};
fggl::util::GUID operator "" _fid(const char *str);
fggl::util::GUID operator "" _fid(const char *str, std::size_t);
#endif //FGGL_UTIL_GUID_HPP
......@@ -40,20 +40,37 @@ namespace fggl::util {
public:
explicit constexpr OpaqueName(T value) : m_value(value) {}
constexpr OpaqueName() : m_value() {}
constexpr T get() const {
return m_value;
}
constexpr explicit operator std::string_view() const { return m_value; }
/**
* Check for equality of two handles.
*
* Two values are considered the same of the values contained inside them are considered equal, and both
* types share the same tagging interface.
*
* @param other the value being compared against.
* @return true iff the contained values are equal
*/
bool operator==(const OpaqueName<T, Tag> &other) const {
return m_value == other.m_value;
}
/**
* Check for equality of two handles.
*
* Two values are considered the same of the values contained inside them are considered equal, and both
* types share the same tagging interface.
*
* @param other the value being compared against.
* @return true iff the contained values are not equal
*/
bool operator!=(const OpaqueName<T, Tag> &other) const {
return !(*this == other);
return m_value != other.m_value;
}
bool operator<(const OpaqueName<T, Tag> &other) const {
......@@ -64,6 +81,9 @@ namespace fggl::util {
return m_value <=> other.m_value;
}
/**
* Generate a new tagged instance of a handle.
*/
constexpr static OpaqueName<T, Tag> make(T value) {
return OpaqueName<T, Tag>(value);
}
......
......@@ -51,7 +51,7 @@ namespace fggl::util {
}
bool change(const Identifer &name) {
if ( m_states.find(name) == m_states.end() ) {
if (m_states.find(name) == m_states.end()) {
debug::error("attempted to change to non-existent state {}, ignoring you.", name);
return false;
}
......@@ -63,7 +63,7 @@ namespace fggl::util {
}
StateType &active() const {
assertm(m_states.find(m_active) != m_states.end(), "active state does not exist!");
ASSERT_MSG(m_states.find(m_active) != m_states.end(), "active state does not exist!");
return *(m_states.at(m_active).get());
}
......
# Integration Modules
This adds support for 3rd party libraries to the engine. These can be included in projects
to expose modules which can then be used in your applications.
## Integrations Provided
The following integration modules are povided in this folder. For more information please see the readme for that module.
| Integration | Module Name | Description |
|-------------|-----------------------|----------------------------------------------------|
| Bullet | `fggl::phys::Bullet3` | Provides Bullet3 integration into the game engine. |
| Lua | `fggl::script::Lua` | Provides LUA scripting support for the engine |
Modules that cannot be included for legal reasons will be packaged independently of this repository.
\ No newline at end of file
......@@ -5,32 +5,35 @@ if ( NOT Bullet_FOUND )
else()
message( STATUS "Bullet is poorly packaged, you might need to disable support for it" )
add_library(fgglbt STATIC)
if ( MSVC )
# see https://github.com/microsoft/vcpkg/issues/7877
target_link_libraries(fggl PUBLIC LinearMath Bullet3Common BulletDynamics BulletSoftBody BulletCollision BulletInverseDynamics)
target_link_libraries(fgglbt PUBLIC LinearMath Bullet3Common BulletDynamics BulletSoftBody BulletCollision BulletInverseDynamics)
else()
# FIXME: this shouldn't be necessary, for modern cmake, linking the libraries should be enough
target_compile_definitions(fggl PUBLIC ${BULLET_DEFINITIONS})
target_compile_definitions(fgglbt PUBLIC ${BULLET_DEFINITIONS})
if ( BULLET_INCLUDE_DIRS STREQUAL "include/bullet" )
message( STATUS "Bullet include path is relative - hard-coding" )
# FIXME possible debian packing bug: path is relative in BulletConfig.cmake
# FIXME debian packaging bug: BulletConfig.cmake lists BulletInverseDynamics, but that's packaged in bullet-extras
target_include_directories(fggl PUBLIC ${BULLET_ROOT_DIR}/${BULLET_INCLUDE_DIRS})
target_include_directories(fgglbt PUBLIC ${BULLET_ROOT_DIR}/${BULLET_INCLUDE_DIRS})
else()
target_include_directories(fggl PUBLIC ${BULLET_INCLUDE_DIRS})
target_include_directories(fgglbt PUBLIC ${BULLET_INCLUDE_DIRS})
endif()
target_link_libraries(fggl PUBLIC ${BULLET_LIBRARIES})
target_link_libraries(fgglbt PUBLIC ${BULLET_LIBRARIES})
endif()
target_include_directories( fggl
target_link_libraries( fgglbt PUBLIC fggl )
target_include_directories( fgglbt
PUBLIC
$<BUILD_INTERFACE:${CMAKE_CURRENT_LIST_DIR}/include>
$<INSTALL_INTERFACE:include>
)
# bullet cpp files
target_sources( fggl
target_sources( fgglbt
PRIVATE
src/module.cpp
src/simulation.cpp
......
......@@ -45,11 +45,9 @@ namespace fggl::phys::bullet {
~FgglMotionState() override = default;
void getWorldTransform(btTransform& worldTrans) const override {
debug::trace("BT: syncing from transform: {}.", (uint64_t)m_entity);
const auto* transform = m_world->tryGet<fggl::math::Transform>(m_entity);
if ( transform == nullptr ) {
debug::warning("BT: attempted to get transform of entity without transform component.");
debug::error("BT: attempted to get transform of entity without transform component.");
return;
}
......
......@@ -75,6 +75,14 @@ namespace fggl::phys::bullet {
explicit BulletPhysicsEngine(entity::EntityManager* world);
~BulletPhysicsEngine() override;
// copy is not allowed
BulletPhysicsEngine(const BulletPhysicsEngine&) = delete;
BulletPhysicsEngine& operator=(const BulletPhysicsEngine&) = delete;
// move is not allowed
BulletPhysicsEngine(BulletPhysicsEngine&&) = delete;
BulletPhysicsEngine& operator=(BulletPhysicsEngine&&) = delete;
void step() override;
void onEntityDeath(entity::EntityID entity);
......@@ -83,9 +91,19 @@ namespace fggl::phys::bullet {
std::vector<entity::EntityID> raycastAll(math::vec3 from, math::vec3 to) override;
std::vector<entity::EntityID> sweep(PhyShape& shape, math::Transform& from, math::Transform& to) override;
/**
* Add a rigid body to the physics world.
*
* The body should not currently be in the simulation. Physics position will be synced with the motion
* state prior to it being added to the simulation. This method should not need to be called manually, it
* is called when the entity is decoded.
*
* @param entity the entity the BulletBody is attached to.
* @param body the pre-configured bullet body.
*/
void addBody(entity::EntityID entity, BulletBody& body);
bool debugDraw = false;
void setDebugDraw(bool enabled) override;
private:
entity::EntityManager* m_ecs;
BulletConfiguration m_config;
......@@ -94,14 +112,12 @@ namespace fggl::phys::bullet {
ContactCache m_contactCache;
/**
* Check for ECS components which aren't in the physics world and add them.
*/
void checkForPhys();
/**
* Sync the bullet world state back to the ECS.
* Force position and rotation in the ECS to match those from the physics world.
*
* As FGGL uses motion states, this should not be required. As it iterates all entities in a scene this is
* also a very expensive operation.
*/
void forceSyncToECS();
void syncTransformToECS();
/**
* Deal with physics collisions
......
......@@ -97,7 +97,6 @@ namespace fggl::phys::bullet {
auto& physComp = manager.template get<BulletBody>(entity);
engine->addBody(entity, physComp);
});
engine->debugDraw = true;
return engine;
}
......
......@@ -35,7 +35,7 @@ namespace fggl::phys::bullet {
return {fgglVec.x, fgglVec.y, fgglVec.z};
}
BulletPhysicsEngine::BulletPhysicsEngine(entity::EntityManager* world) : m_ecs(world), m_config(), m_world(nullptr) {
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);
......@@ -47,9 +47,6 @@ namespace fggl::phys::bullet {
m_config.solver,
m_config.collisionConfiguration);
m_debug = std::make_unique<debug::BulletDebugDrawList>();
m_world->setDebugDrawer( m_debug.get() );
m_debug->setDebugMode(btIDebugDraw::DBG_DrawWireframe);
// callbacks (for handling bullet -> ecs)
......@@ -78,97 +75,41 @@ namespace fggl::phys::bullet {
//syncToECS();
pollCollisions();
if ( debugDraw ) {
// if debug draw is enabled, trigger a draw call
if ( m_debug != nullptr ) {
m_world->debugDrawWorld();
}
}
void BulletPhysicsEngine::addBody(entity::EntityID /*entity*/, BulletBody &body) {
m_world->addRigidBody(body.body);
btMatrix4x4 transform;
body.body->getMotionState()->getWorldTransform(body.transform);
body.body->setWorldTransform(body.body->getMotionState()->)
}
// 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);
inline btCollisionShape* shape_to_bullet(const phys::RigidBody& fgglBody) {
if ( fgglBody.shape == nullptr ) {
// they forgot to put a shape, we'll assume a unit sphere to avoid crashes...
return new btSphereShape(0.5F);
}
switch (fgglBody.shape->type) {
case phys::ShapeType::BOX: {
auto extents = ((phys::Box*)fgglBody.shape)->extents;
return new btBoxShape({extents.x, extents.y, extents.z});
}
case phys::ShapeType::SPHERE: {
float radius = ((phys::Sphere*)fgglBody.shape)->radius;
return new btSphereShape(radius);
}
default:
return new btSphereShape(0.5f);
}
m_world->addRigidBody(body.body);
}
void BulletPhysicsEngine::checkForPhys() {
// FIXME without reactive-based approaches this is very slow
auto entsWantPhys = m_ecs->find<phys::RigidBody>();
for (auto ent : entsWantPhys) {
auto* btComp = m_ecs->tryGet<BulletBody>(ent);
if ( btComp != nullptr ) {
// they are already in the simulation
continue;
}
// set up the bullet proxy for our object
btComp = &m_ecs->add<BulletBody>(ent);
const auto& fgBody = m_ecs->get<phys::RigidBody>(ent);
btComp->motion = new FgglMotionState(m_ecs, ent);
// collisions
btCollisionShape* colShape = shape_to_bullet(fgBody);
btVector3 localInt(0, 0, 0);
if ( !fgBody.isStatic() ) {
colShape->calculateLocalInertia(fgBody.mass, localInt);
}
// setup the construction information
btRigidBody::btRigidBodyConstructionInfo bodyCI(
fgBody.mass,
btComp->motion,
colShape,
localInt
);
btComp->body = new btRigidBody(bodyCI);
btComp->body->setUserIndex( static_cast<int>(ent) );
if (!fgBody.isStatic()) {
btComp->body->setRestitution(0.5f);
btComp->body->setRollingFriction(0.0f);
}
if ( fgBody.type == BodyType::KINEMATIC ) {
auto flags = btComp->body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT;
btComp->body->setCollisionFlags( flags );
// we don't have a clean way of saying a kinematic object moved, so just prevent sleeping.
// if this turns out to be an issue, we'll need to revisit this.
btComp->body->setActivationState( DISABLE_DEACTIVATION );
}
m_world->addRigidBody( btComp->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::forceSyncToECS() {
void BulletPhysicsEngine::syncTransformToECS() {
const auto physEnts = m_ecs->find<math::Transform, BulletBody>();
for (const auto& ent : physEnts) {
auto& transform = m_ecs->get<math::Transform>(ent);
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;
}
......@@ -195,11 +136,12 @@ namespace fggl::phys::bullet {
auto entRB = m_ecs->find<BulletBody>();
for (const auto& ent : entRB) {
auto& bulletBody = m_ecs->get<BulletBody>(ent);
m_world->removeCollisionObject(bulletBody.body);
if ( bulletBody.body != nullptr ) {
m_world->removeCollisionObject(bulletBody.body);
}
// release resources and delete
bulletBody.release();
//m_ecs->remove<BulletBody>(ent);
}
// delete the world
......
target_include_directories( fggl
PUBLIC
$<BUILD_INTERFACE:${CMAKE_CURRENT_LIST_DIR}/include>
$<INSTALL_INTERFACE:include>
)