2D Physics

This commit is contained in:
Simon Lübeß
2022-10-08 16:56:15 +02:00
parent 202083930a
commit a42544f171
12 changed files with 475 additions and 13 deletions
+3
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@@ -25,3 +25,6 @@
[submodule "GlitchyEngineHelper/vendor/DirectXTK"] [submodule "GlitchyEngineHelper/vendor/DirectXTK"]
path = GlitchyEngineHelper/vendor/DirectXTK path = GlitchyEngineHelper/vendor/DirectXTK
url = https://github.com/microsoft/DirectXTK.git url = https://github.com/microsoft/DirectXTK.git
[submodule "GlitchyEngine/vendor/box2D"]
path = GlitchyEngine/vendor/box2D
url = https://github.com/jazzbre/box2d-beef.git
+2 -2
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@@ -1,6 +1,6 @@
FileVersion = 1 FileVersion = 1
Projects = {Sandbox = {Path = "Sandbox"}, GlitchyEngine = {Path = "GlitchyEngine"}, GlitchLog = {Path = "GlitchLog"}, DirectX = {Path = "GlitchyEngine/vendor/directx/DirectX"}, LodePng = {Path = "vendor/lodepng-beef/lodepng-beef"}, FreeType = {Path = "GlitchyEngine/vendor/freetype"}, cgltf-beef = {Path = "GlitchyEngine/vendor/gltf/cgltf-beef"}, GlitchyEditor = {Path = "GlitchyEditor"}, msdfgen-beef = {Path = "GlitchyEngine/vendor/msdfgen/msdfgen-beef"}, ImGui = {Path = "GlitchyEngine/vendor/imgui/ImGui"}, ImGuiImplDX11 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplDX11"}, ImGuiImplWin32 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplWin32"}, ImGuizmo = {Path = "GlitchyEngine/vendor/imgui/ImGuizmo"}, GlitchyEngineHelper = {Path = "GlitchyEngineHelper"}, bon = {Path = "GlitchyEngine/vendor/bon"}} Projects = {Sandbox = {Path = "Sandbox"}, GlitchyEngine = {Path = "GlitchyEngine"}, GlitchLog = {Path = "GlitchLog"}, DirectX = {Path = "GlitchyEngine/vendor/directx/DirectX"}, LodePng = {Path = "vendor/lodepng-beef/lodepng-beef"}, FreeType = {Path = "GlitchyEngine/vendor/freetype"}, cgltf-beef = {Path = "GlitchyEngine/vendor/gltf/cgltf-beef"}, GlitchyEditor = {Path = "GlitchyEditor"}, msdfgen-beef = {Path = "GlitchyEngine/vendor/msdfgen/msdfgen-beef"}, ImGui = {Path = "GlitchyEngine/vendor/imgui/ImGui"}, ImGuiImplDX11 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplDX11"}, ImGuiImplWin32 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplWin32"}, ImGuizmo = {Path = "GlitchyEngine/vendor/imgui/ImGuizmo"}, GlitchyEngineHelper = {Path = "GlitchyEngineHelper"}, bon = {Path = "GlitchyEngine/vendor/bon"}, box2d-beef = {Path = "GlitchyEngine/vendor/box2D"}}
WorkspaceFolders = {GlitchyEngine = ["GlitchyEngine", "GlitchLog", "GlitchyEngineHelper"], "GlitchyEngine/Dependencies" = ["cgltf-beef", "DirectX", "FreeType", "ImGui", "ImGuiImplDX11", "ImGuiImplWin32", "ImGuizmo", "LodePng", "msdfgen-beef", "bon"]} WorkspaceFolders = {GlitchyEngine = ["GlitchyEngine", "GlitchLog", "GlitchyEngineHelper"], "GlitchyEngine/Dependencies" = ["cgltf-beef", "DirectX", "FreeType", "ImGui", "ImGuiImplDX11", "ImGuiImplWin32", "ImGuizmo", "LodePng", "msdfgen-beef", "bon", "box2d-beef"]}
[Workspace] [Workspace]
StartupProject = "GlitchyEditor" StartupProject = "GlitchyEditor"
@@ -0,0 +1,168 @@
{
Name = "Scene name here pls!!!",
Entities = [
{
Id = 0,
NameComponent = {
Name = "Quad"
},
SpriterRendererComponent = {
Color = {
R = 0,
G = 0.551178,
B = 0.328787,
A = 1
},
UvTransform = {
X = 0,
Y = 0,
Z = 1,
W = 1
}
},
TransformComponent = {
Position = {
X = 0,
Y = 2,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
Rigidbody2D = {
BodyType = .Dynamic,
FixedRotation = false
},
BoxCollider2D = {
Offset = {
X = 0,
Y = 0
},
Size = {
X = 0.5,
Y = 0.5
},
Density = 1,
Friction = 0.5,
Restitution = 0,
RestitutionThreshold = 0.5
}
},
{
Id = 1,
NameComponent = {
Name = "Floor"
},
SpriterRendererComponent = {
Color = {
R = 1,
G = 0.941886,
B = 0.401485,
A = 1
},
UvTransform = {
X = 0,
Y = 0,
Z = 1,
W = 1
}
},
TransformComponent = {
Position = {
X = 0,
Y = -0.5,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 10,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
Rigidbody2D = {
BodyType = .Static,
FixedRotation = false
},
BoxCollider2D = {
Offset = {
X = 0,
Y = 0
},
Size = {
X = 0.5,
Y = 0.5
},
Density = 1,
Friction = 0.5,
Restitution = 0,
RestitutionThreshold = 0.5
}
},
{
Id = 2,
NameComponent = {
Name = "Camera"
},
TransformComponent = {
Position = {
X = 0,
Y = 1,
Z = -5
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
CameraComponent = {
Primary = true,
ProjectionType = .InfinitePerspective,
PerspectiveFovY = 1.308997,
PerspectiveNearPlane = 0.1,
PerspectiveFarPlane = 10000,
OrthographicHeight = 10,
OrthographicNearPlane = 0,
OrthographicFarPlane = 10,
AspectRatio = 2.329843,
FixedAspectRatio = false
}
}
]
}
@@ -64,6 +64,8 @@ namespace GlitchyEditor.EditWindows
ShowComponentEditor<MeshRendererComponent>("Mesh Renderer", entity, => ShowMeshRendererComponentEditor, => ShowComponentContextMenu<MeshRendererComponent>); ShowComponentEditor<MeshRendererComponent>("Mesh Renderer", entity, => ShowMeshRendererComponentEditor, => ShowComponentContextMenu<MeshRendererComponent>);
ShowComponentEditor<LightComponent>("Light", entity, => ShowLightComponentEditor, => ShowComponentContextMenu<LightComponent>); ShowComponentEditor<LightComponent>("Light", entity, => ShowLightComponentEditor, => ShowComponentContextMenu<LightComponent>);
ShowComponentEditor<MeshComponent>("Mesh", entity, => ShowMeshComponentEditor, => ShowComponentContextMenu<MeshComponent>); ShowComponentEditor<MeshComponent>("Mesh", entity, => ShowMeshComponentEditor, => ShowComponentContextMenu<MeshComponent>);
ShowComponentEditor<Rigidbody2DComponent>("Rigidbody 2D", entity, => ShowRigidBody2DComponentEditor, => ShowComponentContextMenu<Rigidbody2DComponent>);
ShowComponentEditor<BoxCollider2DComponent>("Box collider 2D", entity, => ShowBoxCollider2DComponentEditor, => ShowComponentContextMenu<BoxCollider2DComponent>);
ShowAddComponentButton(entity); ShowAddComponentButton(entity);
} }
@@ -411,6 +413,64 @@ namespace GlitchyEditor.EditWindows
} }
} }
private static void ShowRigidBody2DComponentEditor(Entity entity, Rigidbody2DComponent* rigidBodyComponent)
{
const String[?] bodyTypeStrings = .("Static", "Dynamic", "Kinematic");
String bodyTypeName = bodyTypeStrings[rigidBodyComponent.BodyType.Underlying];
if (ImGui.BeginCombo("Type", bodyTypeName.CStr()))
{
for (int i = 0; i < 3; i++)
{
bool isSelected = (bodyTypeName == bodyTypeStrings[i]);
if (ImGui.Selectable(bodyTypeStrings[i], isSelected))
{
rigidBodyComponent.BodyType = (.)i;
}
if (isSelected)
ImGui.SetItemDefaultFocus();
}
ImGui.EndCombo();
}
ImGui.Checkbox("Fixed Rotation", &rigidBodyComponent.FixedRotation);
}
private static void ShowBoxCollider2DComponentEditor(Entity entity, BoxCollider2DComponent* boxCollider)
{
float textWidth = ImGui.CalcTextSize("Offset".CStr()).x;
textWidth += ImGui.GetStyle().FramePadding.x * 3.0f;
Vector2 offset = boxCollider.Offset;
if (ImGui.EditVector2("Offset", ref offset, .Zero, 0.1f, textWidth))
boxCollider.Offset = offset;
Vector2 size = boxCollider.Size;
if (ImGui.EditVector2("Size", ref size, .Zero, 0.1f, textWidth))
boxCollider.Size = size;
float density = boxCollider.Density;
if (ImGui.DragFloat("Density", &density, 0.0f, 0.1f, textWidth))
boxCollider.Density = density;
float friction = boxCollider.Friction;
if (ImGui.DragFloat("Friction", &friction, 0.0f, 0.1f, textWidth))
boxCollider.Friction = friction;
float restitution = boxCollider.Restitution;
if (ImGui.DragFloat("Restitution", &restitution, 0.0f, 0.1f, textWidth))
boxCollider.Restitution = restitution;
float restitutionThreshold = boxCollider.RestitutionThreshold;
if (ImGui.DragFloat("RestitutionThreshold", &restitutionThreshold, 0.0f, 0.1f, textWidth))
boxCollider.RestitutionThreshold = restitutionThreshold;
}
private static void LabelColumn(StringView label) private static void LabelColumn(StringView label)
{ {
ImGui.TextUnformatted(label); ImGui.TextUnformatted(label);
@@ -517,6 +577,10 @@ namespace GlitchyEditor.EditWindows
void ShowComponentButton<TComponent>(String name) where TComponent : struct, new void ShowComponentButton<TComponent>(String name) where TComponent : struct, new
{ {
// If the entity already has this component, don't show the option to add it
if (entity.HasComponent<TComponent>())
return;
float textWidth = ImGui.CalcTextSize(name.CStr()).x; float textWidth = ImGui.CalcTextSize(name.CStr()).x;
buttonWidth = Math.Max(buttonWidth, textWidth + ImGui.GetStyle().FramePadding.x * 2); buttonWidth = Math.Max(buttonWidth, textWidth + ImGui.GetStyle().FramePadding.x * 2);
@@ -547,6 +611,8 @@ namespace GlitchyEditor.EditWindows
ShowComponentButton<CameraComponent>("Camera"); ShowComponentButton<CameraComponent>("Camera");
ShowComponentButton<SpriterRendererComponent>("Sprite Renderer"); ShowComponentButton<SpriterRendererComponent>("Sprite Renderer");
ShowComponentButton<LightComponent>("Light"); ShowComponentButton<LightComponent>("Light");
ShowComponentButton<Rigidbody2DComponent>("Rigidbody 2D");
ShowComponentButton<BoxCollider2DComponent>("Box collider 2D");
ImGui.EndCombo(); ImGui.EndCombo();
} }
+16 -5
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@@ -310,12 +310,16 @@ namespace GlitchyEditor
{ {
_sceneState = .Play; _sceneState = .Play;
_editor.SceneViewportWindow.EditorMode = false; _editor.SceneViewportWindow.EditorMode = false;
_scene.OnRuntimeStart();
} }
private void OnSceneStop() private void OnSceneStop()
{ {
_sceneState = .Edit; _scene.OnRuntimeStop();
_editor.SceneViewportWindow.EditorMode = true; _editor.SceneViewportWindow.EditorMode = true;
_sceneState = .Edit;
} }
// Just for testing // Just for testing
@@ -459,19 +463,26 @@ namespace GlitchyEditor
_camera.Position = .(-1.5f, 1.5f, -2.5f); _camera.Position = .(-1.5f, 1.5f, -2.5f);
_camera.RotationEuler = .(MathHelper.ToRadians(25), MathHelper.ToRadians(35), 0); _camera.RotationEuler = .(MathHelper.ToRadians(25), MathHelper.ToRadians(35), 0);
/*// Create default camera
{
let camEntity = _scene.CreateEntity("Camera");
let transform = camEntity.Transform;
transform.Position =
}
// Create the default light source // Create the default light source
{ {
var lightNtt = _scene.CreateEntity("Light"); let lightNtt = _scene.CreateEntity("Light");
let transform = lightNtt.GetComponent<TransformComponent>(); let transform = lightNtt.Transform;
transform.Position = .(0, 0, 0); transform.Position = .(0, 0, 0);
transform.RotationEuler = .(MathHelper.ToRadians(45), MathHelper.ToRadians(-100), 0); transform.RotationEuler = .(MathHelper.ToRadians(45), MathHelper.ToRadians(-100), 0);
let light = lightNtt.AddComponent<LightComponent>(); let light = lightNtt.AddComponent<LightComponent>();
light.SceneLight.Illuminance = 10.0f; light.SceneLight.Illuminance = 10.0f;
light.SceneLight.Color = .(1.0f, 0.95f, 0.8f); light.SceneLight.Color = .(1.0f, 0.95f, 0.8f);
} }*/
TestEntitiesWithModels(); //TestEntitiesWithModels();
} }
/// Saves the scene in the file that is was loaded from or saved to last. If there is no such path (i.e. it is a new scene) the save file dialog will open. /// Saves the scene in the file that is was loaded from or saved to last. If there is no such path (i.e. it is a new scene) the save file dialog will open.
+1 -1
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@@ -1,5 +1,5 @@
FileVersion = 1 FileVersion = 1
Dependencies = {GlitchLog = "*", corlib = "*", DirectX = "*", FreeType = "*", cgltf-beef = "*", msdfgen-beef = "*", ImGui = "*", ImGuiImplDX11 = "*", ImGuiImplWin32 = "*", ImGuizmo = "*", Beefy2D = "*", LodePng = "*", GlitchyEngineHelper = "*", bon = "*"} Dependencies = {GlitchLog = "*", corlib = "*", DirectX = "*", FreeType = "*", cgltf-beef = "*", msdfgen-beef = "*", ImGui = "*", ImGuiImplDX11 = "*", ImGuiImplWin32 = "*", ImGuizmo = "*", Beefy2D = "*", LodePng = "*", GlitchyEngineHelper = "*", bon = "*", box2d-beef = "*"}
[Project] [Project]
Name = "GlitchyEngine" Name = "GlitchyEngine"
+2
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@@ -1,4 +1,5 @@
using System; using System;
using Bon;
using internal GlitchyEngine.Math; using internal GlitchyEngine.Math;
@@ -13,6 +14,7 @@ namespace GlitchyEngine.Math
/** /**
Represents a four component floating point color Represents a four component floating point color
*/ */
[BonTarget]
[CRepr] [CRepr]
struct ColorRGBA struct ColorRGBA
{ {
+25
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@@ -337,4 +337,29 @@ namespace GlitchyEngine.World
{ {
public SceneLight SceneLight; public SceneLight SceneLight;
} }
struct Rigidbody2DComponent
{
public enum BodyType { Static = 0, Dynamic = 1, Kinematic = 2 }
public BodyType BodyType = .Static;
public bool FixedRotation = false;
internal int _runtimeBody = 0;
}
struct BoxCollider2DComponent
{
public Vector2 Offset = .(0.0f, 0.0f);
public Vector2 Size = .(0.5f, 0.5f);
// TODO: move into 2D physics material
public float Density = 1.0f;
public float Friction = 0.5f;
public float Restitution = 0.0f;
public float RestitutionThreshold = 0.5f;
internal int _runtimeFixture = 0;
}
} }
+14
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@@ -63,6 +63,8 @@ namespace GlitchyEngine.World
} }
} }
public TransformComponent* Transform => GetComponent<TransformComponent>();
public T* AddComponent<T>(T value = T()) where T: struct, new public T* AddComponent<T>(T value = T()) where T: struct, new
{ {
Log.EngineLogger.AssertDebug(!HasComponent<T>(), scope $"Entity already has component."); Log.EngineLogger.AssertDebug(!HasComponent<T>(), scope $"Entity already has component.");
@@ -86,6 +88,18 @@ namespace GlitchyEngine.World
return _scene._ecsWorld.HasComponent<T>(_entity); return _scene._ecsWorld.HasComponent<T>(_entity);
} }
public bool TryGetComponent<T>(out T* component) where T: struct, new
{
if (HasComponent<T>())
{
component = GetComponent<T>();
return true;
}
component = null;
return false;
}
public void RemoveComponent<T>() where T: struct, new public void RemoveComponent<T>() where T: struct, new
{ {
Log.EngineLogger.AssertDebug(HasComponent<T>(), "Entity doesn't have component!"); Log.EngineLogger.AssertDebug(HasComponent<T>(), "Entity doesn't have component!");
+123 -1
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@@ -2,19 +2,26 @@ using GlitchyEngine.Math;
using GlitchyEngine.Renderer; using GlitchyEngine.Renderer;
using System; using System;
using System.Collections; using System.Collections;
using Box2D;
namespace GlitchyEngine.World namespace GlitchyEngine.World
{ {
using internal ScriptableEntity; using internal ScriptableEntity;
using internal GlitchyEngine.World;
class Scene class Scene
{ {
internal EcsWorld _ecsWorld = new .() ~ delete _; internal EcsWorld _ecsWorld = new .() ~ delete _;
internal b2World* _physicsWorld2D;
private Dictionary<Type, function void(Entity entity, Type componentType, void* component)> _onComponentAddedHandlers = new .() ~ delete _; private Dictionary<Type, function void(Entity entity, Type componentType, void* component)> _onComponentAddedHandlers = new .() ~ delete _;
private RenderTargetGroup _compositeTarget ~ _.ReleaseRef(); private RenderTargetGroup _compositeTarget ~ _.ReleaseRef();
// Temporary target for camera. Needs to change as soon as we support multiple cameras
private RenderTargetGroup _cameraTarget ~ _.ReleaseRef();
private Effect _gammaCorrectEffect ~ _.ReleaseRef(); private Effect _gammaCorrectEffect ~ _.ReleaseRef();
public Entity ActiveCamera => { public Entity ActiveCamera => {
@@ -54,6 +61,16 @@ namespace GlitchyEngine.World
RenderTargetFormat.D24_UNorm_S8_UInt); RenderTargetFormat.D24_UNorm_S8_UInt);
_compositeTarget = new RenderTargetGroup(desc); _compositeTarget = new RenderTargetGroup(desc);
_cameraTarget = new RenderTargetGroup(.(){
Width = 100,
Height = 100,
ColorTargetDescriptions = TargetDescription[](
.(.R16G16B16A16_Float),
.(.R32_UInt)
),
DepthTargetDescription = .(.D24_UNorm_S8_UInt)
});
_gammaCorrectEffect = Application.Get().EffectLibrary.Load("content/Shaders/GammaCorrect.hlsl"); _gammaCorrectEffect = Application.Get().EffectLibrary.Load("content/Shaders/GammaCorrect.hlsl");
} }
@@ -61,6 +78,71 @@ namespace GlitchyEngine.World
{ {
} }
b2Vec2 _gravity2D = .(0.0f, -9.8f);
static b2BodyType GetBox2DBodyType(Rigidbody2DComponent.BodyType bodyType)
{
switch (bodyType)
{
case .Static:
return .b2_staticBody;
case .Dynamic:
return .b2_dynamicBody;
case .Kinematic:
return .b2_kinematicBody;
default:
Log.EngineLogger.AssertDebug(false, "Unknown body type");
return .b2_staticBody;
}
}
public void OnRuntimeStart()
{
_physicsWorld2D = Box2D.World.Create(ref _gravity2D);
for (var entry in _ecsWorld.Enumerate<Rigidbody2DComponent>())
{
Entity entity = .(entry.Entity, this);
var transform = entity.Transform;
var rigidBody = entry.Component;
b2BodyDef def = .();
def.type = GetBox2DBodyType(rigidBody.BodyType);
// TODO: breaks with hierarchy
def.position = b2Vec2(transform.Position.X, transform.Position.Y);
def.angle = transform.RotationEuler.Z;
b2Body* body = Box2D.World.CreateBody(_physicsWorld2D, &def);
Box2D.Body.SetFixedRotation(body, rigidBody.FixedRotation);
rigidBody._runtimeBody = (int)(void*)body;
if (entity.TryGetComponent<BoxCollider2DComponent>(let boxCollider))
{
b2Shape* boxShape = Box2D.Shape.CreatePolygon();
Box2D.Shape.PolygonSetAsBox(boxShape, boxCollider.Size.X * transform.Scale.X, boxCollider.Size.Y * transform.Scale.Y);
b2FixtureDef fixtureDef = .();
fixtureDef.shape = boxShape;
fixtureDef.density = boxCollider.Density;
fixtureDef.friction = boxCollider.Friction;
fixtureDef.restitution = boxCollider.Restitution;
fixtureDef.restitutionThreshold = boxCollider.RestitutionThreshold;
b2Fixture* fixture = Box2D.Body.CreateFixture(body, &fixtureDef);
boxCollider._runtimeFixture = (int)(void*)fixture;
}
}
}
public void OnRuntimeStop()
{
Box2D.World.Delete(_physicsWorld2D);
_physicsWorld2D = null;
}
public void UpdateRuntime(GameTime gameTime, RenderTargetGroup finalTarget) public void UpdateRuntime(GameTime gameTime, RenderTargetGroup finalTarget)
{ {
Debug.Profiler.ProfileRendererFunction!(); Debug.Profiler.ProfileRendererFunction!();
@@ -69,6 +151,44 @@ namespace GlitchyEngine.World
TransformSystem.Update(_ecsWorld); TransformSystem.Update(_ecsWorld);
// Run scripts
for (var (entity, script) in _ecsWorld.Enumerate<NativeScriptComponent>())
{
if (script.Instance == null)
{
script.Instance = script.InstantiateFunction();
script.Instance._entity = Entity(entity, this);
script.Instance.[Friend]OnCreate();
}
script.Instance.[Friend]OnUpdate(gameTime);
}
// Update 2D physics
{
const int32 velocityIterations = 6;
const int32 positionIterations = 2;
const int32 particleIterations = 2;
Box2D.World.Step(_physicsWorld2D, gameTime.DeltaTime, velocityIterations, positionIterations, particleIterations);
// Retrieve transform from Box2D
for (var entry in _ecsWorld.Enumerate<Rigidbody2DComponent>())
{
Entity entity = .(entry.Entity, this);
var transform = entity.Transform;
var rigidbody = entry.Component;
b2Body* body = (b2Body*)(void*)rigidbody._runtimeBody;
b2Vec2 position = Box2D.Body.GetPosition(body);
float angle = Box2D.Body.GetAngle(body);
transform.Position = .(position.x, position.y, transform.Position.Z);
transform.RotationEuler = .(transform.RotationEuler.XY, angle);
}
}
// Find camera // Find camera
Camera* primaryCamera = null; Camera* primaryCamera = null;
Matrix primaryCameraTransform = default; Matrix primaryCameraTransform = default;
@@ -80,7 +200,8 @@ namespace GlitchyEngine.World
{ {
primaryCamera = &camera.Camera; primaryCamera = &camera.Camera;
primaryCameraTransform = transform.WorldTransform; primaryCameraTransform = transform.WorldTransform;
renderTarget = camera.RenderTarget..AddRef(); // TODO: bind render targets to cameras
// renderTarget = camera.RenderTarget..AddRef();
} }
} }
@@ -392,6 +513,7 @@ namespace GlitchyEngine.World
} }
_compositeTarget.Resize(ViewportWidth, ViewportHeight); _compositeTarget.Resize(ViewportWidth, ViewportHeight);
_cameraTarget.Resize(ViewportWidth, ViewportHeight);
} }
private void OnComponentAdded(Entity entity, Type componentType, void* component) private void OnComponentAdded(Entity entity, Type componentType, void* component)
+51 -1
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@@ -81,6 +81,7 @@ namespace GlitchyEngine.World
// TODO: Texture // TODO: Texture
Serialize.Value(writer, "Color", component.Color); Serialize.Value(writer, "Color", component.Color);
Serialize.Value(writer, "UvTransform", component.UvTransform);
}); });
SerializeComponent<TransformComponent>(writer, entity, "TransformComponent", scope (component) => SerializeComponent<TransformComponent>(writer, entity, "TransformComponent", scope (component) =>
@@ -128,6 +129,24 @@ namespace GlitchyEngine.World
Serialize.Value(writer, "Color", light.Color); Serialize.Value(writer, "Color", light.Color);
}); });
SerializeComponent<Rigidbody2DComponent>(writer, entity, "Rigidbody2D", scope (component) =>
{
Serialize.Value(writer, "BodyType", component.BodyType);
Serialize.Value(writer, "FixedRotation", component.FixedRotation);
});
SerializeComponent<BoxCollider2DComponent>(writer, entity, "BoxCollider2D", scope (component) =>
{
Serialize.Value(writer, "Offset", component.Offset);
Serialize.Value(writer, "Size", component.Size);
Serialize.Value(writer, "Density", component.Density);
Serialize.Value(writer, "Friction", component.Friction);
Serialize.Value(writer, "Restitution", component.Restitution);
Serialize.Value(writer, "RestitutionThreshold", component.RestitutionThreshold);
});
} }
writer.EntryEnd(); writer.EntryEnd();
@@ -252,6 +271,8 @@ namespace GlitchyEngine.World
// TODO: Texture // TODO: Texture
Try!(Deserialize.Value(reader, "Color", out component.Color)); Try!(Deserialize.Value(reader, "Color", out component.Color));
reader.EntryEnd();
Try!(Deserialize.Value(reader, "UvTransform", out component.UvTransform));
return .Ok; return .Ok;
})); }));
@@ -337,9 +358,38 @@ namespace GlitchyEngine.World
Deserialize.Value(reader, "Color", out light.[Friend]_color); Deserialize.Value(reader, "Color", out light.[Friend]_color);
return .Ok; return .Ok;
})); }));
case "Rigidbody2D":
Try!(DeserializeComponent<Rigidbody2DComponent>(reader, entity, scope (component) =>
{
Deserialize.Value(reader, "BodyType", out component.BodyType);
reader.EntryEnd();
Deserialize.Value(reader, "FixedRotation", out component.FixedRotation);
return .Ok;
}));
case "BoxCollider2D":
Try!(DeserializeComponent<BoxCollider2DComponent>(reader, entity, scope (component) =>
{
Deserialize.Value(reader, "Offset", out component.Offset);
reader.EntryEnd();
Deserialize.Value(reader, "Size", out component.Size);
reader.EntryEnd();
Deserialize.Value(reader, "Density", out component.Density);
reader.EntryEnd();
Deserialize.Value(reader, "Friction", out component.Friction);
reader.EntryEnd();
Deserialize.Value(reader, "Restitution", out component.Restitution);
reader.EntryEnd();
Deserialize.Value(reader, "RestitutionThreshold", out component.RestitutionThreshold);
return .Ok;
}));
default: default:
return .Err; Log.EngineLogger.AssertDebug(false, "Unknown component type");
//return .Err;
} }
} }
Vendored Submodule
+1