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#80 Add BBCollision
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ducphamhong committed Sep 30, 2021
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/*
!@
MIT License
Copyright (c) 2021 Skylicht Technology CO., LTD
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
(the "Software"), to deal in the Software without restriction, including without limitation the Rights to use, copy, modify,
merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
This file is part of the "Skylicht Engine".
https://github.com/skylicht-lab/skylicht-engine
!#
*/

#include "pch.h"
#include "CBBCollisionManager.h"
#include "CTriangleBB.h"

namespace Skylicht
{
CBBCollisionManager::CBBCollisionManager()
{

}

CBBCollisionManager::~CBBCollisionManager()
{
for (u32 i = 0, n = m_selector.size(); i < n; i++)
delete m_selector[i];
m_selector.clear();
}

void CBBCollisionManager::addBBCollision(CGameObject* object, const core::aabbox3df& bbox)
{
m_selector.push_back(new CTriangleBB(object, bbox));
}

void CBBCollisionManager::removeBBCollision(CGameObject* object)
{
for (u32 i = 0, n = m_selector.size(); i < n; i++)
{
if (m_selector[i]->getGameObject() == object)
{
if (n >= 2)
{
// swap to last and delete
CTriangleSelector* t = m_selector[n - 1];
m_selector[n - 1] = m_selector[i];
m_selector[i] = t;
delete m_selector[n - 1];
m_selector.erase(n - 1);
return;
}
else
{
delete m_selector[i];
m_selector.erase(i);
return;
}
}
}
}
}
47 changes: 47 additions & 0 deletions Projects/Skylicht/Collision/Source/Collision/CBBCollisionManager.h
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/*
!@
MIT License
Copyright (c) 2021 Skylicht Technology CO., LTD
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
(the "Software"), to deal in the Software without restriction, including without limitation the Rights to use, copy, modify,
merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
This file is part of the "Skylicht Engine".
https://github.com/skylicht-lab/skylicht-engine
!#
*/

#pragma once

#include "CTriangleSelector.h"
#include "GameObject/CGameObject.h"
#include "Utils/CGameSingleton.h"

namespace Skylicht
{
class CBBCollisionManager
{
protected:
core::array<CTriangleSelector*> m_selector;

public:
CBBCollisionManager();

virtual ~CBBCollisionManager();

void addBBCollision(CGameObject* object, const core::aabbox3df& bbox);

void removeBBCollision(CGameObject* object);
};
}
67 changes: 67 additions & 0 deletions Projects/Skylicht/Collision/Source/Collision/CTriangleBB.cpp
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/*
!@
MIT License
Copyright (c) 2021 Skylicht Technology CO., LTD
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
(the "Software"), to deal in the Software without restriction, including without limitation the Rights to use, copy, modify,
merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
This file is part of the "Skylicht Engine".
https://github.com/skylicht-lab/skylicht-engine
!#
*/

#include "pch.h"
#include "CTriangleBB.h"

namespace Skylicht
{
CTriangleBB::CTriangleBB(CGameObject* gameObject, const core::aabbox3df& bbox) :
CTriangleSelector(gameObject),
m_bbox(bbox)
{
m_triangles.set_used(12);
}

CTriangleBB::~CTriangleBB()
{

}

void CTriangleBB::getTriangles(core::triangle3df* triangles, s32 arraySize, s32& outTriangleCount, const core::matrix4* transform)
{
core::vector3df edges[8];
m_bbox.getEdges(edges);

m_triangles[0].set(edges[3], edges[0], edges[2]);
m_triangles[1].set(edges[3], edges[1], edges[0]);

m_triangles[2].set(edges[3], edges[2], edges[7]);
m_triangles[3].set(edges[7], edges[2], edges[6]);

m_triangles[4].set(edges[7], edges[6], edges[4]);
m_triangles[5].set(edges[5], edges[7], edges[4]);

m_triangles[6].set(edges[5], edges[4], edges[0]);
m_triangles[7].set(edges[5], edges[0], edges[1]);

m_triangles[8].set(edges[1], edges[3], edges[7]);
m_triangles[9].set(edges[1], edges[7], edges[5]);

m_triangles[10].set(edges[0], edges[6], edges[2]);
m_triangles[11].set(edges[0], edges[4], edges[6]);

CTriangleSelector::getTriangles(triangles, arraySize, outTriangleCount, transform);
}
}
43 changes: 43 additions & 0 deletions Projects/Skylicht/Collision/Source/Collision/CTriangleBB.h
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/*
!@
MIT License
Copyright (c) 2021 Skylicht Technology CO., LTD
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
(the "Software"), to deal in the Software without restriction, including without limitation the Rights to use, copy, modify,
merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
This file is part of the "Skylicht Engine".
https://github.com/skylicht-lab/skylicht-engine
!#
*/

#pragma once

#include "CTriangleSelector.h"

namespace Skylicht
{
class CTriangleBB : public CTriangleSelector
{
protected:
core::aabbox3df m_bbox;

public:
CTriangleBB(CGameObject* gameObject, const core::aabbox3df& bbox);

virtual ~CTriangleBB();

virtual void getTriangles(core::triangle3df* triangles, s32 arraySize, s32& outTriangleCount, const core::matrix4* transform);
};
}
60 changes: 60 additions & 0 deletions Projects/Skylicht/Collision/Source/Collision/CTriangleSelector.cpp
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/*
!@
MIT License
Copyright (c) 2021 Skylicht Technology CO., LTD
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
(the "Software"), to deal in the Software without restriction, including without limitation the Rights to use, copy, modify,
merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
This file is part of the "Skylicht Engine".
https://github.com/skylicht-lab/skylicht-engine
!#
*/

#include "pch.h"
#include "CTriangleSelector.h"

namespace Skylicht
{
CTriangleSelector::CTriangleSelector(CGameObject* gameObject) :
m_gameObject(gameObject)
{

}

CTriangleSelector::~CTriangleSelector()
{

}

void CTriangleSelector::getTriangles(core::triangle3df* triangles, s32 arraySize, s32& outTriangleCount, const core::matrix4* transform)
{
u32 cnt = m_triangles.size();
if (cnt > (u32)arraySize)
cnt = (u32)arraySize;

core::matrix4 mat;
if (transform)
mat = *transform;

for (u32 i = 0; i < cnt; ++i)
{
mat.transformVect(triangles[i].pointA, m_triangles[i].pointA);
mat.transformVect(triangles[i].pointB, m_triangles[i].pointB);
mat.transformVect(triangles[i].pointC, m_triangles[i].pointC);
}

outTriangleCount = cnt;
}
}
49 changes: 49 additions & 0 deletions Projects/Skylicht/Collision/Source/Collision/CTriangleSelector.h
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/*
!@
MIT License
Copyright (c) 2021 Skylicht Technology CO., LTD
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
(the "Software"), to deal in the Software without restriction, including without limitation the Rights to use, copy, modify,
merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
This file is part of the "Skylicht Engine".
https://github.com/skylicht-lab/skylicht-engine
!#
*/

#pragma once

#include "GameObject/CGameObject.h"

namespace Skylicht
{
class CTriangleSelector
{
protected:
core::array<core::triangle3df> m_triangles;
CGameObject* m_gameObject;

public:
CTriangleSelector(CGameObject* gameObject);

virtual ~CTriangleSelector();

virtual void getTriangles(core::triangle3df* triangles, s32 arraySize, s32& outTriangleCount, const core::matrix4* transform);

inline CGameObject* getGameObject()
{
return m_gameObject;
}
};
}
4 changes: 0 additions & 4 deletions Projects/Skylicht/Collision/Source/pch.h
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Expand Up @@ -49,10 +49,6 @@ using namespace irr;
using namespace irr::scene;
using namespace irr::video;

// SPARK ENGINE
// #include "SPK.h"
// #include "SPK_IRR.h"


// STL C++
#include <algorithm>
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4 changes: 0 additions & 4 deletions Projects/Skylicht/Components/Source/pch.h
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Expand Up @@ -49,10 +49,6 @@ using namespace irr;
using namespace irr::scene;
using namespace irr::video;

// SPARK ENGINE
// #include "SPK.h"
// #include "SPK_IRR.h"


// STL C++
#include <algorithm>
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4 changes: 0 additions & 4 deletions Projects/Skylicht/Physics/Source/pch.h
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Expand Up @@ -49,10 +49,6 @@ using namespace irr;
using namespace irr::scene;
using namespace irr::video;

// SPARK ENGINE
// #include "SPK.h"
// #include "SPK_IRR.h"


// STL C++
#include <algorithm>
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