8 Commits

65 changed files with 7865 additions and 41 deletions

1
.gitignore vendored
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@@ -77,7 +77,6 @@ CMakeUserPresets.json
*.dSYM/ *.dSYM/
*.su *.su
*.idb *.idb
*.pdb
# Kernel Module Compile Results # Kernel Module Compile Results
*.mod* *.mod*

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@@ -7,6 +7,8 @@ std::ofstream TSE::Debug::logFile;
const std::string fileName = "log.txt"; const std::string fileName = "log.txt";
const std::string fileNameOld = "lastlog.txt"; const std::string fileNameOld = "lastlog.txt";
std::vector<void(*)(const std::string&, const TSE::LogEntryType&)> TSE::Debug::onLogCallbacks = std::vector<void(*)(const std::string&, const LogEntryType&)>();
int luaPrintRedirect(lua_State* L) int luaPrintRedirect(lua_State* L)
{ {
int n = lua_gettop(L); int n = lua_gettop(L);
@@ -61,18 +63,30 @@ void TSE::Debug::Log(string msg)
{ {
std::cout << msg << std::endl; std::cout << msg << std::endl;
logFile << msg << std::endl; logFile << msg << std::endl;
for(auto fnc : onLogCallbacks)
{
fnc(msg, LogEntryType::Log);
}
} }
void TSE::Debug::Error(string msg) void TSE::Debug::Error(string msg)
{ {
std::cerr << "[Error] " << msg << std::endl; std::cerr << "[Error] " << msg << std::endl;
logFile << "[Error] " << msg << std::endl; logFile << "[Error] " << msg << std::endl;
for(auto fnc : onLogCallbacks)
{
fnc("[Error] " + msg, LogEntryType::Error);
}
} }
void TSE::Debug::Warning(string msg) void TSE::Debug::Warning(string msg)
{ {
std::cout << "[Warning] " << msg << std::endl; std::cout << "[Warning] " << msg << std::endl;
logFile << "[Warning] " << msg << std::endl; logFile << "[Warning] " << msg << std::endl;
for(auto fnc : onLogCallbacks)
{
fnc("[Warning] " + msg, LogEntryType::Warning);
}
} }
void TSE::Debug::Close() void TSE::Debug::Close()
@@ -80,3 +94,8 @@ void TSE::Debug::Close()
logFile.flush(); logFile.flush();
logFile.close(); logFile.close();
} }
void TSE::Debug::AddCallback(void (*func)(const std::string &, const LogEntryType &))
{
onLogCallbacks.push_back(func);
}

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@@ -9,6 +9,13 @@
namespace TSE namespace TSE
{ {
enum LogEntryType
{
Log,
Error,
Warning,
};
class Debug class Debug
{ {
public: public:
@@ -25,9 +32,11 @@ namespace TSE
static void Warning(string msg); static void Warning(string msg);
/// @brief closes the log file /// @brief closes the log file
static void Close(); static void Close();
static void AddCallback(void(*func)(const std::string&, const LogEntryType&));
private: private:
static std::ofstream logFile; static std::ofstream logFile;
static std::vector<void(*)(const std::string&, const LogEntryType&)> onLogCallbacks;
}; };
} // namespace TSE } // namespace TSE

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@@ -5,7 +5,7 @@ namespace TSE
{ {
#define TSE_VERSION_MAJOR 0 #define TSE_VERSION_MAJOR 0
#define TSE_VERSION_MINOR 1 #define TSE_VERSION_MINOR 1
#define TSE_VERSION_BUILD 0 #define TSE_VERSION_BUILD 2
#define TSE_VERSION_STRING std::to_string(TSE_VERSION_MAJOR) + "." + std::to_string(TSE_VERSION_MINOR) + "." + std::to_string(TSE_VERSION_BUILD) #define TSE_VERSION_STRING std::to_string(TSE_VERSION_MAJOR) + "." + std::to_string(TSE_VERSION_MINOR) + "." + std::to_string(TSE_VERSION_BUILD)

BIN
TSE_Core/include/box2d.lib Normal file

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@@ -0,0 +1,131 @@
// SPDX-FileCopyrightText: 2023 Erin Catto
// SPDX-License-Identifier: MIT
#pragma once
#include <stdint.h>
// clang-format off
//
// Shared library macros
#if defined( _MSC_VER ) && defined( box2d_EXPORTS )
// build the Windows DLL
#define BOX2D_EXPORT __declspec( dllexport )
#elif defined( _MSC_VER ) && defined( BOX2D_DLL )
// using the Windows DLL
#define BOX2D_EXPORT __declspec( dllimport )
#elif defined( box2d_EXPORTS )
// building or using the shared library
#define BOX2D_EXPORT __attribute__( ( visibility( "default" ) ) )
#else
// static library
#define BOX2D_EXPORT
#endif
// C++ macros
#ifdef __cplusplus
#define B2_API extern "C" BOX2D_EXPORT
#define B2_INLINE inline
#define B2_LITERAL(T) T
#define B2_ZERO_INIT {}
#else
#define B2_API BOX2D_EXPORT
#define B2_INLINE static inline
/// Used for C literals like (b2Vec2){1.0f, 2.0f} where C++ requires b2Vec2{1.0f, 2.0f}
#define B2_LITERAL(T) (T)
#define B2_ZERO_INIT {0}
#endif
// clang-format on
/**
* @defgroup base Base
* Base functionality
* @{
*/
/// Prototype for user allocation function
/// @param size the allocation size in bytes
/// @param alignment the required alignment, guaranteed to be a power of 2
typedef void* b2AllocFcn( unsigned int size, int alignment );
/// Prototype for user free function
/// @param mem the memory previously allocated through `b2AllocFcn`
typedef void b2FreeFcn( void* mem );
/// Prototype for the user assert callback. Return 0 to skip the debugger break.
typedef int b2AssertFcn( const char* condition, const char* fileName, int lineNumber );
/// This allows the user to override the allocation functions. These should be
/// set during application startup.
B2_API void b2SetAllocator( b2AllocFcn* allocFcn, b2FreeFcn* freeFcn );
/// @return the total bytes allocated by Box2D
B2_API int b2GetByteCount( void );
/// Override the default assert callback
/// @param assertFcn a non-null assert callback
B2_API void b2SetAssertFcn( b2AssertFcn* assertFcn );
/// Version numbering scheme.
/// See https://semver.org/
typedef struct b2Version
{
/// Significant changes
int major;
/// Incremental changes
int minor;
/// Bug fixes
int revision;
} b2Version;
/// Get the current version of Box2D
B2_API b2Version b2GetVersion( void );
/**@}*/
//! @cond
// see https://github.com/scottt/debugbreak
#if defined( _MSC_VER )
#define B2_BREAKPOINT __debugbreak()
#elif defined( __GNUC__ ) || defined( __clang__ )
#define B2_BREAKPOINT __builtin_trap()
#else
// Unknown compiler
#include <assert.h>
#define B2_BREAKPOINT assert( 0 )
#endif
#if !defined( NDEBUG ) || defined( B2_ENABLE_ASSERT )
B2_API int b2InternalAssertFcn( const char* condition, const char* fileName, int lineNumber );
#define B2_ASSERT( condition ) \
do \
{ \
if ( !( condition ) && b2InternalAssertFcn( #condition, __FILE__, (int)__LINE__ ) ) \
B2_BREAKPOINT; \
} \
while ( 0 )
#else
#define B2_ASSERT( ... ) ( (void)0 )
#endif
/// Get the absolute number of system ticks. The value is platform specific.
B2_API uint64_t b2GetTicks( void );
/// Get the milliseconds passed from an initial tick value.
B2_API float b2GetMilliseconds( uint64_t ticks );
/// Get the milliseconds passed from an initial tick value. Resets the passed in
/// value to the current tick value.
B2_API float b2GetMillisecondsAndReset( uint64_t* ticks );
/// Yield to be used in a busy loop.
B2_API void b2Yield( void );
/// Simple djb2 hash function for determinism testing
#define B2_HASH_INIT 5381
B2_API uint32_t b2Hash( uint32_t hash, const uint8_t* data, int count );
//! @endcond

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@@ -0,0 +1,833 @@
// SPDX-FileCopyrightText: 2023 Erin Catto
// SPDX-License-Identifier: MIT
#pragma once
#include "base.h"
#include "math_functions.h"
#include <stdbool.h>
typedef struct b2SimplexCache b2SimplexCache;
typedef struct b2Hull b2Hull;
/**
* @defgroup geometry Geometry
* @brief Geometry types and algorithms
*
* Definitions of circles, capsules, segments, and polygons. Various algorithms to compute hulls, mass properties, and so on.
* @{
*/
/// The maximum number of vertices on a convex polygon. Changing this affects performance even if you
/// don't use more vertices.
#define B2_MAX_POLYGON_VERTICES 8
/// Low level ray cast input data
typedef struct b2RayCastInput
{
/// Start point of the ray cast
b2Vec2 origin;
/// Translation of the ray cast
b2Vec2 translation;
/// The maximum fraction of the translation to consider, typically 1
float maxFraction;
} b2RayCastInput;
/// A distance proxy is used by the GJK algorithm. It encapsulates any shape.
/// You can provide between 1 and B2_MAX_POLYGON_VERTICES and a radius.
typedef struct b2ShapeProxy
{
/// The point cloud
b2Vec2 points[B2_MAX_POLYGON_VERTICES];
/// The number of points. Must be greater than 0.
int count;
/// The external radius of the point cloud. May be zero.
float radius;
} b2ShapeProxy;
/// Low level shape cast input in generic form. This allows casting an arbitrary point
/// cloud wrap with a radius. For example, a circle is a single point with a non-zero radius.
/// A capsule is two points with a non-zero radius. A box is four points with a zero radius.
typedef struct b2ShapeCastInput
{
/// A generic shape
b2ShapeProxy proxy;
/// The translation of the shape cast
b2Vec2 translation;
/// The maximum fraction of the translation to consider, typically 1
float maxFraction;
/// Allow shape cast to encroach when initially touching. This only works if the radius is greater than zero.
bool canEncroach;
} b2ShapeCastInput;
/// Low level ray cast or shape-cast output data. Returns a zero fraction and normal in the case of initial overlap.
typedef struct b2CastOutput
{
/// The surface normal at the hit point
b2Vec2 normal;
/// The surface hit point
b2Vec2 point;
/// The fraction of the input translation at collision
float fraction;
/// The number of iterations used
int iterations;
/// Did the cast hit?
bool hit;
} b2CastOutput;
/// This holds the mass data computed for a shape.
typedef struct b2MassData
{
/// The mass of the shape, usually in kilograms.
float mass;
/// The position of the shape's centroid relative to the shape's origin.
b2Vec2 center;
/// The rotational inertia of the shape about the local origin.
float rotationalInertia;
} b2MassData;
/// A solid circle
typedef struct b2Circle
{
/// The local center
b2Vec2 center;
/// The radius
float radius;
} b2Circle;
/// A solid capsule can be viewed as two semicircles connected
/// by a rectangle.
typedef struct b2Capsule
{
/// Local center of the first semicircle
b2Vec2 center1;
/// Local center of the second semicircle
b2Vec2 center2;
/// The radius of the semicircles
float radius;
} b2Capsule;
/// A solid convex polygon. It is assumed that the interior of the polygon is to
/// the left of each edge.
/// Polygons have a maximum number of vertices equal to B2_MAX_POLYGON_VERTICES.
/// In most cases you should not need many vertices for a convex polygon.
/// @warning DO NOT fill this out manually, instead use a helper function like
/// b2MakePolygon or b2MakeBox.
typedef struct b2Polygon
{
/// The polygon vertices
b2Vec2 vertices[B2_MAX_POLYGON_VERTICES];
/// The outward normal vectors of the polygon sides
b2Vec2 normals[B2_MAX_POLYGON_VERTICES];
/// The centroid of the polygon
b2Vec2 centroid;
/// The external radius for rounded polygons
float radius;
/// The number of polygon vertices
int count;
} b2Polygon;
/// A line segment with two-sided collision.
typedef struct b2Segment
{
/// The first point
b2Vec2 point1;
/// The second point
b2Vec2 point2;
} b2Segment;
/// A line segment with one-sided collision. Only collides on the right side.
/// Several of these are generated for a chain shape.
/// ghost1 -> point1 -> point2 -> ghost2
typedef struct b2ChainSegment
{
/// The tail ghost vertex
b2Vec2 ghost1;
/// The line segment
b2Segment segment;
/// The head ghost vertex
b2Vec2 ghost2;
/// The owning chain shape index (internal usage only)
int chainId;
} b2ChainSegment;
/// Validate ray cast input data (NaN, etc)
B2_API bool b2IsValidRay( const b2RayCastInput* input );
/// Make a convex polygon from a convex hull. This will assert if the hull is not valid.
/// @warning Do not manually fill in the hull data, it must come directly from b2ComputeHull
B2_API b2Polygon b2MakePolygon( const b2Hull* hull, float radius );
/// Make an offset convex polygon from a convex hull. This will assert if the hull is not valid.
/// @warning Do not manually fill in the hull data, it must come directly from b2ComputeHull
B2_API b2Polygon b2MakeOffsetPolygon( const b2Hull* hull, b2Vec2 position, b2Rot rotation );
/// Make an offset convex polygon from a convex hull. This will assert if the hull is not valid.
/// @warning Do not manually fill in the hull data, it must come directly from b2ComputeHull
B2_API b2Polygon b2MakeOffsetRoundedPolygon( const b2Hull* hull, b2Vec2 position, b2Rot rotation, float radius );
/// Make a square polygon, bypassing the need for a convex hull.
/// @param halfWidth the half-width
B2_API b2Polygon b2MakeSquare( float halfWidth );
/// Make a box (rectangle) polygon, bypassing the need for a convex hull.
/// @param halfWidth the half-width (x-axis)
/// @param halfHeight the half-height (y-axis)
B2_API b2Polygon b2MakeBox( float halfWidth, float halfHeight );
/// Make a rounded box, bypassing the need for a convex hull.
/// @param halfWidth the half-width (x-axis)
/// @param halfHeight the half-height (y-axis)
/// @param radius the radius of the rounded extension
B2_API b2Polygon b2MakeRoundedBox( float halfWidth, float halfHeight, float radius );
/// Make an offset box, bypassing the need for a convex hull.
/// @param halfWidth the half-width (x-axis)
/// @param halfHeight the half-height (y-axis)
/// @param center the local center of the box
/// @param rotation the local rotation of the box
B2_API b2Polygon b2MakeOffsetBox( float halfWidth, float halfHeight, b2Vec2 center, b2Rot rotation );
/// Make an offset rounded box, bypassing the need for a convex hull.
/// @param halfWidth the half-width (x-axis)
/// @param halfHeight the half-height (y-axis)
/// @param center the local center of the box
/// @param rotation the local rotation of the box
/// @param radius the radius of the rounded extension
B2_API b2Polygon b2MakeOffsetRoundedBox( float halfWidth, float halfHeight, b2Vec2 center, b2Rot rotation, float radius );
/// Transform a polygon. This is useful for transferring a shape from one body to another.
B2_API b2Polygon b2TransformPolygon( b2Transform transform, const b2Polygon* polygon );
/// Compute mass properties of a circle
B2_API b2MassData b2ComputeCircleMass( const b2Circle* shape, float density );
/// Compute mass properties of a capsule
B2_API b2MassData b2ComputeCapsuleMass( const b2Capsule* shape, float density );
/// Compute mass properties of a polygon
B2_API b2MassData b2ComputePolygonMass( const b2Polygon* shape, float density );
/// Compute the bounding box of a transformed circle
B2_API b2AABB b2ComputeCircleAABB( const b2Circle* shape, b2Transform transform );
/// Compute the bounding box of a transformed capsule
B2_API b2AABB b2ComputeCapsuleAABB( const b2Capsule* shape, b2Transform transform );
/// Compute the bounding box of a transformed polygon
B2_API b2AABB b2ComputePolygonAABB( const b2Polygon* shape, b2Transform transform );
/// Compute the bounding box of a transformed line segment
B2_API b2AABB b2ComputeSegmentAABB( const b2Segment* shape, b2Transform transform );
/// Test a point for overlap with a circle in local space
B2_API bool b2PointInCircle( b2Vec2 point, const b2Circle* shape );
/// Test a point for overlap with a capsule in local space
B2_API bool b2PointInCapsule( b2Vec2 point, const b2Capsule* shape );
/// Test a point for overlap with a convex polygon in local space
B2_API bool b2PointInPolygon( b2Vec2 point, const b2Polygon* shape );
/// Ray cast versus circle shape in local space. Initial overlap is treated as a miss.
B2_API b2CastOutput b2RayCastCircle( const b2RayCastInput* input, const b2Circle* shape );
/// Ray cast versus capsule shape in local space. Initial overlap is treated as a miss.
B2_API b2CastOutput b2RayCastCapsule( const b2RayCastInput* input, const b2Capsule* shape );
/// Ray cast versus segment shape in local space. Optionally treat the segment as one-sided with hits from
/// the left side being treated as a miss.
B2_API b2CastOutput b2RayCastSegment( const b2RayCastInput* input, const b2Segment* shape, bool oneSided );
/// Ray cast versus polygon shape in local space. Initial overlap is treated as a miss.
B2_API b2CastOutput b2RayCastPolygon( const b2RayCastInput* input, const b2Polygon* shape );
/// Shape cast versus a circle. Initial overlap is treated as a miss.
B2_API b2CastOutput b2ShapeCastCircle( const b2ShapeCastInput* input, const b2Circle* shape );
/// Shape cast versus a capsule. Initial overlap is treated as a miss.
B2_API b2CastOutput b2ShapeCastCapsule( const b2ShapeCastInput* input, const b2Capsule* shape );
/// Shape cast versus a line segment. Initial overlap is treated as a miss.
B2_API b2CastOutput b2ShapeCastSegment( const b2ShapeCastInput* input, const b2Segment* shape );
/// Shape cast versus a convex polygon. Initial overlap is treated as a miss.
B2_API b2CastOutput b2ShapeCastPolygon( const b2ShapeCastInput* input, const b2Polygon* shape );
/// A convex hull. Used to create convex polygons.
/// @warning Do not modify these values directly, instead use b2ComputeHull()
typedef struct b2Hull
{
/// The final points of the hull
b2Vec2 points[B2_MAX_POLYGON_VERTICES];
/// The number of points
int count;
} b2Hull;
/// Compute the convex hull of a set of points. Returns an empty hull if it fails.
/// Some failure cases:
/// - all points very close together
/// - all points on a line
/// - less than 3 points
/// - more than B2_MAX_POLYGON_VERTICES points
/// This welds close points and removes collinear points.
/// @warning Do not modify a hull once it has been computed
B2_API b2Hull b2ComputeHull( const b2Vec2* points, int count );
/// This determines if a hull is valid. Checks for:
/// - convexity
/// - collinear points
/// This is expensive and should not be called at runtime.
B2_API bool b2ValidateHull( const b2Hull* hull );
/**@}*/
/**
* @defgroup distance Distance
* Functions for computing the distance between shapes.
*
* These are advanced functions you can use to perform distance calculations. There
* are functions for computing the closest points between shapes, doing linear shape casts,
* and doing rotational shape casts. The latter is called time of impact (TOI).
* @{
*/
/// Result of computing the distance between two line segments
typedef struct b2SegmentDistanceResult
{
/// The closest point on the first segment
b2Vec2 closest1;
/// The closest point on the second segment
b2Vec2 closest2;
/// The barycentric coordinate on the first segment
float fraction1;
/// The barycentric coordinate on the second segment
float fraction2;
/// The squared distance between the closest points
float distanceSquared;
} b2SegmentDistanceResult;
/// Compute the distance between two line segments, clamping at the end points if needed.
B2_API b2SegmentDistanceResult b2SegmentDistance( b2Vec2 p1, b2Vec2 q1, b2Vec2 p2, b2Vec2 q2 );
/// Used to warm start the GJK simplex. If you call this function multiple times with nearby
/// transforms this might improve performance. Otherwise you can zero initialize this.
/// The distance cache must be initialized to zero on the first call.
/// Users should generally just zero initialize this structure for each call.
typedef struct b2SimplexCache
{
/// The number of stored simplex points
uint16_t count;
/// The cached simplex indices on shape A
uint8_t indexA[3];
/// The cached simplex indices on shape B
uint8_t indexB[3];
} b2SimplexCache;
static const b2SimplexCache b2_emptySimplexCache = B2_ZERO_INIT;
/// Input for b2ShapeDistance
typedef struct b2DistanceInput
{
/// The proxy for shape A
b2ShapeProxy proxyA;
/// The proxy for shape B
b2ShapeProxy proxyB;
/// The world transform for shape A
b2Transform transformA;
/// The world transform for shape B
b2Transform transformB;
/// Should the proxy radius be considered?
bool useRadii;
} b2DistanceInput;
/// Output for b2ShapeDistance
typedef struct b2DistanceOutput
{
b2Vec2 pointA; ///< Closest point on shapeA
b2Vec2 pointB; ///< Closest point on shapeB
b2Vec2 normal; ///< Normal vector that points from A to B. Invalid if distance is zero.
float distance; ///< The final distance, zero if overlapped
int iterations; ///< Number of GJK iterations used
int simplexCount; ///< The number of simplexes stored in the simplex array
} b2DistanceOutput;
/// Simplex vertex for debugging the GJK algorithm
typedef struct b2SimplexVertex
{
b2Vec2 wA; ///< support point in proxyA
b2Vec2 wB; ///< support point in proxyB
b2Vec2 w; ///< wB - wA
float a; ///< barycentric coordinate for closest point
int indexA; ///< wA index
int indexB; ///< wB index
} b2SimplexVertex;
/// Simplex from the GJK algorithm
typedef struct b2Simplex
{
b2SimplexVertex v1, v2, v3; ///< vertices
int count; ///< number of valid vertices
} b2Simplex;
/// Compute the closest points between two shapes represented as point clouds.
/// b2SimplexCache cache is input/output. On the first call set b2SimplexCache.count to zero.
/// The underlying GJK algorithm may be debugged by passing in debug simplexes and capacity. You may pass in NULL and 0 for these.
B2_API b2DistanceOutput b2ShapeDistance( const b2DistanceInput* input, b2SimplexCache* cache, b2Simplex* simplexes,
int simplexCapacity );
/// Input parameters for b2ShapeCast
typedef struct b2ShapeCastPairInput
{
b2ShapeProxy proxyA; ///< The proxy for shape A
b2ShapeProxy proxyB; ///< The proxy for shape B
b2Transform transformA; ///< The world transform for shape A
b2Transform transformB; ///< The world transform for shape B
b2Vec2 translationB; ///< The translation of shape B
float maxFraction; ///< The fraction of the translation to consider, typically 1
bool canEncroach; ///< Allows shapes with a radius to move slightly closer if already touching
} b2ShapeCastPairInput;
/// Perform a linear shape cast of shape B moving and shape A fixed. Determines the hit point, normal, and translation fraction.
/// Initially touching shapes are treated as a miss.
B2_API b2CastOutput b2ShapeCast( const b2ShapeCastPairInput* input );
/// Make a proxy for use in overlap, shape cast, and related functions. This is a deep copy of the points.
B2_API b2ShapeProxy b2MakeProxy( const b2Vec2* points, int count, float radius );
/// Make a proxy with a transform. This is a deep copy of the points.
B2_API b2ShapeProxy b2MakeOffsetProxy( const b2Vec2* points, int count, float radius, b2Vec2 position, b2Rot rotation );
/// This describes the motion of a body/shape for TOI computation. Shapes are defined with respect to the body origin,
/// which may not coincide with the center of mass. However, to support dynamics we must interpolate the center of mass
/// position.
typedef struct b2Sweep
{
b2Vec2 localCenter; ///< Local center of mass position
b2Vec2 c1; ///< Starting center of mass world position
b2Vec2 c2; ///< Ending center of mass world position
b2Rot q1; ///< Starting world rotation
b2Rot q2; ///< Ending world rotation
} b2Sweep;
/// Evaluate the transform sweep at a specific time.
B2_API b2Transform b2GetSweepTransform( const b2Sweep* sweep, float time );
/// Input parameters for b2TimeOfImpact
typedef struct b2TOIInput
{
b2ShapeProxy proxyA; ///< The proxy for shape A
b2ShapeProxy proxyB; ///< The proxy for shape B
b2Sweep sweepA; ///< The movement of shape A
b2Sweep sweepB; ///< The movement of shape B
float maxFraction; ///< Defines the sweep interval [0, maxFraction]
} b2TOIInput;
/// Describes the TOI output
typedef enum b2TOIState
{
b2_toiStateUnknown,
b2_toiStateFailed,
b2_toiStateOverlapped,
b2_toiStateHit,
b2_toiStateSeparated
} b2TOIState;
/// Output parameters for b2TimeOfImpact.
typedef struct b2TOIOutput
{
b2TOIState state; ///< The type of result
float fraction; ///< The sweep time of the collision
} b2TOIOutput;
/// Compute the upper bound on time before two shapes penetrate. Time is represented as
/// a fraction between [0,tMax]. This uses a swept separating axis and may miss some intermediate,
/// non-tunneling collisions. If you change the time interval, you should call this function
/// again.
B2_API b2TOIOutput b2TimeOfImpact( const b2TOIInput* input );
/**@}*/
/**
* @defgroup collision Collision
* @brief Functions for colliding pairs of shapes
* @{
*/
/// A manifold point is a contact point belonging to a contact manifold.
/// It holds details related to the geometry and dynamics of the contact points.
/// Box2D uses speculative collision so some contact points may be separated.
/// You may use the totalNormalImpulse to determine if there was an interaction during
/// the time step.
typedef struct b2ManifoldPoint
{
/// Location of the contact point in world space. Subject to precision loss at large coordinates.
/// @note Should only be used for debugging.
b2Vec2 point;
/// Location of the contact point relative to shapeA's origin in world space
/// @note When used internally to the Box2D solver, this is relative to the body center of mass.
b2Vec2 anchorA;
/// Location of the contact point relative to shapeB's origin in world space
/// @note When used internally to the Box2D solver, this is relative to the body center of mass.
b2Vec2 anchorB;
/// The separation of the contact point, negative if penetrating
float separation;
/// The impulse along the manifold normal vector.
float normalImpulse;
/// The friction impulse
float tangentImpulse;
/// The total normal impulse applied across sub-stepping and restitution. This is important
/// to identify speculative contact points that had an interaction in the time step.
float totalNormalImpulse;
/// Relative normal velocity pre-solve. Used for hit events. If the normal impulse is
/// zero then there was no hit. Negative means shapes are approaching.
float normalVelocity;
/// Uniquely identifies a contact point between two shapes
uint16_t id;
/// Did this contact point exist the previous step?
bool persisted;
} b2ManifoldPoint;
/// A contact manifold describes the contact points between colliding shapes.
/// @note Box2D uses speculative collision so some contact points may be separated.
typedef struct b2Manifold
{
/// The unit normal vector in world space, points from shape A to bodyB
b2Vec2 normal;
/// Angular impulse applied for rolling resistance. N * m * s = kg * m^2 / s
float rollingImpulse;
/// The manifold points, up to two are possible in 2D
b2ManifoldPoint points[2];
/// The number of contacts points, will be 0, 1, or 2
int pointCount;
} b2Manifold;
/// Compute the contact manifold between two circles
B2_API b2Manifold b2CollideCircles( const b2Circle* circleA, b2Transform xfA, const b2Circle* circleB, b2Transform xfB );
/// Compute the contact manifold between a capsule and circle
B2_API b2Manifold b2CollideCapsuleAndCircle( const b2Capsule* capsuleA, b2Transform xfA, const b2Circle* circleB,
b2Transform xfB );
/// Compute the contact manifold between an segment and a circle
B2_API b2Manifold b2CollideSegmentAndCircle( const b2Segment* segmentA, b2Transform xfA, const b2Circle* circleB,
b2Transform xfB );
/// Compute the contact manifold between a polygon and a circle
B2_API b2Manifold b2CollidePolygonAndCircle( const b2Polygon* polygonA, b2Transform xfA, const b2Circle* circleB,
b2Transform xfB );
/// Compute the contact manifold between a capsule and circle
B2_API b2Manifold b2CollideCapsules( const b2Capsule* capsuleA, b2Transform xfA, const b2Capsule* capsuleB, b2Transform xfB );
/// Compute the contact manifold between an segment and a capsule
B2_API b2Manifold b2CollideSegmentAndCapsule( const b2Segment* segmentA, b2Transform xfA, const b2Capsule* capsuleB,
b2Transform xfB );
/// Compute the contact manifold between a polygon and capsule
B2_API b2Manifold b2CollidePolygonAndCapsule( const b2Polygon* polygonA, b2Transform xfA, const b2Capsule* capsuleB,
b2Transform xfB );
/// Compute the contact manifold between two polygons
B2_API b2Manifold b2CollidePolygons( const b2Polygon* polygonA, b2Transform xfA, const b2Polygon* polygonB, b2Transform xfB );
/// Compute the contact manifold between an segment and a polygon
B2_API b2Manifold b2CollideSegmentAndPolygon( const b2Segment* segmentA, b2Transform xfA, const b2Polygon* polygonB,
b2Transform xfB );
/// Compute the contact manifold between a chain segment and a circle
B2_API b2Manifold b2CollideChainSegmentAndCircle( const b2ChainSegment* segmentA, b2Transform xfA, const b2Circle* circleB,
b2Transform xfB );
/// Compute the contact manifold between a chain segment and a capsule
B2_API b2Manifold b2CollideChainSegmentAndCapsule( const b2ChainSegment* segmentA, b2Transform xfA, const b2Capsule* capsuleB,
b2Transform xfB, b2SimplexCache* cache );
/// Compute the contact manifold between a chain segment and a rounded polygon
B2_API b2Manifold b2CollideChainSegmentAndPolygon( const b2ChainSegment* segmentA, b2Transform xfA, const b2Polygon* polygonB,
b2Transform xfB, b2SimplexCache* cache );
/**@}*/
/**
* @defgroup tree Dynamic Tree
* The dynamic tree is a binary AABB tree to organize and query large numbers of geometric objects
*
* Box2D uses the dynamic tree internally to sort collision shapes into a binary bounding volume hierarchy.
* This data structure may have uses in games for organizing other geometry data and may be used independently
* of Box2D rigid body simulation.
*
* A dynamic AABB tree broad-phase, inspired by Nathanael Presson's btDbvt.
* A dynamic tree arranges data in a binary tree to accelerate
* queries such as AABB queries and ray casts. Leaf nodes are proxies
* with an AABB. These are used to hold a user collision object.
* Nodes are pooled and relocatable, so I use node indices rather than pointers.
* The dynamic tree is made available for advanced users that would like to use it to organize
* spatial game data besides rigid bodies.
* @{
*/
/// The dynamic tree structure. This should be considered private data.
/// It is placed here for performance reasons.
typedef struct b2DynamicTree
{
/// The tree nodes
struct b2TreeNode* nodes;
/// The root index
int root;
/// The number of nodes
int nodeCount;
/// The allocated node space
int nodeCapacity;
/// Node free list
int freeList;
/// Number of proxies created
int proxyCount;
/// Leaf indices for rebuild
int* leafIndices;
/// Leaf bounding boxes for rebuild
b2AABB* leafBoxes;
/// Leaf bounding box centers for rebuild
b2Vec2* leafCenters;
/// Bins for sorting during rebuild
int* binIndices;
/// Allocated space for rebuilding
int rebuildCapacity;
} b2DynamicTree;
/// These are performance results returned by dynamic tree queries.
typedef struct b2TreeStats
{
/// Number of internal nodes visited during the query
int nodeVisits;
/// Number of leaf nodes visited during the query
int leafVisits;
} b2TreeStats;
/// Constructing the tree initializes the node pool.
B2_API b2DynamicTree b2DynamicTree_Create( void );
/// Destroy the tree, freeing the node pool.
B2_API void b2DynamicTree_Destroy( b2DynamicTree* tree );
/// Create a proxy. Provide an AABB and a userData value.
B2_API int b2DynamicTree_CreateProxy( b2DynamicTree* tree, b2AABB aabb, uint64_t categoryBits, uint64_t userData );
/// Destroy a proxy. This asserts if the id is invalid.
B2_API void b2DynamicTree_DestroyProxy( b2DynamicTree* tree, int proxyId );
/// Move a proxy to a new AABB by removing and reinserting into the tree.
B2_API void b2DynamicTree_MoveProxy( b2DynamicTree* tree, int proxyId, b2AABB aabb );
/// Enlarge a proxy and enlarge ancestors as necessary.
B2_API void b2DynamicTree_EnlargeProxy( b2DynamicTree* tree, int proxyId, b2AABB aabb );
/// Modify the category bits on a proxy. This is an expensive operation.
B2_API void b2DynamicTree_SetCategoryBits( b2DynamicTree* tree, int proxyId, uint64_t categoryBits );
/// Get the category bits on a proxy.
B2_API uint64_t b2DynamicTree_GetCategoryBits( b2DynamicTree* tree, int proxyId );
/// This function receives proxies found in the AABB query.
/// @return true if the query should continue
typedef bool b2TreeQueryCallbackFcn( int proxyId, uint64_t userData, void* context );
/// Query an AABB for overlapping proxies. The callback class is called for each proxy that overlaps the supplied AABB.
/// @return performance data
B2_API b2TreeStats b2DynamicTree_Query( const b2DynamicTree* tree, b2AABB aabb, uint64_t maskBits,
b2TreeQueryCallbackFcn* callback, void* context );
/// This function receives clipped ray cast input for a proxy. The function
/// returns the new ray fraction.
/// - return a value of 0 to terminate the ray cast
/// - return a value less than input->maxFraction to clip the ray
/// - return a value of input->maxFraction to continue the ray cast without clipping
typedef float b2TreeRayCastCallbackFcn( const b2RayCastInput* input, int proxyId, uint64_t userData, void* context );
/// Ray cast against the proxies in the tree. This relies on the callback
/// to perform a exact ray cast in the case were the proxy contains a shape.
/// The callback also performs the any collision filtering. This has performance
/// roughly equal to k * log(n), where k is the number of collisions and n is the
/// number of proxies in the tree.
/// Bit-wise filtering using mask bits can greatly improve performance in some scenarios.
/// However, this filtering may be approximate, so the user should still apply filtering to results.
/// @param tree the dynamic tree to ray cast
/// @param input the ray cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1)
/// @param maskBits mask bit hint: `bool accept = (maskBits & node->categoryBits) != 0;`
/// @param callback a callback class that is called for each proxy that is hit by the ray
/// @param context user context that is passed to the callback
/// @return performance data
B2_API b2TreeStats b2DynamicTree_RayCast( const b2DynamicTree* tree, const b2RayCastInput* input, uint64_t maskBits,
b2TreeRayCastCallbackFcn* callback, void* context );
/// This function receives clipped ray cast input for a proxy. The function
/// returns the new ray fraction.
/// - return a value of 0 to terminate the ray cast
/// - return a value less than input->maxFraction to clip the ray
/// - return a value of input->maxFraction to continue the ray cast without clipping
typedef float b2TreeShapeCastCallbackFcn( const b2ShapeCastInput* input, int proxyId, uint64_t userData, void* context );
/// Ray cast against the proxies in the tree. This relies on the callback
/// to perform a exact ray cast in the case were the proxy contains a shape.
/// The callback also performs the any collision filtering. This has performance
/// roughly equal to k * log(n), where k is the number of collisions and n is the
/// number of proxies in the tree.
/// @param tree the dynamic tree to ray cast
/// @param input the ray cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
/// @param maskBits filter bits: `bool accept = (maskBits & node->categoryBits) != 0;`
/// @param callback a callback class that is called for each proxy that is hit by the shape
/// @param context user context that is passed to the callback
/// @return performance data
B2_API b2TreeStats b2DynamicTree_ShapeCast( const b2DynamicTree* tree, const b2ShapeCastInput* input, uint64_t maskBits,
b2TreeShapeCastCallbackFcn* callback, void* context );
/// Get the height of the binary tree.
B2_API int b2DynamicTree_GetHeight( const b2DynamicTree* tree );
/// Get the ratio of the sum of the node areas to the root area.
B2_API float b2DynamicTree_GetAreaRatio( const b2DynamicTree* tree );
/// Get the bounding box that contains the entire tree
B2_API b2AABB b2DynamicTree_GetRootBounds( const b2DynamicTree* tree );
/// Get the number of proxies created
B2_API int b2DynamicTree_GetProxyCount( const b2DynamicTree* tree );
/// Rebuild the tree while retaining subtrees that haven't changed. Returns the number of boxes sorted.
B2_API int b2DynamicTree_Rebuild( b2DynamicTree* tree, bool fullBuild );
/// Get the number of bytes used by this tree
B2_API int b2DynamicTree_GetByteCount( const b2DynamicTree* tree );
/// Get proxy user data
B2_API uint64_t b2DynamicTree_GetUserData( const b2DynamicTree* tree, int proxyId );
/// Get the AABB of a proxy
B2_API b2AABB b2DynamicTree_GetAABB( const b2DynamicTree* tree, int proxyId );
/// Validate this tree. For testing.
B2_API void b2DynamicTree_Validate( const b2DynamicTree* tree );
/// Validate this tree has no enlarged AABBs. For testing.
B2_API void b2DynamicTree_ValidateNoEnlarged( const b2DynamicTree* tree );
/**@}*/
/**
* @defgroup character Character mover
* Character movement solver
* @{
*/
/// These are the collision planes returned from b2World_CollideMover
typedef struct b2PlaneResult
{
/// The collision plane between the mover and a convex shape
b2Plane plane;
// The collision point on the shape.
b2Vec2 point;
/// Did the collision register a hit? If not this plane should be ignored.
bool hit;
} b2PlaneResult;
/// These are collision planes that can be fed to b2SolvePlanes. Normally
/// this is assembled by the user from plane results in b2PlaneResult
typedef struct b2CollisionPlane
{
/// The collision plane between the mover and some shape
b2Plane plane;
/// Setting this to FLT_MAX makes the plane as rigid as possible. Lower values can
/// make the plane collision soft. Usually in meters.
float pushLimit;
/// The push on the mover determined by b2SolvePlanes. Usually in meters.
float push;
/// Indicates if b2ClipVector should clip against this plane. Should be false for soft collision.
bool clipVelocity;
} b2CollisionPlane;
/// Result returned by b2SolvePlanes
typedef struct b2PlaneSolverResult
{
/// The translation of the mover
b2Vec2 translation;
/// The number of iterations used by the plane solver. For diagnostics.
int iterationCount;
} b2PlaneSolverResult;
/// Solves the position of a mover that satisfies the given collision planes.
/// @param targetDelta the desired movement from the position used to generate the collision planes
/// @param planes the collision planes
/// @param count the number of collision planes
B2_API b2PlaneSolverResult b2SolvePlanes( b2Vec2 targetDelta, b2CollisionPlane* planes, int count );
/// Clips the velocity against the given collision planes. Planes with zero push or clipVelocity
/// set to false are skipped.
B2_API b2Vec2 b2ClipVector( b2Vec2 vector, const b2CollisionPlane* planes, int count );
/**@}*/

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// SPDX-FileCopyrightText: 2023 Erin Catto
// SPDX-License-Identifier: MIT
#pragma once
#include "base.h"
#include <stdint.h>
/**
* @defgroup id Ids
* These ids serve as handles to internal Box2D objects.
* These should be considered opaque data and passed by value.
* Include this header if you need the id types and not the whole Box2D API.
* All ids are considered null if initialized to zero.
*
* For example in C++:
*
* @code{.cxx}
* b2WorldId worldId = {};
* @endcode
*
* Or in C:
*
* @code{.c}
* b2WorldId worldId = {0};
* @endcode
*
* These are both considered null.
*
* @warning Do not use the internals of these ids. They are subject to change. Ids should be treated as opaque objects.
* @warning You should use ids to access objects in Box2D. Do not access files within the src folder. Such usage is unsupported.
* @{
*/
/// World id references a world instance. This should be treated as an opaque handle.
typedef struct b2WorldId
{
uint16_t index1;
uint16_t generation;
} b2WorldId;
/// Body id references a body instance. This should be treated as an opaque handle.
typedef struct b2BodyId
{
int32_t index1;
uint16_t world0;
uint16_t generation;
} b2BodyId;
/// Shape id references a shape instance. This should be treated as an opaque handle.
typedef struct b2ShapeId
{
int32_t index1;
uint16_t world0;
uint16_t generation;
} b2ShapeId;
/// Chain id references a chain instances. This should be treated as an opaque handle.
typedef struct b2ChainId
{
int32_t index1;
uint16_t world0;
uint16_t generation;
} b2ChainId;
/// Joint id references a joint instance. This should be treated as an opaque handle.
typedef struct b2JointId
{
int32_t index1;
uint16_t world0;
uint16_t generation;
} b2JointId;
/// Use these to make your identifiers null.
/// You may also use zero initialization to get null.
static const b2WorldId b2_nullWorldId = B2_ZERO_INIT;
static const b2BodyId b2_nullBodyId = B2_ZERO_INIT;
static const b2ShapeId b2_nullShapeId = B2_ZERO_INIT;
static const b2ChainId b2_nullChainId = B2_ZERO_INIT;
static const b2JointId b2_nullJointId = B2_ZERO_INIT;
/// Macro to determine if any id is null.
#define B2_IS_NULL( id ) ( id.index1 == 0 )
/// Macro to determine if any id is non-null.
#define B2_IS_NON_NULL( id ) ( id.index1 != 0 )
/// Compare two ids for equality. Doesn't work for b2WorldId.
#define B2_ID_EQUALS( id1, id2 ) ( id1.index1 == id2.index1 && id1.world0 == id2.world0 && id1.generation == id2.generation )
/// Store a world id into a uint32_t.
B2_INLINE uint32_t b2StoreWorldId( b2WorldId id )
{
return ( (uint32_t)id.index1 << 16 ) | (uint32_t)id.generation;
}
/// Load a uint32_t into a world id.
B2_INLINE b2WorldId b2LoadWorldId( uint32_t x )
{
b2WorldId id = { (uint16_t)( x >> 16 ), (uint16_t)( x ) };
return id;
}
/// Store a body id into a uint64_t.
B2_INLINE uint64_t b2StoreBodyId( b2BodyId id )
{
return ( (uint64_t)id.index1 << 32 ) | ( (uint64_t)id.world0 ) << 16 | (uint64_t)id.generation;
}
/// Load a uint64_t into a body id.
B2_INLINE b2BodyId b2LoadBodyId( uint64_t x )
{
b2BodyId id = { (int32_t)( x >> 32 ), (uint16_t)( x >> 16 ), (uint16_t)( x ) };
return id;
}
/// Store a shape id into a uint64_t.
B2_INLINE uint64_t b2StoreShapeId( b2ShapeId id )
{
return ( (uint64_t)id.index1 << 32 ) | ( (uint64_t)id.world0 ) << 16 | (uint64_t)id.generation;
}
/// Load a uint64_t into a shape id.
B2_INLINE b2ShapeId b2LoadShapeId( uint64_t x )
{
b2ShapeId id = { (int32_t)( x >> 32 ), (uint16_t)( x >> 16 ), (uint16_t)( x ) };
return id;
}
/// Store a chain id into a uint64_t.
B2_INLINE uint64_t b2StoreChainId( b2ChainId id )
{
return ( (uint64_t)id.index1 << 32 ) | ( (uint64_t)id.world0 ) << 16 | (uint64_t)id.generation;
}
/// Load a uint64_t into a chain id.
B2_INLINE b2ChainId b2LoadChainId( uint64_t x )
{
b2ChainId id = { (int32_t)( x >> 32 ), (uint16_t)( x >> 16 ), (uint16_t)( x ) };
return id;
}
/// Store a joint id into a uint64_t.
B2_INLINE uint64_t b2StoreJointId( b2JointId id )
{
return ( (uint64_t)id.index1 << 32 ) | ( (uint64_t)id.world0 ) << 16 | (uint64_t)id.generation;
}
/// Load a uint64_t into a joint id.
B2_INLINE b2JointId b2LoadJointId( uint64_t x )
{
b2JointId id = { (int32_t)( x >> 32 ), (uint16_t)( x >> 16 ), (uint16_t)( x ) };
return id;
}
/**@}*/

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// SPDX-FileCopyrightText: 2023 Erin Catto
// SPDX-License-Identifier: MIT
#pragma once
#include "base.h"
#include <float.h>
#include <math.h>
#include <stdbool.h>
/**
* @defgroup math Math
* @brief Vector math types and functions
* @{
*/
/// 2D vector
/// This can be used to represent a point or free vector
typedef struct b2Vec2
{
/// coordinates
float x, y;
} b2Vec2;
/// Cosine and sine pair
/// This uses a custom implementation designed for cross-platform determinism
typedef struct b2CosSin
{
/// cosine and sine
float cosine;
float sine;
} b2CosSin;
/// 2D rotation
/// This is similar to using a complex number for rotation
typedef struct b2Rot
{
/// cosine and sine
float c, s;
} b2Rot;
/// A 2D rigid transform
typedef struct b2Transform
{
b2Vec2 p;
b2Rot q;
} b2Transform;
/// A 2-by-2 Matrix
typedef struct b2Mat22
{
/// columns
b2Vec2 cx, cy;
} b2Mat22;
/// Axis-aligned bounding box
typedef struct b2AABB
{
b2Vec2 lowerBound;
b2Vec2 upperBound;
} b2AABB;
/// separation = dot(normal, point) - offset
typedef struct b2Plane
{
b2Vec2 normal;
float offset;
} b2Plane;
/**@}*/
/**
* @addtogroup math
* @{
*/
/// https://en.wikipedia.org/wiki/Pi
#define B2_PI 3.14159265359f
static const b2Vec2 b2Vec2_zero = { 0.0f, 0.0f };
static const b2Rot b2Rot_identity = { 1.0f, 0.0f };
static const b2Transform b2Transform_identity = { { 0.0f, 0.0f }, { 1.0f, 0.0f } };
static const b2Mat22 b2Mat22_zero = { { 0.0f, 0.0f }, { 0.0f, 0.0f } };
/// Is this a valid number? Not NaN or infinity.
B2_API bool b2IsValidFloat( float a );
/// Is this a valid vector? Not NaN or infinity.
B2_API bool b2IsValidVec2( b2Vec2 v );
/// Is this a valid rotation? Not NaN or infinity. Is normalized.
B2_API bool b2IsValidRotation( b2Rot q );
/// Is this a valid bounding box? Not Nan or infinity. Upper bound greater than or equal to lower bound.
B2_API bool b2IsValidAABB( b2AABB aabb );
/// Is this a valid plane? Normal is a unit vector. Not Nan or infinity.
B2_API bool b2IsValidPlane( b2Plane a );
/// @return the minimum of two integers
B2_INLINE int b2MinInt( int a, int b )
{
return a < b ? a : b;
}
/// @return the maximum of two integers
B2_INLINE int b2MaxInt( int a, int b )
{
return a > b ? a : b;
}
/// @return the absolute value of an integer
B2_INLINE int b2AbsInt( int a )
{
return a < 0 ? -a : a;
}
/// @return an integer clamped between a lower and upper bound
B2_INLINE int b2ClampInt( int a, int lower, int upper )
{
return a < lower ? lower : ( a > upper ? upper : a );
}
/// @return the minimum of two floats
B2_INLINE float b2MinFloat( float a, float b )
{
return a < b ? a : b;
}
/// @return the maximum of two floats
B2_INLINE float b2MaxFloat( float a, float b )
{
return a > b ? a : b;
}
/// @return the absolute value of a float
B2_INLINE float b2AbsFloat( float a )
{
return a < 0 ? -a : a;
}
/// @return a float clamped between a lower and upper bound
B2_INLINE float b2ClampFloat( float a, float lower, float upper )
{
return a < lower ? lower : ( a > upper ? upper : a );
}
/// Compute an approximate arctangent in the range [-pi, pi]
/// This is hand coded for cross-platform determinism. The atan2f
/// function in the standard library is not cross-platform deterministic.
/// Accurate to around 0.0023 degrees
B2_API float b2Atan2( float y, float x );
/// Compute the cosine and sine of an angle in radians. Implemented
/// for cross-platform determinism.
B2_API b2CosSin b2ComputeCosSin( float radians );
/// Vector dot product
B2_INLINE float b2Dot( b2Vec2 a, b2Vec2 b )
{
return a.x * b.x + a.y * b.y;
}
/// Vector cross product. In 2D this yields a scalar.
B2_INLINE float b2Cross( b2Vec2 a, b2Vec2 b )
{
return a.x * b.y - a.y * b.x;
}
/// Perform the cross product on a vector and a scalar. In 2D this produces a vector.
B2_INLINE b2Vec2 b2CrossVS( b2Vec2 v, float s )
{
return B2_LITERAL( b2Vec2 ){ s * v.y, -s * v.x };
}
/// Perform the cross product on a scalar and a vector. In 2D this produces a vector.
B2_INLINE b2Vec2 b2CrossSV( float s, b2Vec2 v )
{
return B2_LITERAL( b2Vec2 ){ -s * v.y, s * v.x };
}
/// Get a left pointing perpendicular vector. Equivalent to b2CrossSV(1.0f, v)
B2_INLINE b2Vec2 b2LeftPerp( b2Vec2 v )
{
return B2_LITERAL( b2Vec2 ){ -v.y, v.x };
}
/// Get a right pointing perpendicular vector. Equivalent to b2CrossVS(v, 1.0f)
B2_INLINE b2Vec2 b2RightPerp( b2Vec2 v )
{
return B2_LITERAL( b2Vec2 ){ v.y, -v.x };
}
/// Vector addition
B2_INLINE b2Vec2 b2Add( b2Vec2 a, b2Vec2 b )
{
return B2_LITERAL( b2Vec2 ){ a.x + b.x, a.y + b.y };
}
/// Vector subtraction
B2_INLINE b2Vec2 b2Sub( b2Vec2 a, b2Vec2 b )
{
return B2_LITERAL( b2Vec2 ){ a.x - b.x, a.y - b.y };
}
/// Vector negation
B2_INLINE b2Vec2 b2Neg( b2Vec2 a )
{
return B2_LITERAL( b2Vec2 ){ -a.x, -a.y };
}
/// Vector linear interpolation
/// https://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/
B2_INLINE b2Vec2 b2Lerp( b2Vec2 a, b2Vec2 b, float t )
{
return B2_LITERAL( b2Vec2 ){ ( 1.0f - t ) * a.x + t * b.x, ( 1.0f - t ) * a.y + t * b.y };
}
/// Component-wise multiplication
B2_INLINE b2Vec2 b2Mul( b2Vec2 a, b2Vec2 b )
{
return B2_LITERAL( b2Vec2 ){ a.x * b.x, a.y * b.y };
}
/// Multiply a scalar and vector
B2_INLINE b2Vec2 b2MulSV( float s, b2Vec2 v )
{
return B2_LITERAL( b2Vec2 ){ s * v.x, s * v.y };
}
/// a + s * b
B2_INLINE b2Vec2 b2MulAdd( b2Vec2 a, float s, b2Vec2 b )
{
return B2_LITERAL( b2Vec2 ){ a.x + s * b.x, a.y + s * b.y };
}
/// a - s * b
B2_INLINE b2Vec2 b2MulSub( b2Vec2 a, float s, b2Vec2 b )
{
return B2_LITERAL( b2Vec2 ){ a.x - s * b.x, a.y - s * b.y };
}
/// Component-wise absolute vector
B2_INLINE b2Vec2 b2Abs( b2Vec2 a )
{
b2Vec2 b;
b.x = b2AbsFloat( a.x );
b.y = b2AbsFloat( a.y );
return b;
}
/// Component-wise minimum vector
B2_INLINE b2Vec2 b2Min( b2Vec2 a, b2Vec2 b )
{
b2Vec2 c;
c.x = b2MinFloat( a.x, b.x );
c.y = b2MinFloat( a.y, b.y );
return c;
}
/// Component-wise maximum vector
B2_INLINE b2Vec2 b2Max( b2Vec2 a, b2Vec2 b )
{
b2Vec2 c;
c.x = b2MaxFloat( a.x, b.x );
c.y = b2MaxFloat( a.y, b.y );
return c;
}
/// Component-wise clamp vector v into the range [a, b]
B2_INLINE b2Vec2 b2Clamp( b2Vec2 v, b2Vec2 a, b2Vec2 b )
{
b2Vec2 c;
c.x = b2ClampFloat( v.x, a.x, b.x );
c.y = b2ClampFloat( v.y, a.y, b.y );
return c;
}
/// Get the length of this vector (the norm)
B2_INLINE float b2Length( b2Vec2 v )
{
return sqrtf( v.x * v.x + v.y * v.y );
}
/// Get the distance between two points
B2_INLINE float b2Distance( b2Vec2 a, b2Vec2 b )
{
float dx = b.x - a.x;
float dy = b.y - a.y;
return sqrtf( dx * dx + dy * dy );
}
/// Convert a vector into a unit vector if possible, otherwise returns the zero vector.
/// todo MSVC is not inlining this function in several places per warning 4710
B2_INLINE b2Vec2 b2Normalize( b2Vec2 v )
{
float length = sqrtf( v.x * v.x + v.y * v.y );
if ( length < FLT_EPSILON )
{
return B2_LITERAL( b2Vec2 ){ 0.0f, 0.0f };
}
float invLength = 1.0f / length;
b2Vec2 n = { invLength * v.x, invLength * v.y };
return n;
}
/// Determines if the provided vector is normalized (norm(a) == 1).
B2_INLINE bool b2IsNormalized( b2Vec2 a )
{
float aa = b2Dot( a, a );
return b2AbsFloat( 1.0f - aa ) < 100.0f * FLT_EPSILON;
}
/// Convert a vector into a unit vector if possible, otherwise returns the zero vector. Also
/// outputs the length.
B2_INLINE b2Vec2 b2GetLengthAndNormalize( float* length, b2Vec2 v )
{
*length = sqrtf( v.x * v.x + v.y * v.y );
if ( *length < FLT_EPSILON )
{
return B2_LITERAL( b2Vec2 ){ 0.0f, 0.0f };
}
float invLength = 1.0f / *length;
b2Vec2 n = { invLength * v.x, invLength * v.y };
return n;
}
/// Normalize rotation
B2_INLINE b2Rot b2NormalizeRot( b2Rot q )
{
float mag = sqrtf( q.s * q.s + q.c * q.c );
float invMag = mag > 0.0 ? 1.0f / mag : 0.0f;
b2Rot qn = { q.c * invMag, q.s * invMag };
return qn;
}
/// Integrate rotation from angular velocity
/// @param q1 initial rotation
/// @param deltaAngle the angular displacement in radians
B2_INLINE b2Rot b2IntegrateRotation( b2Rot q1, float deltaAngle )
{
// dc/dt = -omega * sin(t)
// ds/dt = omega * cos(t)
// c2 = c1 - omega * h * s1
// s2 = s1 + omega * h * c1
b2Rot q2 = { q1.c - deltaAngle * q1.s, q1.s + deltaAngle * q1.c };
float mag = sqrtf( q2.s * q2.s + q2.c * q2.c );
float invMag = mag > 0.0 ? 1.0f / mag : 0.0f;
b2Rot qn = { q2.c * invMag, q2.s * invMag };
return qn;
}
/// Get the length squared of this vector
B2_INLINE float b2LengthSquared( b2Vec2 v )
{
return v.x * v.x + v.y * v.y;
}
/// Get the distance squared between points
B2_INLINE float b2DistanceSquared( b2Vec2 a, b2Vec2 b )
{
b2Vec2 c = { b.x - a.x, b.y - a.y };
return c.x * c.x + c.y * c.y;
}
/// Make a rotation using an angle in radians
B2_INLINE b2Rot b2MakeRot( float radians )
{
b2CosSin cs = b2ComputeCosSin( radians );
return B2_LITERAL( b2Rot ){ cs.cosine, cs.sine };
}
/// Compute the rotation between two unit vectors
B2_API b2Rot b2ComputeRotationBetweenUnitVectors( b2Vec2 v1, b2Vec2 v2 );
/// Is this rotation normalized?
B2_INLINE bool b2IsNormalizedRot( b2Rot q )
{
// larger tolerance due to failure on mingw 32-bit
float qq = q.s * q.s + q.c * q.c;
return 1.0f - 0.0006f < qq && qq < 1.0f + 0.0006f;
}
/// Normalized linear interpolation
/// https://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/
/// https://web.archive.org/web/20170825184056/http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%20It/
B2_INLINE b2Rot b2NLerp( b2Rot q1, b2Rot q2, float t )
{
float omt = 1.0f - t;
b2Rot q = {
omt * q1.c + t * q2.c,
omt * q1.s + t * q2.s,
};
float mag = sqrtf( q.s * q.s + q.c * q.c );
float invMag = mag > 0.0 ? 1.0f / mag : 0.0f;
b2Rot qn = { q.c * invMag, q.s * invMag };
return qn;
}
/// Compute the angular velocity necessary to rotate between two rotations over a give time
/// @param q1 initial rotation
/// @param q2 final rotation
/// @param inv_h inverse time step
B2_INLINE float b2ComputeAngularVelocity( b2Rot q1, b2Rot q2, float inv_h )
{
// ds/dt = omega * cos(t)
// dc/dt = -omega * sin(t)
// s2 = s1 + omega * h * c1
// c2 = c1 - omega * h * s1
// omega * h * s1 = c1 - c2
// omega * h * c1 = s2 - s1
// omega * h = (c1 - c2) * s1 + (s2 - s1) * c1;
// omega * h = s1 * c1 - c2 * s1 + s2 * c1 - s1 * c1
// omega * h = s2 * c1 - c2 * s1 = sin(a2 - a1) ~= a2 - a1 for small delta
float omega = inv_h * ( q2.s * q1.c - q2.c * q1.s );
return omega;
}
/// Get the angle in radians in the range [-pi, pi]
B2_INLINE float b2Rot_GetAngle( b2Rot q )
{
return b2Atan2( q.s, q.c );
}
/// Get the x-axis
B2_INLINE b2Vec2 b2Rot_GetXAxis( b2Rot q )
{
b2Vec2 v = { q.c, q.s };
return v;
}
/// Get the y-axis
B2_INLINE b2Vec2 b2Rot_GetYAxis( b2Rot q )
{
b2Vec2 v = { -q.s, q.c };
return v;
}
/// Multiply two rotations: q * r
B2_INLINE b2Rot b2MulRot( b2Rot q, b2Rot r )
{
// [qc -qs] * [rc -rs] = [qc*rc-qs*rs -qc*rs-qs*rc]
// [qs qc] [rs rc] [qs*rc+qc*rs -qs*rs+qc*rc]
// s(q + r) = qs * rc + qc * rs
// c(q + r) = qc * rc - qs * rs
b2Rot qr;
qr.s = q.s * r.c + q.c * r.s;
qr.c = q.c * r.c - q.s * r.s;
return qr;
}
/// Transpose multiply two rotations: qT * r
B2_INLINE b2Rot b2InvMulRot( b2Rot q, b2Rot r )
{
// [ qc qs] * [rc -rs] = [qc*rc+qs*rs -qc*rs+qs*rc]
// [-qs qc] [rs rc] [-qs*rc+qc*rs qs*rs+qc*rc]
// s(q - r) = qc * rs - qs * rc
// c(q - r) = qc * rc + qs * rs
b2Rot qr;
qr.s = q.c * r.s - q.s * r.c;
qr.c = q.c * r.c + q.s * r.s;
return qr;
}
/// relative angle between b and a (rot_b * inv(rot_a))
B2_INLINE float b2RelativeAngle( b2Rot b, b2Rot a )
{
// sin(b - a) = bs * ac - bc * as
// cos(b - a) = bc * ac + bs * as
float s = b.s * a.c - b.c * a.s;
float c = b.c * a.c + b.s * a.s;
return b2Atan2( s, c );
}
/// Convert any angle into the range [-pi, pi]
B2_INLINE float b2UnwindAngle( float radians )
{
// Assuming this is deterministic
return remainderf( radians, 2.0f * B2_PI );
}
/// Rotate a vector
B2_INLINE b2Vec2 b2RotateVector( b2Rot q, b2Vec2 v )
{
return B2_LITERAL( b2Vec2 ){ q.c * v.x - q.s * v.y, q.s * v.x + q.c * v.y };
}
/// Inverse rotate a vector
B2_INLINE b2Vec2 b2InvRotateVector( b2Rot q, b2Vec2 v )
{
return B2_LITERAL( b2Vec2 ){ q.c * v.x + q.s * v.y, -q.s * v.x + q.c * v.y };
}
/// Transform a point (e.g. local space to world space)
B2_INLINE b2Vec2 b2TransformPoint( b2Transform t, const b2Vec2 p )
{
float x = ( t.q.c * p.x - t.q.s * p.y ) + t.p.x;
float y = ( t.q.s * p.x + t.q.c * p.y ) + t.p.y;
return B2_LITERAL( b2Vec2 ){ x, y };
}
/// Inverse transform a point (e.g. world space to local space)
B2_INLINE b2Vec2 b2InvTransformPoint( b2Transform t, const b2Vec2 p )
{
float vx = p.x - t.p.x;
float vy = p.y - t.p.y;
return B2_LITERAL( b2Vec2 ){ t.q.c * vx + t.q.s * vy, -t.q.s * vx + t.q.c * vy };
}
/// Multiply two transforms. If the result is applied to a point p local to frame B,
/// the transform would first convert p to a point local to frame A, then into a point
/// in the world frame.
/// v2 = A.q.Rot(B.q.Rot(v1) + B.p) + A.p
/// = (A.q * B.q).Rot(v1) + A.q.Rot(B.p) + A.p
B2_INLINE b2Transform b2MulTransforms( b2Transform A, b2Transform B )
{
b2Transform C;
C.q = b2MulRot( A.q, B.q );
C.p = b2Add( b2RotateVector( A.q, B.p ), A.p );
return C;
}
/// Creates a transform that converts a local point in frame B to a local point in frame A.
/// v2 = A.q' * (B.q * v1 + B.p - A.p)
/// = A.q' * B.q * v1 + A.q' * (B.p - A.p)
B2_INLINE b2Transform b2InvMulTransforms( b2Transform A, b2Transform B )
{
b2Transform C;
C.q = b2InvMulRot( A.q, B.q );
C.p = b2InvRotateVector( A.q, b2Sub( B.p, A.p ) );
return C;
}
/// Multiply a 2-by-2 matrix times a 2D vector
B2_INLINE b2Vec2 b2MulMV( b2Mat22 A, b2Vec2 v )
{
b2Vec2 u = {
A.cx.x * v.x + A.cy.x * v.y,
A.cx.y * v.x + A.cy.y * v.y,
};
return u;
}
/// Get the inverse of a 2-by-2 matrix
B2_INLINE b2Mat22 b2GetInverse22( b2Mat22 A )
{
float a = A.cx.x, b = A.cy.x, c = A.cx.y, d = A.cy.y;
float det = a * d - b * c;
if ( det != 0.0f )
{
det = 1.0f / det;
}
b2Mat22 B = {
{ det * d, -det * c },
{ -det * b, det * a },
};
return B;
}
/// Solve A * x = b, where b is a column vector. This is more efficient
/// than computing the inverse in one-shot cases.
B2_INLINE b2Vec2 b2Solve22( b2Mat22 A, b2Vec2 b )
{
float a11 = A.cx.x, a12 = A.cy.x, a21 = A.cx.y, a22 = A.cy.y;
float det = a11 * a22 - a12 * a21;
if ( det != 0.0f )
{
det = 1.0f / det;
}
b2Vec2 x = { det * ( a22 * b.x - a12 * b.y ), det * ( a11 * b.y - a21 * b.x ) };
return x;
}
/// Does a fully contain b
B2_INLINE bool b2AABB_Contains( b2AABB a, b2AABB b )
{
bool s = true;
s = s && a.lowerBound.x <= b.lowerBound.x;
s = s && a.lowerBound.y <= b.lowerBound.y;
s = s && b.upperBound.x <= a.upperBound.x;
s = s && b.upperBound.y <= a.upperBound.y;
return s;
}
/// Get the center of the AABB.
B2_INLINE b2Vec2 b2AABB_Center( b2AABB a )
{
b2Vec2 b = { 0.5f * ( a.lowerBound.x + a.upperBound.x ), 0.5f * ( a.lowerBound.y + a.upperBound.y ) };
return b;
}
/// Get the extents of the AABB (half-widths).
B2_INLINE b2Vec2 b2AABB_Extents( b2AABB a )
{
b2Vec2 b = { 0.5f * ( a.upperBound.x - a.lowerBound.x ), 0.5f * ( a.upperBound.y - a.lowerBound.y ) };
return b;
}
/// Union of two AABBs
B2_INLINE b2AABB b2AABB_Union( b2AABB a, b2AABB b )
{
b2AABB c;
c.lowerBound.x = b2MinFloat( a.lowerBound.x, b.lowerBound.x );
c.lowerBound.y = b2MinFloat( a.lowerBound.y, b.lowerBound.y );
c.upperBound.x = b2MaxFloat( a.upperBound.x, b.upperBound.x );
c.upperBound.y = b2MaxFloat( a.upperBound.y, b.upperBound.y );
return c;
}
/// Do a and b overlap
B2_INLINE bool b2AABB_Overlaps( b2AABB a, b2AABB b )
{
return !( b.lowerBound.x > a.upperBound.x || b.lowerBound.y > a.upperBound.y || a.lowerBound.x > b.upperBound.x ||
a.lowerBound.y > b.upperBound.y );
}
/// Compute the bounding box of an array of circles
B2_INLINE b2AABB b2MakeAABB( const b2Vec2* points, int count, float radius )
{
B2_ASSERT( count > 0 );
b2AABB a = { points[0], points[0] };
for ( int i = 1; i < count; ++i )
{
a.lowerBound = b2Min( a.lowerBound, points[i] );
a.upperBound = b2Max( a.upperBound, points[i] );
}
b2Vec2 r = { radius, radius };
a.lowerBound = b2Sub( a.lowerBound, r );
a.upperBound = b2Add( a.upperBound, r );
return a;
}
/// Signed separation of a point from a plane
B2_INLINE float b2PlaneSeparation( b2Plane plane, b2Vec2 point )
{
return b2Dot( plane.normal, point ) - plane.offset;
}
/// One-dimensional mass-spring-damper simulation. Returns the new velocity given the position and time step.
/// You can then compute the new position using:
/// position += timeStep * newVelocity
/// This drives towards a zero position. By using implicit integration we get a stable solution
/// that doesn't require transcendental functions.
B2_INLINE float b2SpringDamper( float hertz, float dampingRatio, float position, float velocity, float timeStep )
{
float omega = 2.0f * B2_PI * hertz;
float omegaH = omega * timeStep;
return ( velocity - omega * omegaH * position ) / ( 1.0f + 2.0f * dampingRatio * omegaH + omegaH * omegaH );
}
/// Box2D bases all length units on meters, but you may need different units for your game.
/// You can set this value to use different units. This should be done at application startup
/// and only modified once. Default value is 1.
/// For example, if your game uses pixels for units you can use pixels for all length values
/// sent to Box2D. There should be no extra cost. However, Box2D has some internal tolerances
/// and thresholds that have been tuned for meters. By calling this function, Box2D is able
/// to adjust those tolerances and thresholds to improve accuracy.
/// A good rule of thumb is to pass the height of your player character to this function. So
/// if your player character is 32 pixels high, then pass 32 to this function. Then you may
/// confidently use pixels for all the length values sent to Box2D. All length values returned
/// from Box2D will also be pixels because Box2D does not do any scaling internally.
/// However, you are now on the hook for coming up with good values for gravity, density, and
/// forces.
/// @warning This must be modified before any calls to Box2D
B2_API void b2SetLengthUnitsPerMeter( float lengthUnits );
/// Get the current length units per meter.
B2_API float b2GetLengthUnitsPerMeter( void );
/**@}*/
/**
* @defgroup math_cpp C++ Math
* @brief Math operator overloads for C++
*
* See math_functions.h for details.
* @{
*/
#ifdef __cplusplus
/// Unary add one vector to another
inline void operator+=( b2Vec2& a, b2Vec2 b )
{
a.x += b.x;
a.y += b.y;
}
/// Unary subtract one vector from another
inline void operator-=( b2Vec2& a, b2Vec2 b )
{
a.x -= b.x;
a.y -= b.y;
}
/// Unary multiply a vector by a scalar
inline void operator*=( b2Vec2& a, float b )
{
a.x *= b;
a.y *= b;
}
/// Unary negate a vector
inline b2Vec2 operator-( b2Vec2 a )
{
return { -a.x, -a.y };
}
/// Binary vector addition
inline b2Vec2 operator+( b2Vec2 a, b2Vec2 b )
{
return { a.x + b.x, a.y + b.y };
}
/// Binary vector subtraction
inline b2Vec2 operator-( b2Vec2 a, b2Vec2 b )
{
return { a.x - b.x, a.y - b.y };
}
/// Binary scalar and vector multiplication
inline b2Vec2 operator*( float a, b2Vec2 b )
{
return { a * b.x, a * b.y };
}
/// Binary scalar and vector multiplication
inline b2Vec2 operator*( b2Vec2 a, float b )
{
return { a.x * b, a.y * b };
}
/// Binary vector equality
inline bool operator==( b2Vec2 a, b2Vec2 b )
{
return a.x == b.x && a.y == b.y;
}
/// Binary vector inequality
inline bool operator!=( b2Vec2 a, b2Vec2 b )
{
return a.x != b.x || a.y != b.y;
}
#endif
/**@}*/

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@@ -0,0 +1,10 @@
#include "AudioListener.hpp"
#include "Vector3.hpp"
#include "elements/Transformable.hpp"
#include "elements/AudioEngine.hpp"
void TSE::AudioListener::OnUpdate()
{
Vector3 pos = baseObject->GetGlobalPosition();
ma_engine_listener_set_position(AudioEngine::engine, 0, pos.x, pos.y, -pos.z);
}

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@@ -0,0 +1,17 @@
#pragma once
#define AUDIOLISTENER typeid(AudioListener).name()
#include "elements/BehaviourScript.hpp"
namespace TSE
{
class AudioListener : public BehaviourScript
{
void OnUpdate() override;
inline const char* GetName() override
{
return "Audio Listener";
}
};
} // namespace TSE

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@@ -0,0 +1,135 @@
#include "AudioSource.hpp"
#include "Vector3.hpp"
#include "elements/Transformable.hpp"
float TSE::AudioSource::GetMinDistance()
{
return minDistance;
}
float TSE::AudioSource::GetMaxDistance()
{
return maxDistance;
}
bool TSE::AudioSource::GetGlobal()
{
return global;
}
void TSE::AudioSource::SetGlobal(bool v)
{
if(global != v)
{
auto it = sounds.begin();
for (int j = 0; j < sounds.size(); j++)
{
it->second;
ma_sound_set_spatialization_enabled(it->second, !v);
it++;
}
}
global = v;
}
void TSE::AudioSource::SetMinDistance(float v)
{
minDistance = v;
auto it = sounds.begin();
for (int j = 0; j < sounds.size(); j++)
{
it->second;
ma_sound_set_min_distance(it->second, minDistance);
it++;
}
}
void TSE::AudioSource::SetMaxDistance(float v)
{
maxDistance = v;
auto it = sounds.begin();
for (int j = 0; j < sounds.size(); j++)
{
it->second;
ma_sound_set_max_distance(it->second, maxDistance);
it++;
}
}
void TSE::AudioSource::AddClip(AudioClip *clip)
{
clips[clip->name] = clip;
ma_sound* s = clip->GetAudioSound();
ma_sound_set_spatialization_enabled(s, !global);
ma_sound_set_attenuation_model(s, ma_attenuation_model_linear);
ma_sound_set_rolloff(s, 1.0f);
ma_sound_set_min_distance(s, minDistance);
ma_sound_set_max_distance(s, maxDistance);
ma_sound_set_min_gain(s, 0.0f);
ma_sound_set_max_gain(s, 1.0f);
sounds[clip->name] = s;
}
void TSE::AudioSource::RemoveClip(std::string name)
{
if(currentlyPlaying == name) StopPlaying();
clips[name]->DestroyAudioSound(sounds[name]);
clips.erase(name);
sounds.erase(name);
}
void TSE::AudioSource::StartClip(std::string name, bool forceRestart)
{
if(currentlyPlaying != name){
StopPlaying();
}
else if(forceRestart)
{
ma_sound_seek_to_pcm_frame(sounds[name], 0);
}
ma_sound_start(sounds[name]);
currentlyPlaying = name;
}
void TSE::AudioSource::StopPlaying()
{
if(currentlyPlaying == "") return;
ma_sound_stop(sounds[currentlyPlaying]);
ma_sound_seek_to_pcm_frame(sounds[currentlyPlaying], 0);
currentlyPlaying = "";
}
void TSE::AudioSource::PausePlaying()
{
if(currentlyPlaying == "") return;
ma_sound_stop(sounds[currentlyPlaying]);
}
TSE::AudioClip *TSE::AudioSource::GetClipAt(int i)
{
auto it = clips.begin();
for (int j = 0; j < i; j++)
{
it++;
}
return it->second;
}
TSE::AudioSource::~AudioSource()
{
int count = clips.size();
for (int i = 0; i < count; i++)
{
std::string name = GetClipAt(0)->name;
RemoveClip(name);
}
}
void TSE::AudioSource::OnUpdate()
{
if(!global)
{
Vector3 pos = baseObject->GetGlobalPosition();
ma_sound_set_position(sounds[currentlyPlaying], pos.x, pos.y, -pos.z);
}
}

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@@ -0,0 +1,50 @@
#pragma once
#define AUDIOSOURCE typeid(AudioSource).name()
#include "Types.hpp"
#include "elements/AudioClip.hpp"
#include "elements/BehaviourScript.hpp"
#include "miniaudio.h"
#include <unordered_map>
namespace TSE
{
class AudioSource : public BehaviourScript
{
public:
std::unordered_map<string, AudioClip*> clips;
string currentlyPlaying = "";
private:
bool global = false;
float minDistance = 5;
float maxDistance = 8;
std::unordered_map<std::string, ma_sound*> sounds;
public:
float GetMinDistance();
float GetMaxDistance();
bool GetGlobal();
void SetGlobal(bool v);
void SetMinDistance(float v);
void SetMaxDistance(float v);
void AddClip(AudioClip* clip);
void RemoveClip(std::string name);
void StartClip(std::string name, bool forceRestart = true);
void StopPlaying();
void PausePlaying();
AudioClip* GetClipAt(int i);
~AudioSource();
void OnUpdate() override;
inline const char* GetName() override
{
return "Audio Source";
}
};
} // namespace TSE

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@@ -132,6 +132,8 @@ void TSE::Camera::OnUpdate()
{ {
mainCamera = this; mainCamera = this;
} }
if(rt != nullptr)
IRenderer::camerasToRenderWith.push_back(this); IRenderer::camerasToRenderWith.push_back(this);
} }

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@@ -0,0 +1,117 @@
#include "PhysicsObject.hpp"
#include "MathF.hpp"
#include "elements/Transformable.hpp"
#include "elements/PhysicsEngine.hpp"
TSE::PhysicsObject::PhysicsObject(BodyType t, ColliderShape s, float d, float f, Vector3 cs)
{
type = t;
shape = s;
density = d;
friction = f;
collidersize = cs;
}
TSE::PhysicsObject::~PhysicsObject()
{
PhysicsEngine::UnRegisterPhysicsObject(this);
if(b2Body_IsValid(bodyId))
b2DestroyBody(bodyId);
}
void TSE::PhysicsObject::UpdatePosition()
{
b2Vec2 b2newPos = b2Body_GetPosition(bodyId);
if(lastPos.x != b2newPos.x || lastPos.y != b2newPos.y)
{
Vector3 newPos(b2newPos.x, b2newPos.y, lastPos.z);
lastPos = newPos;
Vector3 delta = baseObject->GlobalToLocalPosition(newPos);
baseObject->position = baseObject->position + delta;
}
float newRot = b2Rot_GetAngle(b2Body_GetRotation(bodyId));
if(newRot != lastRot)
{
lastRot = newRot;
Vector3 euler = baseObject->GetEuler();
euler.z = Rad2Deg(newRot);
}
}
void TSE::PhysicsObject::OnUpdate()
{
Vector3 globalPos = baseObject->GetGlobalPosition();
float rot = Deg2Rad(baseObject->GetEuler().z);
if(globalPos != lastPos || rot != lastRot)
{
lastPos = globalPos;
lastRot = rot;
b2Vec2 pos;
pos.x = globalPos.x;
pos.y = globalPos.y;
b2Body_SetTransform(bodyId, pos, b2MakeRot(rot));
b2Body_SetAwake(bodyId, true);
}
}
void TSE::PhysicsObject::Start()
{
b2WorldId& wid = PhysicsEngine::GetWorldId();
b2BodyDef def = b2DefaultBodyDef();
b2Vec2 pos;
Vector3 globalPos = baseObject->GetGlobalPosition();
pos.x = globalPos.x;
pos.y = globalPos.y;
def.position = pos;
lastPos = globalPos;
float rot = Deg2Rad(baseObject->GetEuler().z);
def.rotation = b2MakeRot(rot);
lastRot = rot;
b2BodyType b2type;
switch(type)
{
case BodyType::Dynamic:
b2type = b2_dynamicBody;
break;
case BodyType::Static:
b2type = b2_staticBody;
break;
}
def.type = b2type;
bodyId = b2CreateBody(wid, &def);
b2ShapeDef shapeDef = b2DefaultShapeDef();
shapeDef.density = density;
shapeDef.material.friction = friction;
b2Polygon b2shape;
b2Circle b2circle;
b2Capsule b2capsule;
switch (shape)
{
case ColliderShape::Box:
b2shape = b2MakeBox(collidersize.x * 0.5f, collidersize.y * 0.5f);
b2CreatePolygonShape(bodyId, &shapeDef, &b2shape);
break;
case ColliderShape::RoundedBox:
b2shape = b2MakeRoundedBox(collidersize.x * 0.5f, collidersize.y * 0.5f, collidersize.z);
b2CreatePolygonShape(bodyId, &shapeDef, &b2shape);
break;
case ColliderShape::Circle:
b2circle.radius = collidersize.x;
b2CreateCircleShape(bodyId, &shapeDef, &b2circle);
break;
case ColliderShape::Capsule:
b2capsule.radius = collidersize.x;
b2capsule.center1 = {0, collidersize.y * 0.5f};
b2capsule.center1 = {0, collidersize.y * -0.5f};
b2CreateCapsuleShape(bodyId, &shapeDef, &b2capsule);
break;
}
PhysicsEngine::RegisterPhysicsObject(this);
}

View File

@@ -0,0 +1,41 @@
#pragma once
#define PHYSICSOBJECT typeid(PhysicsObject).name()
#include "box2d/box2d.h"
#include "enums/PhysicsEnums.hpp"
#include "elements/BehaviourScript.hpp"
#include "Vector3.hpp"
namespace TSE
{
class PhysicsObject: public BehaviourScript
{
private:
BodyType type;
ColliderShape shape;
float density;
float friction;
//in case of box: x = x, y = y, z = unused
//in case of circle: x = radius, y = unused, z = unused
//in case of capsule: x = radius, y = height, z = unused
//in case of RoundedBox: x = x, y = y, z = radius
Vector3 collidersize;
b2BodyId bodyId;
Vector3 lastPos;
float lastRot;
public:
PhysicsObject(BodyType type, ColliderShape shape, float density, float friction, Vector3 colliderSize);
~PhysicsObject();
void UpdatePosition();
void OnUpdate() override;
void Start() override;
inline const char* GetName() override
{
return "Physics Object";
}
};
} // namespace TSE

View File

@@ -0,0 +1,70 @@
#include "AudioClip.hpp"
#include "Debug.hpp"
#include <filesystem>
#include "AudioEngine.hpp"
TSE::AudioClip::AudioClip(string path)
{
description.path = path;
}
TSE::AudioClip::AudioClip(byte *stream, size_t size)
{
description.audiostream = stream;
description.dataSize = size;
}
ma_sound *TSE::AudioClip::GetAudioSound()
{
if(description.path != ""){
if(std::filesystem::exists(description.path))
{
ma_result res;
ma_sound* sound = (ma_sound*)malloc(sizeof(*sound));
res = ma_sound_init_from_file(AudioEngine::engine, description.path.c_str(), 0, nullptr, nullptr, sound);
if (res != MA_SUCCESS) {
TSE_WARNING("ma_sound_init_from_file failed: " + std::to_string(res));
delete(sound);
return nullptr;
}
return sound;
}
else
{
TSE_WARNING("Can't create ma_sound because the given path dose not exist: \n" + description.path);
}
}
else if(description.audiostream != nullptr && description.dataSize > 0)
{
ma_result res;
ma_decoder m_decoder;
res = ma_decoder_init_memory(description.audiostream, description.dataSize, nullptr, &m_decoder);
if (res != MA_SUCCESS) {
TSE_WARNING("ma_decoder_init_memory failed: " + std::to_string(res));
return nullptr;
}
ma_sound* sound = (ma_sound*)malloc(sizeof(*sound));
res = ma_sound_init_from_data_source(AudioEngine::engine, &m_decoder, MA_SOUND_FLAG_STREAM, nullptr, sound);
ma_decoder_uninit(&m_decoder);
if (res != MA_SUCCESS) {
TSE_WARNING("ma_sound_init_from_data_source failed: " + std::to_string(res));
delete(sound);
return nullptr;
}
return sound;
}
else
{
TSE_WARNING("Can't create ma_sound because description is not set, or unconfigured.");
}
return nullptr;
}
void TSE::AudioClip::DestroyAudioSound(ma_sound *sound)
{
if (!sound) return;
ma_sound_uninit(sound);
delete sound;
}

View File

@@ -0,0 +1,28 @@
#pragma once
#include "Types.hpp"
#include "miniaudio.h"
namespace TSE
{
struct AudioClipDescription
{
public:
string path = "";
byte* audiostream = nullptr;
size_t dataSize = 0;
};
class AudioClip
{
public:
string name = "";
AudioClipDescription description;
AudioClip(string path);
AudioClip(byte* stream, size_t size);
ma_sound* GetAudioSound();
void DestroyAudioSound(ma_sound* sound);
};
} // namespace TSE

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@@ -0,0 +1,22 @@
#include "AudioEngine.hpp"
#include "Debug.hpp"
ma_engine* TSE::AudioEngine::engine = nullptr;
void TSE::AudioEngine::Init()
{
ma_result res;
engine = (ma_engine*)malloc(sizeof(*engine));
res = ma_engine_init(nullptr, engine);
if(res != MA_SUCCESS)
{
TSE_WARNING("Couldn't init audio engine. error code: " + std::to_string(res));
}
}
void TSE::AudioEngine::Destroy()
{
ma_engine_uninit(engine);
delete(engine);
engine = nullptr;
}

View File

@@ -0,0 +1,15 @@
#pragma once
#include "miniaudio.h"
namespace TSE
{
class AudioEngine
{
public:
static ma_engine* engine;
static void Init();
static void Destroy();
};
} // namespace TSE

View File

@@ -0,0 +1,57 @@
#include "PhysicsEngine.hpp"
#include "utils/Time.hpp"
void TSE::PhysicsEngine::InitPhysics(Vector2 gravity)
{
b2WorldDef def = b2DefaultWorldDef();
def.enableSleep = true;
b2Vec2 grav;
grav.x = gravity.x;
grav.y = gravity.y;
def.gravity = grav;
worldId = b2CreateWorld(&def);
}
void TSE::PhysicsEngine::UpdatePhysics()
{
if(elapsedTime >= timestep)
{
elapsedTime = 0;
b2World_Step(worldId, timestep, iterations);
//update physics objects
}
elapsedTime += Time::deltaTime();
for(auto obj : registeredObjects)
{
obj->UpdatePosition();
}
}
void TSE::PhysicsEngine::DeletePhysics()
{
b2DestroyWorld(worldId);
}
void TSE::PhysicsEngine::RegisterPhysicsObject(PhysicsObject *obj)
{
registeredObjects.push_back(obj);
}
void TSE::PhysicsEngine::UnRegisterPhysicsObject(PhysicsObject *obj)
{
auto it = registeredObjects.begin();
for (; it != registeredObjects.end(); it++)
{
if(*it == obj)
{
registeredObjects.erase(it);
return;
}
}
}
b2WorldId &TSE::PhysicsEngine::GetWorldId()
{
return worldId;
}

View File

@@ -0,0 +1,28 @@
#pragma once
#include "BehaviourScripts/PhysicsObject.hpp"
#include "box2d/box2d.h"
#include <vector>
#include "Vector2.hpp"
namespace TSE
{
class PhysicsEngine
{
private:
inline static std::vector<PhysicsObject*> registeredObjects = std::vector<PhysicsObject*>();
inline static b2WorldId worldId = b2WorldId();
inline static constexpr float timestep = 1.0f / 60.0f;
inline static const int iterations = 4;
inline static float elapsedTime = 0;
public:
static void InitPhysics(Vector2 gravity);
static void UpdatePhysics();
static void DeletePhysics();
static void RegisterPhysicsObject(PhysicsObject* obj);
static void UnRegisterPhysicsObject(PhysicsObject* obj);
static b2WorldId& GetWorldId();
};
} // namespace TSE

View File

@@ -118,12 +118,12 @@ TSE::Vector2 TSE::Texture::size() const
return Size; return Size;
} }
float TSE::Texture::width() const float TSE::Texture::Width() const
{ {
return Size.x; return Size.x;
} }
float TSE::Texture::height() const float TSE::Texture::Height() const
{ {
return Size.y; return Size.y;
} }
@@ -163,7 +163,7 @@ void TSE::Texture::SetChanels(const byte &ch)
chanels = ch; chanels = ch;
} }
uint TSE::Texture::GetTextureId() const TSE::uint TSE::Texture::GetTextureId() const
{ {
return TextureID; return TextureID;
} }
@@ -181,9 +181,9 @@ void TSE::Texture::SetPixel(const int &x, const int &y, const Color &c)
void TSE::Texture::GetPixel(const int &x, const int &y, Color &c) const void TSE::Texture::GetPixel(const int &x, const int &y, Color &c) const
{ {
if(x >= width() || x < 0 ||y >= height() || y < 0) if(x >= Width() || x < 0 ||y >= Height() || y < 0)
{ {
TSE_WARNING("trying to access pixel outside of texture.\n pixel: (" + std::to_string(x) + ";" + std::to_string(y) + ")\nTexture size: (" + std::to_string(width()) + ";" + std::to_string(height()) ); TSE_WARNING("trying to access pixel outside of texture.\n pixel: (" + std::to_string(x) + ";" + std::to_string(y) + ")\nTexture size: (" + std::to_string(Width()) + ";" + std::to_string(Height()) );
return; return;
} }
byte* pixel = getPixelPointer(x,y); byte* pixel = getPixelPointer(x,y);
@@ -201,9 +201,9 @@ void TSE::Texture::GetPixel(const int &x, const int &y, Color &c) const
void TSE::Texture::Fill(const Color &c) void TSE::Texture::Fill(const Color &c)
{ {
for (int x = 0; x < width(); x++) for (int x = 0; x < Width(); x++)
{ {
for (int y = 0; y < height(); y++) for (int y = 0; y < Height(); y++)
{ {
SetPixelNoApply(x,y,c); SetPixelNoApply(x,y,c);
} }
@@ -214,9 +214,9 @@ void TSE::Texture::Fill(const Color &c)
void TSE::Texture::SetPixelNoApply(const int &x, const int &y, const Color &c) void TSE::Texture::SetPixelNoApply(const int &x, const int &y, const Color &c)
{ {
if(x >= width() || x < 0 ||y >= height() || y < 0) if(x >= Width() || x < 0 ||y >= Height() || y < 0)
{ {
TSE_WARNING("trying to access pixel outside of texture.\n pixel: (" + std::to_string(x) + ";" + std::to_string(y) + ")\nTexture size: (" + std::to_string(width()) + ";" + std::to_string(height()) ); TSE_WARNING("trying to access pixel outside of texture.\n pixel: (" + std::to_string(x) + ";" + std::to_string(y) + ")\nTexture size: (" + std::to_string(Width()) + ";" + std::to_string(Height()) );
return; return;
} }
@@ -244,9 +244,9 @@ void TSE::Texture::SetPixelNoApply(const int &x, const int &y, const Color &c)
void TSE::Texture::AddPixelNoApply(const int &x, const int &y, const Color &c) void TSE::Texture::AddPixelNoApply(const int &x, const int &y, const Color &c)
{ {
if(x >= width() || x < 0 ||y >= height() || y < 0) if(x >= Width() || x < 0 ||y >= Height() || y < 0)
{ {
TSE_WARNING("trying to access pixel outside of texture.\n pixel: (" + std::to_string(x) + ";" + std::to_string(y) + ")\nTexture size: (" + std::to_string(width()) + ";" + std::to_string(height()) ); TSE_WARNING("trying to access pixel outside of texture.\n pixel: (" + std::to_string(x) + ";" + std::to_string(y) + ")\nTexture size: (" + std::to_string(Width()) + ";" + std::to_string(Height()) );
return; return;
} }
@@ -307,7 +307,7 @@ TSE::byte *TSE::Texture::getPixelPointer(const int &x, const int &y) const
int alphaoffset = y * 2; int alphaoffset = y * 2;
if(bpp() > 24) if(bpp() > 24)
alphaoffset = 0; alphaoffset = 0;
int offset = ((y * width() + x) * (bpp() / 8) + alphaoffset); int offset = ((y * Width() + x) * (bpp() / 8) + alphaoffset);
return imagePtr + offset; return imagePtr + offset;
} }

View File

@@ -32,8 +32,8 @@ namespace TSE
uint bpp() const; uint bpp() const;
Vector2 size() const override; Vector2 size() const override;
float width() const override; float Width() const override;
float height() const override; float Height() const override;
byte Chanels() const; byte Chanels() const;
byte* GetImagePtr() const; byte* GetImagePtr() const;
void SetPixel(const Vector2& pos, const Color& c); void SetPixel(const Vector2& pos, const Color& c);

View File

@@ -0,0 +1,16 @@
#pragma once
namespace TSE
{
enum BodyType {
Static,
Dynamic,
};
enum ColliderShape {
Box,
RoundedBox,
Circle,
Capsule,
};
} // namespace TSE

2
TSE_Core/src/extern/miniaudio.c vendored Normal file
View File

@@ -0,0 +1,2 @@
#define MINIAUDIO_IMPLEMENTATION
#include "miniaudio.h"

View File

@@ -0,0 +1,23 @@
#pragma once
#include "IResizeNotifiable.hpp"
#include "IRenderTarget.hpp"
#include "ITexture.hpp"
namespace TSE
{
class IRenderTextureCreator;
class IRenderTexture : public IRenderTarget, public ITexture, public IResizeNotifiable
{
public:
inline static IRenderTextureCreator* factory = nullptr;
virtual void SetSize(Vector2 v) = 0;
};
class IRenderTextureCreator
{
public:
virtual IRenderTexture* CreateTextureHeap(Vector2 v) = 0;
};
} // namespace TSE

View File

@@ -9,8 +9,8 @@ namespace TSE
public: public:
virtual ~ITexture() = default; virtual ~ITexture() = default;
virtual Vector2 size() const = 0; virtual Vector2 size() const = 0;
virtual float width() const = 0; virtual float Width() const = 0;
virtual float height() const = 0; virtual float Height() const = 0;
virtual uint GetTextureId() const = 0; virtual uint GetTextureId() const = 0;
}; };
} // namespace TSE } // namespace TSE

View File

@@ -4,6 +4,7 @@
#include "utils/Time.hpp" #include "utils/Time.hpp"
#include "version.h" #include "version.h"
#include "IInputManager.hpp" #include "IInputManager.hpp"
#include "elements/AudioEngine.hpp"
TSE::IWindow* TSE::IWindow::lastWindow = nullptr; TSE::IWindow* TSE::IWindow::lastWindow = nullptr;
@@ -12,6 +13,7 @@ bool TSE::IWindow::BaseInit() const
LuaStateHandler::InitLuaState(); LuaStateHandler::InitLuaState();
Debug::Init(); Debug::Init();
Debug::Log("TSE:" + TSE_VERSION_STRING); Debug::Log("TSE:" + TSE_VERSION_STRING);
AudioEngine::Init();
return true; return true;
} }
@@ -22,6 +24,7 @@ void TSE::IWindow::BaseUpdate() const
TSE::IWindow::~IWindow() TSE::IWindow::~IWindow()
{ {
AudioEngine::Destroy();
IInputManager::instance()->Delete(); IInputManager::instance()->Delete();
Time::Destroy(); Time::Destroy();
Debug::Close(); Debug::Close();

59
TSE_Editor/CMakeLists.txt Normal file
View File

@@ -0,0 +1,59 @@
#cmake version
cmake_minimum_required(VERSION 3.31)
#project name
project(TSE_Editor)
#cpp settings
find_program(CLANG_C NAMES clang)
find_program(CLANG_CXX NAMES clang++)
if(CLANG_C AND CLANG_CXX)
message(STATUS "foung Clang, using as Compiler")
set(CMAKE_C_COMPILER ${CLANG_C} CACHE STRING "C Compiler" FORCE)
set(CMAKE_CXX_COMPILER ${CLANG_CXX} CACHE STRING "C++ Compiler" FORCE)
else()
message(STATUS "Clang not found, using Standard-Compiler")
endif()
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED True)
#project output settings
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${PROJECT_SOURCE_DIR}/lib")
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${PROJECT_SOURCE_DIR}/lib/Debug")
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE "${PROJECT_SOURCE_DIR}/lib/Release")
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${PROJECT_SOURCE_DIR}/lib")
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_DEBUG "${PROJECT_SOURCE_DIR}/lib/Debug")
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE "${PROJECT_SOURCE_DIR}/lib/Release")
#source files
file(GLOB CPP_SOURCE_TSE
"${PROJECT_SOURCE_DIR}/src/*.cpp"
"${PROJECT_SOURCE_DIR}/src/*/*.cpp"
"${PROJECT_SOURCE_DIR}/src/*/*/*.cpp"
"${PROJECT_SOURCE_DIR}/src/*/*/*/*.cpp"
"${PROJECT_SOURCE_DIR}/src/*.c"
"${PROJECT_SOURCE_DIR}/src/*/*.c"
"${PROJECT_SOURCE_DIR}/src/*/*/*.c"
"${PROJECT_SOURCE_DIR}/src/*/*/*/*.c"
)
#includes
include_directories(${PROJECT_SOURCE_DIR}/src)
include_directories(${PROJECT_SOURCE_DIR}/include)
include_directories(${PROJECT_SOURCE_DIR}/../TSE_Base/src)
include_directories(${PROJECT_SOURCE_DIR}/../TSE_Base/include)
include_directories(${PROJECT_SOURCE_DIR}/../TSE_Math/src)
include_directories(${PROJECT_SOURCE_DIR}/../TSE_Core/src)
include_directories(${PROJECT_SOURCE_DIR}/../TSE_Core/include)
#project def
if(Lib)
add_library(TSE_Editor SHARED ${CPP_SOURCE_TSE})
else()
add_library(TSE_Editor STATIC ${CPP_SOURCE_TSE})
endif()
#flags
target_compile_options(TSE_Editor PRIVATE -march=native)

View File

@@ -0,0 +1,53 @@
#pragma once
#include <unordered_map>
#include "Types.hpp"
#include <functional>
#include "elements/BehaviourScript.hpp"
namespace TSE::EDITOR
{
class BehaviourScriptRegistry
{
private:
using BehaviourScriptCtor = BehaviourScript* (*)();
inline static std::unordered_map<string, BehaviourScriptCtor> registeredScripts = {};
public:
inline static void RegisterBehaviourScript(string name, BehaviourScriptCtor ctor )
{
registeredScripts[name] = ctor;
}
inline static BehaviourScript* CreateBehaviourScript(string name)
{
auto it = registeredScripts.find(name);
if (it != registeredScripts.end())
return it->second();
return nullptr;
}
inline static void UnregisterBehaviourScript(string name)
{
registeredScripts.erase(name);
}
inline static int GetScriptCount()
{
return registeredScripts.size();
}
inline static string GetScriptNameAt(int i)
{
if (i < 0 || i >= static_cast<int>(registeredScripts.size()))
return "";
auto it = registeredScripts.begin();
std::advance(it, i);
return it->first;
}
static const auto& GetRegistry()
{
return registeredScripts;
}
};
} // namespace TSE::EDITOR

View File

@@ -0,0 +1,44 @@
#include "EditorSubsystem.hpp"
#include "BehaviourScriptRegistry.hpp"
#include "BehaviourScripts/AudioListener.hpp"
#include "BehaviourScripts/AudioSource.hpp"
TSE::EDITOR::EditorSubsystem::EditorSubsystem() : sv(nullptr), editorLayer("")
{
rt = IRenderTexture::factory->CreateTextureHeap({100,100});
sv = SceneView(rt);
controller.AddGuiElement("Scene", &sv);
controller.AddGuiElement("Consol", &cv);
controller.AddGuiElement("Hirearchie", &hv);
controller.AddGuiElement("Properties", &pv);
controller.AddGuiElement("Debug", &dv);
controller.AddGuiElement("Camera", &camv);
BehaviourScriptRegistry::RegisterBehaviourScript("Image", []() -> BehaviourScript* {return new Image();});
BehaviourScriptRegistry::RegisterBehaviourScript("Image Animation", []() -> BehaviourScript* {return new ImageAnimation();});
BehaviourScriptRegistry::RegisterBehaviourScript("Mesh Container", []() -> BehaviourScript* {return new MeshContainer();});
BehaviourScriptRegistry::RegisterBehaviourScript("Rect Base", []() -> BehaviourScript* {return new RectBase();});
BehaviourScriptRegistry::RegisterBehaviourScript("Renderable", []() -> BehaviourScript* {return new Renderable();});
BehaviourScriptRegistry::RegisterBehaviourScript("Particle System", []() -> BehaviourScript* {return new ParticleSystem();});
BehaviourScriptRegistry::RegisterBehaviourScript("Camera", []() -> BehaviourScript* {return new Camera();});
BehaviourScriptRegistry::RegisterBehaviourScript("Audio Listener", []() -> BehaviourScript* {return new AudioListener();});
BehaviourScriptRegistry::RegisterBehaviourScript("Audio Source", []() -> BehaviourScript* {return new AudioSource();});
#pragma region camerastuff
Transformable* editorCamera = new Transformable(".EditorCamera");
Camera* editorCam = new Camera();
editorCam->SetRenderTarget(rt);
editorCamera->AddBehaviourScript(editorCam);
// basicCameraControls controls = basicCameraControls();
// editorCamera->AddBehaviourScript(&controls);
editorLayer = Layer(".editor");
editorLayer.AddTransformable(editorCamera);
#pragma endregion
}

View File

@@ -0,0 +1,29 @@
#pragma once
#include "UI/ViewportController.hpp"
#include "UI/windows/CameraView.hpp"
#include "UI/windows/ConsolView.hpp"
#include "UI/windows/DebugView.hpp"
#include "UI/windows/HirearchieView.hpp"
#include "UI/windows/PropertiesView.hpp"
#include "UI/windows/SceneView.hpp"
#include "interfaces/IRenderTexture.hpp"
namespace TSE::EDITOR
{
class EditorSubsystem
{
public:
ViewportController controller;
ConsolView cv;
DebugView dv;
HirearchieView hv = HirearchieView(nullptr);
PropertiesView pv;
CameraView camv;
TSE::IRenderTexture* rt;
SceneView sv;
Layer editorLayer;
EditorSubsystem();
};
} // namespace TSE::EDITOR

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,94 @@
#pragma once
#include "imgui/imgui.h"
#include "Types.hpp"
#include "elements/Transformable.hpp"
#include "elements/Scene.hpp"
#include "elements/Layer.hpp"
#include "Debug.hpp"
#include "BehaviourScripts/Renderable.hpp"
#include "BehaviourScripts/MeshContainer.hpp"
#include "BehaviourScripts/ImageAnimation.hpp"
#include "BehaviourScripts/RectBase.hpp"
#include "BehaviourScripts/ParticleSystem.hpp"
#include "BehaviourScripts/AudioListener.hpp"
#include "BehaviourScripts/AudioSource.hpp"
namespace TSE::EDITOR
{
enum class InspectableType
{
None,
Transformable,
Scene,
Layer
};
struct Inspectable
{
InspectableType type = InspectableType::None;
void* ptr = nullptr;
Inspectable() = default;
Inspectable(InspectableType t, void* p) : type(t), ptr(p) {}
};
class ElementDrawer
{
private:
inline static bool addDropdownOpen = false;
inline static char searchBuffer[128] = "";
inline static ImGuiTextFilter filter;
public:
static void Draw(const Inspectable& element,const bool& debug) {
switch (element.type) {
case InspectableType::Transformable:
Draw(static_cast<Transformable*>(element.ptr), debug);
break;
case InspectableType::Scene:
Draw(static_cast<Scene*>(element.ptr), debug);
break;
case InspectableType::Layer:
Draw(static_cast<Layer*>(element.ptr), debug);
break;
default:
TSE_WARNING("Draw not implemented for this type.");
break;
}
}
private:
static void DrawAddDropdown(const std::vector<std::string>& options, std::string& selectedOption);
static void Draw(Transformable* element,const bool& debug);
static void Draw(Scene* element,const bool& debug);
static void Draw(Layer* element,const bool& debug);
static void Draw(BehaviourScript* element,const bool& debug, const int& id = 0);
static void Draw(Renderable* element, const bool& debug);
static void Draw(MeshContainer* element, const bool& debug);
static void Draw(Image* element, const bool& debug);
static void Draw(ImageAnimation* element, const bool& debug);
static void Draw(RectBase* element, const bool& debug);
static void Draw(Material* element, const bool& debug);
static void Draw(Texture* element, const bool& debug, const std::string& label = "", const bool small = false);
static void Draw(Sprite* element, const bool& debug, const std::string& label = "", const bool small = false);
static void Draw(Mesh* element, const bool& debug, const std::string& label = "", const bool small = false);
static void Draw(ImageAnimationSet* element, const bool& debug, const std::string& label = "", const bool small = false);
static void Draw(AudioSource* element, const bool& debug);
static void Draw(AudioClip* element, const bool& debug, const std::string& label = "", const bool small = false);
static void Draw(Camera* element, const bool& debug);
static void Draw(ParticleSystem* element, const bool& debug);
static void DrawAudioClipCompact(AudioClip* element, const bool& debug, const std::string& label);
static void DrawAudioClipNormal(AudioClip* element, const bool& debug, const std::string& label);
static void DrawImageAnimationSetCompact(ImageAnimationSet* element, const bool& debug, const std::string& label);
static void DrawImageAnimationSetNormal(ImageAnimationSet* element, const bool& debug, const std::string& label);
static void DrawMeshCompact(Mesh* element, const bool& debug, const std::string& label);
static void DrawMeshNormal(Mesh* element, const bool& debug, const std::string& label);
static void DrawSpriteCompact(Sprite* element, const bool& debug, const std::string& label);
static void DrawSpriteNormal(Sprite* element, const bool& debug, const std::string& label);
static void DrawTextureCompact(Texture* element, const bool& debug, const std::string& label);
static void DrawTextureNormal(Texture* element, const bool& debug, const std::string& label);
};
} // namespace TSE::EDITOR

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#include "ViewportController.hpp"
#include "imgui/imgui.h"
#include <chrono>
extern "C" {
#include "tinyfiledialogs.h"
}
TSE::EDITOR::ViewportController::ViewportController()
{
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable | ImGuiConfigFlags_DockingEnable;
}
bool wantOpenCreate = false;
void TSE::EDITOR::ViewportController::ShowFileMenu()
{
// if(ImGui::MenuItem("New Project"))
// {
// wantOpenCreate = true;
// gCreateState.confirmed = false;
// gCreateState.nameBuf[0] = '\0';
// gCreateState.pathBuf[0] = '\0';
// }
// if(ImGui::MenuItem("Load Project"))
// {
// }
// if(ImGui::MenuItem("Save Project"))
// {
// }
// ImGui::Separator();
// if(ImGui::MenuItem("Build"))
// {
// }
// ImGui::Separator();
if(ImGui::MenuItem("Exit"))
{
exit(0);
}
}
static std::optional<std::string> PickFolderBlocking(const char* startPath)
{
const char* chosen = tinyfd_selectFolderDialog("Ordner wählen", startPath);
if (chosen && chosen[0]) return std::string(chosen);
return std::nullopt;
}
void TSE::EDITOR::ViewportController::NewProjectPopup()
{
if (wantOpenCreate) {
ImGui::OpenPopup("Neues Element##CreateItemModal");
wantOpenCreate = false;
}
// WICHTIG: Diese SetNext*-Aufrufe OHNE IF davor!
ImGui::SetNextWindowSize(ImVec2(520, 0), ImGuiCond_Appearing);
ImGui::SetNextWindowPos(ImGui::GetMainViewport()->GetCenter(),
ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
ImGui::SetNextWindowSizeConstraints(ImVec2(480, 0), ImVec2(620, FLT_MAX));
// --- POPUP ---
if (ImGui::BeginPopupModal("Neues Element##CreateItemModal", nullptr, ImGuiWindowFlags_AlwaysAutoResize))
{
ImGui::TextUnformatted("Name");
ImGui::SetNextItemWidth(-1);
ImGui::InputText("##name", gCreateState.nameBuf, IM_ARRAYSIZE(gCreateState.nameBuf));
ImGui::Dummy(ImVec2(0, 8));
ImGui::TextUnformatted("Ordner");
ImGui::PushItemWidth(-40);
ImGui::InputText("##path", gCreateState.pathBuf, IM_ARRAYSIZE(gCreateState.pathBuf));
ImGui::PopItemWidth();
ImGui::SameLine();
if (!gCreateState.pickingFolder) {
if (ImGui::Button("...", ImVec2(28, 0))) {
const char* startPath = (gCreateState.pathBuf[0] ? gCreateState.pathBuf : nullptr);
gCreateState.pickingFolder = true;
// Erzwinge neuen Thread: std::launch::async
gCreateState.pickFuture = std::async(std::launch::async, [startPath]{
return PickFolderBlocking(startPath);
});
}
} else {
// Während der Auswahl: Button disabled + kleines Status-Label
ImGui::BeginDisabled();
ImGui::Button("...", ImVec2(28, 0));
ImGui::EndDisabled();
ImGui::SameLine();
ImGui::TextUnformatted("Öffne Ordner-Dialog...");
// Poll das Future: sobald fertig, Ergebnis übernehmen
using namespace std::chrono_literals;
if (gCreateState.pickFuture.valid() &&
gCreateState.pickFuture.wait_for(0ms) == std::future_status::ready)
{
if (auto res = gCreateState.pickFuture.get(); res && !res->empty()) {
std::snprintf(gCreateState.pathBuf, IM_ARRAYSIZE(gCreateState.pathBuf), "%s", res->c_str());
}
gCreateState.pickingFolder = false;
}
}
ImGui::Dummy(ImVec2(0, 10));
ImGui::Separator();
ImGui::Dummy(ImVec2(0, 2));
// Buttons rechts
float btnW = 80.0f;
float totalW = btnW*2 + ImGui::GetStyle().ItemSpacing.x;
float avail = ImGui::GetContentRegionAvail().x;
ImGui::SetCursorPosX(ImGui::GetCursorPosX() + avail - totalW);
if (ImGui::Button("OK", ImVec2(btnW, 0))) {
bool valid = gCreateState.nameBuf[0] && gCreateState.pathBuf[0];
if (valid) {
gCreateState.confirmed = true;
ImGui::CloseCurrentPopup();
}
}
ImGui::SameLine();
if (ImGui::Button("Cancel", ImVec2(btnW, 0))) {
gCreateState.confirmed = false;
ImGui::CloseCurrentPopup();
}
ImGui::EndPopup();
}
if(gCreateState.confirmed)
{
gCreateState.confirmed = false;
//ProjectManager::NewProject(gCreateState.pathBuf, gCreateState.nameBuf);
}
}
void TSE::EDITOR::ViewportController::ShowViewsMenu()
{
for(auto ui : uiElements)
{
if(ImGui::MenuItem(ui.first.c_str()))
{
ui.second->SetEnabled(true);
}
}
}
void TSE::EDITOR::ViewportController::MenuBar()
{
ImGui::BeginMainMenuBar();
if(ImGui::BeginMenu("File"))
{
ShowFileMenu();
ImGui::EndMenu();
}
if(ImGui::BeginMenu("Views"))
{
ShowViewsMenu();
ImGui::EndMenu();
}
ImGui::EndMainMenuBar();
}
void TSE::EDITOR::ViewportController::Docking()
{
ImGuiWindowFlags wndFlags = ImGuiWindowFlags_NoDocking;
ImGuiViewport* viewport = ImGui::GetMainViewport();
// ImGui::SetNextWindowPos(viewport->WorkPos);
// ImGui::SetNextWindowSize(viewport->WorkSize);
// ImGui::SetNextWindowViewport(viewport->ID);
// ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
// ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
// wndFlags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
// wndFlags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
// ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, {0,0});
// ImGui::Begin("DockSpace", &dockSpaceOpen, wndFlags);
// ImGui::PopStyleVar(3);
uint dockspaceID = ImGui::GetID("MyDockSpace");
ImGui::DockSpaceOverViewport(dockspaceID, viewport);
// ImGui::DockSpace(dockspaceID, {0,0});
// ImGui::End();
}
void TSE::EDITOR::ViewportController::Update()
{
MenuBar();
NewProjectPopup();
Docking();
for(auto ui : uiElements)
{
ui.second->Render();
}
}
void TSE::EDITOR::ViewportController::AddGuiElement(const std::string &name, IGUIElement *element)
{
uiElements[name] = element;
}
TSE::EDITOR::IGUIElement *TSE::EDITOR::ViewportController::GetGuiElement(const std::string &name)
{
return uiElements.at(name);
}

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#pragma once
#include "UI/base/IGUIElement.hpp"
#include <unordered_map>
#include "Types.hpp"
#include <future>
#include <atomic>
#include <optional>
namespace TSE::EDITOR
{
struct CreateItemState
{
bool confirmed = false;
char nameBuf[256] = "";
char pathBuf[1024] = "";
std::atomic<bool> pickingFolder{false};
std::future<std::optional<string>> pickFuture;
};
class ViewportController
{
private:
bool dockSpaceOpen = true;
std::unordered_map<string, IGUIElement*> uiElements;
CreateItemState gCreateState;
public:
ViewportController();
void ShowFileMenu();
void NewProjectPopup();
void ShowViewsMenu();
void MenuBar();
void Docking();
void Update();
void AddGuiElement(const std::string& name, IGUIElement* element);
IGUIElement* GetGuiElement(const std::string& name);
};
} // namespace TSE::Editor

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#include "GuiWindow.h"
TSE::EDITOR::GuiWindow::GuiWindow(const string &title, const ImGuiWindowFlags &flags)
{
this->title = title;
this->flags = flags;
}
TSE::EDITOR::GuiWindow::GuiWindow(const string &title, const Vector2 pos, const Vector2 size, const ImGuiWindowFlags &flags)
{
this->title = title;
this->pos = pos;
this->size = size;
this->flags = flags;
}
void TSE::EDITOR::GuiWindow::Render()
{
if(enabled)
{
Begin();
Define();
End();
}
}
void TSE::EDITOR::GuiWindow::Begin()
{
ImGui::Begin(title.c_str(), &enabled, flags);
}
void TSE::EDITOR::GuiWindow::End()
{
ImGui::End();
}

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#pragma once
#include "IGUIElement.hpp"
#include "Types.hpp"
#include "Vector2.hpp"
#include "imgui/imgui.h"
namespace TSE::EDITOR
{
class GuiWindow : public IGUIElement
{
public:
Vector2 pos = Vector2::zero;
Vector2 size = Vector2(100,100);
ImGuiWindowFlags flags = ImGuiWindowFlags_None;
string title = "Title";
GuiWindow(const string& title, const ImGuiWindowFlags& flags = ImGuiWindowFlags_None);
GuiWindow(const string& title, const Vector2 pos, const Vector2 size, const ImGuiWindowFlags& flags = ImGuiWindowFlags_None);
void Render() override;
virtual void Define() = 0;
private:
void Begin();
void End();
};
} // namespace TSE::EDITOR

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#pragma once
namespace TSE::EDITOR
{
class IGUIElement
{
protected:
bool enabled = true;
public:
virtual void Render() = 0;
inline void SetEnabled(bool state)
{
enabled = state;
};
};
} // namespace TSE::EDITOR

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#include "CameraView.hpp"
TSE::EDITOR::CameraView::CameraView() : GuiWindow("Camera", ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoScrollbar)
{
fb = IRenderTexture::factory->CreateTextureHeap({100,100});
}
void TSE::EDITOR::CameraView::Define()
{
if(currentCamera != Camera::mainCamera)
{
if(currentCamera != nullptr)
currentCamera->SetRenderTarget(nullptr);
currentCamera = Camera::mainCamera;
if(currentCamera != nullptr)
currentCamera->SetRenderTarget(fb);
}
ImGuiWindowFlags flags2 = ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoScrollbar;
if(ImGui::BeginChild("##SceneChild", {0,0}, ImGuiChildFlags_None, flags2))
{
ImGui::Image(fb->GetTextureId(), {fb->Width(), fb->Height()},{0,1}, {1,0});
auto vec2 = ImGui::GetWindowSize();
if(fb->Width() != vec2.x || fb->Height() != vec2.y)
{
fb->SetSize({vec2.x, vec2.y});
}
}
ImGui::EndChild();
}

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#pragma once
#include "UI/base/GuiWindow.h"
#include "interfaces/IRenderTexture.hpp"
#include "BehaviourScripts/Camera.hpp"
namespace TSE::EDITOR
{
class CameraView : public GuiWindow
{
private:
Camera* currentCamera = nullptr;
TSE::IRenderTexture* fb;
public:
CameraView();
void Define() override;
};
} // namespace TSE::EDITOR

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#include "ConsolView.hpp"
TSE::EDITOR::ConsolView::ConsolView() : GuiWindow("Console", ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoCollapse)
{
Debug::AddCallback(CreateLogEntry);
textbuffer[0] = '\0';
}
TSE::EDITOR::ConsolView::~ConsolView()
{
delete[] textbuffer;
}
void TSE::EDITOR::ConsolView::MenuBar()
{
if(ImGui::BeginMenuBar())
{
if(ImGui::MenuItem("Clear"))
{
entries.clear();
}
bool style = logs;
if(style) ImGui::PushStyleColor(ImGuiCol_Text, {0,1,0,1});
if(ImGui::MenuItem("Logs")) logs = !logs;
if(style) ImGui::PopStyleColor();
style = warnings;
if(style) ImGui::PushStyleColor(ImGuiCol_Text, {0,1,0,1});
if(ImGui::MenuItem("Warning")) warnings = !warnings;
if(style) ImGui::PopStyleColor();
style = errors;
if(style) ImGui::PushStyleColor(ImGuiCol_Text, {0,1,0,1});
if(ImGui::MenuItem("Errors")) errors = !errors;
if(style) ImGui::PopStyleColor();
style = autoScroll;
if(style) ImGui::PushStyleColor(ImGuiCol_Text, {0,1,0,1});
if(ImGui::MenuItem("Auto Scroll")) autoScroll = !autoScroll;
if(style) ImGui::PopStyleColor();
}
ImGui::EndMenuBar();
}
void TSE::EDITOR::ConsolView::LogList()
{
float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing();
if(ImGui::BeginChild("ScrollingRegion", {0, -footer_height_to_reserve}, ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_HorizontalScrollbar))
{
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, {4, 1});
for(auto entry : entries)
{
switch (entry.type)
{
case LogEntryType::Warning:
if (warnings) continue;
ImGui::PushStyleColor(ImGuiCol_Text, {1,1,0,1});
ImGui::TextUnformatted(entry.CreateTimedMSG().c_str());
ImGui::PopStyleColor();
break;
case LogEntryType::Error:
if (errors) continue;
ImGui::PushStyleColor(ImGuiCol_Text, {1,0,0,1});
ImGui::TextUnformatted(entry.CreateTimedMSG().c_str());
ImGui::PopStyleColor();
break;
case LogEntryType::Log:
if (logs) continue;
ImGui::TextUnformatted(entry.CreateTimedMSG().c_str());
break;
}
}
if (autoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())
ImGui::SetScrollHereY(1.0f);
ImGui::PopStyleVar();
}
ImGui::EndChild();
ImGui::Separator();
}
int Callback(ImGuiInputTextCallbackData* data)
{
return 0;
}
void TSE::EDITOR::ConsolView::Input()
{
ImGuiInputTextFlags _flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_EscapeClearsAll | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory;
if(ImGui::InputText("<-- Command", textbuffer, 512, _flags, Callback))
{
HandleInput(std::string(textbuffer));
textbuffer[0] = '\0';
}
}
void TSE::EDITOR::ConsolView::Define()
{
MenuBar();
LogList();
Input();
}
void TSE::EDITOR::ConsolView::HandleInput(const string &input)
{
LuaStateHandler::RunLuaString(input);
}
void TSE::EDITOR::ConsolView::CreateLogEntry(const string &msg, const LogEntryType &t)
{
if(entries.size() > 0 && entries[entries.size() - 1].msg == msg)
{
entries[entries.size() - 1].count += 1;
return;
}
LogEntry entry(msg, t);
entries.push_back(entry);
}

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#pragma once
#include "UI/base/GuiWindow.h"
#include <unordered_map>
#include <vector>
#include "Types.hpp"
#include <chrono>
#include "Debug.hpp"
namespace TSE::EDITOR
{
struct LogEntry
{
public:
LogEntryType type;
string msg;
std::chrono::hh_mm_ss<std::chrono::milliseconds> time;
int count = 1;
inline LogEntry(const string& message, const LogEntryType& t)
{
msg = message;
type = t;
auto now = std::chrono::system_clock::now();
auto today = std::chrono::floor<std::chrono::days>(now);
auto time_since_midnight = now - today;
time = std::chrono::hh_mm_ss<std::chrono::milliseconds>(std::chrono::floor<std::chrono::milliseconds>(time_since_midnight));
};
inline string CreateTimedMSG()
{
string res = std::to_string(time.hours().count()) + ":" + std::to_string(time.minutes().count()) + ":" + std::to_string(time.seconds().count());
res += " -> " + msg;
if(count > 1)
{
res += " (" + std::to_string(count) + ")";
}
return res;
}
};
class ConsolView : public GuiWindow
{
private:
static inline std::vector<LogEntry> entries = {};
bool logs = false, warnings = false, errors = false, autoScroll = true;
char* textbuffer = new char[512];
public:
static std::vector<string> arguments;
ConsolView();
~ConsolView();
void MenuBar();
void LogList();
void Input();
void Define() override;
void HandleInput(const string& input);
static void CreateLogEntry(const string& msg, const LogEntryType& t);
};
} // namespace TSE::EDITOR

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#include "DebugView.hpp"
#include "utils/Time.hpp"
#include "elements/Transformable.hpp"
TSE::EDITOR::DebugView::DebugView() : GuiWindow("Debug", ImGuiWindowFlags_NoCollapse) { }
void TSE::EDITOR::DebugView::Define()
{
lasttime += Time::deltaTime();
if(lasttime >= 1)
{
lasttime = 0;
debugFps = std::to_string(frameCount) + " FPS";
frameCount = 0;
}
else
{
frameCount++;
}
ImGui::Text(debugFps.c_str());
ImGui::Text(("Object count: " + std::to_string(Transformable::GetTansformableCount())).c_str());
}

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#pragma once
#include "UI/base/GuiWindow.h"
#include "Types.hpp"
namespace TSE::EDITOR
{
class DebugView : public GuiWindow
{
private:
string debugFps = "0 FPS";
float lasttime = 0;
int frameCount = 0;
public:
DebugView();
~DebugView() = default;
void Define() override;
};
} // namespace TSE::EDITOR

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#include "HirearchieView.hpp"
#include "PropertiesView.hpp"
TSE::EDITOR::HirearchieView::HirearchieView(Scene *s) : GuiWindow("Hirearchie", ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoCollapse)
{
SetScene(s);
}
void TSE::EDITOR::HirearchieView::SetScene(Scene *s)
{
currentScene = s;
}
void TSE::EDITOR::HirearchieView::Define()
{
if(currentScene == nullptr) return;
MenuBar();
bool collapseOpen = ImGui::CollapsingHeader(currentScene->GetName().c_str(), ImGuiTreeNodeFlags_DefaultOpen);
if(ImGui::BeginPopupContextItem())
{
if(ImGui::MenuItem("Rename"))
{
strcpy(inputBuffer, currentScene->GetName().c_str());
activatePopUpNamingLayer = true;
inputPurpose = RenamingScene;
}
ImGui::Separator();
AddMenu(nullptr, nullptr);
ImGui::EndPopup();
}
if(collapseOpen)
{
int layerCount = currentScene->GetLayerCount();
for (int i = 0; i < layerCount; i++)
{
auto layer = currentScene->GetLayerAt(i);
//if(layer->GetName() != ".editor")
DisplayLayer(layer);
}
}
if(activatePopUpNamingLayer)
{
activatePopUpNamingLayer = false;
openPopUpNamingLayer = true;
ImGui::OpenPopup("Enter Text");
}
if (openPopUpNamingLayer) {
if (ImGui::BeginPopupModal("Enter Text", NULL, ImGuiWindowFlags_AlwaysAutoResize)) {
ImGui::Text("Please enter a Name:");
ImGui::InputText("##input", inputBuffer, IM_ARRAYSIZE(inputBuffer));
bool inputValid = strlen(inputBuffer) > 0;
if (!inputValid) {
ImGui::TextColored(ImVec4(1,0,0,1), "Not Valid.");
}
if (ImGui::Button("OK", ImVec2(120, 0))) {
if (inputValid) {
inputConfirmed = true;
openPopUpNamingLayer = false;
ImGui::CloseCurrentPopup();
}
}
ImGui::SameLine();
if (ImGui::Button("Cancel", ImVec2(120, 0))) {
openPopUpNamingLayer = false;
ImGui::CloseCurrentPopup();
}
ImGui::EndPopup();
}
}
if (inputConfirmed) {
switch (inputPurpose)
{
case LayerCreation:
CreateLayer();
break;
case RenamingLayer:
currentScene->RenameLayer(tmpHolder2->GetName(), inputBuffer);
tmpHolder2 = nullptr;
break;
case RenamingScene:
currentScene->SetName(inputBuffer);
break;
case RenamingTransformable:
tmpHolder1->name = inputBuffer;
tmpHolder1 = nullptr;
break;
}
inputConfirmed = false;
inputPurpose = Nothing;
strcpy(inputBuffer, ""); // Reset
}
}
void TSE::EDITOR::HirearchieView::MenuBar()
{
if(ImGui::BeginMenuBar())
{
if(ImGui::BeginMenu("Add"))
{
if(ImGui::MenuItem("Empty"))
{
CreateEmpty(currentScene->GetLayerAt(0));
}
ImGui::Separator();
if(ImGui::MenuItem("Layer"))
{
activatePopUpNamingLayer = true;
inputPurpose = LayerCreation;
}
ImGui::EndMenu();
}
}
ImGui::EndMenuBar();
}
void TSE::EDITOR::HirearchieView::DisplayLayer(Layer *l)
{
ImGui::Indent(20.0f);
bool collapseOpen = ImGui::CollapsingHeader(l->GetName().c_str(), ImGuiTreeNodeFlags_DefaultOpen);
if(ImGui::BeginPopupContextItem())
{
bool disabled = currentScene->GetLayerCount() <= 1;
if (disabled)
{
ImGui::PushStyleVar(ImGuiStyleVar_Alpha, ImGui::GetStyle().Alpha * 0.5f);
}
if(ImGui::MenuItem("Move Up") && !disabled)
{
MoveUpLayer(l);
}
if(ImGui::MenuItem("Move Down") && !disabled)
{
MoveDownLayer(l);
}
if (disabled)
{
ImGui::PopStyleVar();
}
if(ImGui::MenuItem("Rename"))
{
strcpy(inputBuffer, l->GetName().c_str());
activatePopUpNamingLayer = true;
inputPurpose = RenamingLayer;
tmpHolder2 = l;
}
ImGui::Separator();
AddMenu(nullptr, l);
ImGui::Separator();
if(ImGui::MenuItem("Delete"))
{
currentScene->RemoveLayer(l->GetName());
//property display remove if present
//exit early:
ImGui::EndPopup();
ImGui::Unindent(20.0f);
return;
}
ImGui::EndPopup();
}
if(ImGui::BeginDragDropTarget())
{
auto payload = ImGui::AcceptDragDropPayload("OBJ_TRANS_PTR");
if(payload != nullptr)
{
auto t2 = *(Transformable**)payload->Data;
HandleDropping(l, t2);
}
ImGui::EndDragDropTarget();
}
if(collapseOpen)
{
for(int i = 0; i < l->GetAllObjects().size(); i++)
{
DisplayObj(l->GetAllObjects()[i], l);
}
}
ImGui::Unindent(20.0f);
}
void TSE::EDITOR::HirearchieView::DisplayObj(Transformable *t, Layer *l)
{
ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_DefaultOpen | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanFullWidth;
if(t->GetChildren().size() == 0)
{
flags |= ImGuiTreeNodeFlags_Leaf;
}
if(selected == t->id)
{
flags |= ImGuiTreeNodeFlags_Selected;
}
bool open = ImGui::TreeNodeEx((t->GetName() + "##" + to_string(t->id)).c_str(), flags);
if(ImGui::BeginPopupContextItem())
{
bool disabled = false;
if(t->GetParent() != nullptr)
disabled = t->GetParent()->GetChildren().size() < 1;
else
disabled = l->GetAllObjects().size() <= 1;
if (disabled)
{
ImGui::PushStyleVar(ImGuiStyleVar_Alpha, ImGui::GetStyle().Alpha * 0.5f);
}
if(ImGui::MenuItem("Move Up") && !disabled)
{
t->MoveUp(l);
}
if(ImGui::MenuItem("Move Down") && !disabled)
{
t->MoveDown(l);
}
if (disabled)
{
ImGui::PopStyleVar();
}
if(ImGui::MenuItem("Rename"))
{
strcpy(inputBuffer, t->name.c_str());
activatePopUpNamingLayer = true;
inputPurpose = RenamingTransformable;
tmpHolder1 = t;
}
ImGui::Separator();
AddMenu(t, nullptr);
ImGui::Separator();
if(ImGui::MenuItem("Delete"))
{
t->SetParent(nullptr);
int layerCount = currentScene->GetLayerCount();
for (int i = 0; i < layerCount; i++)
{
auto layer = currentScene->GetLayerAt(i);
if(layer->HasTransformable(t))
{
layer->RemoveTransformable(t);
break;
}
}
Transformable::HardDelete(t->id);
PropertiesView::ForceClearInspectorElement();
//exit early:
ImGui::EndPopup();
if(open)
{
ImGui::TreePop();
}
return;
}
ImGui::EndPopup();
}
if(ImGui::BeginDragDropSource())
{
auto ptr = &t;
ImGui::SetDragDropPayload("OBJ_TRANS_PTR", ptr, sizeof(ptr));
std::string name = t->GetName();
ImGui::Text((std::string("Move \"") + t->GetName() + "\"").c_str());
ImGui::EndDragDropSource();
}
if(ImGui::BeginDragDropTarget())
{
auto payload = ImGui::AcceptDragDropPayload("OBJ_TRANS_PTR");
if(payload != nullptr)
{
auto t2 = *(Transformable**)payload->Data;
HandleDropping(t, t2);
}
ImGui::EndDragDropTarget();
}
if(ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen())
{
selected = t->id;
PropertiesView::SetInspectorElement(InspectableType::Transformable, t);
}
if(open)
{
for(int i = 0; i < t->GetChildren().size(); i++)
{
DisplayObj(t->GetChildren()[i], nullptr);
}
ImGui::TreePop();
}
}
void TSE::EDITOR::HirearchieView::HandleDropping(Layer *target, Transformable *payload)
{
payload->SetParent(nullptr);
int layerCount = currentScene->GetLayerCount();
for (int i = 0; i < layerCount; i++)
{
auto layer = currentScene->GetLayerAt(i);
if(layer == target && layer->HasTransformable(payload)) return;
if(layer->HasTransformable(payload))
{
layer->RemoveTransformable(payload);
break;
}
}
target->AddTransformable(payload);
}
void TSE::EDITOR::HirearchieView::HandleDropping(Transformable *target, Transformable *payload)
{
if(target->id == payload->id) return;
if(payload->IsMyChild(target)) return;
int layerCount = currentScene->GetLayerCount();
for (int i = 0; i < layerCount; i++)
{
auto layer = currentScene->GetLayerAt(i);
if(layer->HasTransformable(payload))
{
layer->RemoveTransformable(payload);
break;
}
}
payload->SetParent(target);
}
void TSE::EDITOR::HirearchieView::AddMenu(Transformable *t, Layer *l)
{
if(t== nullptr && l == nullptr) //Scene
{
if(ImGui::MenuItem("Add Layer"))
{
activatePopUpNamingLayer = true;
inputPurpose = LayerCreation;
}
}
else //Layer and Transformable
{
if(ImGui::MenuItem("Add Empty"))
{
if(t == nullptr)
CreateEmpty(l);
else
CreateEmpty(t);
}
}
}
void TSE::EDITOR::HirearchieView::MoveUpLayer(Layer *t)
{
if(currentScene->GetLayerAt(0) == t) return;
currentScene->MoveLayerUp(t);
}
void TSE::EDITOR::HirearchieView::MoveDownLayer(Layer *t)
{
int lc = currentScene->GetLayerCount();
if(currentScene->GetLayerAt(lc - 1) == t) return;
currentScene->MoveLayerDown(t);
}
void TSE::EDITOR::HirearchieView::CreateEmpty(Transformable *parent)
{
Transformable* t = new Transformable("Unnamed Object");
if(parent != nullptr)
{
t->SetParent(parent);
}
// else
// {
// // TODO: need to chose a layer to put it in. I would suggest the first one?
// currentScene->GetLayerAt(0)->AddTransformable(t);
// }
}
void TSE::EDITOR::HirearchieView::CreateEmpty(Layer *parent)
{
Transformable* t = new Transformable("Unnamed Object");
if(parent != nullptr)
{
parent->AddTransformable(t);
}
}
void TSE::EDITOR::HirearchieView::CreateLayer()
{
Layer* l = new Layer(inputBuffer);
currentScene->AddLayer(l);
}

View File

@@ -0,0 +1,47 @@
#pragma once
#include "UI/base/GuiWindow.h"
#include "uuid.h"
#include "elements/Scene.hpp"
namespace TSE::EDITOR
{
class HirearchieView : public GuiWindow
{
private:
enum NamingPopUpPorPuse
{
Nothing = 0,
LayerCreation = 1,
RenamingLayer = 2,
RenamingTransformable = 3,
RenamingScene = 4
};
Scene* currentScene;
uuids::uuid selected = uuids::uuid();
bool openPopUpNamingLayer = false;
bool activatePopUpNamingLayer = false;
char inputBuffer[128] = "";
bool inputConfirmed = false;
NamingPopUpPorPuse inputPurpose = Nothing;
Transformable* tmpHolder1 = nullptr;
Layer* tmpHolder2 = nullptr;
public:
HirearchieView(Scene* s);
void SetScene(Scene* s);
void Define() override;
void MenuBar();
void DisplayLayer(Layer* l);
void DisplayObj(Transformable* t, Layer* l);
void HandleDropping(Layer* target, Transformable* payload);
void HandleDropping(Transformable* target, Transformable* payload);
void AddMenu(Transformable* t, Layer* l);
void MoveUpLayer(Layer* t);
void MoveDownLayer(Layer* t);
void CreateEmpty(Transformable* parent);
void CreateEmpty(Layer* parent);
void CreateLayer();
};
} // namespace TSE::EDITOR

View File

@@ -0,0 +1,48 @@
#include "PropertiesView.hpp"
TSE::EDITOR::PropertiesView::PropertiesView() : GuiWindow("Properies", ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoCollapse) { }
void TSE::EDITOR::PropertiesView::Define()
{
MenuBar();
if(currentlyInspecting.type == InspectableType::None) return;
ElementDrawer::Draw(currentlyInspecting, debugMode);
}
void TSE::EDITOR::PropertiesView::MenuBar()
{
if(ImGui::BeginMenuBar())
{
if(ImGui::BeginMenu("..."))
{
if(ImGui::MenuItem("Debug"))
{
debugMode = !debugMode;
}
ImGui::EndMenu();
}
bool style = locked;
if(style) ImGui::PushStyleColor(ImGuiCol_Text, {0,1,0,1});
if(ImGui::MenuItem("Lock")) locked = !locked;
if(style) ImGui::PopStyleColor();
}
ImGui::EndMenuBar();
}
void TSE::EDITOR::PropertiesView::SetInspectorElement(InspectableType type, void *element)
{
if(!locked)
currentlyInspecting = Inspectable(type, element);
}
void TSE::EDITOR::PropertiesView::ClearInspectorElement()
{
if(!locked)
currentlyInspecting = Inspectable(InspectableType::None, nullptr);
}
void TSE::EDITOR::PropertiesView::ForceClearInspectorElement()
{
currentlyInspecting = Inspectable(InspectableType::None, nullptr);
}

View File

@@ -0,0 +1,24 @@
#pragma once
#include "UI/base/GuiWindow.h"
#include "UI/ElementDrawer.hpp"
namespace TSE::EDITOR
{
class PropertiesView : public GuiWindow
{
private:
inline static Inspectable currentlyInspecting = {};
bool debugMode = false;
inline static bool locked = false;
public:
PropertiesView();
void Define() override;
void MenuBar();
static void SetInspectorElement(InspectableType type, void* element);
static void ClearInspectorElement();
static void ForceClearInspectorElement();
};
} // namespace TSE::EDITOR

View File

@@ -0,0 +1,21 @@
#include "SceneView.hpp"
TSE::EDITOR::SceneView::SceneView(TSE::IRenderTexture *frameBuffer) : GuiWindow("Scene", ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoScrollbar)
{
fb = frameBuffer;
}
void TSE::EDITOR::SceneView::Define()
{
ImGuiWindowFlags flags2 = ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoScrollbar;
if(ImGui::BeginChild("##SceneChild", {0,0}, ImGuiChildFlags_None, flags2))
{
ImGui::Image(fb->GetTextureId(), {fb->Width(), fb->Height()},{0,1}, {1,0});
auto vec2 = ImGui::GetWindowSize();
if(fb->Width() != vec2.x || fb->Height() != vec2.y)
{
fb->SetSize({vec2.x, vec2.y});
}
}
ImGui::EndChild();
}

View File

@@ -0,0 +1,16 @@
#pragma once
#include "UI/base/GuiWindow.h"
#include "interfaces/IRenderTexture.hpp"
namespace TSE::EDITOR
{
class SceneView : public GuiWindow
{
private:
TSE::IRenderTexture* fb;
public:
SceneView(TSE::IRenderTexture* frameBuffer);
void Define() override;
};
} // namespace TSE::EDITOR

View File

@@ -10,6 +10,9 @@
#include "PathHelper.hpp" #include "PathHelper.hpp"
#include "elements/Texture.hpp" #include "elements/Texture.hpp"
#include "TextureHelperOpenGL.hpp" #include "TextureHelperOpenGL.hpp"
#include "interfaces/IRenderer.hpp"
#include "BehaviourScripts/Camera.hpp"
#include "RenderTextureCreatorOpenGL.hpp"
TSE::GLFW::OpenGLRenderingBackend::OpenGLRenderingBackend(Color _backgroundColor, bool _vsync) TSE::GLFW::OpenGLRenderingBackend::OpenGLRenderingBackend(Color _backgroundColor, bool _vsync)
: OpenGLRenderingBackend(_backgroundColor, _vsync, 0, false){ } : OpenGLRenderingBackend(_backgroundColor, _vsync, 0, false){ }
@@ -34,6 +37,7 @@ TSE::GLFW::OpenGLRenderingBackend::~OpenGLRenderingBackend()
void TSE::GLFW::OpenGLRenderingBackend::InitPreWindow() void TSE::GLFW::OpenGLRenderingBackend::InitPreWindow()
{ {
IRenderTexture::factory = new RenderTextureCreatorOpenGL();
Texture::helper = new TextureHelperOpenGL(); Texture::helper = new TextureHelperOpenGL();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, TSE_OPENGL_VERSION_MAJOR); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, TSE_OPENGL_VERSION_MAJOR);
@@ -140,7 +144,13 @@ void TSE::GLFW::OpenGLRenderingBackend::onUpdate() const
void TSE::GLFW::OpenGLRenderingBackend::onClear() const void TSE::GLFW::OpenGLRenderingBackend::onClear() const
{ {
//cameras for (int i = 0; i < IRenderer::camerasToRenderWith.size(); i++)
{
IRenderer::camerasToRenderWith[i]->Bind();
IRenderer::camerasToRenderWith[i]->UpdateRenderTarget();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
IRenderer::camerasToRenderWith[i]->Unbind();
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(useseImGui) if(useseImGui)
@@ -153,7 +163,12 @@ void TSE::GLFW::OpenGLRenderingBackend::onClear() const
void TSE::GLFW::OpenGLRenderingBackend::onClearDepthBuffer() const void TSE::GLFW::OpenGLRenderingBackend::onClearDepthBuffer() const
{ {
//cameras for (int i = 0; i < IRenderer::camerasToRenderWith.size(); i++)
{
IRenderer::camerasToRenderWith[i]->Bind();
glClear(GL_DEPTH_BUFFER_BIT);
IRenderer::camerasToRenderWith[i]->Unbind();
}
glClear(GL_DEPTH_BUFFER_BIT); glClear(GL_DEPTH_BUFFER_BIT);
} }

View File

@@ -15,17 +15,17 @@ void TSE::GLFW::RenderTexture::SetSize(Vector2 v)
buffer.Resize(v); buffer.Resize(v);
} }
float TSE::GLFW::RenderTexture::width() const float TSE::GLFW::RenderTexture::Width() const
{ {
return buffer.GetSize().x; return buffer.GetSize().x;
} }
float TSE::GLFW::RenderTexture::height() const float TSE::GLFW::RenderTexture::Height() const
{ {
return buffer.GetSize().y; return buffer.GetSize().y;
} }
uint TSE::GLFW::RenderTexture::GetTextureId() const TSE::uint TSE::GLFW::RenderTexture::GetTextureId() const
{ {
return buffer.GetTextureId(); return buffer.GetTextureId();
} }

View File

@@ -4,10 +4,11 @@
#include "interfaces/IRenderTarget.hpp" #include "interfaces/IRenderTarget.hpp"
#include "interfaces/ITexture.hpp" #include "interfaces/ITexture.hpp"
#include "interfaces/IResizeNotifiable.hpp" #include "interfaces/IResizeNotifiable.hpp"
#include "interfaces/IRenderTexture.hpp"
namespace TSE::GLFW namespace TSE::GLFW
{ {
class RenderTexture : public IRenderTarget, public ITexture, public IResizeNotifiable class RenderTexture : public IRenderTexture
{ {
public: public:
FrameBuffer buffer; FrameBuffer buffer;
@@ -15,9 +16,9 @@ namespace TSE::GLFW
RenderTexture(Vector2 v); RenderTexture(Vector2 v);
Vector2 size() const override; Vector2 size() const override;
void SetSize(Vector2 v); void SetSize(Vector2 v) override;
float width() const override; float Width() const override;
float height() const override; float Height() const override;
uint GetTextureId() const override; uint GetTextureId() const override;
void Update() override; void Update() override;

View File

@@ -0,0 +1,16 @@
#pragma once
#include "interfaces/IRenderTexture.hpp"
#include "RenderTexture.hpp"
namespace TSE::GLFW
{
class RenderTextureCreatorOpenGL : public IRenderTextureCreator
{
public:
inline IRenderTexture* CreateTextureHeap(Vector2 v) override
{
return new RenderTexture(v);
};
};
} // namespace name

View File

@@ -18,19 +18,19 @@ void TSE::GLFW::TextureHelperOpenGL::Apply(Texture *tex)
if(tex->Chanels() == 1) if(tex->Chanels() == 1)
{ {
if (tex->bpp() == 8) if (tex->bpp() == 8)
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, tex->width(), tex->height(), 0, GL_RED, GL_UNSIGNED_BYTE, tex->GetImagePtr()); glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, tex->Width(), tex->Height(), 0, GL_RED, GL_UNSIGNED_BYTE, tex->GetImagePtr());
} }
if(tex->Chanels() == 3) if(tex->Chanels() == 3)
{ {
if(tex->bpp() == 24) if(tex->bpp() == 24)
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, tex->width(), tex->height(), 0, GL_BGR, GL_UNSIGNED_BYTE, tex->GetImagePtr()); glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, tex->Width(), tex->Height(), 0, GL_BGR, GL_UNSIGNED_BYTE, tex->GetImagePtr());
} }
else if(tex->Chanels() == 4) else if(tex->Chanels() == 4)
{ {
if(tex->bpp() == 32) if(tex->bpp() == 32)
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, tex->width(), tex->height(), 0, GL_BGRA, GL_UNSIGNED_BYTE, tex->GetImagePtr()); glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, tex->Width(), tex->Height(), 0, GL_BGRA, GL_UNSIGNED_BYTE, tex->GetImagePtr());
if (tex->bpp() == 8) //need to decode it with bitwise operations in shader if (tex->bpp() == 8) //need to decode it with bitwise operations in shader
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, tex->width(), tex->height(), 0, GL_RED, GL_UNSIGNED_BYTE, tex->GetImagePtr()); glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, tex->Width(), tex->Height(), 0, GL_RED, GL_UNSIGNED_BYTE, tex->GetImagePtr());
} }
glGenerateMipmap(GL_TEXTURE_2D); glGenerateMipmap(GL_TEXTURE_2D);

View File

@@ -3,7 +3,8 @@
TSE::GLFW::FrameBuffer::FrameBuffer(const Vector2 &size) TSE::GLFW::FrameBuffer::FrameBuffer(const Vector2 &size)
{ {
this->size = size; width = size.x;
height = size.y;
CreateFBTexture(); CreateFBTexture();
for (auto const& i : objectsToResize) for (auto const& i : objectsToResize)
{ {
@@ -31,7 +32,8 @@ TSE::GLFW::FrameBuffer::~FrameBuffer()
void TSE::GLFW::FrameBuffer::Resize(Vector2 size) void TSE::GLFW::FrameBuffer::Resize(Vector2 size)
{ {
this->size = size; width = size.x;
height = size.y;
shouldResize = true; shouldResize = true;
} }
@@ -42,7 +44,7 @@ void TSE::GLFW::FrameBuffer::Update()
CreateFBTexture(); CreateFBTexture();
for (auto const& i : objectsToResize) for (auto const& i : objectsToResize)
{ {
i->OnResize(size.x, size.y, this); i->OnResize(width, height, this);
} }
} }
@@ -53,7 +55,7 @@ TSE::uint TSE::GLFW::FrameBuffer::GetTextureId() const
TSE::Vector2 TSE::GLFW::FrameBuffer::GetSize() const TSE::Vector2 TSE::GLFW::FrameBuffer::GetSize() const
{ {
return size; return {width, height};
} }
void TSE::GLFW::FrameBuffer::Initialize() void TSE::GLFW::FrameBuffer::Initialize()
@@ -74,7 +76,7 @@ void TSE::GLFW::FrameBuffer::Initialize()
void TSE::GLFW::FrameBuffer::LoadFBTexture() void TSE::GLFW::FrameBuffer::LoadFBTexture()
{ {
glBindTexture(GL_TEXTURE_2D, textureID); glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.x, size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -82,12 +84,12 @@ void TSE::GLFW::FrameBuffer::LoadFBTexture()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindRenderbuffer(GL_RENDERBUFFER, depthRboID); glBindRenderbuffer(GL_RENDERBUFFER, depthRboID);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size.x, size.y); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
} }
void TSE::GLFW::FrameBuffer::CreateFBTexture() void TSE::GLFW::FrameBuffer::CreateFBTexture()
{ {
glViewport(0,0, size.x, size.y); glViewport(0,0, width, height);
//resize //resize
if(textureID == 0) if(textureID == 0)
glGenTextures(1, &textureID); glGenTextures(1, &textureID);

View File

@@ -11,7 +11,6 @@ namespace TSE::GLFW
private: private:
uint textureID = 0; uint textureID = 0;
uint depthRboID = 0; uint depthRboID = 0;
Vector2 size;
bool shouldResize = false; bool shouldResize = false;
public: public:

View File

@@ -14,7 +14,7 @@
#define SHADER_PACKAGE_SIZE (sizeof(float) * (3 + 4 + 2 + 1)) #define SHADER_PACKAGE_SIZE (sizeof(float) * (3 + 4 + 2 + 1))
TSE::GLFW::BasicTextureShader* TSE::GLFW::BasicTextureShader::instance = nullptr; TSE::GLFW::BasicTextureShader* TSE::GLFW::BasicTextureShader::instance = nullptr;
std::map<uint, float> TSE::GLFW::BasicTextureShader::textureSlots; std::map<TSE::uint, float> TSE::GLFW::BasicTextureShader::textureSlots;
TSE::GLFW::BasicTextureShader *TSE::GLFW::BasicTextureShader::Instance() TSE::GLFW::BasicTextureShader *TSE::GLFW::BasicTextureShader::Instance()
{ {