Removed physics for now.

This commit is contained in:
2023-11-12 23:29:52 -06:00
parent ba185e9fe4
commit dba5aa36c5
58 changed files with 101 additions and 1569 deletions

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@ -10,10 +10,9 @@
using namespace Dawn;
Scene::Scene(std::weak_ptr<DawnGame> game) {
Scene::Scene(const std::weak_ptr<DawnGame> game) {
this->game = game;
this->nextId = 0;
this->physics = new ScenePhysicsManager(this);
}
void Scene::update() {
@ -39,8 +38,6 @@ std::shared_ptr<SceneItem> Scene::createSceneItem() {
}
Scene::~Scene() {
delete this->physics;
// Invoke cleanup.
auto it = this->items.begin();
while(it != this->items.end()) {

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@ -5,9 +5,6 @@
#pragma once
#include "asset/Asset.hpp"
#include "display/shader/ShaderManager.hpp"
#include "scene/debug/SceneDebugLine.hpp"
#include "physics/ScenePhysicsManager.hpp"
#include "state/StateEvent.hpp"
#include "state/StateOwner.hpp"
@ -19,6 +16,7 @@ namespace Dawn {
typedef int32_t sceneitemid_t;
// Scene Item Forwarders
template<class T>
std::shared_ptr<T> _sceneForwardGetComponent(std::shared_ptr<SceneItem> item);
@ -35,7 +33,6 @@ namespace Dawn {
public:
std::weak_ptr<DawnGame> game;
ScenePhysicsManager *physics;
StateEvent<float_t> eventSceneUpdate;
StateEvent<float_t> eventSceneUnpausedUpdate;
@ -44,7 +41,7 @@ namespace Dawn {
*
* @param game Reference to the game that this scene belongs to.
*/
Scene(std::weak_ptr<DawnGame> game);
Scene(const std::weak_ptr<DawnGame> game);
/**
* Perform a one frame synchronous tick on the current scene. This may

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@ -9,12 +9,12 @@
using namespace Dawn;
SceneItem::SceneItem(std::weak_ptr<Scene> scene, sceneitemid_t id) :
SceneItem::SceneItem(const std::weak_ptr<Scene> scene, const sceneitemid_t id) :
transformLocal(1.0f),
transformWorld(1.0f)
transformWorld(1.0f),
scene(scene),
id(id)
{
this->id = id;
this->scene = scene;
this->updateLocalValuesFromLocalTransform();
}
@ -96,7 +96,6 @@ void SceneItem::updateWorldTransformFromLocalTransform() {
}
}
void SceneItem::updateLocalTransformFromWorldTransform() {
glm::mat4 parentMat(1.0f);
auto parent = this->getParent();

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@ -41,9 +41,8 @@ namespace Dawn {
void updateChildrenTransforms();
public:
std::weak_ptr<Scene> scene;
sceneitemid_t id;
// I have no idea if I'm keeping this
const std::weak_ptr<Scene> scene;
const sceneitemid_t id;
StateEvent<> eventTransformUpdated;
/**
@ -53,7 +52,7 @@ namespace Dawn {
* @param scene Weak pointer to the Scene that this SceneItem belongs to.
* @param id Scene Item ID that the Scene assigned this SceneItem.
*/
SceneItem(std::weak_ptr<Scene> scene, sceneitemid_t id);
SceneItem(const std::weak_ptr<Scene> scene, const sceneitemid_t id);
/**
* Called by the Scene the frame after we were constructed so we can begin

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@ -35,10 +35,6 @@ std::shared_ptr<DawnGame> SceneItemComponent::getGame() {
return game;
}
ScenePhysicsManager * SceneItemComponent::getPhysics() {
return this->getScene()->physics;
}
void SceneItemComponent::onStart() {
}

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@ -51,13 +51,6 @@ namespace Dawn {
*/
std::shared_ptr<DawnGame> getGame();
/**
* Shorthand to return the physics manager that the scene this item
* belongs to, belongs to.
* @return The scene physics manager.
*/
ScenePhysicsManager * getPhysics();
/**
* Same as init, but intended for your subclass to override.
*/

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@ -7,6 +7,5 @@
add_subdirectory(debug)
add_subdirectory(display)
add_subdirectory(example)
add_subdirectory(physics)
add_subdirectory(scene)
add_subdirectory(ui)

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@ -7,7 +7,6 @@
#include "scene/SceneItemComponent.hpp"
#include "display/RenderTarget.hpp"
#include "scene/Scene.hpp"
#include "physics/3d/Ray3D.hpp"
namespace Dawn {
enum CameraType {

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@ -4,6 +4,7 @@
// https://opensource.org/licenses/MIT
#pragma once
#include "util/flag.hpp"
#include "display/Tileset.hpp"
#include "scene/components/display/mesh/QuadMeshHost.hpp"

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@ -1,16 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "BoxCollider.hpp"
using namespace Dawn;
BoxCollider::BoxCollider(std::weak_ptr<SceneItem> item) : Collider2D(item) {
}
enum Collider2DType BoxCollider::getColliderType() {
return COLLIDER2D_TYPE_BOX;
}

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@ -1,22 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "Collider2D.hpp"
#include "physics/2d/Box.hpp"
#include "physics/2d/Physics2D.hpp"
namespace Dawn {
class BoxCollider : public Collider2D {
public:
// @optional
glm::vec2 min = glm::vec2(-0.5f, -0.5f);
// @optional
glm::vec2 max = glm::vec2( 0.5f, 0.5f);
BoxCollider(std::weak_ptr<SceneItem> item);
enum Collider2DType getColliderType() override;
};
}

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@ -1,14 +0,0 @@
# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
BoxCollider.cpp
Collider2D.cpp
CharacterController2D.cpp
SolidController2D.cpp
TriggerController2D.cpp
)

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@ -1,92 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "CharacterController2D.hpp"
using namespace Dawn;
CharacterController2D::CharacterController2D(std::weak_ptr<SceneItem> i) :
SceneItemComponent(i)
{
}
void CharacterController2D::onStart() {
useEvent([&](float_t delta){
// if(velocity == glm::vec2(0, 0)) return;
// Common variables
auto item = this->item.lock();
auto myCollider = item->getComponent<Collider2D>();
// Friction
velocity -= velocity * friction * delta;
// Solid Collision Check
glm::vec2 moveAmount;
if(myCollider == nullptr) {
moveAmount = velocity;
} else {
// Perform sweep
auto allColliders = getScene()->findComponents<SolidController2D>();
auto itColliders = allColliders.begin();
struct CharacterController2DCollisionEventInfo info;
bool_t result = false;
// Check for collisions, definitely not working 100% yet
while(itColliders != allColliders.end()) {
auto c = *itColliders;
++itColliders;
auto cItem = c->item.lock();
if(cItem == item || cItem->isChildOf(item)) continue;
result = c->getCollidingResult(
velocity,
myCollider,
info.normal,
info.entryTime,
info.exitTime,
info.entryPoint,
info.exitPoint
) && info.entryTime <= delta;
if(result) {
info.collider = c;
break;
}
}
if(result) {
moveAmount = glm::vec2(0, 0);
velocity = glm::vec2(0, 0);
this->eventCollision.invoke(info);
} else {
moveAmount = velocity;
}
}
if(moveAmount != glm::vec2(0, 0)) {
item->setLocalPosition(
item->getLocalPosition() + (glm::vec3(moveAmount.x, 0, moveAmount.y) * delta)
);
}
// Now perform trigger collision check
auto allTriggers = getScene()->findComponents<TriggerController2D>();
auto itTriggers = allTriggers.begin();
while(itTriggers != allTriggers.end()) {
auto c = *itTriggers;
++itTriggers;
auto cItem = c->item.lock();
if(cItem == item || cItem->isChildOf(item)) continue;
if(c->getCollidingResult(myCollider)) {
c->eventTriggerEnter.invoke(this);
}
}
// Stop velocity near zero.
if(mathAbs<float_t>(velocity.x) <= 0.001f) velocity.x = 0;
if(mathAbs<float_t>(velocity.y) <= 0.001f) velocity.y = 0;
}, getScene()->eventSceneUpdate);
}

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@ -1,32 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "SolidController2D.hpp"
#include "TriggerController2D.hpp"
namespace Dawn {
struct CharacterController2DCollisionEventInfo {
std::shared_ptr<SolidController2D> collider;
glm::vec2 normal;
float_t entryTime;
float_t exitTime;
glm::vec2 entryPoint;
glm::vec2 exitPoint;
};
class CharacterController2D : public SceneItemComponent {
public:
// @optional
glm::vec2 velocity = glm::vec2(0, 0);
// @optional
float_t friction = 12.0f;
StateEvent<struct CharacterController2DCollisionEventInfo> eventCollision;
CharacterController2D(std::weak_ptr<SceneItem> i);
void onStart() override;
};
}

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@ -1,13 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "Collider2D.hpp"
#include "BoxCollider.hpp"
using namespace Dawn;
Collider2D::Collider2D(std::weak_ptr<SceneItem> i) : SceneItemComponent(i) {
}

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@ -1,34 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/SceneItemComponent.hpp"
#include "physics/2d/Box.hpp"
namespace Dawn {
enum Collider2DType {
COLLIDER2D_TYPE_BOX
};
struct Collider2DAxisAlignedCollidingResult {
glm::vec2 normal;
float_t entryTime;
float_t exitTime;
glm::vec2 entryPoint;
glm::vec2 exitPoint;
};
class Collider2D : public SceneItemComponent {
public:
Collider2D(std::weak_ptr<SceneItem> item);
/**
* Returns which type of collider this is.
*
* @return The collider type that this is.
*/
virtual enum Collider2DType getColliderType() = 0;
};
}

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@ -1,69 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "SolidController2D.hpp"
using namespace Dawn;
SolidController2D::SolidController2D(std::weak_ptr<SceneItem> item) : SceneItemComponent(item) {
}
std::vector<std::shared_ptr<SceneItemComponent>> SolidController2D::getDependencies() {
return {
(this->collider = item.lock()->getComponent<Collider2D>())
};
}
bool_t SolidController2D::getCollidingResult(
glm::vec2 movement,
std::shared_ptr<Collider2D> movingObject,
glm::vec2 &normal,
float_t &entryTime,
float_t &exitTime,
glm::vec2 &entryPoint,
glm::vec2 &exitPoint
) {
assertNotNull(this->collider, "SolidController2D::getCollidingResult: Collider cannot be null");
assertNotNull(movingObject, "SolidController2D::getCollidingResult: Moving object cannot be null");
if(movement.x == 0 && movement.y == 0) return false;
auto myPos = physics3Dto2D(movingObject->item.lock()->getWorldPosition());
// Check what the moving object is
switch(movingObject->getColliderType()) {
case COLLIDER2D_TYPE_BOX: {
auto box1 = std::static_pointer_cast<BoxCollider>(movingObject);
assertNotNull(box1, "SolidController2D::getCollidingResult: Moving object is not a BoxCollider");
// Box VS (this)?
switch(this->collider->getColliderType()) {
case COLLIDER2D_TYPE_BOX: {
auto box2 = std::static_pointer_cast<BoxCollider>(this->collider);
assertNotNull(box2, "SolidController2D::getCollidingResult: Collider is not a BoxCollider");
auto otherPos = physics3Dto2D(box2->item.lock()->getWorldPosition());
return boxCheckCollision(
myPos, box1->min, box1->max,
otherPos, box2->min, box2->max,
movement,
normal, entryTime, exitTime, entryPoint, exitPoint
);
}
default: {
assertUnreachable("SolidController2D::getCollidingResult: Collider type not implemented");
}
}
break;
}
default: {
assertUnreachable("SolidController2D::getCollidingResult: Moving object type not implemented");
}
}
assertUnreachable("SolidController2D::getCollidingResult: Should never reach this point");
return false;
}

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@ -1,42 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "Collider2D.hpp"
#include "BoxCollider.hpp"
namespace Dawn {
class SolidController2D : public SceneItemComponent {
public:
std::shared_ptr<Collider2D> collider;
SolidController2D(std::weak_ptr<SceneItem> item);
std::vector<std::shared_ptr<SceneItemComponent>> getDependencies() override;
/**
* Gets the result of checking if two collider bodies are intersecting.
* This is performed WITH movement to return entry and exit times.
*
* @param result Where to store the results of the calculation.
* @param movement Movement operation that THIS object is performing.
* @param movingObject Moving Object Collider that is being compared.
* @param normal Output normal of the intersection.
* @param entryTime Output entry time when the two objects will intersect.
* @param exitTime Output exit time when the object will pass through.
* @param entryPoint Output point in 2D space where object will enter.
* @param exitPoint Output point where object will have passed through.
* @return True if the two objects will intersect at move otherwise false.
*/
bool_t getCollidingResult(
glm::vec2 movement,
std::shared_ptr<Collider2D> movingObject,
glm::vec2 &normal,
float_t &entryTime,
float_t &exitTime,
glm::vec2 &entryPoint,
glm::vec2 &exitPoint
);
};
}

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@ -1,51 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "TriggerController2D.hpp"
using namespace Dawn;
TriggerController2D::TriggerController2D(std::weak_ptr<SceneItem> i) : SceneItemComponent(i) {
}
std::vector<std::shared_ptr<SceneItemComponent>> TriggerController2D::getDependencies() {
return {
(this->collider = this->item.lock()->getComponent<Collider2D>())
};
}
bool_t TriggerController2D::getCollidingResult(std::shared_ptr<Collider2D> movingObject) {
assertNotNull(this->collider, "TriggerController2D::getCollidingResult: Collider cannot be null");
assertNotNull(movingObject, "TriggerController2D::getCollidingResult: Moving object cannot be null");
switch(movingObject->getColliderType()) {
case COLLIDER2D_TYPE_BOX: {
auto box1 = std::static_pointer_cast<BoxCollider>(movingObject);
assertNotNull(box1, "TriggerController2D::getCollidingResult: Moving object is not a BoxCollider");
// Box VS ?
switch(collider->getColliderType()) {
case COLLIDER2D_TYPE_BOX: {
auto box2 = std::static_pointer_cast<BoxCollider>(collider);
assertNotNull(box2, "TriggerController2D::getCollidingResult: Collider is not a BoxCollider");
return boxIsBoxColliding(
physics3Dto2D(box1->item.lock()->getWorldPosition()), box1->min, box1->max,
physics3Dto2D(box2->item.lock()->getWorldPosition()), box2->min, box2->max
);
}
default: {
assertUnreachable("TriggerController2D::getCollidingResult: Collider type not implemented");
}
}
}
default: {
assertUnreachable("TriggerController2D::getCollidingResult: Moving object type not implemented");
return false;
}
}
}

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@ -1,27 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "Collider2D.hpp"
#include "BoxCollider.hpp"
namespace Dawn {
class CharacterController2D;
class TriggerController2D : public SceneItemComponent {
public:
std::shared_ptr<Collider2D> collider;
StateEvent<CharacterController2D*> eventTriggerEnter;
TriggerController2D(std::weak_ptr<SceneItem> i);
std::vector<std::shared_ptr<SceneItemComponent>> getDependencies() override;
/**
* Returns whether or not the given moving object is colliding with this
* trigger collider.
*/
bool_t getCollidingResult(std::shared_ptr<Collider2D> movingObject);
};
}

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@ -1,14 +0,0 @@
# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
Collider3D.cpp
CubeCollider.cpp
CapsuleCollider.cpp
SphereCollider.cpp
CharacterController3D.cpp
)

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@ -1,35 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "CapsuleCollider.hpp"
using namespace Dawn;
CapsuleCollider::CapsuleCollider(std::weak_ptr<SceneItem> item) : Collider3D(item) {
}
bool_t CapsuleCollider::performRaycast(
struct Collider3DRayResult *result,
struct Ray3D ray
) {
assertNotNull(result, "CapsuleCollider::performRaycast: Result cannot be null");
return raytestCapsule(
ray,
{
.height = this->height,
.radius = this->radius,
.origin = item.lock()->getWorldPosition()
},
&result->point,
&result->normal,
&result->distance
);
}
enum Collider3DType CapsuleCollider::getColliderType() {
return COLLIDER3D_TYPE_CAPSULE;
}

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@ -1,28 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "Collider3D.hpp"
#include "physics/3d/Ray3D.hpp"
namespace Dawn {
class CapsuleCollider : public Collider3D {
protected:
bool_t performRaycast(
struct Collider3DRayResult *result,
struct Ray3D ray
) override;
public:
// @optional
float_t height = 1;
// @optional
float_t radius = 0.5f;
CapsuleCollider(std::weak_ptr<SceneItem> item);
enum Collider3DType getColliderType() override;
};
}

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@ -1,37 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "CharacterController3D.hpp"
using namespace Dawn;
CharacterController3D::CharacterController3D(std::weak_ptr<SceneItem> item) :
SceneItemComponent(item)
{
}
void CharacterController3D::onStart() {
useEvent([&](float_t delta){
auto item = this->item.lock();
// Friction
velocity -= glm::vec3(velocity.x, 0, velocity.z) * friction * delta;
// Gravity
velocity += this->gravity * delta;
auto myCollider = item->getComponent<Collider3D>();
auto colliders = getScene()->findComponents<Collider3D>();
auto itCollider = colliders.begin();
// while(itCollider != colliders.end()) {
// (*itCollider)->
// ++itCollider;
// }
// Move / Update
item->setLocalPosition(item->getLocalPosition() + (velocity * delta));
}, getScene()->eventSceneUpdate);
}

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@ -1,23 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "Collider3D.hpp"
namespace Dawn {
class CharacterController3D : public SceneItemComponent {
public:
// @optional
glm::vec3 velocity = glm::vec3(0, 0, 0);
// @optional
glm::vec3 gravity = glm::vec3(0, -1, 0);
// @optional
float_t friction = 12.0f;
CharacterController3D(std::weak_ptr<SceneItem> item);
void onStart() override;
};
}

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@ -1,22 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "Collider3D.hpp"
using namespace Dawn;
Collider3D::Collider3D(std::weak_ptr<SceneItem> item) : SceneItemComponent(item) {
}
bool_t Collider3D::raycast(
struct Collider3DRayResult *result,
struct Ray3D ray
) {
assertNotNull(result, "Collider3D::raycast: Result cannot be null");
if(!this->performRaycast(result, ray)) return false;
result->collider = this;
return true;
}

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@ -1,58 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/SceneItemComponent.hpp"
#include "physics/3d/Ray3D.hpp"
namespace Dawn {
struct Collider3DRayResult {
glm::vec3 point;
float_t distance;
glm::vec3 normal;
Collider3D *collider;
};
struct Collider3DAABBSweepResult {
};
enum Collider3DType {
COLLIDER3D_TYPE_CUBE,
COLLIDER3D_TYPE_CAPSULE,
COLLIDER3D_TYPE_SPHERE
};
class Collider3D : public SceneItemComponent {
protected:
/**
* Internal per-collider raycast implementation. Same arguments as
* Collider3D::raycast()
*/
virtual bool_t performRaycast(
struct Collider3DRayResult *result,
struct Ray3D ray
) = 0;
public:
Collider3D(std::weak_ptr<SceneItem> item);
/**
* Perform a raycast against this collider.
*
* @param result Where to store the result of the raycast collision
* @param ray The ray to cast against.
* @return True if the ray intercepts this collider, otherwise false.
*/
bool_t raycast(struct Collider3DRayResult *result, struct Ray3D ray);
/**
* Returns which type of collider this is. Useful for performing dynamic
* casting in your event listeners.
*
* @return The collider type this is.
*/
virtual enum Collider3DType getColliderType() = 0;
};
}

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@ -1,32 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "CubeCollider.hpp"
using namespace Dawn;
CubeCollider::CubeCollider(std::weak_ptr<SceneItem> item) : Collider3D(item) {
}
bool_t CubeCollider::performRaycast(
struct Collider3DRayResult *result,
struct Ray3D ray
) {
assertNotNull(result, "CubeCollider::performRaycast: Result cannot be null");
return Dawn::raytestCube(
ray,
{ .min = this->min, .max = this->max },
item.lock()->getWorldTransform(),
&result->point,
&result->normal,
&result->distance
);
}
enum Collider3DType CubeCollider::getColliderType() {
return COLLIDER3D_TYPE_CUBE;
}

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@ -1,28 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "Collider3D.hpp"
#include "physics/3d/Ray3D.hpp"
namespace Dawn {
class CubeCollider : public Collider3D {
protected:
bool_t performRaycast(
struct Collider3DRayResult *result,
struct Ray3D ray
) override;
public:
// @optional
glm::vec3 min = glm::vec3(-0.5f, -0.5f, -0.5f);
// @optional
glm::vec3 max = glm::vec3(0.5f, 0.5f, 0.5f);
CubeCollider(std::weak_ptr<SceneItem> item);
enum Collider3DType getColliderType() override;
};
}

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@ -1,31 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "SphereCollider.hpp"
using namespace Dawn;
SphereCollider::SphereCollider(std::weak_ptr<SceneItem> item) : Collider3D(item) {
}
enum Collider3DType SphereCollider::getColliderType() {
return COLLIDER3D_TYPE_SPHERE;
}
bool_t SphereCollider::performRaycast(
struct Collider3DRayResult *result,
struct Ray3D ray
) {
assertNotNull(result, "SphereCollider::performRaycast: Result cannot be null");
return raytestSphere(
ray,
{ .center = item.lock()->getLocalPosition(), .radius = this->radius },
&result->point,
&result->normal,
&result->distance
);
}

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@ -1,25 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "Collider3D.hpp"
namespace Dawn {
class SphereCollider : public Collider3D {
protected:
bool_t performRaycast(
struct Collider3DRayResult *result,
struct Ray3D ray
) override;
public:
// @optional
float_t radius = 1.0f;
SphereCollider(std::weak_ptr<SceneItem> item);
enum Collider3DType getColliderType() override;
};
}

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@ -1,8 +0,0 @@
# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Subdirs
add_subdirectory(2d)
add_subdirectory(3d)

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@ -5,6 +5,7 @@
#include "UISimpleMenu.hpp"
#include "game/DawnGame.hpp"
#include "physics/3d/Ray3D.hpp"
using namespace Dawn;
@ -108,9 +109,9 @@ void UISimpleMenu::onStart() {
ray,
glm::vec2(0, 0), size,
highlight->item.lock()->getWorldTransform(),
&point,
&normal,
&distance
point,
normal,
distance
)) continue;
this->menu->menuX = item->menuX;