overhauled physics engine

This commit is contained in:
Dynamitos
2023-01-21 18:43:21 +01:00
parent 3c7346cf7b
commit 2208ab438a
164 changed files with 22606 additions and 928 deletions
+43 -30
View File
@@ -5,6 +5,7 @@
#include "Graphics/Mesh.h"
#include "Graphics/StaticMeshVertexInput.h"
#include "AssetRegistry.h"
#include "MaterialAsset.h"
#include <fstream>
#include <iostream>
#include <nlohmann/json.hpp>
@@ -26,17 +27,17 @@ MeshLoader::~MeshLoader()
{
}
void MeshLoader::importAsset(const std::filesystem::path &path)
void MeshLoader::importAsset(const std::filesystem::path &path, const std::string& importPath)
{
std::filesystem::path assetPath = path.filename();
assetPath.replace_extension("asset");
PMeshAsset asset = new MeshAsset(assetPath.generic_string());
asset->setStatus(Asset::Status::Loading);
AssetRegistry::get().registerMesh(asset);
AssetRegistry::get().registerMesh(asset, importPath);
import(path, asset);
}
void MeshLoader::loadMaterials(const aiScene* scene, Array<PMaterialAsset>& globalMaterials)
void MeshLoader::loadMaterials(const aiScene* scene, Array<PMaterial>& globalMaterials)
{
using json = nlohmann::json;
for(uint32 i = 0; i < scene->mNumMaterials; ++i)
@@ -92,15 +93,13 @@ void MeshLoader::loadMaterials(const aiScene* scene, Array<PMaterialAsset>& glob
outMatFile.close();
std::cout << "writing json to " << outMatFilename << std::endl;
PMaterialAsset result = new MaterialAsset(outMatFilename);
result->load();
graphics->getShaderCompiler()->registerMaterial(result);
AssetRegistry::get().registerMaterial(result);
PMaterialAsset asset = AssetRegistry::findMaterial(result->getFileName());
globalMaterials[i] = asset;
AssetRegistry::importFile(AssetRegistry::getRootFolder() + "/" + outMatFilename);
PMaterialAsset asset = AssetRegistry::findMaterial(matCode["name"].get<std::string>());
globalMaterials[i] = asset->getMaterial();
}
}
void findMeshRoots(aiNode *node, List<aiNode *> &meshNodes)
{
if (node->mNumMeshes > 0)
@@ -115,61 +114,70 @@ void findMeshRoots(aiNode *node, List<aiNode *> &meshNodes)
}
VertexStreamComponent createVertexStream(uint32 size, aiVector3D* sourceData, Gfx::PGraphics graphics)
{
Array<Math::Vector> buffer(size);
Array<Vector> buffer(size);
for(uint32 i = 0; i < size; ++i)
{
buffer[i] = Math::Vector(sourceData[i].x, sourceData[i].y, sourceData[i].z);
}
buffer[i] = Vector(sourceData[i].x, sourceData[i].y, sourceData[i].z);
}
VertexBufferCreateInfo vbInfo;
vbInfo.numVertices = size;
vbInfo.vertexSize = sizeof(Math::Vector);
vbInfo.vertexSize = sizeof(Vector);
vbInfo.resourceData.data = (uint8 *)buffer.data();
vbInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
vbInfo.resourceData.size = sizeof(Math::Vector) * buffer.size();
vbInfo.resourceData.size = sizeof(Vector) * buffer.size();
Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
vertexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32B32_SFLOAT);
}
VertexStreamComponent createVertexStream(uint32 size, aiVector2D* sourceData, Gfx::PGraphics graphics)
{
Array<Math::Vector2> buffer(size);
Array<Vector2> buffer(size);
for(uint32 i = 0; i < size; ++i)
{
buffer[i] = Math::Vector2(sourceData[i].x, sourceData[i].y);
buffer[i] = Vector2(sourceData[i].x, sourceData[i].y);
}
VertexBufferCreateInfo vbInfo;
vbInfo.numVertices = size;
vbInfo.vertexSize = sizeof(Math::Vector2);
vbInfo.vertexSize = sizeof(Vector2);
vbInfo.resourceData.data = (uint8 *)buffer.data();
vbInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
vbInfo.resourceData.size = sizeof(Math::Vector2) * buffer.size();
vbInfo.resourceData.size = sizeof(Vector2) * buffer.size();
Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
vertexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32_SFLOAT);
}
VertexStreamComponent createVertexStream(uint32 size, aiColor4D* sourceData, Gfx::PGraphics graphics)
{
Array<Math::Vector4> buffer(size);
Array<Vector4> buffer(size);
for(uint32 i = 0; i < size; ++i)
{
buffer[i] = Math::Vector4(sourceData[i].r, sourceData[i].g, sourceData[i].b, sourceData[i].a);
buffer[i] = Vector4(sourceData[i].r, sourceData[i].g, sourceData[i].b, sourceData[i].a);
}
VertexBufferCreateInfo vbInfo;
vbInfo.numVertices = size;
vbInfo.vertexSize = sizeof(Math::Vector4);
vbInfo.vertexSize = sizeof(Vector4);
vbInfo.resourceData.data = (uint8 *)buffer.data();
vbInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
vbInfo.resourceData.size = sizeof(Math::Vector4) * buffer.size();
vbInfo.resourceData.size = sizeof(Vector4) * buffer.size();
Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
vertexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32_SFLOAT);
return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32B32A32_SFLOAT);
}
void MeshLoader::loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, const Array<PMaterialAsset>& materials)
void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterial>& materials, Array<PMesh>& globalMeshes, Component::Collider& collider)
{
for (uint32 meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex)
{
aiMesh *mesh = scene->mMeshes[meshIndex];
PMaterialAsset material = materials[mesh->mMaterialIndex];
collider.boundingbox.adjust(Vector(mesh->mAABB.mMin.x, mesh->mAABB.mMin.y, mesh->mAABB.mMin.z));
collider.boundingbox.adjust(Vector(mesh->mAABB.mMax.x, mesh->mAABB.mMax.y, mesh->mAABB.mMax.z));
//! \todo duplicate from createVertexStream, clean up
Array<Vector> vertices(mesh->mNumVertices);
for(uint32 i = 0; i < mesh->mNumVertices; ++i)
{
vertices[i] = Vector(mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z);
}
PStaticMeshVertexInput vertexShaderInput = new StaticMeshVertexInput(std::string(mesh->mName.C_Str()));
StaticMeshDataType data;
data.positionStream = createVertexStream(mesh->mNumVertices, mesh->mVertices, graphics);
@@ -205,6 +213,9 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMesh
indices[faceIndex * 3 + 1] = mesh->mFaces[faceIndex].mIndices[1];
indices[faceIndex * 3 + 2] = mesh->mFaces[faceIndex].mIndices[2];
}
collider.physicsMesh.addCollider(vertices, indices, Matrix4(1.0f));
IndexBufferCreateInfo idxInfo;
idxInfo.indexType = Gfx::SE_INDEX_TYPE_UINT32;
idxInfo.resourceData.data = (uint8 *)indices.data();
@@ -259,22 +270,23 @@ void MeshLoader::import(std::filesystem::path path, PMeshAsset meshAsset)
std::cout << "Starting to import "<<path << std::endl;
meshAsset->setStatus(Asset::Status::Loading);
Assimp::Importer importer;
importer.ReadFile(path.string().c_str(),
importer.ReadFile(path.string().c_str(), (uint32)(
aiProcess_FlipUVs |
aiProcess_Triangulate |
aiProcess_SortByPType |
aiProcess_GenBoundingBoxes |
aiProcess_GenSmoothNormals |
aiProcess_GenUVCoords |
aiProcess_FindDegenerates);
aiProcess_FindDegenerates));
const aiScene *scene = importer.ApplyPostProcessing(aiProcess_CalcTangentSpace);
Array<PMaterialAsset> globalMaterials(scene->mNumMaterials);
Array<PMaterial> globalMaterials(scene->mNumMaterials);
loadTextures(scene, path.parent_path());
loadMaterials(scene, globalMaterials);
Array<PMesh> globalMeshes(scene->mNumMeshes);
loadGlobalMeshes(scene, globalMeshes, globalMaterials);
Component::Collider collider;
loadGlobalMeshes(scene, globalMaterials, globalMeshes, collider);
List<aiNode *> meshNodes;
findMeshRoots(scene->mRootNode, meshNodes);
@@ -286,6 +298,7 @@ void MeshLoader::import(std::filesystem::path path, PMeshAsset meshAsset)
meshAsset->addMesh(globalMeshes[meshNode->mMeshes[i]]);
}
}
meshAsset->physicsMesh = std::move(collider);
meshAsset->setStatus(Asset::Status::Ready);
meshAsset->save();
std::cout << "Finished loading " << path << std::endl;