feat: Enhance physics integration and scripting capabilities

- Added support for triangle mesh rigid bodies in the physics bridge service.
- Implemented methods to create static meshes and retrieve linear velocities in the script engine service.
- Introduced new Lua bindings for physics operations, including `physics_create_static_mesh` and `physics_get_linear_velocity`.
- Improved shader creation in the graphics backend with auto-bind uniform options and error handling.
- Refactored shader generation to consolidate output and input declarations into structured blocks.
- Enhanced GUI service with better resource logging and error handling.
- Added utility functions for transforming points using matrices.
This commit is contained in:
2026-01-07 01:08:26 +00:00
parent f5753298be
commit c0c1fb881e
10 changed files with 650 additions and 33 deletions

View File

@@ -21,6 +21,13 @@ local function resolve_number(value, fallback)
return fallback
end
local function resolve_boolean(value, fallback)
if type(value) == "boolean" then
return value
end
return fallback
end
local function resolve_vec3(value, fallback)
if type(value) == "table"
and type(value[1]) == "number"
@@ -81,6 +88,54 @@ local function clamp(value, min_value, max_value)
return value
end
local function transform_point(matrix, point)
local x = point[1]
local y = point[2]
local z = point[3]
return {
matrix[1] * x + matrix[5] * y + matrix[9] * z + matrix[13],
matrix[2] * x + matrix[6] * y + matrix[10] * z + matrix[14],
matrix[3] * x + matrix[7] * y + matrix[11] * z + matrix[15],
}
end
local function compute_bounds(vertices, matrix)
if type(vertices) ~= "table" then
return nil
end
local min_bounds = {math.huge, math.huge, math.huge}
local max_bounds = {-math.huge, -math.huge, -math.huge}
for i = 1, #vertices do
local vertex = vertices[i]
local position = vertex and (vertex.position or vertex)
if type(position) == "table" then
local world_pos = transform_point(matrix, position)
if world_pos[1] < min_bounds[1] then
min_bounds[1] = world_pos[1]
end
if world_pos[2] < min_bounds[2] then
min_bounds[2] = world_pos[2]
end
if world_pos[3] < min_bounds[3] then
min_bounds[3] = world_pos[3]
end
if world_pos[1] > max_bounds[1] then
max_bounds[1] = world_pos[1]
end
if world_pos[2] > max_bounds[2] then
max_bounds[2] = world_pos[2]
end
if world_pos[3] > max_bounds[3] then
max_bounds[3] = world_pos[3]
end
end
end
if min_bounds[1] == math.huge then
return nil
end
return {min = min_bounds, max = max_bounds}
end
local function normalize(vec)
local x, y, z = vec[1], vec[2], vec[3]
local len = math.sqrt(x * x + y * y + z * z)
@@ -117,6 +172,14 @@ local function is_action_down(action_name, fallback_key)
return false
end
local action_states = {}
local function is_action_pressed(action_name, fallback_key)
local is_down = is_action_down(action_name, fallback_key)
local was_down = action_states[action_name]
action_states[action_name] = is_down
return is_down and not was_down
end
local fallback_bindings = {
move_forward = "W",
move_back = "S",
@@ -124,6 +187,8 @@ local fallback_bindings = {
move_right = "D",
fly_up = "Q",
fly_down = "Z",
jump = "Space",
noclip_toggle = "N",
}
local input_bindings = resolve_table(type(config) == "table" and config.input_bindings)
@@ -164,9 +229,72 @@ log_debug("Loaded Quake 3 map %s from %s (%d vertices, %d indices)",
#map_mesh.vertices,
#map_mesh.indices)
local map_bounds = compute_bounds(map_mesh.vertices, map_model_matrix)
if map_bounds then
log_debug("Map bounds min=(%.2f, %.2f, %.2f) max=(%.2f, %.2f, %.2f)",
map_bounds.min[1], map_bounds.min[2], map_bounds.min[3],
map_bounds.max[1], map_bounds.max[2], map_bounds.max[3])
end
local camera_config = resolve_table(quake3_config.camera)
local function compute_spawn_position(bounds)
if not bounds then
return {0.0, 48.0, 0.0}
end
local min_bounds = bounds.min
local max_bounds = bounds.max
local center = {
(min_bounds[1] + max_bounds[1]) * 0.5,
(min_bounds[2] + max_bounds[2]) * 0.5,
(min_bounds[3] + max_bounds[3]) * 0.5,
}
local height = math.max(2.0, (max_bounds[2] - min_bounds[2]) * 0.1)
local spawn_height = resolve_number(quake3_config.spawn_height, height)
local spawn_offset = resolve_vec3(quake3_config.spawn_offset, {0.0, 0.0, 0.0})
return {
center[1] + spawn_offset[1],
max_bounds[2] + spawn_height + spawn_offset[2],
center[3] + spawn_offset[3],
}
end
local function is_position_far_from_bounds(position, bounds)
if not bounds then
return false
end
local min_bounds = bounds.min
local max_bounds = bounds.max
local extent_x = max_bounds[1] - min_bounds[1]
local extent_y = max_bounds[2] - min_bounds[2]
local extent_z = max_bounds[3] - min_bounds[3]
local margin = math.max(extent_x, extent_y, extent_z) * 0.5
if position[1] < min_bounds[1] - margin or position[1] > max_bounds[1] + margin then
return true
end
if position[2] < min_bounds[2] - margin or position[2] > max_bounds[2] + margin then
return true
end
if position[3] < min_bounds[3] - margin or position[3] > max_bounds[3] + margin then
return true
end
return false
end
local camera_position = resolve_vec3(camera_config.position, {0.0, 48.0, 0.0})
local spawn_position = compute_spawn_position(map_bounds)
local auto_spawn = quake3_config.auto_spawn
if auto_spawn == nil then
auto_spawn = true
end
if auto_spawn and is_position_far_from_bounds(camera_position, map_bounds) then
camera_position = {spawn_position[1], spawn_position[2], spawn_position[3]}
log_debug("Camera spawn adjusted to map bounds (%.2f, %.2f, %.2f)",
camera_position[1], camera_position[2], camera_position[3])
end
local camera = {
position = resolve_vec3(camera_config.position, {0.0, 48.0, 0.0}),
position = camera_position,
yaw = math.rad(resolve_number(camera_config.yaw_degrees, 0.0)),
pitch = math.rad(resolve_number(camera_config.pitch_degrees, 0.0)),
fov = resolve_number(camera_config.fov, 0.85),
@@ -181,10 +309,46 @@ local controls = {
max_pitch = math.rad(85.0),
}
local physics_config = resolve_table(quake3_config.physics)
local physics_enabled = resolve_boolean(physics_config.enabled, true)
local physics_available = type(physics_create_static_mesh) == "function"
and type(physics_create_sphere) == "function"
and type(physics_get_transform) == "function"
and type(physics_set_linear_velocity) == "function"
and type(physics_get_linear_velocity) == "function"
and type(physics_step_simulation) == "function"
if physics_enabled and not physics_available then
log_debug("Physics disabled: required bindings are unavailable")
end
local physics_state = {
enabled = physics_enabled and physics_available,
ready = false,
noclip = false,
map_body_name = physics_config.map_body_name or "quake3_map",
player_body_name = physics_config.player_body_name or "quake3_player",
player_radius = resolve_number(physics_config.player_radius, resolve_number(quake3_config.player_radius, 0.6)),
player_mass = resolve_number(physics_config.player_mass, resolve_number(quake3_config.player_mass, 1.0)),
eye_height = resolve_number(physics_config.eye_height, resolve_number(quake3_config.eye_height, 0.6)),
gravity = resolve_vec3(physics_config.gravity, {0.0, -9.8, 0.0}),
jump_impulse = resolve_number(physics_config.jump_impulse, resolve_number(quake3_config.jump_impulse, 4.5)),
jump_velocity_threshold = resolve_number(
physics_config.jump_velocity_threshold,
resolve_number(quake3_config.jump_velocity_threshold, 0.2)),
max_sub_steps = resolve_number(physics_config.max_sub_steps, resolve_number(quake3_config.max_sub_steps, 8)),
}
physics_state.spawn_position = {
camera.position[1],
camera.position[2] - physics_state.eye_height,
camera.position[3],
}
local last_frame_time = nil
local world_up = {0.0, 1.0, 0.0}
local function update_camera(dt)
local function update_camera_angles()
local look_delta_x = 0.0
local look_delta_y = 0.0
if type(input_get_mouse_delta) == "function" then
@@ -199,11 +363,9 @@ local function update_camera(dt)
camera.yaw = camera.yaw + look_delta_x
camera.pitch = clamp(camera.pitch + look_delta_y, -controls.max_pitch, controls.max_pitch)
end
local forward = forward_from_angles(camera.yaw, camera.pitch)
local forward_flat = normalize({forward[1], 0.0, forward[3]})
local right = normalize(cross(forward_flat, world_up))
local function resolve_move_input()
local move_x = 0.0
local move_z = 0.0
local move_y = 0.0
@@ -233,6 +395,11 @@ local function update_camera(dt)
move_z = move_z / length
end
return move_x, move_y, move_z
end
local function update_free_fly(dt, forward_flat, right)
local move_x, move_y, move_z = resolve_move_input()
local planar_speed = controls.move_speed * dt
camera.position[1] = camera.position[1] + (right[1] * move_x + forward_flat[1] * move_z) * planar_speed
camera.position[2] = camera.position[2] + (right[2] * move_x + forward_flat[2] * move_z) * planar_speed
@@ -243,6 +410,96 @@ local function update_camera(dt)
end
end
local function ensure_physics_setup()
if not physics_state.enabled then
return false
end
if physics_state.ready then
return true
end
if type(physics_clear) == "function" then
physics_clear()
end
if type(physics_set_gravity) == "function" then
local ok, err = physics_set_gravity(physics_state.gravity)
if not ok then
log_debug("Physics gravity failed: %s", err or "unknown")
end
end
local ok, err = physics_create_static_mesh(
physics_state.map_body_name,
map_mesh.vertices,
map_mesh.indices,
map_model_matrix)
if not ok then
log_debug("Physics map creation failed: %s", err or "unknown")
return false
end
local rotation = {0.0, 0.0, 0.0, 1.0}
ok, err = physics_create_sphere(
physics_state.player_body_name,
physics_state.player_radius,
physics_state.player_mass,
physics_state.spawn_position,
rotation)
if not ok then
log_debug("Physics player creation failed: %s", err or "unknown")
return false
end
if type(physics_set_linear_velocity) == "function" then
physics_set_linear_velocity(physics_state.player_body_name, {0.0, 0.0, 0.0})
end
physics_state.ready = true
log_debug("Physics world initialized for Quake 3 map")
return true
end
local function apply_physics_controls(forward_flat, right)
local move_x, _, move_z = resolve_move_input()
local desired_x = (right[1] * move_x + forward_flat[1] * move_z) * controls.move_speed
local desired_z = (right[3] * move_x + forward_flat[3] * move_z) * controls.move_speed
local current_velocity = {0.0, 0.0, 0.0}
local velocity, velocity_err = physics_get_linear_velocity(physics_state.player_body_name)
if type(velocity) == "table" then
current_velocity = velocity
elseif velocity_err then
log_debug("Physics velocity query failed: %s", velocity_err)
end
local desired_velocity = {desired_x, current_velocity[2] or 0.0, desired_z}
local ok, err = physics_set_linear_velocity(physics_state.player_body_name, desired_velocity)
if not ok then
log_debug("Physics velocity failed: %s", err or "unknown")
end
if type(physics_apply_impulse) == "function"
and is_action_pressed("jump", get_binding("jump"))
and math.abs(current_velocity[2] or 0.0) < physics_state.jump_velocity_threshold then
local impulse = {0.0, physics_state.jump_impulse, 0.0}
local jump_ok, jump_err = physics_apply_impulse(physics_state.player_body_name, impulse)
if not jump_ok then
log_debug("Physics jump failed: %s", jump_err or "unknown")
end
end
end
local function sync_camera_from_physics()
local transform, transform_err = physics_get_transform(physics_state.player_body_name)
if type(transform) == "table" and type(transform.position) == "table" then
camera.position[1] = transform.position[1]
camera.position[2] = transform.position[2] + physics_state.eye_height
camera.position[3] = transform.position[3]
elseif transform_err then
log_debug("Physics transform query failed: %s", transform_err)
end
end
local shader_variants_module = require("shader_variants")
local shader_variants = shader_variants_module.build_cube_variants(config, log_debug)
@@ -276,9 +533,47 @@ local function build_view_state(aspect)
dt = 0.1
end
update_camera(dt)
update_camera_angles()
local forward = forward_from_angles(camera.yaw, camera.pitch)
local forward_flat = normalize({forward[1], 0.0, forward[3]})
local right = normalize(cross(forward_flat, world_up))
local physics_ready = physics_state.enabled and ensure_physics_setup()
if physics_ready then
if is_action_pressed("noclip_toggle", get_binding("noclip_toggle")) then
physics_state.noclip = not physics_state.noclip
log_debug("Noclip toggled: %s", tostring(physics_state.noclip))
if not physics_state.noclip and type(physics_set_transform) == "function" then
local rotation = {0.0, 0.0, 0.0, 1.0}
local reset_position = {
camera.position[1],
camera.position[2] - physics_state.eye_height,
camera.position[3],
}
local ok, err = physics_set_transform(
physics_state.player_body_name,
reset_position,
rotation)
if not ok then
log_debug("Physics reset failed: %s", err or "unknown")
elseif type(physics_set_linear_velocity) == "function" then
physics_set_linear_velocity(physics_state.player_body_name, {0.0, 0.0, 0.0})
end
end
end
if physics_state.noclip then
update_free_fly(dt, forward_flat, right)
else
apply_physics_controls(forward_flat, right)
if dt > 0.0 then
physics_step_simulation(dt, physics_state.max_sub_steps)
end
sync_camera_from_physics()
end
else
update_free_fly(dt, forward_flat, right)
end
local center = {
camera.position[1] + forward[1],
camera.position[2] + forward[2],

View File

@@ -671,6 +671,8 @@ bgfx::ShaderHandle BgfxGraphicsBackend::CreateShader(const std::string& label,
shaderc::Compiler compiler;
shaderc::CompileOptions options;
options.SetTargetEnvironment(shaderc_target_env_vulkan, shaderc_env_version_vulkan_1_2);
options.SetAutoBindUniforms(true);
options.SetAutoMapLocations(true);
shaderc_shader_kind kind = isVertex ? shaderc_vertex_shader : shaderc_fragment_shader;
@@ -686,7 +688,11 @@ bgfx::ShaderHandle BgfxGraphicsBackend::CreateShader(const std::string& label,
std::vector<uint32_t> spirv(result.cbegin(), result.cend());
const bgfx::Memory* mem = bgfx::copy(spirv.data(),
static_cast<uint32_t>(spirv.size() * sizeof(uint32_t)));
return bgfx::createShader(mem);
bgfx::ShaderHandle handle = bgfx::createShader(mem);
if (!bgfx::isValid(handle) && logger_) {
logger_->Error("BgfxGraphicsBackend::CreateShader: Failed to create shader handle for " + label);
}
return handle;
}
bgfx::TextureHandle BgfxGraphicsBackend::LoadTextureFromFile(const std::string& path,

View File

@@ -35,9 +35,7 @@ layout(location = 2) in vec2 inTexCoord;
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec2 fragTexCoord;
layout(set = 0, binding = 1) uniform GuiUniforms {
mat4 u_modelViewProj;
};
uniform mat4 u_modelViewProj;
void main() {
fragColor = inColor;
@@ -54,7 +52,7 @@ layout(location = 1) in vec2 fragTexCoord;
layout(location = 0) out vec4 outColor;
layout(binding = 0) uniform sampler2D s_tex;
uniform sampler2D s_tex;
void main() {
outColor = fragColor * texture(s_tex, fragTexCoord);
@@ -105,11 +103,16 @@ void BgfxGuiService::PrepareFrame(const std::vector<GuiCommand>& commands,
}
if (!bgfx::isValid(program_) || !bgfx::isValid(whiteTexture_)) {
if (logger_) {
if (logger_ && !loggedMissingResources_) {
logger_->Warn("BgfxGuiService::PrepareFrame: GUI resources not initialized");
}
loggedMissingResources_ = true;
return;
}
if (loggedMissingResources_ && logger_) {
logger_->Trace("BgfxGuiService", "PrepareFrame", "GUI resources recovered");
}
loggedMissingResources_ = false;
ApplyGuiView(width, height);
scissorStack_.clear();
@@ -830,6 +833,8 @@ bgfx::ShaderHandle BgfxGuiService::CreateShader(const std::string& label,
shaderc::Compiler compiler;
shaderc::CompileOptions options;
options.SetTargetEnvironment(shaderc_target_env_vulkan, shaderc_env_version_vulkan_1_2);
options.SetAutoBindUniforms(true);
options.SetAutoMapLocations(true);
if (logger_) {
logger_->Trace("BgfxGuiService", "CreateShader",
@@ -848,7 +853,11 @@ bgfx::ShaderHandle BgfxGuiService::CreateShader(const std::string& label,
std::vector<uint32_t> spirv(result.cbegin(), result.cend());
const bgfx::Memory* mem = bgfx::copy(spirv.data(),
static_cast<uint32_t>(spirv.size() * sizeof(uint32_t)));
return bgfx::createShader(mem);
bgfx::ShaderHandle handle = bgfx::createShader(mem);
if (!bgfx::isValid(handle) && logger_) {
logger_->Error("BgfxGuiService::CreateShader: Failed to create shader handle for " + label);
}
return handle;
}
void BgfxGuiService::PruneTextCache() {

View File

@@ -159,6 +159,7 @@ private:
uint32_t frameHeight_ = 0;
uint16_t viewId_ = 1;
bool initialized_ = false;
bool loggedMissingResources_ = false;
uint64_t frameIndex_ = 0;
size_t maxTextCacheEntries_ = 256;
size_t maxSvgCacheEntries_ = 64;

View File

@@ -265,32 +265,47 @@ bool ReplaceFirstOccurrence(std::string& source, const std::string& before, cons
return true;
}
std::string ConvertIndividualOutputsToBlock(const std::string& source) {
std::string ConvertIndividualOutputsToBlock(const std::string& source,
const std::shared_ptr<ILogger>& logger) {
// Find individual output declarations like:
// layout (location = N) out vec3 varname;
// And convert them to a VertexData block
std::vector<std::tuple<int, std::string, std::string>> outputs; // location, type, name
const std::string layoutToken = "layout (location =";
const std::string layoutTokenCompact = "layout(location =";
size_t searchPos = 0;
size_t firstOutputStart = std::string::npos;
size_t lastOutputEnd = 0;
while (true) {
size_t layoutPos = source.find("layout (location =", searchPos);
if (layoutPos == std::string::npos) break;
size_t layoutPos = source.find(layoutToken, searchPos);
size_t compactPos = source.find(layoutTokenCompact, searchPos);
size_t tokenLength = 0;
if (compactPos != std::string::npos &&
(layoutPos == std::string::npos || compactPos < layoutPos)) {
layoutPos = compactPos;
tokenLength = layoutTokenCompact.size();
} else {
tokenLength = layoutToken.size();
}
if (layoutPos == std::string::npos) {
break;
}
// Check if this line contains "out" (to confirm it's an output)
size_t lineEnd = source.find('\n', layoutPos);
if (lineEnd == std::string::npos) lineEnd = source.size();
std::string line = source.substr(layoutPos, lineEnd - layoutPos);
if (line.find(" out ") == std::string::npos) {
if (line.find(" out ") == std::string::npos ||
line.find("VertexData") != std::string::npos) {
searchPos = lineEnd;
continue;
}
// Extract location number
size_t locStart = layoutPos + 18; // after "layout (location ="
size_t locStart = layoutPos + tokenLength; // after "layout (location ="
while (locStart < source.size() && std::isspace(source[locStart])) ++locStart;
size_t locEnd = locStart;
while (locEnd < source.size() && std::isdigit(source[locEnd])) ++locEnd;
@@ -344,10 +359,16 @@ std::string ConvertIndividualOutputsToBlock(const std::string& source) {
return source;
}
// Build the VertexData block
std::string block = "layout (location = 0) out VertexData\n{\n";
std::sort(outputs.begin(), outputs.end(),
[](const auto& left, const auto& right) {
return std::get<0>(left) < std::get<0>(right);
});
// Build the VertexData block while preserving explicit locations.
std::string block = "out VertexData\n{\n";
for (const auto& [loc, type, name] : outputs) {
block += " " + type + " " + name + ";\n";
block += " layout (location = " + std::to_string(loc) + ") " +
type + " " + name + ";\n";
}
block += "} vd;\n\n";
@@ -356,36 +377,54 @@ std::string ConvertIndividualOutputsToBlock(const std::string& source) {
result += block;
result += source.substr(lastOutputEnd);
if (logger) {
logger->Trace("MaterialXShaderGenerator", "Generate",
"vertexOutputsConverted=" + std::to_string(outputs.size()));
}
return result;
}
std::string ConvertIndividualInputsToBlock(const std::string& source) {
std::string ConvertIndividualInputsToBlock(const std::string& source,
const std::shared_ptr<ILogger>& logger) {
// Find individual input declarations like:
// layout (location = N) in vec3 varname;
// And convert them to a VertexData block
std::vector<std::tuple<int, std::string, std::string>> inputs; // location, type, name
const std::string layoutToken = "layout (location =";
const std::string layoutTokenCompact = "layout(location =";
size_t searchPos = 0;
size_t firstInputStart = std::string::npos;
size_t lastInputEnd = 0;
while (true) {
size_t layoutPos = source.find("layout (location =", searchPos);
if (layoutPos == std::string::npos) break;
size_t layoutPos = source.find(layoutToken, searchPos);
size_t compactPos = source.find(layoutTokenCompact, searchPos);
size_t tokenLength = 0;
if (compactPos != std::string::npos &&
(layoutPos == std::string::npos || compactPos < layoutPos)) {
layoutPos = compactPos;
tokenLength = layoutTokenCompact.size();
} else {
tokenLength = layoutToken.size();
}
if (layoutPos == std::string::npos) {
break;
}
// Check if this line contains "in" (to confirm it's an input)
size_t lineEnd = source.find('\n', layoutPos);
if (lineEnd == std::string::npos) lineEnd = source.size();
std::string line = source.substr(layoutPos, lineEnd - layoutPos);
// Skip lines with "in vec3 i_" (vertex inputs)
if (line.find(" in ") == std::string::npos || line.find(" in vec3 i_") != std::string::npos) {
if (line.find(" in ") == std::string::npos ||
line.find("VertexData") != std::string::npos) {
searchPos = lineEnd;
continue;
}
// Extract location number
size_t locStart = layoutPos + 18; // after "layout (location ="
size_t locStart = layoutPos + tokenLength; // after "layout (location ="
while (locStart < source.size() && std::isspace(source[locStart])) ++locStart;
size_t locEnd = locStart;
while (locEnd < source.size() && std::isdigit(source[locEnd])) ++locEnd;
@@ -439,10 +478,16 @@ std::string ConvertIndividualInputsToBlock(const std::string& source) {
return source;
}
// Build the VertexData block
std::string block = "layout (location = 0) in VertexData\n{\n";
std::sort(inputs.begin(), inputs.end(),
[](const auto& left, const auto& right) {
return std::get<0>(left) < std::get<0>(right);
});
// Build the VertexData block while preserving explicit locations.
std::string block = "in VertexData\n{\n";
for (const auto& [loc, type, name] : inputs) {
block += " " + type + " " + name + ";\n";
block += " layout (location = " + std::to_string(loc) + ") " +
type + " " + name + ";\n";
}
block += "} vd;\n\n";
@@ -451,6 +496,10 @@ std::string ConvertIndividualInputsToBlock(const std::string& source) {
result += block;
result += source.substr(lastInputEnd);
if (logger) {
logger->Trace("MaterialXShaderGenerator", "Generate",
"fragmentInputsConverted=" + std::to_string(inputs.size()));
}
return result;
}
@@ -778,10 +827,10 @@ ShaderPaths MaterialXShaderGenerator::Generate(const MaterialXConfig& config,
// MaterialX VkShaderGenerator incorrectly emits individual out variables instead of
// a VertexData struct block, which causes compilation errors when the shader code
// references vd.normalWorld etc. We convert them here as a workaround.
paths.vertexSource = ConvertIndividualOutputsToBlock(paths.vertexSource);
paths.vertexSource = ConvertIndividualOutputsToBlock(paths.vertexSource, logger_);
// Fix fragment shader inputs: convert individual layout inputs to VertexData block
paths.fragmentSource = ConvertIndividualInputsToBlock(paths.fragmentSource);
paths.fragmentSource = ConvertIndividualInputsToBlock(paths.fragmentSource, logger_);
// Ensure any remaining MaterialX tokens are substituted using the generator's map.
const unsigned int airyIterations = ResolveAiryFresnelIterations(context, logger_);

View File

@@ -105,6 +105,7 @@ bool PhysicsBridgeService::AddBoxRigidBody(const std::string& name,
std::move(shape),
std::move(motionState),
std::move(body),
nullptr,
});
return true;
}
@@ -160,6 +161,84 @@ bool PhysicsBridgeService::AddSphereRigidBody(const std::string& name,
std::move(shape),
std::move(motionState),
std::move(body),
nullptr,
});
return true;
}
bool PhysicsBridgeService::AddTriangleMeshRigidBody(const std::string& name,
const std::vector<std::array<float, 3>>& vertices,
const std::vector<uint32_t>& indices,
const btTransform& transform,
std::string& error) {
if (logger_) {
logger_->Trace("PhysicsBridgeService", "AddTriangleMeshRigidBody",
"name=" + name +
", vertexCount=" + std::to_string(vertices.size()) +
", indexCount=" + std::to_string(indices.size()) +
", origin.x=" + std::to_string(transform.getOrigin().getX()) +
", origin.y=" + std::to_string(transform.getOrigin().getY()) +
", origin.z=" + std::to_string(transform.getOrigin().getZ()));
}
if (name.empty()) {
error = "Rigid body name must not be empty";
return false;
}
if (vertices.empty()) {
error = "Triangle mesh vertices must not be empty";
return false;
}
if (indices.empty()) {
error = "Triangle mesh indices must not be empty";
return false;
}
if (indices.size() % 3 != 0) {
error = "Triangle mesh indices must be a multiple of 3";
return false;
}
if (!world_) {
error = "Physics world is not initialized";
return false;
}
if (bodies_.count(name)) {
error = "Rigid body already exists: " + name;
return false;
}
auto triangleMesh = std::make_unique<btTriangleMesh>();
for (size_t index = 0; index < indices.size(); index += 3) {
uint32_t i0 = indices[index];
uint32_t i1 = indices[index + 1];
uint32_t i2 = indices[index + 2];
if (i0 >= vertices.size() || i1 >= vertices.size() || i2 >= vertices.size()) {
error = "Triangle mesh index out of range";
return false;
}
const auto& v0 = vertices[i0];
const auto& v1 = vertices[i1];
const auto& v2 = vertices[i2];
triangleMesh->addTriangle(
btVector3(v0[0], v0[1], v0[2]),
btVector3(v1[0], v1[1], v1[2]),
btVector3(v2[0], v2[1], v2[2]),
true);
}
auto shape = std::make_unique<btBvhTriangleMeshShape>(triangleMesh.get(), true, true);
btVector3 inertia(0.0f, 0.0f, 0.0f);
auto motionState = std::make_unique<btDefaultMotionState>(transform);
btRigidBody::btRigidBodyConstructionInfo constructionInfo(
0.0f,
motionState.get(),
shape.get(),
inertia);
auto body = std::make_unique<btRigidBody>(constructionInfo);
world_->addRigidBody(body.get());
bodies_.emplace(name, BodyRecord{
std::move(shape),
std::move(motionState),
std::move(body),
std::move(triangleMesh),
});
return true;
}
@@ -284,6 +363,23 @@ bool PhysicsBridgeService::SetLinearVelocity(const std::string& name,
return true;
}
bool PhysicsBridgeService::GetLinearVelocity(const std::string& name,
btVector3& outVelocity,
std::string& error) const {
if (logger_) {
logger_->Trace("PhysicsBridgeService", "GetLinearVelocity", "name=" + name);
}
if (!world_) {
error = "Physics world is not initialized";
return false;
}
auto* record = FindBodyRecord(name, error);
if (!record || !record->body) {
return false;
}
outVelocity = record->body->getLinearVelocity();
return true;
}
int PhysicsBridgeService::StepSimulation(float deltaTime, int maxSubSteps) {
if (logger_) {
logger_->Trace("PhysicsBridgeService", "StepSimulation",

View File

@@ -2,15 +2,18 @@
#include "../interfaces/i_physics_bridge_service.hpp"
#include "../interfaces/i_logger.hpp"
#include <array>
#include <memory>
#include <string>
#include <unordered_map>
#include <vector>
class btVector3;
class btTransform;
class btCollisionShape;
class btMotionState;
class btRigidBody;
class btTriangleMesh;
class btDefaultCollisionConfiguration;
class btCollisionDispatcher;
class btBroadphaseInterface;
@@ -40,6 +43,11 @@ public:
float mass,
const btTransform& transform,
std::string& error) override;
bool AddTriangleMeshRigidBody(const std::string& name,
const std::vector<std::array<float, 3>>& vertices,
const std::vector<uint32_t>& indices,
const btTransform& transform,
std::string& error) override;
bool RemoveRigidBody(const std::string& name,
std::string& error) override;
bool SetRigidBodyTransform(const std::string& name,
@@ -54,6 +62,9 @@ public:
bool SetLinearVelocity(const std::string& name,
const btVector3& velocity,
std::string& error) override;
bool GetLinearVelocity(const std::string& name,
btVector3& outVelocity,
std::string& error) const override;
int StepSimulation(float deltaTime, int maxSubSteps = 10) override;
bool GetRigidBodyTransform(const std::string& name,
btTransform& outTransform,
@@ -66,6 +77,7 @@ private:
std::unique_ptr<btCollisionShape> shape;
std::unique_ptr<btMotionState> motionState;
std::unique_ptr<btRigidBody> body;
std::unique_ptr<btTriangleMesh> triangleMesh;
};
BodyRecord* FindBodyRecord(const std::string& name, std::string& error);

View File

@@ -21,6 +21,7 @@
#include <stdexcept>
#include <string>
#include <utility>
#include <vector>
namespace {
namespace mx = MaterialX;
@@ -34,6 +35,18 @@ struct MaterialXSurfaceParameters {
bool hasMetallic = false;
};
std::array<float, 3> TransformPoint(const std::array<float, 16>& matrix,
const std::array<float, 3>& point) {
const float x = point[0];
const float y = point[1];
const float z = point[2];
return {
matrix[0] * x + matrix[4] * y + matrix[8] * z + matrix[12],
matrix[1] * x + matrix[5] * y + matrix[9] * z + matrix[13],
matrix[2] * x + matrix[6] * y + matrix[10] * z + matrix[14],
};
}
std::filesystem::path ResolveMaterialXPath(const std::filesystem::path& path,
const std::filesystem::path& scriptDirectory) {
if (path.empty()) {
@@ -474,11 +487,13 @@ void ScriptEngineService::RegisterBindings(lua_State* L) {
bind("load_mesh_from_pk3", &ScriptEngineService::LoadMeshFromArchive);
bind("physics_create_box", &ScriptEngineService::PhysicsCreateBox);
bind("physics_create_sphere", &ScriptEngineService::PhysicsCreateSphere);
bind("physics_create_static_mesh", &ScriptEngineService::PhysicsCreateStaticMesh);
bind("physics_remove_body", &ScriptEngineService::PhysicsRemoveBody);
bind("physics_set_transform", &ScriptEngineService::PhysicsSetTransform);
bind("physics_apply_force", &ScriptEngineService::PhysicsApplyForce);
bind("physics_apply_impulse", &ScriptEngineService::PhysicsApplyImpulse);
bind("physics_set_linear_velocity", &ScriptEngineService::PhysicsSetLinearVelocity);
bind("physics_get_linear_velocity", &ScriptEngineService::PhysicsGetLinearVelocity);
bind("physics_set_gravity", &ScriptEngineService::PhysicsSetGravity);
bind("physics_step_simulation", &ScriptEngineService::PhysicsStepSimulation);
bind("physics_get_transform", &ScriptEngineService::PhysicsGetTransform);
@@ -660,6 +675,94 @@ int ScriptEngineService::PhysicsCreateSphere(lua_State* L) {
return 1;
}
int ScriptEngineService::PhysicsCreateStaticMesh(lua_State* L) {
auto* context = static_cast<LuaBindingContext*>(lua_touserdata(L, lua_upvalueindex(1)));
auto logger = context ? context->logger : nullptr;
if (!context || !context->physicsBridgeService) {
lua_pushnil(L);
lua_pushstring(L, "Physics service not available");
return 2;
}
const char* name = luaL_checkstring(L, 1);
if (logger) {
logger->Trace("ScriptEngineService", "PhysicsCreateStaticMesh",
"name=" + std::string(name));
}
if (!lua_istable(L, 2) || !lua_istable(L, 3)) {
luaL_error(L, "physics_create_static_mesh expects vertex and index tables");
}
std::array<float, 16> transformMatrix = lua::IdentityMatrix();
if (lua_gettop(L) >= 4) {
if (!lua_istable(L, 4)) {
luaL_error(L, "physics_create_static_mesh expects a transform matrix table");
}
transformMatrix = lua::ReadMatrix(L, 4);
}
const int verticesIndex = lua_absindex(L, 2);
const int indicesIndex = lua_absindex(L, 3);
const size_t vertexCount = lua_rawlen(L, verticesIndex);
const size_t indexCount = lua_rawlen(L, indicesIndex);
std::vector<std::array<float, 3>> vertices;
vertices.reserve(vertexCount);
for (size_t vertexIndex = 1; vertexIndex <= vertexCount; ++vertexIndex) {
lua_rawgeti(L, verticesIndex, static_cast<int>(vertexIndex));
if (!lua_istable(L, -1)) {
luaL_error(L, "physics_create_static_mesh vertices must be tables");
}
std::array<float, 3> position;
lua_getfield(L, -1, "position");
if (lua_istable(L, -1)) {
position = lua::ReadVector3(L, -1);
lua_pop(L, 1);
} else {
lua_pop(L, 1);
position = lua::ReadVector3(L, -1);
}
lua_pop(L, 1);
vertices.push_back(TransformPoint(transformMatrix, position));
}
std::vector<uint32_t> indices;
indices.reserve(indexCount);
for (size_t index = 1; index <= indexCount; ++index) {
lua_rawgeti(L, indicesIndex, static_cast<int>(index));
if (!lua_isinteger(L, -1) && !lua_isnumber(L, -1)) {
luaL_error(L, "physics_create_static_mesh indices must be numbers");
}
lua_Integer rawIndex = lua_tointeger(L, -1);
lua_pop(L, 1);
if (rawIndex <= 0) {
luaL_error(L, "physics_create_static_mesh indices must be 1-based positive integers");
}
indices.push_back(static_cast<uint32_t>(rawIndex - 1));
}
btTransform transform;
transform.setIdentity();
std::string error;
if (!context->physicsBridgeService->AddTriangleMeshRigidBody(
name,
vertices,
indices,
transform,
error)) {
lua_pushnil(L);
lua_pushstring(L, error.c_str());
return 2;
}
lua_pushboolean(L, 1);
return 1;
}
int ScriptEngineService::PhysicsRemoveBody(lua_State* L) {
auto* context = static_cast<LuaBindingContext*>(lua_touserdata(L, lua_upvalueindex(1)));
auto logger = context ? context->logger : nullptr;
@@ -829,6 +932,39 @@ int ScriptEngineService::PhysicsSetLinearVelocity(lua_State* L) {
return 1;
}
int ScriptEngineService::PhysicsGetLinearVelocity(lua_State* L) {
auto* context = static_cast<LuaBindingContext*>(lua_touserdata(L, lua_upvalueindex(1)));
auto logger = context ? context->logger : nullptr;
if (!context || !context->physicsBridgeService) {
lua_pushnil(L);
lua_pushstring(L, "Physics service not available");
return 2;
}
const char* name = luaL_checkstring(L, 1);
if (logger) {
logger->Trace("ScriptEngineService", "PhysicsGetLinearVelocity",
"name=" + std::string(name));
}
btVector3 velocity;
std::string error;
if (!context->physicsBridgeService->GetLinearVelocity(name, velocity, error)) {
lua_pushnil(L);
lua_pushstring(L, error.c_str());
return 2;
}
lua_newtable(L);
lua_pushnumber(L, velocity.getX());
lua_rawseti(L, -2, 1);
lua_pushnumber(L, velocity.getY());
lua_rawseti(L, -2, 2);
lua_pushnumber(L, velocity.getZ());
lua_rawseti(L, -2, 3);
return 1;
}
int ScriptEngineService::PhysicsSetGravity(lua_State* L) {
auto* context = static_cast<LuaBindingContext*>(lua_touserdata(L, lua_upvalueindex(1)));
auto logger = context ? context->logger : nullptr;

View File

@@ -64,11 +64,13 @@ private:
static int LoadMeshFromArchive(lua_State* L);
static int PhysicsCreateBox(lua_State* L);
static int PhysicsCreateSphere(lua_State* L);
static int PhysicsCreateStaticMesh(lua_State* L);
static int PhysicsRemoveBody(lua_State* L);
static int PhysicsSetTransform(lua_State* L);
static int PhysicsApplyForce(lua_State* L);
static int PhysicsApplyImpulse(lua_State* L);
static int PhysicsSetLinearVelocity(lua_State* L);
static int PhysicsGetLinearVelocity(lua_State* L);
static int PhysicsSetGravity(lua_State* L);
static int PhysicsStepSimulation(lua_State* L);
static int PhysicsGetTransform(lua_State* L);

View File

@@ -1,7 +1,10 @@
#pragma once
#include <array>
#include <cstddef>
#include <cstdint>
#include <string>
#include <vector>
class btVector3;
class btTransform;
@@ -28,6 +31,11 @@ public:
float mass,
const btTransform& transform,
std::string& error) = 0;
virtual bool AddTriangleMeshRigidBody(const std::string& name,
const std::vector<std::array<float, 3>>& vertices,
const std::vector<uint32_t>& indices,
const btTransform& transform,
std::string& error) = 0;
virtual bool RemoveRigidBody(const std::string& name,
std::string& error) = 0;
virtual bool SetRigidBodyTransform(const std::string& name,
@@ -42,6 +50,9 @@ public:
virtual bool SetLinearVelocity(const std::string& name,
const btVector3& velocity,
std::string& error) = 0;
virtual bool GetLinearVelocity(const std::string& name,
btVector3& outVelocity,
std::string& error) const = 0;
virtual int StepSimulation(float deltaTime, int maxSubSteps = 10) = 0;
virtual bool GetRigidBodyTransform(const std::string& name,
btTransform& outTransform,