Add Spline Collider

This commit is contained in:
Wojtek Figat
2021-02-11 16:47:43 +01:00
parent 6c253ce892
commit 49758fbfff
5 changed files with 410 additions and 6 deletions

View File

@@ -308,10 +308,11 @@ namespace FlaxEditor.SceneGraph.Actors
{
base.OnContextMenu(contextMenu);
contextMenu.AddButton("Add spline model", OnAddSplineMode);
contextMenu.AddButton("Add spline model", OnAddSplineModel);
contextMenu.AddButton("Add spline collider", OnAddSplineCollider);
}
private void OnAddSplineMode()
private void OnAddSplineModel()
{
var actor = new SplineModel
{
@@ -321,6 +322,17 @@ namespace FlaxEditor.SceneGraph.Actors
Editor.Instance.SceneEditing.Spawn(actor, Actor);
}
private void OnAddSplineCollider()
{
var actor = new SplineCollider
{
StaticFlags = Actor.StaticFlags,
Transform = Actor.Transform,
};
// TODO: auto pick the collision data if already using spline model
Editor.Instance.SceneEditing.Spawn(actor, Actor);
}
/// <inheritdoc />
public override void OnDispose()
{

View File

@@ -10,6 +10,11 @@ Spline::Spline(const SpawnParams& params)
{
}
bool Spline::GetIsLoop() const
{
return _loop;
}
void Spline::SetIsLoop(bool value)
{
if (_loop != value)

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@@ -28,10 +28,7 @@ public:
/// Whether to use spline as closed loop. In that case, ensure to place start and end at the same location.
/// </summary>
API_PROPERTY(Attributes="EditorOrder(0), EditorDisplay(\"Spline\")")
FORCE_INLINE bool GetIsLoop() const
{
return _loop;
}
bool GetIsLoop() const;
/// <summary>
/// Whether to use spline as closed loop. In that case, ensure to place start and end at the same location.

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@@ -0,0 +1,329 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#include "SplineCollider.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Math/Matrix.h"
#include "Engine/Level/Actors/Spline.h"
#include "Engine/Serialization/Serialization.h"
#include "Engine/Physics/Utilities.h"
#include "Engine/Physics/Physics.h"
#include "Engine/Profiler/ProfilerCPU.h"
#if COMPILE_WITH_PHYSICS_COOKING
#include "Engine/Physics/CollisionCooking.h"
#include <ThirdParty/PhysX/PxPhysics.h>
#include <ThirdParty/PhysX/extensions/PxDefaultStreams.h>
#endif
#include <ThirdParty/PhysX/geometry/PxTriangleMesh.h>
SplineCollider::SplineCollider(const SpawnParams& params)
: Collider(params)
{
CollisionData.Changed.Bind<SplineCollider, &SplineCollider::OnCollisionDataChanged>(this);
CollisionData.Loaded.Bind<SplineCollider, &SplineCollider::OnCollisionDataLoaded>(this);
}
void SplineCollider::OnCollisionDataChanged()
{
// This should not be called during physics simulation, if it happened use write lock on physx scene
ASSERT(!Physics::IsDuringSimulation());
if (CollisionData)
{
// Ensure that collision asset is loaded (otherwise objects might fall though collider that is not yet loaded on play begin)
CollisionData->WaitForLoaded();
}
UpdateGeometry();
}
void SplineCollider::OnCollisionDataLoaded()
{
UpdateGeometry();
}
void SplineCollider::OnSplineUpdated()
{
if (!_spline || !IsActiveInHierarchy() || _spline->GetSplinePointsCount() < 2 || !CollisionData || !CollisionData->IsLoaded())
{
_box = BoundingBox(_transform.Translation, _transform.Translation);
BoundingSphere::FromBox(_box, _sphere);
return;
}
UpdateGeometry();
}
bool SplineCollider::CanAttach(RigidBody* rigidBody) const
{
return false;
}
bool SplineCollider::CanBeTrigger() const
{
return false;
}
#if USE_EDITOR
#include "Engine/Debug/DebugDraw.h"
void SplineCollider::DrawPhysicsDebug(RenderView& view)
{
DEBUG_DRAW_TRIANGLES_EX(_vertexBuffer, _indexBuffer, Color::GreenYellow * 0.8f, 0, true);
}
void SplineCollider::OnDebugDrawSelected()
{
DEBUG_DRAW_TRIANGLES_EX(_vertexBuffer, _indexBuffer, Color::GreenYellow, 0, false);
// Base
Collider::OnDebugDrawSelected();
}
#endif
bool SplineCollider::IntersectsItself(const Ray& ray, float& distance, Vector3& normal)
{
// Use detailed hit
if (_shape)
{
RayCastHit hitInfo;
if (!RayCast(ray.Position, ray.Direction, hitInfo))
return false;
distance = hitInfo.Distance;
normal = hitInfo.Normal;
return true;
}
// Fallback to AABB
return _box.Intersects(ray, distance, normal);
}
void SplineCollider::Serialize(SerializeStream& stream, const void* otherObj)
{
// Base
Collider::Serialize(stream, otherObj);
SERIALIZE_GET_OTHER_OBJ(SplineCollider);
SERIALIZE(CollisionData);
}
void SplineCollider::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
{
// Base
Collider::Deserialize(stream, modifier);
DESERIALIZE(CollisionData);
}
void SplineCollider::OnParentChanged()
{
if (_spline)
{
_spline->SplineUpdated.Unbind<SplineCollider, &SplineCollider::OnSplineUpdated>(this);
}
// Base
Collider::OnParentChanged();
_spline = Cast<Spline>(_parent);
if (_spline)
{
_spline->SplineUpdated.Bind<SplineCollider, &SplineCollider::OnSplineUpdated>(this);
}
OnSplineUpdated();
}
void SplineCollider::EndPlay()
{
// Base
Collider::EndPlay();
// Cleanup
if (_triangleMesh)
{
Physics::RemoveObject(_triangleMesh);
_triangleMesh = nullptr;
}
}
void SplineCollider::UpdateBounds()
{
// Unused as bounds are updated during collision building
}
void SplineCollider::GetGeometry(PxGeometryHolder& geometry)
{
// Reset bounds
_box = BoundingBox(_transform.Translation, _transform.Translation);
BoundingSphere::FromBox(_box, _sphere);
// Skip if sth is missing
if (!_spline || !IsActiveInHierarchy() || _spline->GetSplinePointsCount() < 2 || !CollisionData || !CollisionData->IsLoaded())
{
geometry.storeAny(PxSphereGeometry(0.001f));
return;
}
PROFILE_CPU();
// Extract collision geometry
// TODO: cache memory allocation for dynamic colliders
Array<Vector3> collisionVertices;
Array<int32> collisionIndices;
CollisionData->ExtractGeometry(collisionVertices, collisionIndices);
if (collisionIndices.IsEmpty())
{
geometry.storeAny(PxSphereGeometry(0.001f));
return;
}
// Apply local mesh transformation
const Transform localTransform = _localTransform;
if (!localTransform.IsIdentity())
{
for (int32 i = 0; i < collisionVertices.Count(); i++)
collisionVertices[i] = localTransform.LocalToWorld(collisionVertices[i]);
}
// Find collision geometry local bounds
BoundingBox localModelBounds;
localModelBounds.Minimum = localModelBounds.Maximum = collisionVertices[0];
for (int32 i = 1; i < collisionVertices.Count(); i++)
{
Vector3 v = collisionVertices[i];
localModelBounds.Minimum = Vector3::Min(localModelBounds.Minimum, v);
localModelBounds.Maximum = Vector3::Max(localModelBounds.Maximum, v);
}
auto localModelBoundsSize = localModelBounds.GetSize();
// Deform geometry over the spline
const auto& keyframes = _spline->Curve.GetKeyframes();
const int32 segments = keyframes.Count() - 1;
_vertexBuffer.Resize(collisionVertices.Count() * segments);
_indexBuffer.Resize(collisionIndices.Count() * segments);
const Transform splineTransform = _spline->GetTransform();
const Transform colliderTransform = GetTransform();
Transform curveTransform, leftTangent, rightTangent;
for (int32 segment = 0; segment < segments; segment++)
{
// Setup for the spline segment
auto offsetVertices = segment * collisionVertices.Count();
auto offsetIndices = segment * collisionIndices.Count();
const auto& start = keyframes[segment];
const auto& end = keyframes[segment + 1];
const float length = end.Time - start.Time;
AnimationUtils::GetTangent(start.Value, start.TangentOut, length, leftTangent);
AnimationUtils::GetTangent(end.Value, end.TangentIn, length, rightTangent);
// Vertex buffer is deformed along the spline
auto srcVertices = collisionVertices.Get();
auto dstVertices = _vertexBuffer.Get() + offsetVertices;
for (int32 i = 0; i < collisionVertices.Count(); i++)
{
Vector3 v = srcVertices[i];
const float alpha = Math::Saturate((v.Z - localModelBounds.Minimum.Z) / localModelBoundsSize.Z);
v.Z = alpha;
// Evaluate transformation at the curve
AnimationUtils::Bezier(start.Value, leftTangent, rightTangent, end.Value, alpha, curveTransform);
// Apply spline direction (from position 1st derivative)
Vector3 direction;
AnimationUtils::BezierFirstDerivative(start.Value.Translation, leftTangent.Translation, rightTangent.Translation, end.Value.Translation, alpha, direction);
direction.Normalize();
Quaternion orientation;
if (direction.IsZero())
orientation = Quaternion::Identity;
else if (Vector3::Dot(direction, Vector3::Up) >= 0.999f)
Quaternion::RotationAxis(Vector3::Left, PI_HALF, orientation);
else
Quaternion::LookRotation(direction, Vector3::Cross(Vector3::Cross(direction, Vector3::Up), direction), orientation);
curveTransform.Orientation = orientation * curveTransform.Orientation;
// Transform vertex
v = curveTransform.LocalToWorld(v);
v = splineTransform.LocalToWorld(v);
v = colliderTransform.WorldToLocal(v);
dstVertices[i] = v;
}
// Index buffer is the same for every segment except it's shifted
auto srcIndices = collisionIndices.Get();
auto dstIndices = _indexBuffer.Get() + offsetIndices;
for (int32 i = 0; i < collisionIndices.Count(); i++)
dstIndices[i] = srcIndices[i] + offsetVertices;
}
// Prepare scale
Vector3 scale = _cachedScale;
scale.Absolute();
const float minSize = 0.001f;
scale = Vector3::Max(scale, minSize);
// TODO: add support for cooking collision for static splines in editor and reusing it in game
#if COMPILE_WITH_PHYSICS_COOKING
// Cook triangle mesh collision
CollisionCooking::CookingInput cookingInput;
cookingInput.VertexCount = _vertexBuffer.Count();
cookingInput.VertexData = _vertexBuffer.Get();
cookingInput.IndexCount = _indexBuffer.Count();
cookingInput.IndexData = _indexBuffer.Get();
cookingInput.Is16bitIndexData = false;
BytesContainer collisionData;
if (!CollisionCooking::CookTriangleMesh(cookingInput, collisionData))
{
// Create triangle mesh
if (_triangleMesh)
{
Physics::RemoveObject(_triangleMesh);
_triangleMesh = nullptr;
}
PxDefaultMemoryInputData input(collisionData.Get(), collisionData.Length());
// TODO: try using getVerticesForModification for dynamic triangle mesh vertices updating when changing curve in the editor
_triangleMesh = Physics::GetPhysics()->createTriangleMesh(input);
if (!_triangleMesh)
{
LOG(Error, "Failed to create triangle mesh from collision data of {0}.", ToString());
geometry.storeAny(PxSphereGeometry(0.001f));
return;
}
#if USE_EDITOR
// Transform vertices back to world space for debug shapes drawing
for (int32 i = 0; i < _vertexBuffer.Count(); i++)
_vertexBuffer[i] = colliderTransform.LocalToWorld(_vertexBuffer[i]);
#endif
// Update bounds
_box = P2C(_triangleMesh->getLocalBounds());
Matrix splineWorld;
colliderTransform.GetWorld(splineWorld);
BoundingBox::Transform(_box, splineWorld, _box);
BoundingSphere::FromBox(_box, _sphere);
// Setup geometry
PxTriangleMeshGeometry triangleMesh;
triangleMesh.scale.scale = C2P(scale);
triangleMesh.triangleMesh = _triangleMesh;
geometry.storeAny(triangleMesh);
#if !USE_EDITOR
// Free memory for static splines (if editor collision preview is not needed)
if (IsStatic())
{
_vertexBuffer.Resize(0);
_indexBuffer.Resize(0);
}
#endif
return;
}
#endif
LOG(Error, "Cannot build collision data for {0} due to runtime collision cooking diabled.", ToString());
geometry.storeAny(PxSphereGeometry(0.001f));
}

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@@ -0,0 +1,61 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "Collider.h"
#include "Engine/Content/AssetReference.h"
#include "Engine/Physics/CollisionData.h"
class Spline;
/// <summary>
/// A collider represented by an arbitrary mesh that goes over the spline.
/// </summary>
/// <seealso cref="Collider" />
/// <seealso cref="Spline" />
API_CLASS() class FLAXENGINE_API SplineCollider : public Collider
{
DECLARE_SCENE_OBJECT(SplineCollider);
private:
Spline* _spline = nullptr;
PxTriangleMesh* _triangleMesh = nullptr;
Array<Vector3> _vertexBuffer;
Array<int32> _indexBuffer;
public:
/// <summary>
/// Linked collision data asset that contains convex mesh or triangle mesh used to represent a spline collider shape.
/// </summary>
API_FIELD(Attributes="EditorOrder(100), DefaultValue(null), EditorDisplay(\"Collider\")")
AssetReference<CollisionData> CollisionData;
private:
void OnCollisionDataChanged();
void OnCollisionDataLoaded();
void OnSplineUpdated();
public:
// [Collider]
bool CanAttach(RigidBody* rigidBody) const override;
bool CanBeTrigger() const override;
#if USE_EDITOR
void OnDebugDrawSelected() override;
#endif
bool IntersectsItself(const Ray& ray, float& distance, Vector3& normal) override;
void Serialize(SerializeStream& stream, const void* otherObj) override;
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
void OnParentChanged() override;
void EndPlay() override;
protected:
// [Collider]
#if USE_EDITOR
void DrawPhysicsDebug(RenderView& view) override;
#endif
void UpdateBounds() override;
void GetGeometry(PxGeometryHolder& geometry) override;
};