Add Spline Rope Body actor for ropes, chains and cables physics

This commit is contained in:
Wojtek Figat
2021-02-12 15:16:04 +01:00
parent 34b6cfebc3
commit 8661091337
4 changed files with 295 additions and 0 deletions

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@@ -314,6 +314,7 @@ namespace FlaxEditor.SceneGraph.Actors
contextMenu.AddButton("Add spline model", OnAddSplineModel);
contextMenu.AddButton("Add spline collider", OnAddSplineCollider);
contextMenu.AddButton("Add spline rope body", OnAddSplineRopeBody);
}
private void OnAddSplineModel()
@@ -337,6 +338,16 @@ namespace FlaxEditor.SceneGraph.Actors
Editor.Instance.SceneEditing.Spawn(actor, Actor);
}
private void OnAddSplineRopeBody()
{
var actor = new SplineRopeBody
{
StaticFlags = StaticFlags.None,
Transform = Actor.Transform,
};
Editor.Instance.SceneEditing.Spawn(actor, Actor);
}
internal static void OnSplineEdited(Spline spline)
{
var collider = spline.GetChild<SplineCollider>();

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@@ -68,6 +68,7 @@ namespace FlaxEditor.SceneGraph
CustomNodesTypes.Add(typeof(Spline), typeof(SplineNode));
CustomNodesTypes.Add(typeof(SplineModel), typeof(ActorNode));
CustomNodesTypes.Add(typeof(SplineCollider), typeof(ColliderNode));
CustomNodesTypes.Add(typeof(SplineRopeBody), typeof(ActorNode));
}
/// <summary>

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@@ -0,0 +1,213 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#include "SplineRopeBody.h"
#include "Engine/Level/Actors/Spline.h"
#include "Engine/Level/Scene/Scene.h"
#include "Engine/Physics/Physics.h"
#include "Engine/Engine/Time.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Serialization/Serialization.h"
SplineRopeBody::SplineRopeBody(const SpawnParams& params)
: Actor(params)
{
}
void SplineRopeBody::Tick()
{
if (!_spline || _spline->GetSplinePointsCount() < 2)
return;
PROFILE_CPU();
// TODO: add as configs
const float SubstepTime = 0.02f;
const int32 SolverIterations = 1;
// Cache data
const Vector3 gravity = Physics::GetGravity() * GravityScale;
auto& keyframes = _spline->Curve.GetKeyframes();
const Transform splineTransform = _spline->GetTransform();
const int32 keyframesCount = keyframes.Count();
const float substepTime = SubstepTime;
const float substepTimeSqr = substepTime * substepTime;
bool splineDirty = false;
// Synchronize spline keyframes with simulated masses
if (_masses.Count() > keyframesCount)
_masses.Resize(keyframesCount);
else
{
_masses.EnsureCapacity(keyframesCount);
while (_masses.Count() < keyframesCount)
{
const int32 i = _masses.Count();
auto& mass = _masses.AddOne();
mass.PrevPosition = splineTransform.LocalToWorld(keyframes[i].Value.Translation);
if (i != 0)
mass.SegmentLength = Vector3::Distance(mass.PrevPosition, _masses[i - 1].PrevPosition);
else
mass.SegmentLength = 0.0f;
}
}
{
// Rope start
auto& mass = _masses.First();
mass.Position = mass.PrevPosition = GetPosition();
mass.Unconstrained = false;
if (splineTransform.LocalToWorld(keyframes.First().Value.Translation) != mass.Position)
splineDirty = true;
}
for (int32 i = 1; i < keyframesCount; i++)
{
auto& mass = _masses[i];
mass.Unconstrained = true;
mass.Position = splineTransform.LocalToWorld(keyframes[i].Value.Translation);
}
if (AttachEnd)
{
// Rope end
auto& mass = _masses.Last();
mass.Position = mass.PrevPosition = AttachEnd->GetPosition();
mass.Unconstrained = false;
if (splineTransform.LocalToWorld(keyframes.Last().Value.Translation) != mass.Position)
splineDirty = true;
}
// Perform simulation in substeps to have better stability
_time += Time::Update.DeltaTime.GetTotalSeconds();
while (_time > substepTime)
{
// Verlet integration
// [Reference: https://en.wikipedia.org/wiki/Verlet_integration]
const Vector3 force = gravity + AdditionalForce;
for (int32 i = 0; i < keyframesCount; i++)
{
auto& mass = _masses[i];
if (mass.Unconstrained)
{
const Vector3 velocity = mass.Position - mass.PrevPosition;
mass.PrevPosition = mass.Position;
mass.Position = mass.Position + velocity + (substepTimeSqr * force);
keyframes[i].Value.Translation = splineTransform.WorldToLocal(mass.Position);
}
}
// Constraints solving
for (int32 iteration = 0; iteration < SolverIterations; iteration++)
{
// Distance constraint
for (int32 i = 1; i < keyframesCount; i++)
{
auto& massA = _masses[i - 1];
auto& massB = _masses[i];
Vector3 offset = massB.Position - massA.Position;
const float distance = offset.Length();
const float scale = (distance - massB.SegmentLength) / Math::Max(distance, ZeroTolerance);
if (massA.Unconstrained && massB.Unconstrained)
{
offset *= scale * 0.5f;
massA.Position += offset;
massB.Position -= offset;
}
else if (massA.Unconstrained)
{
massA.Position += scale * offset;
}
else if (massB.Unconstrained)
{
massB.Position -= scale * offset;
}
}
// Stiffness constraint
if (EnableStiffness)
{
for (int32 i = 2; i < keyframesCount; i++)
{
auto& massA = _masses[i - 2];
auto& massB = _masses[i];
Vector3 offset = massB.Position - massA.Position;
const float distance = offset.Length();
const float scale = (distance - massB.SegmentLength * 2.0f) / Math::Max(distance, ZeroTolerance);
if (massA.Unconstrained && massB.Unconstrained)
{
offset *= scale * 0.5f;
massA.Position += offset;
massB.Position -= offset;
}
else if (massA.Unconstrained)
{
massA.Position += scale * offset;
}
else if (massB.Unconstrained)
{
massB.Position -= scale * offset;
}
}
}
}
_time -= substepTime;
splineDirty = true;
}
// Update spline and relevant components (eg. spline model)
if (splineDirty)
{
for (int32 i = 0; i < keyframesCount; i++)
keyframes[i].Value.Translation = splineTransform.WorldToLocal(_masses[i].Position);
_spline->UpdateSpline();
}
}
void SplineRopeBody::Serialize(SerializeStream& stream, const void* otherObj)
{
Actor::Serialize(stream, otherObj);
SERIALIZE_GET_OTHER_OBJ(SplineRopeBody);
SERIALIZE(AttachEnd);
SERIALIZE(GravityScale);
SERIALIZE(AdditionalForce);
SERIALIZE(EnableStiffness);
}
void SplineRopeBody::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
{
Actor::Deserialize(stream, modifier);
DESERIALIZE(AttachEnd);
DESERIALIZE(GravityScale);
DESERIALIZE(AdditionalForce);
DESERIALIZE(EnableStiffness);
}
void SplineRopeBody::OnEnable()
{
GetScene()->Ticking.Update.AddTick<SplineRopeBody, &SplineRopeBody::Tick>(this);
Actor::OnEnable();
}
void SplineRopeBody::OnDisable()
{
Actor::OnDisable();
GetScene()->Ticking.Update.RemoveTick(this);
}
void SplineRopeBody::OnParentChanged()
{
Actor::OnParentChanged();
_spline = Cast<Spline>(_parent);
}
void SplineRopeBody::OnTransformChanged()
{
Actor::OnTransformChanged();
_box = BoundingBox(_transform.Translation, _transform.Translation);
_sphere = BoundingSphere(_transform.Translation, 0.0f);
}

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@@ -0,0 +1,70 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Level/Actor.h"
#include "Engine/Scripting/ScriptingObjectReference.h"
class Spline;
/// <summary>
/// Physical simulation actor for ropes, chains and cables represented by a spline.
/// </summary>
/// <seealso cref="Spline" />
API_CLASS() class FLAXENGINE_API SplineRopeBody : public Actor
{
DECLARE_SCENE_OBJECT(SplineRopeBody);
private:
struct Mass
{
Vector3 Position;
float SegmentLength;
Vector3 PrevPosition;
bool Unconstrained;
};
Spline* _spline = nullptr;
float _time = 0.0f;
Array<Mass> _masses;
public:
/// <summary>
/// The target actor too attach the rope end to. If unset the rope end will run freely.
/// </summary>
API_FIELD(Attributes="EditorOrder(0), DefaultValue(null), EditorDisplay(\"Rope\")")
ScriptingObjectReference<Actor> AttachEnd;
/// <summary>
/// The world gravity scale applied to the rope. Can be used to adjust gravity force or disable it.
/// </summary>
API_FIELD(Attributes="EditorOrder(10), EditorDisplay(\"Rope\")")
float GravityScale = 1.0f;
/// <summary>
/// The additional, external force applied to rope (world-space). This can be eg. wind force.
/// </summary>
API_FIELD(Attributes="EditorOrder(20), EditorDisplay(\"Rope\")")
Vector3 AdditionalForce = Vector3::Zero;
/// <summary>
/// If checked, the physics solver will use stiffness constraint for rope. It will be less likely to bend over and will preserve more it's shape.
/// </summary>
API_FIELD(Attributes="EditorOrder(30), EditorDisplay(\"Rope\")")
bool EnableStiffness = false;
private:
void Tick();
public:
// [Actor]
void Serialize(SerializeStream& stream, const void* otherObj) override;
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
void OnEnable() override;
void OnDisable() override;
void OnTransformChanged() override;
void OnParentChanged() override;
};