Merge remote-tracking branch 'origin/master' into 1.9

This commit is contained in:
Wojtek Figat
2024-07-19 00:32:54 +02:00
21 changed files with 347 additions and 114 deletions

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@@ -19,6 +19,7 @@ CharacterController::CharacterController(const SpawnParams& params)
, _minMoveDistance(0.0f)
, _isUpdatingTransform(false)
, _upDirection(Vector3::Up)
, _gravityDisplacement(Vector3::Zero)
, _nonWalkableMode(NonWalkableModes::PreventClimbing)
, _lastFlags(CollisionFlags::None)
{
@@ -148,10 +149,16 @@ CharacterController::CollisionFlags CharacterController::GetFlags() const
CharacterController::CollisionFlags CharacterController::SimpleMove(const Vector3& speed)
{
const float deltaTime = Time::GetCurrentSafe()->DeltaTime.GetTotalSeconds();
Vector3 displacement = speed;
displacement += GetPhysicsScene()->GetGravity() * deltaTime;
displacement *= deltaTime;
return Move(displacement);
Vector3 displacement = speed + _gravityDisplacement;
CollisionFlags result = Move(displacement * deltaTime);
if ((static_cast<int>(result) & static_cast<int>(CollisionFlags::Below)) != 0)
{
// Reset accumulated gravity acceleration when we touch the ground
_gravityDisplacement = Vector3::Zero;
}
else
_gravityDisplacement += GetPhysicsScene()->GetGravity() * deltaTime;
return result;
}
CharacterController::CollisionFlags CharacterController::Move(const Vector3& displacement)

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@@ -66,6 +66,7 @@ private:
float _minMoveDistance;
bool _isUpdatingTransform;
Vector3 _upDirection;
Vector3 _gravityDisplacement;
NonWalkableModes _nonWalkableMode;
CollisionFlags _lastFlags;

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@@ -133,7 +133,13 @@ void MeshCollider::GetGeometry(CollisionShape& collision)
// Prepare scale
Float3 scale = _cachedScale;
const float minSize = 0.001f;
scale = Float3::Max(scale.GetAbsolute(), minSize);
Float3 scaleAbs = scale.GetAbsolute();
if (scaleAbs.X < minSize)
scale.X = Math::Sign(scale.X) * minSize;
if (scaleAbs.Y < minSize)
scale.Y = Math::Sign(scale.Y) * minSize;
if (scaleAbs.Z < minSize)
scale.Z = Math::Sign(scale.Z) * minSize;
// Setup shape (based on type)
CollisionDataType type = CollisionDataType::None;

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@@ -321,7 +321,12 @@ class CharacterControllerHitReportPhysX : public PxUserControllerHitReport
{
void onHit(const PxControllerHit& hit, Collision& c)
{
ASSERT_LOW_LAYER(c.ThisActor && c.OtherActor);
if (c.ThisActor == nullptr || c.OtherActor == nullptr)
{
// One of the actors was deleted (eg. via RigidBody destroyed by gameplay) then skip processing this collision
return;
}
c.Impulse = Vector3::Zero;
c.ThisVelocity = P2C(hit.dir) * hit.length;
c.OtherVelocity = Vector3::Zero;
@@ -564,6 +569,7 @@ namespace
Array<PxBase*> DeleteObjects;
bool _queriesHitTriggers = true;
bool _enableCCD = true;
PhysicsCombineMode _frictionCombineMode = PhysicsCombineMode::Average;
PhysicsCombineMode _restitutionCombineMode = PhysicsCombineMode::Average;
@@ -697,6 +703,8 @@ PxFilterFlags FilterShader(
pairFlags |= PxPairFlag::eNOTIFY_TOUCH_LOST;
pairFlags |= PxPairFlag::ePOST_SOLVER_VELOCITY;
pairFlags |= PxPairFlag::eNOTIFY_CONTACT_POINTS;
if (_enableCCD)
pairFlags |= PxPairFlag::eDETECT_CCD_CONTACT;
return PxFilterFlag::eDEFAULT;
}
@@ -1220,6 +1228,7 @@ void PhysicsBackend::Shutdown()
void PhysicsBackend::ApplySettings(const PhysicsSettings& settings)
{
_queriesHitTriggers = settings.QueriesHitTriggers;
_enableCCD = !settings.DisableCCD;
_frictionCombineMode = settings.FrictionCombineMode;
_restitutionCombineMode = settings.RestitutionCombineMode;
@@ -1256,6 +1265,8 @@ void* PhysicsBackend::CreateScene(const PhysicsSettings& settings)
sceneDesc.simulationEventCallback = &scenePhysX->EventsCallback;
sceneDesc.filterShader = FilterShader;
sceneDesc.bounceThresholdVelocity = settings.BounceThresholdVelocity;
if (settings.EnableEnhancedDeterminism)
sceneDesc.flags |= PxSceneFlag::eENABLE_ENHANCED_DETERMINISM;
switch (settings.SolverType)
{
case PhysicsSolverType::ProjectedGaussSeidelIterativeSolver:

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@@ -94,10 +94,16 @@ public:
API_FIELD(Attributes="EditorOrder(71), EditorDisplay(\"Simulation\")")
PhysicsBroadPhaseType BroadPhaseType = PhysicsBroadPhaseType::ParallelAutomaticBoxPruning;
/// <summary>
/// Enables enhanced determinism in the simulation. This has a performance impact.
/// </summary>
API_FIELD(Attributes="EditorOrder(71), EditorDisplay(\"Simulation\")")
bool EnableEnhancedDeterminism = false;
/// <summary>
/// The solver type to use in the simulation.
/// </summary>
API_FIELD(Attributes="EditorOrder(72), EditorDisplay(\"Simulation\")")
API_FIELD(Attributes="EditorOrder(73), EditorDisplay(\"Simulation\")")
PhysicsSolverType SolverType = PhysicsSolverType::ProjectedGaussSeidelIterativeSolver;
/// <summary>