// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Math/Vector2.h"
#include "Engine/Core/Math/Vector3.h"
#include "Engine/Core/Math/Quaternion.h"
#include "Engine/Scripting/ScriptingType.h"
#include "Types.h"
class PhysicsColliderActor;
class Joint;
class Collider;
///
/// Raycast hit result data.
///
API_STRUCT() struct RayCastHit
{
DECLARE_SCRIPTING_TYPE_NO_SPAWN(RayCastHit);
///
/// The collider that was hit.
///
API_FIELD() PhysicsColliderActor* Collider;
///
/// The normal of the surface the ray hit.
///
API_FIELD() Vector3 Normal;
///
/// The distance from the ray's origin to the hit location.
///
API_FIELD() float Distance;
///
/// The point in the world space where ray hit the collider.
///
API_FIELD() Vector3 Point;
///
/// The barycentric coordinates of hit point, for triangle mesh and height field.
///
API_FIELD() Vector2 UV;
public:
///
/// Gathers the data from the specified hit (PhysX).
///
/// The hit.
void Gather(const PxRaycastHit& hit);
///
/// Gathers the data from the specified hit (PhysX).
///
/// The hit.
void Gather(const PxSweepHit& hit);
};
///
/// Physics simulation system.
///
API_CLASS(Static) class FLAXENGINE_API Physics
{
DECLARE_SCRIPTING_TYPE_NO_SPAWN(Physics);
///
/// Gets the master physics object.
///
static PxPhysics* GetPhysics();
#if COMPILE_WITH_PHYSICS_COOKING
///
/// Gets physics cooking object
///
static PxCooking* GetCooking();
#endif
///
/// Gets PhysX scene object
///
static PxScene* GetScene();
///
/// Gets PhysX characters controller manager object
///
static PxControllerManager* GetControllerManager();
///
/// Gets the physics tolerances scale.
///
static PxTolerancesScale* GetTolerancesScale();
///
/// Gets the default query filter callback used for the scene queries.
///
static PxQueryFilterCallback* GetQueryFilterCallback();
///
/// Gets the default query filter callback used for the character controller collisions detection.
///
static PxQueryFilterCallback* GetCharacterQueryFilterCallback();
///
/// Gets the default physical material.
///
static PxMaterial* GetDefaultMaterial();
public:
///
/// The automatic simulation feature. True if perform physics simulation after on fixed update by auto, otherwise user should do it.
///
API_FIELD() static bool AutoSimulation;
///
/// Gets the current gravity force.
///
API_PROPERTY() static Vector3 GetGravity();
///
/// Sets the current gravity force.
///
API_PROPERTY() static void SetGravity(const Vector3& value);
///
/// Gets the CCD feature enable flag.
///
API_PROPERTY() static bool GetEnableCCD();
///
/// Sets the CCD feature enable flag.
///
API_PROPERTY() static void SetEnableCCD(bool value);
///
/// Gets the minimum relative velocity required for an object to bounce.
///
API_PROPERTY() static float GetBounceThresholdVelocity();
///
/// Sets the minimum relative velocity required for an object to bounce.
///
API_PROPERTY() static void SetBounceThresholdVelocity(float value);
///
/// The collision layers masks. Used to define layer-based collision detection.
///
static uint32 LayerMasks[32];
public:
///
/// Performs a raycast against objects in the scene.
///
/// The origin of the ray.
/// The normalized direction of the ray.
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
/// True if ray hits an matching object, otherwise false.
API_FUNCTION() static bool RayCast(const Vector3& origin, const Vector3& direction, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
/// Performs a raycast against objects in the scene, returns results in a RayCastHit structure.
///
/// The origin of the ray.
/// The normalized direction of the ray.
/// The result hit information. Valid only when method returns true.
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
/// True if ray hits an matching object, otherwise false.
API_FUNCTION() static bool RayCast(const Vector3& origin, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
/// Performs a raycast against objects in the scene, returns results in a RayCastHit structure.
///
/// The origin of the ray.
/// The normalized direction of the ray.
/// The result hits. Valid only when method returns true.
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
/// True if ray hits an matching object, otherwise false.
API_FUNCTION() static bool RayCastAll(const Vector3& origin, const Vector3& direction, API_PARAM(Out) Array& results, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
/// Performs a sweep test against objects in the scene using a box geometry.
///
/// The box center.
/// The half size of the box in each direction.
/// The normalized direction in which cast a box.
/// The box rotation.
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
/// True if box hits an matching object, otherwise false.
API_FUNCTION() static bool BoxCast(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
/// Performs a sweep test against objects in the scene using a box geometry.
///
/// The box center.
/// The half size of the box in each direction.
/// The normalized direction in which cast a box.
/// The result hit information. Valid only when method returns true.
/// The box rotation.
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
/// True if box hits an matching object, otherwise false.
API_FUNCTION() static bool BoxCast(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
/// Performs a sweep test against objects in the scene using a box geometry.
///
/// The box center.
/// The half size of the box in each direction.
/// The normalized direction in which cast a box.
/// The result hits. Valid only when method returns true.
/// The box rotation.
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
/// True if box hits an matching object, otherwise false.
API_FUNCTION() static bool BoxCastAll(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
/// Performs a sweep test against objects in the scene using a sphere geometry.
///
/// The sphere center.
/// The radius of the sphere.
/// The normalized direction in which cast a sphere.
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
/// True if sphere hits an matching object, otherwise false.
API_FUNCTION() static bool SphereCast(const Vector3& center, float radius, const Vector3& direction, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
/// Performs a sweep test against objects in the scene using a sphere geometry.
///
/// The sphere center.
/// The radius of the sphere.
/// The normalized direction in which cast a sphere.
/// The result hit information. Valid only when method returns true.
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
/// True if sphere hits an matching object, otherwise false.
API_FUNCTION() static bool SphereCast(const Vector3& center, float radius, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
/// Performs a sweep test against objects in the scene using a sphere geometry.
///
/// The sphere center.
/// The radius of the sphere.
/// The normalized direction in which cast a sphere.
/// The result hits. Valid only when method returns true.
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
/// True if sphere hits an matching object, otherwise false.
API_FUNCTION() static bool SphereCastAll(const Vector3& center, float radius, const Vector3& direction, API_PARAM(Out) Array& results, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
/// Performs a sweep test against objects in the scene using a capsule geometry.
///
/// The box center.
/// The radius of the capsule.
/// The height of the capsule, excluding the top and bottom spheres.
/// The normalized direction in which cast a box.
/// The capsule rotation.
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
/// True if capsule hits an matching object, otherwise false.
API_FUNCTION() static bool CapsuleCast(const Vector3& center, float radius, float height, const Vector3& direction, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
/// Performs a sweep test against objects in the scene using a capsule geometry.
///
/// The box center.
/// The radius of the capsule.
/// The height of the capsule, excluding the top and bottom spheres.
/// The normalized direction in which cast a box.
/// The result hit information. Valid only when method returns true.
/// The capsule rotation.
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
/// True if capsule hits an matching object, otherwise false.
API_FUNCTION() static bool CapsuleCast(const Vector3& center, float radius, float height, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
/// Performs a sweep test against objects in the scene using a capsule geometry.
///
/// The box center.
/// The radius of the capsule.
/// The height of the capsule, excluding the top and bottom spheres.
/// The normalized direction in which cast a box.
/// The result hits. Valid only when method returns true.
/// The capsule rotation.
/// The maximum distance the ray should check for collisions.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
/// True if capsule hits an matching object, otherwise false.
API_FUNCTION() static bool CapsuleCastAll(const Vector3& center, float radius, float height, const Vector3& direction, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
/// Checks whether the given box overlaps with other colliders or not.
///
/// The box center.
/// The half size of the box in each direction.
/// The box rotation.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
/// True if box overlaps any matching object, otherwise false.
API_FUNCTION() static bool CheckBox(const Vector3& center, const Vector3& halfExtents, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
/// Checks whether the given sphere overlaps with other colliders or not.
///
/// The sphere center.
/// The radius of the sphere.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
/// True if sphere overlaps any matching object, otherwise false.
API_FUNCTION() static bool CheckSphere(const Vector3& center, float radius, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
/// Checks whether the given capsule overlaps with other colliders or not.
///
/// The capsule center.
/// The radius of the capsule.
/// The height of the capsule, excluding the top and bottom spheres.
/// The capsule rotation.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
/// True if capsule overlaps any matching object, otherwise false.
API_FUNCTION() static bool CheckCapsule(const Vector3& center, float radius, float height, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
/// Finds all colliders touching or inside of the given box.
///
/// The box center.
/// The half size of the box in each direction.
/// The box rotation.
/// The result colliders that overlap with the given box. Valid only when method returns true.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
/// True if box overlaps any matching object, otherwise false.
API_FUNCTION() static bool OverlapBox(const Vector3& center, const Vector3& halfExtents, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
/// Finds all colliders touching or inside of the given sphere.
///
/// The sphere center.
/// The radius of the sphere.
/// The result colliders that overlap with the given sphere. Valid only when method returns true.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
/// True if sphere overlaps any matching object, otherwise false.
API_FUNCTION() static bool OverlapSphere(const Vector3& center, float radius, API_PARAM(Out) Array& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
/// Finds all colliders touching or inside of the given sphere.
///
/// The sphere center.
/// The radius of the capsule.
/// The height of the capsule, excluding the top and bottom spheres.
/// The result colliders that overlap with the given sphere. Valid only when method returns true.
/// The capsule rotation.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
/// True if capsule overlaps any matching object, otherwise false.
API_FUNCTION() static bool OverlapCapsule(const Vector3& center, float radius, float height, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
/// Finds all colliders touching or inside of the given box.
///
/// The box center.
/// The half size of the box in each direction.
/// The box rotation.
/// The result colliders that overlap with the given box. Valid only when method returns true.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
/// True if box overlaps any matching object, otherwise false.
API_FUNCTION() static bool OverlapBox(const Vector3& center, const Vector3& halfExtents, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
/// Finds all colliders touching or inside of the given sphere.
///
/// The sphere center.
/// The radius of the sphere.
/// The result colliders that overlap with the given sphere. Valid only when method returns true.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
/// True if sphere overlaps any matching object, otherwise false.
API_FUNCTION() static bool OverlapSphere(const Vector3& center, float radius, API_PARAM(Out) Array& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
///
/// Finds all colliders touching or inside of the given sphere.
///
/// The capsule center.
/// The radius of the capsule.
/// The height of the capsule, excluding the top and bottom spheres.
/// The result colliders that overlap with the given sphere. Valid only when method returns true.
/// The capsule rotation.
/// The layer mask used to filter the results.
/// If set to true triggers will be hit, otherwise will skip them.
/// True if capsule overlaps any matching object, otherwise false.
API_FUNCTION() static bool OverlapCapsule(const Vector3& center, float radius, float height, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
public:
///
/// Called during main engine loop to start physic simulation. Use CollectResults after.
///
/// The delta time (in seconds).
API_FUNCTION() static void Simulate(float dt);
///
/// Called during main engine loop to collect physic simulation results and apply them as well as fire collision events.
///
API_FUNCTION() static void CollectResults();
///
/// Checks if physical simulation is running
///
/// True if simulation is active, otherwise false
API_PROPERTY() static bool IsDuringSimulation();
public:
///
/// Flushes the async requests to add/remove actors, remove materials, etc..
///
static void FlushRequests();
///
/// Removes the material (using safe async request).
///
/// The material.
static void RemoveMaterial(PxMaterial* material);
///
/// Removes the physX object via calling release() on it (using safe async request).
///
/// The obj.
static void RemoveObject(PxBase* obj);
///
/// Adds the actor (using safe async request).
///
/// The actor.
static void AddActor(PxActor* actor);
///
/// Adds the actor (using safe async request).
///
/// The actor.
/// If set to true will put actor to sleep after spawning.
static void AddActor(PxRigidDynamic* actor, bool putToSleep = false);
///
/// Removes the actor (using safe async request).
///
/// The actor.
static void RemoveActor(PxActor* actor);
///
/// Marks that collider has been removed (all collision events should be cleared to prevent leaks of using removed object).
///
/// The collider.
static void RemoveCollider(PhysicsColliderActor* collider);
///
/// Marks that joint has been removed (all collision events should be cleared to prevent leaks of using removed object).
///
/// The joint.
static void RemoveJoint(Joint* joint);
};