// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved. #pragma once #include "Engine/Core/Math/Quaternion.h" #include "Types.h" /// /// Physics simulation system. /// API_CLASS(Static) class FLAXENGINE_API Physics { DECLARE_SCRIPTING_TYPE_NO_SPAWN(Physics); /// /// The default physics scene. /// API_FIELD(ReadOnly) static PhysicsScene* DefaultScene; /// /// List with all physics scenes (readonly). /// API_FIELD(ReadOnly) static Array Scenes; /// /// Finds an existing or creates it if it does not exist. /// API_FUNCTION() static PhysicsScene* FindOrCreateScene(const StringView& name); /// /// Finds an existing scene. /// API_FUNCTION() static PhysicsScene* FindScene(const StringView& name); public: /// /// The automatic simulation feature. True if perform physics simulation after on fixed update by auto, otherwise user should do it. /// API_PROPERTY() static bool GetAutoSimulation(); /// /// 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: /// /// 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. /// API_PROPERTY() static bool IsDuringSimulation(); /// /// Flushes any latent physics actions (eg. object destroy, actor add/remove to the scene, etc.). /// API_FUNCTION() static void FlushRequests(); public: /// /// Performs a line between two points in the scene. /// /// The start position of the line. /// The end position of the line. /// 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 LineCast(const Vector3& start, const Vector3& end, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// /// Performs a line between two points in the scene. /// /// The start position of the line. /// The end position of the line. /// The result hit information. 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 ray hits an matching object, otherwise false. API_FUNCTION() static bool LineCast(const Vector3& start, const Vector3& end, API_PARAM(Out) RayCastHit& hitInfo, uint32 layerMask = MAX_uint32, bool hitTriggers = true); // /// Performs a line between two points in the scene, returns all hitpoints infos. /// /// The origin of the ray. /// The normalized direction of the ray. /// The result hits. 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 ray hits an matching object, otherwise false. API_FUNCTION() static bool LineCastAll(const Vector3& start, const Vector3& end, API_PARAM(Out) Array& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// /// 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 capsule center. /// The radius of the capsule. /// The height of the capsule, excluding the top and bottom spheres. /// The normalized direction in which cast a capsule. /// 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 capsule center. /// The radius of the capsule. /// The height of the capsule, excluding the top and bottom spheres. /// The normalized direction in which cast a capsule. /// 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 capsule center. /// The radius of the capsule. /// The height of the capsule, excluding the top and bottom spheres. /// The normalized direction in which cast a capsule. /// 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); /// /// Performs a sweep test against objects in the scene using a convex mesh. /// /// The convex mesh center. /// Collision data of the convex mesh. /// The scale of the convex mesh. /// The normalized direction in which cast a convex mesh. /// The convex mesh 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 convex mesh hits an matching object, otherwise false. API_FUNCTION() static bool ConvexCast(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, 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 convex mesh. /// /// The convex mesh center. /// Collision data of the convex mesh. /// The scale of the convex mesh. /// The normalized direction in which cast a convex mesh. /// The result hit information. Valid only when method returns true. /// The convex mesh 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 convex mesh hits an matching object, otherwise false. API_FUNCTION() static bool ConvexCast(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, 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 convex mesh. /// /// The convex mesh center. /// Collision data of the convex mesh. /// The scale of the convex mesh. /// The normalized direction in which cast a convex mesh. /// The result hits. Valid only when method returns true. /// The convex mesh 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 convex mesh hits an matching object, otherwise false. API_FUNCTION() static bool ConvexCastAll(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, 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); /// /// Checks whether the given convex mesh overlaps with other colliders or not. /// /// The convex mesh center. /// Collision data of the convex mesh. /// The scale of the convex mesh. /// The convex mesh rotation. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. /// True if convex mesh overlaps any matching object, otherwise false. API_FUNCTION() static bool CheckConvex(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, 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 capsule. /// /// 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 capsule. 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 convex mesh. /// /// The convex mesh center. /// Collision data of the convex mesh. /// The scale of the convex mesh. /// The result colliders that overlap with the given convex mesh. Valid only when method returns true. /// The convex mesh rotation. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. /// True if convex mesh overlaps any matching object, otherwise false. API_FUNCTION() static bool OverlapConvex(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, 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 capsule. /// /// 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 capsule. 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 convex mesh. /// /// The convex mesh center. /// Collision data of the convex mesh. /// The scale of the convex mesh. /// The result colliders that overlap with the given convex mesh. Valid only when method returns true. /// The convex mesh rotation. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. /// True if convex mesh overlaps any matching object, otherwise false. API_FUNCTION() static bool OverlapConvex(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true); };