// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved. #include "Cloth.h" #include "Engine/Core/Log.h" #include "Engine/Graphics/Models/MeshBase.h" #include "Engine/Graphics/Models/MeshDeformation.h" #include "Engine/Physics/PhysicsBackend.h" #include "Engine/Physics/PhysicsScene.h" #include "Engine/Profiler/ProfilerCPU.h" #include "Engine/Serialization/Serialization.h" #include "Engine/Level/Actors/AnimatedModel.h" #if USE_EDITOR #include "Engine/Level/Scene/SceneRendering.h" #include "Engine/Debug/DebugDraw.h" #endif Cloth::Cloth(const SpawnParams& params) : Actor(params) { // Use the first mesh by default _mesh.LODIndex = _mesh.MeshIndex = 0; } ModelInstanceActor::MeshReference Cloth::GetMesh() const { auto value = _mesh; value.Actor = Cast(GetParent()); // Force to use cloth's parent only return value; } void Cloth::SetMesh(const ModelInstanceActor::MeshReference& value) { if (_mesh.LODIndex == value.LODIndex && _mesh.MeshIndex == value.MeshIndex) return; // Remove mesh deformer (mesh index/lod changes) if (_meshDeformation) { Function deformer; deformer.Bind(this); _meshDeformation->RemoveDeformer(_mesh.LODIndex, _mesh.MeshIndex, MeshBufferType::Vertex0, deformer); _meshDeformation = nullptr; } _mesh = value; _mesh.Actor = nullptr; // Don't store this reference Rebuild(); } void Cloth::SetForce(const ForceSettings& value) { _forceSettings = value; #if WITH_CLOTH if (_cloth) PhysicsBackend::SetClothForceSettings(_cloth, &value); #endif } void Cloth::SetCollision(const CollisionSettings& value) { _collisionSettings = value; #if WITH_CLOTH if (_cloth) PhysicsBackend::SetClothCollisionSettings(_cloth, &value); #endif } void Cloth::SetSimulation(const SimulationSettings& value) { _simulationSettings = value; #if WITH_CLOTH if (_cloth) PhysicsBackend::SetClothSimulationSettings(_cloth, &value); #endif } void Cloth::SetFabric(const FabricSettings& value) { _fabricSettings = value; #if WITH_CLOTH if (_cloth) PhysicsBackend::SetClothFabricSettings(_cloth, &value); #endif } void Cloth::Rebuild() { #if WITH_CLOTH if (_cloth) { // Remove old if (IsDuringPlay()) PhysicsBackend::RemoveCloth(GetPhysicsScene()->GetPhysicsScene(), _cloth); DestroyCloth(); // Create new CreateCloth(); if (IsDuringPlay()) PhysicsBackend::AddCloth(GetPhysicsScene()->GetPhysicsScene(), _cloth); } #endif } void Cloth::ClearInteria() { #if WITH_CLOTH if (_cloth) PhysicsBackend::ClearClothInertia(_cloth); #endif } void Cloth::Serialize(SerializeStream& stream, const void* otherObj) { Actor::Serialize(stream, otherObj); SERIALIZE_GET_OTHER_OBJ(Cloth); SERIALIZE_MEMBER(Mesh, _mesh); SERIALIZE_MEMBER(Force, _forceSettings); SERIALIZE_MEMBER(Collision, _collisionSettings); SERIALIZE_MEMBER(Simulation, _simulationSettings); SERIALIZE_MEMBER(Fabric, _fabricSettings); } void Cloth::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) { Actor::Deserialize(stream, modifier); DESERIALIZE_MEMBER(Mesh, _mesh); _mesh.Actor = nullptr; // Don't store this reference DESERIALIZE_MEMBER(Force, _forceSettings); DESERIALIZE_MEMBER(Collision, _collisionSettings); DESERIALIZE_MEMBER(Simulation, _simulationSettings); DESERIALIZE_MEMBER(Fabric, _fabricSettings); } #if USE_EDITOR void Cloth::DrawPhysicsDebug(RenderView& view) { #if WITH_CLOTH if (_cloth) { const ModelInstanceActor::MeshReference mesh = GetMesh(); if (mesh.Actor == nullptr) return; BytesContainer indicesData; int32 indicesCount = 0; if (mesh.Actor->GetMeshData(mesh, MeshBufferType::Index, indicesData, indicesCount)) return; PhysicsBackend::LockClothParticles(_cloth); const Span particles = PhysicsBackend::GetClothCurrentParticles(_cloth); const Transform transform = GetTransform(); const bool indices16bit = indicesData.Length() / indicesCount == sizeof(uint16); const int32 trianglesCount = indicesCount / 3; for (int32 triangleIndex = 0; triangleIndex < trianglesCount; triangleIndex++) { const int32 index = triangleIndex * 3; int32 i0, i1, i2; if (indices16bit) { i0 = indicesData.Get()[index]; i1 = indicesData.Get()[index + 1]; i2 = indicesData.Get()[index + 2]; } else { i0 = indicesData.Get()[index]; i1 = indicesData.Get()[index + 1]; i2 = indicesData.Get()[index + 2]; } const Vector3 v0 = transform.LocalToWorld(Vector3(particles[i0])); const Vector3 v1 = transform.LocalToWorld(Vector3(particles[i1])); const Vector3 v2 = transform.LocalToWorld(Vector3(particles[i2])); // TODO: highlight immovable cloth particles with a different color DEBUG_DRAW_TRIANGLE(v0, v1, v2, Color::Pink, 0, true); } PhysicsBackend::UnlockClothParticles(_cloth); } #endif } void Cloth::OnDebugDrawSelected() { #if WITH_CLOTH if (_cloth) { DEBUG_DRAW_WIRE_BOX(_box, Color::Violet.RGBMultiplied(0.8f), 0, true); const ModelInstanceActor::MeshReference mesh = GetMesh(); if (mesh.Actor == nullptr) return; BytesContainer indicesData; int32 indicesCount = 0; if (mesh.Actor->GetMeshData(mesh, MeshBufferType::Index, indicesData, indicesCount)) return; PhysicsBackend::LockClothParticles(_cloth); const Span particles = PhysicsBackend::GetClothCurrentParticles(_cloth); const Transform transform = GetTransform(); const bool indices16bit = indicesData.Length() / indicesCount == sizeof(uint16); const int32 trianglesCount = indicesCount / 3; for (int32 triangleIndex = 0; triangleIndex < trianglesCount; triangleIndex++) { const int32 index = triangleIndex * 3; int32 i0, i1, i2; if (indices16bit) { i0 = indicesData.Get()[index]; i1 = indicesData.Get()[index + 1]; i2 = indicesData.Get()[index + 2]; } else { i0 = indicesData.Get()[index]; i1 = indicesData.Get()[index + 1]; i2 = indicesData.Get()[index + 2]; } const Vector3 v0 = transform.LocalToWorld(Vector3(particles[i0])); const Vector3 v1 = transform.LocalToWorld(Vector3(particles[i1])); const Vector3 v2 = transform.LocalToWorld(Vector3(particles[i2])); // TODO: highlight immovable cloth particles with a different color DEBUG_DRAW_LINE(v0, v1, Color::White, 0, false); DEBUG_DRAW_LINE(v1, v2, Color::White, 0, false); DEBUG_DRAW_LINE(v2, v0, Color::White, 0, false); } PhysicsBackend::UnlockClothParticles(_cloth); } #endif Actor::OnDebugDrawSelected(); } #endif void Cloth::BeginPlay(SceneBeginData* data) { if (CreateCloth()) { LOG(Error, "Failed to create cloth '{0}'", GetNamePath()); } Actor::BeginPlay(data); } void Cloth::EndPlay() { Actor::EndPlay(); if (_cloth) { DestroyCloth(); } } void Cloth::OnEnable() { #if USE_EDITOR GetSceneRendering()->AddPhysicsDebug(this); #endif #if WITH_CLOTH if (_cloth) { PhysicsBackend::AddCloth(GetPhysicsScene()->GetPhysicsScene(), _cloth); } #endif Actor::OnEnable(); } void Cloth::OnDisable() { Actor::OnDisable(); #if WITH_CLOTH if (_cloth) { PhysicsBackend::RemoveCloth(GetPhysicsScene()->GetPhysicsScene(), _cloth); } #endif #if USE_EDITOR GetSceneRendering()->RemovePhysicsDebug(this); #endif } void Cloth::OnParentChanged() { Actor::OnParentChanged(); Rebuild(); } void Cloth::OnTransformChanged() { Actor::OnTransformChanged(); #if WITH_CLOTH if (_cloth) { // Move cloth but consider this as teleport if the position delta is significant const float minTeleportDistanceSq = Math::Square(1000.0f); const bool teleport = Vector3::DistanceSquared(_cachedPosition, _transform.Translation) >= minTeleportDistanceSq; _cachedPosition = _transform.Translation; PhysicsBackend::SetClothTransform(_cloth, _transform, teleport); } else #endif { _box = BoundingBox(_transform.Translation); _sphere = BoundingSphere(_transform.Translation, 0.0f); } } void Cloth::OnPhysicsSceneChanged(PhysicsScene* previous) { Actor::OnPhysicsSceneChanged(previous); #if WITH_CLOTH if (_cloth) { PhysicsBackend::RemoveCloth(previous->GetPhysicsScene(), _cloth); void* scene = GetPhysicsScene()->GetPhysicsScene(); PhysicsBackend::AddCloth(scene, _cloth); } #endif } bool Cloth::CreateCloth() { #if WITH_CLOTH PROFILE_CPU(); // Get mesh data // TODO: consider making it via async task so physics can wait on the cloth setup from mesh data just before next fixed update which gives more time when loading scene const ModelInstanceActor::MeshReference mesh = GetMesh(); if (mesh.Actor == nullptr) return false; PhysicsClothDesc desc; desc.Actor = this; BytesContainer data; int32 count; if (mesh.Actor->GetMeshData(mesh, MeshBufferType::Vertex0, data, count)) return true; desc.VerticesData = data.Get(); desc.VerticesCount = count; desc.VerticesStride = data.Length() / count; if (mesh.Actor->GetMeshData(mesh, MeshBufferType::Index, data, count)) return true; desc.IndicesData = data.Get(); desc.IndicesCount = count; desc.IndicesStride = data.Length() / count; // Create cloth ASSERT(_cloth == nullptr); _cloth = PhysicsBackend::CreateCloth(desc); if (_cloth == nullptr) return true; _cachedPosition = _transform.Translation; PhysicsBackend::SetClothForceSettings(_cloth, &_forceSettings); PhysicsBackend::SetClothCollisionSettings(_cloth, &_collisionSettings); PhysicsBackend::SetClothSimulationSettings(_cloth, &_simulationSettings); PhysicsBackend::SetClothFabricSettings(_cloth, &_fabricSettings); PhysicsBackend::SetClothTransform(_cloth, _transform, true); PhysicsBackend::ClearClothInertia(_cloth); // Add cloth mesh deformer if (auto* deformation = mesh.Actor->GetMeshDeformation()) { Function deformer; deformer.Bind(this); deformation->AddDeformer(mesh.LODIndex, mesh.MeshIndex, MeshBufferType::Vertex0, deformer); _meshDeformation = deformation; } #endif return false; } void Cloth::DestroyCloth() { #if WITH_CLOTH if (_meshDeformation) { Function deformer; deformer.Bind(this); _meshDeformation->RemoveDeformer(_mesh.LODIndex, _mesh.MeshIndex, MeshBufferType::Vertex0, deformer); _meshDeformation = nullptr; } PhysicsBackend::DestroyCloth(_cloth); _cloth = nullptr; #endif } void Cloth::OnUpdated() { if (_meshDeformation) { // Mark mesh as dirty const Matrix invWorld = Matrix::Invert(_transform.GetWorld()); BoundingBox localBounds; BoundingBox::Transform(_box, invWorld, localBounds); _meshDeformation->Dirty(_mesh.LODIndex, _mesh.MeshIndex, MeshBufferType::Vertex0, localBounds); // Update bounds (for mesh culling) auto* actor = (ModelInstanceActor*)GetParent(); actor->UpdateBounds(); } } void Cloth::RunClothDeformer(const MeshBase* mesh, MeshDeformationData& deformation) { #if WITH_CLOTH PROFILE_CPU_NAMED("Cloth"); PhysicsBackend::LockClothParticles(_cloth); const Span particles = PhysicsBackend::GetClothCurrentParticles(_cloth); // Update mesh vertices based on the cloth particles positions auto vbData = deformation.VertexBuffer.Data.Get(); auto vbCount = (uint32)mesh->GetVertexCount(); auto vbStride = (uint32)deformation.VertexBuffer.Data.Count() / vbCount; // TODO: add support for mesh vertex data layout descriptor instead hardcoded position data at the beginning of VB0 ASSERT((uint32)particles.Length() >= vbCount); if (auto* animatedModel = Cast(GetParent())) { if (animatedModel->GraphInstance.NodesPose.IsEmpty()) { // Delay unit skinning data is ready PhysicsBackend::UnlockClothParticles(_cloth); _meshDeformation->Dirty(_mesh.LODIndex, _mesh.MeshIndex, MeshBufferType::Vertex0); return; } // TODO: optimize memory allocs (eg. get pose as Span for readonly) Array pose; animatedModel->GetCurrentPose(pose); const SkeletonData& skeleton = animatedModel->SkinnedModel->Skeleton; // Animated model uses skinning thus requires to set vertex position inverse to skeleton bones ASSERT(vbStride == sizeof(VB0SkinnedElementType)); for (uint32 i = 0; i < vbCount; i++) { VB0SkinnedElementType& vb0 = *(VB0SkinnedElementType*)vbData; // Calculate skinned vertex matrix from bones blending const Float4 blendWeights = vb0.BlendWeights.ToFloat4(); // TODO: optimize this or use _skinningData from AnimatedModel to access current mesh bones data directly Matrix matrix; const SkeletonBone& bone0 = skeleton.Bones[vb0.BlendIndices.R]; Matrix::Multiply(bone0.OffsetMatrix, pose[bone0.NodeIndex], matrix); Matrix boneMatrix = matrix * blendWeights.X; if (blendWeights.Y > 0.0f) { const SkeletonBone& bone1 = skeleton.Bones[vb0.BlendIndices.G]; Matrix::Multiply(bone1.OffsetMatrix, pose[bone1.NodeIndex], matrix); boneMatrix += matrix * blendWeights.Y; } if (blendWeights.Z > 0.0f) { const SkeletonBone& bone2 = skeleton.Bones[vb0.BlendIndices.B]; Matrix::Multiply(bone2.OffsetMatrix, pose[bone2.NodeIndex], matrix); boneMatrix += matrix * blendWeights.Z; } if (blendWeights.W > 0.0f) { const SkeletonBone& bone3 = skeleton.Bones[vb0.BlendIndices.A]; Matrix::Multiply(bone3.OffsetMatrix, pose[bone3.NodeIndex], matrix); boneMatrix += matrix * blendWeights.W; } // Set vertex position so it will match cloth particle pos after skinning with bone matrix Matrix boneMatrixInv; Matrix::Invert(boneMatrix, boneMatrixInv); Float3 pos = *(Float3*)&particles.Get()[i]; vb0.Position = Float3::Transform(pos, boneMatrixInv); vbData += vbStride; } } else { for (uint32 i = 0; i < vbCount; i++) { *((Float3*)vbData) = *(Float3*)&particles.Get()[i]; vbData += vbStride; } } // Mark whole mesh as modified deformation.DirtyMinIndex = 0; deformation.DirtyMaxIndex = vbCount; PhysicsBackend::UnlockClothParticles(_cloth); #endif }