#pragma once #include "Engine/Scripting/ScriptingObject.h" #include "Engine/Scripting/ScriptingType.h" #include "Engine/Core/Math/Vector3.h" #include "Engine/Core/Math/Quaternion.h" #include "Types.h" #if WITH_VEHICLE class WheeledVehicle; #endif struct ActionData; struct RayCastHit; class FixedStepper; class PhysicsSettings; class PhysicsColliderActor; class PhysicsScenePhysX; class Joint; class Collider; class CollisionData; /// /// Isolated physics scene. /// API_CLASS(NoSpawn) class FLAXENGINE_API PhysicsScene : public PersistentScriptingObject { DECLARE_SCRIPTING_TYPE_NO_SPAWN(PhysicsScene); explicit PhysicsScene(const String& name, const PhysicsSettings& settings); ~PhysicsScene(); /// /// Gets the name of the scene. /// API_PROPERTY() String GetName() const; public: String ToString() const override { return GetName(); } PxScene* GetScene(); /// /// The automatic simulation feature. True if perform physics simulation after on fixed update by auto, otherwise user should do it. /// API_PROPERTY() bool GetAutoSimulation(); API_PROPERTY() void SetAutoSimulation(bool value); /// /// Sets the current gravity force. /// API_PROPERTY() void SetGravity(const Vector3& value); /// /// Gets the current gravity force. /// API_PROPERTY() Vector3 GetGravity(); /// /// Gets the CCD feature enable flag. /// API_PROPERTY() bool GetEnableCCD(); /// /// Sets the CCD feature enable flag. /// API_PROPERTY() void SetEnableCCD(const bool value); /// /// Gets the minimum relative velocity required for an object to bounce. /// API_PROPERTY() float GetBounceThresholdVelocity(); /// /// Sets the minimum relative velocity required for an object to bounce. /// API_PROPERTY() void SetBounceThresholdVelocity(const float value); /// /// Called during main engine loop to start physic simulation. Use CollectResults after. /// /// The delta time (in seconds). API_FUNCTION() void Simulate(float dt); /// /// Checks if physical simulation is running /// /// True if simulation is active, otherwise false API_PROPERTY() bool IsDuringSimulation(); /// /// Called to collect physic simulation results and apply them as well as fire collision events. /// API_FUNCTION() void CollectResults(); /// /// Flushes the async requests to add/remove actors, remove materials, etc.. /// void FlushRequests(); /// /// Removes the material (using safe async request). /// /// The material. void RemoveMaterial(PxMaterial* material); /// /// Removes the physX object via calling release() on it (using safe async request). /// /// The obj. void RemoveObject(PxBase* obj); /// /// Adds the actor (using safe async request). /// /// The actor. void AddActor(PxActor* actor); /// /// Adds the actor (using safe async request). /// /// The actor. /// If set to true will put actor to sleep after spawning. void AddActor(PxRigidDynamic* actor, bool putToSleep = false); /// /// Removes the actor (using safe async request). /// /// The actor. void RemoveActor(PxActor* actor); /// /// Removes the actor from the underlying physics scene without destroying it. /// void UnlinkActor(PxActor* actor); /// /// Marks that collider has been removed (all collision events should be cleared to prevent leaks of using removed object). /// /// The collider. 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. void RemoveJoint(Joint* joint); /// /// Gets PhysX characters controller manager object /// PxControllerManager* GetControllerManager(); public: /// /// Gets the default query filter callback used for the scene queries. /// PxQueryFilterCallback* GetQueryFilterCallback(); /// /// Gets the default query filter callback used for the character controller collisions detection. /// PxQueryFilterCallback* GetCharacterQueryFilterCallback(); /// /// Gets the default controller filter callback used for the character controller collisions detection. /// static PxControllerFilterCallback* GetCharacterControllerFilterCallback(); /// /// 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() 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() 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() 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() 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() 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() 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() 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() 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() 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() 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() 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() 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() 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() 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() 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() 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() 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() 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() 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() 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() 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() 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() 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() 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() 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() 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() 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); public: #if WITH_VEHICLE void AddWheeledVehicle(WheeledVehicle* vehicle); void RemoveWheeledVehicle(WheeledVehicle* vehicle); #endif private: String mName; bool mAutoSimulation = true; void* mScratchMemory = nullptr; FixedStepper* mStepper = nullptr; float mLastDeltaTime = 0.0f; bool mIsDuringSimulation = false; PhysicsScenePhysX* mPhysxImpl; };