// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved. #include "Collider.h" #include "Engine/Core/Log.h" #include "Engine/Serialization/Serialization.h" #include "Engine/Physics/Utilities.h" #include "Engine/Physics/PhysicsSettings.h" #include "Engine/Physics/Physics.h" #include "Engine/Physics/PhysicalMaterial.h" #include "Engine/Physics/Actors/RigidBody.h" #include #include #include #include #include #include #include Collider::Collider(const SpawnParams& params) : PhysicsColliderActor(params) , _center(Vector3::Zero) , _isTrigger(false) , _shape(nullptr) , _staticActor(nullptr) , _cachedScale(1.0f) , _contactOffset(10.0f) { Material.Changed.Bind(this); } void Collider::SetIsTrigger(bool value) { if (value == _isTrigger || !CanBeTrigger()) return; _isTrigger = value; if (_shape) { const bool isTrigger = _isTrigger && CanBeTrigger(); const PxShapeFlags shapeFlags = GetShapeFlags(isTrigger, IsActiveInHierarchy()); _shape->setFlags(shapeFlags); } } void Collider::SetCenter(const Vector3& value) { if (Vector3::NearEqual(value, _center)) return; _center = value; if (_staticActor) { _shape->setLocalPose(PxTransform(C2P(_center))); } else if (const RigidBody* rigidBody = GetAttachedRigidBody()) { _shape->setLocalPose(PxTransform(C2P((_localTransform.Translation + _localTransform.Orientation * _center) * rigidBody->GetScale()), C2P(_localTransform.Orientation))); } UpdateBounds(); } void Collider::SetContactOffset(float value) { value = Math::Clamp(value, 0.0f, 100.0f); if (Math::NearEqual(value, _contactOffset)) return; _contactOffset = value; if (_shape) { _shape->setContactOffset(Math::Max(_shape->getRestOffset() + ZeroTolerance, _contactOffset)); } } bool Collider::RayCast(const Vector3& origin, const Vector3& direction, float& resultHitDistance, float maxDistance) const { resultHitDistance = MAX_float; if (_shape == nullptr) return false; // Prepare data const PxTransform trans(C2P(_transform.Translation), C2P(_transform.Orientation)); const PxHitFlags hitFlags = PxHitFlag::ePOSITION | PxHitFlag::eNORMAL | PxHitFlag::eFACE_INDEX | PxHitFlag::eUV; // Perform raycast test PxRaycastHit hit; if (PxGeometryQuery::raycast(C2P(origin), C2P(direction), _shape->getGeometry().any(), trans, maxDistance, hitFlags, 1, &hit) != 0) { resultHitDistance = hit.distance; return true; } return false; } bool Collider::RayCast(const Vector3& origin, const Vector3& direction, RayCastHit& hitInfo, float maxDistance) const { if (_shape == nullptr) return false; // Prepare data const PxTransform trans(C2P(_transform.Translation), C2P(_transform.Orientation)); const PxHitFlags hitFlags = PxHitFlag::ePOSITION | PxHitFlag::eNORMAL | PxHitFlag::eUV; PxRaycastHit hit; // Perform raycast test if (PxGeometryQuery::raycast(C2P(origin), C2P(direction), _shape->getGeometry().any(), trans, maxDistance, hitFlags, 1, &hit) == 0) return false; // Gather results hitInfo.Gather(hit); return true; } void Collider::ClosestPoint(const Vector3& position, Vector3& result) const { if (_shape == nullptr) { result = Vector3::Maximum; return; } // Prepare data const PxTransform trans(C2P(_transform.Translation), C2P(_transform.Orientation)); PxVec3 closestPoint; // Compute distance between a point and a geometry object const float distanceSqr = PxGeometryQuery::pointDistance(C2P(position), _shape->getGeometry().any(), trans, &closestPoint); if (distanceSqr > 0.0f) { // Use calculated point result = P2C(closestPoint); } else { // Fallback to the input location result = position; } } bool Collider::ContainsPoint(const Vector3& point) const { if (_shape) { const PxTransform trans(C2P(_transform.Translation), C2P(_transform.Orientation)); const float distanceSqr = PxGeometryQuery::pointDistance(C2P(point), _shape->getGeometry().any(), trans); return distanceSqr <= 0.0f; } return false; } bool Collider::ComputePenetration(const Collider* colliderA, const Collider* colliderB, Vector3& direction, float& distance) { direction = Vector3::Zero; distance = 0.0f; CHECK_RETURN(colliderA && colliderB, false); const PxShape* shapeA = colliderA->GetPxShape(); const PxShape* shapeB = colliderB->GetPxShape(); if (!shapeA || !shapeB) return false; const PxTransform poseA(C2P(colliderA->GetPosition()), C2P(colliderA->GetOrientation())); const PxTransform poseB(C2P(colliderB->GetPosition()), C2P(colliderB->GetOrientation())); return PxGeometryQuery::computePenetration( C2P(direction), distance, shapeA->getGeometry().any(), poseA, shapeB->getGeometry().any(), poseB ); } bool Collider::IsAttached() const { return _shape && _shape->getActor() != nullptr; } RigidBody* Collider::GetAttachedRigidBody() const { if (_shape && _staticActor == nullptr) { auto actor = _shape->getActor(); if (actor && actor->is()) return static_cast(actor->userData); } return nullptr; } void Collider::Attach(RigidBody* rigidBody) { ASSERT(CanAttach(rigidBody)); // Remove static body if used if (_staticActor) RemoveStaticActor(); // Create shape if missing if (_shape == nullptr) CreateShape(); // Attach rigidBody->GetPhysXRigidActor()->attachShape(*_shape); _shape->setLocalPose(PxTransform(C2P((_localTransform.Translation + _localTransform.Orientation * _center) * rigidBody->GetScale()), C2P(_localTransform.Orientation))); if (rigidBody->IsDuringPlay()) rigidBody->UpdateBounds(); } void Collider::UpdateScale() { const Vector3 scale = GetScale(); if (Vector3::NearEqual(_cachedScale, scale)) return; // Recreate shape geometry UpdateGeometry(); } void Collider::UpdateLayerBits() { ASSERT(_shape); PxFilterData filterData; // Own layer ID filterData.word0 = GetLayerMask(); // Own layer mask filterData.word1 = PhysicsSettings::Instance()->LayerMasks[GetLayer()]; _shape->setSimulationFilterData(filterData); _shape->setQueryFilterData(filterData); } void Collider::CreateShapeBase(const PxGeometry& geometry) { ASSERT(_shape == nullptr); // Prepare const bool isTrigger = _isTrigger && CanBeTrigger(); const PxShapeFlags shapeFlags = GetShapeFlags(isTrigger, IsActiveInHierarchy()); PxMaterial* material = Physics::GetDefaultMaterial(); if (Material && !Material->WaitForLoaded() && Material->Instance) { material = ((PhysicalMaterial*)Material->Instance)->GetPhysXMaterial(); } // Create shape _shape = CPhysX->createShape(geometry, *material, true, shapeFlags); ASSERT(_shape); _shape->userData = this; // Setup properties _shape->setContactOffset(Math::Max(_shape->getRestOffset() + ZeroTolerance, _contactOffset)); UpdateLayerBits(); } void Collider::CreateStaticActor() { ASSERT(_staticActor == nullptr); const PxTransform trans(C2P(_transform.Translation), C2P(_transform.Orientation)); _staticActor = CPhysX->createRigidStatic(trans); ASSERT(_staticActor); _staticActor->userData = this; // Reset local pos of the shape and link it to the actor _shape->setLocalPose(PxTransform(C2P(_center))); _staticActor->attachShape(*_shape); Physics::AddActor(_staticActor); } void Collider::RemoveStaticActor() { ASSERT(_staticActor != nullptr); Physics::RemoveActor(_staticActor); _staticActor = nullptr; } void Collider::OnMaterialChanged() { // Update the shape material if (_shape) { PxMaterial* material = Physics::GetDefaultMaterial(); if (Material && !Material->WaitForLoaded() && Material->Instance) { material = ((PhysicalMaterial*)Material->Instance)->GetPhysXMaterial(); } _shape->setMaterials(&material, 1); } } void Collider::Serialize(SerializeStream& stream, const void* otherObj) { // Base PhysicsColliderActor::Serialize(stream, otherObj); SERIALIZE_GET_OTHER_OBJ(Collider); SERIALIZE_MEMBER(IsTrigger, _isTrigger); SERIALIZE_MEMBER(Center, _center); SERIALIZE_MEMBER(ContactOffset, _contactOffset); SERIALIZE(Material); } void Collider::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) { // Base PhysicsColliderActor::Deserialize(stream, modifier); DESERIALIZE_MEMBER(IsTrigger, _isTrigger); DESERIALIZE_MEMBER(Center, _center); DESERIALIZE_MEMBER(ContactOffset, _contactOffset); DESERIALIZE(Material); } void Collider::BeginPlay(SceneBeginData* data) { // Check if has no shape created (it means no rigidbody requested it but also collider may be spawned at runtime) if (_shape == nullptr) { CreateShape(); // Check if parent is a rigidbody const auto rigidBody = dynamic_cast(GetParent()); if (rigidBody && CanAttach(rigidBody)) { // Attach to the rigidbody Attach(rigidBody); } else { // Be a static collider CreateStaticActor(); } } // Base PhysicsColliderActor::BeginPlay(data); } void Collider::EndPlay() { if (_shape) { // Detach from the actor auto actor = _shape->getActor(); if (actor) actor->detachShape(*_shape); // Check if was using a static actor and cleanup it if (_staticActor) { RemoveStaticActor(); } // Release shape Physics::RemoveCollider(this); _shape->release(); _shape = nullptr; } // Base PhysicsColliderActor::EndPlay(); } void Collider::OnActiveInTreeChanged() { // Base PhysicsColliderActor::OnActiveInTreeChanged(); if (_shape) { const bool isTrigger = _isTrigger && CanBeTrigger(); const PxShapeFlags shapeFlags = GetShapeFlags(isTrigger, IsActiveInHierarchy()); _shape->setFlags(shapeFlags); auto rigidBody = GetAttachedRigidBody(); if (rigidBody) { rigidBody->UpdateMass(); // TODO: maybe wake up only if one ore more shapes attached is active? //if (rigidBody->GetStartAwake()) // rigidBody->WakeUp(); } } } void Collider::OnParentChanged() { // Base PhysicsColliderActor::OnParentChanged(); // Check reparenting collider case if (_shape) { // Detach from the actor auto actor = _shape->getActor(); if (actor) actor->detachShape(*_shape); // Check if the new parent is a rigidbody const auto rigidBody = dynamic_cast(GetParent()); if (rigidBody && CanAttach(rigidBody)) { // Attach to the rigidbody (will remove static actor if it's n use) Attach(rigidBody); } else { // Use static actor (if not created yet) if (_staticActor == nullptr) CreateStaticActor(); } } } void Collider::OnTransformChanged() { // Base PhysicsColliderActor::OnTransformChanged(); if (_staticActor) { _staticActor->setGlobalPose(PxTransform(C2P(_transform.Translation), C2P(_transform.Orientation))); } else if (const RigidBody* rigidBody = GetAttachedRigidBody()) { _shape->setLocalPose(PxTransform(C2P((_localTransform.Translation + _localTransform.Orientation * _center) * rigidBody->GetScale()), C2P(_localTransform.Orientation))); } UpdateScale(); UpdateBounds(); } void Collider::OnLayerChanged() { // Base PhysicsColliderActor::OnLayerChanged(); if (_shape) UpdateLayerBits(); }