185 lines
5.9 KiB
C++
185 lines
5.9 KiB
C++
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#include "SplineRopeBody.h"
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#include "Engine/Level/Actors/Spline.h"
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#include "Engine/Level/Scene/Scene.h"
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#include "Engine/Physics/Physics.h"
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#include "Engine/Physics/PhysicsScene.h"
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#include "Engine/Engine/Time.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Serialization/Serialization.h"
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SplineRopeBody::SplineRopeBody(const SpawnParams& params)
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: Actor(params)
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{
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}
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void SplineRopeBody::Tick()
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{
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if (!_spline || _spline->GetSplinePointsCount() < 2)
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return;
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PROFILE_CPU();
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// Cache data
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const Vector3 gravity = GetPhysicsScene()->GetGravity() * GravityScale;
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auto& keyframes = _spline->Curve.GetKeyframes();
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const Transform splineTransform = _spline->GetTransform();
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const int32 keyframesCount = keyframes.Count();
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const float substepTime = SubstepTime;
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const float substepTimeSqr = substepTime * substepTime;
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bool splineDirty = false;
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// Synchronize spline keyframes with simulated masses
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if (_masses.Count() > keyframesCount)
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_masses.Resize(keyframesCount);
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else
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{
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_masses.EnsureCapacity(keyframesCount);
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while (_masses.Count() < keyframesCount)
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{
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const int32 i = _masses.Count();
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auto& mass = _masses.AddOne();
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mass.PrevPosition = splineTransform.LocalToWorld(keyframes[i].Value.Translation);
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if (i != 0)
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mass.SegmentLength = Vector3::Distance(mass.PrevPosition, _masses[i - 1].PrevPosition);
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else
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mass.SegmentLength = 0.0f;
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}
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}
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{
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// Rope start
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auto& mass = _masses.First();
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mass.Position = mass.PrevPosition = GetPosition();
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mass.Unconstrained = false;
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if (splineTransform.LocalToWorld(keyframes.First().Value.Translation) != mass.Position)
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splineDirty = true;
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}
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for (int32 i = 1; i < keyframesCount; i++)
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{
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auto& mass = _masses[i];
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mass.Unconstrained = true;
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mass.Position = splineTransform.LocalToWorld(keyframes[i].Value.Translation);
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}
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if (AttachEnd)
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{
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// Rope end
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auto& mass = _masses.Last();
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mass.Position = mass.PrevPosition = AttachEnd->GetPosition();
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mass.Unconstrained = false;
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if (splineTransform.LocalToWorld(keyframes.Last().Value.Translation) != mass.Position)
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splineDirty = true;
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}
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// Perform simulation in substeps to have better stability
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_time += Time::Update.DeltaTime.GetTotalSeconds();
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while (_time > substepTime)
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{
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// Verlet integration
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// [Reference: https://en.wikipedia.org/wiki/Verlet_integration]
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const Vector3 force = gravity + AdditionalForce;
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for (int32 i = 0; i < keyframesCount; i++)
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{
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auto& mass = _masses[i];
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if (mass.Unconstrained)
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{
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const Vector3 velocity = mass.Position - mass.PrevPosition;
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mass.PrevPosition = mass.Position;
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mass.Position = mass.Position + velocity + (substepTimeSqr * force);
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keyframes[i].Value.Translation = splineTransform.WorldToLocal(mass.Position);
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}
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}
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// Distance constraint
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for (int32 i = 1; i < keyframesCount; i++)
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{
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auto& massA = _masses[i - 1];
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auto& massB = _masses[i];
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Vector3 offset = massB.Position - massA.Position;
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const Real distance = offset.Length();
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const Real scale = (distance - massB.SegmentLength) / Math::Max<Real>(distance, ZeroTolerance);
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if (massA.Unconstrained && massB.Unconstrained)
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{
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offset *= scale * 0.5f;
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massA.Position += offset;
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massB.Position -= offset;
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}
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else if (massA.Unconstrained)
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{
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massA.Position += scale * offset;
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}
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else if (massB.Unconstrained)
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{
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massB.Position -= scale * offset;
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}
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}
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// Stiffness constraint
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if (EnableStiffness)
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{
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for (int32 i = 2; i < keyframesCount; i++)
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{
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auto& massA = _masses[i - 2];
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auto& massB = _masses[i];
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Vector3 offset = massB.Position - massA.Position;
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const Real distance = offset.Length();
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const Real scale = (distance - massB.SegmentLength * 2.0f) / Math::Max<Real>(distance, ZeroTolerance);
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if (massA.Unconstrained && massB.Unconstrained)
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{
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offset *= scale * 0.5f;
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massA.Position += offset;
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massB.Position -= offset;
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}
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else if (massA.Unconstrained)
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{
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massA.Position += scale * offset;
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}
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else if (massB.Unconstrained)
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{
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massB.Position -= scale * offset;
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}
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}
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}
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_time -= substepTime;
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splineDirty = true;
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}
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// Update spline and relevant components (eg. spline model)
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if (splineDirty)
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{
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for (int32 i = 0; i < keyframesCount; i++)
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keyframes[i].Value.Translation = splineTransform.WorldToLocal(_masses[i].Position);
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_spline->UpdateSpline();
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}
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}
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void SplineRopeBody::OnEnable()
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{
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GetScene()->Ticking.FixedUpdate.AddTick<SplineRopeBody, &SplineRopeBody::Tick>(this);
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Actor::OnEnable();
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}
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void SplineRopeBody::OnDisable()
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{
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Actor::OnDisable();
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GetScene()->Ticking.FixedUpdate.RemoveTick(this);
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}
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void SplineRopeBody::OnParentChanged()
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{
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Actor::OnParentChanged();
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_spline = Cast<Spline>(_parent);
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}
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void SplineRopeBody::OnTransformChanged()
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{
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Actor::OnTransformChanged();
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_box = BoundingBox(_transform.Translation);
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_sphere = BoundingSphere(_transform.Translation, 0.0f);
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}
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