Files
FlaxEngine/Source/Engine/Physics/Physics.cpp
2020-12-07 23:40:54 +01:00

649 lines
16 KiB
C++

// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#include "Physics.h"
#include "Engine/Core/Log.h"
#include "Engine/Threading/Threading.h"
#include "Engine/Platform/CPUInfo.h"
#include "PhysicsSettings.h"
#include "Utilities.h"
#include "PhysicsStepper.h"
#include "SimulationEventCallback.h"
#include "Engine/Level/Level.h"
#include "Actors/PhysicsActor.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Core/Memory/Memory.h"
#include "Engine/Engine/EngineService.h"
#include <ThirdParty/PhysX/PxPhysicsAPI.h>
#include <ThirdParty/PhysX/PxActor.h>
#if WITH_PVD
#include <ThirdParty/PhysX/pvd/PxPvd.h>
#endif
// Temporary memory size used by the PhysX during the simulation. Must be multiply of 4kB and 16bit aligned.
#define SCRATCH_BLOCK_SIZE (1024 * 128)
class PhysXAllocator : public PxAllocatorCallback
{
public:
void* allocate(size_t size, const char* typeName, const char* filename, int line) override
{
return Allocator::Allocate(size, 16);
}
void deallocate(void* ptr) override
{
Allocator::Free(ptr);
}
};
class PhysXError : public PxErrorCallback
{
public:
PhysXError()
{
}
~PhysXError()
{
}
public:
// [PxErrorCallback]
void reportError(PxErrorCode::Enum code, const char* message, const char* file, int line) override
{
LOG(Error, "PhysX Error! Code: {0}.\n{1}\nSource: {2} : {3}.", static_cast<int32>(code), String(message), String(file), line);
}
};
PxFilterFlags PhysiXFilterShader(
PxFilterObjectAttributes attributes0, PxFilterData filterData0,
PxFilterObjectAttributes attributes1, PxFilterData filterData1,
PxPairFlags& pairFlags, const void* constantBlock, PxU32 constantBlockSize)
{
// Let triggers through
if (PxFilterObjectIsTrigger(attributes0) || PxFilterObjectIsTrigger(attributes1))
{
pairFlags |= PxPairFlag::eNOTIFY_TOUCH_FOUND;
pairFlags |= PxPairFlag::eNOTIFY_TOUCH_LOST;
pairFlags |= PxPairFlag::eDETECT_DISCRETE_CONTACT;
return PxFilterFlag::eDEFAULT;
}
// Send events for the kinematic actors but don't solve the contact
if (PxFilterObjectIsKinematic(attributes0) && PxFilterObjectIsKinematic(attributes1))
{
pairFlags |= PxPairFlag::eNOTIFY_TOUCH_FOUND;
pairFlags |= PxPairFlag::eNOTIFY_TOUCH_PERSISTS;
pairFlags |= PxPairFlag::eNOTIFY_TOUCH_LOST;
pairFlags |= PxPairFlag::eDETECT_DISCRETE_CONTACT;
return PxFilterFlag::eSUPPRESS;
}
// Trigger the contact callback for pairs (A,B) where the filtermask of A contains the ID of B and vice versa
if ((filterData0.word0 & filterData1.word1) && (filterData1.word0 & filterData0.word1))
{
pairFlags |= PxPairFlag::eSOLVE_CONTACT;
pairFlags |= PxPairFlag::eDETECT_DISCRETE_CONTACT;
pairFlags |= PxPairFlag::eNOTIFY_TOUCH_FOUND;
pairFlags |= PxPairFlag::eNOTIFY_TOUCH_PERSISTS;
pairFlags |= PxPairFlag::ePOST_SOLVER_VELOCITY;
pairFlags |= PxPairFlag::eNOTIFY_CONTACT_POINTS;
return PxFilterFlag::eDEFAULT;
}
// Ignore pair (no collisions nor events)
return PxFilterFlag::eKILL;
}
enum class ActionType
{
Sleep,
};
struct ActionData
{
ActionType Type;
PxActor* Actor;
};
PxPhysics* CPhysX = nullptr;
PhysXAllocator PhysXAllocatorCallback;
PhysXError PhysXErrorCallback;
PxSimulationFilterShader PhysXDefaultFilterShader = PxDefaultSimulationFilterShader;
#if WITH_PVD
PxPvd* CPVD = nullptr;
#endif
PxTolerancesScale ToleranceScale;
SimulationEventCallback EventsCallback;
void* ScratchMemory = nullptr;
FixedStepper* Stepper = nullptr;
CriticalSection FlushLocker;
Array<PxActor*> NewActors;
Array<ActionData> Actions;
Array<PxActor*> DeadActors;
Array<PxMaterial*> DeadMaterials;
Array<PxBase*> _deadObjects;
Array<PhysicsColliderActor*> DeadColliders;
Array<Joint*> DeadJoints;
bool _isDuringSimulation = false;
PxFoundation* _foundation = nullptr;
#if COMPILE_WITH_PHYSICS_COOKING
PxCooking* Cooking = nullptr;
#endif
PxScene* PhysicsScene = nullptr;
PxMaterial* DefaultMaterial = nullptr;
PxControllerManager* ControllerManager = nullptr;
PxCpuDispatcher* CpuDispatcher = nullptr;
bool Physics::AutoSimulation = true;
class PhysicsService : public EngineService
{
public:
PhysicsService()
: EngineService(TEXT("Physics"), 0)
{
}
bool Init() override;
void LateUpdate() override;
void Dispose() override;
};
PhysicsService PhysicsServiceInstance;
bool PhysicsService::Init()
{
#define CHECK_INIT(value, msg) if(!value) { LOG(Error, msg); return true; }
auto cpuInfo = Platform::GetCPUInfo();
auto settings = PhysicsSettings::Instance();
// Send info
LOG(Info, "Setup NVIDIA PhysX {0}.{1}.{2}", PX_PHYSICS_VERSION_MAJOR, PX_PHYSICS_VERSION_MINOR, PX_PHYSICS_VERSION_BUGFIX);
// Init PhysX foundation object
_foundation = PxCreateFoundation(PX_PHYSICS_VERSION, PhysXAllocatorCallback, PhysXErrorCallback);
CHECK_INIT(_foundation, "PxCreateFoundation failed!");
// Recording memory allocations is necessary if you want to
// use the memory facilities in PVD effectively. Since PVD isn't necessarily connected
// right away, we add a mechanism that records all outstanding memory allocations and
// forwards them to PVD when it does connect.
// This certainly has a performance and memory profile effect and thus should be used
// only in non-production builds.
#if PHYSX_MEMORY_STATS
// Want names of PhysX allocations
GPhysXFoundation->setReportAllocationNames(true);
#endif
// Config
ToleranceScale.length = 100;
ToleranceScale.speed = 981;
PxPvd* pvd = nullptr;
#if WITH_PVD
{
// Connection parameters
const char* pvd_host_ip = "127.0.0.1"; // IP of the PC which is running PVD
int port = 5425; // TCP port to connect to, where PVD is listening
unsigned int timeout = 100; // Timeout in milliseconds to wait for PVD to respond, consoles and remote PCs need a higher timeout.
// Init PVD
pvd = PxCreatePvd(*_foundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(pvd_host_ip, port, timeout);
const bool isConnected = pvd->connect(*transport, PxPvdInstrumentationFlag::eALL);
if (isConnected)
{
LOG(Info, "Connected to PhysX Visual Debugger (PVD)"));
}
CPVD = pvd;
}
#endif
// Init top-level PhysX objects
CPhysX = PxCreatePhysics(PX_PHYSICS_VERSION, *_foundation, ToleranceScale, false, pvd);
CHECK_INIT(CPhysX, "PxCreatePhysics failed!");
// Init Extensions
const bool extensionsInit = PxInitExtensions(*CPhysX, pvd);
CHECK_INIT(extensionsInit, "PxInitExtensions failed!");
#if WITH_VEHICLE
PxInitVehicleSDK(*Physics);
#endif
#if COMPILE_WITH_PHYSICS_COOKING
#if !USE_EDITOR
if (settings->SupportCookingAtRuntime)
#endif
{
// Init cooking
PxCookingParams cookingParams(ToleranceScale);
cookingParams.meshWeldTolerance = 0.1f; // Weld to 1mm precision
cookingParams.meshPreprocessParams = PxMeshPreprocessingFlags(PxMeshPreprocessingFlag::eWELD_VERTICES);
Cooking = PxCreateCooking(PX_PHYSICS_VERSION, *_foundation, cookingParams);
CHECK_INIT(Cooking, "PxCreateCooking failed!");
}
#endif
// Create scene description
PxSceneDesc sceneDesc(CPhysX->getTolerancesScale());
sceneDesc.gravity = C2P(settings->DefaultGravity);
sceneDesc.flags |= PxSceneFlag::eENABLE_ACTIVE_ACTORS;
//sceneDesc.flags |= PxSceneFlag::eEXCLUDE_KINEMATICS_FROM_ACTIVE_ACTORS; // TODO: set it?
if (!settings->DisableCCD)
sceneDesc.flags |= PxSceneFlag::eENABLE_CCD;
if (settings->EnableAdaptiveForce)
sceneDesc.flags |= PxSceneFlag::eADAPTIVE_FORCE;
sceneDesc.simulationEventCallback = &EventsCallback;
sceneDesc.filterShader = PhysiXFilterShader;
sceneDesc.bounceThresholdVelocity = settings->BounceThresholdVelocity;
if (sceneDesc.cpuDispatcher == nullptr)
{
CpuDispatcher = PxDefaultCpuDispatcherCreate(Math::Clamp<uint32>(cpuInfo.ProcessorCoreCount - 1, 1, 4));
CHECK_INIT(CpuDispatcher, "PxDefaultCpuDispatcherCreate failed!");
sceneDesc.cpuDispatcher = CpuDispatcher;
}
if (sceneDesc.filterShader == nullptr)
{
sceneDesc.filterShader = PhysXDefaultFilterShader;
}
// Create scene
PhysicsScene = CPhysX->createScene(sceneDesc);
CHECK_INIT(PhysicsScene, "createScene failed!");
// Init characters controller
ControllerManager = PxCreateControllerManager(*PhysicsScene);
// Create default resources
DefaultMaterial = CPhysX->createMaterial(0.7f, 0.7f, 0.3f);
return false;
#undef CHECK_INIT
}
void PhysicsService::LateUpdate()
{
Physics::FlushRequests();
}
void PhysicsService::Dispose()
{
// Ensure to finish (wait for simulation end)
Physics::CollectResults();
// Cleanup
if (CPhysX)
Physics::FlushRequests();
RELEASE_PHYSX(DefaultMaterial);
SAFE_DELETE(Stepper);
Allocator::Free(ScratchMemory);
ScratchMemory = nullptr;
RELEASE_PHYSX(ControllerManager);
SAFE_DELETE(CpuDispatcher);
// Remove all scenes still registered
const int32 numScenes = CPhysX ? CPhysX->getNbScenes() : 0;
if (numScenes)
{
Array<PxScene*> PScenes;
PScenes.Resize(numScenes);
PScenes.SetAll(nullptr);
CPhysX->getScenes(PScenes.Get(), sizeof(PxScene*) * numScenes);
for (int32 i = 0; i < numScenes; i++)
{
if (PScenes[i])
{
PScenes[i]->release();
}
}
}
#if COMPILE_WITH_PHYSICS_COOKING
RELEASE_PHYSX(Cooking);
#endif
if (CPhysX)
{
#if WITH_VEHICLE
PxCloseVehicleSDK();
#endif
PxCloseExtensions();
}
RELEASE_PHYSX(CPhysX);
#if WITH_PVD
RELEASE_PHYSX(CPVD);
#endif
RELEASE_PHYSX(_foundation);
}
PxPhysics* Physics::GetPhysics()
{
return CPhysX;
}
PxCooking* Physics::GetCooking()
{
return Cooking;
}
PxScene* Physics::GetScene()
{
return PhysicsScene;
}
PxControllerManager* Physics::GetControllerManager()
{
return ControllerManager;
}
PxTolerancesScale* Physics::GetTolerancesScale()
{
return &ToleranceScale;
}
Vector3 Physics::GetGravity()
{
return PhysicsScene ? P2C(PhysicsScene->getGravity()) : Vector3::Zero;
}
void Physics::SetGravity(const Vector3& value)
{
if (PhysicsScene)
PhysicsScene->setGravity(C2P(value));
}
bool Physics::GetEnableCCD()
{
return PhysicsScene ? (PhysicsScene->getFlags() & PxSceneFlag::eENABLE_CCD) == PxSceneFlag::eENABLE_CCD : !PhysicsSettings_DisableCCD;
}
void Physics::SetEnableCCD(const bool value)
{
if (PhysicsScene)
PhysicsScene->setFlag(PxSceneFlag::eENABLE_CCD, value);
}
float Physics::GetBounceThresholdVelocity()
{
return PhysicsScene ? PhysicsScene->getBounceThresholdVelocity() : PhysicsSettings_BounceThresholdVelocity;
}
void Physics::SetBounceThresholdVelocity(const float value)
{
if (PhysicsScene)
PhysicsScene->setBounceThresholdVelocity(value);
}
void Physics::Simulate(float dt)
{
ASSERT(IsInMainThread() && !_isDuringSimulation);
ASSERT(CPhysX);
const auto settings = PhysicsSettings::Instance();
// Flush the old/new objects and the other requests before the simulation
FlushRequests();
// Clamp delta
dt = Math::Clamp(dt, 0.0f, settings->MaxDeltaTime);
// Prepare util objects
if (ScratchMemory == nullptr)
{
ScratchMemory = Allocator::Allocate(SCRATCH_BLOCK_SIZE, 16);
}
if (Stepper == nullptr)
{
Stepper = New<FixedStepper>();
}
if (settings->EnableSubstepping)
{
// Use substeps
Stepper->Setup(settings->SubstepDeltaTime, settings->MaxSubsteps);
}
else
{
// Use single step
Stepper->Setup(dt);
}
// Start simulation (may not be fired due to too small delta time)
_isDuringSimulation = true;
if (Stepper->advance(PhysicsScene, dt, ScratchMemory, SCRATCH_BLOCK_SIZE) == false)
return;
EventsCallback.Clear();
// TODO: move this call after rendering done
Stepper->renderDone();
}
void Physics::CollectResults()
{
ASSERT(IsInMainThread());
if (!_isDuringSimulation)
return;
ASSERT(CPhysX && Stepper);
{
PROFILE_CPU_NAMED("Physics.Fetch");
// Gather results (with waiting for the end)
Stepper->wait(PhysicsScene);
}
{
PROFILE_CPU_NAMED("Physics.FlushActiveTransforms");
// Gather change info
PxU32 activeActorsCount;
PxActor** activeActors = PhysicsScene->getActiveActors(activeActorsCount);
if (activeActorsCount > 0)
{
// Update changed transformations
// TODO: use jobs system if amount if huge
for (uint32 i = 0; i < activeActorsCount; i++)
{
const auto pxActor = (PxRigidActor*)*activeActors++;
auto actor = dynamic_cast<IPhysicsActor*>((Actor*)pxActor->userData);
ASSERT(actor);
actor->OnActiveTransformChanged(pxActor->getGlobalPose());
}
}
}
{
PROFILE_CPU_NAMED("Physics.SendEvents");
EventsCallback.CollectResults();
EventsCallback.SendTriggerEvents();
EventsCallback.SendCollisionEvents();
EventsCallback.SendJointEvents();
}
// End
_isDuringSimulation = false;
}
bool Physics::IsDuringSimulation()
{
return _isDuringSimulation;
}
PxMaterial* Physics::GetDefaultMaterial()
{
return DefaultMaterial;
}
void Physics::FlushRequests()
{
ASSERT(!IsDuringSimulation());
ASSERT(CPhysX);
PROFILE_CPU();
FlushLocker.Lock();
// Note: this does not handle case when actor is removed and added to the scene at the same time
if (NewActors.HasItems())
{
GetScene()->addActors(NewActors.Get(), NewActors.Count());
NewActors.Clear();
}
for (int32 i = 0; i < Actions.Count(); i++)
{
const auto action = Actions[i];
switch (action.Type)
{
case ActionType::Sleep:
static_cast<PxRigidDynamic*>(action.Actor)->putToSleep();
break;
}
}
Actions.Clear();
if (DeadActors.HasItems())
{
GetScene()->removeActors(DeadActors.Get(), DeadActors.Count(), true);
for (int32 i = 0; i < DeadActors.Count(); i++)
{
DeadActors[i]->release();
}
DeadActors.Clear();
}
if (DeadColliders.HasItems())
{
for (int32 i = 0; i < DeadColliders.Count(); i++)
{
EventsCallback.OnColliderRemoved(DeadColliders[i]);
}
DeadColliders.Clear();
}
if (DeadJoints.HasItems())
{
for (int32 i = 0; i < DeadJoints.Count(); i++)
{
EventsCallback.OnJointRemoved(DeadJoints[i]);
}
DeadJoints.Clear();
}
for (int32 i = 0; i < DeadMaterials.Count(); i++)
{
auto material = DeadMaterials[i];
// Unlink ref to flax object
material->userData = nullptr;
material->release();
}
DeadMaterials.Clear();
for (int32 i = 0; i < _deadObjects.Count(); i++)
{
_deadObjects[i]->release();
}
_deadObjects.Clear();
FlushLocker.Unlock();
}
void Physics::RemoveMaterial(PxMaterial* material)
{
ASSERT(material);
FlushLocker.Lock();
DeadMaterials.Add(material);
FlushLocker.Unlock();
}
void Physics::RemoveObject(PxBase* obj)
{
ASSERT(obj);
FlushLocker.Lock();
_deadObjects.Add(obj);
FlushLocker.Unlock();
}
void Physics::AddActor(PxActor* actor)
{
ASSERT(actor);
FlushLocker.Lock();
if (IsInMainThread())
{
GetScene()->addActor(*actor);
}
else
{
NewActors.Add(actor);
}
FlushLocker.Unlock();
}
void Physics::AddActor(PxRigidDynamic* actor, bool putToSleep)
{
ASSERT(actor);
FlushLocker.Lock();
if (IsInMainThread())
{
GetScene()->addActor(*actor);
if (putToSleep)
actor->putToSleep();
}
else
{
NewActors.Add(actor);
if (putToSleep)
Actions.Add({ ActionType::Sleep, actor });
}
FlushLocker.Unlock();
}
void Physics::RemoveActor(PxActor* actor)
{
ASSERT(actor);
// Unlink ref to flax object
actor->userData = nullptr;
FlushLocker.Lock();
DeadActors.Add(actor);
FlushLocker.Unlock();
}
void Physics::RemoveCollider(PhysicsColliderActor* collider)
{
ASSERT(collider);
FlushLocker.Lock();
DeadColliders.Add(collider);
FlushLocker.Unlock();
}
void Physics::RemoveJoint(Joint* joint)
{
ASSERT(joint);
FlushLocker.Lock();
DeadJoints.Add(joint);
FlushLocker.Unlock();
}