Files
FlaxEngine/Source/Engine/Physics/Actors/RigidBody.cpp

579 lines
17 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#include "RigidBody.h"
#include "Engine/Core/Log.h"
#include "Engine/Physics/Colliders/Collider.h"
#include "Engine/Physics/PhysicsBackend.h"
#include "Engine/Physics/PhysicsScene.h"
#include "Engine/Serialization/Serialization.h"
RigidBody::RigidBody(const SpawnParams& params)
: Actor(params)
, _actor(nullptr)
, _cachedScale(1.0f)
, _mass(1.0f)
, _linearDamping(0.01f)
, _angularDamping(0.05f)
, _maxAngularVelocity(7.0f)
, _massScale(1.0f)
, _centerOfMassOffset(Float3::Zero)
, _constraints(RigidbodyConstraints::None)
, _enableSimulation(true)
, _isKinematic(false)
, _useCCD(false)
, _enableGravity(true)
, _startAwake(true)
, _updateMassWhenScaleChanges(false)
, _overrideMass(false)
, _isUpdatingTransform(false)
{
}
void RigidBody::SetIsKinematic(const bool value)
{
if (value == GetIsKinematic())
return;
_isKinematic = value;
if (_actor)
{
PhysicsBackend::SetRigidDynamicActorFlag(_actor, PhysicsBackend::RigidDynamicFlags::Kinematic, value);
if (!value && _isActive && _startAwake)
WakeUp();
}
}
void RigidBody::SetLinearDamping(float value)
{
if (Math::NearEqual(value, _linearDamping))
return;
_linearDamping = value;
if (_actor)
PhysicsBackend::SetRigidDynamicActorLinearDamping(_actor, _linearDamping);
}
void RigidBody::SetAngularDamping(float value)
{
if (Math::NearEqual(value, _angularDamping))
return;
_angularDamping = value;
if (_actor)
PhysicsBackend::SetRigidDynamicActorAngularDamping(_actor, _angularDamping);
}
void RigidBody::SetEnableSimulation(bool value)
{
if (value == GetEnableSimulation())
return;
_enableSimulation = value;
if (_actor)
{
const bool isActive = _enableSimulation && IsActiveInHierarchy();
PhysicsBackend::SetActorFlag(_actor, PhysicsBackend::ActorFlags::NoSimulation, !isActive);
if (isActive && GetStartAwake())
WakeUp();
}
}
void RigidBody::SetUseCCD(bool value)
{
if (value == GetUseCCD())
return;
_useCCD = value;
if (_actor)
PhysicsBackend::SetRigidDynamicActorFlag(_actor, PhysicsBackend::RigidDynamicFlags::CCD, value);
}
void RigidBody::SetEnableGravity(bool value)
{
if (value == GetEnableGravity())
return;
_enableGravity = value;
if (_actor)
{
PhysicsBackend::SetActorFlag(_actor, PhysicsBackend::ActorFlags::NoGravity, !value);
if (value)
WakeUp();
}
}
void RigidBody::SetStartAwake(bool value)
{
_startAwake = value;
}
void RigidBody::SetUpdateMassWhenScaleChanges(bool value)
{
_updateMassWhenScaleChanges = value;
}
void RigidBody::SetMaxAngularVelocity(float value)
{
if (Math::NearEqual(value, _maxAngularVelocity))
return;
_maxAngularVelocity = value;
if (_actor)
PhysicsBackend::SetRigidDynamicActorMaxAngularVelocity(_actor, _maxAngularVelocity);
}
bool RigidBody::GetOverrideMass() const
{
return _overrideMass != 0;
}
void RigidBody::SetOverrideMass(bool value)
{
if (value == GetOverrideMass())
return;
_overrideMass = value;
UpdateMass();
}
float RigidBody::GetMass() const
{
return _mass;
}
void RigidBody::SetMass(float value)
{
if (Math::NearEqual(value, _mass))
return;
_mass = value;
_overrideMass = true;
UpdateMass();
}
float RigidBody::GetMassScale() const
{
return _massScale;
}
void RigidBody::SetMassScale(float value)
{
if (Math::NearEqual(value, _massScale))
return;
_massScale = value;
UpdateMass();
}
void RigidBody::SetCenterOfMassOffset(const Float3& value)
{
if (Float3::NearEqual(value, _centerOfMassOffset))
return;
_centerOfMassOffset = value;
if (_actor)
PhysicsBackend::SetRigidDynamicActorCenterOfMassOffset(_actor, _centerOfMassOffset);
}
void RigidBody::SetConstraints(const RigidbodyConstraints value)
{
if (value == _constraints)
return;
_constraints = value;
if (_actor)
PhysicsBackend::SetRigidDynamicActorConstraints(_actor, value);
}
Vector3 RigidBody::GetLinearVelocity() const
{
return _actor ? PhysicsBackend::GetRigidDynamicActorLinearVelocity(_actor) : Vector3::Zero;
}
void RigidBody::SetLinearVelocity(const Vector3& value) const
{
if (_actor)
PhysicsBackend::SetRigidDynamicActorLinearVelocity(_actor, value, GetStartAwake());
}
Vector3 RigidBody::GetAngularVelocity() const
{
return _actor ? PhysicsBackend::GetRigidDynamicActorAngularVelocity(_actor) : Vector3::Zero;
}
void RigidBody::SetAngularVelocity(const Vector3& value) const
{
if (_actor)
PhysicsBackend::SetRigidDynamicActorAngularVelocity(_actor, value, GetStartAwake());
}
float RigidBody::GetMaxDepenetrationVelocity() const
{
return _actor ? PhysicsBackend::GetRigidDynamicActorMaxDepenetrationVelocity(_actor) : 0;
}
void RigidBody::SetMaxDepenetrationVelocity(const float value) const
{
if (_actor)
PhysicsBackend::SetRigidDynamicActorMaxDepenetrationVelocity(_actor, value);
}
float RigidBody::GetSleepThreshold() const
{
return _actor ? PhysicsBackend::GetRigidDynamicActorSleepThreshold(_actor) : 0;
}
void RigidBody::SetSleepThreshold(const float value) const
{
if (_actor)
PhysicsBackend::SetRigidDynamicActorSleepThreshold(_actor, value);
}
Vector3 RigidBody::GetCenterOfMass() const
{
return _actor ? PhysicsBackend::GetRigidDynamicActorCenterOfMass(_actor) : Vector3::Zero;
}
bool RigidBody::IsSleeping() const
{
return _actor ? PhysicsBackend::GetRigidDynamicActorIsSleeping(_actor) : false;
}
void RigidBody::Sleep() const
{
if (_actor && GetEnableSimulation() && !GetIsKinematic() && IsActiveInHierarchy())
PhysicsBackend::RigidDynamicActorSleep(_actor);
}
void RigidBody::WakeUp() const
{
if (_actor && GetEnableSimulation() && !GetIsKinematic() && IsActiveInHierarchy())
PhysicsBackend::RigidDynamicActorWakeUp(_actor);
}
void RigidBody::UpdateMass()
{
if (_actor)
PhysicsBackend::UpdateRigidDynamicActorMass(_actor, _mass, _massScale, _overrideMass == 0);
}
void RigidBody::AddForce(const Vector3& force, ForceMode mode) const
{
if (_actor && GetEnableSimulation())
PhysicsBackend::AddRigidDynamicActorForce(_actor, force, mode);
}
void RigidBody::AddForceAtPosition(const Vector3& force, const Vector3& position, ForceMode mode) const
{
if (_actor && GetEnableSimulation())
PhysicsBackend::AddRigidDynamicActorForceAtPosition(_actor, force, position, mode);
}
void RigidBody::AddRelativeForce(const Vector3& force, ForceMode mode) const
{
AddForce(Vector3::Transform(force, _transform.Orientation), mode);
}
void RigidBody::AddTorque(const Vector3& torque, ForceMode mode) const
{
if (_actor && GetEnableSimulation())
PhysicsBackend::AddRigidDynamicActorTorque(_actor, torque, mode);
}
void RigidBody::AddRelativeTorque(const Vector3& torque, ForceMode mode) const
{
AddTorque(Vector3::Transform(torque, _transform.Orientation), mode);
}
void RigidBody::SetSolverIterationCounts(int32 minPositionIters, int32 minVelocityIters) const
{
if (_actor)
PhysicsBackend::SetRigidDynamicActorSolverIterationCounts(_actor, minPositionIters, minVelocityIters);
}
void RigidBody::ClosestPoint(const Vector3& position, Vector3& result) const
{
Vector3 tmp;
Real minDistanceSqr = MAX_Real;
result = Vector3::Maximum;
for (int32 i = 0; i < Children.Count(); i++)
{
const auto collider = dynamic_cast<Collider*>(Children[i]);
if (collider && collider->GetAttachedRigidBody() == this)
{
collider->ClosestPoint(position, tmp);
const Real dstSqr = Vector3::DistanceSquared(position, tmp);
if (dstSqr < minDistanceSqr)
{
minDistanceSqr = dstSqr;
result = tmp;
}
}
}
}
void RigidBody::AddMovement(const Vector3& translation, const Quaternion& rotation)
{
// filter rotation according to constraints
Quaternion allowedRotation;
if (EnumHasAllFlags(GetConstraints(), RigidbodyConstraints::LockRotation))
allowedRotation = Quaternion::Identity;
else
{
Float3 euler = rotation.GetEuler();
if (EnumHasAnyFlags(GetConstraints(), RigidbodyConstraints::LockRotationX))
euler.X = 0;
if (EnumHasAnyFlags(GetConstraints(), RigidbodyConstraints::LockRotationY))
euler.Y = 0;
if (EnumHasAnyFlags(GetConstraints(), RigidbodyConstraints::LockRotationZ))
euler.Z = 0;
allowedRotation = Quaternion::Euler(euler);
}
// filter translation according to the constraints
auto allowedTranslation = translation;
if (EnumHasAllFlags(GetConstraints(), RigidbodyConstraints::LockPosition))
allowedTranslation = Vector3::Zero;
else
{
if (EnumHasAnyFlags(GetConstraints(), RigidbodyConstraints::LockPositionX))
allowedTranslation.X = 0;
if (EnumHasAnyFlags(GetConstraints(), RigidbodyConstraints::LockPositionY))
allowedTranslation.Y = 0;
if (EnumHasAnyFlags(GetConstraints(), RigidbodyConstraints::LockPositionZ))
allowedTranslation.Z = 0;
}
Transform t;
t.Translation = _transform.Translation + allowedTranslation;
t.Orientation = _transform.Orientation * allowedRotation;
t.Scale = _transform.Scale;
SetTransform(t);
}
void RigidBody::OnCollisionEnter(const Collision& c)
{
CollisionEnter(c);
}
void RigidBody::OnCollisionExit(const Collision& c)
{
CollisionExit(c);
}
void RigidBody::OnTriggerEnter(PhysicsColliderActor* c)
{
TriggerEnter(c);
}
void RigidBody::OnTriggerExit(PhysicsColliderActor* c)
{
TriggerExit(c);
}
void RigidBody::OnColliderChanged(Collider* c)
{
UpdateMass();
// TODO: maybe wake up only if one ore more shapes attached is active?
//if (GetStartAwake())
// WakeUp();
}
void RigidBody::UpdateBounds()
{
void* actor = _actor;
if (actor && PhysicsBackend::GetRigidActorShapesCount(actor) != 0)
PhysicsBackend::GetActorBounds(actor, _box);
else
_box = BoundingBox(_transform.Translation);
BoundingSphere::FromBox(_box, _sphere);
}
void RigidBody::UpdateScale()
{
const Float3 scale = GetScale();
if (Float3::NearEqual(_cachedScale, scale))
return;
_cachedScale = scale;
// Check if update mass
if (_updateMassWhenScaleChanges && !_overrideMass)
UpdateMass();
}
void RigidBody::Serialize(SerializeStream& stream, const void* otherObj)
{
// Base
Actor::Serialize(stream, otherObj);
SERIALIZE_GET_OTHER_OBJ(RigidBody);
SERIALIZE_BIT_MEMBER(OverrideMass, _overrideMass);
SERIALIZE_MEMBER(Mass, _mass);
SERIALIZE_MEMBER(LinearDamping, _linearDamping);
SERIALIZE_MEMBER(AngularDamping, _angularDamping);
SERIALIZE_MEMBER(MaxAngularVelocity, _maxAngularVelocity);
SERIALIZE_MEMBER(CenterOfMassOffset, _centerOfMassOffset);
SERIALIZE_MEMBER(MassScale, _massScale);
SERIALIZE_MEMBER(Constraints, _constraints);
SERIALIZE_BIT_MEMBER(EnableSimulation, _enableSimulation);
SERIALIZE_BIT_MEMBER(IsKinematic, _isKinematic);
SERIALIZE_BIT_MEMBER(UseCCD, _useCCD);
SERIALIZE_BIT_MEMBER(EnableGravity, _enableGravity);
SERIALIZE_BIT_MEMBER(StartAwake, _startAwake);
SERIALIZE_BIT_MEMBER(UpdateMassWhenScaleChanges, _updateMassWhenScaleChanges);
}
void RigidBody::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
{
// Base
Actor::Deserialize(stream, modifier);
DESERIALIZE_BIT_MEMBER(OverrideMass, _overrideMass);
DESERIALIZE_MEMBER(Mass, _mass);
DESERIALIZE_MEMBER(LinearDamping, _linearDamping);
DESERIALIZE_MEMBER(AngularDamping, _angularDamping);
DESERIALIZE_MEMBER(MaxAngularVelocity, _maxAngularVelocity);
DESERIALIZE_MEMBER(CenterOfMassOffset, _centerOfMassOffset);
DESERIALIZE_MEMBER(MassScale, _massScale);
DESERIALIZE_MEMBER(Constraints, _constraints);
DESERIALIZE_BIT_MEMBER(EnableSimulation, _enableSimulation);
DESERIALIZE_BIT_MEMBER(IsKinematic, _isKinematic);
DESERIALIZE_BIT_MEMBER(UseCCD, _useCCD);
DESERIALIZE_BIT_MEMBER(EnableGravity, _enableGravity);
DESERIALIZE_BIT_MEMBER(StartAwake, _startAwake);
DESERIALIZE_BIT_MEMBER(UpdateMassWhenScaleChanges, _updateMassWhenScaleChanges);
}
void* RigidBody::GetPhysicsActor() const
{
return _actor;
}
void RigidBody::OnActiveTransformChanged()
{
// Change actor transform (but with locking)
ASSERT(!_isUpdatingTransform);
_isUpdatingTransform = true;
Transform transform;
PhysicsBackend::GetRigidActorPose(_actor, transform.Translation, transform.Orientation);
transform.Scale = _transform.Scale;
if (_parent)
{
_parent->GetTransform().WorldToLocal(transform, _localTransform);
}
else
{
_localTransform = transform;
}
OnTransformChanged();
_isUpdatingTransform = false;
}
void RigidBody::BeginPlay(SceneBeginData* data)
{
// Create rigid body
ASSERT(_actor == nullptr);
void* scene = GetPhysicsScene()->GetPhysicsScene();
_actor = PhysicsBackend::CreateRigidDynamicActor(this, _transform.Translation, _transform.Orientation, scene);
// Apply properties
auto actorFlags = PhysicsBackend::ActorFlags::None;
if (!_enableSimulation || !IsActiveInHierarchy())
actorFlags |= PhysicsBackend::ActorFlags::NoSimulation;
if (!_enableGravity)
actorFlags |= PhysicsBackend::ActorFlags::NoGravity;
PhysicsBackend::SetActorFlags(_actor, actorFlags);
auto rigidBodyFlags = PhysicsBackend::RigidDynamicFlags::None;
if (_isKinematic)
rigidBodyFlags |= PhysicsBackend::RigidDynamicFlags::Kinematic;
if (_useCCD)
rigidBodyFlags |= PhysicsBackend::RigidDynamicFlags::CCD;
PhysicsBackend::SetRigidDynamicActorFlags(_actor, rigidBodyFlags);
PhysicsBackend::SetRigidDynamicActorLinearDamping(_actor, _linearDamping);
PhysicsBackend::SetRigidDynamicActorAngularDamping(_actor, _angularDamping);
PhysicsBackend::SetRigidDynamicActorMaxAngularVelocity(_actor, _maxAngularVelocity);
PhysicsBackend::SetRigidDynamicActorConstraints(_actor, _constraints);
// Find colliders to attach
for (int32 i = 0; i < Children.Count(); i++)
{
auto collider = dynamic_cast<Collider*>(Children[i]);
if (collider && collider->CanAttach(this))
{
collider->Attach(this);
}
}
// Setup mass (calculate or use overriden value)
UpdateMass();
// Apply the Center Of Mass offset
if (!_centerOfMassOffset.IsZero())
PhysicsBackend::SetRigidDynamicActorCenterOfMassOffset(_actor, _centerOfMassOffset);
// Register actor
PhysicsBackend::AddSceneActor(scene, _actor);
const bool putToSleep = !_startAwake && GetEnableSimulation() && !GetIsKinematic() && IsActiveInHierarchy();
if (putToSleep)
PhysicsBackend::AddSceneActorAction(scene, _actor, PhysicsBackend::ActionType::Sleep);
// Update cached data
UpdateBounds();
// Base
Actor::BeginPlay(data);
}
void RigidBody::EndPlay()
{
// Base
Actor::EndPlay();
if (_actor)
{
// Remove actor
void* scene = GetPhysicsScene()->GetPhysicsScene();
PhysicsBackend::RemoveSceneActor(scene, _actor);
PhysicsBackend::DestroyActor(_actor);
_actor = nullptr;
}
}
void RigidBody::OnActiveInTreeChanged()
{
// Base
Actor::OnActiveInTreeChanged();
if (_actor)
{
const bool isActive = _enableSimulation && IsActiveInHierarchy();
PhysicsBackend::SetActorFlag(_actor, PhysicsBackend::ActorFlags::NoSimulation, !isActive);
// Auto wake up
if (isActive && GetStartAwake())
WakeUp();
// Clear velocities and the forces on disabled
else if (!IsActiveInHierarchy())
Sleep();
}
}
void RigidBody::OnTransformChanged()
{
// Base
Actor::OnTransformChanged();
// Update physics is not during physics state synchronization
if (!_isUpdatingTransform && _actor)
{
const bool kinematic = GetIsKinematic() && GetEnableSimulation();
PhysicsBackend::SetRigidActorPose(_actor, _transform.Translation, _transform.Orientation, kinematic, true);
UpdateScale();
}
UpdateBounds();
}
void RigidBody::OnPhysicsSceneChanged(PhysicsScene* previous)
{
PhysicsBackend::RemoveSceneActor(previous->GetPhysicsScene(), _actor, true);
void* scene = GetPhysicsScene()->GetPhysicsScene();
PhysicsBackend::AddSceneActor(scene, _actor);
const bool putToSleep = !_startAwake && GetEnableSimulation() && !GetIsKinematic() && IsActiveInHierarchy();
if (putToSleep)
PhysicsBackend::AddSceneActorAction(scene, _actor, PhysicsBackend::ActionType::Sleep);
}