Files
FlaxEngine/Source/Engine/Physics/Actors/RigidBody.h
2024-03-19 20:13:41 +01:00

503 lines
23 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Level/Actor.h"
#include "Engine/Physics/Types.h"
#include "Engine/Physics/Actors/IPhysicsActor.h"
#include "Engine/Physics/Collisions.h"
class PhysicsColliderActor;
class Collider;
/// <summary>
/// Physics simulation driven object.
/// </summary>
/// <seealso cref="Actor" />
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Rigid Body\"), ActorToolbox(\"Physics\")")
class FLAXENGINE_API RigidBody : public Actor, public IPhysicsActor
{
DECLARE_SCENE_OBJECT(RigidBody);
protected:
void* _actor;
Float3 _cachedScale;
float _mass;
float _linearDamping;
float _angularDamping;
float _maxAngularVelocity;
float _massScale;
Float3 _centerOfMassOffset;
RigidbodyConstraints _constraints;
uint32 _enableSimulation : 1;
uint32 _isKinematic : 1;
uint32 _useCCD : 1;
uint32 _enableGravity : 1;
uint32 _startAwake : 1;
uint32 _updateMassWhenScaleChanges : 1;
uint32 _overrideMass : 1;
uint32 _isUpdatingTransform : 1;
public:
/// <summary>
/// Enables kinematic mode for the rigidbody. Kinematic rigidbodies are special dynamic actors that are not influenced by forces(such as gravity), and have no momentum. They are considered to have infinite mass and can push regular dynamic actors out of the way. Kinematics will not collide with static or other kinematic objects but are great for moving platforms or characters, where direct motion control is desired.
/// </summary>
API_PROPERTY(Attributes="EditorOrder(10), DefaultValue(false), EditorDisplay(\"Rigid Body\")")
FORCE_INLINE bool GetIsKinematic() const
{
return _isKinematic != 0;
}
/// <summary>
/// Enables kinematic mode for the rigidbody. Kinematic rigidbodies are special dynamic actors that are not influenced by forces(such as gravity), and have no momentum. They are considered to have infinite mass and can push regular dynamic actors out of the way. Kinematics will not collide with static or other kinematic objects but are great for moving platforms or characters, where direct motion control is desired.
/// </summary>
API_PROPERTY() void SetIsKinematic(const bool value);
/// <summary>
/// Gets the 'drag' force added to reduce linear movement. Linear damping can be used to slow down an object. The higher the drag the more the object slows down.
/// </summary>
API_PROPERTY(Attributes="EditorOrder(60), DefaultValue(0.01f), Limit(0), EditorDisplay(\"Rigid Body\")")
FORCE_INLINE float GetLinearDamping() const
{
return _linearDamping;
}
/// <summary>
/// Sets the 'drag' force added to reduce linear movement. Linear damping can be used to slow down an object. The higher the drag the more the object slows down.
/// </summary>
API_PROPERTY() void SetLinearDamping(float value);
/// <summary>
/// Gets the 'drag' force added to reduce angular movement. Angular damping can be used to slow down the rotation of an object. The higher the drag the more the rotation slows down.
/// </summary>
API_PROPERTY(Attributes="EditorOrder(70), DefaultValue(0.05f), Limit(0), EditorDisplay(\"Rigid Body\")")
FORCE_INLINE float GetAngularDamping() const
{
return _angularDamping;
}
/// <summary>
/// Sets the 'drag' force added to reduce angular movement. Angular damping can be used to slow down the rotation of an object. The higher the drag the more the rotation slows down.
/// </summary>
/// <param name="value">The value.</param>
API_PROPERTY() void SetAngularDamping(float value);
/// <summary>
/// If true simulation and collisions detection will be enabled for the rigidbody.
/// </summary>
API_PROPERTY(Attributes="EditorOrder(20), DefaultValue(true), EditorDisplay(\"Rigid Body\")")
FORCE_INLINE bool GetEnableSimulation() const
{
return _enableSimulation != 0;
}
/// <summary>
/// If true simulation and collisions detection will be enabled for the rigidbody.
/// </summary>
API_PROPERTY() void SetEnableSimulation(bool value);
/// <summary>
/// If true Continuous Collision Detection (CCD) will be used for this component.
/// </summary>
API_PROPERTY(Attributes="EditorOrder(30), DefaultValue(false), EditorDisplay(\"Rigid Body\", \"Use CCD\")")
FORCE_INLINE bool GetUseCCD() const
{
return _useCCD != 0;
}
/// <summary>
/// If true Continuous Collision Detection (CCD) will be used for this component.
/// </summary>
API_PROPERTY() void SetUseCCD(const bool value);
/// <summary>
/// If object should have the force of gravity applied.
/// </summary>
API_PROPERTY(Attributes="EditorOrder(40), DefaultValue(true), EditorDisplay(\"Rigid Body\")")
FORCE_INLINE bool GetEnableGravity() const
{
return _enableGravity != 0;
}
/// <summary>
/// If object should have the force of gravity applied.
/// </summary>
API_PROPERTY() void SetEnableGravity(bool value);
/// <summary>
/// If object should start awake, or if it should initially be sleeping.
/// </summary>
API_PROPERTY(Attributes="EditorOrder(50), DefaultValue(true), EditorDisplay(\"Rigid Body\")")
FORCE_INLINE bool GetStartAwake() const
{
return _startAwake != 0;
}
/// <summary>
/// If object should start awake, or if it should initially be sleeping.
/// </summary>
API_PROPERTY() void SetStartAwake(bool value);
/// <summary>
/// If true, it will update mass when actor scale changes.
/// </summary>
API_PROPERTY(Attributes="EditorOrder(130), DefaultValue(false), EditorDisplay(\"Rigid Body\")")
FORCE_INLINE bool GetUpdateMassWhenScaleChanges() const
{
return _updateMassWhenScaleChanges != 0;
}
/// <summary>
/// If true, it will update mass when actor scale changes.
/// </summary>
API_PROPERTY() void SetUpdateMassWhenScaleChanges(bool value);
/// <summary>
/// Gets the maximum angular velocity that a simulated object can achieve. The angular velocity of rigidbodies is clamped to MaxAngularVelocity to avoid numerical instability with fast rotating bodies. Because this may prevent intentional fast rotations on objects such as wheels, you can override this value per rigidbody.
/// </summary>
API_PROPERTY(Attributes="EditorOrder(90), DefaultValue(7.0f), Limit(0), EditorDisplay(\"Rigid Body\")")
FORCE_INLINE float GetMaxAngularVelocity() const
{
return _maxAngularVelocity;
}
/// <summary>
/// Sets the maximum angular velocity that a simulated object can achieve. The angular velocity of rigidbodies is clamped to MaxAngularVelocity to avoid numerical instability with fast rotating bodies. Because this may prevent intentional fast rotations on objects such as wheels, you can override this value per rigidbody.
/// </summary>
API_PROPERTY() void SetMaxAngularVelocity(float value);
/// <summary>
/// Override the auto computed mass.
/// </summary>
API_PROPERTY(Attributes="HideInEditor")
bool GetOverrideMass() const;
/// <summary>
/// Override the auto computed mass.
/// </summary>
API_PROPERTY() void SetOverrideMass(bool value);
/// <summary>
/// Gets the mass value measured in kilograms (use override value only if OverrideMass is checked).
/// </summary>
API_PROPERTY(Attributes="EditorOrder(110), Limit(0), EditorDisplay(\"Rigid Body\"), ValueCategory(Utils.ValueCategory.Mass)")
float GetMass() const;
/// <summary>
/// Sets the mass value measured in kilograms (use override value only if OverrideMass is checked).
/// </summary>
API_PROPERTY() void SetMass(float value);
/// <summary>
/// Gets the per-instance scaling of the mass.
/// </summary>
API_PROPERTY(Attributes="EditorOrder(120), DefaultValue(1.0f), Limit(0.001f, 100.0f), EditorDisplay(\"Rigid Body\")")
float GetMassScale() const;
/// <summary>
/// Sets the per-instance scaling of the mass.
/// </summary>
API_PROPERTY() void SetMassScale(float value);
/// <summary>
/// Gets the user specified offset for the center of mass of this object, from the calculated location.
/// </summary>
API_PROPERTY(Attributes="EditorOrder(140), DefaultValue(typeof(Float3), \"0,0,0\"), EditorDisplay(\"Rigid Body\", \"Center Of Mass Offset\")")
FORCE_INLINE Float3 GetCenterOfMassOffset() const
{
return _centerOfMassOffset;
}
/// <summary>
/// Sets the user specified offset for the center of mass of this object, from the calculated location.
/// </summary>
API_PROPERTY() void SetCenterOfMassOffset(const Float3& value);
/// <summary>
/// Gets the object movement constraint flags that define degrees of freedom are allowed for the simulation of object.
/// </summary>
API_PROPERTY(Attributes="EditorOrder(150), DefaultValue(RigidbodyConstraints.None), EditorDisplay(\"Rigid Body\")")
FORCE_INLINE RigidbodyConstraints GetConstraints() const
{
return _constraints;
}
/// <summary>
/// Sets the object movement constraint flags that define degrees of freedom are allowed for the simulation of object.
/// </summary>
API_PROPERTY() void SetConstraints(const RigidbodyConstraints value);
public:
/// <summary>
/// Gets the linear velocity of the rigidbody.
/// </summary>
/// <remarks>It's used mostly to get the current velocity. Manual modifications may result in unrealistic behaviour.</remarks>
API_PROPERTY(Attributes="HideInEditor")
Vector3 GetLinearVelocity() const;
/// <summary>
/// Sets the linear velocity of the rigidbody.
/// </summary>
/// <remarks>It's used mostly to get the current velocity. Manual modifications may result in unrealistic behaviour.</remarks>
/// <param name="value">The value.</param>
API_PROPERTY() void SetLinearVelocity(const Vector3& value) const;
/// <summary>
/// Gets the angular velocity of the rigidbody measured in radians per second.
/// </summary>
/// <remarks>It's used mostly to get the current angular velocity. Manual modifications may result in unrealistic behaviour.</remarks>
API_PROPERTY(Attributes="HideInEditor")
Vector3 GetAngularVelocity() const;
/// <summary>
/// Sets the angular velocity of the rigidbody measured in radians per second.
/// </summary>
/// <remarks>It's used mostly to get the current angular velocity. Manual modifications may result in unrealistic behaviour.</remarks>
/// <param name="value">The value.</param>
API_PROPERTY() void SetAngularVelocity(const Vector3& value) const;
/// <summary>
/// Gets the maximum depenetration velocity when rigidbody moving out of penetrating state.
/// </summary>
/// <remarks>This value controls how much velocity the solver can introduce to correct for penetrations in contacts. Using this property can smooth objects moving out of colliding state and prevent unstable motion.</remarks>
/// <returns>The value</returns>
API_PROPERTY(Attributes="HideInEditor")
float GetMaxDepenetrationVelocity() const;
/// <summary>
/// Sets the maximum depenetration velocity when rigidbody moving out of penetrating state.
/// </summary>
/// <remarks>This value controls how much velocity the solver can introduce to correct for penetrations in contacts. Using this property can smooth objects moving out of colliding state and prevent unstable motion.</remarks>
/// <param name="value">The value.</param>
API_PROPERTY() void SetMaxDepenetrationVelocity(const float value) const;
/// <summary>
/// Gets the mass-normalized kinetic energy threshold below which an actor may go to sleep.
/// </summary>
/// <remarks>Actors whose kinetic energy divided by their mass is below this threshold will be candidates for sleeping.</remarks>
/// <returns>The value</returns>
API_PROPERTY(Attributes="HideInEditor")
float GetSleepThreshold() const;
/// <summary>
/// Sets the mass-normalized kinetic energy threshold below which an actor may go to sleep.
/// </summary>
/// <remarks>Actors whose kinetic energy divided by their mass is below this threshold will be candidates for sleeping.</remarks>
/// <param name="value">The value.</param>
API_PROPERTY() void SetSleepThreshold(const float value) const;
/// <summary>
/// Gets the center of the mass in the local space.
/// </summary>
API_PROPERTY() Vector3 GetCenterOfMass() const;
/// <summary>
/// Determines whether this rigidbody is sleeping.
/// </summary>
API_PROPERTY() bool IsSleeping() const;
public:
/// <summary>
/// Forces a rigidbody to sleep (for at least one frame).
/// </summary>
API_FUNCTION() void Sleep() const;
/// <summary>
/// Forces a rigidbody to wake up.
/// </summary>
API_FUNCTION() void WakeUp() const;
/// <summary>
/// Updates the actor's mass (auto calculated mass from density and inertia tensor or overriden value).
/// </summary>
API_FUNCTION() void UpdateMass();
/// <summary>
/// Applies a force (or impulse) defined in the world space to the rigidbody at its center of mass.
/// </summary>
/// <remarks>
/// This will not induce any torque
/// <para>
/// ForceMode determines if the force is to be conventional or impulsive.
/// </para>
/// <para>
/// Each actor has an acceleration and a velocity change accumulator which are directly modified using the modes ForceMode::Acceleration
/// and ForceMode::VelocityChange respectively. The modes ForceMode::Force and ForceMode::Impulse also modify these same
/// accumulators and are just short hand for multiplying the vector parameter by inverse mass and then using ForceMode::Acceleration and
/// ForceMode::VelocityChange respectively.
/// </para>
/// </remarks>
/// <param name="force">The force/impulse to apply defined in the world space.</param>
/// <param name="mode">The mode to use when applying the force/impulse.</param>
API_FUNCTION() void AddForce(const Vector3& force, ForceMode mode = ForceMode::Force) const;
/// <summary>
/// Applies a force (or impulse) defined in the world space to the rigidbody at given position in the world space.
/// </summary>
/// <remarks>
/// Also applies appropriate amount of torque
/// <para>
/// ForceMode determines if the force is to be conventional or impulsive.
/// </para>
/// <para>
/// Each actor has an acceleration and a velocity change accumulator which are directly modified using the modes ForceMode::Acceleration
/// and ForceMode::VelocityChange respectively. The modes ForceMode::Force and ForceMode::Impulse also modify these same
/// accumulators and are just short hand for multiplying the vector parameter by inverse mass and then using ForceMode::Acceleration and
/// ForceMode::VelocityChange respectively.
/// </para>
/// </remarks>
/// <param name="force">The force/impulse to apply defined in the world space.</param>
/// <param name="position">The position of the force/impulse in the world space.</param>
/// <param name="mode">The mode to use when applying the force/impulse.</param>
API_FUNCTION() void AddForceAtPosition(const Vector3& force, const Vector3& position, ForceMode mode = ForceMode::Force) const;
/// <summary>
/// Applies a force (or impulse) defined in the local space of the rigidbody (relative to its coordinate system) at its center of mass.
/// </summary>
/// <remarks>
/// This will not induce any torque
/// <para>
/// ForceMode determines if the force is to be conventional or impulsive.
/// </para>
/// <para>
/// Each actor has an acceleration and a velocity change accumulator which are directly modified using the modes ForceMode::Acceleration
/// and ForceMode::VelocityChange respectively. The modes ForceMode::Force and ForceMode::Impulse also modify these same
/// accumulators and are just short hand for multiplying the vector parameter by inverse mass and then using ForceMode::Acceleration and
/// ForceMode::VelocityChange respectively.
/// </para>
/// </remarks>
/// <param name="force">The force/impulse to apply defined in the local space.</param>
/// <param name="mode">The mode to use when applying the force/impulse.</param>
API_FUNCTION() void AddRelativeForce(const Vector3& force, ForceMode mode = ForceMode::Force) const;
/// <summary>
/// Applies an impulsive torque defined in the world space to the rigidbody.
/// </summary>
/// <remarks>
/// ForceMode determines if the force is to be conventional or impulsive.
/// <para>
/// Each actor has an angular acceleration and an angular velocity change accumulator which are directly modified using the modes
/// ForceMode::Acceleration and ForceMode::VelocityChange respectively.The modes ForceMode::Force and ForceMode::Impulse
/// also modify these same accumulators and are just short hand for multiplying the vector parameter by inverse inertia and then
/// using ForceMode::Acceleration and ForceMode::VelocityChange respectively.
/// </para>
/// </remarks>
/// <param name="torque">The torque to apply defined in the world space.</param>
/// <param name="mode">The mode to use when applying the force/impulse.</param>
API_FUNCTION() void AddTorque(const Vector3& torque, ForceMode mode = ForceMode::Force) const;
/// <summary>
/// Applies an impulsive torque defined in the local space of the rigidbody (relative to its coordinate system).
/// </summary>
/// <remarks>
/// ForceMode determines if the force is to be conventional or impulsive.
/// <para>
/// Each actor has an angular acceleration and an angular velocity change accumulator which are directly modified using the modes
/// ForceMode::Acceleration and ForceMode::VelocityChange respectively.The modes ForceMode::Force and ForceMode::Impulse
/// also modify these same accumulators and are just short hand for multiplying the vector parameter by inverse inertia and then
/// using ForceMode::Acceleration and ForceMode::VelocityChange respectively.
/// </para>
/// </remarks>
/// <param name="torque">The torque to apply defined in the local space.</param>
/// <param name="mode">The mode to use when applying the force/impulse.</param>
API_FUNCTION() void AddRelativeTorque(const Vector3& torque, ForceMode mode = ForceMode::Force) const;
/// <summary>
/// Sets the solver iteration counts for the rigidbody.
/// </summary>
/// <remarks>
/// The solver iteration count determines how accurately joints and contacts are resolved.
/// If you are having trouble with jointed bodies oscillating and behaving erratically,
/// then setting a higher position iteration count may improve their stability.
/// <para>
/// If intersecting bodies are being depenetrated too violently, increase the number of velocity
/// iterations. More velocity iterations will drive the relative exit velocity of the intersecting
/// objects closer to the correct value given the restitution.
/// </para>
/// <para>
/// Default: 4 position iterations, 1 velocity iteration.
/// </para>
/// </remarks>
/// <param name="minPositionIters">The minimum number of position iterations the solver should perform for this body.</param>
/// <param name="minVelocityIters">The minimum number of velocity iterations the solver should perform for this body.</param>
API_FUNCTION() void SetSolverIterationCounts(int32 minPositionIters, int32 minVelocityIters) const;
/// <summary>
/// Gets a point on one of the colliders attached to the attached that is closest to a given location. Can be used to find a hit location or position to apply explosion force or any other special effects.
/// </summary>
/// <param name="position">The position to find the closest point to it.</param>
/// <param name="result">The result point on the rigidbody shape that is closest to the specified location.</param>
API_FUNCTION() void ClosestPoint(const Vector3& position, API_PARAM(Out) Vector3& result) const;
public:
/// <summary>
/// Occurs when a collision start gets registered for this rigidbody (it collides with something).
/// </summary>
API_EVENT() Delegate<const Collision&> CollisionEnter;
/// <summary>
/// Occurs when a collision end gets registered for this rigidbody (it ends colliding with something).
/// </summary>
API_EVENT() Delegate<const Collision&> CollisionExit;
/// <summary>
/// Occurs when this rigidbody trigger touching start gets registered for this collider (the other collider enters it and triggers the event).
/// </summary>
API_EVENT() Delegate<PhysicsColliderActor*> TriggerEnter;
/// <summary>
/// Occurs when this rigidbody trigger touching end gets registered for this collider (the other collider enters it and triggers the event).
/// </summary>
API_EVENT() Delegate<PhysicsColliderActor*> TriggerExit;
public:
void OnCollisionEnter(const Collision& c);
void OnCollisionExit(const Collision& c);
void OnTriggerEnter(PhysicsColliderActor* c);
void OnTriggerExit(PhysicsColliderActor* c);
// Called when collider gets detached from this rigidbody or activated/deactivated. Used to update rigidbody mass.
virtual void OnColliderChanged(Collider* c);
/// <summary>
/// Updates the bounding box.
/// </summary>
void UpdateBounds();
/// <summary>
/// Updates the rigidbody scale dependent properties like mass (may be modified when actor transformation changes).
/// </summary>
void UpdateScale();
template<typename ColliderType = Collider, typename AllocationType = HeapAllocation>
void GetColliders(Array<ColliderType*, AllocationType>& result) const
{
for (int32 i = 0; i < Children.Count(); i++)
{
const auto collider = Cast<ColliderType>(Children.Get()[i]);
if (collider && collider->GetAttachedRigidBody() == this)
result.Add(collider);
}
}
public:
// [Actor]
void Serialize(SerializeStream& stream, const void* otherObj) override;
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
void AddMovement(const Vector3& translation, const Quaternion& rotation) override;
// [IPhysicsActor]
void* GetPhysicsActor() const override;
void OnActiveTransformChanged() override;
protected:
// [Actor]
void BeginPlay(SceneBeginData* data) override;
void EndPlay() override;
void OnActiveInTreeChanged() override;
void OnTransformChanged() override;
void OnPhysicsSceneChanged(PhysicsScene* previous) override;
};