336 lines
11 KiB
C++
336 lines
11 KiB
C++
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#include "SplineCollider.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Core/Math/Matrix.h"
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#include "Engine/Core/Math/Ray.h"
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#include "Engine/Level/Actors/Spline.h"
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#include "Engine/Serialization/Serialization.h"
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#include "Engine/Physics/Physics.h"
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#include "Engine/Physics/PhysicsBackend.h"
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#include "Engine/Physics/PhysicsScene.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#if COMPILE_WITH_PHYSICS_COOKING
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#include "Engine/Physics/CollisionCooking.h"
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#endif
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SplineCollider::SplineCollider(const SpawnParams& params)
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: Collider(params)
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{
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CollisionData.Changed.Bind<SplineCollider, &SplineCollider::OnCollisionDataChanged>(this);
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CollisionData.Loaded.Bind<SplineCollider, &SplineCollider::OnCollisionDataLoaded>(this);
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}
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Transform SplineCollider::GetPreTransform() const
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{
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return _preTransform;
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}
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void SplineCollider::SetPreTransform(const Transform& value)
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{
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if (_preTransform == value)
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return;
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_preTransform = value;
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UpdateGeometry();
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}
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void SplineCollider::ExtractGeometry(Array<Float3>& vertexBuffer, Array<int32>& indexBuffer) const
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{
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vertexBuffer.Add(_vertexBuffer);
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indexBuffer.Add(_indexBuffer);
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}
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void SplineCollider::OnCollisionDataChanged()
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{
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// This should not be called during physics simulation, if it happened use write lock on physx scene
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ASSERT(!GetScene() || !GetPhysicsScene()->IsDuringSimulation());
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if (CollisionData)
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{
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// Ensure that collision asset is loaded (otherwise objects might fall though collider that is not yet loaded on play begin)
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CollisionData->WaitForLoaded();
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}
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UpdateGeometry();
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}
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void SplineCollider::OnCollisionDataLoaded()
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{
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UpdateGeometry();
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}
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void SplineCollider::OnSplineUpdated()
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{
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if (!_spline || !IsActiveInHierarchy() || _spline->GetSplinePointsCount() < 2 || !CollisionData || !CollisionData->IsLoaded())
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{
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_box = BoundingBox(_transform.Translation);
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BoundingSphere::FromBox(_box, _sphere);
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return;
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}
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UpdateGeometry();
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}
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bool SplineCollider::CanAttach(RigidBody* rigidBody) const
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{
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return false;
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}
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bool SplineCollider::CanBeTrigger() const
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{
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return false;
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}
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#if USE_EDITOR
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#include "Engine/Debug/DebugDraw.h"
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#include "Engine/Graphics/RenderView.h"
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void SplineCollider::DrawPhysicsDebug(RenderView& view)
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{
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const BoundingSphere sphere(_sphere.Center - view.Origin, _sphere.Radius);
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if (!view.CullingFrustum.Intersects(sphere))
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return;
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if (view.Mode == ViewMode::PhysicsColliders && !GetIsTrigger())
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DEBUG_DRAW_WIRE_TRIANGLES_EX(_vertexBuffer, _indexBuffer, Color::CornflowerBlue, 0, true);
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else
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DEBUG_DRAW_WIRE_TRIANGLES_EX(_vertexBuffer, _indexBuffer, Color::GreenYellow * 0.8f, 0, true);
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}
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void SplineCollider::OnDebugDrawSelected()
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{
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DEBUG_DRAW_WIRE_TRIANGLES_EX(_vertexBuffer, _indexBuffer, Color::GreenYellow, 0, false);
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// Base
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Collider::OnDebugDrawSelected();
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}
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#endif
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bool SplineCollider::IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)
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{
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// Use detailed hit
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if (_shape)
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{
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RayCastHit hitInfo;
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if (!RayCast(ray.Position, ray.Direction, hitInfo))
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return false;
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distance = hitInfo.Distance;
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normal = hitInfo.Normal;
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return true;
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}
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// Fallback to AABB
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return _box.Intersects(ray, distance, normal);
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}
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void SplineCollider::Serialize(SerializeStream& stream, const void* otherObj)
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{
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// Base
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Collider::Serialize(stream, otherObj);
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SERIALIZE_GET_OTHER_OBJ(SplineCollider);
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SERIALIZE(CollisionData);
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SERIALIZE_MEMBER(PreTransform, _preTransform)
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}
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void SplineCollider::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
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{
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// Base
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Collider::Deserialize(stream, modifier);
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DESERIALIZE(CollisionData);
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DESERIALIZE_MEMBER(PreTransform, _preTransform);
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}
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void SplineCollider::OnParentChanged()
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{
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if (_spline)
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{
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_spline->SplineUpdated.Unbind<SplineCollider, &SplineCollider::OnSplineUpdated>(this);
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}
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// Base
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Collider::OnParentChanged();
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_spline = Cast<Spline>(_parent);
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if (_spline)
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{
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_spline->SplineUpdated.Bind<SplineCollider, &SplineCollider::OnSplineUpdated>(this);
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}
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OnSplineUpdated();
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}
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void SplineCollider::EndPlay()
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{
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// Base
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Collider::EndPlay();
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// Cleanup
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if (_triangleMesh)
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{
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PhysicsBackend::DestroyObject(_triangleMesh);
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_triangleMesh = nullptr;
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}
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}
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void SplineCollider::UpdateBounds()
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{
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// Unused as bounds are updated during collision building
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}
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void SplineCollider::GetGeometry(CollisionShape& collision)
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{
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// Reset bounds
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_box = BoundingBox(_transform.Translation);
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BoundingSphere::FromBox(_box, _sphere);
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const float minSize = 0.001f;
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collision.SetSphere(minSize);
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// Skip if sth is missing
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if (!_spline || !IsActiveInHierarchy() || _spline->GetSplinePointsCount() < 2 || !CollisionData || !CollisionData->IsLoaded())
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return;
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PROFILE_CPU();
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// Extract collision geometry
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// TODO: cache memory allocation for dynamic colliders
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Array<Float3> collisionVertices;
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Array<int32> collisionIndices;
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CollisionData->ExtractGeometry(collisionVertices, collisionIndices);
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if (collisionIndices.IsEmpty())
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return;
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// Apply local mesh transformation
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if (!_preTransform.IsIdentity())
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{
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for (int32 i = 0; i < collisionVertices.Count(); i++)
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collisionVertices[i] = _preTransform.LocalToWorld(collisionVertices[i]);
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}
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// Find collision geometry local bounds
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BoundingBox localModelBounds;
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localModelBounds.Minimum = localModelBounds.Maximum = collisionVertices[0];
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for (int32 i = 1; i < collisionVertices.Count(); i++)
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{
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Vector3 v = collisionVertices[i];
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localModelBounds.Minimum = Vector3::Min(localModelBounds.Minimum, v);
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localModelBounds.Maximum = Vector3::Max(localModelBounds.Maximum, v);
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}
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auto localModelBoundsSize = localModelBounds.GetSize();
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// Deform geometry over the spline
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const auto& keyframes = _spline->Curve.GetKeyframes();
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const int32 segments = keyframes.Count() - 1;
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_vertexBuffer.Resize(collisionVertices.Count() * segments);
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_indexBuffer.Resize(collisionIndices.Count() * segments);
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const Transform splineTransform = _spline->GetTransform();
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const Transform colliderTransform = GetTransform();
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Transform curveTransform, leftTangent, rightTangent;
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for (int32 segment = 0; segment < segments; segment++)
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{
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// Setup for the spline segment
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auto offsetVertices = segment * collisionVertices.Count();
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auto offsetIndices = segment * collisionIndices.Count();
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const auto& start = keyframes[segment];
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const auto& end = keyframes[segment + 1];
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const float length = end.Time - start.Time;
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AnimationUtils::GetTangent(start.Value, start.TangentOut, length, leftTangent);
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AnimationUtils::GetTangent(end.Value, end.TangentIn, length, rightTangent);
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// Vertex buffer is deformed along the spline
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auto srcVertices = collisionVertices.Get();
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auto dstVertices = _vertexBuffer.Get() + offsetVertices;
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for (int32 i = 0; i < collisionVertices.Count(); i++)
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{
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Vector3 v = srcVertices[i];
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const Real alpha = Math::Saturate((v.Z - localModelBounds.Minimum.Z) / localModelBoundsSize.Z);
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v.Z = alpha;
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// Evaluate transformation at the curve
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AnimationUtils::Bezier(start.Value, leftTangent, rightTangent, end.Value, (float)alpha, curveTransform);
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// Apply spline direction (from position 1st derivative)
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Vector3 direction;
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AnimationUtils::BezierFirstDerivative(start.Value.Translation, leftTangent.Translation, rightTangent.Translation, end.Value.Translation, (float)alpha, direction);
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direction.Normalize();
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Quaternion orientation;
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if (direction.IsZero())
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orientation = Quaternion::Identity;
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else if (Vector3::Dot(direction, Vector3::Up) >= 0.999f)
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Quaternion::RotationAxis(Vector3::Left, PI_HALF, orientation);
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else
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Quaternion::LookRotation(direction, Vector3::Cross(Vector3::Cross(direction, Vector3::Up), direction), orientation);
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curveTransform.Orientation = orientation * curveTransform.Orientation;
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// Transform vertex
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v = curveTransform.LocalToWorld(v);
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v = splineTransform.LocalToWorld(v);
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v = colliderTransform.WorldToLocal(v);
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dstVertices[i] = v;
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}
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// Index buffer is the same for every segment except it's shifted
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auto srcIndices = collisionIndices.Get();
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auto dstIndices = _indexBuffer.Get() + offsetIndices;
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for (int32 i = 0; i < collisionIndices.Count(); i++)
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dstIndices[i] = srcIndices[i] + offsetVertices;
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}
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// Prepare scale
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Float3 scale = _cachedScale;
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scale = Float3::Max(scale.GetAbsolute(), minSize);
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// TODO: add support for cooking collision for static splines in editor and reusing it in game
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#if COMPILE_WITH_PHYSICS_COOKING
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// Cook triangle mesh collision
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CollisionCooking::CookingInput cookingInput;
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cookingInput.VertexCount = _vertexBuffer.Count();
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cookingInput.VertexData = _vertexBuffer.Get();
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cookingInput.IndexCount = _indexBuffer.Count();
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cookingInput.IndexData = _indexBuffer.Get();
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cookingInput.Is16bitIndexData = false;
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BytesContainer collisionData;
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if (!CollisionCooking::CookTriangleMesh(cookingInput, collisionData))
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{
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// Create triangle mesh
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if (_triangleMesh)
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{
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PhysicsBackend::DestroyObject(_triangleMesh);
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_triangleMesh = nullptr;
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}
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// TODO: try using getVerticesForModification for dynamic triangle mesh vertices updating when changing curve in the editor
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BoundingBox localBounds;
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_triangleMesh = PhysicsBackend::CreateTriangleMesh(collisionData.Get(), collisionData.Length(), localBounds);
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if (!_triangleMesh)
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{
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LOG(Error, "Failed to create triangle mesh from collision data of {0}.", ToString());
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return;
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}
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// Transform vertices back to world space for debug shapes drawing and navmesh building
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// TODO: large-worlds (keep data in local-space and transform on-the-fly)
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for (int32 i = 0; i < _vertexBuffer.Count(); i++)
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_vertexBuffer[i] = colliderTransform.LocalToWorld(_vertexBuffer[i]);
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// Update bounds
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Matrix splineWorld;
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colliderTransform.GetWorld(splineWorld);
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BoundingBox::Transform(localBounds, splineWorld, _box);
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BoundingSphere::FromBox(_box, _sphere);
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// Setup geometry
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collision.SetTriangleMesh(_triangleMesh, scale.Raw);
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// TODO: find a way of releasing _vertexBuffer and _indexBuffer for static colliders (note: ExtractGeometry usage for navmesh generation at runtime)
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return;
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}
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#endif
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LOG(Error, "Cannot build collision data for {0} due to runtime collision cooking diabled.", ToString());
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}
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