1144 lines
36 KiB
C++
1144 lines
36 KiB
C++
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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#include "Physics.h"
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#include "PhysicalMaterial.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Threading/Threading.h"
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#include "Engine/Platform/CPUInfo.h"
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#include "PhysicsSettings.h"
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#include "Utilities.h"
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#include "PhysicsStepper.h"
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#include "SimulationEventCallback.h"
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#if WITH_VEHICLE
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#include "Actors/WheeledVehicle.h"
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#endif
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#include "Engine/Level/Level.h"
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#include "Actors/PhysicsActor.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Core/Memory/Memory.h"
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#include "Engine/Engine/EngineService.h"
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#include "Engine/Serialization/Serialization.h"
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#include "Engine/Engine/Time.h"
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#include <ThirdParty/PhysX/PxPhysicsAPI.h>
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#include <ThirdParty/PhysX/PxActor.h>
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#if WITH_VEHICLE
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#include <ThirdParty/PhysX/vehicle/PxVehicleUpdate.h>
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#endif
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#if WITH_PVD
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#include <ThirdParty/PhysX/pvd/PxPvd.h>
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#endif
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// Temporary memory size used by the PhysX during the simulation. Must be multiply of 4kB and 16bit aligned.
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#define SCRATCH_BLOCK_SIZE (1024 * 128)
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#define PHYSX_VEHICLE_DEBUG_TELEMETRY 0
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#if PHYSX_VEHICLE_DEBUG_TELEMETRY
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#include "Engine/Core/Utilities.h"
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#endif
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class PhysXAllocator : public PxAllocatorCallback
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{
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public:
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void* allocate(size_t size, const char* typeName, const char* filename, int line) override
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{
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return Allocator::Allocate(size, 16);
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}
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void deallocate(void* ptr) override
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{
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Allocator::Free(ptr);
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}
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};
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class PhysXError : public PxErrorCallback
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{
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public:
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PhysXError()
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{
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}
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~PhysXError()
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{
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}
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public:
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// [PxErrorCallback]
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void reportError(PxErrorCode::Enum code, const char* message, const char* file, int line) override
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{
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LOG(Error, "PhysX Error! Code: {0}.\n{1}\nSource: {2} : {3}.", static_cast<int32>(code), String(message), String(file), line);
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}
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};
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PxFilterFlags FilterShader(
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PxFilterObjectAttributes attributes0, PxFilterData filterData0,
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PxFilterObjectAttributes attributes1, PxFilterData filterData1,
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PxPairFlags& pairFlags, const void* constantBlock, PxU32 constantBlockSize)
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{
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// Let triggers through
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if (PxFilterObjectIsTrigger(attributes0) || PxFilterObjectIsTrigger(attributes1))
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{
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pairFlags |= PxPairFlag::eNOTIFY_TOUCH_FOUND;
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pairFlags |= PxPairFlag::eNOTIFY_TOUCH_LOST;
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pairFlags |= PxPairFlag::eDETECT_DISCRETE_CONTACT;
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return PxFilterFlag::eDEFAULT;
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}
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// Send events for the kinematic actors but don't solve the contact
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if (PxFilterObjectIsKinematic(attributes0) && PxFilterObjectIsKinematic(attributes1))
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{
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pairFlags |= PxPairFlag::eNOTIFY_TOUCH_FOUND;
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pairFlags |= PxPairFlag::eNOTIFY_TOUCH_PERSISTS;
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pairFlags |= PxPairFlag::eNOTIFY_TOUCH_LOST;
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pairFlags |= PxPairFlag::eDETECT_DISCRETE_CONTACT;
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return PxFilterFlag::eSUPPRESS;
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}
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// Trigger the contact callback for pairs (A,B) where the filtermask of A contains the ID of B and vice versa
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if ((filterData0.word0 & filterData1.word1) && (filterData1.word0 & filterData0.word1))
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{
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pairFlags |= PxPairFlag::eSOLVE_CONTACT;
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pairFlags |= PxPairFlag::eDETECT_DISCRETE_CONTACT;
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pairFlags |= PxPairFlag::eNOTIFY_TOUCH_FOUND;
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pairFlags |= PxPairFlag::eNOTIFY_TOUCH_PERSISTS;
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pairFlags |= PxPairFlag::ePOST_SOLVER_VELOCITY;
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pairFlags |= PxPairFlag::eNOTIFY_CONTACT_POINTS;
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return PxFilterFlag::eDEFAULT;
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}
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// Ignore pair (no collisions nor events)
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return PxFilterFlag::eKILL;
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}
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enum class ActionType
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{
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Sleep,
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};
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struct ActionData
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{
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ActionType Type;
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PxActor* Actor;
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};
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PxPhysics* CPhysX = nullptr;
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#if WITH_PVD
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PxPvd* CPVD = nullptr;
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#endif
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namespace
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{
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PhysXAllocator PhysXAllocatorCallback;
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PhysXError PhysXErrorCallback;
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PxSimulationFilterShader PhysXDefaultFilterShader = PxDefaultSimulationFilterShader;
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PxTolerancesScale ToleranceScale;
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SimulationEventCallback EventsCallback;
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void* ScratchMemory = nullptr;
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FixedStepper* Stepper = nullptr;
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CriticalSection FlushLocker;
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Array<PxActor*> NewActors;
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Array<ActionData> Actions;
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Array<PxActor*> DeadActors;
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Array<PxMaterial*> DeadMaterials;
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Array<PxBase*> _deadObjects;
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Array<PhysicsColliderActor*> DeadColliders;
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Array<Joint*> DeadJoints;
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bool _queriesHitTriggers = true;
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bool _isDuringSimulation = false;
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PhysicsCombineMode _frictionCombineMode = PhysicsCombineMode::Average;
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PhysicsCombineMode _restitutionCombineMode = PhysicsCombineMode::Average;
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PxFoundation* _foundation = nullptr;
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#if COMPILE_WITH_PHYSICS_COOKING
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PxCooking* Cooking = nullptr;
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#endif
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PxScene* PhysicsScene = nullptr;
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PxMaterial* DefaultMaterial = nullptr;
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PxControllerManager* ControllerManager = nullptr;
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PxCpuDispatcher* CpuDispatcher = nullptr;
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float LastDeltaTime = 0.0f;
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#if WITH_VEHICLE
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bool VehicleSDKInitialized = false;
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Array<PxVehicleWheels*> WheelVehiclesCache;
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Array<PxRaycastQueryResult> WheelQueryResults;
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Array<PxRaycastHit> WheelHitResults;
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Array<PxWheelQueryResult> WheelVehiclesResultsPerWheel;
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Array<PxVehicleWheelQueryResult> WheelVehiclesResultsPerVehicle;
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PxBatchQuery* WheelRaycastBatchQuery = nullptr;
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PxVehicleDrivableSurfaceToTireFrictionPairs* WheelTireFrictions = nullptr;
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#endif
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}
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#if WITH_VEHICLE
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Array<WheeledVehicle*> WheelVehicles;
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#endif
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bool Physics::AutoSimulation = true;
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uint32 Physics::LayerMasks[32];
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class PhysicsService : public EngineService
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{
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public:
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PhysicsService()
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: EngineService(TEXT("Physics"), 0)
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{
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for (int32 i = 0; i < 32; i++)
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Physics::LayerMasks[i] = MAX_uint32;
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}
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bool Init() override;
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void LateUpdate() override;
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void Dispose() override;
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};
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PhysicsService PhysicsServiceInstance;
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PxShapeFlags GetShapeFlags(bool isTrigger, bool isEnabled)
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{
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#if WITH_PVD
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PxShapeFlags flags = PxShapeFlag::eVISUALIZATION;
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#else
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PxShapeFlags flags = static_cast<PxShapeFlags>(0);
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#endif
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if (isEnabled)
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{
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if (isTrigger)
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{
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flags |= PxShapeFlag::eTRIGGER_SHAPE;
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if (_queriesHitTriggers)
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flags |= PxShapeFlag::eSCENE_QUERY_SHAPE;
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}
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else
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{
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flags = PxShapeFlag::eSIMULATION_SHAPE | PxShapeFlag::eSCENE_QUERY_SHAPE;
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}
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}
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return flags;
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}
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#if WITH_VEHICLE
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void InitVehicleSDK()
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{
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if (!VehicleSDKInitialized)
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{
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VehicleSDKInitialized = true;
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PxInitVehicleSDK(*CPhysX);
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PxVehicleSetBasisVectors(PxVec3(0, 1, 0), PxVec3(1, 0, 0));
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PxVehicleSetUpdateMode(PxVehicleUpdateMode::eVELOCITY_CHANGE);
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}
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}
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static PxQueryHitType::Enum WheelRaycastPreFilter(PxFilterData filterData0, PxFilterData filterData1, const void* constantBlock, PxU32 constantBlockSize, PxHitFlags& queryFlags)
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{
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// Hardcoded id for vehicle shapes masking
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if (filterData0.word3 == filterData1.word3)
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{
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return PxQueryHitType::eNONE;
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}
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// Collide for pairs (A,B) where the filtermask of A contains the ID of B and vice versa
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if ((filterData0.word0 & filterData1.word1) && (filterData1.word0 & filterData0.word1))
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{
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return PxQueryHitType::eBLOCK;
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}
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return PxQueryHitType::eNONE;
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}
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#endif
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void PhysicsSettings::Apply()
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{
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Time::_physicsMaxDeltaTime = MaxDeltaTime;
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_queriesHitTriggers = QueriesHitTriggers;
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_frictionCombineMode = FrictionCombineMode;
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_restitutionCombineMode = RestitutionCombineMode;
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Platform::MemoryCopy(Physics::LayerMasks, LayerMasks, sizeof(LayerMasks));
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Physics::SetGravity(DefaultGravity);
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Physics::SetBounceThresholdVelocity(BounceThresholdVelocity);
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Physics::SetEnableCCD(!DisableCCD);
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// TODO: setting eADAPTIVE_FORCE requires PxScene setup (physx docs: This flag is not mutable, and must be set in PxSceneDesc at scene creation.)
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// TODO: update all shapes filter data
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// TODO: update all shapes flags
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/*
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{
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get all actors and then:
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const PxU32 numShapes = actor->getNbShapes();
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PxShape** shapes = (PxShape**)SAMPLE_ALLOC(sizeof(PxShape*)*numShapes);
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actor->getShapes(shapes, numShapes);
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for (PxU32 i = 0; i < numShapes; i++)
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{
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..
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}
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SAMPLE_FREE(shapes);
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}*/
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}
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PhysicsSettings::PhysicsSettings()
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{
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for (int32 i = 0; i < 32; i++)
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LayerMasks[i] = MAX_uint32;
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}
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void PhysicsSettings::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
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{
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DESERIALIZE(DefaultGravity);
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DESERIALIZE(TriangleMeshTriangleMinAreaThreshold);
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DESERIALIZE(BounceThresholdVelocity);
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DESERIALIZE(FrictionCombineMode);
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DESERIALIZE(RestitutionCombineMode);
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DESERIALIZE(DisableCCD);
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DESERIALIZE(EnableAdaptiveForce);
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DESERIALIZE(MaxDeltaTime);
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DESERIALIZE(EnableSubstepping);
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DESERIALIZE(SubstepDeltaTime);
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DESERIALIZE(MaxSubsteps);
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DESERIALIZE(QueriesHitTriggers);
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DESERIALIZE(SupportCookingAtRuntime);
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const auto layers = stream.FindMember("LayerMasks");
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if (layers != stream.MemberEnd())
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{
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auto& layersArray = layers->value;
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ASSERT(layersArray.IsArray());
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for (uint32 i = 0; i < layersArray.Size() && i < 32; i++)
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{
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LayerMasks[i] = layersArray[i].GetUint();
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}
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}
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}
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PhysicalMaterial::PhysicalMaterial()
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: _material(nullptr)
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{
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}
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PhysicalMaterial::~PhysicalMaterial()
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{
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if (_material)
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{
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Physics::RemoveMaterial(_material);
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}
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}
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PxMaterial* PhysicalMaterial::GetPhysXMaterial()
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{
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if (_material == nullptr && CPhysX)
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{
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_material = CPhysX->createMaterial(Friction, Friction, Restitution);
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_material->userData = this;
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const PhysicsCombineMode useFrictionCombineMode = OverrideFrictionCombineMode ? FrictionCombineMode : _frictionCombineMode;
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_material->setFrictionCombineMode(static_cast<PxCombineMode::Enum>(useFrictionCombineMode));
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const PhysicsCombineMode useRestitutionCombineMode = OverrideRestitutionCombineMode ? RestitutionCombineMode : _restitutionCombineMode;
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_material->setRestitutionCombineMode(static_cast<PxCombineMode::Enum>(useRestitutionCombineMode));
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}
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return _material;
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}
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void PhysicalMaterial::UpdatePhysXMaterial()
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{
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if (_material != nullptr)
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{
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_material->setStaticFriction(Friction);
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_material->setDynamicFriction(Friction);
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const PhysicsCombineMode useFrictionCombineMode = OverrideFrictionCombineMode ? FrictionCombineMode : _frictionCombineMode;
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_material->setFrictionCombineMode(static_cast<PxCombineMode::Enum>(useFrictionCombineMode));
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_material->setRestitution(Restitution);
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const PhysicsCombineMode useRestitutionCombineMode = OverrideRestitutionCombineMode ? RestitutionCombineMode : _restitutionCombineMode;
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_material->setRestitutionCombineMode(static_cast<PxCombineMode::Enum>(useRestitutionCombineMode));
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}
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}
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bool PhysicsService::Init()
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{
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#define CHECK_INIT(value, msg) if(!value) { LOG(Error, msg); return true; }
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auto cpuInfo = Platform::GetCPUInfo();
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auto& settings = *PhysicsSettings::Get();
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// Send info
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LOG(Info, "Setup NVIDIA PhysX {0}.{1}.{2}", PX_PHYSICS_VERSION_MAJOR, PX_PHYSICS_VERSION_MINOR, PX_PHYSICS_VERSION_BUGFIX);
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// Init PhysX foundation object
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_foundation = PxCreateFoundation(PX_PHYSICS_VERSION, PhysXAllocatorCallback, PhysXErrorCallback);
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CHECK_INIT(_foundation, "PxCreateFoundation failed!");
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// Config
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ToleranceScale.length = 100;
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ToleranceScale.speed = 981;
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PxPvd* pvd = nullptr;
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#if WITH_PVD
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{
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// Init PVD
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pvd = PxCreatePvd(*_foundation);
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PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate("127.0.0.1", 5425, 100);
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//PxPvdTransport* transport = PxDefaultPvdFileTransportCreate("D:\\physx_sample.pxd2");
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if (transport)
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{
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const bool isConnected = pvd->connect(*transport, PxPvdInstrumentationFlag::eALL);
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if (isConnected)
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{
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LOG(Info, "Connected to PhysX Visual Debugger (PVD)");
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}
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}
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CPVD = pvd;
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}
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#endif
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// Init PhysX
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CPhysX = PxCreatePhysics(PX_PHYSICS_VERSION, *_foundation, ToleranceScale, false, pvd);
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CHECK_INIT(CPhysX, "PxCreatePhysics failed!");
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// Init extensions
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const bool extensionsInit = PxInitExtensions(*CPhysX, pvd);
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CHECK_INIT(extensionsInit, "PxInitExtensions failed!");
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// Init collision cooking
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#if COMPILE_WITH_PHYSICS_COOKING
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#if !USE_EDITOR
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if (settings.SupportCookingAtRuntime)
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#endif
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{
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PxCookingParams cookingParams(ToleranceScale);
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cookingParams.meshWeldTolerance = 0.1f; // Weld to 1mm precision
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cookingParams.meshPreprocessParams = PxMeshPreprocessingFlags(PxMeshPreprocessingFlag::eWELD_VERTICES);
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Cooking = PxCreateCooking(PX_PHYSICS_VERSION, *_foundation, cookingParams);
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CHECK_INIT(Cooking, "PxCreateCooking failed!");
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}
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#endif
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// Create scene description
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PxSceneDesc sceneDesc(CPhysX->getTolerancesScale());
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sceneDesc.gravity = C2P(settings.DefaultGravity);
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sceneDesc.flags |= PxSceneFlag::eENABLE_ACTIVE_ACTORS;
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if (!settings.DisableCCD)
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sceneDesc.flags |= PxSceneFlag::eENABLE_CCD;
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if (settings.EnableAdaptiveForce)
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sceneDesc.flags |= PxSceneFlag::eADAPTIVE_FORCE;
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sceneDesc.simulationEventCallback = &EventsCallback;
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sceneDesc.filterShader = FilterShader;
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sceneDesc.bounceThresholdVelocity = settings.BounceThresholdVelocity;
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if (sceneDesc.cpuDispatcher == nullptr)
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{
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CpuDispatcher = PxDefaultCpuDispatcherCreate(Math::Clamp<uint32>(cpuInfo.ProcessorCoreCount - 1, 1, 4));
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CHECK_INIT(CpuDispatcher, "PxDefaultCpuDispatcherCreate failed!");
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sceneDesc.cpuDispatcher = CpuDispatcher;
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}
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if (sceneDesc.filterShader == nullptr)
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{
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sceneDesc.filterShader = PhysXDefaultFilterShader;
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}
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// Create scene
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PhysicsScene = CPhysX->createScene(sceneDesc);
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CHECK_INIT(PhysicsScene, "createScene failed!");
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#if WITH_PVD
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auto pvdClient = PhysicsScene->getScenePvdClient();
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if (pvdClient)
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{
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pvdClient->setScenePvdFlags(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS | PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES | PxPvdSceneFlag::eTRANSMIT_CONTACTS);
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}
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else
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{
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LOG(Info, "Missing PVD client scene.");
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}
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#endif
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// Init characters controller
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ControllerManager = PxCreateControllerManager(*PhysicsScene);
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// Create default resources
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DefaultMaterial = CPhysX->createMaterial(0.7f, 0.7f, 0.3f);
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return false;
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#undef CHECK_INIT
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}
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void PhysicsService::LateUpdate()
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{
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Physics::FlushRequests();
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}
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void PhysicsService::Dispose()
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{
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// Ensure to finish (wait for simulation end)
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Physics::CollectResults();
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if (CPhysX)
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Physics::FlushRequests();
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#if WITH_VEHICLE
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if (VehicleSDKInitialized)
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{
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VehicleSDKInitialized = false;
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PxCloseVehicleSDK();
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}
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RELEASE_PHYSX(WheelRaycastBatchQuery);
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RELEASE_PHYSX(WheelTireFrictions);
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WheelQueryResults.Resize(0);
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WheelHitResults.Resize(0);
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WheelVehiclesResultsPerWheel.Resize(0);
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WheelVehiclesResultsPerVehicle.Resize(0);
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#endif
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// Cleanup
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RELEASE_PHYSX(DefaultMaterial);
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SAFE_DELETE(Stepper);
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Allocator::Free(ScratchMemory);
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ScratchMemory = nullptr;
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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)
|
|
{
|
|
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::Get()->DisableCCD;
|
|
}
|
|
|
|
void Physics::SetEnableCCD(const bool value)
|
|
{
|
|
if (PhysicsScene)
|
|
PhysicsScene->setFlag(PxSceneFlag::eENABLE_CCD, value);
|
|
}
|
|
|
|
float Physics::GetBounceThresholdVelocity()
|
|
{
|
|
return PhysicsScene ? PhysicsScene->getBounceThresholdVelocity() : PhysicsSettings::Get()->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::Get();
|
|
|
|
// 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();
|
|
LastDeltaTime = dt;
|
|
|
|
// TODO: move this call after rendering done
|
|
Stepper->renderDone();
|
|
}
|
|
|
|
void Physics::CollectResults()
|
|
{
|
|
if (!_isDuringSimulation)
|
|
return;
|
|
ASSERT(IsInMainThread());
|
|
ASSERT(CPhysX && Stepper);
|
|
|
|
{
|
|
PROFILE_CPU_NAMED("Physics.Fetch");
|
|
|
|
// Gather results (with waiting for the end)
|
|
Stepper->wait(PhysicsScene);
|
|
}
|
|
|
|
#if WITH_VEHICLE
|
|
if (WheelVehicles.HasItems())
|
|
{
|
|
PROFILE_CPU_NAMED("Physics.Vehicles");
|
|
|
|
// Update vehicles steering
|
|
WheelVehiclesCache.Clear();
|
|
WheelVehiclesCache.EnsureCapacity(WheelVehicles.Count());
|
|
int32 wheelsCount = 0;
|
|
for (auto wheelVehicle : WheelVehicles)
|
|
{
|
|
if (!wheelVehicle->IsActiveInHierarchy())
|
|
continue;
|
|
auto drive = (PxVehicleWheels*)wheelVehicle->_drive;
|
|
ASSERT(drive);
|
|
WheelVehiclesCache.Add(drive);
|
|
wheelsCount += drive->mWheelsSimData.getNbWheels();
|
|
|
|
float throttle = wheelVehicle->_throttle;
|
|
float brake = wheelVehicle->_brake;
|
|
if (wheelVehicle->UseReverseAsBrake)
|
|
{
|
|
const float invalidDirectionThreshold = 80.0f;
|
|
const float breakThreshold = 8.0f;
|
|
const float forwardSpeed = wheelVehicle->GetForwardSpeed();
|
|
|
|
// Automatic gear change when changing driving direction
|
|
if (Math::Abs(forwardSpeed) < invalidDirectionThreshold)
|
|
{
|
|
if (throttle < -ZeroTolerance && wheelVehicle->GetCurrentGear() >= 0 && wheelVehicle->GetTargetGear() >= 0)
|
|
{
|
|
wheelVehicle->SetCurrentGear(-1);
|
|
}
|
|
else if (throttle > ZeroTolerance && wheelVehicle->GetCurrentGear() <= 0 && wheelVehicle->GetTargetGear() <= 0)
|
|
{
|
|
wheelVehicle->SetCurrentGear(1);
|
|
}
|
|
}
|
|
|
|
// Automatic break when changing driving direction
|
|
if (throttle > 0.0f)
|
|
{
|
|
if (forwardSpeed < -invalidDirectionThreshold)
|
|
{
|
|
brake = 1.0f;
|
|
}
|
|
}
|
|
else if (throttle < 0.0f)
|
|
{
|
|
if (forwardSpeed > invalidDirectionThreshold)
|
|
{
|
|
brake = 1.0f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (forwardSpeed < breakThreshold && forwardSpeed > -breakThreshold)
|
|
{
|
|
brake = 1.0f;
|
|
}
|
|
}
|
|
|
|
// Block throttle if user is changing driving direction
|
|
if ((throttle > 0.0f && wheelVehicle->GetTargetGear() < 0) || (throttle < 0.0f && wheelVehicle->GetTargetGear() > 0))
|
|
{
|
|
throttle = 0.0f;
|
|
}
|
|
|
|
throttle = Math::Abs(throttle);
|
|
}
|
|
else
|
|
{
|
|
throttle = Math::Max(throttle, 0.0f);
|
|
}
|
|
// @formatter:off
|
|
// Reference: PhysX SDK docs
|
|
// TODO: expose input control smoothing data
|
|
static constexpr PxVehiclePadSmoothingData padSmoothing =
|
|
{
|
|
{
|
|
6.0f, // rise rate eANALOG_INPUT_ACCEL
|
|
6.0f, // rise rate eANALOG_INPUT_BRAKE
|
|
12.0f, // rise rate eANALOG_INPUT_HANDBRAKE
|
|
2.5f, // rise rate eANALOG_INPUT_STEER_LEFT
|
|
2.5f, // rise rate eANALOG_INPUT_STEER_RIGHT
|
|
},
|
|
{
|
|
10.0f, // fall rate eANALOG_INPUT_ACCEL
|
|
10.0f, // fall rate eANALOG_INPUT_BRAKE
|
|
12.0f, // fall rate eANALOG_INPUT_HANDBRAKE
|
|
5.0f, // fall rate eANALOG_INPUT_STEER_LEFT
|
|
5.0f, // fall rate eANALOG_INPUT_STEER_RIGHT
|
|
}
|
|
};
|
|
PxVehicleKeySmoothingData keySmoothing =
|
|
{
|
|
{
|
|
3.0f, // rise rate eANALOG_INPUT_ACCEL
|
|
3.0f, // rise rate eANALOG_INPUT_BRAKE
|
|
10.0f, // rise rate eANALOG_INPUT_HANDBRAKE
|
|
2.5f, // rise rate eANALOG_INPUT_STEER_LEFT
|
|
2.5f, // rise rate eANALOG_INPUT_STEER_RIGHT
|
|
},
|
|
{
|
|
5.0f, // fall rate eANALOG_INPUT__ACCEL
|
|
5.0f, // fall rate eANALOG_INPUT__BRAKE
|
|
10.0f, // fall rate eANALOG_INPUT__HANDBRAKE
|
|
5.0f, // fall rate eANALOG_INPUT_STEER_LEFT
|
|
5.0f // fall rate eANALOG_INPUT_STEER_RIGHT
|
|
}
|
|
};
|
|
// Reference: PhysX SDK docs
|
|
// TODO: expose steer vs forward curve into per-vehicle (up to 8 points, values clamped into 0/1 range)
|
|
static constexpr PxF32 steerVsForwardSpeedData[] =
|
|
{
|
|
0.0f, 1.0f,
|
|
20.0f, 0.9f,
|
|
65.0f, 0.8f,
|
|
120.0f, 0.7f,
|
|
PX_MAX_F32, PX_MAX_F32,
|
|
PX_MAX_F32, PX_MAX_F32,
|
|
PX_MAX_F32, PX_MAX_F32,
|
|
PX_MAX_F32, PX_MAX_F32,
|
|
};
|
|
const PxFixedSizeLookupTable<8> steerVsForwardSpeed(steerVsForwardSpeedData, 4);
|
|
// @formatter:on
|
|
if (wheelVehicle->UseAnalogSteering)
|
|
{
|
|
switch (wheelVehicle->_driveTypeCurrent)
|
|
{
|
|
case WheeledVehicle::DriveTypes::Drive4W:
|
|
{
|
|
PxVehicleDrive4WRawInputData rawInputData;
|
|
rawInputData.setAnalogAccel(throttle);
|
|
rawInputData.setAnalogBrake(brake);
|
|
rawInputData.setAnalogSteer(wheelVehicle->_steering);
|
|
rawInputData.setAnalogHandbrake(wheelVehicle->_handBrake);
|
|
PxVehicleDrive4WSmoothAnalogRawInputsAndSetAnalogInputs(padSmoothing, steerVsForwardSpeed, rawInputData, LastDeltaTime, false, *(PxVehicleDrive4W*)drive);
|
|
break;
|
|
}
|
|
case WheeledVehicle::DriveTypes::DriveNW:
|
|
{
|
|
PxVehicleDriveNWRawInputData rawInputData;
|
|
rawInputData.setAnalogAccel(throttle);
|
|
rawInputData.setAnalogBrake(brake);
|
|
rawInputData.setAnalogSteer(wheelVehicle->_steering);
|
|
rawInputData.setAnalogHandbrake(wheelVehicle->_handBrake);
|
|
PxVehicleDriveNWSmoothAnalogRawInputsAndSetAnalogInputs(padSmoothing, steerVsForwardSpeed, rawInputData, LastDeltaTime, false, *(PxVehicleDriveNW*)drive);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
const float deadZone = 0.1f;
|
|
switch (wheelVehicle->_driveTypeCurrent)
|
|
{
|
|
case WheeledVehicle::DriveTypes::Drive4W:
|
|
{
|
|
PxVehicleDrive4WRawInputData rawInputData;
|
|
rawInputData.setDigitalAccel(throttle > deadZone);
|
|
rawInputData.setDigitalBrake(brake > deadZone);
|
|
rawInputData.setDigitalSteerLeft(wheelVehicle->_steering < -deadZone);
|
|
rawInputData.setDigitalSteerRight(wheelVehicle->_steering > deadZone);
|
|
rawInputData.setDigitalHandbrake(wheelVehicle->_handBrake > deadZone);
|
|
PxVehicleDrive4WSmoothDigitalRawInputsAndSetAnalogInputs(keySmoothing, steerVsForwardSpeed, rawInputData, LastDeltaTime, false, *(PxVehicleDrive4W*)drive);
|
|
break;
|
|
}
|
|
case WheeledVehicle::DriveTypes::DriveNW:
|
|
{
|
|
PxVehicleDriveNWRawInputData rawInputData;
|
|
rawInputData.setDigitalAccel(throttle > deadZone);
|
|
rawInputData.setDigitalBrake(brake > deadZone);
|
|
rawInputData.setDigitalSteerLeft(wheelVehicle->_steering < -deadZone);
|
|
rawInputData.setDigitalSteerRight(wheelVehicle->_steering > deadZone);
|
|
rawInputData.setDigitalHandbrake(wheelVehicle->_handBrake > deadZone);
|
|
PxVehicleDriveNWSmoothDigitalRawInputsAndSetAnalogInputs(keySmoothing, steerVsForwardSpeed, rawInputData, LastDeltaTime, false, *(PxVehicleDriveNW*)drive);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update batches queries cache
|
|
if (wheelsCount > WheelQueryResults.Count())
|
|
{
|
|
if (WheelRaycastBatchQuery)
|
|
WheelRaycastBatchQuery->release();
|
|
WheelQueryResults.Resize(wheelsCount, false);
|
|
WheelHitResults.Resize(wheelsCount, false);
|
|
PxBatchQueryDesc desc(wheelsCount, 0, 0);
|
|
desc.queryMemory.userRaycastResultBuffer = WheelQueryResults.Get();
|
|
desc.queryMemory.userRaycastTouchBuffer = WheelHitResults.Get();
|
|
desc.queryMemory.raycastTouchBufferSize = wheelsCount;
|
|
desc.preFilterShader = WheelRaycastPreFilter;
|
|
WheelRaycastBatchQuery = PhysicsScene->createBatchQuery(desc);
|
|
}
|
|
|
|
// TODO: expose vehicle tires configuration
|
|
if (!WheelTireFrictions)
|
|
{
|
|
PxVehicleDrivableSurfaceType surfaceTypes[1];
|
|
surfaceTypes[0].mType = 0;
|
|
const PxMaterial* surfaceMaterials[1];
|
|
surfaceMaterials[0] = DefaultMaterial;
|
|
WheelTireFrictions = PxVehicleDrivableSurfaceToTireFrictionPairs::allocate(1, 1);
|
|
WheelTireFrictions->setup(1, 1, surfaceMaterials, surfaceTypes);
|
|
WheelTireFrictions->setTypePairFriction(0, 0, 5.0f);
|
|
}
|
|
|
|
// Setup cache for wheel states
|
|
WheelVehiclesResultsPerVehicle.Resize(WheelVehiclesCache.Count(), false);
|
|
WheelVehiclesResultsPerWheel.Resize(wheelsCount, false);
|
|
wheelsCount = 0;
|
|
for (int32 i = 0, ii = 0; i < WheelVehicles.Count(); i++)
|
|
{
|
|
auto wheelVehicle = WheelVehicles[i];
|
|
if (!wheelVehicle->IsActiveInHierarchy())
|
|
continue;
|
|
auto drive = (PxVehicleWheels*)WheelVehicles[ii]->_drive;
|
|
auto& perVehicle = WheelVehiclesResultsPerVehicle[ii];
|
|
ii++;
|
|
perVehicle.nbWheelQueryResults = drive->mWheelsSimData.getNbWheels();
|
|
perVehicle.wheelQueryResults = WheelVehiclesResultsPerWheel.Get() + wheelsCount;
|
|
wheelsCount += perVehicle.nbWheelQueryResults;
|
|
}
|
|
|
|
// Update vehicles
|
|
if (WheelVehiclesCache.Count() != 0)
|
|
{
|
|
PxVehicleSuspensionRaycasts(WheelRaycastBatchQuery, WheelVehiclesCache.Count(), WheelVehiclesCache.Get(), WheelQueryResults.Count(), WheelQueryResults.Get());
|
|
PxVehicleUpdates(LastDeltaTime, PhysicsScene->getGravity(), *WheelTireFrictions, WheelVehiclesCache.Count(), WheelVehiclesCache.Get(), WheelVehiclesResultsPerVehicle.Get());
|
|
}
|
|
|
|
// Synchronize state
|
|
for (int32 i = 0, ii = 0; i < WheelVehicles.Count(); i++)
|
|
{
|
|
auto wheelVehicle = WheelVehicles[i];
|
|
if (!wheelVehicle->IsActiveInHierarchy())
|
|
continue;
|
|
auto drive = WheelVehiclesCache[ii];
|
|
auto& perVehicle = WheelVehiclesResultsPerVehicle[ii];
|
|
ii++;
|
|
#if PHYSX_VEHICLE_DEBUG_TELEMETRY
|
|
LOG(Info, "Vehicle[{}] Gear={}, RPM={}", ii, wheelVehicle->GetCurrentGear(), (int32)wheelVehicle->GetEngineRotationSpeed());
|
|
#endif
|
|
|
|
// Update wheels
|
|
for (int32 j = 0; j < wheelVehicle->_wheelsData.Count(); j++)
|
|
{
|
|
auto& wheelData = wheelVehicle->_wheelsData[j];
|
|
auto& perWheel = perVehicle.wheelQueryResults[j];
|
|
#if PHYSX_VEHICLE_DEBUG_TELEMETRY
|
|
LOG(Info, "Vehicle[{}] Wheel[{}] longitudinalSlip={}, lateralSlip={}, suspSpringForce={}", ii, j, Utilities::RoundTo2DecimalPlaces(perWheel.longitudinalSlip), Utilities::RoundTo2DecimalPlaces(perWheel.lateralSlip), (int32)perWheel.suspSpringForce);
|
|
#endif
|
|
|
|
auto& state = wheelData.State;
|
|
state.IsInAir = perWheel.isInAir;
|
|
state.TireContactCollider = perWheel.tireContactShape ? static_cast<PhysicsColliderActor*>(perWheel.tireContactShape->userData) : nullptr;
|
|
state.TireContactPoint = P2C(perWheel.tireContactPoint);
|
|
state.TireContactNormal = P2C(perWheel.tireContactNormal);
|
|
state.TireFriction = perWheel.tireFriction;
|
|
state.SteerAngle = RadiansToDegrees * perWheel.steerAngle;
|
|
state.RotationAngle = -RadiansToDegrees * drive->mWheelsDynData.getWheelRotationAngle(j);
|
|
state.SuspensionOffset = perWheel.suspJounce;
|
|
#if USE_EDITOR
|
|
state.SuspensionTraceStart = P2C(perWheel.suspLineStart);
|
|
state.SuspensionTraceEnd = P2C(perWheel.suspLineStart + perWheel.suspLineDir * perWheel.suspLineLength);
|
|
#endif
|
|
|
|
if (!wheelData.Collider)
|
|
continue;
|
|
auto shape = wheelData.Collider->GetPxShape();
|
|
|
|
// Update wheel collider transformation
|
|
auto localPose = shape->getLocalPose();
|
|
Transform t = wheelData.Collider->GetLocalTransform();
|
|
t.Orientation = Quaternion::Euler(0, state.SteerAngle, state.RotationAngle) * wheelData.LocalOrientation;
|
|
t.Translation = P2C(localPose.p) / wheelVehicle->GetScale() - t.Orientation * wheelData.Collider->GetCenter();
|
|
wheelData.Collider->SetLocalTransform(t);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
{
|
|
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();
|
|
}
|