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PhysicsScene.ts
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import { ICharacterController, ICollider, IPhysics, IPhysicsScene, ICollision } from "@galacean/engine-design";
import { MathUtil, Ray, Vector3 } from "@galacean/engine-math";
import { Layer } from "../Layer";
import { Scene } from "../Scene";
import { CharacterController } from "./CharacterController";
import { Collider } from "./Collider";
import { Collision } from "./Collision";
import { HitResult } from "./HitResult";
import { Script } from "../Script";
import { DisorderedArray } from "../utils/DisorderedArray";
import { Engine } from "../Engine";
/**
* A physics scene is a collection of colliders and constraints which can interact.
*/
export class PhysicsScene {
/** @internal */
static _nativePhysics: IPhysics;
private static _collision = new Collision();
private _scene: Scene;
private _restTime: number = 0;
private _fixedTimeStep: number = 1 / 60;
private _colliders: DisorderedArray<Collider> = new DisorderedArray();
private _gravity: Vector3 = new Vector3(0, -9.81, 0);
private _nativePhysicsScene: IPhysicsScene;
private _onContactEnter = (nativeCollision: ICollision) => {
const physicalObjectsMap = Engine._physicalObjectsMap;
const { shape0Id, shape1Id } = nativeCollision;
const shape1 = physicalObjectsMap[shape0Id];
const shape2 = physicalObjectsMap[shape1Id];
const collision = PhysicsScene._collision;
collision._nativeCollision = nativeCollision;
shape1.collider.entity._scripts.forEach(
(element: Script) => {
collision.shape = shape2;
element.onCollisionEnter(collision);
},
(element: Script, index: number) => {
element._entityScriptsIndex = index;
}
);
shape2.collider.entity._scripts.forEach(
(element: Script) => {
collision.shape = shape1;
element.onCollisionEnter(collision);
},
(element: Script, index: number) => {
element._entityScriptsIndex = index;
}
);
};
private _onContactExit = (nativeCollision: ICollision) => {
const physicalObjectsMap = Engine._physicalObjectsMap;
const { shape0Id, shape1Id } = nativeCollision;
const shape1 = physicalObjectsMap[shape0Id];
const shape2 = physicalObjectsMap[shape1Id];
const collision = PhysicsScene._collision;
collision._nativeCollision = nativeCollision;
shape1.collider.entity._scripts.forEach(
(element: Script) => {
collision.shape = shape2;
element.onCollisionExit(collision);
},
(element: Script, index: number) => {
element._entityScriptsIndex = index;
}
);
shape2.collider.entity._scripts.forEach(
(element: Script) => {
collision.shape = shape1;
element.onCollisionExit(collision);
},
(element: Script, index: number) => {
element._entityScriptsIndex = index;
}
);
};
private _onContactStay = (nativeCollision: ICollision) => {
const physicalObjectsMap = Engine._physicalObjectsMap;
const { shape0Id, shape1Id } = nativeCollision;
const shape1 = physicalObjectsMap[shape0Id];
const shape2 = physicalObjectsMap[shape1Id];
const collision = PhysicsScene._collision;
collision._nativeCollision = nativeCollision;
shape1.collider.entity._scripts.forEach(
(element: Script) => {
collision.shape = shape2;
element.onCollisionStay(collision);
},
(element: Script, index: number) => {
element._entityScriptsIndex = index;
}
);
shape2.collider.entity._scripts.forEach(
(element: Script) => {
collision.shape = shape1;
element.onCollisionStay(collision);
},
(element: Script, index: number) => {
element._entityScriptsIndex = index;
}
);
};
private _onTriggerEnter = (obj1: number, obj2: number) => {
const physicalObjectsMap = Engine._physicalObjectsMap;
const shape1 = physicalObjectsMap[obj1];
const shape2 = physicalObjectsMap[obj2];
shape1.collider.entity._scripts.forEach(
(element: Script) => {
element.onTriggerEnter(shape2);
},
(element: Script, index: number) => {
element._entityScriptsIndex = index;
}
);
shape2.collider.entity._scripts.forEach(
(element: Script) => {
element.onTriggerEnter(shape1);
},
(element: Script, index: number) => {
element._entityScriptsIndex = index;
}
);
};
private _onTriggerExit = (obj1: number, obj2: number) => {
const physicalObjectsMap = Engine._physicalObjectsMap;
const shape1 = physicalObjectsMap[obj1];
const shape2 = physicalObjectsMap[obj2];
shape1.collider.entity._scripts.forEach(
(element: Script) => {
element.onTriggerExit(shape2);
},
(element: Script, index: number) => {
element._entityScriptsIndex = index;
}
);
shape2.collider.entity._scripts.forEach(
(element: Script) => {
element.onTriggerExit(shape1);
},
(element: Script, index: number) => {
element._entityScriptsIndex = index;
}
);
};
private _onTriggerStay = (obj1: number, obj2: number) => {
const physicalObjectsMap = Engine._physicalObjectsMap;
const shape1 = physicalObjectsMap[obj1];
const shape2 = physicalObjectsMap[obj2];
shape1.collider.entity._scripts.forEach(
(element: Script) => {
element.onTriggerStay(shape2);
},
(element: Script, index: number) => {
element._entityScriptsIndex = index;
}
);
shape2.collider.entity._scripts.forEach(
(element: Script) => {
element.onTriggerStay(shape1);
},
(element: Script, index: number) => {
element._entityScriptsIndex = index;
}
);
};
/**
* The gravity of physics scene.
*/
get gravity(): Vector3 {
return this._gravity;
}
set gravity(value: Vector3) {
const gravity = this._gravity;
if (gravity !== value) {
gravity.copyFrom(value);
}
}
/**
* The fixed time step in seconds at which physics are performed.
*/
get fixedTimeStep(): number {
return this._fixedTimeStep;
}
set fixedTimeStep(value: number) {
this._fixedTimeStep = Math.max(value, MathUtil.zeroTolerance);
}
constructor(scene: Scene) {
this._scene = scene;
this._setGravity = this._setGravity.bind(this);
//@ts-ignore
this._gravity._onValueChanged = this._setGravity;
const engine = scene.engine;
if (engine._physicsInitialized) {
this._nativePhysicsScene = PhysicsScene._nativePhysics.createPhysicsScene(
engine._nativePhysicsManager,
this._onContactEnter,
this._onContactExit,
this._onContactStay,
this._onTriggerEnter,
this._onTriggerExit,
this._onTriggerStay
);
}
}
/**
* Casts a ray through the Scene and returns the first hit.
* @param ray - The ray
* @returns Returns True if the ray intersects with a collider, otherwise false
*/
raycast(ray: Ray): boolean;
/**
* Casts a ray through the Scene and returns the first hit.
* @param ray - The ray
* @param outHitResult - If true is returned, outHitResult will contain more detailed collision information
* @returns Returns True if the ray intersects with a collider, otherwise false
*/
raycast(ray: Ray, outHitResult: HitResult): boolean;
/**
* Casts a ray through the Scene and returns the first hit.
* @param ray - The ray
* @param distance - The max distance the ray should check
* @returns Returns True if the ray intersects with a collider, otherwise false
*/
raycast(ray: Ray, distance: number): boolean;
/**
* Casts a ray through the Scene and returns the first hit.
* @param ray - The ray
* @param distance - The max distance the ray should check
* @param outHitResult - If true is returned, outHitResult will contain more detailed collision information
* @returns Returns True if the ray intersects with a collider, otherwise false
*/
raycast(ray: Ray, distance: number, outHitResult: HitResult): boolean;
/**
* Casts a ray through the Scene and returns the first hit.
* @param ray - The ray
* @param distance - The max distance the ray should check
* @param layerMask - Layer mask that is used to selectively ignore Colliders when casting
* @returns Returns True if the ray intersects with a collider, otherwise false
*/
raycast(ray: Ray, distance: number, layerMask: Layer): boolean;
/**
* Casts a ray through the Scene and returns the first hit.
* @param ray - The ray
* @param distance - The max distance the ray should check
* @param layerMask - Layer mask that is used to selectively ignore Colliders when casting
* @param outHitResult - If true is returned, outHitResult will contain more detailed collision information
* @returns Returns True if the ray intersects with a collider, otherwise false.
*/
raycast(ray: Ray, distance: number, layerMask: Layer, outHitResult: HitResult): boolean;
raycast(
ray: Ray,
distanceOrResult?: number | HitResult,
layerMaskOrResult?: Layer | HitResult,
outHitResult?: HitResult
): boolean {
let hitResult: HitResult;
let distance = Number.MAX_VALUE;
if (typeof distanceOrResult === "number") {
distance = distanceOrResult;
} else if (distanceOrResult != undefined) {
hitResult = distanceOrResult;
}
let layerMask = Layer.Everything;
if (typeof layerMaskOrResult === "number") {
layerMask = layerMaskOrResult;
} else if (layerMaskOrResult != undefined) {
hitResult = layerMaskOrResult;
}
if (outHitResult) {
hitResult = outHitResult;
}
const onRaycast = (obj: number) => {
const shape = Engine._physicalObjectsMap[obj];
if (!shape) {
return false;
}
return shape.collider.entity.layer & layerMask && shape.isSceneQuery;
};
if (hitResult != undefined) {
const result = this._nativePhysicsScene.raycast(ray, distance, onRaycast, (idx, distance, position, normal) => {
const hitShape = Engine._physicalObjectsMap[idx];
hitResult.entity = hitShape._collider.entity;
hitResult.shape = hitShape;
hitResult.distance = distance;
hitResult.normal.copyFrom(normal);
hitResult.point.copyFrom(position);
});
if (result) {
return true;
} else {
hitResult.entity = null;
hitResult.shape = null;
hitResult.distance = 0;
hitResult.point.set(0, 0, 0);
hitResult.normal.set(0, 0, 0);
return false;
}
} else {
return this._nativePhysicsScene.raycast(ray, distance, onRaycast);
}
}
/**
* Call on every frame to update pose of objects.
* @internal
*/
_update(deltaTime: number): void {
const { _fixedTimeStep: fixedTimeStep, _nativePhysicsScene: nativePhysicsManager } = this;
const componentsManager = this._scene._componentsManager;
const simulateTime = this._restTime + deltaTime;
const step = Math.floor(simulateTime / fixedTimeStep);
this._restTime = simulateTime - step * fixedTimeStep;
for (let i = 0; i < step; i++) {
componentsManager.callScriptOnPhysicsUpdate();
this._callColliderOnUpdate();
nativePhysicsManager.update(fixedTimeStep);
this._callColliderOnLateUpdate();
}
}
/**
* Add collider into the manager.
* @param collider - StaticCollider or DynamicCollider.
* @internal
*/
_addCollider(collider: Collider): void {
if (collider._index === -1) {
collider._index = this._colliders.length;
this._colliders.add(collider);
}
this._nativePhysicsScene.addCollider(<ICollider>collider._nativeCollider);
}
/**
* Add character controller into the manager.
* @param controller - Character Controller.
* @internal
*/
_addCharacterController(controller: CharacterController): void {
if (controller._index === -1) {
controller._index = this._colliders.length;
this._colliders.add(controller);
}
this._nativePhysicsScene.addCharacterController(<ICharacterController>controller._nativeCollider);
}
/**
* Remove collider.
* @param collider - StaticCollider or DynamicCollider.
* @internal
*/
_removeCollider(collider: Collider): void {
const replaced = this._colliders.deleteByIndex(collider._index);
replaced && (replaced._index = collider._index);
collider._index = -1;
this._nativePhysicsScene.removeCollider(<ICollider>collider._nativeCollider);
}
/**
* Remove collider.
* @param controller - Character Controller.
* @internal
*/
_removeCharacterController(controller: CharacterController): void {
const replaced = this._colliders.deleteByIndex(controller._index);
replaced && (replaced._index = controller._index);
controller._index = -1;
this._nativePhysicsScene.removeCharacterController(<ICharacterController>controller._nativeCollider);
}
/**
* @internal
*/
_callColliderOnUpdate(): void {
const elements = this._colliders._elements;
for (let i = this._colliders.length - 1; i >= 0; --i) {
elements[i]._onUpdate();
}
}
/**
* @internal
*/
_callColliderOnLateUpdate(): void {
const elements = this._colliders._elements;
for (let i = this._colliders.length - 1; i >= 0; --i) {
elements[i]._onLateUpdate();
}
}
/**
* @internal
*/
_gc(): void {
this._colliders.garbageCollection();
}
private _setGravity(): void {
this._nativePhysicsScene.setGravity(this._gravity);
}
}