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203 lines
6.5 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#include "SplineRopeBody.h"
#include "Engine/Level/Actors/Spline.h"
#include "Engine/Level/Scene/Scene.h"
#include "Engine/Physics/PhysicsScene.h"
#include "Engine/Engine/Time.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Profiler/ProfilerMemory.h"
SplineRopeBody::SplineRopeBody(const SpawnParams& params)
: Actor(params)
{
}
void SplineRopeBody::Tick()
{
if (!_spline || _spline->GetSplinePointsCount() < 2)
return;
PROFILE_CPU();
PROFILE_MEM(Physics);
// Cache data
const Vector3 gravity = GetPhysicsScene()->GetGravity() * GravityScale;
auto& keyframes = _spline->Curve.GetKeyframes();
const Transform splineTransform = _spline->GetTransform();
const int32 keyframesCount = keyframes.Count();
const float substepTime = SubstepTime;
// TODO: scale substep time based on distance to the camera to have better performance when rope is far away
bool splineDirty = false;
// Synchronize spline keyframes with simulated masses
if (_masses.Count() > keyframesCount)
_masses.Resize(keyframesCount);
else
{
_masses.EnsureCapacity(keyframesCount);
while (_masses.Count() < keyframesCount)
{
const int32 i = _masses.Count();
auto& mass = _masses.AddOne();
mass.Position = mass.PrevPosition = splineTransform.LocalToWorld(keyframes[i].Value.Translation);
if (i != 0)
mass.SegmentLength = Vector3::Distance(mass.PrevPosition, _masses[i - 1].PrevPosition);
else
mass.SegmentLength = 0.0f;
}
}
{
// Rope start
auto& mass = _masses.First();
mass.Position = GetPosition();
mass.Unconstrained = false;
if (splineTransform.LocalToWorld(keyframes.First().Value.Translation) != mass.Position)
splineDirty = true;
}
bool syncPositions = true;
if (splineTransform != _splineTransform)
{
_splineTransform = splineTransform;
syncPositions = false;
splineDirty = true;
}
if (syncPositions)
{
for (int32 i = 1; i < keyframesCount; i++)
{
auto& mass = _masses[i];
mass.Unconstrained = true;
mass.Position = splineTransform.LocalToWorld(keyframes[i].Value.Translation);
}
}
if (AttachEnd)
{
// Rope end
auto& mass = _masses.Last();
mass.Position = AttachEnd->GetPosition();
mass.Unconstrained = false;
if (splineTransform.LocalToWorld(keyframes.Last().Value.Translation) != mass.Position)
splineDirty = true;
}
// Perform simulation in substeps to have better stability
_time += Time::Physics.DeltaTime.GetTotalSeconds();
float stretchLimit = StretchLimit + 1;
while (_time > substepTime)
{
// Verlet integration
const Vector3 force = (gravity + AdditionalForce) * (substepTime * substepTime);
for (int32 i = 0; i < keyframesCount; i++)
{
auto& mass = _masses[i];
Vector3 position = mass.Position;
if (mass.Unconstrained)
{
const Vector3 velocity = (mass.Position - mass.PrevPosition) * (1 - Drag);
mass.Position += velocity + force;
}
mass.PrevPosition = position;
}
// Distance constraint
for (int32 i = 1; i < keyframesCount; i++)
{
auto& massA = _masses[i - 1];
auto& massB = _masses[i];
Vector3 offset = massB.Position - massA.Position;
const Real distance = offset.Length();
const Real minDistance = massB.SegmentLength;
const Real maxDistance = massB.SegmentLength * stretchLimit;
if ((distance <= maxDistance && distance >= minDistance) || distance <= ZeroTolerance)
continue;
const Real scale = (distance - maxDistance) / distance;
if (massA.Unconstrained && massB.Unconstrained)
{
offset *= scale * 0.5f;
massA.Position += offset;
massB.Position -= offset;
}
else if (massA.Unconstrained)
{
massA.Position += scale * offset;
}
else if (massB.Unconstrained)
{
massB.Position -= scale * offset;
}
}
// Stiffness constraint
if (EnableStiffness)
{
for (int32 i = 2; i < keyframesCount; i++)
{
auto& massA = _masses[i - 2];
auto& massB = _masses[i];
Vector3 offset = massB.Position - massA.Position;
const Real distance = offset.Length();
const Real maxDistance = massB.SegmentLength * stretchLimit * 2.0f;
if (distance <= ZeroTolerance)
continue;
const Real scale = (distance - maxDistance) / distance;
if (massA.Unconstrained && massB.Unconstrained)
{
offset *= scale * 0.5f;
massA.Position += offset;
massB.Position -= offset;
}
else if (massA.Unconstrained)
{
massA.Position += scale * offset;
}
else if (massB.Unconstrained)
{
massB.Position -= scale * offset;
}
}
}
_time -= substepTime;
splineDirty = true;
}
// Update spline and relevant components (eg. spline model)
if (splineDirty)
{
for (int32 i = 0; i < keyframesCount; i++)
keyframes[i].Value.Translation = splineTransform.WorldToLocal(_masses[i].Position);
_spline->UpdateSpline();
}
}
void SplineRopeBody::OnEnable()
{
GetScene()->Ticking.FixedUpdate.AddTick<SplineRopeBody, &SplineRopeBody::Tick>(this);
Actor::OnEnable();
}
void SplineRopeBody::OnDisable()
{
Actor::OnDisable();
GetScene()->Ticking.FixedUpdate.RemoveTick(this);
}
void SplineRopeBody::OnParentChanged()
{
Actor::OnParentChanged();
_spline = Cast<Spline>(_parent);
_splineTransform = _spline ? _spline->GetTransform() : Transform::Identity;
}
void SplineRopeBody::OnTransformChanged()
{
Actor::OnTransformChanged();
_box = BoundingBox(_transform.Translation);
_sphere = BoundingSphere(_transform.Translation, 0.0f);
}