/// <summary> /// Performs a collider cast along the specified ray.<para/> /// /// Will return true if there was a collision and populate the provided <see cref="ColliderCastHit"/>. /// </summary> /// <param name="nearestHit"></param> /// <param name="collider"></param> /// <param name="from"></param> /// <param name="to"></param> /// <param name="collisionWorld"></param> /// <param name="ignore"></param> /// <param name="filter">Used to exclude collisions that do not match the filter.</param> /// <param name="manager">Required if specifying a collision filter. Otherwise is unused.</param> /// <param name="colliderData">Alternative to the EntityManager if used in a job.</param> /// <returns></returns> public unsafe static bool ColliderCast( out ColliderCastHit nearestHit, PhysicsCollider collider, float3 from, float3 to, ref CollisionWorld collisionWorld, Entity ignore, CollisionFilter?filter = null, EntityManager?manager = null, ComponentDataFromEntity <PhysicsCollider>?colliderData = null, Allocator allocator = Allocator.TempJob) { nearestHit = new ColliderCastHit(); NativeList <ColliderCastHit> allHits = ColliderCastAll(collider, from, to, ref collisionWorld, ignore, allocator); if (filter.HasValue) { if (manager.HasValue) { TrimByFilter(ref allHits, manager.Value, filter.Value); } else if (colliderData.HasValue) { TrimByFilter(ref allHits, colliderData.Value, filter.Value); } } GetSmallestFractional(ref allHits, out nearestHit); allHits.Dispose(); return(true); }
public static bool ColliderCast <T>(ref T target, ColliderCastInput input, out ColliderCastHit result) where T : struct, ICollidable { var collector = new ClosestHitCollector <ColliderCastHit>(sfloat.One); if (target.CastCollider(input, ref collector)) { result = collector.ClosestHit; // TODO: would be nice to avoid this copy return(true); } result = new ColliderCastHit(); return(false); }
public static bool ColliderCast <T>(ref T target, ColliderCastInput input, out ColliderCastHit result) where T : struct, IQueryable { var collector = new ClosestHitCollector <ColliderCastHit>(1.0f); if (target.CastCollider(input, ref collector)) { result = collector.ClosestHit; return(true); } result = new ColliderCastHit(); return(false); }
public unsafe void PhysicsBodyCastColliderTest() { var geometry = new BoxGeometry { Size = new float2(1f), }; using (var collider = PhysicsBoxCollider.Create(geometry)) { var physicsBody = new PhysicsBody(collider); var queryInput = new ColliderCastInput() { Rotation = float2x2.identity }; var closestHit = new ColliderCastHit(); var allHits = new NativeList <ColliderCastHit>(Allocator.Temp); var circleGeometry = new CircleGeometry { Radius = 0.5f }; using (var circleBlob = PhysicsCircleCollider.Create(circleGeometry)) { queryInput.Collider = circleBlob; // OK case. var startOK = new float2(-10f, -10f); var endOK = new float2(10f, 10f); queryInput.Start = startOK; queryInput.End = endOK; Assert.IsTrue(physicsBody.CastCollider(queryInput)); Assert.IsTrue(physicsBody.CastCollider(queryInput, out closestHit)); Assert.IsTrue(physicsBody.CastCollider(queryInput, ref allHits)); // Fail Case. var startFail = new float2(-10f, -10f); var endFail = new float2(10f, -10f); queryInput.Start = startFail; queryInput.End = endFail; Assert.IsFalse(physicsBody.CastCollider(queryInput)); Assert.IsFalse(physicsBody.CastCollider(queryInput, out closestHit)); Assert.IsFalse(physicsBody.CastCollider(queryInput, ref allHits)); } allHits.Dispose(); } }
public unsafe void RigidBodyCastColliderTest() { Physics.RigidBody rigidbody = Unity.Physics.RigidBody.Zero; const float size = 1.0f; const float convexRadius = 0.0f; const float sphereRadius = 1.0f; var rayStartOK = new float3(-10, -10, -10); var rayEndOK = new float3(10, 10, 10); var rayStartFail = new float3(-10, 10, -10); var rayEndFail = new float3(10, 10, 10); rigidbody.Collider = (Collider *)BoxCollider.Create(new BoxGeometry { Center = float3.zero, Orientation = quaternion.identity, Size = size, BevelRadius = convexRadius }).GetUnsafePtr(); var colliderCastInput = new ColliderCastInput(); var closestHit = new ColliderCastHit(); var allHits = new NativeList <ColliderCastHit>(Allocator.Temp); // OK case : Sphere hits the box collider colliderCastInput.Start = rayStartOK; colliderCastInput.End = rayEndOK; colliderCastInput.Collider = (Collider *)SphereCollider.Create( new SphereGeometry { Center = float3.zero, Radius = sphereRadius } ).GetUnsafePtr(); Assert.IsTrue(rigidbody.CastCollider(colliderCastInput)); Assert.IsTrue(rigidbody.CastCollider(colliderCastInput, out closestHit)); Assert.IsTrue(rigidbody.CastCollider(colliderCastInput, ref allHits)); // Fail case : wrong direction colliderCastInput.Start = rayStartFail; colliderCastInput.End = rayEndFail; Assert.IsFalse(rigidbody.CastCollider(colliderCastInput)); Assert.IsFalse(rigidbody.CastCollider(colliderCastInput, out closestHit)); Assert.IsFalse(rigidbody.CastCollider(colliderCastInput, ref allHits)); }
public static unsafe Entity ColliderCast(float3 rayFrom, float3 rayTo, quaternion rotation, CollisionWorld collisionWorld, PhysicsCollider collider, PhysicsWorld physicsWorld) { ColliderCastInput input = new ColliderCastInput() { Collider = (Collider *)collider.Value.GetUnsafePtr(), Orientation = rotation, Start = rayFrom, End = rayTo }; ColliderCastHit hit = new ColliderCastHit(); if (collisionWorld.CastCollider(input, out hit)) { return(physicsWorld.Bodies[hit.RigidBodyIndex].Entity); } return(Entity.Null); }
public unsafe Entity SphereCast(float3 RayFrom, float3 RayTo, float radius) { var physicsWorldSystem = World.DefaultGameObjectInjectionWorld.GetExistingSystem <Unity.Physics.Systems.BuildPhysicsWorld>(); var collisionWorld = physicsWorldSystem.PhysicsWorld.CollisionWorld; var filter = new CollisionFilter() { BelongsTo = ~0u, CollidesWith = ~0u, // all 1s, so all layers, collide with everything GroupIndex = 0 }; SphereGeometry sphereGeometry = new SphereGeometry() { Center = float3.zero, Radius = radius }; BlobAssetReference <Unity.Physics.Collider> sphereCollider = Unity.Physics.SphereCollider.Create(sphereGeometry, filter); ColliderCastInput input = new ColliderCastInput() { Collider = (Unity.Physics.Collider *)sphereCollider.GetUnsafePtr(), Orientation = quaternion.identity, Start = RayFrom, End = RayTo }; ColliderCastHit hit = new ColliderCastHit(); bool haveHit = collisionWorld.CastCollider(input, out hit); if (haveHit) { // see hit.Position // see hit.SurfaceNormal Entity e = physicsWorldSystem.PhysicsWorld.Bodies[hit.RigidBodyIndex].Entity; return(e); } sphereCollider.Dispose(); return(Entity.Null); }
public unsafe void RigidBodyCastColliderTest() { Physics.RigidBody rigidbody = Unity.Physics.RigidBody.Zero; const float size = 1.0f; const float convexRadius = 0.0f; const float sphereRadius = 1.0f; var rayStartOK = new float3(-10, -10, -10); var rayEndOK = new float3(10, 10, 10); var rayStartFail = new float3(-10, 10, -10); var rayEndFail = new float3(10, 10, 10); rigidbody.Collider = (Collider *)BoxCollider.Create(float3.zero, quaternion.identity, new float3(size), convexRadius).GetUnsafePtr(); var colliderCastInput = new ColliderCastInput(); var closestHit = new ColliderCastHit(); var allHits = new NativeList <ColliderCastHit>(Allocator.Temp); // OK case : Sphere hits the box collider float3 rayDir = rayEndOK - rayStartOK; colliderCastInput.Position = rayStartOK; colliderCastInput.Direction = rayDir; colliderCastInput.Collider = (Collider *)SphereCollider.Create(float3.zero, sphereRadius).GetUnsafePtr(); Assert.IsTrue(rigidbody.CastCollider(colliderCastInput)); Assert.IsTrue(rigidbody.CastCollider(colliderCastInput, out closestHit)); Assert.IsTrue(rigidbody.CastCollider(colliderCastInput, ref allHits)); // Fail case : wrong direction rayDir = rayEndFail - rayStartFail; colliderCastInput.Position = rayStartFail; colliderCastInput.Direction = rayDir; Assert.IsFalse(rigidbody.CastCollider(colliderCastInput)); Assert.IsFalse(rigidbody.CastCollider(colliderCastInput, out closestHit)); Assert.IsFalse(rigidbody.CastCollider(colliderCastInput, ref allHits)); }
public unsafe static ColliderCastHit SphereCast(CollisionWorld world, float radius, uint mask, float3 origin, float3 direction) { var sphereCollider = Unity.Physics.SphereCollider.Create(float3.zero, radius, new CollisionFilter() { CategoryBits = mask, MaskBits = mask, GroupIndex = (int)mask }); ColliderCastInput input = new ColliderCastInput() { Position = origin, Orientation = quaternion.identity, Direction = direction, Collider = (Collider *)sphereCollider.GetUnsafePtr() }; ColliderCastHit hit = new ColliderCastHit() { RigidBodyIndex = -1 }; world.CastCollider(input, out hit); return(hit); }
// Does collider casts and checks some properties of the results: // - Closest hit returned from the all hits query has the same fraction as the hit returned from the closest hit query // - Any hit and closest hit queries return a hit if and only if the all hits query does // - Distance between the shapes at the hit fraction is zero static unsafe void WorldColliderCastTest(ref Physics.PhysicsWorld world, ColliderCastInput input, ref NativeList <ColliderCastHit> hits, string failureMessage) { // Do an all-hits query hits.Clear(); world.CastCollider(input, ref hits); // Check each hit and find the earliest float minFraction = float.MaxValue; RigidTransform worldFromQuery = new RigidTransform(input.Orientation, input.Position); for (int iHit = 0; iHit < hits.Length; iHit++) { ColliderCastHit hit = hits[iHit]; minFraction = math.min(minFraction, hit.Fraction); CheckColliderCastHit(ref world, input, hit, failureMessage + ", hits[" + iHit + "]"); } // Do a closest-hit query and check that the fraction matches ColliderCastHit closestHit; bool hasClosestHit = world.CastCollider(input, out closestHit); if (hits.Length == 0) { Assert.IsFalse(hasClosestHit, failureMessage + ", closestHit: no matching result in hits"); } else { Assert.AreEqual(closestHit.Fraction, minFraction, tolerance * math.length(input.Direction), failureMessage + ", closestHit: fraction does not match"); CheckColliderCastHit(ref world, input, closestHit, failureMessage + ", closestHit"); } // Do an any-hit query and check that it is consistent with the others bool hasAnyHit = world.CastCollider(input); Assert.AreEqual(hasAnyHit, hasClosestHit, failureMessage + ": any hit result inconsistent with the others"); // TODO - this test can't catch false misses. We could do brute-force broadphase / midphase search to cover those. }
public static unsafe void CollideAndIntegrate( CharacterControllerStepInput stepInput, float characterMass, bool affectBodies, Collider *collider, MaxHitsCollector <DistanceHit> distanceHitsCollector, ref NativeArray <ColliderCastHit> castHits, ref NativeArray <SurfaceConstraintInfo> constraints, ref RigidTransform transform, ref float3 linearVelocity, ref BlockStream.Writer deferredImpulseWriter) { // Copy parameters float deltaTime = stepInput.DeltaTime; float3 gravity = stepInput.Gravity; float3 up = stepInput.Up; PhysicsWorld world = stepInput.World; float remainingTime = deltaTime; float3 lastDisplacement = linearVelocity * remainingTime; float3 newPosition = transform.pos; quaternion orientation = transform.rot; float3 newVelocity = linearVelocity; float maxSlopeCos = math.cos(stepInput.MaxSlope); // Iterate over hits and create constraints from them int numDistanceConstraints = 0; for (int hitIndex = 0; hitIndex < distanceHitsCollector.NumHits; hitIndex++) { DistanceHit hit = distanceHitsCollector.AllHits[hitIndex]; CreateConstraintFromHit(world, gravity, deltaTime, hit.RigidBodyIndex, hit.ColliderKey, hit.Position, hit.SurfaceNormal, hit.Distance, false, out SurfaceConstraintInfo constraint); // Check if max slope plane is required float verticalComponent = math.dot(constraint.Plane.Normal, up); bool shouldAddPlane = verticalComponent > SimplexSolver.c_SimplexSolverEpsilon && verticalComponent < maxSlopeCos; if (shouldAddPlane) { AddMaxSlopeConstraint(up, ref constraint, ref constraints, ref numDistanceConstraints); } // Add original constraint to the list constraints[numDistanceConstraints++] = constraint; } const float timeEpsilon = 0.000001f; for (int i = 0; i < stepInput.MaxIterations && remainingTime > timeEpsilon; i++) { int numConstraints = numDistanceConstraints; float3 gravityMovement = gravity * remainingTime * remainingTime * 0.5f; // Then do a collider cast (but not in first iteration) if (i > 0) { float3 displacement = lastDisplacement + gravityMovement; MaxHitsCollector <ColliderCastHit> collector = new MaxHitsCollector <ColliderCastHit>(1.0f, ref castHits); ColliderCastInput input = new ColliderCastInput() { Collider = collider, Orientation = orientation, Start = newPosition, End = newPosition + displacement, }; world.CastCollider(input, ref collector); // Iterate over hits and create constraints from them for (int hitIndex = 0; hitIndex < collector.NumHits; hitIndex++) { ColliderCastHit hit = collector.AllHits[hitIndex]; bool found = false; for (int distanceHitIndex = 0; distanceHitIndex < distanceHitsCollector.NumHits; distanceHitIndex++) { DistanceHit dHit = distanceHitsCollector.AllHits[distanceHitIndex]; if (dHit.RigidBodyIndex == hit.RigidBodyIndex && dHit.ColliderKey.Equals(hit.ColliderKey)) { found = true; break; } } // Skip duplicate hits if (!found) { CreateConstraintFromHit(world, gravity, deltaTime, hit.RigidBodyIndex, hit.ColliderKey, hit.Position, hit.SurfaceNormal, hit.Fraction * math.length(lastDisplacement), false, out SurfaceConstraintInfo constraint); // Check if max slope plane is required float verticalComponent = math.dot(constraint.Plane.Normal, up); bool shouldAddPlane = verticalComponent > SimplexSolver.c_SimplexSolverEpsilon && verticalComponent < maxSlopeCos; if (shouldAddPlane) { AddMaxSlopeConstraint(up, ref constraint, ref constraints, ref numConstraints); } // Add original constraint to the list constraints[numConstraints++] = constraint; } } } // Solve float3 prevVelocity = newVelocity; float3 prevPosition = newPosition; SimplexSolver.Solve(world, remainingTime, up, numConstraints, ref constraints, ref newPosition, ref newVelocity, out float integratedTime); // Apply impulses to hit bodies if (affectBodies) { CalculateAndStoreDeferredImpulses(stepInput, characterMass, prevVelocity, numConstraints, ref constraints, ref deferredImpulseWriter); } float3 newDisplacement = newPosition - prevPosition; // Check if we can walk to the position simplex solver has suggested MaxHitsCollector <ColliderCastHit> newCollector = new MaxHitsCollector <ColliderCastHit>(1.0f, ref castHits); int newContactIndex = -1; // If simplex solver moved the character we need to re-cast to make sure it can move to new position if (math.lengthsq(newDisplacement) > SimplexSolver.c_SimplexSolverEpsilon) { float3 displacement = newDisplacement + gravityMovement; ColliderCastInput input = new ColliderCastInput() { Collider = collider, Orientation = orientation, Start = prevPosition, End = prevPosition + displacement }; world.CastCollider(input, ref newCollector); for (int hitIndex = 0; hitIndex < newCollector.NumHits; hitIndex++) { ColliderCastHit hit = newCollector.AllHits[hitIndex]; bool found = false; for (int constraintIndex = 0; constraintIndex < numConstraints; constraintIndex++) { SurfaceConstraintInfo constraint = constraints[constraintIndex]; if (constraint.RigidBodyIndex == hit.RigidBodyIndex && constraint.ColliderKey.Equals(hit.ColliderKey)) { found = true; break; } } if (!found) { newContactIndex = hitIndex; break; } } } // Move character along the newDisplacement direction until it reaches this new contact if (newContactIndex >= 0) { ColliderCastHit newContact = newCollector.AllHits[newContactIndex]; Assert.IsTrue(newContact.Fraction >= 0.0f && newContact.Fraction <= 1.0f); integratedTime *= newContact.Fraction; newPosition = prevPosition + newDisplacement * newContact.Fraction; } remainingTime -= integratedTime; // Remember last displacement for next iteration lastDisplacement = newVelocity * remainingTime; } // Write back position and velocity transform.pos = newPosition; linearVelocity = newVelocity; }
public bool CapsuleCast(float3 point1, float3 point2, float radius, float3 direction, float maxDistance, out ColliderCastHit hitInfo, CollisionFilter filter, QueryInteraction queryInteraction = QueryInteraction.Default) => QueryWrappers.CapsuleCast(ref this, point1, point2, radius, direction, maxDistance, out hitInfo, filter, queryInteraction);
public bool BoxCast(float3 center, quaternion orientation, float3 halfExtents, float3 direction, float maxDistance, out ColliderCastHit hitInfo, CollisionFilter filter, QueryInteraction queryInteraction = QueryInteraction.Default) => QueryWrappers.BoxCast(ref this, center, orientation, halfExtents, direction, maxDistance, out hitInfo, filter, queryInteraction);
public bool SphereCast(float3 origin, float radius, float3 direction, float maxDistance, out ColliderCastHit hitInfo, CollisionFilter filter, QueryInteraction queryInteraction = QueryInteraction.Default) => QueryWrappers.SphereCast(ref this, origin, radius, direction, maxDistance, out hitInfo, filter, queryInteraction);
static unsafe bool CastCollider( Ray ray, ref float2x2 rotation, ref DistanceProxy proxySource, ref DistanceProxy proxyTarget, out ColliderCastHit hit) { hit = default; var transformSource = new PhysicsTransform { Translation = ray.Origin, Rotation = rotation }; // Check we're not initially overlapped. if ((proxySource.VertexCount < 3 || proxyTarget.VertexCount < 3) && OverlapQueries.OverlapConvexConvex(ref transformSource, ref proxySource, ref proxyTarget)) { return(false); } // B = Source // A = Target var radiusSource = proxySource.ConvexRadius; var radiusTarget = proxyTarget.ConvexRadius; var totalRadius = radiusSource + radiusTarget; var invRotation = math.inverse(rotation); var sweepDirection = ray.Displacement; var normal = float2.zero; var lambda = 0.0f; // Initialize the simplex. var simplex = new Simplex(); simplex.Count = 0; var vertices = &simplex.Vertex1; // Get a support point in the inverse direction. var indexTarget = proxyTarget.GetSupport(-sweepDirection); var supportTarget = proxyTarget.Vertices[indexTarget]; var indexSource = proxySource.GetSupport(PhysicsMath.mul(invRotation, sweepDirection)); var supportSource = PhysicsMath.mul(transformSource, proxySource.Vertices[indexSource]); var v = supportTarget - supportSource; // Sigma is the target distance between polygons var sigma = math.max(PhysicsSettings.Constants.MinimumConvexRadius, totalRadius - PhysicsSettings.Constants.MinimumConvexRadius); const float tolerance = PhysicsSettings.Constants.LinearSlop * 0.5f; var iteration = 0; while ( iteration++ < PhysicsSettings.Constants.MaxGJKInterations && math.abs(math.length(v) - sigma) > tolerance ) { if (simplex.Count >= 3) { SafetyChecks.ThrowInvalidOperationException("ColliderCast Simplex must have less than 3 vertex."); } // Support in direction -supportV (Target - Source) indexTarget = proxyTarget.GetSupport(-v); supportTarget = proxyTarget.Vertices[indexTarget]; indexSource = proxySource.GetSupport(PhysicsMath.mul(invRotation, v)); supportSource = PhysicsMath.mul(transformSource, proxySource.Vertices[indexSource]); var p = supportTarget - supportSource; v = math.normalizesafe(v); // Intersect ray with plane. var vp = math.dot(v, p); var vr = math.dot(v, sweepDirection); if (vp - sigma > lambda * vr) { if (vr <= 0.0f) { return(false); } lambda = (vp - sigma) / vr; if (lambda > 1.0f) { return(false); } normal = -v; simplex.Count = 0; } // Reverse simplex since it works with B - A. // Shift by lambda * r because we want the closest point to the current clip point. // Note that the support point p is not shifted because we want the plane equation // to be formed in un-shifted space. var vertex = vertices + simplex.Count; vertex->IndexA = indexSource; vertex->SupportA = supportSource + lambda * sweepDirection; vertex->IndexB = indexTarget; vertex->SupportB = supportTarget; vertex->W = vertex->SupportB - vertex->SupportA; vertex->A = 1.0f; simplex.Count += 1; switch (simplex.Count) { case 1: break; case 2: simplex.Solve2(); break; case 3: simplex.Solve3(); break; default: SafetyChecks.ThrowInvalidOperationException("Simplex has invalid count."); return(default); } // If we have 3 points, then the origin is in the corresponding triangle. if (simplex.Count == 3) { // Overlap. return(false); } // Get search direction. v = simplex.GetClosestPoint(); } // Ensure we don't process an empty simplex. if (simplex.Count == 0) { return(false); } // Prepare result. var pointSource = float2.zero; var pointTarget = float2.zero; simplex.GetWitnessPoints(ref pointSource, ref pointTarget); normal = math.normalizesafe(-v); hit = new ColliderCastHit { Position = pointTarget + (normal * radiusTarget), SurfaceNormal = normal, Fraction = lambda }; return(true); }
public bool CastCollider(ColliderCastInput input, out ColliderCastHit closestHit) => QueryWrappers.ColliderCast(ref this, input, out closestHit);
public static bool SphereCast <T>(ref T target, float3 origin, float radius, float3 direction, float maxDistance, out ColliderCastHit hitInfo, CollisionFilter filter, QueryInteraction queryInteraction = QueryInteraction.Default) where T : struct, ICollidable { var collector = new ClosestHitCollector <ColliderCastHit>(1.0f); bool hasHit = target.SphereCastCustom(origin, radius, direction, maxDistance, ref collector, filter, queryInteraction); hitInfo = collector.ClosestHit; return(hasHit); }
public static unsafe void CollideAndIntegrate(PhysicsWorld world, float deltaTime, int maxIterations, float3 up, float3 gravity, float characterMass, float tau, float damping, bool affectBodies, Collider *collider, ref NativeArray <DistanceHit> distanceHits, ref NativeArray <ColliderCastHit> castHits, ref NativeArray <SurfaceConstraintInfo> constraints, ref RigidTransform transform, ref float3 linearVelocity, ref BlockStream.Writer deferredImpulseWriter) { float remainingTime = deltaTime; float3 lastDisplacement = linearVelocity * remainingTime; float3 newPosition = transform.pos; quaternion orientation = transform.rot; float3 newVelocity = linearVelocity; const float timeEpsilon = 0.000001f; for (int i = 0; i < maxIterations && remainingTime > timeEpsilon; i++) { // First do distance query for penetration recovery MaxHitsCollector <DistanceHit> distanceHitsCollector = new MaxHitsCollector <DistanceHit>(0.0f, ref distanceHits); int numConstraints = 0; { ColliderDistanceInput input = new ColliderDistanceInput() { MaxDistance = 0.0f, Transform = new RigidTransform { pos = newPosition, rot = orientation, }, Collider = collider }; world.CalculateDistance(input, ref distanceHitsCollector); // Iterate over hits and create constraints from them for (int hitIndex = 0; hitIndex < distanceHitsCollector.NumHits; hitIndex++) { DistanceHit hit = distanceHitsCollector.AllHits[hitIndex]; CreateConstraintFromHit(world, gravity, deltaTime, hit.RigidBodyIndex, hit.ColliderKey, hit.Position, hit.SurfaceNormal, hit.Distance, false, out SurfaceConstraintInfo constraint); constraints[numConstraints++] = constraint; } } // Then do a collider cast { float3 displacement = lastDisplacement - up * timeEpsilon; float3 endPosition = newPosition + displacement; MaxHitsCollector <ColliderCastHit> collector = new MaxHitsCollector <ColliderCastHit>(1.0f, ref castHits); ColliderCastInput input = new ColliderCastInput() { Collider = collider, Orientation = orientation, Position = newPosition, Direction = displacement }; world.CastCollider(input, ref collector); // Iterate over hits and create constraints from them for (int hitIndex = 0; hitIndex < collector.NumHits; hitIndex++) { ColliderCastHit hit = collector.AllHits[hitIndex]; bool found = false; for (int distanceHitIndex = 0; distanceHitIndex < distanceHitsCollector.NumHits; distanceHitIndex++) { DistanceHit dHit = distanceHitsCollector.AllHits[distanceHitIndex]; if (dHit.RigidBodyIndex == hit.RigidBodyIndex && dHit.ColliderKey.Equals(hit.ColliderKey)) { found = true; break; } } // Skip duplicate hits if (!found) { CreateConstraintFromHit(world, gravity, deltaTime, hit.RigidBodyIndex, hit.ColliderKey, hit.Position, hit.SurfaceNormal, hit.Fraction * math.length(lastDisplacement), false, out SurfaceConstraintInfo constraint); constraints[numConstraints++] = constraint; } } } // petarm.todo: Add max slope plane to avoid climbing the not allowed slopes // Solve float3 prevVelocity = newVelocity; SimplexSolver.Solve(world, deltaTime, up, numConstraints, ref constraints, ref newPosition, ref newVelocity, out float integratedTime); remainingTime -= integratedTime; lastDisplacement = newVelocity * remainingTime; // Apply impulses to hit bodies if (affectBodies) { ResolveContacts(world, deltaTime, gravity, tau, damping, characterMass, prevVelocity, numConstraints, ref constraints, ref deferredImpulseWriter); } } // Write back position and velocity transform.pos = newPosition; linearVelocity = newVelocity; }
public static unsafe void SolveCollisionConstraints(PhysicsWorld world, float deltaTime, int maxIterations, float skinWidth, float maxSlope, Collider *collider, ref RigidTransform transform, ref float3 velocity, ref NativeArray <DistanceHit> distanceHits, ref NativeArray <ColliderCastHit> colliderHits, ref NativeArray <SurfaceConstraintInfo> surfaceConstraints) { float remainingTime = deltaTime; float3 previousDisplacement = velocity * remainingTime; float3 outPosition = transform.pos; float3 outVelocity = velocity; quaternion orientation = transform.rot; const float timeEpsilon = 0.000001f; for (int i = 0; i < maxIterations && remainingTime > timeEpsilon; i++) { MaxHitCollector <DistanceHit> distanceHitCollector = new MaxHitCollector <DistanceHit>(skinWidth, ref distanceHits); int constraintCount = 0; // Handle distance checks { ColliderDistanceInput input = new ColliderDistanceInput { Collider = collider, MaxDistance = skinWidth, Transform = new RigidTransform { pos = outPosition, rot = orientation } }; world.CalculateDistance(input, ref distanceHitCollector); for (int hitIndex = 0; hitIndex < distanceHitCollector.NumHits; hitIndex++) { DistanceHit hit = distanceHitCollector.AllHits[hitIndex]; CreateConstraintFromHit(world, hit.ColliderKey, hit.RigidBodyIndex, hit.Position, float3.zero, hit.SurfaceNormal, hit.Distance, deltaTime, out SurfaceConstraintInfo constraint); CreateSlopeConstraint(math.up(), math.cos(maxSlope), ref constraint, ref surfaceConstraints, ref constraintCount); surfaceConstraints[constraintCount++] = constraint; } } // Handle Collider { float3 displacement = previousDisplacement; MaxHitCollector <ColliderCastHit> colliderHitCollector = new MaxHitCollector <ColliderCastHit>(1.0f, ref colliderHits); ColliderCastInput input = new ColliderCastInput { Collider = collider, Position = outPosition, Direction = velocity, Orientation = orientation }; world.CastCollider(input, ref colliderHitCollector); for (int hitIndex = 0; hitIndex < colliderHitCollector.NumHits; hitIndex++) { ColliderCastHit hit = colliderHitCollector.AllHits[hitIndex]; bool duplicate = false; for (int distanceHitIndex = 0; distanceHitIndex < distanceHitCollector.NumHits; distanceHitIndex++) { DistanceHit distanceHit = distanceHitCollector.AllHits[distanceHitIndex]; if (distanceHit.RigidBodyIndex == hit.RigidBodyIndex && distanceHit.ColliderKey.Equals(hit.ColliderKey)) { duplicate = true; break; } } if (!duplicate) { CreateConstraintFromHit(world, hit.ColliderKey, hit.RigidBodyIndex, hit.Position, outVelocity, hit.SurfaceNormal, hit.Fraction * math.length(previousDisplacement), deltaTime, out SurfaceConstraintInfo constraint); CreateSlopeConstraint(math.up(), math.cos(maxSlope), ref constraint, ref surfaceConstraints, ref constraintCount); surfaceConstraints[constraintCount++] = constraint; } } } float3 previousPosition = outPosition; float3 previousVelocity = outVelocity; SimplexSolver.Solve(world, remainingTime, math.up(), constraintCount, ref surfaceConstraints, ref outPosition, ref outVelocity, out float integratedTime); float3 currentDisplacement = outPosition - previousPosition; MaxHitCollector <ColliderCastHit> displacementHitCollector = new MaxHitCollector <ColliderCastHit>(1.0f, ref colliderHits); int displacementContactIndex = -1; if (math.lengthsq(currentDisplacement) > SimplexSolver.c_SimplexSolverEpsilon) { ColliderCastInput input = new ColliderCastInput { Collider = collider, Position = previousPosition, Direction = currentDisplacement, Orientation = orientation }; world.CastCollider(input, ref displacementHitCollector); for (int hitIndex = 0; hitIndex < distanceHitCollector.NumHits; hitIndex++) { ColliderCastHit hit = displacementHitCollector.AllHits[hitIndex]; bool duplicate = false; for (int constrainIndex = 0; constrainIndex < constraintCount; constrainIndex++) { SurfaceConstraintInfo constraint = surfaceConstraints[constrainIndex]; if (constraint.RigidBodyIndex == hit.RigidBodyIndex && constraint.ColliderKey.Equals(hit.ColliderKey)) { duplicate = true; break; } if (!duplicate) { displacementContactIndex = hitIndex; break; } } } if (displacementContactIndex >= 0) { ColliderCastHit newContact = displacementHitCollector.AllHits[displacementContactIndex]; float fraction = newContact.Fraction / math.length(currentDisplacement); integratedTime *= fraction; float3 displacement = currentDisplacement * fraction; outPosition = previousPosition + displacement; } } remainingTime -= integratedTime; previousDisplacement = outVelocity * remainingTime; } transform.pos = outPosition; velocity = outVelocity; }
public static unsafe void CollideAndIntegrate( CharacterControllerStepInput stepInput, float characterMass, bool affectBodies, Collider *collider, ref NativeArray <ColliderCastHit> castHits, ref NativeArray <SurfaceConstraintInfo> constraints, int numConstraints, ref RigidTransform transform, ref float3 linearVelocity, ref BlockStream.Writer deferredImpulseWriter) { // Copy parameters float deltaTime = stepInput.DeltaTime; float3 gravity = stepInput.Gravity; float3 up = stepInput.Up; PhysicsWorld world = stepInput.World; float remainingTime = deltaTime; float3 lastDisplacement = linearVelocity * remainingTime; float3 newPosition = transform.pos; quaternion orientation = transform.rot; float3 newVelocity = linearVelocity; float maxSlopeCos = math.cos(stepInput.MaxSlope); const float timeEpsilon = 0.000001f; for (int i = 0; i < stepInput.MaxIterations && remainingTime > timeEpsilon; i++) { float3 gravityMovement = gravity * remainingTime * remainingTime * 0.5f; // Then do a collider cast (but not in first iteration) if (i > 0) { int numCastConstraints = 0; float3 displacement = lastDisplacement + gravityMovement; MaxHitsCollector <ColliderCastHit> collector = new MaxHitsCollector <ColliderCastHit>(stepInput.RigidBodyIndex, 1.0f, ref castHits); ColliderCastInput input = new ColliderCastInput() { Collider = collider, Orientation = orientation, Start = newPosition, End = newPosition + displacement * (1.0f + stepInput.ContactTolerance), }; world.CastCollider(input, ref collector); // Iterate over hits and create constraints from them for (int hitIndex = 0; hitIndex < collector.NumHits; hitIndex++) { ColliderCastHit hit = collector.AllHits[hitIndex]; CreateConstraint(stepInput.World, stepInput.Up, hit.RigidBodyIndex, hit.ColliderKey, hit.Position, hit.SurfaceNormal, hit.Fraction * math.length(lastDisplacement), stepInput.SkinWidth, maxSlopeCos, ref constraints, ref numCastConstraints); } numConstraints = numCastConstraints; } // Min delta time for solver to break float minDeltaTime = 0.0f; if (math.lengthsq(newVelocity) > k_SimplexSolverEpsilonSq) { // Min delta time to travel at least 1cm minDeltaTime = 0.01f / math.length(newVelocity); } // Solve float3 prevVelocity = newVelocity; float3 prevPosition = newPosition; SimplexSolver.Solve(world, remainingTime, minDeltaTime, up, numConstraints, ref constraints, ref newPosition, ref newVelocity, out float integratedTime); // Apply impulses to hit bodies if (affectBodies) { CalculateAndStoreDeferredImpulses(stepInput, characterMass, prevVelocity, numConstraints, ref constraints, ref deferredImpulseWriter); } float3 newDisplacement = newPosition - prevPosition; // Check if we can walk to the position simplex solver has suggested MaxHitsCollector <ColliderCastHit> newCollector = new MaxHitsCollector <ColliderCastHit>(stepInput.RigidBodyIndex, 1.0f, ref castHits); int newContactIndex = -1; // If simplex solver moved the character we need to re-cast to make sure it can move to new position if (math.lengthsq(newDisplacement) > k_SimplexSolverEpsilon) { float3 displacement = newDisplacement + gravityMovement; ColliderCastInput input = new ColliderCastInput() { Collider = collider, Orientation = orientation, Start = prevPosition, End = prevPosition + displacement * (1.0f + stepInput.ContactTolerance) }; world.CastCollider(input, ref newCollector); float minFraction = float.MaxValue; for (int hitIndex = 0; hitIndex < newCollector.NumHits; hitIndex++) { ColliderCastHit hit = newCollector.AllHits[hitIndex]; if (hit.Fraction < minFraction) { bool found = false; for (int constraintIndex = 0; constraintIndex < numConstraints; constraintIndex++) { SurfaceConstraintInfo constraint = constraints[constraintIndex]; if (constraint.RigidBodyIndex == hit.RigidBodyIndex && constraint.ColliderKey.Equals(hit.ColliderKey)) { found = true; break; } } if (!found) { minFraction = hit.Fraction; newContactIndex = hitIndex; } } } } // Move character along the newDisplacement direction until it reaches this new contact if (newContactIndex >= 0) { ColliderCastHit newContact = newCollector.AllHits[newContactIndex]; Assert.IsTrue(newContact.Fraction >= 0.0f && newContact.Fraction <= 1.0f); integratedTime *= newContact.Fraction; newPosition = prevPosition + newDisplacement * newContact.Fraction; } remainingTime -= integratedTime; // Remember last displacement for next iteration lastDisplacement = newVelocity * remainingTime; } // Write back position and velocity transform.pos = newPosition; linearVelocity = newVelocity; }
public static unsafe void CollideAndIntegrate( CharacterControllerStepInput stepInput, float characterMass, bool affectBodies, Collider *collider, ref RigidTransform transform, ref float3 linearVelocity, ref NativeStream.Writer defferredImpulseWriter, ref NativeList <SurfaceConstraintInfo> constraints, ref NativeList <ColliderCastHit> castHits, ref NativeList <DistanceHit> distanceHits, out ColliderCastInput debugInput, out ColliderCastHit debugHit) { float deltaTime = stepInput.DeltaTime; float3 up = stepInput.Up; PhysicsWorld world = stepInput.World; float remaingTIme = deltaTime; float3 newPosition = transform.pos; quaternion orientation = transform.rot; float3 newVelocity = linearVelocity; float maxSlopCos = math.cos(stepInput.MaxSlope); debugInput = (default);
static unsafe void CheckColliderCastHit(ref Physics.PhysicsWorld world, ColliderCastInput input, ColliderCastHit hit, string failureMessage) { // Fetch the leaf collider and convert the shape cast result into a distance result at the hit transform ChildCollider leaf; MTransform queryFromWorld = Math.Inverse(new MTransform(input.Orientation, input.Position + input.Direction * hit.Fraction)); GetHitLeaf(ref world, hit.RigidBodyIndex, hit.ColliderKey, queryFromWorld, out leaf, out MTransform queryFromTarget); DistanceQueries.Result result = new DistanceQueries.Result { PositionOnAinA = Math.Mul(queryFromWorld, hit.Position), NormalInA = math.mul(queryFromWorld.Rotation, hit.SurfaceNormal), Distance = 0.0f }; // If the fraction is zero then the shapes should penetrate, otherwise they should have zero distance if (hit.Fraction == 0.0f) { // Do a distance query to verify initial penetration result.Distance = DistanceQueries.ConvexConvex(input.Collider, leaf.Collider, queryFromTarget).Distance; Assert.Less(result.Distance, tolerance, failureMessage + ": zero fraction with positive distance"); } // Verify the distance at the hit transform ValidateDistanceResult(result, ref ((ConvexCollider *)input.Collider)->ConvexHull, ref ((ConvexCollider *)leaf.Collider)->ConvexHull, queryFromTarget, result.Distance, failureMessage); }
static bool CastConvex(ref ColliderCastInput input, ref DistanceProxy proxyTarget, out ColliderCastHit hit) { DistanceProxy proxySource; var inputColliderBlob = input.Collider; switch (inputColliderBlob.Value.ColliderType) { case ColliderType.Box: case ColliderType.Polygon: case ColliderType.Capsule: case ColliderType.Circle: { ref var convexHull = ref inputColliderBlob.GetColliderRef <ConvexCollider>().m_ConvexHull; proxySource = new DistanceProxy(ref convexHull); break; }
public static unsafe void CheckSupport( ref PhysicsWorld world, ref PhysicsCollider collider, CharacterControllerStepInput stepInput, RigidTransform transform, out CharacterSupportState characterState, out float3 surfaceNormal, out float3 surfaceVelocity, NativeList <StatefulCollisionEvent> collisionEvents = default) { surfaceNormal = float3.zero; surfaceVelocity = float3.zero; // Up direction must be normalized Assert.IsTrue(Unity.Physics.Math.IsNormalized(stepInput.Up)); // Query the world NativeList <ColliderCastHit> castHits = new NativeList <ColliderCastHit>(k_DefaultQueryHitsCapacity, Allocator.Temp); CharacterControllerAllHitsCollector <ColliderCastHit> castHitsCollector = new CharacterControllerAllHitsCollector <ColliderCastHit>( stepInput.RigidBodyIndex, 1.0f, ref castHits, world); var maxDisplacement = -stepInput.ContactTolerance * stepInput.Up; { ColliderCastInput input = new ColliderCastInput() { Collider = collider.ColliderPtr, Orientation = transform.rot, Start = transform.pos, End = transform.pos + maxDisplacement }; world.CastCollider(input, ref castHitsCollector); } // If no hits, proclaim unsupported state if (castHitsCollector.NumHits == 0) { characterState = CharacterSupportState.Unsupported; return; } float maxSlopeCos = math.cos(stepInput.MaxSlope); // Iterate over distance hits and create constraints from them NativeList <SurfaceConstraintInfo> constraints = new NativeList <SurfaceConstraintInfo>(k_DefaultConstraintsCapacity, Allocator.Temp); float maxDisplacementLength = math.length(maxDisplacement); for (int i = 0; i < castHitsCollector.NumHits; i++) { ColliderCastHit hit = castHitsCollector.AllHits[i]; CreateConstraint(stepInput.World, stepInput.Up, hit.RigidBodyIndex, hit.ColliderKey, hit.Position, hit.SurfaceNormal, hit.Fraction * maxDisplacementLength, stepInput.SkinWidth, maxSlopeCos, ref constraints); } // Velocity for support checking float3 initialVelocity = maxDisplacement / stepInput.DeltaTime; // Solve downwards (don't use min delta time, try to solve full step) float3 outVelocity = initialVelocity; float3 outPosition = transform.pos; SimplexSolver.Solve(stepInput.DeltaTime, stepInput.DeltaTime, stepInput.Up, stepInput.MaxMovementSpeed, constraints, ref outPosition, ref outVelocity, out float integratedTime, false); // Get info on surface int numSupportingPlanes = 0; { for (int j = 0; j < constraints.Length; j++) { var constraint = constraints[j]; if (constraint.Touched && !constraint.IsTooSteep && !constraint.IsMaxSlope) { numSupportingPlanes++; surfaceNormal += constraint.Plane.Normal; surfaceVelocity += constraint.Velocity; // Add supporting planes to collision events if (collisionEvents.IsCreated) { var collisionEvent = new StatefulCollisionEvent(stepInput.World.Bodies[stepInput.RigidBodyIndex].Entity, stepInput.World.Bodies[constraint.RigidBodyIndex].Entity, stepInput.RigidBodyIndex, constraint.RigidBodyIndex, ColliderKey.Empty, constraint.ColliderKey, constraint.Plane.Normal); collisionEvent.CollisionDetails = new StatefulCollisionEvent.Details(1, 0, constraint.HitPosition); collisionEvents.Add(collisionEvent); } } } if (numSupportingPlanes > 0) { float invNumSupportingPlanes = 1.0f / numSupportingPlanes; surfaceNormal *= invNumSupportingPlanes; surfaceVelocity *= invNumSupportingPlanes; surfaceNormal = math.normalize(surfaceNormal); } } // Check support state { if (math.lengthsq(initialVelocity - outVelocity) < k_SimplexSolverEpsilonSq) { // If velocity hasn't changed significantly, declare unsupported state characterState = CharacterSupportState.Unsupported; } else if (math.lengthsq(outVelocity) < k_SimplexSolverEpsilonSq && numSupportingPlanes > 0) { // If velocity is very small, declare supported state characterState = CharacterSupportState.Supported; } else { // Check if sliding outVelocity = math.normalize(outVelocity); float slopeAngleSin = math.max(0.0f, math.dot(outVelocity, -stepInput.Up)); float slopeAngleCosSq = 1 - slopeAngleSin * slopeAngleSin; if (slopeAngleCosSq <= maxSlopeCos * maxSlopeCos) { characterState = CharacterSupportState.Sliding; } else if (numSupportingPlanes > 0) { characterState = CharacterSupportState.Supported; } else { // If numSupportingPlanes is 0, surface normal is invalid, so state is unsupported characterState = CharacterSupportState.Unsupported; } } } }
public static unsafe void CollideAndIntegrate( CharacterControllerStepInput stepInput, float characterMass, bool affectBodies, Unity.Physics.Collider *collider, ref RigidTransform transform, ref float3 linearVelocity, ref NativeStream.Writer deferredImpulseWriter, NativeList <StatefulCollisionEvent> collisionEvents = default, NativeList <StatefulTriggerEvent> triggerEvents = default) { // Copy parameters float deltaTime = stepInput.DeltaTime; float3 up = stepInput.Up; PhysicsWorld world = stepInput.World; float remainingTime = deltaTime; float3 newPosition = transform.pos; quaternion orientation = transform.rot; float3 newVelocity = linearVelocity; float maxSlopeCos = math.cos(stepInput.MaxSlope); const float timeEpsilon = 0.000001f; for (int i = 0; i < stepInput.MaxIterations && remainingTime > timeEpsilon; i++) { NativeList <SurfaceConstraintInfo> constraints = new NativeList <SurfaceConstraintInfo>(k_DefaultConstraintsCapacity, Allocator.Temp); // Do a collider cast { float3 displacement = newVelocity * remainingTime; NativeList <ColliderCastHit> triggerHits = default; if (triggerEvents.IsCreated) { triggerHits = new NativeList <ColliderCastHit>(k_DefaultQueryHitsCapacity / 4, Allocator.Temp); } NativeList <ColliderCastHit> castHits = new NativeList <ColliderCastHit>(k_DefaultQueryHitsCapacity, Allocator.Temp); CharacterControllerAllHitsCollector <ColliderCastHit> collector = new CharacterControllerAllHitsCollector <ColliderCastHit>( stepInput.RigidBodyIndex, 1.0f, ref castHits, world, triggerHits); ColliderCastInput input = new ColliderCastInput() { Collider = collider, Orientation = orientation, Start = newPosition, End = newPosition + displacement }; world.CastCollider(input, ref collector); // Iterate over hits and create constraints from them for (int hitIndex = 0; hitIndex < collector.NumHits; hitIndex++) { ColliderCastHit hit = collector.AllHits[hitIndex]; CreateConstraint(stepInput.World, stepInput.Up, hit.RigidBodyIndex, hit.ColliderKey, hit.Position, hit.SurfaceNormal, math.dot(-hit.SurfaceNormal, hit.Fraction * displacement), stepInput.SkinWidth, maxSlopeCos, ref constraints); } // Update trigger events if (triggerEvents.IsCreated) { UpdateTriggersSeen(stepInput, triggerHits, triggerEvents, collector.MinHitFraction); } } // Then do a collider distance for penetration recovery, // but only fix up penetrating hits { // Collider distance query NativeList <DistanceHit> distanceHits = new NativeList <DistanceHit>(k_DefaultQueryHitsCapacity, Allocator.Temp); CharacterControllerAllHitsCollector <DistanceHit> distanceHitsCollector = new CharacterControllerAllHitsCollector <DistanceHit>( stepInput.RigidBodyIndex, stepInput.ContactTolerance, ref distanceHits, world); { ColliderDistanceInput input = new ColliderDistanceInput() { MaxDistance = stepInput.ContactTolerance, Transform = transform, Collider = collider }; world.CalculateDistance(input, ref distanceHitsCollector); } // Iterate over penetrating hits and fix up distance and normal int numConstraints = constraints.Length; for (int hitIndex = 0; hitIndex < distanceHitsCollector.NumHits; hitIndex++) { DistanceHit hit = distanceHitsCollector.AllHits[hitIndex]; if (hit.Distance < stepInput.SkinWidth) { bool found = false; // Iterate backwards to locate the original constraint before the max slope constraint for (int constraintIndex = numConstraints - 1; constraintIndex >= 0; constraintIndex--) { SurfaceConstraintInfo constraint = constraints[constraintIndex]; if (constraint.RigidBodyIndex == hit.RigidBodyIndex && constraint.ColliderKey.Equals(hit.ColliderKey)) { // Fix up the constraint (normal, distance) { // Create new constraint CreateConstraintFromHit(world, hit.RigidBodyIndex, hit.ColliderKey, hit.Position, hit.SurfaceNormal, hit.Distance, stepInput.SkinWidth, out SurfaceConstraintInfo newConstraint); // Resolve its penetration ResolveConstraintPenetration(ref newConstraint); // Write back constraints[constraintIndex] = newConstraint; } found = true; break; } } // Add penetrating hit not caught by collider cast if (!found) { CreateConstraint(stepInput.World, stepInput.Up, hit.RigidBodyIndex, hit.ColliderKey, hit.Position, hit.SurfaceNormal, hit.Distance, stepInput.SkinWidth, maxSlopeCos, ref constraints); } } } } // Min delta time for solver to break float minDeltaTime = 0.0f; if (math.lengthsq(newVelocity) > k_SimplexSolverEpsilonSq) { // Min delta time to travel at least 1cm minDeltaTime = 0.01f / math.length(newVelocity); } // Solve float3 prevVelocity = newVelocity; float3 prevPosition = newPosition; SimplexSolver.Solve(remainingTime, minDeltaTime, up, stepInput.MaxMovementSpeed, constraints, ref newPosition, ref newVelocity, out float integratedTime); // Apply impulses to hit bodies and store collision events if (affectBodies || collisionEvents.IsCreated) { CalculateAndStoreDeferredImpulsesAndCollisionEvents(stepInput, affectBodies, characterMass, prevVelocity, constraints, ref deferredImpulseWriter, collisionEvents); } // Calculate new displacement float3 newDisplacement = newPosition - prevPosition; // If simplex solver moved the character we need to re-cast to make sure it can move to new position if (math.lengthsq(newDisplacement) > k_SimplexSolverEpsilon) { // Check if we can walk to the position simplex solver has suggested var newCollector = new CharacterControllerClosestHitCollector <ColliderCastHit>(constraints, world, stepInput.RigidBodyIndex, 1.0f); ColliderCastInput input = new ColliderCastInput() { Collider = collider, Orientation = orientation, Start = prevPosition, End = prevPosition + newDisplacement }; world.CastCollider(input, ref newCollector); if (newCollector.NumHits > 0) { ColliderCastHit hit = newCollector.ClosestHit; // Move character along the newDisplacement direction until it reaches this new contact { Assert.IsTrue(hit.Fraction >= 0.0f && hit.Fraction <= 1.0f); integratedTime *= hit.Fraction; newPosition = prevPosition + newDisplacement * hit.Fraction; } } } // Reduce remaining time remainingTime -= integratedTime; // Write back position so that the distance query will update results transform.pos = newPosition; } // Write back final velocity linearVelocity = newVelocity; }
public static bool BoxCast <T>(ref T target, float3 center, quaternion orientation, float3 halfExtents, float3 direction, sfloat maxDistance, out ColliderCastHit hitInfo, CollisionFilter filter, QueryInteraction queryInteraction = QueryInteraction.Default) where T : struct, ICollidable { var collector = new ClosestHitCollector <ColliderCastHit>(sfloat.One); bool hasHit = target.BoxCastCustom(center, orientation, halfExtents, direction, maxDistance, ref collector, filter, queryInteraction); hitInfo = collector.ClosestHit; return(hasHit); }
public static unsafe void CollideAndIntegrate(PhysicsWorld world, float deltaTime, int maxIterations, float3 up, float3 gravity, float characterMass, float tau, float damping, float maxSlope, bool affectBodies, Collider *collider, ref NativeArray <DistanceHit> distanceHits, ref NativeArray <ColliderCastHit> castHits, ref NativeArray <SurfaceConstraintInfo> constraints, ref RigidTransform transform, ref float3 linearVelocity, ref BlockStream.Writer deferredImpulseWriter) { float remainingTime = deltaTime; float3 lastDisplacement = linearVelocity * remainingTime; float3 newPosition = transform.pos; quaternion orientation = transform.rot; float3 newVelocity = linearVelocity; float maxSlopeCos = math.cos(maxSlope); const float timeEpsilon = 0.000001f; for (int i = 0; i < maxIterations && remainingTime > timeEpsilon; i++) { // First do distance query for penetration recovery MaxHitsCollector <DistanceHit> distanceHitsCollector = new MaxHitsCollector <DistanceHit>(0.0f, ref distanceHits); int numConstraints = 0; { ColliderDistanceInput input = new ColliderDistanceInput() { MaxDistance = 0.0f, Transform = new RigidTransform { pos = newPosition, rot = orientation, }, Collider = collider }; world.CalculateDistance(input, ref distanceHitsCollector); // Iterate over hits and create constraints from them for (int hitIndex = 0; hitIndex < distanceHitsCollector.NumHits; hitIndex++) { DistanceHit hit = distanceHitsCollector.AllHits[hitIndex]; CreateConstraintFromHit(world, gravity, deltaTime, hit.RigidBodyIndex, hit.ColliderKey, hit.Position, hit.SurfaceNormal, hit.Distance, false, out SurfaceConstraintInfo constraint); // Potentially add a max slope constraint AddMaxSlopeConstraint(up, maxSlopeCos, ref constraint, ref constraints, ref numConstraints); // Add original constraint to the list constraints[numConstraints++] = constraint; } } float3 gravityMovement = gravity * remainingTime * remainingTime * 0.5f; // Then do a collider cast { float3 displacement = lastDisplacement + gravityMovement; float3 endPosition = newPosition + displacement; MaxHitsCollector <ColliderCastHit> collector = new MaxHitsCollector <ColliderCastHit>(1.0f, ref castHits); ColliderCastInput input = new ColliderCastInput() { Collider = collider, Orientation = orientation, Position = newPosition, Direction = displacement }; world.CastCollider(input, ref collector); // Iterate over hits and create constraints from them for (int hitIndex = 0; hitIndex < collector.NumHits; hitIndex++) { ColliderCastHit hit = collector.AllHits[hitIndex]; bool found = false; for (int distanceHitIndex = 0; distanceHitIndex < distanceHitsCollector.NumHits; distanceHitIndex++) { DistanceHit dHit = distanceHitsCollector.AllHits[distanceHitIndex]; if (dHit.RigidBodyIndex == hit.RigidBodyIndex && dHit.ColliderKey.Equals(hit.ColliderKey)) { found = true; break; } } // Skip duplicate hits if (!found) { CreateConstraintFromHit(world, gravity, deltaTime, hit.RigidBodyIndex, hit.ColliderKey, hit.Position, hit.SurfaceNormal, hit.Fraction * math.length(lastDisplacement), false, out SurfaceConstraintInfo constraint); // Potentially add a max slope constraint AddMaxSlopeConstraint(up, maxSlopeCos, ref constraint, ref constraints, ref numConstraints); // Add original constraint to the list constraints[numConstraints++] = constraint; } } } // Solve float3 prevVelocity = newVelocity; float3 prevPosition = newPosition; SimplexSolver.Solve(world, remainingTime, up, numConstraints, ref constraints, ref newPosition, ref newVelocity, out float integratedTime); // Apply impulses to hit bodies if (affectBodies) { ResolveContacts(world, remainingTime, gravity, tau, damping, characterMass, prevVelocity, numConstraints, ref constraints, ref deferredImpulseWriter); } float3 newDisplacement = newPosition - prevPosition; // Check if we can walk to the position simplex solver has suggested MaxHitsCollector <ColliderCastHit> newCollector = new MaxHitsCollector <ColliderCastHit>(1.0f, ref castHits); int newContactIndex = -1; // If simplex solver moved the character we need to re-cast to make sure it can move to new position if (math.lengthsq(newDisplacement) > SimplexSolver.c_SimplexSolverEpsilon) { float3 displacement = newDisplacement + gravityMovement; float3 endPosition = prevPosition + displacement; ColliderCastInput input = new ColliderCastInput() { Collider = collider, Orientation = orientation, Position = prevPosition, Direction = displacement }; world.CastCollider(input, ref newCollector); for (int hitIndex = 0; hitIndex < newCollector.NumHits; hitIndex++) { ColliderCastHit hit = newCollector.AllHits[hitIndex]; bool found = false; for (int constraintIndex = 0; constraintIndex < numConstraints; constraintIndex++) { SurfaceConstraintInfo constraint = constraints[constraintIndex]; if (constraint.RigidBodyIndex == hit.RigidBodyIndex && constraint.ColliderKey.Equals(hit.ColliderKey)) { found = true; break; } } if (!found) { newContactIndex = hitIndex; break; } } } // Move character along the newDisplacement direction until it reaches this new contact if (newContactIndex >= 0) { ColliderCastHit newContact = newCollector.AllHits[newContactIndex]; float fraction = newContact.Fraction / math.length(newDisplacement); integratedTime *= fraction; float3 displacement = newDisplacement * fraction; newPosition = prevPosition + displacement; } remainingTime -= integratedTime; // Remember last displacement for next iteration lastDisplacement = newVelocity * remainingTime; } // Write back position and velocity transform.pos = newPosition; linearVelocity = newVelocity; }
public static bool CapsuleCast <T>(ref T target, float3 point1, float3 point2, sfloat radius, float3 direction, sfloat maxDistance, out ColliderCastHit hitInfo, CollisionFilter filter, QueryInteraction queryInteraction = QueryInteraction.Default) where T : struct, ICollidable { var collector = new ClosestHitCollector <ColliderCastHit>(sfloat.One); bool hasHit = target.CapsuleCastCustom(point1, point2, radius, direction, maxDistance, ref collector, filter, queryInteraction); hitInfo = collector.ClosestHit; return(hasHit); }
private static unsafe bool ConvexConvex(ColliderCastInput input, Collider *target, float maxFraction, out ColliderCastHit hit) { hit = default; // Get the current transform MTransform targetFromQuery = new MTransform(input.Orientation, input.Start); // Conservative advancement const float tolerance = 1e-3f; // return if this close to a hit const float keepDistance = 1e-4f; // avoid bad cases for GJK (penetration / exact hit) int iterations = 10; // return after this many advances, regardless of accuracy float fraction = 0.0f; while (true) { if (fraction >= maxFraction) { // Exceeded the maximum fraction without a hit return(false); } // Find the current distance DistanceQueries.Result distanceResult = DistanceQueries.ConvexConvex(target, input.Collider, targetFromQuery); // Check for a hit if (distanceResult.Distance < tolerance || --iterations == 0) { targetFromQuery.Translation = input.Start; hit.Position = Mul(input.QueryContext.WorldFromLocalTransform, distanceResult.PositionOnBinA); hit.SurfaceNormal = math.mul(input.QueryContext.WorldFromLocalTransform.Rotation, -distanceResult.NormalInA); hit.Fraction = fraction; hit.RigidBodyIndex = input.QueryContext.RigidBodyIndex; hit.ColliderKey = input.QueryContext.ColliderKey; hit.Entity = input.QueryContext.Entity; return(true); } // Check for a miss float dot = math.dot(distanceResult.NormalInA, input.Ray.Displacement); if (dot <= 0.0f) { // Collider is moving away from the target, it will never hit return(false); } // Advance fraction += (distanceResult.Distance - keepDistance) / dot; if (fraction >= maxFraction) { // Exceeded the maximum fraction without a hit return(false); } targetFromQuery.Translation = math.lerp(input.Start, input.End, fraction); } }
protected unsafe override JobHandle OnUpdate(JobHandle inputDeps) { var entityCount = m_CharacterControllerGroup.CalculateEntityCount(); if (entityCount == 0) { return(inputDeps); } var defferredImpulses = new NativeStream(entityCount, Allocator.TempJob); var time = m_TimeSingletonQuery.GetSingleton <GlobalGameTime>().gameTime; var physicWorld = m_BuildPhysicsWorld.PhysicsWorld; var writer = defferredImpulses.AsWriter(); var constraints = new NativeList <SurfaceConstraintInfo>(Allocator.Temp); var castHits = new NativeList <ColliderCastHit>(Allocator.Temp); var distanceHits = new NativeList <DistanceHit>(Allocator.Temp); var input = new ColliderCastInput(); var hit = new ColliderCastHit(); var hasHit = false; var deltaTime = Time.DeltaTime; Entities .WithName("CharacterControllerStepSystem") .ForEach(( ref CharacterControllerComponentData ccData, ref CharacterControllerCollider ccCollider, ref CharacterControllerMoveQuery moveQuery, ref CharacterControllerMoveResult moveResult, ref CharacterControllerVelocity velocity ) => { var collider = (Collider *)ccCollider.Collider.GetUnsafePtr(); var stepInput = new CharacterControllerUtilities.CharacterControllerStepInput { World = physicWorld, //DeltaTime = time.tickDuration, DeltaTime = deltaTime, Gravity = new float3(0.0f, -9.8f, 0.0f), MaxIterations = ccData.MaxIterations, Tau = CharacterControllerUtilities.k_DefaultTau, Damping = CharacterControllerUtilities.k_DefaultDamping, SkinWidth = ccData.SkinWidth, ContactTolerance = ccData.ContactTolearance, MaxSlope = ccData.MaxSlope, RigidBodyIndex = -1, CurrentVelocity = velocity.WorldVelocity, MaxMovementSpeed = ccData.MaxMovementSpeed, FollowGroud = moveQuery.FollowGroud }; var transform = new RigidTransform { pos = moveQuery.StartPosition, rot = quaternion.identity }; CharacterControllerUtilities.CollideAndIntegrate( stepInput, ccData.CharacterMass, ccData.AffectsPhysicsBodies > 0, collider, ref transform, ref velocity.WorldVelocity, ref writer, ref constraints, ref castHits, ref distanceHits, out input, out hit); moveResult.MoveResult = transform.pos; }) .Run(); var applyJob = new ApplyDefferedImpulses() { DeferredImpulseReader = defferredImpulses.AsReader(), PhysicsVelocityData = GetComponentDataFromEntity <PhysicsVelocity>(), PhysicsMassData = GetComponentDataFromEntity <PhysicsMass>(), TranslationData = GetComponentDataFromEntity <Translation>(), RotationData = GetComponentDataFromEntity <Rotation>() }; applyJob.Run(); CharacterControllerDebug.input = input; CharacterControllerDebug.hit = hit; defferredImpulses.Dispose(); constraints.Dispose(); castHits.Dispose(); distanceHits.Dispose(); return(inputDeps); }