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Copy pathPhysicsManager.cpp
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1106 lines (925 loc) · 35.5 KB
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#include "PhysicsManager.h"
#include "Interfaces/AssetAuthoringPort.h"
#include "AuthoringParsedDocument.h"
#include <sstream>
#include "SceneManager.h"
#include "Scene.h"
#include "Entity.h"
#include "Transform.h"
#include "Component.h"
#include "RigidBodyComponent.h"
#include "BoxColliderComponent.h"
#include "SphereColliderComponent.h"
#include "CapsuleColliderComponent.h"
#include "MeshCollider.h"
#include "MeshRenderer.h"
#include "TagManager.h"
#include "Terrain.h"
#include "TerrainCollider.h"
#include "CharacterControllerComponent.h"
#include "PathFinder.h"
namespace
{
void FillPhysicsTransform(PhysicsTransform& output, Transform& transform)
{
output.localMatrix = transform.GetLocalMatrix();
output.worldMatrix = transform.GetWorldMatrix();
math::decompose(output.localMatrix, output.localScale,
output.localRotation, output.localPosition);
math::decompose(output.worldMatrix, output.worldScale,
output.worldRotation, output.worldPosition);
}
void ApplyScaledColliderOffset(
PhysicsTransform& transform,
const math::vector3& offset)
{
if (offset == math::vector3{}) return;
transform.worldPosition +=
math::transform_direction(offset, transform.worldMatrix);
transform.worldMatrix.m[3][0] = transform.worldPosition.x;
transform.worldMatrix.m[3][1] = transform.worldPosition.y;
transform.worldMatrix.m[3][2] = transform.worldPosition.z;
}
}
class Scene;
void PhysicsManager::Initialize()
{
// PhysicsManager 초기화
m_bIsInitialized = Physics->Initialize();
// 씬 로드, 언로드, 변경 이벤트 핸들러 등록
m_OnSceneLoadHandle = sceneLoadedEvent.AddRaw(this, &PhysicsManager::OnLoadScene);
m_OnSceneUnloadHandle = sceneUnloadedEvent.AddRaw(this, &PhysicsManager::OnUnloadScene);
m_OnChangeSceneHandle = SceneManagers->activeSceneChangedEvent.AddRaw(this, &PhysicsManager::ChangeScene);
// 물리 엔진 콜백 함수 설정
Physics->SetCallBackCollisionFunction([this](const CollisionData& data, ECollisionEventType type) {
this->CallbackEvent(data, type);
});
//기본 전체 충돌 매트릭스 설정
std::vector<std::vector<uint8_t>> collisionGrid;
collisionGrid.resize(32);
for (auto& row : collisionGrid) {
row.resize(32, 1); // 기본적으로 모든 충돌체가 충돌 가능하도록 설정
}
SetCollisionMatrix(collisionGrid);
LoadCollisionMatrix();
}
void PhysicsManager::Update(float fixedDeltaTime)
{
if (!m_bIsInitialized) return;
// 콜백 이벤트 초기화
m_callbacks.clear();
SetPhysicData();
// 물리 엔진에 변경 사항 적용
//Benchmark bm;
ApplyPendingChanges();
// 물리 엔진 업데이트
Physics->Update(fixedDeltaTime);
//std::cout << " Physics->Update" << bm.GetElapsedTime() << std::endl;
// 1순위: GetPhysicData()
// 물리 시뮬레이션의 결과를 모든 게임오브젝트의 Transform에 먼저 동기화합니다.
// 이렇게 해야 세상의 모든 객체가 물리적으로 올바른 최신 위치에 있게 됩니다.
GetPhysicData();
// 2순위: ProcessCallback()
// 모든 객체의 위치가 최신 상태로 동기화되었으므로, 이제 이 위치를 기준으로
// OnCollisionEnter, OnTriggerEnter 등의 이벤트 스크립트를 실행하는 것이 안전하고 정확합니다.
// 만약 이 순서가 반대가 되면, 스크립트는 '이전 프레임의 위치'를 기준으로 로직을 실행하는 오류가 발생할 수 있습니다.
ProcessCallback();
// 3순위: ApplyPendingControllerPositionChanges()
// 해당 프레임의 모든 물리적 상호작용과 이벤트 처리가 완전히 끝났습니다.
// 이제 모든 정산이 끝난 상태에서, '무한 복도'와 같은 특수한 게임플레이 효과(순간이동)를
// 맨 마지막에 적용하여 다음 프레임을 준비시킵니다.
ApplyPendingControllerPositionChanges();
}
void PhysicsManager::Shutdown()
{
// 물리 엔진 씬 변경
Physics->ChangeScene();
//컨테이너 제거
auto& Container = SceneManagers->GetActiveScene()->m_colliderContainer;
Container.clear();
// 물리 엔진 종료
Physics->UnInitialize();
}
void PhysicsManager::ChangeScene()
{
Physics->ChangeScene();
/*Physics->Initialize();
Physics->SetCallBackCollisionFunction([this](CollisionData data, ECollisionEventType type) {
this->CallbackEvent(data, type);
});*/
}
void PhysicsManager::OnLoadScene()
{
}
void PhysicsManager::OnUnloadScene()
{
auto& Container = SceneManagers->GetActiveScene()->m_colliderContainer;
for (auto& [id, info] : Container)
{
info.bIsDestroyed = true;
}
Physics->ChangeScene();
Physics->Update(1.0f);
Physics->FinalUpdate();
m_callbacks.clear();
}
void PhysicsManager::ProcessCallback()
{
auto& Container = SceneManagers->GetActiveScene()->m_colliderContainer;
//std::cout << " ProcessCallback size :" << m_callbacks.size() << std::endl;
//std::cout << " ColliderContainer size :" << Container.size() << std::endl;
for (auto& [data, type] : m_callbacks) {
auto lhs = Container.find(data.thisId);
auto rhs = Container.find(data.otherId);
bool isSameID = data.thisId == data.otherId;
auto iterEnd = Container.end();
if (isSameID || lhs == iterEnd || rhs == iterEnd)
{
//자신의 콜라이더와 충돌 이거나 충돌체가 없어 졌을 경우 -> error
Debug->LogError("Collision Callback Error lfs :" + std::to_string(data.thisId) + " ,rhs : " + std::to_string(data.otherId));
continue;
}
auto lhsObj = lhs->second.gameObject;
auto rhsObj = rhs->second.gameObject;
Collision collision{ lhsObj,rhsObj,data.contactPoints };
//std::cout << " ProcessCallback thisId :" << lhsObj->GetHashedName().ToString() << " , otherId : " << rhsObj->GetHashedName().ToString() << " , type : " << static_cast<int>(type) << std::endl;
switch (type)
{
case ECollisionEventType::ENTER_OVERLAP:
SceneManagers->GetActiveScene()->OnTriggerEnter(collision);
break;
case ECollisionEventType::ON_OVERLAP:
SceneManagers->GetActiveScene()->OnTriggerStay(collision);
break;
case ECollisionEventType::END_OVERLAP:
SceneManagers->GetActiveScene()->OnTriggerExit(collision);
break;
case ECollisionEventType::ENTER_COLLISION:
SceneManagers->GetActiveScene()->OnCollisionEnter(collision);
break;
case ECollisionEventType::ON_COLLISION:
SceneManagers->GetActiveScene()->OnCollisionStay(collision);
break;
case ECollisionEventType::END_COLLISION:
SceneManagers->GetActiveScene()->OnCollisionExit(collision);
break;
default:
break;
}
}
}
void PhysicsManager::RayCast(RayEvent& rayEvent)
{
auto& Container = SceneManagers->GetActiveScene()->m_colliderContainer;
RayCastInput inputInfo;
inputInfo.origin = rayEvent.origin;
inputInfo.direction = rayEvent.direction;
inputInfo.distance = rayEvent.distance;
inputInfo.layerNumber = rayEvent.layerMask;
auto result = Physics->RayCast(inputInfo,rayEvent.isStatic);
if (result.hasBlock)
{
rayEvent.resultData->hasBlock = result.hasBlock;
rayEvent.resultData->blockObject = Container[result.id].gameObject;
rayEvent.resultData->blockPoint = result.blockPosition;
}
rayEvent.resultData->hitCount = result.hitSize;
rayEvent.resultData->hitObjects.reserve(result.hitSize);
rayEvent.resultData->hitPoints.reserve(result.hitSize);
rayEvent.resultData->hitObjectLayer.reserve(result.hitSize);
for (int i = 0; i < result.hitSize; i++)
{
rayEvent.resultData->hitObjects.push_back(Container[result.hitId[i]].gameObject);
rayEvent.resultData->hitPoints.push_back(result.contectPoints[i]);
rayEvent.resultData->hitObjectLayer.push_back(result.hitLayerNumber[i]);
}
if (rayEvent.bUseDebugDraw)
{
//todo : debug draw
//origin , direction , distance
}
}
bool PhysicsManager::Raycast(RayEvent& rayEvent, RaycastHit& hit)
{
auto& Container = SceneManagers->GetActiveScene()->m_colliderContainer;
RayCastInput inputInfo;
inputInfo.origin = rayEvent.origin;
inputInfo.direction = rayEvent.direction;
inputInfo.distance = rayEvent.distance;
inputInfo.layerNumber = rayEvent.layerMask;
auto result = Physics->Raycast(inputInfo);
if (result.hasBlock)
{
hit.hitObject = Container[result.id].gameObject;
hit.hitPoint = result.blockPosition;
hit.hitNormal = result.blockNormal;
hit.hitObjectLayer = result.blockLayerNumber;
return true;
}
if (rayEvent.bUseDebugDraw)
{
//todo : debug draw
//origin , direction , distance
Physics->DrawPVDLine(rayEvent.origin, rayEvent.origin + rayEvent.direction * rayEvent.distance);
}
return false;
}
int PhysicsManager::Raycast(RayEvent& rayEvent, std::vector<RaycastHit>& hits)
{
auto& Container = SceneManagers->GetActiveScene()->m_colliderContainer;
RayCastInput inputInfo;
inputInfo.origin = rayEvent.origin;
inputInfo.direction = rayEvent.direction;
inputInfo.distance = rayEvent.distance;
inputInfo.layerNumber = rayEvent.layerMask;
auto result = Physics->RaycastAll(inputInfo);
hits.reserve(result.hitSize);
for (int i = 0; i < result.hitSize; i++)
{
RaycastHit hit;
hit.hitObject = Container[result.hitId[i]].gameObject;
hit.hitPoint = result.contectPoints[i];
hit.hitNormal = result.contectNormals[i];
hit.hitObjectLayer = result.hitLayerNumber[i];
hits.push_back(hit);
}
if (rayEvent.bUseDebugDraw)
{
//todo : debug draw
//origin , direction , distance
Physics->DrawPVDLine(rayEvent.origin, rayEvent.origin + rayEvent.direction * rayEvent.distance);
}
return result.hitSize;
}
int PhysicsManager::BoxSweep(const SweepInput& in, const math::vector3& boxExtent, std::vector<HitResult>& out_hits) {
SweepOutput pxOut;
pxOut = Physics->BoxSweep(in, boxExtent);
out_hits.clear();
out_hits.reserve(pxOut.touches.size());
auto& Container = SceneManagers->GetActiveScene()->m_colliderContainer;
for (const SweepHitResult& hit : pxOut.touches)
{
auto it = Container.find(hit.hitObjectID);
if (it != Container.end())
{
HitResult finalHit;
finalHit.gameObject = Container[hit.hitObjectID].gameObject;
finalHit.layer = hit.hitObjectLayer;
//// 좌표계 변환 (왼손 -> 오른손)
finalHit.point = hit.hitPoint;
finalHit.normal = hit.hitNormal;
finalHit.distance = hit.distance;
out_hits.push_back(finalHit);
}
}
return static_cast<int>(out_hits.size());
}
int PhysicsManager::SphereSweep(const SweepInput& in, float radius, std::vector<HitResult>& out_hits){
SweepOutput pxOut;
pxOut = Physics->SphereSweep(in, radius);
out_hits.clear();
out_hits.reserve(pxOut.touches.size());
auto& Container = SceneManagers->GetActiveScene()->m_colliderContainer;
for (const SweepHitResult& hit : pxOut.touches)
{
auto it = Container.find(hit.hitObjectID);
if (it != Container.end())
{
HitResult finalHit;
finalHit.gameObject = Container[hit.hitObjectID].gameObject;
finalHit.layer = hit.hitObjectLayer;
finalHit.point = hit.hitPoint;
finalHit.normal = hit.hitNormal;
finalHit.distance = hit.distance;
out_hits.push_back(finalHit);
}
}
return static_cast<int>(out_hits.size());
}
int PhysicsManager::CapsuleSweep(const SweepInput& in, float radius, float halfHeight, std::vector<HitResult>& out_hits){
SweepOutput pxOut;
pxOut = Physics->CapsuleSweep(in, radius, halfHeight);
out_hits.clear();
out_hits.reserve(pxOut.touches.size());
auto& Container = SceneManagers->GetActiveScene()->m_colliderContainer;
for (const SweepHitResult& hit : pxOut.touches)
{
auto it = Container.find(hit.hitObjectID);
if (it != Container.end())
{
HitResult finalHit;
finalHit.gameObject = Container[hit.hitObjectID].gameObject;
finalHit.layer = hit.hitObjectLayer;
finalHit.point = hit.hitPoint;
finalHit.normal = hit.hitNormal;
finalHit.distance = hit.distance;
out_hits.push_back(finalHit);
}
}
return static_cast<int>(out_hits.size());
}
int PhysicsManager::BoxOverlap(const OverlapInput& in, const math::vector3& boxExtent, std::vector<HitResult>& out_hits){
OverlapOutput pxOut;
pxOut = Physics->BoxOverlap(in, boxExtent);
out_hits.clear();
out_hits.reserve(pxOut.touches.size());
auto& Container = SceneManagers->GetActiveScene()->m_colliderContainer;
for (const OverlapHitResult& hit : pxOut.touches)
{
auto it = Container.find(hit.hitObjectID);
if (it != Container.end())
{
HitResult finalHit;
finalHit.gameObject = Container[hit.hitObjectID].gameObject;
finalHit.layer = hit.hitObjectLayer;
// overlap none hit point and normal
/*finalHit.point = hit.hitPoint;
finalHit.normal = hit.hitNormal;*/
out_hits.push_back(finalHit);
}
}
return static_cast<int>(out_hits.size());
}
int PhysicsManager::SphereOverlap(const OverlapInput& in, float radius, std::vector<HitResult>& out_hits){
OverlapOutput pxOut;
pxOut = Physics->SphereOverlap(in, radius);
out_hits.clear();
out_hits.reserve(pxOut.touches.size());
auto& Container = SceneManagers->GetActiveScene()->m_colliderContainer;
for (const OverlapHitResult& hit : pxOut.touches)
{
auto it = Container.find(hit.hitObjectID);
if (it != Container.end())
{
HitResult finalHit;
finalHit.gameObject = Container[hit.hitObjectID].gameObject;
finalHit.layer = hit.hitObjectLayer;
// overlap none hit point and normal
/*finalHit.point = hit.hitPoint;
finalHit.normal = hit.hitNormal;*/
out_hits.push_back(finalHit);
}
}
return static_cast<int>(out_hits.size());
}
int PhysicsManager::CapsuleOverlap(const OverlapInput& in, float radius, float halfHeight, std::vector<HitResult>& out_hits){
OverlapOutput pxOut;
pxOut = Physics->CapsuleOverlap(in, radius, halfHeight);
out_hits.clear();
out_hits.reserve(pxOut.touches.size());
auto& Container = SceneManagers->GetActiveScene()->m_colliderContainer;
for (const OverlapHitResult& hit : pxOut.touches)
{
auto it = Container.find(hit.hitObjectID);
if (it != Container.end())
{
HitResult finalHit;
finalHit.gameObject = Container[hit.hitObjectID].gameObject;
finalHit.layer = hit.hitObjectLayer;
// overlap none hit point and normal
/*finalHit.point = hit.hitPoint;
finalHit.normal = hit.hitNormal;*/
out_hits.push_back(finalHit);
}
}
return static_cast<int>(out_hits.size());
}
void PhysicsManager::AddCollider(BoxColliderComponent* box)
{
if (!box) return;
auto obj = box->GetOwner();
if (obj == nullptr)
{
Debug->LogError("BoxColliderComponent has no owner Entity.");
return;
}
auto& transform = obj->Transform_();
unsigned int gameObjectID = obj->GetInstanceID();
std::cout << "PhysicsManager::AddCollider(Box) - Entity InstanceID: " << gameObjectID << std::endl;
auto boxInfo = box->GetBoxInfo();
auto tranformOffset = box->GetPositionOffset();
auto rotationOffset = box->GetRotationOffset();
boxInfo.colliderInfo.id = gameObjectID;
boxInfo.colliderInfo.layerNumber = obj->GetCollisionType();
auto& collisionTransform = boxInfo.colliderInfo.collsionTransform;
FillPhysicsTransform(collisionTransform, transform);
ApplyScaledColliderOffset(collisionTransform, tranformOffset);
box->SetBoxInfoMation(boxInfo);
}
void PhysicsManager::AddCollider(SphereColliderComponent* sphere)
{
if (!sphere) return;
auto obj = sphere->GetOwner();
auto& transform = obj->Transform_();
auto type = sphere->GetColliderType();
auto sphereInfo = sphere->GetSphereInfo();
auto posOffset = sphere->GetPositionOffset();
auto rotOffset = sphere->GetRotationOffset();
unsigned int gameObjectID = obj->GetInstanceID();
std::cout << "PhysicsManager::AddCollider(Sphere) - Entity InstanceID: " << gameObjectID << std::endl;
sphereInfo.colliderInfo.id = gameObjectID;
sphereInfo.colliderInfo.layerNumber = obj->GetCollisionType();
auto& collisionTransform = sphereInfo.colliderInfo.collsionTransform;
FillPhysicsTransform(collisionTransform, transform);
ApplyScaledColliderOffset(collisionTransform, posOffset);
sphere->SetSphereInfoMation(sphereInfo);
}
void PhysicsManager::AddCollider(CapsuleColliderComponent* capsule)
{
if (!capsule) return;
auto obj = capsule->GetOwner();
auto& transform = obj->Transform_();
auto capsuleInfo = capsule->GetCapsuleInfo();
auto posOffset = capsule->GetPositionOffset();
auto rotOffset = capsule->GetRotationOffset();
unsigned int gameObjectID = obj->GetInstanceID();
std::cout << "PhysicsManager::AddCollider(Capsule) - Entity InstanceID: " << gameObjectID << std::endl;
capsuleInfo.colliderInfo.id = gameObjectID;
capsuleInfo.colliderInfo.layerNumber = obj->GetCollisionType();
math::vector3 ignoredScale{};
math::quaternion pureWorldRot{};
math::vector3 pureWorldPos{};
math::decompose(transform.GetWorldMatrix_NoScale(), ignoredScale,
pureWorldRot, pureWorldPos);
const math::quaternion offsetRot = capsule->GetRotationOffset();
const math::vector3 offsetPos = capsule->GetPositionOffset();
const math::quaternion finalWorldRot = offsetRot * pureWorldRot;
const math::vector3 finalWorldPos =
pureWorldPos + math::rotate(offsetPos, pureWorldRot);
auto& collisionTransform = capsuleInfo.colliderInfo.collsionTransform;
FillPhysicsTransform(collisionTransform, transform);
collisionTransform.worldPosition = finalWorldPos;
collisionTransform.worldRotation = finalWorldRot;
collisionTransform.worldMatrix = math::compose(
collisionTransform.worldScale, finalWorldRot, finalWorldPos);
capsule->SetCapsuleInfoMation(capsuleInfo);
}
void PhysicsManager::AddCollider(MeshColliderComponent* mesh)
{
if (!mesh) return;
auto obj = mesh->GetOwner();
bool hasMesh = obj->HasComponent<MeshRenderer>();
if (!hasMesh) return;
auto& transform = obj->Transform_();
auto type = mesh->GetColliderType();
auto convexMeshInfo = mesh->GetMeshInfo();
auto posOffset = mesh->GetPositionOffset();
auto rotOffset = mesh->GetRotationOffset();
unsigned int gameObjectID = obj->GetInstanceID();
std::cout << "PhysicsManager::AddCollider(Mesh) - Entity InstanceID: " << gameObjectID << std::endl;
convexMeshInfo.colliderInfo.id = gameObjectID;
convexMeshInfo.colliderInfo.layerNumber = obj->GetCollisionType();
auto& collisionTransform = convexMeshInfo.colliderInfo.collsionTransform;
FillPhysicsTransform(collisionTransform, transform);
ApplyScaledColliderOffset(collisionTransform, posOffset);
// I5-D4a: MeshRenderer 정점의 값 복사 후 미사용(죽은 줄) 제거. convex cook에
// 정점을 채우는 코드는 엔진 전체에 없고(ConvexMeshColliderInfo::vertices는
// nullptr로 cook — PHASE 19 소관) m_Mesh가 null이면 여기서 죽기까지 했다.
mesh->SetMeshInfoMation(convexMeshInfo);
}
void PhysicsManager::AddCollider(CharacterControllerComponent* controller)
{
if (!controller) return;
auto obj = controller->GetOwner();
auto& transform = obj->Transform_();
auto controllerInfo = controller->GetControllerInfo();
auto movementInfo = controller->GetMovementInfo();
auto posOffset = controller->GetPositionOffset();
auto rotOffset = controller->GetRotationOffset();
ColliderID gameObjectID = obj->GetInstanceID();
std::cout << "PhysicsManager::AddCollider(CharacterController) - Entity InstanceID: " << gameObjectID << std::endl;
controllerInfo.id = gameObjectID;
controllerInfo.layerNumber = obj->GetCollisionType();
controllerInfo.position =
transform.GetWorldPosition() + controller->GetPositionOffset();
Physics->CreateCCT(controllerInfo, movementInfo);
controller->SetControllerInfo(controllerInfo);
}
void PhysicsManager::AddCollider(TerrainColliderComponent* terrain)
{
if (!terrain) return;
auto object = terrain->GetOwner();
TerrainColliderComponent* collider = object->GetComponent<TerrainColliderComponent>();
Transform& transform = object->Transform_();
auto terrainComponent = object->GetComponent<TerrainComponent>();
HeightFieldColliderInfo heightFieldInfo;
ColliderID gameObjectID = object->GetInstanceID();
std::cout << "PhysicsManager::AddCollider(Terrain) - Entity InstanceID: " << gameObjectID << std::endl;
collider->SetColliderID(gameObjectID);
heightFieldInfo.colliderInfo.id = gameObjectID;
heightFieldInfo.colliderInfo.layerNumber = object->GetCollisionType();
FillPhysicsTransform(
heightFieldInfo.colliderInfo.collsionTransform, transform);
heightFieldInfo.numCols = terrainComponent->GetWidth();
heightFieldInfo.numRows = terrainComponent->GetHeight();
heightFieldInfo.heightMep = terrainComponent->GetHeightMap();
heightFieldInfo.colliderInfo.staticFriction = 0.5f;
heightFieldInfo.colliderInfo.dynamicFriction = 0.5f;
heightFieldInfo.colliderInfo.restitution = 0.1f;
Physics->CreateStaticBody(heightFieldInfo, EColliderType::COLLISION);
collider->SetHeightFieldColliderInfo(heightFieldInfo);
}
void PhysicsManager::RemoveCollider(BoxColliderComponent* box)
{
auto& Container = SceneManagers->GetActiveScene()->m_colliderContainer;
if (box && box->IsDestroyMark())
{
auto ID = box->GetBoxInfo().colliderInfo.id;
Container[ID].bIsDestroyed = true;
//Physics->DestroyActor(ID);
}
}
void PhysicsManager::RemoveCollider(SphereColliderComponent* sphere)
{
auto& Container = SceneManagers->GetActiveScene()->m_colliderContainer;
if (sphere && sphere->IsDestroyMark())
{
auto ID = sphere->GetSphereInfo().colliderInfo.id;
Container[ID].bIsDestroyed = true;
//Physics->DestroyActor(ID);
}
}
void PhysicsManager::RemoveCollider(CapsuleColliderComponent* capsule)
{
auto& Container = SceneManagers->GetActiveScene()->m_colliderContainer;
if (capsule && capsule->IsDestroyMark())
{
auto ID = capsule->GetCapsuleInfo().colliderInfo.id;
Container[ID].bIsDestroyed = true;
//Physics->DestroyActor(ID);
}
}
void PhysicsManager::RemoveCollider(MeshColliderComponent* mesh)
{
auto& Container = SceneManagers->GetActiveScene()->m_colliderContainer;
if (mesh && mesh->IsDestroyMark())
{
auto ID = mesh->GetMeshInfo().colliderInfo.id;
Container[ID].bIsDestroyed = true;
//Physics->DestroyActor(ID);
}
}
void PhysicsManager::RemoveCollider(CharacterControllerComponent* controller)
{
auto& Container = SceneManagers->GetActiveScene()->m_colliderContainer;
if (controller && controller->IsDestroyMark())
{
auto ID = controller->GetControllerInfo().id;
Container[ID].bIsDestroyed = true;
Physics->RemoveCCT(ID);
}
}
void PhysicsManager::RemoveCollider(TerrainColliderComponent* terrain)
{
auto& Container = SceneManagers->GetActiveScene()->m_colliderContainer;
if (terrain && terrain->IsDestroyMark())
{
auto ID = terrain->GetColliderID();
Container[ID].bIsDestroyed = true;
//Physics->DestroyActor(ID);
}
}
void PhysicsManager::CallbackEvent(CollisionData data, ECollisionEventType type)
{
//std::cout << "PhysicsManager::CallbackEvent - ThisID: " << data.thisId << ", OtherID: " << data.otherId << ", EventType: " << static_cast<int>(type) << std::endl;
m_callbacks.push_back({ data,type });
}
void PhysicsManager::SetPhysicData()
{
auto& Container = SceneManagers->GetActiveScene()->m_colliderContainer;
//std::cout << "Container size" << Container.size()<<std::endl;
for (auto& [id, colliderInfo] : Container)
{
if (colliderInfo.bIsDestroyed)
{
continue;
}
auto& transform = colliderInfo.gameObject->Transform_();
//colliderInfo.collider.
auto rigidbody = colliderInfo.gameObject->GetComponent<RigidBodyComponent>();
// 콜라이더가 붙은 오브젝트는 RigidBodyComponent도 함께 있다고 가정하고 짜여 있다
// (아래 CCT 분기도 rigidbody->GetLinearVelocity()를 쓴다).
// 하나라도 빠지면 여기서 널 역참조로 엔진 전체가 죽었다 — 잘못 구성된
// 오브젝트 하나 때문에 프레임을 통째로 잃지 않도록 건너뛴다.
if (nullptr == rigidbody)
{
static std::unordered_set<unsigned int> reported;
if (reported.insert(id).second)
{
Debug->LogError("[물리] RigidBodyComponent 없이 콜라이더만 붙은 오브젝트를 건너뜁니다: "
+ colliderInfo.gameObject->m_name.ToString());
}
continue;
}
bool _isColliderEnabled = rigidbody->IsColliderEnabled();
//todo : CCT,Controller,ragdoll,capsule,?섏쨷??deformeSuface
//sleeping
bool enable = colliderInfo.gameObject->IsEnabled();
if (!enable) {
Physics->PutToSleep(id);
continue;
}
else {
Physics->WakeUp(id);
}
if (colliderInfo.id == m_controllerTypeId)
{
//Benchmark bm;
auto controller = colliderInfo.gameObject->GetComponent<CharacterControllerComponent>();
CharacterControllerGetSetData data;
data.position =
transform.GetWorldPosition() + controller->GetPositionOffset();
data.rotation = transform.GetWorldQuaternion();
data.Scale = transform.GetWorldScale();
auto controllerInfo = controller->GetControllerInfo();
auto prevlayer = controllerInfo.layerNumber;
auto currentLayer = static_cast<unsigned int>(colliderInfo.gameObject->GetCollisionType());
if (prevlayer != currentLayer)
{
data.LayerNumber = currentLayer;
controllerInfo.layerNumber = currentLayer;
controller->SetControllerInfo(controllerInfo);
}
Physics->SetCCTData(id, data);
CharacterMovementGetSetData movementData;
auto movementInfo = controller->GetMovementInfo();
movementData.acceleration = movementInfo.acceleration;
movementData.maxSpeed = movementInfo.maxSpeed;
movementData.velocity = rigidbody->GetLinearVelocity();
movementData.isFall = controller->IsFalling();
movementData.restrictDirection = controller->GetMoveRestrict();
Physics->SetMovementData(id, movementData);
//std::cout << " PhysicsManager::SetPhysicData CCT : " << bm.GetElapsedTime() << std::endl;
}
else if (colliderInfo.id == m_heightFieldTypeId)
{
HeightFieldColliderInfo data = colliderInfo.gameObject->GetComponent<TerrainColliderComponent>()->GetHeightFieldColliderInfo();
continue;
}
else
{
//Benchmark bm1;
RigidBodyGetSetData data;
if (colliderInfo.gameObject->m_tag == "Asis") {
int a = 0;
}
math::vector3 ignoredScale{};
math::quaternion pureWorldRot{};
math::vector3 pureWorldPos{};
math::decompose(transform.GetWorldMatrix_NoScale(), ignoredScale,
pureWorldRot, pureWorldPos);
// 2. 콜라이더의 로컬 오프셋을 가져옵니다.
auto offset = colliderInfo.collider->GetPositionOffset();
auto rotOffset = colliderInfo.collider->GetRotationOffset();
auto type = colliderInfo.collider->GetColliderType();
// 3. 오프셋을 적용하여 물리 객체의 '최종 월드 Pose'를 계산합니다
data.rotation = rotOffset * pureWorldRot;
data.position = pureWorldPos + math::rotate(offset, pureWorldRot);
// 4. 월드 스케일 값을 따로 가져옵니다.
data.scale = transform.GetWorldScale();
if(data.scale != rigidbody->GetScale())
{
data.isGeometryDirty = true;
}
data.angularVelocity = rigidbody->GetAngularVelocity();
data.linearVelocity = rigidbody->GetLinearVelocity();
data.isLockLinearX = rigidbody->IsLockLinearX();
data.isLockLinearY = rigidbody->IsLockLinearY();
data.isLockLinearZ = rigidbody->IsLockLinearZ();
data.isLockAngularX = rigidbody->IsLockAngularX();
data.isLockAngularY = rigidbody->IsLockAngularY();
data.isLockAngularZ = rigidbody->IsLockAngularZ();
data.maxAngularVelocity = rigidbody->GetMaxAngularVelocity();
data.maxLinearVelocity = rigidbody->GetMaxLinearVelocity();
data.maxContactImpulse = rigidbody->GetMaxContactImpulse();
data.maxDepenetrationVelocity = rigidbody->GetMaxDepenetrationVelocity();
data.forceMode = static_cast<int>(rigidbody->GetForceMode());
rigidbody->SetForceMode(EForceMode::NONE);
data.velocity = rigidbody->GetLinearVelocity();
data.AngularDamping = rigidbody->GetAngularDamping();
data.LinearDamping = rigidbody->GetLinearDamping();
data.mass = rigidbody->GetMass();
data.m_EColliderType = rigidbody->IsTrigger() ? EColliderType::TRIGGER : EColliderType::COLLISION;
data.isColliderEnabled = rigidbody->IsColliderEnabled();
data.useGravity = rigidbody->IsUsingGravity();
data.isKinematic = rigidbody->IsKinematic();
data.isDisabled = !rigidbody->IsColliderEnabled();
data.LayerNumber = static_cast<unsigned int>(colliderInfo.gameObject->GetCollisionType());
data.isDirty = rigidbody->IsRigidbodyDirty();
rigidbody->DevelopOnlyDirtySet(false);
//std::cout << " PhysicsManager::SetPhysicData CCT elses RigidBodyGetSetData Set : " << bm1.GetElapsedTime() << std::endl;
//Benchmark bm2;
Physics->SetRigidBodyData(id, data);
//std::cout << " PhysicsManager::SetPhysicData CCT elses SetRigidBodyData : " << bm2.GetElapsedTime() << std::endl;
}
}
}
//PxScene --> GameScene
void PhysicsManager::GetPhysicData()
{
//Benchmark bm;
Scene* scene = SceneManagers->GetActiveScene();
if (!scene) return;
auto& Container = scene->m_colliderContainer;
std::vector<TransformWorldWrite> worldWrites;
worldWrites.reserve(Container.size());
for (auto& [id, ColliderInfo] : Container) {
if (nullptr == ColliderInfo.gameObject)
continue;
if (ColliderInfo.gameObject->IsDestroyMark())
{
ColliderInfo.bIsDestroyed = true;
continue;
}
if (ColliderInfo.bIsDestroyed)
{
continue;
}
auto rigidbody = ColliderInfo.gameObject->GetComponent<RigidBodyComponent>();
auto& transform = ColliderInfo.gameObject->Transform_();
if (!rigidbody) continue;
if (rigidbody->GetBodyType() != EBodyType::DYNAMIC)
{
continue;
}
if (ColliderInfo.id == m_controllerTypeId) {
auto controller = ColliderInfo.gameObject->GetComponent<CharacterControllerComponent>();
auto controll = Physics->GetCCTData(id);
auto movement = Physics->GetMovementData(id);
const math::vector3 position =
controll.position - controller->GetPositionOffset();
controller->SetFalling(movement.isFall);
rigidbody->SetLinearVelocity(movement.velocity);
worldWrites.push_back(TransformWorldWrite{
scene->HandleOf(ColliderInfo.gameObject->m_index),
math::compose(transform.GetWorldScale(),
transform.GetWorldQuaternion(), position) });
}
else
{
auto data = Physics->GetRigidBodyData(id);
rigidbody->SetLinearVelocity(data.linearVelocity);
rigidbody->SetAngularVelocity(data.angularVelocity);
rigidbody->SetLockLinearX(data.isLockLinearX);
rigidbody->SetLockLinearY(data.isLockLinearY);
rigidbody->SetLockLinearZ(data.isLockLinearZ);
rigidbody->SetLockAngularX(data.isLockAngularX);
rigidbody->SetLockAngularY(data.isLockAngularY);
rigidbody->SetLockAngularZ(data.isLockAngularZ);
auto posOffset = ColliderInfo.collider->GetPositionOffset();
auto rotOffset = ColliderInfo.collider->GetRotationOffset();
// 2. 회전 역연산: 물리 월드에서 받은 회전값(data.rotation)에서 콜라이더의 회전 오프셋을 제거합니다.
const math::quaternion pureWorldRot =
math::inverse(rotOffset) * data.rotation;
// 3. 위치 역연산: 위에서 계산한 '순수 월드 회전'을 사용하여 위치 오프셋의 영향을 제거합니다.
const math::vector3 pureWorldPos =
data.position - math::rotate(posOffset, pureWorldRot);
const math::matrix4x4 matrix =
math::compose(data.scale, pureWorldRot, pureWorldPos);
worldWrites.push_back(TransformWorldWrite{
scene->HandleOf(ColliderInfo.gameObject->m_index), matrix });
}
}
// X7: PhysX 결과를 한 잠금/한 spatial epoch으로 publish한다. Scene이
// compiled parent order로 정렬해 parent+child 동시 write도 결정론적으로
// local을 역산하고 world cache를 즉시 맞춘다.
scene->ApplyWorldWriteBatch(worldWrites, TransformWriteReason::Physics);
//std::cout <<" PhysicsManager::GetPhysicData" << bm.GetElapsedTime() << std::endl;
}
// 펜딩된 CCT 위치 변경 요청을 일괄 처리하는 함수
void PhysicsManager::ApplyPendingControllerPositionChanges()
{
if (!Physics || m_pendingControllerPositions.empty()) return;
// ID를 통해 게임오브젝트를 찾기 위해 콜라이더 컨테이너에 접근합니다.
Scene* scene = SceneManagers->GetActiveScene();
if (!scene) return;
auto& colliderContainer = scene->m_colliderContainer;
std::vector<TransformWorldWrite> worldWrites;
worldWrites.reserve(m_pendingControllerPositions.size());
for (const auto& change : m_pendingControllerPositions)
{
// 1. PhysX 엔진 내부의 컨트롤러 위치를 강제로 설정합니다.
Physics->SetControllerPosition(change.id, change.position);
// 2. 해당 ID를 가진 게임오브젝트를 찾습니다.
auto it = colliderContainer.find(change.id);
if (it != colliderContainer.end())
{
auto& colliderInfo = it->second;
if (colliderInfo.gameObject)
{
Transform& transform = colliderInfo.gameObject->Transform_();
worldWrites.push_back(TransformWorldWrite{
scene->HandleOf(colliderInfo.gameObject->m_index),
math::compose(transform.GetWorldScale(),
transform.GetWorldQuaternion(), change.position) });
}
}
}
scene->ApplyWorldWriteBatch(worldWrites, TransformWriteReason::Physics);
m_pendingControllerPositions.clear();
}
bool PhysicsManager::SaveCollisionMatrix()
{
Authoring::WriteDocument document;
const Authoring::WriteNode matrixNode = document.Root();
matrixNode.SetSequence();
std::vector<std::string> layerNames = TagManagers->GetLayers();
for (int i = 0; i < layerNames.size(); ++i)
{
auto vec = m_collisionMatrix[i];
const Authoring::WriteNode row = matrixNode.Append();
row.SetSequence();
for (int j = 0; j < layerNames.size(); ++j)
{