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Copy pathPhysx.cpp
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2489 lines (2096 loc) · 83.3 KB
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#include "Physx.h"
#include "PhysicsCommon.h"
#include "PhysicsMathAdapter.h"
#include "PhysicsEventCallback.h"
#include "ConvexMeshResource.h"
#include "TriangleMeshResource.h"
#include "HeightFieldResource.h"
#include <mathematics/transform.hpp>
#include <thread>
#include <atomic>
#include <condition_variable>
#include <vector>
#include <tuple>
#include <mutex>
#include <iostream>
#include <cuda_runtime.h>
#include <cuda_runtime_api.h>
PxFilterFlags CustomFilterShader(
PxFilterObjectAttributes at0,
PxFilterData fd0,
PxFilterObjectAttributes at1,
PxFilterData fd1,
PxPairFlags& pairFlags, const void* constantBlock, PxU32 constantBlockSize)
{
if (PxFilterObjectIsTrigger(at0) || PxFilterObjectIsTrigger(at1)) {
if ((fd0.word1 & (1 << fd1.word0)) && (fd1.word1 & (1 << fd0.word0))) {
pairFlags = PxPairFlag::eTRIGGER_DEFAULT
| PxPairFlag::eNOTIFY_TOUCH_FOUND
| PxPairFlag::eNOTIFY_TOUCH_LOST;
return PxFilterFlag::eDEFAULT;
}
return PxFilterFlag::eSUPPRESS;
}
else {
if ((fd0.word1 & (1 << fd1.word0)) && (fd1.word1 & (1 << fd0.word0))) {
pairFlags = PxPairFlag::eCONTACT_DEFAULT
| PxPairFlag::eNOTIFY_CONTACT_POINTS
| PxPairFlag::eNOTIFY_TOUCH_FOUND
| PxPairFlag::eNOTIFY_TOUCH_LOST
| PxPairFlag::eNOTIFY_TOUCH_PERSISTS;;
return PxFilterFlag::eDEFAULT;
}
return PxFilterFlag::eSUPPRESS;
}
}
class BlockRaycastQueryFilter : public physx::PxQueryFilterCallback {
public:
virtual ~BlockRaycastQueryFilter() {}
physx::PxQueryHitType::Enum preFilter(const physx::PxFilterData& filterData,
const physx::PxShape* shape,
const physx::PxRigidActor* actor,
physx::PxHitFlags& queryFlags) override {
//auto data = shape->getSimulationFilterData();
auto data = shape->getQueryFilterData();
if (filterData.word0 & (1 << data.word0)) {
return physx::PxQueryHitType::eBLOCK;
}
return physx::PxQueryHitType::eNONE;
}
physx::PxQueryHitType::Enum postFilter(const physx::PxFilterData& filterData,
const physx::PxQueryHit& hit,
const physx::PxShape* shape,
const physx::PxRigidActor* actor) override {
//auto data = shape->getSimulationFilterData();
auto data = shape->getQueryFilterData();
if (filterData.word0 & (1 << data.word0)) {
return physx::PxQueryHitType::eBLOCK;
}
return physx::PxQueryHitType::eNONE;
}
};
class TouchRaycastQueryFilter : public physx::PxQueryFilterCallback
{
public:
virtual ~TouchRaycastQueryFilter(){}
physx::PxQueryHitType::Enum preFilter(const physx::PxFilterData& filterData,
const physx::PxShape* shape,
const physx::PxRigidActor* actor,
physx::PxHitFlags& queryFlags) override {
//auto data = shape->getSimulationFilterData();
auto data = shape->getQueryFilterData();
if (filterData.word0 & (1 << data.word0)) {
return physx::PxQueryHitType::eTOUCH;
}
return physx::PxQueryHitType::eNONE;
}
physx::PxQueryHitType::Enum postFilter(const physx::PxFilterData& filterData,
const physx::PxQueryHit& hit,
const physx::PxShape* shape,
const physx::PxRigidActor* actor) override {
//auto data = shape->getSimulationFilterData();
auto data = shape->getQueryFilterData();
if (filterData.word0 & (1 << data.word0)) {
return physx::PxQueryHitType::eTOUCH;
}
return physx::PxQueryHitType::eNONE;
}
};
// 내부 구현용 쿼리 필터 콜백 클래스
class QueryBlockFilterCallback : public physx::PxQueryFilterCallback
{
public:
virtual physx::PxQueryHitType::Enum preFilter(const physx::PxFilterData& queryFilterData, const physx::PxShape* shape, const physx::PxRigidActor* actor, physx::PxHitFlags& queryFlags) override
{
const physx::PxFilterData& shapeFilterData = shape->getQueryFilterData();
if (queryFilterData.word0 & shapeFilterData.word2) return physx::PxQueryHitType::eBLOCK;
return physx::PxQueryHitType::eNONE;
}
virtual physx::PxQueryHitType::Enum postFilter(const PxFilterData& filterData, const PxQueryHit& hit, const PxShape* shape, const PxRigidActor* actor) override { return physx::PxQueryHitType::eBLOCK; }
};
class QueryTouchFilterCallback : public physx::PxQueryFilterCallback
{
public:
virtual physx::PxQueryHitType::Enum preFilter(const physx::PxFilterData& queryFilterData, const physx::PxShape* shape, const physx::PxRigidActor* actor, physx::PxHitFlags& queryFlags) override
{
const physx::PxFilterData& shapeFilterData = shape->getQueryFilterData();
if (queryFilterData.word0 & shapeFilterData.word2)
return physx::PxQueryHitType::eTOUCH;
return physx::PxQueryHitType::eNONE;
}
virtual physx::PxQueryHitType::Enum postFilter(const PxFilterData& filterData, const PxQueryHit& hit, const PxShape* shape, const PxRigidActor* actor) override { return physx::PxQueryHitType::eTOUCH; }
};
bool PhysicX::Initialize()
{
m_foundation = PxCreateFoundation(PX_PHYSICS_VERSION, m_allocator, m_errorCallback);
#if _DEBUG
// PVD 연결
// PVD는 _DEBUG가 아니면 nullptr
pvd = PxCreatePvd(*m_foundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate("127.0.0.1", 5425, 10);
auto isconnected = pvd->connect(*transport, PxPvdInstrumentationFlag::eALL);
#endif
//m_physics = PxCreatePhysics(PX_PHYSICS_VERSION, *m_foundation, physx::PxTolerancesScale(1.f, 40.f), recordMemoryAllocations, pvd);
m_physics = PxCreatePhysics(PX_PHYSICS_VERSION, *m_foundation, physx::PxTolerancesScale(1.f, 10.f), true, pvd); // 물리 초기화
if (m_physics == nullptr)
{
return false;
}
// physics 코어 개수
UINT MaxThread = 8;
UINT core = std::thread::hardware_concurrency();
// 현재 코어 개수가 최대 코어 개수보다 많으면 최대 코어 개수 사용
if (core < 4) core = 2;
else if (core > MaxThread + 4) core = MaxThread;
else core -= 4;
// 디스패처 생성
gDispatcher = PxDefaultCpuDispatcherCreate(core);
m_defaultMaterial = m_physics->createMaterial(1.f, 1.f, 0.f);
//gDispatcher = PxDefaultCpuDispatcherCreate(2);
// CUDA 초기화
PxCudaContextManagerDesc cudaDesc;
/*m_cudaContextManager = PxCreateCudaContextManager(*m_foundation, cudaDesc);
if (!m_cudaContextManager || !m_cudaContextManager->contextIsValid())
{
m_cudaContextManager->release();
m_cudaContextManager = nullptr;
}
if (m_cudaContextManager) {
m_cudaContext = m_cudaContextManager->getCudaContext();
if (m_cudaContext) {
std::cout << "CUDA context created successfully." << std::endl;
}
else {
std::cout << "Failed to create CUDA context." << std::endl;
}
}
else {
std::cout << "CUDA context manager creation failed." << std::endl;
}*/
m_cudaContextManager = PxCreateCudaContextManager(*m_foundation, cudaDesc);
if (!m_cudaContextManager || !m_cudaContextManager->contextIsValid())
{
//WARN : APP Vrifier - Stop #1
if (m_cudaContextManager)
m_cudaContextManager->release();
m_cudaContextManager = nullptr;
// 실패해도 그냥 넘어가기 (로그만 찍고)
std::cout << "CUDA context manager creation failed, continuing without CUDA." << std::endl;
}
// CUDA 컨텍스트가 있으면 사용
if (m_cudaContextManager) {
m_cudaContext = m_cudaContextManager->getCudaContext();
if (m_cudaContext) {
std::cout << "CUDA context created successfully." << std::endl;
}
else {
std::cout << "Failed to create CUDA context." << std::endl;
// 실패해도 그냥 넘어가기
}
}
else {
// CUDA 사용 안 하고 넘어가기
}
//충돌 처리를 위한 콜백 등록
m_eventCallback = new PhysicsEventCallback();
m_blockCallback = new QueryBlockFilterCallback();
m_touchCallback = new QueryTouchFilterCallback();
// Scene 생성
physx::PxSceneDesc sceneDesc(m_physics->getTolerancesScale());
sceneDesc.gravity = physx::PxVec3(0.0f, -9.81f, 0.0f);
sceneDesc.cpuDispatcher = gDispatcher;
//sceneDesc.filterShader = PxDefaultSimulationFilterShader;
sceneDesc.filterShader = CustomFilterShader;
sceneDesc.simulationEventCallback = m_eventCallback;
sceneDesc.flags |= physx::PxSceneFlag::eENABLE_ACTIVE_ACTORS; // 활성 액터를 업데이트
//sceneDesc.kineKineFilteringMode = PxPairFilteringMode::eKEEP;
// GPU 시뮬레이션 사용 여부 GPU에서 시뮬레이션이 가능하도록 설정
sceneDesc.flags |= physx::PxSceneFlag::eENABLE_GPU_DYNAMICS; // GPU 사용
sceneDesc.broadPhaseType = PxBroadPhaseType::eGPU; // GPU 사용
sceneDesc.cudaContextManager = m_cudaContextManager;
m_scene = m_physics->createScene(sceneDesc); // 씬 생성
m_characterControllerManager = PxCreateControllerManager(*m_scene);
//======================================================================
//debug용 plane 생성 --> triangle mesh로 객체 생성
/*physx::PxRigidStatic* plane = m_physics->createRigidStatic(PxTransform(PxQuat(PxPi / 2, PxVec3(0, 0, 1))));
auto material = m_defaultMaterial;
material->setRestitution(0.0f);
material->setDynamicFriction(1.0f);
material->setStaticFriction(1.0f);
physx::PxShape* planeShape = m_physics->createShape(physx::PxPlaneGeometry(), *material);
planeShape->setFlag(physx::PxShapeFlag::eSIMULATION_SHAPE, true);
planeShape->setFlag(physx::PxShapeFlag::eTRIGGER_SHAPE, false);
physx::PxFilterData filterData;
filterData.word0 = 0;
filterData.word1 = 0xFFFFFFFF;
filterData.word2 = 1 << 0;
planeShape->setSimulationFilterData(filterData);
planeShape->setQueryFilterData(filterData);
plane->attachShape(*planeShape);
plane->setActorFlag(physx::PxActorFlag::eDISABLE_GRAVITY, true);
plane->setActorFlag(physx::PxActorFlag::eVISUALIZATION, true);
m_scene->addActor(*plane);
planeShape->release();*/
//======================================================================
return true;
}
//void PhysicX::HasConvexMeshResource(const unsigned int& hash)
//{
//
//}
void PhysicX::RemoveActors()
{
for (auto removeActor : m_removeActorList)
{
m_scene->removeActor(*removeActor);
}
m_removeActorList.clear();
}
void PhysicX::RemoveControllers()
{
if (m_removeControllerList.empty()) return;
for (physx::PxController* controller : m_removeControllerList)
{
// 이 시점은 simulate() 전이므로 PxController를 release() 하기에 안전합니다.
controller->release();
}
m_removeControllerList.clear(); // 처리 완료된 큐는 비웁니다.
}
void PhysicX::UnInitialize() {
if (m_scene) m_scene->release();
if (gDispatcher) gDispatcher->release();
if (m_physics) m_physics->release();
/*if (m_pvd) {
m_pvd->release();
}*/
if (m_foundation) m_foundation->release();
delete m_eventCallback;
delete m_blockCallback;
delete m_touchCallback;
}
void PhysicX::Update(float fixedDeltaTime)
{
// PxScene 업데이트
RemoveActors();
//첫 틱 마다 시뮬레이션 업데이트 -> 물리 업데이트
RemoveControllers();
//rigid body 업데이트
{
//콜라이더 업데이트
//업데이트 할 액터들을 씬에 추가
for (RigidBody* body : m_updateActors) {
DynamicRigidBody* dynamicBody = dynamic_cast<DynamicRigidBody*>(body);
if (dynamicBody) {
m_scene->addActor(*dynamicBody->GetRigidDynamic());
}
StaticRigidBody* staticBody = dynamic_cast<StaticRigidBody*>(body);
if (staticBody) {
m_scene->addActor(*staticBody->GetRigidStatic());
}
}
m_updateActors.clear();
}
{
//캐릭터 업데이트
//캐릭터 컨트롤러 업데이트
for (const auto& controller : m_characterControllerContainer) {
controller.second->Update(fixedDeltaTime);
//컨트롤러의 물리 상태가 변하면
//if(todo : condition){
//controller.second->GetController()->release();
// }
}
//새로 생성된 캐릭터 컨트롤러를 업데이트 리스트에 추가
for (auto& [contrllerInfo, movementInfo] : m_updateCCTList)
{
CollisionData* collisionData = new CollisionData();
physx::PxCapsuleControllerDesc desc;
CharacterController* controller = new CharacterController();
controller->Initialize(contrllerInfo, movementInfo, m_characterControllerManager, m_defaultMaterial, collisionData, m_collisionMatrix, m_collisionCallback);
desc.height = contrllerInfo.height;
desc.radius = contrllerInfo.radius;
desc.contactOffset = contrllerInfo.contactOffset;
desc.stepOffset = contrllerInfo.stepOffset;
desc.slopeLimit = contrllerInfo.slopeLimit;
desc.position = PhysicsMath::ToPxExtended(contrllerInfo.position);
desc.scaleCoeff = 1.0f;
desc.maxJumpHeight = 100.0f;
desc.nonWalkableMode = physx::PxControllerNonWalkableMode::ePREVENT_CLIMBING_AND_FORCE_SLIDING;
desc.material = m_defaultMaterial;
desc.reportCallback = controller->GetHitReportCallback();
physx::PxController* pxController = m_characterControllerManager->createController(desc);
physx::PxRigidDynamic* body = pxController->getActor();
physx::PxShape* shape;
int shapeSize = body->getNbShapes();
body->getShapes(&shape, shapeSize);
body->setSolverIterationCounts(8, 4);
shape->setContactOffset(0.3f);
shape->setRestOffset(0.02f);
physx::PxFilterData filterData;
filterData.word0 = contrllerInfo.layerNumber;
filterData.word1 = m_collisionMatrix[contrllerInfo.layerNumber];
filterData.word2 = 1 << contrllerInfo.layerNumber;
//
shape->setSimulationFilterData(filterData);
shape->setQueryFilterData(filterData);
//shape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, false);
//shape->setFlag(PxShapeFlag::eTRIGGER_SHAPE, true); //&&&&&sehwan
collisionData->thisId = contrllerInfo.id;
collisionData->thisLayerNumber = contrllerInfo.layerNumber;
shape->userData = collisionData;
body->userData = collisionData;
controller->SetController(pxController);
CreateCollisionData(contrllerInfo.id, collisionData);
m_characterControllerContainer.insert({ controller->GetID(), controller });
}
m_updateCCTList.clear();
//대기중인 캐릭터 컨트롤러를 업데이트 리스트에 추가
for (auto& controllerInfo : m_waittingCCTList) {
m_updateCCTList.push_back(controllerInfo);
}
m_waittingCCTList.clear();
}
{
//충돌 업데이트
//새로 생성된 충돌 데이터를 제거
for (unsigned int& removeID : m_removeCollisionIds) {
auto iter = m_collisionDataContainer.find(removeID);
if (iter != m_collisionDataContainer.end()) {
m_collisionDataContainer.erase(iter);
}
}
m_removeCollisionIds.clear();
for (auto& collisionData : m_collisionDataContainer) {
if (collisionData.second->isDead == true)
{
m_removeCollisionIds.push_back(collisionData.first);
}
}
}
{
//ragdoll 업데이트
for (auto& [id,ragdoll] : m_ragdollContainer) {
ragdoll->Update(fixedDeltaTime);
}
}
//Scene 시뮬레이션
if (!m_scene->simulate(fixedDeltaTime))
{
Debug->LogCritical("physic m_scene simulate failed");
return;
}
//시뮬레이션 결과 가져오기
if (!m_scene->fetchResults(true))
{
Debug->LogCritical("physic m_scene fetchResults failed");
return;
}
//콜백 이벤트 처리
m_eventCallback->StartTrigger();
//오류 처리
//if (cudaGetLastError() != cudaError::cudaSuccess)
//{
// Debug->LogError("cudaGetLastError : "+ std::string(cudaGetErrorString(cudaGetLastError())));
//}
}
void PhysicX::FinalUpdate()
{
//딱 한번만 불린다. 아마도 씬이 끝날때
}
void PhysicX::SetCallBackCollisionFunction(std::function<void(const CollisionData&, ECollisionEventType)> func)
{
m_eventCallback->SetCallbackFunction(func);
m_collisionCallback = func;
}
void PhysicX::SetPhysicsInfo()
{
// m_scene->setGravity(PxVec3(0.0f, -9.81f, 0.0f));
//collisionMatrix[0][0] = true;기본 모든 레이어가 충돌하는 상태로 설정
}
void PhysicX::ChangeScene()
{
// 모든 객체를 씬에서 제거하고 물리 엔진 객체 제거
RemoveAllRigidBody(m_scene,m_removeActorList);
RemoveAllCCT();
RemoveAllCharacterInfo();
//새로운 시뮬레이션에 추가될 객체
}
void PhysicX::DestroyActor(unsigned int id)
{
//컨테이너에 있는지 확인
auto iter = m_rigidBodyContainer.find(id);
if (iter == m_rigidBodyContainer.end())
{
//std::cout << "PhysicX::DestroyActor : Actor not found with id" << id << std::endl;
return;
}
RigidBody* body = iter->second;
if (auto* dynamicBody = dynamic_cast<DynamicRigidBody*>(body))
{
//다이나믹 바디인 경우
m_removeActorList.push_back(dynamicBody->GetRigidDynamic());
}
else if (auto* staticBody = dynamic_cast<StaticRigidBody*>(body))
{
//스테틱 바디인 경우
m_removeActorList.push_back(staticBody->GetRigidStatic());
}
else
{
Debug->LogError("PhysicX::DestroyActor : Actor is not a valid RigidBody type");
return;
}
delete body; // 메모리 해제
m_rigidBodyContainer.erase(iter); // 컨테이너에서 제거
// 충돌 데이터 제거
RemoveCollisionData(id);
}
RayCastOutput PhysicX::RayCast(const RayCastInput& in, bool isStatic)
{
const physx::PxVec3 pxOrigin = PhysicsMath::ToPx(in.origin);
const physx::PxVec3 pxDirection = PhysicsMath::ToPx(in.direction);
// RaycastHit
const physx::PxU32 maxHits = 20;
physx::PxRaycastHit hitBuffer[maxHits];
physx::PxRaycastBuffer hitBufferStruct(hitBuffer, maxHits);
//충돌 필터 데이터
physx::PxQueryFilterData filterData;
filterData.data.word0 = in.layerNumber;
//filterData.data.word1 = m_collisionMatrix[in.layerNumber];
//filterData.data.word2 = 1 << in.layerNumber;
if (isStatic)
{
filterData.flags = physx::PxQueryFlag::eSTATIC
| physx::PxQueryFlag::ePREFILTER
| physx::PxQueryFlag::eNO_BLOCK
| physx::PxQueryFlag::eDISABLE_HARDCODED_FILTER;
}
else
{
filterData.flags = physx::PxQueryFlag::eDYNAMIC
| physx::PxQueryFlag::ePREFILTER
| physx::PxQueryFlag::eNO_BLOCK
| physx::PxQueryFlag::eDISABLE_HARDCODED_FILTER;
}
TouchRaycastQueryFilter queryFilter;
bool isAnyHit;
isAnyHit = m_scene->raycast(pxOrigin, pxDirection, in.distance, hitBufferStruct, physx::PxHitFlag::eDEFAULT, filterData,&queryFilter);
RayCastOutput out;
//hit가 있는 경우
if (isAnyHit)
{
out.hasBlock = hitBufferStruct.hasBlock;
if (out.hasBlock)
{
const physx::PxRaycastHit& blockHit = hitBufferStruct.block;
if (blockHit.shape && blockHit.shape->userData != nullptr) {
out.id = static_cast<CollisionData*>(hitBufferStruct.block.shape->userData)->thisId;
out.blockPosition = PhysicsMath::FromPx(hitBufferStruct.block.position);
out.blockNormal = PhysicsMath::FromPx(hitBufferStruct.block.normal);
}
else {
out.hasBlock = false; // userData가 유효하지 않으면 블록 처리 안함
}
}
unsigned int hitSize = hitBufferStruct.nbTouches;
out.hitSize = hitSize;
for (unsigned int hitNum = 0; hitNum < hitSize; hitNum++)
{
const physx::PxRaycastHit& hit = hitBufferStruct.touches[hitNum];
physx::PxShape* shape = hit.shape;
if (shape && shape->userData != nullptr) // 추가: shape 및 userData 유효성 확인
{
const math::vector3 position = PhysicsMath::FromPx(hit.position);
const math::vector3 normal = PhysicsMath::FromPx(hit.normal);
unsigned int id = static_cast<CollisionData*>(shape->userData)->thisId;
unsigned int layerNumber = static_cast<CollisionData*>(shape->userData)->thisLayerNumber;
out.contectPoints.push_back(position);
out.contectNormals.push_back(normal);
out.hitLayerNumber.push_back(layerNumber);
out.hitId.push_back(id);
}
else {
out.hitSize--; // 유효하지 않은 hit는 카운트에서 제외
}
}
}
return out;
}
// 단일 레이캐스트, static dynamic 모두 검사,
RayCastOutput PhysicX::Raycast(const RayCastInput& in)
{
const physx::PxVec3 pxOrigin = PhysicsMath::ToPx(in.origin);
const physx::PxVec3 pxDirection = PhysicsMath::ToPx(in.direction);
// RaycastHit
physx::PxRaycastBuffer hitBufferStruct;
//충돌 필터 데이터
physx::PxQueryFilterData filterData;
filterData.flags = physx::PxQueryFlag::eSTATIC
| physx::PxQueryFlag::eDYNAMIC
| physx::PxQueryFlag::ePREFILTER
| physx::PxQueryFlag::eDISABLE_HARDCODED_FILTER;
const unsigned int ALL_LAYER = ~0; // 모든 레이어를 의미하는 값
if (in.layerNumber == ALL_LAYER) {
filterData.data.word0 = 0xFFFFFFFF; // 모든 레이어를 의미하는 값
filterData.data.word1 = 0xFFFFFFFF;
filterData.data.word2 = 0xFFFFFFFF;
}
else {
// 특정 레이어에 대해서만 raycast
filterData.data.word0 = in.layerNumber;
//filterData.data.word1 = m_collisionMatrix[in.layerNumber];
//filterData.data.word2 = 1 << in.layerNumber;
}
BlockRaycastQueryFilter queryFilter;
bool isAnyHit;
isAnyHit = m_scene->raycast(pxOrigin, pxDirection, in.distance, hitBufferStruct, physx::PxHitFlag::eDEFAULT, filterData, &queryFilter);
RayCastOutput out;
//hit가 있는 경우
if (isAnyHit)
{
out.hasBlock = hitBufferStruct.hasBlock;
if (out.hasBlock)
{
const physx::PxRaycastHit& blockHit = hitBufferStruct.block;
if (blockHit.shape && blockHit.shape->userData != nullptr) {
out.id = static_cast<CollisionData*>(hitBufferStruct.block.shape->userData)->thisId;
out.blockLayerNumber = static_cast<CollisionData*>(hitBufferStruct.block.shape->userData)->thisLayerNumber;
out.blockPosition = PhysicsMath::FromPx(hitBufferStruct.block.position);
out.blockNormal = PhysicsMath::FromPx(hitBufferStruct.block.normal);
}
else {
out.hasBlock = false;
std::cout << "Not physx block userdata" << std::endl;
}
}
}
return out;
}
//PxQueryFlag::eNO_BLOCK 활성화시 block 처리x
RayCastOutput PhysicX::RaycastAll(const RayCastInput& in)
{
const physx::PxVec3 pxOrigin = PhysicsMath::ToPx(in.origin);
const physx::PxVec3 pxDirection = PhysicsMath::ToPx(in.direction);
// RaycastHit
const physx::PxU32 maxHits = 20;
physx::PxRaycastHit hitBuffer[maxHits];
physx::PxRaycastBuffer hitBufferStruct(hitBuffer, maxHits);
//충돌 필터 데이터
physx::PxQueryFilterData filterData;
filterData.flags = physx::PxQueryFlag::eSTATIC
| physx::PxQueryFlag::eDYNAMIC
| physx::PxQueryFlag::ePREFILTER
| physx::PxQueryFlag::eNO_BLOCK
| physx::PxQueryFlag::eDISABLE_HARDCODED_FILTER;
const unsigned int ALL_LAYER = ~0; // 모든 레이어를 의미하는 값
if (in.layerNumber == ALL_LAYER) {
filterData.data.word0 = 0xFFFFFFFF; // 모든 레이어를 의미하는 값
filterData.data.word1 = 0xFFFFFFFF;
filterData.data.word2 = 0xFFFFFFFF;
}
else {
// 특정 레이어에 대해서만 raycast
filterData.data.word0 = in.layerNumber;
//filterData.data.word1 = m_collisionMatrix[in.layerNumber];
//filterData.data.word2 = 1 << in.layerNumber;
}
TouchRaycastQueryFilter queryFilter;
bool isAnyHit;
isAnyHit = m_scene->raycast(pxOrigin, pxDirection, in.distance, hitBufferStruct, physx::PxHitFlag::eDEFAULT, filterData, &queryFilter);
RayCastOutput out;
//hit가 있는 경우
if (isAnyHit)
{
unsigned int hitSize = hitBufferStruct.nbTouches;
out.hitSize = hitSize;
for (unsigned int hitNum = 0; hitNum < hitSize; hitNum++)
{
const physx::PxRaycastHit& hit = hitBufferStruct.touches[hitNum];
physx::PxShape* shape = hit.shape;
if (shape && shape->userData != nullptr) { // 추가: shape 및 userData 유효성 확인
const math::vector3 position = PhysicsMath::FromPx(hit.position);
const math::vector3 normal = PhysicsMath::FromPx(hit.normal);
unsigned int id = static_cast<CollisionData*>(shape->userData)->thisId;
unsigned int layerNumber = static_cast<CollisionData*>(shape->userData)->thisLayerNumber;
out.contectPoints.push_back(position);
out.contectNormals.push_back(normal);
out.hitLayerNumber.push_back(layerNumber);
out.hitId.push_back(id);
}
else {
out.hitSize--; // 유효하지 않은 hit는 카운트에서 제외
}
}
}
return out;
}
//==========================================================================================
//rigid body
void PhysicX::CreateStaticBody(const BoxColliderInfo & info, const EColliderType & colliderType)
{
physx::PxMaterial* material = m_physics->createMaterial(info.colliderInfo.staticFriction, info.colliderInfo.dynamicFriction, info.colliderInfo.restitution);
physx::PxShape* shape = m_physics->createShape(PxBoxGeometry(info.boxExtent.x, info.boxExtent.y, info.boxExtent.z), *material, true);
StaticRigidBody* staticBody = SettingStaticBody(shape, info.colliderInfo, colliderType, m_collisionMatrix);
shape->release();
if (staticBody != nullptr)
{
staticBody->SetExtent(info.boxExtent.x, info.boxExtent.y, info.boxExtent.z);
}
}
void PhysicX::CreateStaticBody(const SphereColliderInfo & info, const EColliderType & colliderType)
{
physx::PxMaterial* material = m_physics->createMaterial(info.colliderInfo.staticFriction, info.colliderInfo.dynamicFriction, info.colliderInfo.restitution);
physx::PxShape* shape = m_physics->createShape(PxSphereGeometry(info.radius), *material, true);
StaticRigidBody* staticBody = SettingStaticBody(shape, info.colliderInfo, colliderType, m_collisionMatrix);
shape->release();
if (staticBody != nullptr)
{
staticBody->SetRadius(info.radius);
}
}
void PhysicX::CreateStaticBody(const CapsuleColliderInfo & info, const EColliderType & colliderType)
{
physx::PxMaterial* material = m_physics->createMaterial(info.colliderInfo.staticFriction, info.colliderInfo.dynamicFriction, info.colliderInfo.restitution);
physx::PxShape* shape = m_physics->createShape(PxCapsuleGeometry(info.radius, info.height), *material, true);
StaticRigidBody* staticBody = SettingStaticBody(shape, info.colliderInfo, colliderType, m_collisionMatrix);
shape->release();
if (staticBody != nullptr)
{
staticBody->SetRadius(info.radius);
staticBody->SetHalfHeight(info.height);
}
}
void PhysicX::CreateStaticBody(const ConvexMeshColliderInfo & info, const EColliderType & colliderType)
{
ConvexMeshResource* convexMesh = new ConvexMeshResource(m_physics, info.vertices, info.vertexSize, info.convexPolygonLimit);
physx::PxConvexMesh* pxConvexMesh = convexMesh->GetConvexMesh();
physx::PxMaterial* material = m_physics->createMaterial(info.colliderInfo.staticFriction, info.colliderInfo.dynamicFriction, info.colliderInfo.restitution);
physx::PxShape* shape = m_physics->createShape(PxConvexMeshGeometry(pxConvexMesh), *material, true);
StaticRigidBody* staticBody = SettingStaticBody(shape, info.colliderInfo, colliderType, m_collisionMatrix);
shape->release();
}
void PhysicX::CreateStaticBody(const TriangleMeshColliderInfo & info, const EColliderType & colliderType)
{
TriangleMeshResource* triangleMesh = new TriangleMeshResource(m_physics, info.vertices, info.vertexSize, info.indices,info.indexSize);
physx::PxTriangleMesh* pxTriangleMesh = triangleMesh->GetTriangleMesh();
physx::PxMaterial* material = m_physics->createMaterial(info.colliderInfo.staticFriction, info.colliderInfo.dynamicFriction, info.colliderInfo.restitution);
physx::PxShape* shape = m_physics->createShape(PxTriangleMeshGeometry(pxTriangleMesh), *material, true);
StaticRigidBody* staticBody = SettingStaticBody(shape, info.colliderInfo, colliderType, m_collisionMatrix);
shape->release();
}
void PhysicX::CreateStaticBody(const HeightFieldColliderInfo & info, const EColliderType & colliderType)
{
//info.heightMep;
float worldHeightRange = 500.0f - (-100.0f);
float calculatedHeightScale = worldHeightRange / 32767.0f;
HeightFieldResource* heightField = new HeightFieldResource(m_physics, info.heightMep, info.numCols,info.numRows);
physx::PxHeightField* pxHeightField = heightField->GetHeightField();
physx::PxMaterial* material = m_physics->createMaterial(info.colliderInfo.staticFriction, info.colliderInfo.dynamicFriction, info.colliderInfo.restitution);
physx::PxShape* shape = m_physics->createShape(PxHeightFieldGeometry(pxHeightField,physx::PxMeshGeometryFlag::eDOUBLE_SIDED, calculatedHeightScale), *material, true);
StaticRigidBody* staticBody = SettingStaticBody(shape, info.colliderInfo, colliderType, m_collisionMatrix);
const math::vector3 offsetPosition{
info.rowScale * info.numRows * 0.5f,
-100.0f,
-info.colScale * info.numCols * 0.5f };
const float pi = 3.1415926535f;
shape->release();
const math::quaternion offsetRotation =
math::quaternion_from_axis_angle(math::vector3::unit_z(), pi);
staticBody->SetOffsetPosition(offsetPosition);
staticBody->SetOffsetRotation(offsetRotation);
}
void PhysicX::CreateDynamicBody(const BoxColliderInfo & info, const EColliderType & colliderType, bool isKinematic)
{
physx::PxMaterial* material = m_physics->createMaterial(info.colliderInfo.staticFriction, info.colliderInfo.dynamicFriction, info.colliderInfo.restitution);
physx::PxShape* shape = m_physics->createShape(PxBoxGeometry(info.boxExtent.x, info.boxExtent.y, info.boxExtent.z), *material, true);
DynamicRigidBody* dynamicBody = SettingDynamicBody(shape, info.colliderInfo, colliderType, m_collisionMatrix, isKinematic);
shape->release();
if (dynamicBody != nullptr)
{
dynamicBody->SetExtent(info.boxExtent.x, info.boxExtent.y, info.boxExtent.z);
}
}
void PhysicX::CreateDynamicBody(const SphereColliderInfo & info, const EColliderType & colliderType, bool isKinematic)
{
physx::PxMaterial* material = m_physics->createMaterial(info.colliderInfo.staticFriction, info.colliderInfo.dynamicFriction, info.colliderInfo.restitution);
physx::PxShape* shape = m_physics->createShape(PxSphereGeometry(info.radius), *material, true);
DynamicRigidBody* dynamicBody = SettingDynamicBody(shape, info.colliderInfo, colliderType, m_collisionMatrix, isKinematic);
shape->release();
if (dynamicBody != nullptr)
{
dynamicBody->SetRadius(info.radius);
}
}
void PhysicX::CreateDynamicBody(const CapsuleColliderInfo & info, const EColliderType & colliderType, bool isKinematic)
{
const auto& collsionTransform = info.colliderInfo.collsionTransform;
// 2. 전달받은 worldScale과 원본 radius/height로 최종 지오메트리를 계산합니다.
float finalRadius = info.radius * std::max(collsionTransform.worldScale.x, collsionTransform.worldScale.z);
float finalHeight = info.height * collsionTransform.worldScale.y;
// 3. 계산된 최종 크기로 PxShape을 생성합니다.
physx::PxMaterial* material = m_physics->createMaterial(info.colliderInfo.staticFriction, info.colliderInfo.dynamicFriction, info.colliderInfo.restitution);
physx::PxShape* shape = m_physics->createShape(PxCapsuleGeometry(finalRadius, finalHeight / 2.f), *material, true);
physx::PxTransform localPose(physx::PxQuat(physx::PxHalfPi, physx::PxVec3(0, 0, 1)));
shape->setLocalPose(localPose);
// 4. `SettingDynamicBody`는 이제 스케일이 적용된 Shape과, 순수 Pose가 담긴 info를 전달받게 됩니다.
DynamicRigidBody* dynamicBody = SettingDynamicBody(shape, info.colliderInfo, colliderType, m_collisionMatrix, isKinematic);
shape->release();
// 5. 생성된 Body 객체에도 최종 계산된 크기를 저장해줍니다.
if (dynamicBody != nullptr)
{
dynamicBody->SetRadius(finalRadius);
dynamicBody->SetHalfHeight(finalHeight / 2.f);
}
}
void PhysicX::CreateDynamicBody(const ConvexMeshColliderInfo & info, const EColliderType & colliderType, bool isKinematic)
{
/*static int number = 0;
number++;*/
ConvexMeshResource* convexMesh = new ConvexMeshResource(m_physics, info.vertices, info.vertexSize, info.convexPolygonLimit);
physx::PxConvexMesh* pxConvexMesh = convexMesh->GetConvexMesh();
physx::PxMaterial* material = m_physics->createMaterial(info.colliderInfo.staticFriction, info.colliderInfo.dynamicFriction, info.colliderInfo.restitution);
physx::PxShape* shape = m_physics->createShape(PxConvexMeshGeometry(pxConvexMesh), *material, true);
DynamicRigidBody* dynamicBody = SettingDynamicBody(shape, info.colliderInfo, colliderType, m_collisionMatrix, isKinematic);
shape->release();
}
void PhysicX::CreateDynamicBody(const TriangleMeshColliderInfo & info, const EColliderType & colliderType, bool isKinematic)
{
TriangleMeshResource* triangleMesh = new TriangleMeshResource(m_physics, info.vertices, info.vertexSize, info.indices, info.indexSize);
physx::PxTriangleMesh* pxTriangleMesh = triangleMesh->GetTriangleMesh();
physx::PxMaterial* material = m_physics->createMaterial(info.colliderInfo.staticFriction, info.colliderInfo.dynamicFriction, info.colliderInfo.restitution);
physx::PxShape* shape = m_physics->createShape(PxTriangleMeshGeometry(pxTriangleMesh), *material, true);
shape->setFlag(physx::PxShapeFlag::eSCENE_QUERY_SHAPE,true);
DynamicRigidBody* dynamicBody = SettingDynamicBody(shape, info.colliderInfo, colliderType, m_collisionMatrix, isKinematic);
shape->release();
}
void PhysicX::CreateDynamicBody(const HeightFieldColliderInfo & info, const EColliderType & colliderType, bool isKinematic)
{
HeightFieldResource* heightField = new HeightFieldResource(m_physics, info.heightMep, info.numCols, info.numRows);
physx::PxHeightField* pxHeightField = heightField->GetHeightField();
physx::PxMaterial* material = m_physics->createMaterial(info.colliderInfo.staticFriction, info.colliderInfo.dynamicFriction, info.colliderInfo.restitution);
physx::PxShape* shape = m_physics->createShape(PxHeightFieldGeometry(pxHeightField), *material, true);
DynamicRigidBody* dynamicBody = SettingDynamicBody(shape, info.colliderInfo, colliderType, m_collisionMatrix, isKinematic);
shape->release();
}
StaticRigidBody* PhysicX::SettingStaticBody(physx::PxShape* shape, const ColliderInfo& colInfo, const EColliderType& collideType, unsigned int* collisionMatrix)
{
//filterData
physx::PxFilterData filterData;
filterData.word0 = colInfo.layerNumber;
filterData.word1 = collisionMatrix[colInfo.layerNumber];
filterData.word2 = 1 << colInfo.layerNumber;
//filterData.word1 = 0xFFFFFFFF;
shape->setSimulationFilterData(filterData);
shape->setQueryFilterData(filterData);
//collisionData
StaticRigidBody* staticBody = new StaticRigidBody(collideType,colInfo.id,colInfo.layerNumber);
CollisionData* collisionData = new CollisionData();
if (collisionData) // 추가: collisionData 유효성 확인
{
//스테틱 바디 초기화-->rigidbody 생성 및 shape attach , collider 정보 등록, collisionData 등록
if (!staticBody->Initialize(colInfo,shape,m_physics,collisionData))
{
Debug->LogError("PhysicX::SettingStaticBody() : staticBody Initialize failed id :" + std::to_string(colInfo.id));
delete collisionData; // 실패 시 메모리 해제
return nullptr;
}
//충돌데이터 등록, 물리 바디 등록
m_collisionDataContainer.insert(std::make_pair(colInfo.id, collisionData));
m_rigidBodyContainer.insert(std::make_pair(staticBody->GetID(), staticBody));
m_updateActors.push_back(staticBody);
}
else
{
Debug->LogError("PhysicX::SettingStaticBody() : Failed to allocate CollisionData for id " + std::to_string(colInfo.id));
delete staticBody; // staticBody도 해제
return nullptr;
}
return staticBody;
}
DynamicRigidBody* PhysicX::SettingDynamicBody(physx::PxShape* shape, const ColliderInfo& colInfo, const EColliderType& collideType, unsigned int* collisionMatrix, bool isKinematic)
{
//필터데이터
physx::PxFilterData filterData;
filterData.word0 = colInfo.layerNumber;
filterData.word1 = collisionMatrix[colInfo.layerNumber];
filterData.word2 = 1 << colInfo.layerNumber;
//filterData.word1 = 0xFFFFFFFF;
shape->setSimulationFilterData(filterData);
shape->setQueryFilterData(filterData);
//collisionData
DynamicRigidBody* dynamicBody = new DynamicRigidBody(collideType, colInfo.id, colInfo.layerNumber);
CollisionData* collisionData = new CollisionData();
if (collisionData) // 추가: collisionData 유효성 확인
{
//다이나믹 바디 초기화-->rigidbody 생성 및 shape attach , collider 정보 등록, collisionData 등록
if (!dynamicBody->Initialize(colInfo, shape, m_physics, collisionData,isKinematic))
{
Debug->LogError("PhysicX::SettingDynamicBody() : dynamicBody Initialize failed id :" + std::to_string(colInfo.id));
delete collisionData; // 실패 시 메모리 해제
return nullptr;
}
//충돌데이터 등록, 물리 바디 등록
m_collisionDataContainer.insert(std::make_pair(colInfo.id, collisionData));