Files
o3de/Gems/PhysX/Code/Source/Scene/PhysXScene.h
T
Esteban Papp 1f9b284de2 Merge branch 'development' into cmake/SPEC-7179
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

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/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AzFramework/Physics/PhysicsScene.h>
#include <AzFramework/Physics/Common/PhysicsJoint.h>
#include <AzFramework/Physics/Common/PhysicsEvents.h>
#include <AzFramework/Physics/Common/PhysicsSimulatedBody.h>
#include <AzFramework/Physics/Configuration/SceneConfiguration.h>
#include <Scene/PhysXSceneSimulationEventCallback.h>
#include <Scene/PhysXSceneSimulationFilterCallback.h>
namespace physx
{
class PxControllerManager;
struct PxOverlapHit;
struct PxRaycastHit;
class PxScene;
struct PxSweepHit;
}
namespace PhysX
{
//! PhysX implementation of the AzPhysics::Scene.
class PhysXScene
: public AzPhysics::Scene
{
public:
AZ_CLASS_ALLOCATOR_DECL;
AZ_RTTI(PhysXScene, "{B0FCFDE6-8B59-49D8-8819-E8C2F1EDC182}", AzPhysics::Scene);
explicit PhysXScene(const AzPhysics::SceneConfiguration& config, const AzPhysics::SceneHandle& sceneHandle);
~PhysXScene();
// AzPhysics::PhysicsScene ...
void StartSimulation(float deltatime) override;
void FinishSimulation() override;
void SetEnabled(bool enable) override;
bool IsEnabled() const override;
const AzPhysics::SceneConfiguration& GetConfiguration() const override;
void UpdateConfiguration(const AzPhysics::SceneConfiguration& config) override;
AzPhysics::SimulatedBodyHandle AddSimulatedBody(const AzPhysics::SimulatedBodyConfiguration* simulatedBodyConfig) override;
AzPhysics::SimulatedBodyHandleList AddSimulatedBodies(const AzPhysics::SimulatedBodyConfigurationList& simulatedBodyConfigs) override;
AzPhysics::SimulatedBody* GetSimulatedBodyFromHandle(AzPhysics::SimulatedBodyHandle bodyHandle) override;
AzPhysics::SimulatedBodyList GetSimulatedBodiesFromHandle(const AzPhysics::SimulatedBodyHandleList& bodyHandles) override;
void RemoveSimulatedBody(AzPhysics::SimulatedBodyHandle& bodyHandle) override;
void RemoveSimulatedBodies(AzPhysics::SimulatedBodyHandleList& bodyHandles) override;
void EnableSimulationOfBody(AzPhysics::SimulatedBodyHandle bodyHandle) override;
void DisableSimulationOfBody(AzPhysics::SimulatedBodyHandle bodyHandle) override;
AzPhysics::JointHandle AddJoint(const AzPhysics::JointConfiguration* jointConfig,
AzPhysics::SimulatedBodyHandle parentBody, AzPhysics::SimulatedBodyHandle childBody) override;
AzPhysics::Joint* GetJointFromHandle(AzPhysics::JointHandle jointHandle) override;
void RemoveJoint(AzPhysics::JointHandle jointHandle) override;
AzPhysics::SceneQueryHits QueryScene(const AzPhysics::SceneQueryRequest* request) override;
AzPhysics::SceneQueryHitsList QuerySceneBatch(const AzPhysics::SceneQueryRequests& requests) override;
[[nodiscard]] bool QuerySceneAsync(AzPhysics::SceneQuery::AsyncRequestId requestId,
const AzPhysics::SceneQueryRequest* request, AzPhysics::SceneQuery::AsyncCallback callback) override;
[[nodiscard]] bool QuerySceneAsyncBatch(AzPhysics::SceneQuery::AsyncRequestId requestId,
const AzPhysics::SceneQueryRequests& requests, AzPhysics::SceneQuery::AsyncBatchCallback callback) override;
void SuppressCollisionEvents(
const AzPhysics::SimulatedBodyHandle& bodyHandleA,
const AzPhysics::SimulatedBodyHandle& bodyHandleB) override;
void UnsuppressCollisionEvents(
const AzPhysics::SimulatedBodyHandle& bodyHandleA,
const AzPhysics::SimulatedBodyHandle& bodyHandleB) override;
void SetGravity(const AZ::Vector3& gravity) override;
AZ::Vector3 GetGravity() const override;
AzPhysics::SceneHandle GetSceneHandle() const { return m_sceneHandle; }
const AZStd::vector<AZStd::pair<AZ::Crc32, AzPhysics::SimulatedBody*>>& GetSimulatedBodyList() const { return m_simulatedBodies; }
void* GetNativePointer() const override;
physx::PxControllerManager* GetOrCreateControllerManager();
private:
void EnableSimulationOfBodyInternal(AzPhysics::SimulatedBody& body);
void DisableSimulationOfBodyInternal(AzPhysics::SimulatedBody& body);
void FlushQueuedEvents();
void ClearDeferedDeletions();
void ProcessTriggerEvents();
void ProcessCollisionEvents();
void UpdateAzProfilerDataPoints();
bool m_isEnabled = true;
AzPhysics::SceneConfiguration m_config;
AzPhysics::SceneHandle m_sceneHandle;
float m_currentDeltaTime = 0.0f;
AZStd::vector<AZStd::pair<AZ::Crc32, AzPhysics::SimulatedBody*>> m_simulatedBodies; //this will become a SimulatedBody with LYN-1334
AZStd::vector<AzPhysics::SimulatedBody*> m_deferredDeletions;
AZStd::queue<AzPhysics::SimulatedBodyIndex> m_freeSceneSlots;
AZStd::vector<AZStd::pair<AZ::Crc32, AzPhysics::Joint*>> m_joints;
AZStd::vector<AzPhysics::Joint*> m_deferredDeletionsJoints;
AZStd::queue<AzPhysics::JointIndex> m_freeJointSlots;
AzPhysics::SystemEvents::OnConfigurationChangedEvent::Handler m_physicsSystemConfigChanged;
static thread_local AZStd::vector<physx::PxRaycastHit> s_rayCastBuffer; //!< thread local structure to hold hits for a single raycast or shapecast.
static thread_local AZStd::vector<physx::PxSweepHit> s_sweepBuffer; //!< thread local structure to hold hits for a single shapecast.
static thread_local AZStd::vector<physx::PxOverlapHit> s_overlapBuffer; //!< thread local structure to hold hits for a single overlap query.
AZ::u64 m_raycastBufferSize = 32; //!< Maximum number of hits that will be returned from a raycast.
AZ::u64 m_shapecastBufferSize = 32; //!< Maximum number of hits that can be returned from a shapecast.
AZ::u64 m_overlapBufferSize = 32; //!< Maximum number of overlaps that can be returned from an overlap query.
SceneSimulationFilterCallback m_collisionFilterCallback; //!< Handles the filtering of collision pairs reported from PhysX.
SceneSimulationEventCallback m_simulationEventCallback; //!< Handles the collision and trigger events reported from PhysX.
physx::PxScene* m_pxScene = nullptr; //!< The physx scene
physx::PxControllerManager* m_controllerManager = nullptr; //!< The physx controller manager
AZ::Vector3 m_gravity; // cache the gravity of the scene to avoid a lock in GetGravity().
};
}