// Copyright (C) 2021 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only #include "qphysicsworld_p.h" #include "physxnode/qabstractphysxnode_p.h" #include "physxnode/qphysxworld_p.h" #include "qabstractphysicsnode_p.h" #include "qdebugdrawhelper_p.h" #include "qphysicsutils_p.h" #include "qstaticphysxobjects_p.h" #include "qboxshape_p.h" #include "qsphereshape_p.h" #include "qconvexmeshshape_p.h" #include "qtrianglemeshshape_p.h" #include "qcharactercontroller_p.h" #include "qcapsuleshape_p.h" #include "qplaneshape_p.h" #include "qheightfieldshape_p.h" #include "PxPhysicsAPI.h" #include "cooking/PxCooking.h" #include #include #include #include #include #include #include #define PHYSX_ENABLE_PVD 0 QT_BEGIN_NAMESPACE /*! \qmltype PhysicsWorld \inqmlmodule QtQuick3D.Physics \since 6.4 \brief Controls the physics simulation. The PhysicsWorld type controls the physics simulation. This node is used to create an instance of the physics world as well as define its properties. There can only be one physics world. All collision nodes in the qml will get added automatically to the physics world. */ /*! \qmlproperty vector3d PhysicsWorld::gravity This property defines the gravity vector of the physics world. The default value is \c (0, -981, 0). Set the value to \c{Qt.vector3d(0, -9.81, 0)} if your unit of measurement is meters and you are simulating Earth gravity. */ /*! \qmlproperty bool PhysicsWorld::running This property starts or stops the physical simulation. The default value is \c true. */ /*! \qmlproperty bool PhysicsWorld::forceDebugDraw This property enables debug drawing of all active shapes in the physics world. The default value is \c false. */ /*! \qmlproperty bool PhysicsWorld::enableCCD This property enables continuous collision detection. This will reduce the risk of bodies going through other bodies at high velocities (also known as tunnelling). The default value is \c false. \warning Using trigger bodies with CCD enabled is not supported and can result in missing or false trigger reports. */ /*! \qmlproperty real PhysicsWorld::typicalLength This property defines the approximate size of objects in the simulation. This is used to estimate certain length-related tolerances. Objects much smaller or much larger than this size may not behave properly. The default value is \c 100. Range: \c{[0, inf]} */ /*! \qmlproperty real PhysicsWorld::typicalSpeed This property defines the typical magnitude of velocities of objects in simulation. This is used to estimate whether a contact should be treated as bouncing or resting based on its impact velocity, and a kinetic energy threshold below which the simulation may put objects to sleep. For normal physical environments, a good choice is the approximate speed of an object falling under gravity for one second. The default value is \c 1000. Range: \c{[0, inf]} */ /*! \qmlproperty real PhysicsWorld::defaultDensity This property defines the default density of dynamic objects, measured in kilograms per cubic unit. This is equal to the weight of a cube with side \c 1. The default value is \c 0.001, corresponding to 1 g/cm³: the density of water. If your unit of measurement is meters, a good value would be \c 1000. Note that only positive values are allowed. Range: \c{(0, inf]} */ /*! \qmlproperty Node PhysicsWorld::viewport This property defines the viewport where debug components will be drawn if \l{forceDebugDraw} is enabled. If unset the \l{scene} node will be used. \sa forceDebugDraw, scene */ /*! \qmlproperty real PhysicsWorld::minimumTimestep This property defines the minimum simulation timestep in milliseconds. The default value is \c{1}. Range: \c{[0, maximumTimestep]} \note The simulation timestep works in lockstep with the rendering, meaning a new simulation frame will only be started after a rendered frame has completed. This means that at most one simulation frame will run per rendered frame. */ /*! \qmlproperty real PhysicsWorld::maximumTimestep This property defines the maximum simulation timestep in milliseconds. The default value is \c{33.333}. Range: \c{[0, inf]} \note The simulation timestep works in lockstep with the rendering, meaning a new simulation frame will only be started after a rendered frame has completed. This means that at most one simulation frame will run per rendered frame. */ /*! \qmlproperty Node PhysicsWorld::scene This property defines the top-most Node that contains all the nodes of the physical simulation. All physics objects that are an ancestor of this node will be seen as part of this PhysicsWorld. \note Using the same scene node for several PhysicsWorld is unsupported. */ /*! \qmlsignal PhysicsWorld::frameDone(float timestep) \since 6.5 This signal is emitted when the physical simulation is done simulating a frame. The \a timestep parameter is how long in milliseconds the timestep was in the simulation. */ /*! \qmlproperty int PhysicsWorld::numThreads \since 6.7 This property defines the number of threads used for the physical simulation. This is how the range of values are interpreted: \table \header \li Value \li Range \li Description \row \li Negative \li \c{[-inf, -1]} \li Automatic thread count. The application will try to query the number of threads from the system. \row \li Zero \li \c{{0}} \li No threading, simulation will run sequentially. \row \li Positive \li \c{[1, inf]} \li Specific thread count. \endtable The default value is \c{-1}, meaning automatic thread count. \note Once the scene has started running it is not possible to change the number of threads. */ /*! \qmlproperty bool PhysicsWorld::reportKinematicKinematicCollisions \since 6.7 This property controls if collisions between pairs of \e{kinematic} dynamic rigid bodies will trigger a contact report. The default value is \c{false}. \note Once the scene has started running it is not possible to change this setting. \sa PhysicsWorld::reportStaticKinematicCollisions \sa DynamicRigidBody \sa PhysicsNode::bodyContact */ /*! \qmlproperty bool PhysicsWorld::reportStaticKinematicCollisions \since 6.7 This property controls if collisions between a static rigid body and a \e{kinematic} dynamic rigid body will trigger a contact report. The default value is \c{false}. \note Once the scene has started running it is not possible to change this setting. \sa PhysicsWorld::reportKinematicKinematicCollisions \sa StaticRigidBody \sa DynamicRigidBody \sa PhysicsNode::bodyContact */ Q_LOGGING_CATEGORY(lcQuick3dPhysics, "qt.quick3d.physics"); // Setting QT_PHYSICS_TIMINGS_FILE to a filepath will generate a csv file with frame timings. // Note that if running several PhysicsWorld's the last one to be destructed will overwrite // the output file. // // To view it in gnuplot, run these two commands: // // set datafile separator ',' // plot '' using 1:2 with lines // // Security note: This file is trusted since it is opened as write-only static const QString qtPhysicsTimingsFile = qEnvironmentVariable("QT_PHYSICS_TIMINGS_FILE"); ///////////////////////////////////////////////////////////////////////////// class FrameAnimator : public QQuickFrameAnimation { Q_OBJECT public: FrameAnimator() : QQuickFrameAnimation() { // Needed to start the frame animation classBegin(); componentComplete(); } }; ///////////////////////////////////////////////////////////////////////////// void QPhysicsWorld::DebugModelHolder::releaseMeshPointer() { if (auto base = static_cast(ptr); base) base->release(); ptr = nullptr; } const QVector3D &QPhysicsWorld::DebugModelHolder::halfExtents() const { return data; } void QPhysicsWorld::DebugModelHolder::setHalfExtents(const QVector3D &halfExtents) { data = halfExtents; } float QPhysicsWorld::DebugModelHolder::radius() const { return data.x(); } void QPhysicsWorld::DebugModelHolder::setRadius(float radius) { data.setX(radius); } float QPhysicsWorld::DebugModelHolder::heightScale() const { return data.x(); } void QPhysicsWorld::DebugModelHolder::setHeightScale(float heightScale) { data.setX(heightScale); } float QPhysicsWorld::DebugModelHolder::halfHeight() const { return data.y(); } void QPhysicsWorld::DebugModelHolder::setHalfHeight(float halfHeight) { data.setY(halfHeight); } float QPhysicsWorld::DebugModelHolder::rowScale() const { return data.y(); } void QPhysicsWorld::DebugModelHolder::setRowScale(float rowScale) { data.setY(rowScale); } float QPhysicsWorld::DebugModelHolder::columnScale() const { return data.z(); } void QPhysicsWorld::DebugModelHolder::setColumnScale(float columnScale) { data.setZ(columnScale); } physx::PxConvexMesh *QPhysicsWorld::DebugModelHolder::getConvexMesh() { return static_cast(ptr); } void QPhysicsWorld::DebugModelHolder::setConvexMesh(physx::PxConvexMesh *mesh) { ptr = static_cast(mesh); } physx::PxTriangleMesh *QPhysicsWorld::DebugModelHolder::getTriangleMesh() { return static_cast(ptr); } void QPhysicsWorld::DebugModelHolder::setTriangleMesh(physx::PxTriangleMesh *mesh) { ptr = static_cast(mesh); } physx::PxHeightField *QPhysicsWorld::DebugModelHolder::getHeightField() { return static_cast(ptr); } void QPhysicsWorld::DebugModelHolder::setHeightField(physx::PxHeightField *hf) { ptr = static_cast(hf); } ///////////////////////////////////////////////////////////////////////////// struct QWorldManager { QVector worlds; QVector orphanNodes; }; static QWorldManager worldManager = QWorldManager {}; void QPhysicsWorld::registerNode(QAbstractPhysicsNode *physicsNode) { auto world = getWorld(physicsNode); if (world) { world->m_newPhysicsNodes.push_back(physicsNode); } else { worldManager.orphanNodes.push_back(physicsNode); } } void QPhysicsWorld::deregisterNode(QAbstractPhysicsNode *physicsNode) { for (auto world : worldManager.worlds) { world->m_newPhysicsNodes.removeAll(physicsNode); QMutexLocker locker(&world->m_removedPhysicsNodesMutex); if (physicsNode->m_backendObject) { Q_ASSERT(physicsNode->m_backendObject->frontendNode == physicsNode); physicsNode->m_backendObject->frontendNode = nullptr; physicsNode->m_backendObject->isRemoved = true; physicsNode->m_backendObject = nullptr; } world->m_removedPhysicsNodes.insert(physicsNode); } worldManager.orphanNodes.removeAll(physicsNode); } void QPhysicsWorld::registerContact(QAbstractPhysicsNode *sender, QAbstractPhysicsNode *receiver, const QVector &positions, const QVector &impulses, const QVector &normals) { // Since collision callbacks happen in the physx simulation thread we need // to store these callbacks. Otherwise, if an object is deleted in the same // frame a 'onBodyContact' signal is enqueued and a crash will happen. // Therefore we save these contact callbacks and run them at the end of the // physics frame when we know if the objects are deleted or not. BodyContact contact; contact.sender = sender; contact.receiver = receiver; contact.positions = positions; contact.impulses = impulses; contact.normals = normals; m_registeredContacts.push_back(contact); } QPhysicsWorld::QPhysicsWorld(QObject *parent) : QObject(parent) { m_inDesignStudio = !qEnvironmentVariableIsEmpty("QML_PUPPET_MODE"); m_physx = new QPhysXWorld; m_physx->createWorld(); worldManager.worlds.push_back(this); matchOrphanNodes(); m_frameAnimator = new FrameAnimator; connect(m_frameAnimator, &QQuickFrameAnimation::triggered, this, &QPhysicsWorld::simulateFrame); } QPhysicsWorld::~QPhysicsWorld() { if (m_frameAnimator) { m_frameAnimator->stop(); delete m_frameAnimator; } if (m_physx->scene) m_physx->scene->fetchResults(true); for (auto body : m_physXBodies) { body->cleanup(m_physx); delete body; } m_physx->deleteWorld(); delete m_physx; worldManager.worlds.removeAll(this); if (!qtPhysicsTimingsFile.isEmpty()) { if (m_frameTimings.isEmpty()) { qWarning() << "No frame timings saved."; } else if (auto csvFile = QFile(qtPhysicsTimingsFile); csvFile.open(QIODevice::WriteOnly)) { QTextStream out(&csvFile); for (int i = 1; i < m_frameTimings.size(); i++) { out << i << "," << m_frameTimings[i] << '\n'; } csvFile.close(); } else { qWarning() << "Could not open timings file " << qtPhysicsTimingsFile; } } } void QPhysicsWorld::classBegin() {} void QPhysicsWorld::componentComplete() { if ((!m_running && !m_inDesignStudio) || m_physicsInitialized) return; initPhysics(); } QVector3D QPhysicsWorld::gravity() const { return m_gravity; } bool QPhysicsWorld::running() const { return m_running; } bool QPhysicsWorld::forceDebugDraw() const { return m_forceDebugDraw; } bool QPhysicsWorld::enableCCD() const { return m_enableCCD; } float QPhysicsWorld::typicalLength() const { return m_typicalLength; } float QPhysicsWorld::typicalSpeed() const { return m_typicalSpeed; } bool QPhysicsWorld::isNodeRemoved(QAbstractPhysicsNode *object) { return m_removedPhysicsNodes.contains(object); } void QPhysicsWorld::setGravity(QVector3D gravity) { if (m_gravity == gravity) return; m_gravity = gravity; if (m_physx->scene) { m_physx->scene->setGravity(QPhysicsUtils::toPhysXType(m_gravity)); } emit gravityChanged(m_gravity); } void QPhysicsWorld::setRunning(bool running) { if (m_running == running) return; m_running = running; if (!m_inDesignStudio && m_running && !m_physicsInitialized) initPhysics(); if (running) m_frameAnimator->start(); else m_frameAnimator->stop(); emit runningChanged(m_running); } void QPhysicsWorld::setForceDebugDraw(bool forceDebugDraw) { if (m_forceDebugDraw == forceDebugDraw) return; m_forceDebugDraw = forceDebugDraw; if (!m_forceDebugDraw) disableDebugDraw(); else updateDebugDraw(); emit forceDebugDrawChanged(m_forceDebugDraw); } QQuick3DNode *QPhysicsWorld::viewport() const { return m_viewport; } void QPhysicsWorld::setHasIndividualDebugDraw() { m_hasIndividualDebugDraw = true; } void QPhysicsWorld::setViewport(QQuick3DNode *viewport) { if (m_viewport == viewport) return; m_viewport = viewport; // TODO: test this for (auto material : m_debugMaterials) delete material; m_debugMaterials.clear(); for (auto &holder : m_collisionShapeDebugModels) { holder.releaseMeshPointer(); delete holder.model; } m_collisionShapeDebugModels.clear(); emit viewportChanged(m_viewport); } void QPhysicsWorld::setMinimumTimestep(float minTimestep) { if (qFuzzyCompare(m_minTimestep, minTimestep)) return; if (minTimestep > m_maxTimestep) { qWarning("Minimum timestep greater than maximum timestep, value clamped"); minTimestep = qMin(minTimestep, m_maxTimestep); } if (minTimestep < 0.f) { qWarning("Minimum timestep less than zero, value clamped"); minTimestep = qMax(minTimestep, 0.f); } if (qFuzzyCompare(m_minTimestep, minTimestep)) return; m_minTimestep = minTimestep; emit minimumTimestepChanged(m_minTimestep); } void QPhysicsWorld::setMaximumTimestep(float maxTimestep) { if (qFuzzyCompare(m_maxTimestep, maxTimestep)) return; if (maxTimestep < 0.f) { qWarning("Maximum timestep less than zero, value clamped"); maxTimestep = qMax(maxTimestep, 0.f); } if (qFuzzyCompare(m_maxTimestep, maxTimestep)) return; m_maxTimestep = maxTimestep; emit maximumTimestepChanged(maxTimestep); } void QPhysicsWorld::setupDebugMaterials(QQuick3DNode *sceneNode) { if (!m_debugMaterials.isEmpty()) return; const int lineWidth = m_inDesignStudio ? 1 : 3; // These colors match the indices of DebugDrawBodyType enum for (auto color : { QColorConstants::Svg::chartreuse, QColorConstants::Svg::cyan, QColorConstants::Svg::lightsalmon, QColorConstants::Svg::red, QColorConstants::Svg::blueviolet, QColorConstants::Svg::black }) { auto debugMaterial = new QQuick3DPrincipledMaterial(); debugMaterial->setLineWidth(lineWidth); debugMaterial->setParentItem(sceneNode); debugMaterial->setParent(sceneNode); debugMaterial->setBaseColor(color); debugMaterial->setLighting(QQuick3DPrincipledMaterial::NoLighting); debugMaterial->setCullMode(QQuick3DMaterial::NoCulling); m_debugMaterials.push_back(debugMaterial); } } void QPhysicsWorld::updateDebugDraw() { if (!(m_forceDebugDraw || m_hasIndividualDebugDraw)) { // Nothing to draw, trash all previous models (if any) and return for (auto &holder : m_collisionShapeDebugModels) { holder.releaseMeshPointer(); delete holder.model; } m_collisionShapeDebugModels.clear(); return; } // Use scene node if no viewport has been specified auto sceneNode = m_viewport ? m_viewport : m_scene; if (sceneNode == nullptr) return; setupDebugMaterials(sceneNode); m_hasIndividualDebugDraw = false; // Store the collision shapes we have now so we can clear out the removed ones QSet> currentCollisionShapes; currentCollisionShapes.reserve(m_collisionShapeDebugModels.size()); for (QAbstractPhysXNode *node : m_physXBodies) { if (!node->debugGeometryCapability()) continue; const auto &collisionShapes = node->frontendNode->getCollisionShapesList(); const int materialIdx = static_cast(node->getDebugDrawBodyType()); const int length = collisionShapes.length(); for (int idx = 0; idx < length; idx++) { const auto collisionShape = collisionShapes[idx]; if (!m_forceDebugDraw && !collisionShape->enableDebugDraw()) continue; DebugModelHolder &holder = m_collisionShapeDebugModels[std::make_pair(collisionShape, node)]; auto &model = holder.model; currentCollisionShapes.insert(std::make_pair(collisionShape, node)); m_hasIndividualDebugDraw = m_hasIndividualDebugDraw || collisionShape->enableDebugDraw(); // Create/Update debug view infrastructure if (!model) { model = new QQuick3DModel(); model->setParentItem(sceneNode); model->setParent(sceneNode); model->setCastsShadows(false); model->setReceivesShadows(false); model->setCastsReflections(false); } model->setVisible(true); { // update or set material auto material = m_debugMaterials[materialIdx]; QQmlListReference materialsRef(model, "materials"); if (materialsRef.count() == 0 || materialsRef.at(0) != material) { materialsRef.clear(); materialsRef.append(material); } } // Special handling of CharacterController since it has collision shapes, // but not PhysX shapes if (qobject_cast(node->frontendNode)) { QCapsuleShape *capsuleShape = qobject_cast(collisionShape); if (!capsuleShape) continue; const float radius = capsuleShape->diameter() * 0.5; const float halfHeight = capsuleShape->height() * 0.5; if (!qFuzzyCompare(radius, holder.radius()) || !qFuzzyCompare(halfHeight, holder.halfHeight())) { auto geom = QDebugDrawHelper::generateCapsuleGeometry(radius, halfHeight); geom->setParent(model); model->setGeometry(geom); holder.setRadius(radius); holder.setHalfHeight(halfHeight); } model->setPosition(node->frontendNode->scenePosition()); model->setRotation(node->frontendNode->sceneRotation() * QQuaternion::fromEulerAngles(0, 0, 90)); continue; } if (node->shapes.length() < length) continue; const auto physXShape = node->shapes[idx]; auto localPose = physXShape->getLocalPose(); switch (physXShape->getGeometryType()) { case physx::PxGeometryType::eBOX: { physx::PxBoxGeometry boxGeometry; physXShape->getBoxGeometry(boxGeometry); const auto &halfExtentsOld = holder.halfExtents(); const auto halfExtents = QPhysicsUtils::toQtType(boxGeometry.halfExtents); if (!qFuzzyCompare(halfExtentsOld, halfExtents)) { auto geom = QDebugDrawHelper::generateBoxGeometry(halfExtents); geom->setParent(model); model->setGeometry(geom); holder.setHalfExtents(halfExtents); } } break; case physx::PxGeometryType::eSPHERE: { physx::PxSphereGeometry sphereGeometry; physXShape->getSphereGeometry(sphereGeometry); const float radius = holder.radius(); if (!qFuzzyCompare(sphereGeometry.radius, radius)) { auto geom = QDebugDrawHelper::generateSphereGeometry(sphereGeometry.radius); geom->setParent(model); model->setGeometry(geom); holder.setRadius(sphereGeometry.radius); } } break; case physx::PxGeometryType::eCAPSULE: { physx::PxCapsuleGeometry capsuleGeometry; physXShape->getCapsuleGeometry(capsuleGeometry); const float radius = holder.radius(); const float halfHeight = holder.halfHeight(); if (!qFuzzyCompare(capsuleGeometry.radius, radius) || !qFuzzyCompare(capsuleGeometry.halfHeight, halfHeight)) { auto geom = QDebugDrawHelper::generateCapsuleGeometry( capsuleGeometry.radius, capsuleGeometry.halfHeight); geom->setParent(model); model->setGeometry(geom); holder.setRadius(capsuleGeometry.radius); holder.setHalfHeight(capsuleGeometry.halfHeight); } } break; case physx::PxGeometryType::ePLANE:{ physx::PxPlaneGeometry planeGeometry; physXShape->getPlaneGeometry(planeGeometry); // Special rotation const QQuaternion rotation = QPhysicsUtils::kMinus90YawRotation * QPhysicsUtils::toQtType(localPose.q); localPose = physx::PxTransform(localPose.p, QPhysicsUtils::toPhysXType(rotation)); if (model->geometry() == nullptr) { auto geom = QDebugDrawHelper::generatePlaneGeometry(); geom->setParent(model); model->setGeometry(geom); } } break; // For heightfield, convex mesh and triangle mesh we increase its reference count // to make sure it does not get dereferenced and deleted so that the new mesh will // have another memory address so we know when it has changed. case physx::PxGeometryType::eHEIGHTFIELD: { physx::PxHeightFieldGeometry heightFieldGeometry; bool success = physXShape->getHeightFieldGeometry(heightFieldGeometry); Q_ASSERT(success); const float heightScale = holder.heightScale(); const float rowScale = holder.rowScale(); const float columnScale = holder.columnScale(); if (auto heightField = holder.getHeightField(); heightField && heightField != heightFieldGeometry.heightField) { heightField->release(); holder.setHeightField(nullptr); } if (!qFuzzyCompare(heightFieldGeometry.heightScale, heightScale) || !qFuzzyCompare(heightFieldGeometry.rowScale, rowScale) || !qFuzzyCompare(heightFieldGeometry.columnScale, columnScale) || !holder.getHeightField()) { if (!holder.getHeightField()) { heightFieldGeometry.heightField->acquireReference(); holder.setHeightField(heightFieldGeometry.heightField); } auto geom = QDebugDrawHelper::generateHeightFieldGeometry( heightFieldGeometry.heightField, heightFieldGeometry.heightScale, heightFieldGeometry.rowScale, heightFieldGeometry.columnScale); geom->setParent(model); model->setGeometry(geom); holder.setHeightScale(heightFieldGeometry.heightScale); holder.setRowScale(heightFieldGeometry.rowScale); holder.setColumnScale(heightFieldGeometry.columnScale); } } break; case physx::PxGeometryType::eCONVEXMESH: { physx::PxConvexMeshGeometry convexMeshGeometry; const bool success = physXShape->getConvexMeshGeometry(convexMeshGeometry); Q_ASSERT(success); const auto rotation = convexMeshGeometry.scale.rotation * localPose.q; localPose = physx::PxTransform(localPose.p, rotation); model->setScale(QPhysicsUtils::toQtType(convexMeshGeometry.scale.scale)); if (auto convexMesh = holder.getConvexMesh(); convexMesh && convexMesh != convexMeshGeometry.convexMesh) { convexMesh->release(); holder.setConvexMesh(nullptr); } if (!model->geometry() || !holder.getConvexMesh()) { if (!holder.getConvexMesh()) { convexMeshGeometry.convexMesh->acquireReference(); holder.setConvexMesh(convexMeshGeometry.convexMesh); } auto geom = QDebugDrawHelper::generateConvexMeshGeometry( convexMeshGeometry.convexMesh); geom->setParent(model); model->setGeometry(geom); } } break; case physx::PxGeometryType::eTRIANGLEMESH: { physx::PxTriangleMeshGeometry triangleMeshGeometry; const bool success = physXShape->getTriangleMeshGeometry(triangleMeshGeometry); Q_ASSERT(success); const auto rotation = triangleMeshGeometry.scale.rotation * localPose.q; localPose = physx::PxTransform(localPose.p, rotation); model->setScale(QPhysicsUtils::toQtType(triangleMeshGeometry.scale.scale)); if (auto triangleMesh = holder.getTriangleMesh(); triangleMesh && triangleMesh != triangleMeshGeometry.triangleMesh) { triangleMesh->release(); holder.setTriangleMesh(nullptr); } if (!model->geometry() || !holder.getTriangleMesh()) { if (!holder.getTriangleMesh()) { triangleMeshGeometry.triangleMesh->acquireReference(); holder.setTriangleMesh(triangleMeshGeometry.triangleMesh); } auto geom = QDebugDrawHelper::generateTriangleMeshGeometry( triangleMeshGeometry.triangleMesh); geom->setParent(model); model->setGeometry(geom); } } break; case physx::PxGeometryType::eINVALID: case physx::PxGeometryType::eGEOMETRY_COUNT: // should not happen Q_UNREACHABLE(); } auto globalPose = node->getGlobalPose(); auto finalPose = globalPose.transform(localPose); model->setRotation(QPhysicsUtils::toQtType(finalPose.q)); model->setPosition(QPhysicsUtils::toQtType(finalPose.p)); } } // Remove old collision shapes m_collisionShapeDebugModels.removeIf( [&](QHash, DebugModelHolder>::iterator it) { if (!currentCollisionShapes.contains(it.key())) { auto holder = it.value(); holder.releaseMeshPointer(); if (holder.model) delete holder.model; return true; } return false; }); } static void collectPhysicsNodes(QQuick3DObject *node, QList &nodes) { if (auto shape = qobject_cast(node)) { nodes.push_back(shape); return; } for (QQuick3DObject *child : node->childItems()) collectPhysicsNodes(child, nodes); } void QPhysicsWorld::updateDebugDrawDesignStudio() { // Use scene node if no viewport has been specified auto sceneNode = m_viewport ? m_viewport : m_scene; if (sceneNode == nullptr) return; setupDebugMaterials(sceneNode); // Store the collision shapes we have now so we can clear out the removed ones QSet> currentCollisionShapes; currentCollisionShapes.reserve(m_collisionShapeDebugModels.size()); QList activePhysicsNodes; activePhysicsNodes.reserve(m_collisionShapeDebugModels.size()); collectPhysicsNodes(m_scene, activePhysicsNodes); for (QAbstractPhysicsNode *node : activePhysicsNodes) { const auto &collisionShapes = node->getCollisionShapesList(); const int materialIdx = 0; // Just take first material const int length = collisionShapes.length(); const bool isCharacterController = qobject_cast(node) != nullptr; for (int idx = 0; idx < length; idx++) { QAbstractCollisionShape *collisionShape = collisionShapes[idx]; DebugModelHolder &holder = m_DesignStudioDebugModels[std::make_pair(collisionShape, node)]; auto &model = holder.model; currentCollisionShapes.insert(std::make_pair(collisionShape, node)); m_hasIndividualDebugDraw = m_hasIndividualDebugDraw || collisionShape->enableDebugDraw(); // Create/Update debug view infrastructure { // Hack: we have to delete the model every frame so it shows up in QDS // whenever the code is updated, not sure why ¯\_(?)_/¯ delete model; model = new QQuick3DModel(); model->setParentItem(sceneNode); model->setParent(sceneNode); model->setCastsShadows(false); model->setReceivesShadows(false); model->setCastsReflections(false); } const bool hasGeometry = holder.geometry != nullptr; QVector3D scenePosition = collisionShape->scenePosition(); QQuaternion sceneRotation = collisionShape->sceneRotation(); QQuick3DGeometry *newGeometry = nullptr; if (isCharacterController) sceneRotation = sceneRotation * QQuaternion::fromEulerAngles(QVector3D(0, 0, 90)); { // update or set material auto material = m_debugMaterials[materialIdx]; QQmlListReference materialsRef(model, "materials"); if (materialsRef.count() == 0 || materialsRef.at(0) != material) { materialsRef.clear(); materialsRef.append(material); } } if (auto shape = qobject_cast(collisionShape)) { const auto &halfExtentsOld = holder.halfExtents(); const auto halfExtents = shape->sceneScale() * shape->extents() * 0.5f; if (!qFuzzyCompare(halfExtentsOld, halfExtents) || !hasGeometry) { newGeometry = QDebugDrawHelper::generateBoxGeometry(halfExtents); holder.setHalfExtents(halfExtents); } } else if (auto shape = qobject_cast(collisionShape)) { const float radiusOld = holder.radius(); const float radius = shape->sceneScale().x() * shape->diameter() * 0.5f; if (!qFuzzyCompare(radiusOld, radius) || !hasGeometry) { newGeometry = QDebugDrawHelper::generateSphereGeometry(radius); holder.setRadius(radius); } } else if (auto shape = qobject_cast(collisionShape)) { const float radiusOld = holder.radius(); const float halfHeightOld = holder.halfHeight(); const float radius = shape->sceneScale().y() * shape->diameter() * 0.5f; const float halfHeight = shape->sceneScale().x() * shape->height() * 0.5f; if ((!qFuzzyCompare(radiusOld, radius) || !qFuzzyCompare(halfHeightOld, halfHeight)) || !hasGeometry) { newGeometry = QDebugDrawHelper::generateCapsuleGeometry(radius, halfHeight); holder.setRadius(radius); holder.setHalfHeight(halfHeight); } } else if (qobject_cast(collisionShape)) { if (!hasGeometry) newGeometry = QDebugDrawHelper::generatePlaneGeometry(); } else if (auto shape = qobject_cast(collisionShape)) { physx::PxHeightFieldGeometry *heightFieldGeometry = static_cast(shape->getPhysXGeometry()); const float heightScale = holder.heightScale(); const float rowScale = holder.rowScale(); const float columnScale = holder.columnScale(); scenePosition += shape->hfOffset(); if (!heightFieldGeometry) { qWarning() << "Could not get height field"; } else if (!qFuzzyCompare(heightFieldGeometry->heightScale, heightScale) || !qFuzzyCompare(heightFieldGeometry->rowScale, rowScale) || !qFuzzyCompare(heightFieldGeometry->columnScale, columnScale) || !hasGeometry) { newGeometry = QDebugDrawHelper::generateHeightFieldGeometry( heightFieldGeometry->heightField, heightFieldGeometry->heightScale, heightFieldGeometry->rowScale, heightFieldGeometry->columnScale); holder.setHeightScale(heightFieldGeometry->heightScale); holder.setRowScale(heightFieldGeometry->rowScale); holder.setColumnScale(heightFieldGeometry->columnScale); } } else if (auto shape = qobject_cast(collisionShape)) { auto convexMeshGeometry = static_cast(shape->getPhysXGeometry()); if (!convexMeshGeometry) { qWarning() << "Could not get convex mesh"; } else { model->setScale(QPhysicsUtils::toQtType(convexMeshGeometry->scale.scale)); if (!hasGeometry) { newGeometry = QDebugDrawHelper::generateConvexMeshGeometry( convexMeshGeometry->convexMesh); } } } else if (auto shape = qobject_cast(collisionShape)) { physx::PxTriangleMeshGeometry *triangleMeshGeometry = static_cast(shape->getPhysXGeometry()); if (!triangleMeshGeometry) { qWarning() << "Could not get triangle mesh"; } else { model->setScale(QPhysicsUtils::toQtType(triangleMeshGeometry->scale.scale)); if (!hasGeometry) { newGeometry = QDebugDrawHelper::generateTriangleMeshGeometry( triangleMeshGeometry->triangleMesh); } } } if (newGeometry) { delete holder.geometry; holder.geometry = newGeometry; } model->setGeometry(holder.geometry); model->setVisible(true); model->setRotation(sceneRotation); model->setPosition(scenePosition); } } // Remove old debug models m_DesignStudioDebugModels.removeIf( [&](QHash, DebugModelHolder>::iterator it) { if (!currentCollisionShapes.contains(it.key())) { auto holder = it.value(); holder.releaseMeshPointer(); if (holder.model) { delete holder.geometry; delete holder.model; } return true; } return false; }); } void QPhysicsWorld::disableDebugDraw() { m_hasIndividualDebugDraw = false; for (QAbstractPhysXNode *body : m_physXBodies) { const auto &collisionShapes = body->frontendNode->getCollisionShapesList(); const int length = collisionShapes.length(); for (int idx = 0; idx < length; idx++) { const auto collisionShape = collisionShapes[idx]; if (collisionShape->enableDebugDraw()) { m_hasIndividualDebugDraw = true; return; } } } } void QPhysicsWorld::setEnableCCD(bool enableCCD) { if (m_enableCCD == enableCCD) return; if (m_physicsInitialized) { qWarning() << "Warning: Changing 'enableCCD' after physics is initialized will have no effect"; return; } m_enableCCD = enableCCD; emit enableCCDChanged(m_enableCCD); } void QPhysicsWorld::setTypicalLength(float typicalLength) { if (qFuzzyCompare(typicalLength, m_typicalLength)) return; if (typicalLength <= 0.f) { qWarning() << "Warning: 'typicalLength' value less than zero, ignored"; return; } if (m_physicsInitialized) { qWarning() << "Warning: Changing 'typicalLength' after physics is initialized will have " "no effect"; return; } m_typicalLength = typicalLength; emit typicalLengthChanged(typicalLength); } void QPhysicsWorld::setTypicalSpeed(float typicalSpeed) { if (qFuzzyCompare(typicalSpeed, m_typicalSpeed)) return; if (m_physicsInitialized) { qWarning() << "Warning: Changing 'typicalSpeed' after physics is initialized will have " "no effect"; return; } m_typicalSpeed = typicalSpeed; emit typicalSpeedChanged(typicalSpeed); } float QPhysicsWorld::defaultDensity() const { return m_defaultDensity; } float QPhysicsWorld::minimumTimestep() const { return m_minTimestep; } float QPhysicsWorld::maximumTimestep() const { return m_maxTimestep; } void QPhysicsWorld::setDefaultDensity(float defaultDensity) { if (qFuzzyCompare(m_defaultDensity, defaultDensity)) return; m_defaultDensity = defaultDensity; // Go through all dynamic rigid bodies and update the default density for (QAbstractPhysXNode *body : m_physXBodies) body->updateDefaultDensity(m_defaultDensity); emit defaultDensityChanged(defaultDensity); } // Remove physics world items that no longer exist void QPhysicsWorld::cleanupRemovedNodes() { m_physXBodies.removeIf([this](QAbstractPhysXNode *body) { return body->cleanupIfRemoved(m_physx); }); m_removedPhysicsNodes.clear(); } void QPhysicsWorld::initPhysics() { Q_ASSERT(!m_physicsInitialized); const unsigned int numThreads = m_numThreads >= 0 ? m_numThreads : qMax(0, QThread::idealThreadCount()); m_physx->createScene(m_typicalLength, m_typicalSpeed, m_gravity, m_enableCCD, this, numThreads); m_frameAnimator->start(); m_physicsInitialized = true; } void QPhysicsWorld::simulateFrame() { constexpr double MILLIONTH = 0.000001; constexpr double THOUSANDTH = 0.001; if (m_inDesignStudio) { frameFinishedDesignStudio(); return; } if (!m_physx->isRunning) { m_timer.start(); m_physx->isRunning = true; m_physx->scene->simulate(m_minTimestep); m_currTimeStep = m_minTimestep; return; } // Frame not ready yet if (!m_frameFetched && !m_physx->scene->checkResults()) { return; } // Frame ready, fetch and finish it if (!m_frameFetched) { m_physx->scene->fetchResults(true); frameFinished(m_currTimeStep); m_frameFetched = true; if (Q_UNLIKELY(!qtPhysicsTimingsFile.isEmpty())) { const double deltaMS = m_timer.nsecsElapsed() * MILLIONTH; m_frameTimings.append(deltaMS); } } // Assuming: 0 <= minTimestep <= maxTimestep const double deltaMS = m_timer.nsecsElapsed() * MILLIONTH; if (deltaMS < m_minTimestep) return; const double deltaSecs = qMin(deltaMS, m_maxTimestep) * THOUSANDTH; m_timer.restart(); m_physx->scene->simulate(deltaSecs); m_frameFetched = false; m_currTimeStep = deltaSecs; } void QPhysicsWorld::frameFinished(float deltaTime) { matchOrphanNodes(); emitContactCallbacks(); cleanupRemovedNodes(); for (auto *node : std::as_const(m_newPhysicsNodes)) { auto *body = node->createPhysXBackend(); body->init(this, m_physx); m_physXBodies.push_back(body); } m_newPhysicsNodes.clear(); QHash transformCache; // TODO: Use dirty flag/dirty list to avoid redoing things that didn't change for (auto *physXBody : std::as_const(m_physXBodies)) { physXBody->markDirtyShapes(); physXBody->rebuildDirtyShapes(this, m_physx); physXBody->updateFilters(); // Sync the physics world and the scene physXBody->sync(deltaTime, transformCache); } updateDebugDraw(); emit frameDone(deltaTime * 1000); } void QPhysicsWorld::frameFinishedDesignStudio() { // Note sure if this is needed but do it anyway matchOrphanNodes(); emitContactCallbacks(); cleanupRemovedNodes(); // Ignore new physics nodes, we find them from the scene node anyway m_newPhysicsNodes.clear(); updateDebugDrawDesignStudio(); } QPhysicsWorld *QPhysicsWorld::getWorld(QQuick3DNode *node) { for (QPhysicsWorld *world : worldManager.worlds) { if (!world->m_scene) { continue; } QQuick3DNode *nodeCurr = node; // Maybe pointless but check starting node if (nodeCurr == world->m_scene) return world; while (nodeCurr->parentNode()) { nodeCurr = nodeCurr->parentNode(); if (nodeCurr == world->m_scene) return world; } } return nullptr; } void QPhysicsWorld::matchOrphanNodes() { // FIXME: does this need thread safety? if (worldManager.orphanNodes.isEmpty()) return; qsizetype numNodes = worldManager.orphanNodes.length(); qsizetype idx = 0; while (idx < numNodes) { auto node = worldManager.orphanNodes[idx]; auto world = getWorld(node); if (world == this) { world->m_newPhysicsNodes.push_back(node); // swap-erase worldManager.orphanNodes.swapItemsAt(idx, numNodes - 1); worldManager.orphanNodes.pop_back(); numNodes--; } else { idx++; } } } void QPhysicsWorld::findPhysicsNodes() { // This method finds the physics nodes inside the scene pointed to by the // scene property. This method is necessary to run whenever the scene // property is changed. if (m_scene == nullptr) return; // Recursively go through all children and add all QAbstractPhysicsNode's QList children = m_scene->childItems(); while (!children.empty()) { auto child = children.takeFirst(); if (auto converted = qobject_cast(child); converted != nullptr) { // This should never happen but check anyway. if (converted->m_backendObject != nullptr) { qWarning() << "Warning: physics node already associated with a backend node."; continue; } m_newPhysicsNodes.push_back(converted); worldManager.orphanNodes.removeAll(converted); // No longer orphan } children.append(child->childItems()); } } void QPhysicsWorld::emitContactCallbacks() { for (const QPhysicsWorld::BodyContact &contact : m_registeredContacts) { if (m_removedPhysicsNodes.contains(contact.sender) || m_removedPhysicsNodes.contains(contact.receiver)) continue; contact.receiver->registerContact(contact.sender, contact.positions, contact.impulses, contact.normals); } m_registeredContacts.clear(); } physx::PxPhysics *QPhysicsWorld::getPhysics() { return StaticPhysXObjects::getReference().physics; } physx::PxCooking *QPhysicsWorld::getCooking() { return StaticPhysXObjects::getReference().cooking; } physx::PxControllerManager *QPhysicsWorld::controllerManager() { if (m_physx->scene && !m_physx->controllerManager) { m_physx->controllerManager = PxCreateControllerManager(*m_physx->scene); qCDebug(lcQuick3dPhysics) << "Created controller manager" << m_physx->controllerManager; } return m_physx->controllerManager; } QQuick3DNode *QPhysicsWorld::scene() const { return m_scene; } void QPhysicsWorld::setScene(QQuick3DNode *newScene) { if (m_scene == newScene) return; m_scene = newScene; // Delete all nodes since they are associated with the previous scene for (auto body : m_physXBodies) { deregisterNode(body->frontendNode); } // Check if scene is already used by another world bool sceneOK = true; for (QPhysicsWorld *world : worldManager.worlds) { if (world != this && world->scene() == newScene) { sceneOK = false; qWarning() << "Warning: scene already associated with physics world"; } } if (sceneOK) findPhysicsNodes(); emit sceneChanged(); } int QPhysicsWorld::numThreads() const { return m_numThreads; } void QPhysicsWorld::setNumThreads(int newNumThreads) { if (m_numThreads == newNumThreads) return; m_numThreads = newNumThreads; emit numThreadsChanged(); } bool QPhysicsWorld::reportKinematicKinematicCollisions() const { return m_reportKinematicKinematicCollisions; } void QPhysicsWorld::setReportKinematicKinematicCollisions( bool newReportKinematicKinematicCollisions) { if (m_reportKinematicKinematicCollisions == newReportKinematicKinematicCollisions) return; m_reportKinematicKinematicCollisions = newReportKinematicKinematicCollisions; emit reportKinematicKinematicCollisionsChanged(); } bool QPhysicsWorld::reportStaticKinematicCollisions() const { return m_reportStaticKinematicCollisions; } void QPhysicsWorld::setReportStaticKinematicCollisions(bool newReportStaticKinematicCollisions) { if (m_reportStaticKinematicCollisions == newReportStaticKinematicCollisions) return; m_reportStaticKinematicCollisions = newReportStaticKinematicCollisions; emit reportStaticKinematicCollisionsChanged(); } QT_END_NAMESPACE #include "qphysicsworld.moc"