feat(physics): add runtime physics scaffolding
This commit is contained in:
5
engine/src/Physics/PhysX/PhysXCommon.h
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5
engine/src/Physics/PhysX/PhysXCommon.h
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#pragma once
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#if XCENGINE_ENABLE_PHYSX
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#include <PxPhysicsAPI.h>
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#endif
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157
engine/src/Physics/PhysX/PhysXWorldBackend.cpp
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157
engine/src/Physics/PhysX/PhysXWorldBackend.cpp
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#include "Physics/PhysX/PhysXWorldBackend.h"
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#include "Physics/PhysX/PhysXCommon.h"
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namespace XCEngine {
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namespace Physics {
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#if XCENGINE_ENABLE_PHYSX
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namespace {
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physx::PxVec3 ToPxVec3(const Math::Vector3& value) {
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return physx::PxVec3(value.x, value.y, value.z);
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}
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} // namespace
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struct PhysXWorldBackend::NativeState {
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physx::PxDefaultAllocator allocator;
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physx::PxDefaultErrorCallback errorCallback;
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physx::PxFoundation* foundation = nullptr;
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physx::PxPhysics* physics = nullptr;
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physx::PxDefaultCpuDispatcher* dispatcher = nullptr;
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physx::PxScene* scene = nullptr;
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physx::PxMaterial* defaultMaterial = nullptr;
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bool extensionsInitialized = false;
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};
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#else
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struct PhysXWorldBackend::NativeState {};
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#endif
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PhysXWorldBackend::PhysXWorldBackend() = default;
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PhysXWorldBackend::~PhysXWorldBackend() {
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Shutdown();
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}
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bool PhysXWorldBackend::Initialize(const PhysicsWorldCreateInfo& createInfo) {
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Shutdown();
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m_createInfo = createInfo;
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#if XCENGINE_ENABLE_PHYSX
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m_native = std::make_unique<NativeState>();
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NativeState& native = *m_native;
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native.foundation = PxCreateFoundation(
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PX_PHYSICS_VERSION,
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native.allocator,
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native.errorCallback);
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if (!native.foundation) {
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Shutdown();
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return false;
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}
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native.physics = PxCreatePhysics(
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PX_PHYSICS_VERSION,
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*native.foundation,
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physx::PxTolerancesScale());
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if (!native.physics) {
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Shutdown();
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return false;
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}
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native.extensionsInitialized = PxInitExtensions(*native.physics, nullptr);
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if (!native.extensionsInitialized) {
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Shutdown();
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return false;
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}
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native.dispatcher = physx::PxDefaultCpuDispatcherCreate(0);
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if (!native.dispatcher) {
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Shutdown();
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return false;
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}
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physx::PxSceneDesc sceneDesc(native.physics->getTolerancesScale());
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sceneDesc.gravity = ToPxVec3(createInfo.gravity);
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sceneDesc.cpuDispatcher = native.dispatcher;
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sceneDesc.filterShader = physx::PxDefaultSimulationFilterShader;
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if (!sceneDesc.isValid()) {
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Shutdown();
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return false;
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}
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native.scene = native.physics->createScene(sceneDesc);
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if (!native.scene) {
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Shutdown();
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return false;
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}
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native.defaultMaterial = native.physics->createMaterial(0.5f, 0.5f, 0.6f);
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if (!native.defaultMaterial) {
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Shutdown();
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return false;
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}
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m_initialized = true;
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#else
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m_initialized = false;
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#endif
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return m_initialized;
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}
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void PhysXWorldBackend::Shutdown() {
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#if XCENGINE_ENABLE_PHYSX
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if (m_native) {
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if (m_native->scene) {
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m_native->scene->release();
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m_native->scene = nullptr;
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}
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if (m_native->defaultMaterial) {
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m_native->defaultMaterial->release();
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m_native->defaultMaterial = nullptr;
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}
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if (m_native->dispatcher) {
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m_native->dispatcher->release();
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m_native->dispatcher = nullptr;
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}
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if (m_native->extensionsInitialized) {
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PxCloseExtensions();
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m_native->extensionsInitialized = false;
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}
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if (m_native->physics) {
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m_native->physics->release();
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m_native->physics = nullptr;
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}
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if (m_native->foundation) {
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m_native->foundation->release();
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m_native->foundation = nullptr;
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}
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m_native.reset();
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}
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#else
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m_native.reset();
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#endif
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m_initialized = false;
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m_createInfo = PhysicsWorldCreateInfo{};
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}
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void PhysXWorldBackend::Step(float fixedDeltaTime) {
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if (!m_initialized || !m_native || !m_native->scene || fixedDeltaTime <= 0.0f) {
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return;
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}
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m_native->scene->simulate(fixedDeltaTime);
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m_native->scene->fetchResults(true);
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}
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} // namespace Physics
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} // namespace XCEngine
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28
engine/src/Physics/PhysX/PhysXWorldBackend.h
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28
engine/src/Physics/PhysX/PhysXWorldBackend.h
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#pragma once
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#include <XCEngine/Physics/PhysicsTypes.h>
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#include <memory>
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namespace XCEngine {
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namespace Physics {
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class PhysXWorldBackend {
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public:
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PhysXWorldBackend();
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~PhysXWorldBackend();
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bool Initialize(const PhysicsWorldCreateInfo& createInfo);
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void Shutdown();
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void Step(float fixedDeltaTime);
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private:
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struct NativeState;
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PhysicsWorldCreateInfo m_createInfo = {};
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bool m_initialized = false;
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std::unique_ptr<NativeState> m_native;
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};
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} // namespace Physics
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} // namespace XCEngine
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185
engine/src/Physics/PhysicsWorld.cpp
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185
engine/src/Physics/PhysicsWorld.cpp
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@@ -0,0 +1,185 @@
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#include <XCEngine/Physics/PhysicsWorld.h>
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#include "Physics/PhysX/PhysXWorldBackend.h"
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#include <XCEngine/Components/ColliderComponent.h>
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#include <XCEngine/Components/GameObject.h>
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#include <XCEngine/Components/RigidbodyComponent.h>
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#include <XCEngine/Scene/Scene.h>
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#include <functional>
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namespace XCEngine {
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namespace Physics {
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namespace {
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void ApplyTrackedCountDelta(size_t& value, int delta) {
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if (delta > 0) {
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value += static_cast<size_t>(delta);
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return;
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}
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const size_t magnitude = static_cast<size_t>(-delta);
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value = magnitude > value ? 0u : (value - magnitude);
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}
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void VisitGameObjectHierarchy(
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Components::GameObject* gameObject,
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const std::function<void(Components::GameObject*)>& visitor) {
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if (!gameObject) {
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return;
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}
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visitor(gameObject);
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for (Components::GameObject* child : gameObject->GetChildren()) {
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VisitGameObjectHierarchy(child, visitor);
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}
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}
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} // namespace
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PhysicsWorld::PhysicsWorld() = default;
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PhysicsWorld::~PhysicsWorld() {
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Shutdown();
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}
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bool PhysicsWorld::IsPhysXAvailable() {
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#if XCENGINE_ENABLE_PHYSX
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return true;
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#else
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return false;
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#endif
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}
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bool PhysicsWorld::Initialize(const PhysicsWorldCreateInfo& createInfo) {
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Shutdown();
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m_createInfo = createInfo;
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AttachSceneEventHandlers(m_createInfo.scene);
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RebuildTrackedSceneState();
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m_backend = std::make_unique<PhysXWorldBackend>();
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m_initialized = m_backend->Initialize(createInfo);
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return m_initialized;
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}
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void PhysicsWorld::Shutdown() {
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if (m_backend) {
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m_backend->Shutdown();
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m_backend.reset();
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}
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DetachSceneEventHandlers();
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m_initialized = false;
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m_trackedRigidbodyCount = 0;
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m_trackedColliderCount = 0;
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m_createInfo = PhysicsWorldCreateInfo{};
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}
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void PhysicsWorld::Step(float fixedDeltaTime) {
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if (!m_backend || !m_initialized) {
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return;
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}
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m_backend->Step(fixedDeltaTime);
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}
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void PhysicsWorld::AttachSceneEventHandlers(Components::Scene* scene) {
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if (!scene) {
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return;
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}
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m_componentAddedSubscriptionId = scene->OnComponentAdded().Subscribe(
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[this](Components::GameObject*, Components::Component* component) {
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TrackComponent(component, 1);
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});
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m_componentRemovedSubscriptionId = scene->OnComponentRemoved().Subscribe(
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[this](Components::GameObject*, Components::Component* component) {
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TrackComponent(component, -1);
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});
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m_gameObjectDestroyedSubscriptionId = scene->OnGameObjectDestroyed().Subscribe(
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[this](Components::GameObject* gameObject) {
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TrackGameObjectComponents(gameObject, -1);
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});
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}
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void PhysicsWorld::DetachSceneEventHandlers() {
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Components::Scene* const scene = m_createInfo.scene;
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if (!scene) {
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m_componentAddedSubscriptionId = 0;
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m_componentRemovedSubscriptionId = 0;
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m_gameObjectDestroyedSubscriptionId = 0;
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return;
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}
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if (m_componentAddedSubscriptionId != 0) {
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scene->OnComponentAdded().Unsubscribe(m_componentAddedSubscriptionId);
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scene->OnComponentAdded().ProcessUnsubscribes();
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m_componentAddedSubscriptionId = 0;
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}
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if (m_componentRemovedSubscriptionId != 0) {
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scene->OnComponentRemoved().Unsubscribe(m_componentRemovedSubscriptionId);
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scene->OnComponentRemoved().ProcessUnsubscribes();
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m_componentRemovedSubscriptionId = 0;
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}
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if (m_gameObjectDestroyedSubscriptionId != 0) {
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scene->OnGameObjectDestroyed().Unsubscribe(m_gameObjectDestroyedSubscriptionId);
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scene->OnGameObjectDestroyed().ProcessUnsubscribes();
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m_gameObjectDestroyedSubscriptionId = 0;
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}
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}
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void PhysicsWorld::RebuildTrackedSceneState() {
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m_trackedRigidbodyCount = 0;
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m_trackedColliderCount = 0;
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Components::Scene* const scene = m_createInfo.scene;
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if (!scene) {
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return;
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}
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for (Components::GameObject* rootGameObject : scene->GetRootGameObjects()) {
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VisitGameObjectHierarchy(
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rootGameObject,
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[this](Components::GameObject* gameObject) {
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TrackGameObjectComponents(gameObject, 1);
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});
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}
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}
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void PhysicsWorld::TrackGameObjectComponents(Components::GameObject* gameObject, int delta) {
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if (!gameObject) {
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return;
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}
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for (Components::RigidbodyComponent* rigidbody : gameObject->GetComponents<Components::RigidbodyComponent>()) {
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TrackComponent(rigidbody, delta);
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}
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for (Components::ColliderComponent* collider : gameObject->GetComponents<Components::ColliderComponent>()) {
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TrackComponent(collider, delta);
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}
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}
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void PhysicsWorld::TrackComponent(Components::Component* component, int delta) {
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if (!component) {
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return;
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}
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if (dynamic_cast<Components::RigidbodyComponent*>(component) != nullptr) {
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ApplyTrackedCountDelta(m_trackedRigidbodyCount, delta);
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}
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if (dynamic_cast<Components::ColliderComponent*>(component) != nullptr) {
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ApplyTrackedCountDelta(m_trackedColliderCount, delta);
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}
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}
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} // namespace Physics
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} // namespace XCEngine
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