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1.0.0:physics [2023/03/16 08:41] – [Types of Body] admin | 1.0.0:physics [2023/03/16 14:18] (current) – [Override Collider-Registration] admin | ||
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^Type ^Description ^ | ^Type ^Description ^ | ||
- | |TQ3BodyType.eStaticBody | Static bodies have no rigid body component attached to them, so the physics engine does not consider them to be moving. (Avoid moving these frequently or you'll violate that expectation). Use static colliders for level geometry like the ground and immovable walls, or stationary trigger volumes. Static colliders on their own won't set off trigger/ | + | |TQ3BodyType.eStaticBody | Static bodies have no rigid body component attached to them, so the physics engine does not consider them to be moving. (Avoid moving these frequently or you'll violate that expectation). Use static colliders for level geometry like the ground and immovable walls, or stationary trigger volumes. Static colliders on their own won't set off trigger/ |
- | |TQ3BodyType.eDynamicBody|Dynamic bodies have a Rigidbody | + | |TQ3BodyType.eDynamicBody|Dynamic bodies have a rigid body component attached to them and their eKinematic flag is not set. These objects move at the whims of physics according to their linear/ |
- | |TQ3BodyType.eKinematicBody|Kinematic bodies have a Rigidbody | + | |TQ3BodyType.eKinematicBody|Kinematic bodies have a rigid body component with a set eKinematic flag. This tells the physics engine "this object moves, but I'll handle that part" — the kinematic object will process collisions with other rigid bodies, but only dynamic objects will automatically react by bouncing away, and cause messages to be sent. The kinematic object itself won't move except how you tell it to with MovePosition or MoveRotation — its velocity won't automatically integrate each timestep. Use this for objects that you want to control in ways that don't behave like simple physics bodies — like a bipedal character controller or highly custom vehicle controls. Use physics queries like overlap checks and shape casts to scan for collisions preemptively, |
===== Colliders ===== | ===== Colliders ===== | ||
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On collider registration you push starting transformation information and shape data to the physics world: | On collider registration you push starting transformation information and shape data to the physics world: | ||
- | * AddBoxCollider() | + | ^Method^ |
- | | + | |procedure |
- | | + | |procedure |
- | | + | |procedure |
- | | + | |procedure |
- | | + | |procedure |
+ | |procedure AddTerrainCollider(const ATerrain : TGorillaMesh; | ||
+ | |procedure | ||
+ | |procedure AddMeshCollider(const AMesh : TGorillaMesh; | ||
From there on the physics controller will compute transformation based on its own universe. | From there on the physics controller will compute transformation based on its own universe. | ||
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[[# | [[# | ||
- | Derived components of **TCustomMesh** and **TGorillaMesh** are supported for colliders. | + | Derived components of **TControl3D**, |
+ | |||
+ | ==== ColliderSettings / ColliderPrefab ==== | ||
+ | |||
+ | Registering a collider for a 3D object expects collider settings (TGorillaColliderSettings) or a collider prefab (TGorillaPhysicsColliderPrefab). | ||
+ | |||
+ | The collider prefab is a collection item for design time usage. It will automatically register a collider settings (TGorillaColliderSettings) for you when the physics system getting started. | ||
+ | |||
+ | While the collider settings (TGorillaColliderSettings) is the core structure for collider registration. | ||
+ | |||
+ | It gives you a number of possible settings: | ||
+ | |||
+ | ^Property ^Description^ | ||
+ | |_Type|TGorillaPhysicsBodyType (TQ3BodyType.eStaticBody, | ||
+ | |LockRotAxisX|Locked rotation on the x axis.| | ||
+ | |LockRotAxisY|Locked rotation on the y axis.| | ||
+ | |LockRotAxisZ|Locked rotation on the z axis.| | ||
+ | |LockMoveAxisX|Locked translation on the x axis.| | ||
+ | |LockMoveAxisY|Locked translation on the y axis.| | ||
+ | |LockMoveAxisZ|Locked translation on the z axis.| | ||
+ | |LinearDamping|Linear Damping controls how much the physics body or constraint resists translation.| | ||
+ | |AngularDamping|Angular Damping controls how much they resist rotating. | | ||
+ | |Slop|Additional slop value, which will be added to the computed penetration depth on collision.| | ||
+ | |AllowSubColliders|If a object hierarchy is provided as control, it will try to add the same kind of collider for all sub-elements. Caution: This may produce unexpected behaviour especially on dynamic colliders.| | ||
+ | |AllowSleep|Allows a body to go in sleeping mode and save resources. By default TRUE.| | ||
+ | |Active|Is body enabled for physics computation.| | ||
+ | |Data|Setup colliderdata: | ||
+ | |Data.Friction|Friction is a force between two surfaces that are sliding, or trying to slide, across each other. For example, when you try to push a book along the floor, friction makes this difficult. Friction always works in the direction opposite to the direction in which the object is moving, or trying to move.| | ||
+ | |Data.Restitution|The coefficient of restitution is a measure of how much kinetic energy remains after the collision of two bodies. Its value ranges from 0 to 1.| | ||
+ | |Data.Density|It is the mass of a material substance per unit volume.| | ||
+ | |Data.Sensor|A sensor is a device that detects and responds to some type of input from the physical environment.| | ||
===== Threading ===== | ===== Threading ===== | ||
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* RemoteBodyImpulse | * RemoteBodyImpulse | ||
* RemoteBodyForce | * RemoteBodyForce | ||
+ | * RemoteBodyVelocity | ||
+ | * RemoteBodyAngularVelocity | ||
<file pascal> | <file pascal> | ||
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</ | </ | ||
- | By the methods above you're able to set a position and/or rotation explicitly, or to apply a force / impulse on a specific element. | + | By the methods above you're able to set a position and/or rotation explicitly, |
**__CAUTION: | **__CAUTION: | ||
+ | **__WARNING: | ||
===== Example ===== | ===== Example ===== | ||
+ | |||
+ | ==== Runtime Integration ==== | ||
+ | |||
For a working physics system you need a TGorillaPhysicsSystem component on your form. | For a working physics system you need a TGorillaPhysicsSystem component on your form. | ||
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</ | </ | ||
+ | ==== Override Collider-Registration ==== | ||
+ | |||
+ | Default collider registration methods only support TControl3D objects. | ||
+ | But it is sometimes needed to register other types of objects for colliders, like a virtual instance of a mesh. | ||
+ | |||
+ | Writing a helper class gives you access to the protected internal registration methods which are unspecified by type: | ||
+ | ^Method ^ | ||
+ | |procedure DoAddBoxCollider(const AData : Pointer; const AType : PTypeInfo; const APrefab : TGorillaColliderSettings; | ||
+ | |procedure DoAddSphereCollider(const AData : Pointer; const AType : PTypeInfo; const APrefab : TGorillaColliderSettings; | ||
+ | |procedure DoAddCapsuleCollider(const AData : Pointer; const AType : PTypeInfo; const APrefab : TGorillaColliderSettings; | ||
+ | |procedure DoAddTerrainCollider(const AData : Pointer; const AType : PTypeInfo; const APrefab : TGorillaColliderSettings; | ||
+ | |procedure DoAddMeshCollider(const AData : Pointer; const AType : PTypeInfo; const APrefab : TGorillaColliderSettings; | ||
+ | |||
+ | <file pascal> | ||
+ | type | ||
+ | /// < | ||
+ | /// Create a helper class to access protected methods for adding colliders. | ||
+ | /// Default methods only handle TControl3D instances, but we | ||
+ | /// want to add colliders dynamically for our virtual instances (TGorillaMeshInstance). | ||
+ | /// </ | ||
+ | TGorillaPhysicsHelper = class helper for TGorillaPhysicsSystem | ||
+ | public | ||
+ | procedure AddInstanceCollider(const ATemplate : TMeshDef; | ||
+ | const AData: TGorillaMeshInstance; | ||
+ | const AAbsoluteMatrix: | ||
+ | out ABody: TQ3Body); | ||
+ | end; | ||
+ | |||
+ | { TGorillaPhysicsHelper } | ||
+ | |||
+ | procedure TGorillaPhysicsHelper.AddInstanceCollider(const ATemplate : TMeshDef; | ||
+ | const AData: TGorillaMeshInstance; | ||
+ | const AAbsoluteMatrix: | ||
+ | out ABody: TQ3Body); | ||
+ | var LTransform : TMatrix3D; | ||
+ | begin | ||
+ | // Get the translation from absolute instance matrix | ||
+ | LTransform := TMatrix3D.CreateTranslation( | ||
+ | TTransformationMatrixUtils.GetTranslationFromTransformationMatrix(AAbsoluteMatrix) | ||
+ | ); | ||
+ | |||
+ | // Add a sphere collider for each instance with the maximum size of a side as radius | ||
+ | // or use another internal registration method, like DoAddBoxCollider, | ||
+ | DoAddSphereCollider(AData, | ||
+ | LTransform, Max(ASize.X, | ||
+ | end; | ||
+ | </ | ||
+ | |||
+ | When you have declared this kind of helper class in your unit, the TGorillaPhysicsSystem component will then show you a new method to be callable " | ||
+ | |||
+ | |||
+ | ==== Render Colliders ==== | ||
+ | |||
+ | You can render physics colliders for debugging purposes. | ||
+ | |||
+ | The most easy way is to insert a TDummy component into your TGorillaViewport and leave all transformation (position, rotation and scaling) zero, to not affect collider rendering. | ||
+ | The add a " | ||
+ | |||
+ | <file pascal> | ||
+ | uses | ||
+ | Gorilla.Physics.Q3.Renderer; | ||
+ | |||
+ | const | ||
+ | {$IFDEF DEBUG} | ||
+ | SHOW_PHYSICS_COLLIDERS = true; | ||
+ | {$ELSE} | ||
+ | SHOW_PHYSICS_COLLIDERS = false; | ||
+ | {$ENDIF} | ||
+ | |||
+ | procedure TForm1.Dummy1Render(Sender: | ||
+ | var LRender : TQ3Render; | ||
+ | begin | ||
+ | // Check if we want to see physics colliders | ||
+ | if not SHOW_PHYSICS_COLLIDERS then | ||
+ | Exit; | ||
+ | |||
+ | // Here we render physics colliders for debugging | ||
+ | LRender.Context := Context; | ||
+ | GorillaPhysicsSystem1.Engine.Render(@LRender); | ||
+ | end; | ||
+ | </ | ||
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