ambient_physics 0.2.1

Ambient physics. Host-only.
Documentation
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use std::{collections::HashMap, f32::consts::PI, fmt::Debug, ops::Deref, sync::Arc};

use ambient_core::{
    asset_cache,
    async_ecs::async_run,
    runtime,
    transform::{rotation, scale, translation},
};
use ambient_ecs::{
    components, query, Component, ComponentQuery, ComponentValueBase, Debuggable, Entity, EntityId,
    MakeDefault, Networked, QueryEvent, QueryState, Store, SystemGroup, TypedReadQuery, World,
};
use ambient_model::model_from_url;
use ambient_std::{
    asset_cache::{AssetCache, AsyncAssetKey, AsyncAssetKeyExt, SyncAssetKeyExt},
    asset_url::{AbsAssetUrl, ColliderAssetType, TypedAssetUrl},
    download_asset::{AssetError, JsonFromUrl},
    events::EventDispatcher,
};
use anyhow::Context;
use async_trait::async_trait;
use futures::future::try_join_all;
use glam::{vec3, Mat4, Quat, Vec3};
use itertools::Itertools;
use physxx::{
    AsPxActor, AsPxRigidActor, PxActor, PxActorFlag, PxBase, PxBoxGeometry, PxControllerDesc,
    PxControllerShapeDesc, PxConvexMeshGeometry, PxGeometry, PxMaterial, PxMeshScale,
    PxPlaneGeometry, PxRigidActor, PxRigidBody, PxRigidBodyFlag, PxRigidDynamicRef,
    PxRigidStaticRef, PxShape, PxShapeFlag, PxSphereGeometry, PxTransform, PxTriangleMeshGeometry,
    PxUserData,
};
use serde::{Deserialize, Serialize};

use crate::{
    main_controller_manager, make_physics_static,
    mesh::{PhysxGeometry, PhysxGeometryFromUrl},
    physx::{
        angular_velocity, character_controller, contact_offset, linear_velocity, physics,
        physics_controlled, physics_shape, rest_offset, rigid_actor, Physics,
    },
    wood_physics_material, ColliderScene, PxActorUserData, PxShapeUserData, PxWoodMaterialKey,
};

pub use ambient_ecs::generated::components::core::physics::*;

components!("physics", {
    @[MakeDefault, Networked, Store, Debuggable]
    collider: ColliderDef,
    @[MakeDefault,  Networked, Store, Debuggable]
    collider_type: ColliderType,
    collider_shapes: Vec<PxShape>,
    collider_shapes_convex: Vec<PxShape>,
    on_collider_loaded: EventDispatcher<dyn Fn(&mut World, EntityId) + Sync + Send>,
});

#[derive(Serialize, Deserialize, Debug, Clone, Copy, PartialEq, Eq)]
#[repr(usize)]
pub enum ColliderType {
    /// This object cannot move (e.g. a wall).
    Static,
    /// This object can move dynamically in the scene (e.g. a physics object).
    Dynamic,
    /// This object should only be present in the trigger-area scene.
    TriggerArea,
    /// This object should only be present in the picking scene.
    Picking,
}

impl ColliderType {
    pub fn scene(&self) -> ColliderScene {
        match self {
            ColliderType::Static => ColliderScene::Physics,
            ColliderType::Dynamic => ColliderScene::Physics,
            ColliderType::TriggerArea => ColliderScene::TriggerArea,
            ColliderType::Picking => ColliderScene::Picking,
        }
    }
}

impl Default for ColliderType {
    fn default() -> Self {
        Self::Static
    }
}

fn changed_or_missing<'a, T: ComponentValueBase, R: ComponentQuery<'a> + Clone + 'static>(
    q: &TypedReadQuery<R>,
    world: &'a World,
    qs: Option<&'a mut QueryState>,
    missing_component: Component<T>,
) -> Vec<(EntityId, <R as ComponentQuery<'a>>::DataCloned)> {
    let updated = q.collect_cloned(world, qs);
    let mut missing_q = q.clone();
    missing_q.query.event = QueryEvent::Frame;
    let missing = missing_q
        .excl(missing_component)
        .iter_cloned(world, None)
        .collect_vec();

    updated
        .into_iter()
        .chain(missing.into_iter())
        .sorted_by_key(|x| x.0)
        .dedup_by(|x, y| x.0 == y.0)
        .collect_vec()
}

pub fn server_systems() -> SystemGroup {
    SystemGroup::new(
        "physics/collider/server",
        vec![
            query(plane_collider().changed()).to_system(|q, world, qs, _| {
                for (id, _) in changed_or_missing(q, world, qs, collider()) {
                    world
                        .add_component(id, collider(), ColliderDef::Plane)
                        .unwrap();
                }
            }),
            query(sphere_collider().changed()).to_system(|q, world, qs, _| {
                for (id, radius) in changed_or_missing(q, world, qs, collider()) {
                    world
                        .add_component(
                            id,
                            collider(),
                            ColliderDef::Sphere {
                                radius,
                                center: Vec3::ZERO,
                            },
                        )
                        .unwrap();
                }
            }),
            query(box_collider().changed()).to_system(|q, world, qs, _| {
                for (id, size) in changed_or_missing(q, world, qs, collider()) {
                    world
                        .add_component(
                            id,
                            collider(),
                            ColliderDef::Box {
                                size,
                                center: Vec3::ZERO,
                            },
                        )
                        .unwrap();
                }
            }),
            query(collider_from_url().changed()).to_system(|q, world, qs, _| {
                for (id, url) in changed_or_missing(q, world, qs, collider()) {
                    tracing::debug!("Loading collider: {url:#?}");
                    match TypedAssetUrl::parse(&url)
                        .context("Failed to parse url")
                        .and_then(|url: TypedAssetUrl<ColliderAssetType>| {
                            url.0
                                .as_directory()
                                .join("colliders/main.json")
                                .context("Failed to join url")
                        }) {
                        Ok(url) => world
                            .add_component(
                                id,
                                collider(),
                                ColliderDef::Asset {
                                    collider: url.into(),
                                },
                            )
                            .unwrap(),
                        Err(err) => log::warn!("Failed to load collider from {}: {:?}", url, err),
                    }
                }
            }),
            query(dynamic()).spawned().to_system(|q, world, qs, _| {
                for (id, dynamic) in changed_or_missing(q, world, qs, collider_type()) {
                    world
                        .add_component(
                            id,
                            collider_type(),
                            if dynamic {
                                ColliderType::Dynamic
                            } else {
                                ColliderType::Static
                            },
                        )
                        .unwrap();
                }
            }),
            query((
                character_controller_height().changed(),
                character_controller_radius().changed(),
                translation(),
            ))
            .to_system(|q, world, qs, _| {
                let all = changed_or_missing(q, world, qs, character_controller());

                for (id, (height, radius, pos)) in all {
                    if let Ok(old) = world.get(id, character_controller()) {
                        old.release();
                    }
                    let controller_manager = world.resource(main_controller_manager());
                    let physics_material = world.resource(wood_physics_material()).clone();

                    let mut desc = PxControllerDesc::new(
                        PxControllerShapeDesc::Capsule {
                            radius,
                            height: height - radius * 2.,
                        },
                        physics_material,
                    );
                    if desc.is_valid() {
                        desc.position = pos.as_dvec3();
                        desc.up_direction = vec3(0., 0., 1.);
                        let controller = controller_manager.create_controller(&desc);
                        for shape in controller.get_actor().get_shapes() {
                            shape.set_flag(PxShapeFlag::VISUALIZATION, false);
                        }
                        let actor = controller.get_actor();
                        actor.as_actor().set_user_data(id);
                        actor.get_shapes()[0].set_user_data(PxShapeUserData {
                            entity: id,
                            density: 1.,
                            ..Default::default()
                        });
                        world
                            .add_component(id, character_controller(), controller)
                            .unwrap();
                    } else {
                        world.remove_component(id, character_controller()).unwrap();
                    }
                }
            }),
            query((collider().changed(),))
                .optional_changed(model_from_url())
                .optional_changed(density())
                .to_system(|q, world, qs, _| {
                    let all = changed_or_missing(q, world, qs, collider_shapes());

                    let mut by_collider = HashMap::new();
                    for (id, (collider_def,)) in all {
                        let density = world.get(id, density()).unwrap_or(1.);
                        let entry = by_collider
                            .entry(format!("{collider_def:?}-{density}"))
                            .or_insert_with(|| (collider_def, density, Vec::new()));
                        entry.2.push(id);
                        world.remove_component(id, collider_loaded()).ok();
                    }
                    if by_collider.is_empty() {
                        return;
                    }
                    let assets = world.resource(asset_cache()).clone();
                    let runtime = world.resource(runtime()).clone();
                    let async_run = world.resource(async_run()).clone();
                    for (collider_def, density, mut ids) in by_collider.into_values() {
                        let assets = assets.clone();
                        let async_run = async_run.clone();
                        runtime.spawn(async move {
                            let collider_spawner = match collider_def.spawner(assets, density).await
                            {
                                Ok(collider_spawner) => collider_spawner,
                                Err(err) => {
                                    tracing::warn!(
                                        "Failed to load collider {:?}: {:#}",
                                        collider_def,
                                        err
                                    );
                                    return;
                                }
                            };
                            async_run.run(move |world| {
                                ids.retain(|id| world.exists(*id));
                                for id in ids.into_iter() {
                                    let physics = world.resource(physics());
                                    let (shapes, convex) = (collider_spawner)(
                                        physics,
                                        world.get(id, scale()).unwrap_or(Vec3::ONE),
                                    );
                                    if !shapes.is_empty() {
                                        for shape in &shapes {
                                            shape.set_flag(PxShapeFlag::SCENE_QUERY_SHAPE, true);
                                            shape.set_flag(PxShapeFlag::VISUALIZATION, false);
                                        }

                                        for shape in &convex {
                                            shape.set_flag(PxShapeFlag::SCENE_QUERY_SHAPE, true);
                                            shape.set_flag(PxShapeFlag::VISUALIZATION, false);
                                        }

                                        world
                                            .add_components(
                                                id,
                                                Entity::new()
                                                    .with(collider_shapes(), shapes)
                                                    .with(collider_shapes_convex(), convex)
                                                    .with(collider_loaded(), ()),
                                            )
                                            .unwrap();
                                    }
                                }
                            });
                        });
                    }
                }),
            query((
                collider_shapes().changed(),
                collider_shapes_convex().changed(),
            ))
            .optional_changed(collider_type())
            .optional_changed(kinematic())
            .to_system(|q, world, qs, _| {
                let physics = world.resource(physics()).clone();
                let force_static = world
                    .get(world.resource_entity(), make_physics_static())
                    .unwrap_or(false);
                let build_actor =
                    |world: &mut World,
                     id: EntityId,
                     mut shapes_concave: Vec<PxShape>,
                     mut shapes_convex: Vec<PxShape>| {
                        let pos = world.get(id, translation()).unwrap_or_default();
                        let rot = world.get(id, rotation()).unwrap_or_default();
                        let collider_type = world
                            .get(id, collider_type())
                            .unwrap_or(ColliderType::Static);
                        if let Ok(actor) = world.get(id, rigid_actor()) {
                            if let Some(scene) = actor.get_scene() {
                                scene.remove_actor(&actor, false);
                            }
                        }
                        let is_dynamic = collider_type == ColliderType::Dynamic;
                        let is_kinematic = world.has_component(id, kinematic());
                        let actor = if is_dynamic && !force_static {
                            let body = PxRigidDynamicRef::new(
                                physics.physics,
                                &PxTransform::new(pos, rot),
                            );
                            if !is_kinematic {
                                let lvel = world.get(id, linear_velocity()).unwrap_or_default();
                                let avel = world.get(id, angular_velocity()).unwrap_or_default();
                                body.set_linear_velocity(lvel, true);
                                body.set_angular_velocity(avel, true);
                                world.add_component(id, physics_controlled(), ()).unwrap();
                            } else {
                                world.remove_component(id, physics_controlled()).unwrap();
                            }
                            body.as_rigid_actor()
                        } else {
                            world.remove_component(id, physics_controlled()).unwrap();
                            PxRigidStaticRef::new(physics.physics, &PxTransform::new(pos, rot))
                                .as_rigid_actor()
                        };
                        if let Some(actor) = actor.to_rigid_body() {
                            actor.set_rigid_body_flag(PxRigidBodyFlag::KINEMATIC, is_kinematic);
                            actor.set_rigid_body_flag(PxRigidBodyFlag::ENABLE_CCD, !is_kinematic);
                        }
                        actor
                            .as_actor()
                            .set_user_data(PxActorUserData { serialize: true });
                        for shape in actor.get_shapes() {
                            actor.detach_shape(&shape, false);
                        }
                        let shapes = if is_dynamic && !is_kinematic {
                            &mut shapes_convex
                        } else {
                            &mut shapes_concave
                        };
                        let coff = world.get(id, contact_offset()).ok();
                        let roff = world.get(id, rest_offset()).ok();
                        for shape in shapes.iter_mut() {
                            if !actor.attach_shape(shape) {
                                log::error!("Failed to attach shape to entity {}", id);
                                actor.as_actor().remove_user_data::<PxActorUserData>();
                                actor.release();
                                return;
                            }
                            // TODO(josh): shapes should probably have their own ECS objects
                            if let Some(coff) = coff {
                                shape.set_contact_offset(coff);
                            }
                            if let Some(roff) = roff {
                                shape.set_rest_offset(roff);
                            }
                            shape.update_user_data::<PxShapeUserData>(&|ud| ud.entity = id);
                        }
                        if let Some(actor) = actor.to_rigid_dynamic() {
                            if !actor
                                .get_rigid_body_flags()
                                .contains(PxRigidBodyFlag::KINEMATIC)
                            {
                                let densities = actor
                                    .get_shapes()
                                    .iter()
                                    .map(|shape| {
                                        shape.get_user_data::<PxShapeUserData>().unwrap().density
                                    })
                                    .collect_vec();
                                actor.update_mass_and_inertia(densities, None, None);
                                world.add_component(id, mass(), actor.get_mass()).unwrap();
                            } else {
                                world.remove_component(id, mass()).ok();
                            }
                        } else {
                            world.remove_component(id, mass()).ok();
                        }
                        let first_shape = shapes[0].clone();
                        world
                            .add_components(
                                id,
                                Entity::new()
                                    .with(physics_shape(), first_shape)
                                    .with(rigid_actor(), actor),
                            )
                            .unwrap();
                        actor.set_actor_flag(PxActorFlag::VISUALIZATION, false);
                        if collider_type != ColliderType::Dynamic
                            && collider_type != ColliderType::Static
                        {
                            actor.set_actor_flag(PxActorFlag::DISABLE_SIMULATION, true);
                        }
                        let scene = collider_type.scene().get_scene(world);
                        scene.add_actor(&actor);
                        world.resource_mut(crate::collider_loads()).push(id);
                        if let Ok(event) = world.get_ref(id, on_collider_loaded()).cloned() {
                            for handler in event.iter() {
                                (*handler)(world, id);
                            }
                        }
                    };
                for (id, (convex, concave)) in q.collect_cloned(world, qs) {
                    build_actor(world, id, convex, concave);
                }
            }),
        ],
    )
}

fn one_value() -> f32 {
    1.
}
fn vec3_zero_value() -> Vec3 {
    Vec3::ZERO
}

#[derive(Serialize, Deserialize, Debug, Clone)]

pub enum ColliderDef {
    Asset {
        collider: TypedAssetUrl<ColliderAssetType>,
    },
    Box {
        size: Vec3,
        #[serde(default = "vec3_zero_value")]
        center: Vec3,
    },
    Sphere {
        #[serde(default = "one_value")]
        radius: f32,
        #[serde(default = "vec3_zero_value")]
        center: Vec3,
    },
    Plane,
}

type ColliderSpawner = Box<dyn Fn(&Physics, Vec3) -> (Vec<PxShape>, Vec<PxShape>) + Sync + Send>;
impl ColliderDef {
    #[allow(clippy::single_match)]
    pub fn resolve(&mut self, base_url: &AbsAssetUrl) -> anyhow::Result<()> {
        match self {
            ColliderDef::Asset { collider } => {
                *collider = collider
                    .resolve(base_url)
                    .context("Failed to resolve")?
                    .into();
            }
            _ => {}
        }
        Ok(())
    }

    /// Generate a closure which will spawn a shape into the world given the in-world scale.
    ///
    /// **Note**: this scale is applied after the initial base_pose scale.
    pub async fn spawner(
        &self,
        assets: AssetCache,
        density: f32,
    ) -> Result<ColliderSpawner, AssetError> {
        let material = PxWoodMaterialKey.get(&assets);
        match self.clone() {
            ColliderDef::Box { size, center } => {
                if !(size.x > 0. && size.y > 0. && size.z > 0.) {
                    return Err(anyhow::anyhow!(
                        "Box collider size has to be more than zero in each dimension. size={}",
                        size
                    )
                    .into());
                }
                Ok(Box::new(move |physics, scale| {
                    let size = size * scale;
                    let geometry = PxBoxGeometry::new(size.x / 2., size.y / 2., size.z / 2.);
                    let shape =
                        PxShape::new(physics.physics, &geometry, &[&material], Some(true), None);
                    shape.set_local_pose(&PxTransform::from_translation(center * scale));
                    shape.set_user_data(PxShapeUserData {
                        entity: EntityId::null(),
                        density,
                        base_pose: Mat4::from_scale_rotation_translation(
                            size / scale,
                            Default::default(),
                            center * scale,
                        ),
                    });
                    (vec![shape.clone()], vec![shape])
                }))
            }
            ColliderDef::Sphere { radius, center } => {
                if radius <= 0. {
                    return Err(anyhow::anyhow!("Collider radius must be more than zero").into());
                }
                Ok(Box::new(move |physics, scale| {
                    let geometry = PxSphereGeometry::new(radius * scale.x);
                    let shape =
                        PxShape::new(physics.physics, &geometry, &[&material], Some(true), None);
                    shape.set_local_pose(&PxTransform::from_translation(center * scale));
                    shape.set_user_data(PxShapeUserData {
                        entity: EntityId::null(),
                        density,
                        base_pose: Mat4::from_scale_rotation_translation(
                            Vec3::splat(radius),
                            Default::default(),
                            center * scale,
                        ),
                    });
                    (vec![shape.clone()], vec![shape])
                }))
            }
            ColliderDef::Plane => Ok(Box::new(move |physics, _scale| {
                let geometry = PxPlaneGeometry::new();
                let shape =
                    PxShape::new(physics.physics, &geometry, &[&material], Some(true), None);
                shape.set_local_pose(&PxTransform::from_rotation(Quat::from_rotation_y(-PI / 2.)));
                shape.set_user_data(PxShapeUserData {
                    entity: EntityId::null(),
                    density,
                    base_pose: Mat4::from_rotation_y(-PI / 2.),
                });
                (vec![shape.clone()], vec![shape])
            })),
            ColliderDef::Asset { collider } => {
                let collider = collider.unwrap_abs();
                let collider_from_urls: Arc<ColliderFromUrls> =
                    JsonFromUrl::new(collider.clone(), true)
                        .get(&assets)
                        .await?;
                let collider = collider_from_urls.resolve(&collider)?.get(&assets).await?;

                Ok(Box::new(move |physics, scale| {
                    (
                        collider.spawn(physics, scale, material.clone(), density, false),
                        collider.spawn(physics, scale, material.clone(), density, true),
                    )
                }))
            }
        }
    }
}

impl Default for ColliderDef {
    fn default() -> Self {
        Self::Sphere {
            radius: 1.,
            center: Vec3::ZERO,
        }
    }
}

#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ColliderFromUrls {
    pub concave: Vec<(Mat4, PhysxGeometryFromUrl)>,
    pub convex: Vec<(Mat4, PhysxGeometryFromUrl)>,
}
impl ColliderFromUrls {
    pub fn resolve(&self, base_url: &AbsAssetUrl) -> anyhow::Result<Self> {
        Ok(Self {
            concave: self
                .concave
                .iter()
                .map(|(mat, url)| Ok((*mat, url.resolve(base_url)?)))
                .collect::<anyhow::Result<Vec<_>>>()?,
            convex: self
                .convex
                .iter()
                .map(|(mat, url)| Ok((*mat, url.resolve(base_url)?)))
                .collect::<anyhow::Result<Vec<_>>>()?,
        })
    }
}

#[async_trait]
impl AsyncAssetKey<Result<Arc<Collider>, AssetError>> for ColliderFromUrls {
    async fn load(self, assets: AssetCache) -> Result<Arc<Collider>, AssetError> {
        let mut res: Vec<_> =
            try_join_all([self.concave, self.convex].into_iter().map(|list| async {
                let iter = list.into_iter().map(|(transform, mesh)| {
                    let assets = assets.clone();
                    async move {
                        Ok::<_, AssetError>((transform, mesh.get(&assets).await?.deref().clone()))
                    }
                });

                let colliders: Vec<_> = try_join_all(iter).await?;
                Ok(colliders) as Result<_, AssetError>
            }))
            .await?;
        let convex = res.pop().unwrap();
        let concave = res.pop().unwrap();

        Ok(Arc::new(Collider { convex, concave }))
    }
}

/// A collider is a collection of gemoetries. It's also got a convex version used for for instance object placement
#[derive(Debug, Clone)]
struct Collider {
    pub concave: Vec<(Mat4, PhysxGeometry)>,
    pub convex: Vec<(Mat4, PhysxGeometry)>,
}

impl Collider {
    pub fn spawn(
        &self,
        physics: &Physics,
        scale: Vec3,
        material: PxMaterial,
        density: f32,
        convex: bool,
    ) -> Vec<PxShape> {
        if convex { &self.convex } else { &self.concave }
            .iter()
            .map(|(transform, mesh)| {
                tracing::info!(transform = ?transform.to_scale_rotation_translation(), "Spawning convex mesh with transform");
                // Read the scale that was applied with the model local transform
                let (scale, rotation, translation) = (Mat4::from_scale(scale) * *transform).to_scale_rotation_translation();

                let geometry: Box<dyn PxGeometry> = match mesh {
                    PhysxGeometry::ConvexMesh(mesh) => {
                        let geometry = PxConvexMeshGeometry::new(mesh, Some(PxMeshScale::from_scale(scale.abs())), None);
                        if !geometry.is_valid() {
                            panic!("Invalid geometry. scale={scale:?}");
                        }
                        Box::new(geometry)
                    }
                    PhysxGeometry::TriangleMesh(mesh) => {
                        let geometry = PxTriangleMeshGeometry::new(mesh, Some(PxMeshScale::from_scale(scale)), None);
                        if !geometry.is_valid() {
                            panic!("Invalid geometry. scale={scale:?}");
                        }
                        Box::new(geometry)
                    }
                };
                let shape = PxShape::new(physics.physics, &*geometry, &[&material], Some(true), None);

                shape.set_local_pose(&PxTransform::new(scale * translation, rotation));
                shape.set_user_data(PxShapeUserData {
                    entity: EntityId::null(),
                    density,
                    base_pose: Mat4::from_scale_rotation_translation(scale.abs(), rotation, translation),
                });
                shape
            })
            .collect_vec()
    }
}