avian3d/collision/collider/collider_transform/plugin.rs
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use crate::{
collision::narrow_phase::NarrowPhaseSet,
prelude::*,
prepare::{match_any, PrepareSet},
sync::ancestor_marker::{AncestorMarker, AncestorMarkerPlugin},
};
use bevy::{
ecs::{intern::Interned, schedule::ScheduleLabel},
prelude::*,
transform::systems::{mark_dirty_trees, propagate_parent_transforms, sync_simple_transforms},
};
/// A plugin for propagating and updating transforms for colliders.
///
/// - Propagates [`Transform`] to [`GlobalTransform`] and [`ColliderTransform`].
/// - Updates [`Position`] and [`Rotation`] for colliders.
///
/// This plugin requires that colliders have the [`ColliderMarker`] component,
/// which is added automatically for colliders if the [`ColliderBackendPlugin`] is enabled.
pub struct ColliderTransformPlugin {
schedule: Interned<dyn ScheduleLabel>,
}
impl ColliderTransformPlugin {
/// Creates a [`ColliderTransformPlugin`] with the schedule that is used for running the [`PhysicsSchedule`].
///
/// The default schedule is `FixedPostUpdate`.
pub fn new(schedule: impl ScheduleLabel) -> Self {
Self {
schedule: schedule.intern(),
}
}
}
impl Default for ColliderTransformPlugin {
fn default() -> Self {
Self {
schedule: FixedPostUpdate.intern(),
}
}
}
impl Plugin for ColliderTransformPlugin {
fn build(&self, app: &mut App) {
// Mark ancestors of colliders with `AncestorMarker<ColliderMarker>`.
// This is used to speed up `ColliderTransform` propagation by skipping
// trees that have no colliders.
app.add_plugins(AncestorMarkerPlugin::<ColliderMarker>::default());
// Run transform propagation if new colliders without rigid bodies have been added.
// The `PreparePlugin` should handle transform propagation for new rigid bodies.
app.add_systems(
self.schedule,
(
mark_dirty_trees,
propagate_parent_transforms,
sync_simple_transforms,
)
.chain()
.run_if(match_any::<(Added<ColliderMarker>, Without<RigidBody>)>)
.in_set(PrepareSet::PropagateTransforms)
.ambiguous_with_all(),
);
// Propagate `ColliderTransform`s if there are new colliders.
// Only traverses trees with `AncestorMarker<ColliderMarker>`.
app.add_systems(
self.schedule,
(
propagate_collider_transforms,
update_child_collider_position.run_if(match_any::<Added<ColliderMarker>>),
)
.chain()
.after(PrepareSet::InitTransforms)
.before(PrepareSet::Finalize),
);
let physics_schedule = app
.get_schedule_mut(PhysicsSchedule)
.expect("add PhysicsSchedule first");
// Update child collider positions before narrow phase collision detection.
// Only traverses trees with `AncestorMarker<ColliderMarker>`.
physics_schedule.add_systems(update_child_collider_position.in_set(NarrowPhaseSet::First));
}
}
#[allow(clippy::type_complexity)]
pub(crate) fn update_child_collider_position(
mut collider_query: Query<
(
&ColliderTransform,
&mut Position,
&mut Rotation,
&ColliderOf,
),
Without<RigidBody>,
>,
rb_query: Query<(&Position, &Rotation), (With<RigidBody>, With<Children>)>,
) {
for (collider_transform, mut position, mut rotation, collider_of) in &mut collider_query {
let Ok((rb_pos, rb_rot)) = rb_query.get(collider_of.body) else {
continue;
};
position.0 = rb_pos.0 + rb_rot * collider_transform.translation;
#[cfg(feature = "2d")]
{
*rotation = *rb_rot * collider_transform.rotation;
}
#[cfg(feature = "3d")]
{
*rotation = (rb_rot.0 * collider_transform.rotation.0)
.normalize()
.into();
}
}
}
// `ColliderTransform` propagation should only be continued if the child
// is a collider or is a `AncestorMarker<ColliderMarker>`.
type ShouldPropagate = Or<(With<AncestorMarker<ColliderMarker>>, With<ColliderMarker>)>;
/// Updates [`ColliderTransform`]s based on entity hierarchies. Each transform is computed by recursively
/// traversing the children of each rigid body and adding their transforms together to form
/// the total transform relative to the body.
///
/// This is largely a clone of `propagate_transforms` in `bevy_transform`.
#[allow(clippy::type_complexity)]
pub(crate) fn propagate_collider_transforms(
mut root_query: Query<
(Entity, Ref<Transform>, &Children),
(Without<ChildOf>, With<AncestorMarker<ColliderMarker>>),
>,
collider_query: Query<
(
Ref<Transform>,
Option<&mut ColliderTransform>,
Option<&Children>,
),
(With<ChildOf>, ShouldPropagate),
>,
parent_query: Query<(Entity, Ref<Transform>, Has<RigidBody>, Ref<ChildOf>), ShouldPropagate>,
) {
root_query.par_iter_mut().for_each(
|(entity, transform, children)| {
for (child, child_transform, is_child_rb, child_of) in parent_query.iter_many(children) {
assert_eq!(
child_of.parent(), entity,
"Malformed hierarchy. This probably means that your hierarchy has been improperly maintained, or contains a cycle"
);
let changed = transform.is_changed() || child_of.is_changed();
let parent_transform = ColliderTransform::from(*transform);
let child_transform = ColliderTransform::from(*child_transform);
let scale = parent_transform.scale * child_transform.scale;
// SAFETY:
// - `child` must have consistent parentage, or the above assertion would panic.
// Since `child` is parented to a root entity, the entire hierarchy leading to it is consistent.
// - We may operate as if all descendants are consistent, since `propagate_collider_transform_recursive` will panic before
// continuing to propagate if it encounters an entity with inconsistent parentage.
// - Since each root entity is unique and the hierarchy is consistent and forest-like,
// other root entities' `propagate_collider_transform_recursive` calls will not conflict with this one.
// - Since this is the only place where `collider_query` gets used, there will be no conflicting fetches elsewhere.
unsafe {
propagate_collider_transforms_recursive(
if is_child_rb {
ColliderTransform {
scale,
..default()
}
} else {
ColliderTransform {
translation: parent_transform.scale * child_transform.translation,
rotation: child_transform.rotation,
scale,
}
},
&collider_query,
&parent_query,
child,
changed,
);
}
}
},
);
}
/// Recursively computes the [`ColliderTransform`] for `entity` and all of its descendants
/// by propagating transforms.
///
/// This is largely a clone of `propagate_recursive` in `bevy_transform`.
///
/// # Panics
///
/// If `entity`'s descendants have a malformed hierarchy, this function will panic occur before propagating
/// the transforms of any malformed entities and their descendants.
///
/// # Safety
///
/// - While this function is running, `collider_query` must not have any fetches for `entity`,
/// nor any of its descendants.
/// - The caller must ensure that the hierarchy leading to `entity`
/// is well-formed and must remain as a tree or a forest. Each entity must have at most one parent.
#[allow(clippy::type_complexity)]
unsafe fn propagate_collider_transforms_recursive(
transform: ColliderTransform,
collider_query: &Query<
(
Ref<Transform>,
Option<&mut ColliderTransform>,
Option<&Children>,
),
(With<ChildOf>, ShouldPropagate),
>,
parent_query: &Query<(Entity, Ref<Transform>, Has<RigidBody>, Ref<ChildOf>), ShouldPropagate>,
entity: Entity,
mut changed: bool,
) {
let children = {
// SAFETY: This call cannot create aliased mutable references.
// - The top level iteration parallelizes on the roots of the hierarchy.
// - The caller ensures that each child has one and only one unique parent throughout the entire
// hierarchy.
//
// For example, consider the following malformed hierarchy:
//
// A
// / \
// B C
// \ /
// D
//
// D has two parents, B and C. If the propagation passes through C, but the ChildOf component on D points to B,
// the above check will panic as the origin parent does match the recorded parent.
//
// Also consider the following case, where A and B are roots:
//
// A B
// \ /
// C D
// \ /
// E
//
// Even if these A and B start two separate tasks running in parallel, one of them will panic before attempting
// to mutably access E.
let Ok((transform_ref, collider_transform, children)) =
(unsafe { collider_query.get_unchecked(entity) })
else {
return;
};
changed |= transform_ref.is_changed();
if changed {
if let Some(mut collider_transform) = collider_transform {
if *collider_transform != transform {
*collider_transform = transform;
}
}
}
children
};
let Some(children) = children else { return };
for (child, child_transform, is_rb, child_of) in parent_query.iter_many(children) {
assert_eq!(
child_of.parent(), entity,
"Malformed hierarchy. This probably means that your hierarchy has been improperly maintained, or contains a cycle"
);
let child_transform = ColliderTransform::from(*child_transform);
let scale = transform.scale * child_transform.scale;
// SAFETY: The caller guarantees that `collider_query` will not be fetched
// for any descendants of `entity`, so it is safe to call `propagate_collider_transforms_recursive` for each child.
//
// The above assertion ensures that each child has one and only one unique parent throughout the
// entire hierarchy.
unsafe {
propagate_collider_transforms_recursive(
if is_rb {
ColliderTransform { scale, ..default() }
} else {
ColliderTransform {
translation: transform.transform_point(child_transform.translation),
#[cfg(feature = "2d")]
rotation: transform.rotation * child_transform.rotation,
#[cfg(feature = "3d")]
rotation: Rotation(transform.rotation.0 * child_transform.rotation.0),
scale,
}
},
collider_query,
parent_query,
child,
changed || child_of.is_changed(),
);
}
}
}
// TODO: Add thorough tests for propagation. It's pretty error-prone and changes are risky.