avian3d/sync/
mod.rs

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//! Responsible for synchronizing physics components with other data, like keeping [`Position`]
//! and [`Rotation`] in sync with `Transform`.
//!
//! See [`SyncPlugin`].

use crate::prelude::*;
use ancestor_marker::AncestorMarkerPlugin;
use bevy::{
    ecs::{intern::Interned, schedule::ScheduleLabel},
    prelude::*,
    transform::systems::{mark_dirty_trees, propagate_parent_transforms, sync_simple_transforms},
};

// TODO: Where should this be?
pub mod ancestor_marker;

/// Responsible for synchronizing physics components with other data, like keeping [`Position`]
/// and [`Rotation`] in sync with `Transform`.
///
/// # Syncing Between [`Position`]/[`Rotation`] and [`Transform`]
///
/// By default, each body's `Transform` will be updated when [`Position`] or [`Rotation`]
/// change, and vice versa. This means that you can use any of these components to move
/// or position bodies, and the changes be reflected in the other components.
///
/// You can configure what data is synchronized and how it is synchronized
/// using the [`SyncConfig`] resource.
///
/// # `Transform` Hierarchies
///
/// When synchronizing changes in [`Position`] or [`Rotation`] to `Transform`,
/// the engine treats nested [rigid bodies](RigidBody) as a flat structure. This means that
/// the bodies move independently of the parents, and moving the parent will not affect the child.
///
/// If you would like a child entity to be rigidly attached to its parent, you could use a [`FixedJoint`]
/// or write your own system to handle hierarchies differently.
pub struct SyncPlugin {
    schedule: Interned<dyn ScheduleLabel>,
}

impl SyncPlugin {
    /// Creates a [`SyncPlugin`] 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 SyncPlugin {
    fn default() -> Self {
        Self::new(FixedPostUpdate)
    }
}

impl Plugin for SyncPlugin {
    fn build(&self, app: &mut App) {
        app.init_resource::<SyncConfig>()
            .register_type::<SyncConfig>();

        app.configure_sets(
            self.schedule,
            (
                SyncSet::First,
                SyncSet::TransformToPosition,
                SyncSet::PositionToTransform,
                SyncSet::Update,
                SyncSet::Last,
            )
                .chain()
                .in_set(PhysicsSet::Sync),
        );

        // Mark ancestors of colliders with `AncestorMarker<RigidBody>`.
        // This is used to speed up transform propagation by skipping
        // trees that have no rigid bodies.
        app.add_plugins(AncestorMarkerPlugin::<RigidBody>::default());

        // Initialize `PreviousGlobalTransform` and apply `Transform` changes that happened
        // between the end of the previous physics frame and the start of this physics frame.
        app.add_systems(
            self.schedule,
            (
                mark_dirty_trees,
                propagate_parent_transforms,
                sync_simple_transforms,
                init_previous_global_transform,
                transform_to_position,
                // Update `PreviousGlobalTransform` for the physics step's `GlobalTransform` change detection
                update_previous_global_transforms,
            )
                .chain()
                .after(PhysicsSet::Prepare)
                .before(PhysicsSet::StepSimulation)
                .run_if(|config: Res<SyncConfig>| config.transform_to_position),
        );

        // Apply `Transform` changes to `Position` and `Rotation`.
        // TODO: Do we need this?
        app.add_systems(
            self.schedule,
            (
                mark_dirty_trees,
                propagate_parent_transforms,
                sync_simple_transforms,
                transform_to_position,
            )
                .chain()
                .in_set(SyncSet::TransformToPosition)
                .run_if(|config: Res<SyncConfig>| config.transform_to_position),
        );

        // Apply `Position` and `Rotation` changes to `Transform`
        app.add_systems(
            self.schedule,
            position_to_transform
                .in_set(SyncSet::PositionToTransform)
                .run_if(|config: Res<SyncConfig>| config.position_to_transform),
        );

        // Update `PreviousGlobalTransform` for next frame's `GlobalTransform` change detection
        app.add_systems(
            self.schedule,
            (
                mark_dirty_trees,
                propagate_parent_transforms,
                sync_simple_transforms,
                update_previous_global_transforms,
            )
                .chain()
                .in_set(SyncSet::Update)
                .run_if(|config: Res<SyncConfig>| config.transform_to_position),
        );
    }
}

/// Configures what physics data is synchronized by the [`SyncPlugin`] and [`PreparePlugin`] and how.
#[derive(Resource, Reflect, Clone, Debug, PartialEq, Eq)]
#[reflect(Resource)]
pub struct SyncConfig {
    /// Updates transforms based on [`Position`] and [`Rotation`] changes. Defaults to true.
    ///
    /// This operation is run in [`SyncSet::PositionToTransform`].
    pub position_to_transform: bool,
    /// Updates [`Position`] and [`Rotation`] based on transform changes,
    /// allowing you to move bodies using [`Transform`]. Defaults to true.
    ///
    /// This operation is run in [`SyncSet::TransformToPosition`].
    pub transform_to_position: bool,
    /// Updates [`Collider::scale()`] based on transform changes,
    /// allowing you to scale colliders using [`Transform`]. Defaults to true.
    ///
    /// This operation is run in [`PrepareSet::Finalize`](crate::prepare::PrepareSet::Finalize).
    pub transform_to_collider_scale: bool,
}

impl Default for SyncConfig {
    fn default() -> Self {
        SyncConfig {
            position_to_transform: true,
            transform_to_position: true,
            transform_to_collider_scale: true,
        }
    }
}

/// System sets for systems running in [`PhysicsSet::Sync`].
#[derive(SystemSet, Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum SyncSet {
    /// Runs at the start of [`PhysicsSet::Sync`]. Empty by default.
    First,
    /// Updates [`Position`] and [`Rotation`] based on transform changes.
    TransformToPosition,
    /// Updates transforms based on [`Position`] and [`Rotation`] changes.
    PositionToTransform,
    /// Handles transform propagation and other updates after physics positions have been synced with transforms.
    Update,
    /// Runs at the end of [`PhysicsSet::Sync`]. Empty by default.
    Last,
}

/// The global transform of a body at the end of the previous frame.
/// Used for detecting if the transform was modified before the start of the physics schedule.
#[derive(Component, Reflect, Clone, Copy, Debug, Default, Deref, DerefMut, PartialEq)]
#[reflect(Component)]
pub struct PreviousGlobalTransform(pub GlobalTransform);

#[allow(clippy::type_complexity)]
pub(crate) fn init_previous_global_transform(
    mut commands: Commands,
    query: Query<(Entity, &GlobalTransform), Or<(Added<Position>, Added<Rotation>)>>,
) {
    for (entity, transform) in &query {
        commands
            .entity(entity)
            .try_insert(PreviousGlobalTransform(*transform));
    }
}

/// Copies `GlobalTransform` changes to [`Position`] and [`Rotation`].
/// This allows users to use transforms for moving and positioning bodies and colliders.
///
/// To account for hierarchies, transform propagation should be run before this system.
#[allow(clippy::type_complexity)]
pub fn transform_to_position(
    mut query: Query<(
        &GlobalTransform,
        &PreviousGlobalTransform,
        &mut Position,
        &mut Rotation,
    )>,
) {
    for (global_transform, previous_transform, mut position, mut rotation) in &mut query {
        // Skip entity if the global transform value hasn't changed
        if *global_transform == previous_transform.0 {
            continue;
        }

        let global_transform = global_transform.compute_transform();

        #[cfg(feature = "2d")]
        {
            position.0 = global_transform.translation.truncate().adjust_precision();
        }
        #[cfg(feature = "3d")]
        {
            position.0 = global_transform.translation.adjust_precision();
        }

        #[cfg(feature = "2d")]
        {
            *rotation = Rotation::from(global_transform.rotation.adjust_precision());
        }
        #[cfg(feature = "3d")]
        {
            rotation.0 = global_transform.rotation.adjust_precision();
        }
    }
}

type PosToTransformComponents = (
    &'static mut Transform,
    &'static Position,
    &'static Rotation,
    Option<&'static ChildOf>,
);

type PosToTransformFilter = (With<RigidBody>, Or<(Changed<Position>, Changed<Rotation>)>);

type ParentComponents = (
    &'static GlobalTransform,
    Option<&'static Position>,
    Option<&'static Rotation>,
);

/// Copies [`Position`] and [`Rotation`] changes to `Transform`.
/// This allows users and the engine to use these components for moving and positioning bodies.
///
/// Nested rigid bodies move independently of each other, so the `Transform`s of child entities are updated
/// based on their own and their parent's [`Position`] and [`Rotation`].
#[cfg(feature = "2d")]
pub fn position_to_transform(
    mut query: Query<PosToTransformComponents, PosToTransformFilter>,
    parents: Query<ParentComponents, With<Children>>,
) {
    for (mut transform, pos, rot, parent) in &mut query {
        if let Some(&ChildOf(parent)) = parent {
            if let Ok((parent_transform, parent_pos, parent_rot)) = parents.get(parent) {
                // Compute the global transform of the parent using its Position and Rotation
                let parent_transform = parent_transform.compute_transform();
                let parent_pos = parent_pos.map_or(parent_transform.translation, |pos| {
                    pos.f32().extend(parent_transform.translation.z)
                });
                let parent_rot = parent_rot.map_or(parent_transform.rotation, |rot| {
                    Quaternion::from(*rot).f32()
                });
                let parent_scale = parent_transform.scale;
                let parent_transform = Transform::from_translation(parent_pos)
                    .with_rotation(parent_rot)
                    .with_scale(parent_scale);

                // The new local transform of the child body,
                // computed from the its global transform and its parents global transform
                let new_transform = GlobalTransform::from(
                    Transform::from_translation(
                        pos.f32()
                            .extend(parent_pos.z + transform.translation.z * parent_scale.z),
                    )
                    .with_rotation(Quaternion::from(*rot).f32()),
                )
                .reparented_to(&GlobalTransform::from(parent_transform));

                transform.translation = new_transform.translation;
                transform.rotation = new_transform.rotation;
            }
        } else {
            transform.translation = pos.f32().extend(transform.translation.z);
            transform.rotation = Quaternion::from(*rot).f32();
        }
    }
}

/// Copies [`Position`] and [`Rotation`] changes to `Transform`.
/// This allows users and the engine to use these components for moving and positioning bodies.
///
/// Nested rigid bodies move independently of each other, so the `Transform`s of child entities are updated
/// based on their own and their parent's [`Position`] and [`Rotation`].
#[cfg(feature = "3d")]
pub fn position_to_transform(
    mut query: Query<PosToTransformComponents, PosToTransformFilter>,
    parents: Query<ParentComponents, With<Children>>,
) {
    for (mut transform, pos, rot, parent) in &mut query {
        if let Some(&ChildOf(parent)) = parent {
            if let Ok((parent_transform, parent_pos, parent_rot)) = parents.get(parent) {
                // Compute the global transform of the parent using its Position and Rotation
                let parent_transform = parent_transform.compute_transform();
                let parent_pos = parent_pos.map_or(parent_transform.translation, |pos| pos.f32());
                let parent_rot = parent_rot.map_or(parent_transform.rotation, |rot| rot.f32());
                let parent_scale = parent_transform.scale;
                let parent_transform = Transform::from_translation(parent_pos)
                    .with_rotation(parent_rot)
                    .with_scale(parent_scale);

                // The new local transform of the child body,
                // computed from the its global transform and its parents global transform
                let new_transform = GlobalTransform::from(
                    Transform::from_translation(pos.f32()).with_rotation(rot.f32()),
                )
                .reparented_to(&GlobalTransform::from(parent_transform));

                transform.translation = new_transform.translation;
                transform.rotation = new_transform.rotation;
            }
        } else {
            transform.translation = pos.f32();
            transform.rotation = rot.f32();
        }
    }
}

/// Updates [`PreviousGlobalTransform`] by setting it to `GlobalTransform` at the very end or start of a frame.
pub fn update_previous_global_transforms(
    mut bodies: Query<(&GlobalTransform, &mut PreviousGlobalTransform)>,
) {
    for (transform, mut previous_transform) in &mut bodies {
        previous_transform.0 = *transform;
    }
}