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;
}
}