fix(physics): editor drag teleports dynamic bodies

SyncScene only reconciled static/kinematic transforms into Jolt bodies;
dragging a dynamic entity (esp. while paused, where Writeback never runs)
moved the visual but left the body -- and the collider debug wireframe --
at the old pose. Dynamic bodies now get the same drag reconciliation
(teleport + zero velocity + activate), and Writeback syncs
lastPos/lastRot to the body pose so physics motion is never misread as
editor dragging (which would teleport the body back).
This commit is contained in:
2026-10-03 17:51:11 +08:00
parent d5a86c170e
commit ea6beee593
2 changed files with 26 additions and 2 deletions
+1 -1
View File
@@ -119,7 +119,7 @@ namespace Engine {
};
void SyncScene(); // 对账:孤儿清理 / 创建 / 参数同步
void Writeback() const; // 动态体 → TransformComponent(标脏)
void Writeback(); // 动态体 → TransformComponent(标脏)+ lastPos/lastRot 对账基线
void UpdateAccels(f32 dt); // 速度差分 → BodyRecord.lastAccel(step 率)
void CollectDebugData(); // 按 m_DebugBits 收集调试图元(渲染帧率)
void CreateBody(u32 entityBits, ECS::RigidBodyComponent& rb,
+25 -1
View File
@@ -393,6 +393,22 @@ namespace Engine {
bi.SetRestitution(id, rb.restitution);
if (rb.type == ECS::RigidBodyComponent::BodyType::Dynamic) {
bi.SetGravityFactor(id, rb.gravityScale);
// 编辑器拖动 Dynamic 体(暂停期/物理未步进的帧)→ 传送 +
// 清速度(UE 编辑器语义:编辑器操作权威于物理 body,拖动 =
// 重新放置)。物理模拟中 Writeback 每步同步 lastPos/lastRot
// → 本比对只在真正拖动帧为真,不会打断自由模拟
if (rec.lastPos != tr.GetPosition() ||
rec.lastRot != tr.GetRotationQuat()) {
bi.SetPositionAndRotation(
id,
JPH::RVec3(tr.GetPosition().x, tr.GetPosition().y, tr.GetPosition().z),
ToJolt(tr.GetRotationQuat()),
JPH::EActivation::Activate);
bi.SetLinearVelocity(id, JPH::Vec3(0.0f, 0.0f, 0.0f));
bi.SetAngularVelocity(id, JPH::Vec3(0.0f, 0.0f, 0.0f));
rec.lastPos = tr.GetPosition();
rec.lastRot = tr.GetRotationQuat();
}
} else if (rec.lastPos != tr.GetPosition() ||
rec.lastRot != tr.GetRotationQuat()) {
// 编辑器拖动静态/运动学体 → 传送 body
@@ -994,7 +1010,7 @@ namespace Engine {
// ---- 写回:动态体姿态 → Transform(标脏,帧循环统一 Compose)----
void PhysicsWorld::Writeback() const {
void PhysicsWorld::Writeback() {
auto &reg = m_Scene.GetRegistry();
const auto &bi = m_System->GetBodyInterface();
@@ -1012,6 +1028,14 @@ namespace Engine {
const JPH::Vec3 vel = bi.GetLinearVelocity(id);
rb.velocity = glm::vec3(vel.GetX(), vel.GetY(), vel.GetZ());
// lastPos/lastRot 同步到 body 姿态:否则下帧 SyncScene 把物理
// 位移误判为编辑器拖动 → teleport 回旧位置死循环
const u32 bits = static_cast<u32>(entt::to_integral(e));
if (auto it = m_Bodies.find(bits); it != m_Bodies.end()) {
it->second.lastPos = tr.GetPosition();
it->second.lastRot = tr.GetRotationQuat();
}
}
}
} // namespace Engine