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).
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@@ -119,7 +119,7 @@ namespace Engine {
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};
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void SyncScene(); // 对账:孤儿清理 / 创建 / 参数同步
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void Writeback() const; // 动态体 → TransformComponent(标脏)
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void Writeback(); // 动态体 → TransformComponent(标脏)+ lastPos/lastRot 对账基线
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void UpdateAccels(f32 dt); // 速度差分 → BodyRecord.lastAccel(step 率)
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void CollectDebugData(); // 按 m_DebugBits 收集调试图元(渲染帧率)
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void CreateBody(u32 entityBits, ECS::RigidBodyComponent& rb,
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@@ -393,6 +393,22 @@ namespace Engine {
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bi.SetRestitution(id, rb.restitution);
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if (rb.type == ECS::RigidBodyComponent::BodyType::Dynamic) {
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bi.SetGravityFactor(id, rb.gravityScale);
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// 编辑器拖动 Dynamic 体(暂停期/物理未步进的帧)→ 传送 +
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// 清速度(UE 编辑器语义:编辑器操作权威于物理 body,拖动 =
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// 重新放置)。物理模拟中 Writeback 每步同步 lastPos/lastRot
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// → 本比对只在真正拖动帧为真,不会打断自由模拟
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if (rec.lastPos != tr.GetPosition() ||
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rec.lastRot != tr.GetRotationQuat()) {
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bi.SetPositionAndRotation(
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id,
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JPH::RVec3(tr.GetPosition().x, tr.GetPosition().y, tr.GetPosition().z),
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ToJolt(tr.GetRotationQuat()),
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JPH::EActivation::Activate);
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bi.SetLinearVelocity(id, JPH::Vec3(0.0f, 0.0f, 0.0f));
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bi.SetAngularVelocity(id, JPH::Vec3(0.0f, 0.0f, 0.0f));
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rec.lastPos = tr.GetPosition();
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rec.lastRot = tr.GetRotationQuat();
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}
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} else if (rec.lastPos != tr.GetPosition() ||
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rec.lastRot != tr.GetRotationQuat()) {
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// 编辑器拖动静态/运动学体 → 传送 body
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@@ -994,7 +1010,7 @@ namespace Engine {
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// ---- 写回:动态体姿态 → Transform(标脏,帧循环统一 Compose)----
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void PhysicsWorld::Writeback() const {
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void PhysicsWorld::Writeback() {
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auto ® = m_Scene.GetRegistry();
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const auto &bi = m_System->GetBodyInterface();
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@@ -1012,6 +1028,14 @@ namespace Engine {
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const JPH::Vec3 vel = bi.GetLinearVelocity(id);
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rb.velocity = glm::vec3(vel.GetX(), vel.GetY(), vel.GetZ());
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// lastPos/lastRot 同步到 body 姿态:否则下帧 SyncScene 把物理
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// 位移误判为编辑器拖动 → teleport 回旧位置死循环
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const u32 bits = static_cast<u32>(entt::to_integral(e));
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if (auto it = m_Bodies.find(bits); it != m_Bodies.end()) {
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it->second.lastPos = tr.GetPosition();
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it->second.lastRot = tr.GetRotationQuat();
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}
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}
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}
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} // namespace Engine
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