334 lines
11 KiB
C++
334 lines
11 KiB
C++
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
|
|
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
|
|
// SPDX-License-Identifier: MIT
|
|
|
|
#include <Jolt/Jolt.h>
|
|
|
|
#include <Jolt/Physics/Character/Character.h>
|
|
#include <Jolt/Physics/Body/BodyCreationSettings.h>
|
|
#include <Jolt/Physics/Body/BodyLock.h>
|
|
#include <Jolt/Physics/Collision/CollideShape.h>
|
|
#include <Jolt/Physics/PhysicsSystem.h>
|
|
#include <Jolt/ObjectStream/TypeDeclarations.h>
|
|
|
|
JPH_NAMESPACE_BEGIN
|
|
|
|
static inline const BodyLockInterface &sGetBodyLockInterface(const PhysicsSystem *inSystem, bool inLockBodies)
|
|
{
|
|
return inLockBodies? static_cast<const BodyLockInterface &>(inSystem->GetBodyLockInterface()) : static_cast<const BodyLockInterface &>(inSystem->GetBodyLockInterfaceNoLock());
|
|
}
|
|
|
|
static inline BodyInterface &sGetBodyInterface(PhysicsSystem *inSystem, bool inLockBodies)
|
|
{
|
|
return inLockBodies? inSystem->GetBodyInterface() : inSystem->GetBodyInterfaceNoLock();
|
|
}
|
|
|
|
static inline const NarrowPhaseQuery &sGetNarrowPhaseQuery(const PhysicsSystem *inSystem, bool inLockBodies)
|
|
{
|
|
return inLockBodies? inSystem->GetNarrowPhaseQuery() : inSystem->GetNarrowPhaseQueryNoLock();
|
|
}
|
|
|
|
Character::Character(const CharacterSettings *inSettings, RVec3Arg inPosition, QuatArg inRotation, uint64 inUserData, PhysicsSystem *inSystem) :
|
|
CharacterBase(inSettings, inSystem),
|
|
mLayer(inSettings->mLayer)
|
|
{
|
|
// Construct rigid body
|
|
BodyCreationSettings settings(mShape, inPosition, inRotation, EMotionType::Dynamic, mLayer);
|
|
settings.mAllowedDOFs = inSettings->mAllowedDOFs;
|
|
settings.mEnhancedInternalEdgeRemoval = inSettings->mEnhancedInternalEdgeRemoval;
|
|
settings.mOverrideMassProperties = EOverrideMassProperties::MassAndInertiaProvided;
|
|
settings.mMassPropertiesOverride.mMass = inSettings->mMass;
|
|
settings.mFriction = inSettings->mFriction;
|
|
settings.mGravityFactor = inSettings->mGravityFactor;
|
|
settings.mUserData = inUserData;
|
|
const Body *body = mSystem->GetBodyInterface().CreateBody(settings);
|
|
if (body != nullptr)
|
|
mBodyID = body->GetID();
|
|
}
|
|
|
|
Character::~Character()
|
|
{
|
|
// Destroy the body
|
|
mSystem->GetBodyInterface().DestroyBody(mBodyID);
|
|
}
|
|
|
|
void Character::AddToPhysicsSystem(EActivation inActivationMode, bool inLockBodies)
|
|
{
|
|
sGetBodyInterface(mSystem, inLockBodies).AddBody(mBodyID, inActivationMode);
|
|
}
|
|
|
|
void Character::RemoveFromPhysicsSystem(bool inLockBodies)
|
|
{
|
|
sGetBodyInterface(mSystem, inLockBodies).RemoveBody(mBodyID);
|
|
}
|
|
|
|
void Character::Activate(bool inLockBodies)
|
|
{
|
|
sGetBodyInterface(mSystem, inLockBodies).ActivateBody(mBodyID);
|
|
}
|
|
|
|
void Character::CheckCollision(RMat44Arg inCenterOfMassTransform, Vec3Arg inMovementDirection, float inMaxSeparationDistance, const Shape *inShape, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, bool inLockBodies) const
|
|
{
|
|
// Create query broadphase layer filter
|
|
DefaultBroadPhaseLayerFilter broadphase_layer_filter = mSystem->GetDefaultBroadPhaseLayerFilter(mLayer);
|
|
|
|
// Create query object layer filter
|
|
DefaultObjectLayerFilter object_layer_filter = mSystem->GetDefaultLayerFilter(mLayer);
|
|
|
|
// Ignore sensors and my own body
|
|
class CharacterBodyFilter : public IgnoreSingleBodyFilter
|
|
{
|
|
public:
|
|
using IgnoreSingleBodyFilter::IgnoreSingleBodyFilter;
|
|
|
|
virtual bool ShouldCollideLocked(const Body &inBody) const override
|
|
{
|
|
return !inBody.IsSensor();
|
|
}
|
|
};
|
|
CharacterBodyFilter body_filter(mBodyID);
|
|
|
|
// Settings for collide shape
|
|
CollideShapeSettings settings;
|
|
settings.mMaxSeparationDistance = inMaxSeparationDistance;
|
|
settings.mActiveEdgeMode = EActiveEdgeMode::CollideOnlyWithActive;
|
|
settings.mActiveEdgeMovementDirection = inMovementDirection;
|
|
settings.mBackFaceMode = EBackFaceMode::IgnoreBackFaces;
|
|
|
|
sGetNarrowPhaseQuery(mSystem, inLockBodies).CollideShape(inShape, Vec3::sOne(), inCenterOfMassTransform, settings, inBaseOffset, ioCollector, broadphase_layer_filter, object_layer_filter, body_filter);
|
|
}
|
|
|
|
void Character::CheckCollision(RVec3Arg inPosition, QuatArg inRotation, Vec3Arg inMovementDirection, float inMaxSeparationDistance, const Shape *inShape, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, bool inLockBodies) const
|
|
{
|
|
// Calculate center of mass transform
|
|
RMat44 center_of_mass = RMat44::sRotationTranslation(inRotation, inPosition).PreTranslated(inShape->GetCenterOfMass());
|
|
|
|
CheckCollision(center_of_mass, inMovementDirection, inMaxSeparationDistance, inShape, inBaseOffset, ioCollector, inLockBodies);
|
|
}
|
|
|
|
void Character::CheckCollision(const Shape *inShape, float inMaxSeparationDistance, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, bool inLockBodies) const
|
|
{
|
|
// Determine position and velocity of body
|
|
RMat44 query_transform;
|
|
Vec3 velocity;
|
|
{
|
|
BodyLockRead lock(sGetBodyLockInterface(mSystem, inLockBodies), mBodyID);
|
|
if (!lock.Succeeded())
|
|
return;
|
|
|
|
const Body &body = lock.GetBody();
|
|
|
|
// Correct the center of mass transform for the difference between the old and new center of mass shape
|
|
query_transform = body.GetCenterOfMassTransform().PreTranslated(inShape->GetCenterOfMass() - mShape->GetCenterOfMass());
|
|
velocity = body.GetLinearVelocity();
|
|
}
|
|
|
|
CheckCollision(query_transform, velocity, inMaxSeparationDistance, inShape, inBaseOffset, ioCollector, inLockBodies);
|
|
}
|
|
|
|
void Character::PostSimulation(float inMaxSeparationDistance, bool inLockBodies)
|
|
{
|
|
// Get character position, rotation and velocity
|
|
RVec3 char_pos;
|
|
Quat char_rot;
|
|
Vec3 char_vel;
|
|
{
|
|
BodyLockRead lock(sGetBodyLockInterface(mSystem, inLockBodies), mBodyID);
|
|
if (!lock.Succeeded())
|
|
return;
|
|
const Body &body = lock.GetBody();
|
|
char_pos = body.GetPosition();
|
|
char_rot = body.GetRotation();
|
|
char_vel = body.GetLinearVelocity();
|
|
}
|
|
|
|
// Collector that finds the hit with the normal that is the most 'up'
|
|
class MyCollector : public CollideShapeCollector
|
|
{
|
|
public:
|
|
// Constructor
|
|
explicit MyCollector(Vec3Arg inUp, RVec3 inBaseOffset) : mBaseOffset(inBaseOffset), mUp(inUp) { }
|
|
|
|
// See: CollectorType::AddHit
|
|
virtual void AddHit(const CollideShapeResult &inResult) override
|
|
{
|
|
Vec3 normal = -inResult.mPenetrationAxis.Normalized();
|
|
float dot = normal.Dot(mUp);
|
|
if (dot > mBestDot) // Find the hit that is most aligned with the up vector
|
|
{
|
|
mGroundBodyID = inResult.mBodyID2;
|
|
mGroundBodySubShapeID = inResult.mSubShapeID2;
|
|
mGroundPosition = mBaseOffset + inResult.mContactPointOn2;
|
|
mGroundNormal = normal;
|
|
mBestDot = dot;
|
|
}
|
|
}
|
|
|
|
BodyID mGroundBodyID;
|
|
SubShapeID mGroundBodySubShapeID;
|
|
RVec3 mGroundPosition = RVec3::sZero();
|
|
Vec3 mGroundNormal = Vec3::sZero();
|
|
|
|
private:
|
|
RVec3 mBaseOffset;
|
|
Vec3 mUp;
|
|
float mBestDot = -FLT_MAX;
|
|
};
|
|
|
|
// Collide shape
|
|
MyCollector collector(mUp, char_pos);
|
|
CheckCollision(char_pos, char_rot, char_vel, inMaxSeparationDistance, mShape, char_pos, collector, inLockBodies);
|
|
|
|
// Copy results
|
|
mGroundBodyID = collector.mGroundBodyID;
|
|
mGroundBodySubShapeID = collector.mGroundBodySubShapeID;
|
|
mGroundPosition = collector.mGroundPosition;
|
|
mGroundNormal = collector.mGroundNormal;
|
|
|
|
// Get additional data from body
|
|
BodyLockRead lock(sGetBodyLockInterface(mSystem, inLockBodies), mGroundBodyID);
|
|
if (lock.Succeeded())
|
|
{
|
|
const Body &body = lock.GetBody();
|
|
|
|
// Update ground state
|
|
RMat44 inv_transform = RMat44::sInverseRotationTranslation(char_rot, char_pos);
|
|
if (mSupportingVolume.SignedDistance(Vec3(inv_transform * mGroundPosition)) > 0.0f)
|
|
mGroundState = EGroundState::NotSupported;
|
|
else if (IsSlopeTooSteep(mGroundNormal))
|
|
mGroundState = EGroundState::OnSteepGround;
|
|
else
|
|
mGroundState = EGroundState::OnGround;
|
|
|
|
// Copy other body properties
|
|
mGroundMaterial = body.GetShape()->GetMaterial(mGroundBodySubShapeID);
|
|
mGroundVelocity = body.GetPointVelocity(mGroundPosition);
|
|
mGroundUserData = body.GetUserData();
|
|
}
|
|
else
|
|
{
|
|
mGroundState = EGroundState::InAir;
|
|
mGroundMaterial = PhysicsMaterial::sDefault;
|
|
mGroundVelocity = Vec3::sZero();
|
|
mGroundUserData = 0;
|
|
}
|
|
}
|
|
|
|
void Character::SetLinearAndAngularVelocity(Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity, bool inLockBodies)
|
|
{
|
|
sGetBodyInterface(mSystem, inLockBodies).SetLinearAndAngularVelocity(mBodyID, inLinearVelocity, inAngularVelocity);
|
|
}
|
|
|
|
Vec3 Character::GetLinearVelocity(bool inLockBodies) const
|
|
{
|
|
return sGetBodyInterface(mSystem, inLockBodies).GetLinearVelocity(mBodyID);
|
|
}
|
|
|
|
void Character::SetLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies)
|
|
{
|
|
sGetBodyInterface(mSystem, inLockBodies).SetLinearVelocity(mBodyID, inLinearVelocity);
|
|
}
|
|
|
|
void Character::AddLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies)
|
|
{
|
|
sGetBodyInterface(mSystem, inLockBodies).AddLinearVelocity(mBodyID, inLinearVelocity);
|
|
}
|
|
|
|
void Character::AddImpulse(Vec3Arg inImpulse, bool inLockBodies)
|
|
{
|
|
sGetBodyInterface(mSystem, inLockBodies).AddImpulse(mBodyID, inImpulse);
|
|
}
|
|
|
|
void Character::GetPositionAndRotation(RVec3 &outPosition, Quat &outRotation, bool inLockBodies) const
|
|
{
|
|
sGetBodyInterface(mSystem, inLockBodies).GetPositionAndRotation(mBodyID, outPosition, outRotation);
|
|
}
|
|
|
|
void Character::SetPositionAndRotation(RVec3Arg inPosition, QuatArg inRotation, EActivation inActivationMode, bool inLockBodies) const
|
|
{
|
|
sGetBodyInterface(mSystem, inLockBodies).SetPositionAndRotation(mBodyID, inPosition, inRotation, inActivationMode);
|
|
}
|
|
|
|
RVec3 Character::GetPosition(bool inLockBodies) const
|
|
{
|
|
return sGetBodyInterface(mSystem, inLockBodies).GetPosition(mBodyID);
|
|
}
|
|
|
|
void Character::SetPosition(RVec3Arg inPosition, EActivation inActivationMode, bool inLockBodies)
|
|
{
|
|
sGetBodyInterface(mSystem, inLockBodies).SetPosition(mBodyID, inPosition, inActivationMode);
|
|
}
|
|
|
|
Quat Character::GetRotation(bool inLockBodies) const
|
|
{
|
|
return sGetBodyInterface(mSystem, inLockBodies).GetRotation(mBodyID);
|
|
}
|
|
|
|
void Character::SetRotation(QuatArg inRotation, EActivation inActivationMode, bool inLockBodies)
|
|
{
|
|
sGetBodyInterface(mSystem, inLockBodies).SetRotation(mBodyID, inRotation, inActivationMode);
|
|
}
|
|
|
|
RVec3 Character::GetCenterOfMassPosition(bool inLockBodies) const
|
|
{
|
|
return sGetBodyInterface(mSystem, inLockBodies).GetCenterOfMassPosition(mBodyID);
|
|
}
|
|
|
|
RMat44 Character::GetWorldTransform(bool inLockBodies) const
|
|
{
|
|
return sGetBodyInterface(mSystem, inLockBodies).GetWorldTransform(mBodyID);
|
|
}
|
|
|
|
void Character::SetLayer(ObjectLayer inLayer, bool inLockBodies)
|
|
{
|
|
mLayer = inLayer;
|
|
|
|
sGetBodyInterface(mSystem, inLockBodies).SetObjectLayer(mBodyID, inLayer);
|
|
}
|
|
|
|
bool Character::SetShape(const Shape *inShape, float inMaxPenetrationDepth, bool inLockBodies)
|
|
{
|
|
if (inMaxPenetrationDepth < FLT_MAX)
|
|
{
|
|
// Collector that checks if there is anything in the way while switching to inShape
|
|
class MyCollector : public CollideShapeCollector
|
|
{
|
|
public:
|
|
// Constructor
|
|
explicit MyCollector(float inMaxPenetrationDepth) : mMaxPenetrationDepth(inMaxPenetrationDepth) { }
|
|
|
|
// See: CollectorType::AddHit
|
|
virtual void AddHit(const CollideShapeResult &inResult) override
|
|
{
|
|
if (inResult.mPenetrationDepth > mMaxPenetrationDepth)
|
|
{
|
|
mHadCollision = true;
|
|
ForceEarlyOut();
|
|
}
|
|
}
|
|
|
|
float mMaxPenetrationDepth;
|
|
bool mHadCollision = false;
|
|
};
|
|
|
|
// Test if anything is in the way of switching
|
|
RVec3 char_pos = GetPosition(inLockBodies);
|
|
MyCollector collector(inMaxPenetrationDepth);
|
|
CheckCollision(inShape, 0.0f, char_pos, collector, inLockBodies);
|
|
if (collector.mHadCollision)
|
|
return false;
|
|
}
|
|
|
|
// Switch the shape
|
|
mShape = inShape;
|
|
sGetBodyInterface(mSystem, inLockBodies).SetShape(mBodyID, mShape, false, EActivation::Activate);
|
|
return true;
|
|
}
|
|
|
|
TransformedShape Character::GetTransformedShape(bool inLockBodies) const
|
|
{
|
|
return sGetBodyInterface(mSystem, inLockBodies).GetTransformedShape(mBodyID);
|
|
}
|
|
|
|
JPH_NAMESPACE_END
|