godot-module-template/engine/thirdparty/jolt_physics/Jolt/Physics/Character/Character.cpp
2025-04-12 18:40:44 +02:00

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