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

445 lines
18 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/Collision/NarrowPhaseQuery.h>
#include <Jolt/Physics/Collision/CollisionDispatch.h>
#include <Jolt/Physics/Collision/RayCast.h>
#include <Jolt/Physics/Collision/AABoxCast.h>
#include <Jolt/Physics/Collision/ShapeCast.h>
#include <Jolt/Physics/Collision/CollideShape.h>
#include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
#include <Jolt/Physics/Collision/CastResult.h>
#include <Jolt/Physics/Collision/InternalEdgeRemovingCollector.h>
JPH_NAMESPACE_BEGIN
bool NarrowPhaseQuery::CastRay(const RRayCast &inRay, RayCastResult &ioHit, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter) const
{
JPH_PROFILE_FUNCTION();
class MyCollector : public RayCastBodyCollector
{
public:
MyCollector(const RRayCast &inRay, RayCastResult &ioHit, const BodyLockInterface &inBodyLockInterface, const BodyFilter &inBodyFilter) :
mRay(inRay),
mHit(ioHit),
mBodyLockInterface(inBodyLockInterface),
mBodyFilter(inBodyFilter)
{
ResetEarlyOutFraction(ioHit.mFraction);
}
virtual void AddHit(const ResultType &inResult) override
{
JPH_ASSERT(inResult.mFraction < mHit.mFraction, "This hit should not have been passed on to the collector");
// Only test shape if it passes the body filter
if (mBodyFilter.ShouldCollide(inResult.mBodyID))
{
// Lock the body
BodyLockRead lock(mBodyLockInterface, inResult.mBodyID);
if (lock.SucceededAndIsInBroadPhase()) // Race condition: body could have been removed since it has been found in the broadphase, ensures body is in the broadphase while we call the callbacks
{
const Body &body = lock.GetBody();
// Check body filter again now that we've locked the body
if (mBodyFilter.ShouldCollideLocked(body))
{
// Collect the transformed shape
TransformedShape ts = body.GetTransformedShape();
// Release the lock now, we have all the info we need in the transformed shape
lock.ReleaseLock();
// Do narrow phase collision check
if (ts.CastRay(mRay, mHit))
{
// Test that we didn't find a further hit by accident
JPH_ASSERT(mHit.mFraction >= 0.0f && mHit.mFraction < GetEarlyOutFraction());
// Update early out fraction based on narrow phase collector
UpdateEarlyOutFraction(mHit.mFraction);
}
}
}
}
}
RRayCast mRay;
RayCastResult & mHit;
const BodyLockInterface & mBodyLockInterface;
const BodyFilter & mBodyFilter;
};
// Do broadphase test, note that the broadphase uses floats so we drop precision here
MyCollector collector(inRay, ioHit, *mBodyLockInterface, inBodyFilter);
mBroadPhaseQuery->CastRay(RayCast(inRay), collector, inBroadPhaseLayerFilter, inObjectLayerFilter);
return ioHit.mFraction <= 1.0f;
}
void NarrowPhaseQuery::CastRay(const RRayCast &inRay, const RayCastSettings &inRayCastSettings, CastRayCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter, const ShapeFilter &inShapeFilter) const
{
JPH_PROFILE_FUNCTION();
class MyCollector : public RayCastBodyCollector
{
public:
MyCollector(const RRayCast &inRay, const RayCastSettings &inRayCastSettings, CastRayCollector &ioCollector, const BodyLockInterface &inBodyLockInterface, const BodyFilter &inBodyFilter, const ShapeFilter &inShapeFilter) :
RayCastBodyCollector(ioCollector),
mRay(inRay),
mRayCastSettings(inRayCastSettings),
mCollector(ioCollector),
mBodyLockInterface(inBodyLockInterface),
mBodyFilter(inBodyFilter),
mShapeFilter(inShapeFilter)
{
}
virtual void AddHit(const ResultType &inResult) override
{
JPH_ASSERT(inResult.mFraction < mCollector.GetEarlyOutFraction(), "This hit should not have been passed on to the collector");
// Only test shape if it passes the body filter
if (mBodyFilter.ShouldCollide(inResult.mBodyID))
{
// Lock the body
BodyLockRead lock(mBodyLockInterface, inResult.mBodyID);
if (lock.SucceededAndIsInBroadPhase()) // Race condition: body could have been removed since it has been found in the broadphase, ensures body is in the broadphase while we call the callbacks
{
const Body &body = lock.GetBody();
// Check body filter again now that we've locked the body
if (mBodyFilter.ShouldCollideLocked(body))
{
// Collect the transformed shape
TransformedShape ts = body.GetTransformedShape();
// Notify collector of new body
mCollector.OnBody(body);
// Release the lock now, we have all the info we need in the transformed shape
lock.ReleaseLock();
// Do narrow phase collision check
ts.CastRay(mRay, mRayCastSettings, mCollector, mShapeFilter);
// Notify collector of the end of this body
// We do this before updating the early out fraction so that the collector can still modify it
mCollector.OnBodyEnd();
// Update early out fraction based on narrow phase collector
UpdateEarlyOutFraction(mCollector.GetEarlyOutFraction());
}
}
}
}
RRayCast mRay;
RayCastSettings mRayCastSettings;
CastRayCollector & mCollector;
const BodyLockInterface & mBodyLockInterface;
const BodyFilter & mBodyFilter;
const ShapeFilter & mShapeFilter;
};
// Do broadphase test, note that the broadphase uses floats so we drop precision here
MyCollector collector(inRay, inRayCastSettings, ioCollector, *mBodyLockInterface, inBodyFilter, inShapeFilter);
mBroadPhaseQuery->CastRay(RayCast(inRay), collector, inBroadPhaseLayerFilter, inObjectLayerFilter);
}
void NarrowPhaseQuery::CollidePoint(RVec3Arg inPoint, CollidePointCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter, const ShapeFilter &inShapeFilter) const
{
JPH_PROFILE_FUNCTION();
class MyCollector : public CollideShapeBodyCollector
{
public:
MyCollector(RVec3Arg inPoint, CollidePointCollector &ioCollector, const BodyLockInterface &inBodyLockInterface, const BodyFilter &inBodyFilter, const ShapeFilter &inShapeFilter) :
CollideShapeBodyCollector(ioCollector),
mPoint(inPoint),
mCollector(ioCollector),
mBodyLockInterface(inBodyLockInterface),
mBodyFilter(inBodyFilter),
mShapeFilter(inShapeFilter)
{
}
virtual void AddHit(const ResultType &inResult) override
{
// Only test shape if it passes the body filter
if (mBodyFilter.ShouldCollide(inResult))
{
// Lock the body
BodyLockRead lock(mBodyLockInterface, inResult);
if (lock.SucceededAndIsInBroadPhase()) // Race condition: body could have been removed since it has been found in the broadphase, ensures body is in the broadphase while we call the callbacks
{
const Body &body = lock.GetBody();
// Check body filter again now that we've locked the body
if (mBodyFilter.ShouldCollideLocked(body))
{
// Collect the transformed shape
TransformedShape ts = body.GetTransformedShape();
// Notify collector of new body
mCollector.OnBody(body);
// Release the lock now, we have all the info we need in the transformed shape
lock.ReleaseLock();
// Do narrow phase collision check
ts.CollidePoint(mPoint, mCollector, mShapeFilter);
// Notify collector of the end of this body
// We do this before updating the early out fraction so that the collector can still modify it
mCollector.OnBodyEnd();
// Update early out fraction based on narrow phase collector
UpdateEarlyOutFraction(mCollector.GetEarlyOutFraction());
}
}
}
}
RVec3 mPoint;
CollidePointCollector & mCollector;
const BodyLockInterface & mBodyLockInterface;
const BodyFilter & mBodyFilter;
const ShapeFilter & mShapeFilter;
};
// Do broadphase test (note: truncates double to single precision since the broadphase uses single precision)
MyCollector collector(inPoint, ioCollector, *mBodyLockInterface, inBodyFilter, inShapeFilter);
mBroadPhaseQuery->CollidePoint(Vec3(inPoint), collector, inBroadPhaseLayerFilter, inObjectLayerFilter);
}
void NarrowPhaseQuery::CollideShape(const Shape *inShape, Vec3Arg inShapeScale, RMat44Arg inCenterOfMassTransform, const CollideShapeSettings &inCollideShapeSettings, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter, const ShapeFilter &inShapeFilter) const
{
JPH_PROFILE_FUNCTION();
class MyCollector : public CollideShapeBodyCollector
{
public:
MyCollector(const Shape *inShape, Vec3Arg inShapeScale, RMat44Arg inCenterOfMassTransform, const CollideShapeSettings &inCollideShapeSettings, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, const BodyLockInterface &inBodyLockInterface, const BodyFilter &inBodyFilter, const ShapeFilter &inShapeFilter) :
CollideShapeBodyCollector(ioCollector),
mShape(inShape),
mShapeScale(inShapeScale),
mCenterOfMassTransform(inCenterOfMassTransform),
mCollideShapeSettings(inCollideShapeSettings),
mBaseOffset(inBaseOffset),
mCollector(ioCollector),
mBodyLockInterface(inBodyLockInterface),
mBodyFilter(inBodyFilter),
mShapeFilter(inShapeFilter)
{
}
virtual void AddHit(const ResultType &inResult) override
{
// Only test shape if it passes the body filter
if (mBodyFilter.ShouldCollide(inResult))
{
// Lock the body
BodyLockRead lock(mBodyLockInterface, inResult);
if (lock.SucceededAndIsInBroadPhase()) // Race condition: body could have been removed since it has been found in the broadphase, ensures body is in the broadphase while we call the callbacks
{
const Body &body = lock.GetBody();
// Check body filter again now that we've locked the body
if (mBodyFilter.ShouldCollideLocked(body))
{
// Collect the transformed shape
TransformedShape ts = body.GetTransformedShape();
// Notify collector of new body
mCollector.OnBody(body);
// Release the lock now, we have all the info we need in the transformed shape
lock.ReleaseLock();
// Do narrow phase collision check
ts.CollideShape(mShape, mShapeScale, mCenterOfMassTransform, mCollideShapeSettings, mBaseOffset, mCollector, mShapeFilter);
// Notify collector of the end of this body
// We do this before updating the early out fraction so that the collector can still modify it
mCollector.OnBodyEnd();
// Update early out fraction based on narrow phase collector
UpdateEarlyOutFraction(mCollector.GetEarlyOutFraction());
}
}
}
}
const Shape * mShape;
Vec3 mShapeScale;
RMat44 mCenterOfMassTransform;
const CollideShapeSettings & mCollideShapeSettings;
RVec3 mBaseOffset;
CollideShapeCollector & mCollector;
const BodyLockInterface & mBodyLockInterface;
const BodyFilter & mBodyFilter;
const ShapeFilter & mShapeFilter;
};
// Calculate bounds for shape and expand by max separation distance
AABox bounds = inShape->GetWorldSpaceBounds(inCenterOfMassTransform, inShapeScale);
bounds.ExpandBy(Vec3::sReplicate(inCollideShapeSettings.mMaxSeparationDistance));
// Do broadphase test
MyCollector collector(inShape, inShapeScale, inCenterOfMassTransform, inCollideShapeSettings, inBaseOffset, ioCollector, *mBodyLockInterface, inBodyFilter, inShapeFilter);
mBroadPhaseQuery->CollideAABox(bounds, collector, inBroadPhaseLayerFilter, inObjectLayerFilter);
}
void NarrowPhaseQuery::CollideShapeWithInternalEdgeRemoval(const Shape *inShape, Vec3Arg inShapeScale, RMat44Arg inCenterOfMassTransform, const CollideShapeSettings &inCollideShapeSettings, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter, const ShapeFilter &inShapeFilter) const
{
// We require these settings for internal edge removal to work
CollideShapeSettings settings = inCollideShapeSettings;
settings.mActiveEdgeMode = EActiveEdgeMode::CollideWithAll;
settings.mCollectFacesMode = ECollectFacesMode::CollectFaces;
InternalEdgeRemovingCollector wrapper(ioCollector);
CollideShape(inShape, inShapeScale, inCenterOfMassTransform, settings, inBaseOffset, wrapper, inBroadPhaseLayerFilter, inObjectLayerFilter, inBodyFilter, inShapeFilter);
}
void NarrowPhaseQuery::CastShape(const RShapeCast &inShapeCast, const ShapeCastSettings &inShapeCastSettings, RVec3Arg inBaseOffset, CastShapeCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter, const ShapeFilter &inShapeFilter) const
{
JPH_PROFILE_FUNCTION();
class MyCollector : public CastShapeBodyCollector
{
public:
MyCollector(const RShapeCast &inShapeCast, const ShapeCastSettings &inShapeCastSettings, RVec3Arg inBaseOffset, CastShapeCollector &ioCollector, const BodyLockInterface &inBodyLockInterface, const BodyFilter &inBodyFilter, const ShapeFilter &inShapeFilter) :
CastShapeBodyCollector(ioCollector),
mShapeCast(inShapeCast),
mShapeCastSettings(inShapeCastSettings),
mBaseOffset(inBaseOffset),
mCollector(ioCollector),
mBodyLockInterface(inBodyLockInterface),
mBodyFilter(inBodyFilter),
mShapeFilter(inShapeFilter)
{
}
virtual void AddHit(const ResultType &inResult) override
{
JPH_ASSERT(inResult.mFraction <= max(0.0f, mCollector.GetEarlyOutFraction()), "This hit should not have been passed on to the collector");
// Only test shape if it passes the body filter
if (mBodyFilter.ShouldCollide(inResult.mBodyID))
{
// Lock the body
BodyLockRead lock(mBodyLockInterface, inResult.mBodyID);
if (lock.SucceededAndIsInBroadPhase()) // Race condition: body could have been removed since it has been found in the broadphase, ensures body is in the broadphase while we call the callbacks
{
const Body &body = lock.GetBody();
// Check body filter again now that we've locked the body
if (mBodyFilter.ShouldCollideLocked(body))
{
// Collect the transformed shape
TransformedShape ts = body.GetTransformedShape();
// Notify collector of new body
mCollector.OnBody(body);
// Release the lock now, we have all the info we need in the transformed shape
lock.ReleaseLock();
// Do narrow phase collision check
ts.CastShape(mShapeCast, mShapeCastSettings, mBaseOffset, mCollector, mShapeFilter);
// Notify collector of the end of this body
// We do this before updating the early out fraction so that the collector can still modify it
mCollector.OnBodyEnd();
// Update early out fraction based on narrow phase collector
UpdateEarlyOutFraction(mCollector.GetEarlyOutFraction());
}
}
}
}
RShapeCast mShapeCast;
const ShapeCastSettings & mShapeCastSettings;
RVec3 mBaseOffset;
CastShapeCollector & mCollector;
const BodyLockInterface & mBodyLockInterface;
const BodyFilter & mBodyFilter;
const ShapeFilter & mShapeFilter;
};
// Do broadphase test
MyCollector collector(inShapeCast, inShapeCastSettings, inBaseOffset, ioCollector, *mBodyLockInterface, inBodyFilter, inShapeFilter);
mBroadPhaseQuery->CastAABox({ inShapeCast.mShapeWorldBounds, inShapeCast.mDirection }, collector, inBroadPhaseLayerFilter, inObjectLayerFilter);
}
void NarrowPhaseQuery::CollectTransformedShapes(const AABox &inBox, TransformedShapeCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter, const ShapeFilter &inShapeFilter) const
{
class MyCollector : public CollideShapeBodyCollector
{
public:
MyCollector(const AABox &inBox, TransformedShapeCollector &ioCollector, const BodyLockInterface &inBodyLockInterface, const BodyFilter &inBodyFilter, const ShapeFilter &inShapeFilter) :
CollideShapeBodyCollector(ioCollector),
mBox(inBox),
mCollector(ioCollector),
mBodyLockInterface(inBodyLockInterface),
mBodyFilter(inBodyFilter),
mShapeFilter(inShapeFilter)
{
}
virtual void AddHit(const ResultType &inResult) override
{
// Only test shape if it passes the body filter
if (mBodyFilter.ShouldCollide(inResult))
{
// Lock the body
BodyLockRead lock(mBodyLockInterface, inResult);
if (lock.SucceededAndIsInBroadPhase()) // Race condition: body could have been removed since it has been found in the broadphase, ensures body is in the broadphase while we call the callbacks
{
const Body &body = lock.GetBody();
// Check body filter again now that we've locked the body
if (mBodyFilter.ShouldCollideLocked(body))
{
// Collect the transformed shape
TransformedShape ts = body.GetTransformedShape();
// Notify collector of new body
mCollector.OnBody(body);
// Release the lock now, we have all the info we need in the transformed shape
lock.ReleaseLock();
// Do narrow phase collision check
ts.CollectTransformedShapes(mBox, mCollector, mShapeFilter);
// Notify collector of the end of this body
// We do this before updating the early out fraction so that the collector can still modify it
mCollector.OnBodyEnd();
// Update early out fraction based on narrow phase collector
UpdateEarlyOutFraction(mCollector.GetEarlyOutFraction());
}
}
}
}
const AABox & mBox;
TransformedShapeCollector & mCollector;
const BodyLockInterface & mBodyLockInterface;
const BodyFilter & mBodyFilter;
const ShapeFilter & mShapeFilter;
};
// Do broadphase test
MyCollector collector(inBox, ioCollector, *mBodyLockInterface, inBodyFilter, inShapeFilter);
mBroadPhaseQuery->CollideAABox(inBox, collector, inBroadPhaseLayerFilter, inObjectLayerFilter);
}
JPH_NAMESPACE_END