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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <Jolt/Jolt.h>
- #include <Jolt/Physics/Character/CharacterVirtual.h>
- #include <Jolt/Physics/Body/Body.h>
- #include <Jolt/Physics/PhysicsSystem.h>
- #include <Jolt/Physics/Collision/ShapeCast.h>
- #include <Jolt/Physics/Collision/CollideShape.h>
- JPH_NAMESPACE_BEGIN
- CharacterVirtual::CharacterVirtual(const CharacterVirtualSettings *inSettings, Vec3Arg inPosition, QuatArg inRotation, PhysicsSystem *inSystem) :
- CharacterBase(inSettings, inSystem),
- mUp(inSettings->mUp),
- mPredictiveContactDistance(inSettings->mPredictiveContactDistance),
- mMaxCollisionIterations(inSettings->mMaxCollisionIterations),
- mMaxConstraintIterations(inSettings->mMaxConstraintIterations),
- mMinTimeRemaining(inSettings->mMinTimeRemaining),
- mCollisionTolerance(inSettings->mCollisionTolerance),
- mCharacterPadding(inSettings->mCharacterPadding),
- mMaxNumHits(inSettings->mMaxNumHits),
- mPenetrationRecoverySpeed(inSettings->mPenetrationRecoverySpeed),
- mPosition(inPosition),
- mRotation(inRotation)
- {
- // Copy settings
- SetMaxStrength(inSettings->mMaxStrength);
- SetMass(inSettings->mMass);
- }
- template <class taCollector>
- void CharacterVirtual::sFillContactProperties(Contact &outContact, const Body &inBody, const taCollector &inCollector, const CollideShapeResult &inResult)
- {
- outContact.mPosition = inResult.mContactPointOn2;
- outContact.mLinearVelocity = inBody.GetPointVelocity(inResult.mContactPointOn2);
- outContact.mNormal = -inResult.mPenetrationAxis.NormalizedOr(Vec3::sZero());
- outContact.mDistance = -inResult.mPenetrationDepth;
- outContact.mBodyB = inResult.mBodyID2;
- outContact.mSubShapeIDB = inResult.mSubShapeID2;
- outContact.mMotionTypeB = inBody.GetMotionType();
- outContact.mUserData = inBody.GetUserData();
- outContact.mMaterial = inCollector.GetContext()->GetMaterial(inResult.mSubShapeID2);
- }
- void CharacterVirtual::ContactCollector::AddHit(const CollideShapeResult &inResult)
- {
- BodyLockRead lock(mSystem->GetBodyLockInterface(), inResult.mBodyID2);
- if (lock.SucceededAndIsInBroadPhase())
- {
- const Body &body = lock.GetBody();
- mContacts.emplace_back();
- Contact &contact = mContacts.back();
- sFillContactProperties(contact, body, *this, inResult);
- contact.mFraction = 0.0f;
- // Protection from excess of contact points
- if (mContacts.size() == mMaxHits)
- ForceEarlyOut();
- }
- }
- void CharacterVirtual::ContactCastCollector::AddHit(const ShapeCastResult &inResult)
- {
- if (inResult.mFraction > 0.0f // Ignore collisions at fraction = 0
- && inResult.mPenetrationAxis.Dot(mDisplacement) > 0.0f) // Ignore penetrations that we're moving away from
- {
- // Test if this contact should be ignored
- for (const IgnoredContact &c : mIgnoredContacts)
- if (c.mBodyID == inResult.mBodyID2 && c.mSubShapeID == inResult.mSubShapeID2)
- return;
- BodyLockRead lock(mSystem->GetBodyLockInterface(), inResult.mBodyID2);
- if (lock.SucceededAndIsInBroadPhase())
- {
- const Body &body = lock.GetBody();
- mContacts.emplace_back();
- Contact &contact = mContacts.back();
- sFillContactProperties(contact, body, *this, inResult);
- contact.mFraction = inResult.mFraction;
- // Protection from excess of contact points
- if (mContacts.size() == mMaxHits)
- ForceEarlyOut();
- }
- }
- }
- void CharacterVirtual::CheckCollision(Vec3Arg inPosition, QuatArg inRotation, Vec3Arg inMovementDirection, float inMaxSeparationDistance, const Shape *inShape, CollideShapeCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter) const
- {
- // Query shape transform
- Mat44 transform = GetCenterOfMassTransform(inPosition, inRotation, inShape);
- // Settings for collide shape
- CollideShapeSettings settings;
- settings.mActiveEdgeMode = EActiveEdgeMode::CollideOnlyWithActive;
- settings.mBackFaceMode = EBackFaceMode::CollideWithBackFaces;
- settings.mActiveEdgeMovementDirection = inMovementDirection;
- settings.mMaxSeparationDistance = mCharacterPadding + inMaxSeparationDistance;
- // Collide shape
- mSystem->GetNarrowPhaseQuery().CollideShape(inShape, Vec3::sReplicate(1.0f), transform, settings, ioCollector, inBroadPhaseLayerFilter, inObjectLayerFilter, inBodyFilter);
- }
- void CharacterVirtual::GetContactsAtPosition(Vec3Arg inPosition, Vec3Arg inMovementDirection, const Shape *inShape, TempContactList &outContacts, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter) const
- {
- // Remove previous results
- outContacts.clear();
- // Collide shape
- ContactCollector collector(mSystem, mMaxNumHits, outContacts);
- CheckCollision(inPosition, mRotation, inMovementDirection, mPredictiveContactDistance, inShape, collector, inBroadPhaseLayerFilter, inObjectLayerFilter, inBodyFilter);
- // Reduce distance to contact by padding to ensure we stay away from the object by a little margin
- // (this will make collision detection cheaper - especially for sweep tests as they won't hit the surface if we're properly sliding)
- for (Contact &c : outContacts)
- c.mDistance -= mCharacterPadding;
- }
- void CharacterVirtual::RemoveConflictingContacts(TempContactList &ioContacts, IgnoredContactList &outIgnoredContacts) const
- {
- // Only use this algorithm if we're penetrating further than this (due to numerical precision issues we can always penetrate a little bit and we don't want to discard contacts if they just have a tiny penetration)
- // We do need to account for padding (see GetContactsAtPosition) that is removed from the contact distances, to compensate we add it to the cMinRequiredPenetration
- const float cMinRequiredPenetration = 1.25f * mCharacterPadding;
- // Discard conflicting penetrating contacts
- for (size_t c1 = 0; c1 < ioContacts.size(); c1++)
- {
- Contact &contact1 = ioContacts[c1];
- if (contact1.mDistance <= -cMinRequiredPenetration) // Only for penetrations
- for (size_t c2 = c1 + 1; c2 < ioContacts.size(); c2++)
- {
- Contact &contact2 = ioContacts[c2];
- if (contact1.mBodyB == contact2.mBodyB // Only same body
- && contact2.mDistance <= -cMinRequiredPenetration // Only for penetrations
- && contact1.mNormal.Dot(contact2.mNormal) < 0.0f) // Only opposing normals
- {
- // Discard contacts with the least amount of penetration
- if (contact1.mDistance < contact2.mDistance)
- {
- // Discard the 2nd contact
- outIgnoredContacts.emplace_back(contact2.mBodyB, contact2.mSubShapeIDB);
- ioContacts.erase(ioContacts.begin() + c2);
- c2--;
- }
- else
- {
- // Discard the first contact
- outIgnoredContacts.emplace_back(contact1.mBodyB, contact1.mSubShapeIDB);
- ioContacts.erase(ioContacts.begin() + c1);
- c1--;
- break;
- }
- }
- }
- }
- }
- bool CharacterVirtual::ValidateContact(const Contact &inContact) const
- {
- if (mListener == nullptr)
- return true;
- return mListener->OnContactValidate(this, inContact.mBodyB, inContact.mSubShapeIDB);
- }
- bool CharacterVirtual::GetFirstContactForSweep(Vec3Arg inPosition, Vec3Arg inDisplacement, Contact &outContact, const IgnoredContactList &inIgnoredContacts, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter, TempAllocator &inAllocator) const
- {
- // Too small distance -> skip checking
- if (inDisplacement.LengthSq() < 1.0e-8f)
- return false;
- // Calculate start transform
- Mat44 start = GetCenterOfMassTransform(inPosition, mRotation, mShape);
- // Settings for the cast
- ShapeCastSettings settings;
- settings.mBackFaceModeTriangles = EBackFaceMode::CollideWithBackFaces;
- settings.mBackFaceModeConvex = EBackFaceMode::IgnoreBackFaces;
- settings.mActiveEdgeMode = EActiveEdgeMode::CollideOnlyWithActive;
- settings.mUseShrunkenShapeAndConvexRadius = true;
- settings.mReturnDeepestPoint = false;
- // Cast shape
- TempContactList contacts(inAllocator);
- contacts.reserve(mMaxNumHits);
- ContactCastCollector collector(mSystem, inDisplacement, mMaxNumHits, inIgnoredContacts, contacts);
- ShapeCast shape_cast(mShape, Vec3::sReplicate(1.0f), start, inDisplacement);
- mSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, collector, inBroadPhaseLayerFilter, inObjectLayerFilter, inBodyFilter);
- if (contacts.empty())
- return false;
- // Sort the contacts on fraction
- sort(contacts.begin(), contacts.end(), [](const Contact &inLHS, const Contact &inRHS) { return inLHS.mFraction < inRHS.mFraction; });
- // Check the first contact that will make us penetrate more than the allowed tolerance
- bool valid_contact = false;
- for (const Contact &c : contacts)
- if (c.mDistance + c.mNormal.Dot(inDisplacement) < -mCollisionTolerance
- && ValidateContact(c))
- {
- outContact = c;
- valid_contact = true;
- break;
- }
- if (!valid_contact)
- return false;
- // Correct fraction for the padding that we want to keep from geometry
- // We want to maintain distance of cCharacterPadding (p) along plane normal outContact.mNormal (n) to the capsule by moving back along inDisplacement (d) by amount d'
- // cos(angle between d and -n) = -n dot d / |d| = p / d'
- // <=> d' = -p |d| / n dot d
- // The new fraction of collision is then:
- // f' = f - d' / |d| = f + p / n dot d
- float dot = outContact.mNormal.Dot(inDisplacement);
- if (dot < 0.0f) // We should not divide by zero and we should only update the fraction if normal is pointing towards displacement
- outContact.mFraction = max(0.0f, outContact.mFraction + mCharacterPadding / dot);
- return true;
- }
- void CharacterVirtual::DetermineConstraints(TempContactList &inContacts, ConstraintList &outConstraints) const
- {
- for (Contact &c : inContacts)
- {
- Vec3 contact_velocity = c.mLinearVelocity;
- // Penetrating contact: Add a contact velocity that pushes the character out at the desired speed
- if (c.mDistance < 0.0f)
- contact_velocity -= c.mNormal * c.mDistance * mPenetrationRecoverySpeed;
- // Convert to a constraint
- outConstraints.emplace_back();
- Constraint &constraint = outConstraints.back();
- constraint.mContact = &c;
- constraint.mLinearVelocity = contact_velocity;
- constraint.mPlane = Plane(c.mNormal, c.mDistance);
- // Next check if the angle is too steep and if it is add an additional constraint that holds the character back
- if (mCosMaxSlopeAngle < 0.999f) // If cos(slope angle) is close to 1 then there's no limit
- {
- float dot = c.mNormal.Dot(mUp);
- if (dot > 0.0f && dot < mCosMaxSlopeAngle)
- {
- // Make horizontal normal
- Vec3 normal = (c.mNormal - dot * mUp).Normalized();
- // Create a secondary constraint that blocks horizontal movement
- outConstraints.emplace_back();
- Constraint &vertical_constraint = outConstraints.back();
- vertical_constraint.mContact = &c;
- vertical_constraint.mLinearVelocity = contact_velocity.Dot(normal) * normal; // Project the contact velocity on the new normal so that both planes push at an equal rate
- vertical_constraint.mPlane = Plane(normal, c.mDistance / normal.Dot(c.mNormal)); // Calculate the distance we have to travel horizontally to hit the contact plane
- }
- }
- }
- }
- bool CharacterVirtual::HandleContact(Vec3Arg inVelocity, Constraint &ioConstraint, Vec3Arg inGravity, float inDeltaTime) const
- {
- Contact &contact = *ioConstraint.mContact;
- // Validate the contact point
- if (!ValidateContact(contact))
- return false;
- // Send contact added event
- CharacterContactSettings settings;
- if (mListener != nullptr)
- mListener->OnContactAdded(this, contact.mBodyB, contact.mSubShapeIDB, contact.mPosition, -contact.mNormal, settings);
- contact.mCanPushCharacter = settings.mCanPushCharacter;
- // If body B cannot receive an impulse, we're done
- if (!settings.mCanReceiveImpulses || contact.mMotionTypeB != EMotionType::Dynamic)
- return true;
- // Lock the body we're colliding with
- BodyLockWrite lock(mSystem->GetBodyLockInterface(), contact.mBodyB);
- if (!lock.SucceededAndIsInBroadPhase())
- return false; // Body has been removed, we should not collide with it anymore
- const Body &body = lock.GetBody();
- // Calculate the velocity that we want to apply at B so that it will start moving at the character's speed at the contact point
- constexpr float cDamping = 0.9f;
- constexpr float cPenetrationResolution = 0.4f;
- Vec3 relative_velocity = inVelocity - contact.mLinearVelocity;
- float projected_velocity = relative_velocity.Dot(contact.mNormal);
- float delta_velocity = -projected_velocity * cDamping - min(contact.mDistance, 0.0f) * cPenetrationResolution / inDeltaTime;
- // Don't apply impulses if we're separating
- if (delta_velocity < 0.0f)
- return true;
- // Determine mass properties of the body we're colliding with
- const MotionProperties *motion_properties = body.GetMotionProperties();
- Vec3 center_of_mass = body.GetCenterOfMassPosition();
- Mat44 inverse_inertia = body.GetInverseInertia();
- float inverse_mass = motion_properties->GetInverseMass();
- // Calculate the inverse of the mass of body B as seen at the contact point in the direction of the contact normal
- Vec3 jacobian = (contact.mPosition - center_of_mass).Cross(contact.mNormal);
- float inv_effective_mass = inverse_inertia.Multiply3x3(jacobian).Dot(jacobian) + inverse_mass;
- // Impulse P = M dv
- float impulse = delta_velocity / inv_effective_mass;
- // Clamp the impulse according to the character strength, character strength is a force in newtons, P = F dt
- float max_impulse = mMaxStrength * inDeltaTime;
- impulse = min(impulse, max_impulse);
- // Calculate the world space impulse to apply
- Vec3 world_impulse = -impulse * contact.mNormal;
- // Add the impulse due to gravity working on the player: P = F dt = M g dt
- float normal_dot_gravity = contact.mNormal.Dot(inGravity);
- if (normal_dot_gravity < 0.0f)
- world_impulse -= (mMass * normal_dot_gravity / inGravity.Length() * inDeltaTime) * inGravity;
- // Now apply the impulse (body is already locked so we use the no-lock interface)
- mSystem->GetBodyInterfaceNoLock().AddImpulse(contact.mBodyB, world_impulse, contact.mPosition);
- return true;
- }
- void CharacterVirtual::SolveConstraints(Vec3Arg inVelocity, Vec3Arg inGravity, float inDeltaTime, float inTimeRemaining, ConstraintList &ioConstraints, IgnoredContactList &ioIgnoredContacts, float &outTimeSimulated, Vec3 &outDisplacement, TempAllocator &inAllocator) const
- {
- // If there are no constraints we can immediately move to our target
- if (ioConstraints.empty())
- {
- outDisplacement = inVelocity * inTimeRemaining;
- outTimeSimulated = inTimeRemaining;
- return;
- }
- // Create array that holds the constraints in order of time of impact (sort will happen later)
- vector<Constraint *, STLTempAllocator<Constraint *>> sorted_constraints(inAllocator);
- sorted_constraints.resize(ioConstraints.size());
- for (size_t index = 0; index < sorted_constraints.size(); index++)
- sorted_constraints[index] = &ioConstraints[index];
- // This is the velocity we use for the displacement, if we hit something it will be shortened
- Vec3 velocity = inVelocity;
- // Start with no displacement
- outDisplacement = Vec3::sZero();
- outTimeSimulated = 0.0f;
- // These are the contacts that we hit previously without moving a significant distance
- vector<Constraint *, STLTempAllocator<Constraint *>> previous_contacts(inAllocator);
- previous_contacts.resize(mMaxConstraintIterations);
- int num_previous_contacts = 0;
- // Loop for a max amount of iterations
- for (uint iteration = 0; iteration < mMaxConstraintIterations; iteration++)
- {
- // Calculate time of impact for all constraints
- for (Constraint &c : ioConstraints)
- {
- // Project velocity on plane direction
- c.mProjectedVelocity = c.mPlane.GetNormal().Dot(c.mLinearVelocity - velocity);
- if (c.mProjectedVelocity < 1.0e-6f)
- {
- c.mTOI = FLT_MAX;
- }
- else
- {
- // Distance to plane
- float dist = c.mPlane.SignedDistance(outDisplacement);
- if (dist - c.mProjectedVelocity * inTimeRemaining > -1.0e-4f)
- {
- // Too little penetration, accept the movement
- c.mTOI = FLT_MAX;
- }
- else
- {
- // Calculate time of impact
- c.mTOI = max(0.0f, dist / c.mProjectedVelocity);
- }
- }
- }
-
- // Sort constraints on proximity
- sort(sorted_constraints.begin(), sorted_constraints.end(), [](const Constraint *inLHS, const Constraint *inRHS) {
- // If both constraints hit at t = 0 then order the one that will push the character furthest first
- // Note that because we add velocity to penetrating contacts, this will also resolve contacts that penetrate the most
- if (inLHS->mTOI <= 0.0f && inRHS->mTOI <= 0.0f)
- return inLHS->mProjectedVelocity > inRHS->mProjectedVelocity;
- // Then sort on time of impact
- if (inLHS->mTOI != inRHS->mTOI)
- return inLHS->mTOI < inRHS->mTOI;
- // As a tie breaker sort static first so it has the most influence
- return inLHS->mContact->mMotionTypeB > inRHS->mContact->mMotionTypeB;
- });
- // Find the first valid constraint
- Constraint *constraint = nullptr;
- for (Constraint *c : sorted_constraints)
- {
- // Take the first contact and see if we can reach it
- if (c->mTOI >= inTimeRemaining)
- {
- // We can reach our goal!
- outDisplacement += velocity * inTimeRemaining;
- outTimeSimulated += inTimeRemaining;
- return;
- }
- // Test if this contact was discarded by the contact callback before
- if (c->mContact->mWasDiscarded)
- continue;
- // Check if we made contact with this before
- if (!c->mContact->mHadCollision)
- {
- // Handle the contact
- if (!HandleContact(velocity, *c, inGravity, inDeltaTime))
- {
- // Constraint should be ignored, remove it from the list
- c->mContact->mWasDiscarded = true;
- // Mark it as ignored for GetFirstContactForSweep
- ioIgnoredContacts.emplace_back(c->mContact->mBodyB, c->mContact->mSubShapeIDB);
- continue;
- }
- c->mContact->mHadCollision = true;
- }
- // Cancel velocity of constraint if it cannot push the character
- if (!c->mContact->mCanPushCharacter)
- c->mLinearVelocity = Vec3::sZero();
- // We found the first constraint that we want to collide with
- constraint = c;
- break;
- }
- if (constraint == nullptr)
- {
- // All constraints were discarded, we can reach our goal!
- outDisplacement += velocity * inTimeRemaining;
- outTimeSimulated += inTimeRemaining;
- return;
- }
- // Move to the contact
- outDisplacement += velocity * constraint->mTOI;
- inTimeRemaining -= constraint->mTOI;
- outTimeSimulated += constraint->mTOI;
- // If there's not enough time left to be simulated, bail
- if (inTimeRemaining < mMinTimeRemaining)
- return;
- // If we've moved significantly, clear all previous contacts
- if (constraint->mTOI > 1.0e-4f)
- num_previous_contacts = 0;
- // Get the normal of the plane we're hitting
- Vec3 plane_normal = constraint->mPlane.GetNormal();
- // Get the relative velocity between the character and the constraint
- Vec3 relative_velocity = velocity - constraint->mLinearVelocity;
- // Calculate new velocity if we cancel the relative velocity in the normal direction
- Vec3 new_velocity = velocity - relative_velocity.Dot(plane_normal) * plane_normal;
- // Find the normal of the previous contact that we will violate the most if we move in this new direction
- float highest_penetration = 0.0f;
- Constraint *other_constraint = nullptr;
- for (Constraint **c = previous_contacts.data(); c < previous_contacts.data() + num_previous_contacts; ++c)
- if (*c != constraint)
- {
- // Calculate how much we will penetrate if we move in this direction
- Vec3 other_normal = (*c)->mPlane.GetNormal();
- float penetration = ((*c)->mLinearVelocity - new_velocity).Dot(other_normal);
- if (penetration > highest_penetration)
- {
- // We don't want parallel or anti-parallel normals as that will cause our cross product below to become zero. Slack is approx 10 degrees.
- float dot = other_normal.Dot(plane_normal);
- if (dot < 0.984f && dot > -0.984f)
- {
- highest_penetration = penetration;
- other_constraint = *c;
- }
- }
- }
- // Check if we found a 2nd constraint
- if (other_constraint != nullptr)
- {
- // Calculate the sliding direction and project the new velocity onto that sliding direction
- Vec3 other_normal = other_constraint->mPlane.GetNormal();
- Vec3 slide_dir = plane_normal.Cross(other_normal).Normalized();
- Vec3 velocity_in_slide_dir = new_velocity.Dot(slide_dir) * slide_dir;
- // Cancel the constraint velocity in the other constraint plane's direction so that we won't try to apply it again and keep ping ponging between planes
- constraint->mLinearVelocity -= min(0.0f, constraint->mLinearVelocity.Dot(other_normal)) * other_normal;
- // Cancel the other constraints velocity in this constraint plane's direction so that we won't try to apply it again and keep ping ponging between planes
- other_constraint->mLinearVelocity -= min(0.0f, other_constraint->mLinearVelocity.Dot(plane_normal)) * plane_normal;
- // Calculate the velocity of this constraint perpendicular to the slide direction
- Vec3 perpendicular_velocity = constraint->mLinearVelocity - constraint->mLinearVelocity.Dot(slide_dir) * slide_dir;
- // Calculate the velocity of the other constraint perpendicular to the slide direction
- Vec3 other_perpendicular_velocity = other_constraint->mLinearVelocity - other_constraint->mLinearVelocity.Dot(slide_dir) * slide_dir;
- // Add all components together
- velocity = velocity_in_slide_dir + perpendicular_velocity + other_perpendicular_velocity;
- }
- else
- {
- // Update the velocity
- velocity = new_velocity;
- }
- // Add the contact to the list so that next iteration we can avoid violating it again
- previous_contacts[num_previous_contacts] = constraint;
- num_previous_contacts++;
- // If there's not enough velocity left, bail
- if (velocity.LengthSq() < 1.0e-8f)
- return;
- }
- }
- void CharacterVirtual::UpdateSupportingContact(TempAllocator &inAllocator)
- {
- // Flag contacts as having a collision if they're close enough.
- // Note that if we did MoveShape before we want to preserve any contacts that it marked as colliding
- for (Contact &c : mActiveContacts)
- if (!c.mWasDiscarded)
- c.mHadCollision |= c.mDistance < mCollisionTolerance;
- // Determine if we're supported or not
- int num_supported = 0;
- int num_sliding = 0;
- int num_avg_normal = 0;
- Vec3 avg_normal = Vec3::sZero();
- Vec3 avg_velocity = Vec3::sZero();
- const Contact *supporting_contact = nullptr;
- float max_cos_angle = -FLT_MAX;
- for (const Contact &c : mActiveContacts)
- if (c.mHadCollision)
- {
- // Calculate the angle between the plane normal and the up direction
- float cos_angle = c.mNormal.Dot(mUp);
- // Find the contact with the normal that is pointing most upwards and store it in mSupportingContact
- if (max_cos_angle < cos_angle)
- {
- supporting_contact = &c;
- max_cos_angle = cos_angle;
- }
- // Check if this is a sliding or supported contact
- bool is_supported = cos_angle >= mCosMaxSlopeAngle;
- if (is_supported)
- num_supported++;
- else
- num_sliding++;
- // If the angle between the two is less than 85 degrees we also use it to calculate the average normal
- if (cos_angle >= 0.08f)
- {
- avg_normal += c.mNormal;
- num_avg_normal++;
- // For static or dynamic objects or for contacts that don't support us just take the contact velocity
- if (c.mMotionTypeB != EMotionType::Kinematic || !is_supported)
- avg_velocity += c.mLinearVelocity;
- else
- {
- // For keyframed objects that support us calculate the velocity at our position rather than at the contact position so that we properly follow the object
- // Note that we don't just take the point velocity because a point on an object with angular velocity traces an arc,
- // so if you just take point velocity * delta time you get an error that accumulates over time
- // Determine center of mass and angular velocity
- Vec3 angular_velocity, com;
- {
- BodyLockRead lock(mSystem->GetBodyLockInterface(), c.mBodyB);
- if (lock.SucceededAndIsInBroadPhase())
- {
- const Body &body = lock.GetBody();
- // Add the linear velocity to the average velocity
- avg_velocity += body.GetLinearVelocity();
- angular_velocity = body.GetAngularVelocity();
- com = body.GetCenterOfMassPosition();
- }
- else
- {
- angular_velocity = Vec3::sZero();
- com = Vec3::sZero();
- }
- }
- // Get angular velocity
- float angular_velocity_len_sq = angular_velocity.LengthSq();
- if (angular_velocity_len_sq > 1.0e-12f)
- {
- float angular_velocity_len = sqrt(angular_velocity_len_sq);
- // Calculate the rotation that the object will make in the time step
- Quat rotation = Quat::sRotation(angular_velocity / angular_velocity_len, angular_velocity_len * mLastDeltaTime);
- // Calculate where the new contact position will be
- Vec3 new_position = com + rotation * (mPosition - com);
- // Calculate the velocity
- avg_velocity += (new_position - mPosition) / mLastDeltaTime;
- }
- }
- }
- }
- // Calculate average normal and velocity
- if (num_avg_normal >= 1)
- {
- mGroundNormal = avg_normal.Normalized();
- mGroundVelocity = avg_velocity / float(num_avg_normal);
- }
- else
- {
- mGroundNormal = Vec3::sZero();
- mGroundVelocity = Vec3::sZero();
- }
- // Copy supporting contact properties
- if (supporting_contact != nullptr)
- {
- mGroundBodyID = supporting_contact->mBodyB;
- mGroundBodySubShapeID = supporting_contact->mSubShapeIDB;
- mGroundPosition = supporting_contact->mPosition;
- mGroundMaterial = supporting_contact->mMaterial;
- mGroundUserData = supporting_contact->mUserData;
- }
- else
- {
- mGroundBodyID = BodyID();
- mGroundBodySubShapeID = SubShapeID();
- mGroundPosition = Vec3::sZero();
- mGroundMaterial = PhysicsMaterial::sDefault;
- mGroundUserData = 0;
- }
- // Determine ground state
- if (num_supported > 0)
- {
- // We made contact with something that supports us
- mGroundState = EGroundState::OnGround;
- }
- else if (num_sliding > 0)
- {
- // If we're sliding we may actually be standing on multiple sliding contacts in such a way that we can't slide off, in this case we're also supported
- // Convert the contacts into constraints
- TempContactList contacts(mActiveContacts.begin(), mActiveContacts.end(), inAllocator);
- ConstraintList constraints(inAllocator);
- constraints.reserve(contacts.size() * 2);
- DetermineConstraints(contacts, constraints);
- // Solve the displacement using these constraints, this is used to check if we didn't move at all because we are supported
- Vec3 displacement;
- float time_simulated;
- IgnoredContactList ignored_contacts(inAllocator);
- ignored_contacts.reserve(contacts.size());
- SolveConstraints(-mUp, mSystem->GetGravity(), 1.0f, 1.0f, constraints, ignored_contacts, time_simulated, displacement, inAllocator);
- // If we're blocked then we're supported, otherwise we're sliding
- constexpr float cMinRequiredDisplacementSquared = Square(0.01f);
- if (time_simulated < 0.001f || displacement.LengthSq() < cMinRequiredDisplacementSquared)
- mGroundState = EGroundState::OnGround;
- else
- mGroundState = EGroundState::Sliding;
- }
- else
- {
- // Not in contact with anything
- mGroundState = EGroundState::InAir;
- }
- }
- void CharacterVirtual::StoreActiveContacts(const TempContactList &inContacts, TempAllocator &inAllocator)
- {
- mActiveContacts.assign(inContacts.begin(), inContacts.end());
- UpdateSupportingContact(inAllocator);
- }
- void CharacterVirtual::MoveShape(Vec3 &ioPosition, Vec3Arg inVelocity, Vec3Arg inGravity, float inDeltaTime, ContactList *outActiveContacts, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter, TempAllocator &inAllocator) const
- {
- Vec3 movement_direction = inVelocity.NormalizedOr(Vec3::sZero());
- float time_remaining = inDeltaTime;
- for (uint iteration = 0; iteration < mMaxCollisionIterations && time_remaining >= mMinTimeRemaining; iteration++)
- {
- // Determine contacts in the neighborhood
- TempContactList contacts(inAllocator);
- contacts.reserve(mMaxNumHits);
- GetContactsAtPosition(ioPosition, movement_direction, mShape, contacts, inBroadPhaseLayerFilter, inObjectLayerFilter, inBodyFilter);
- // Remove contacts with the same body that have conflicting normals
- IgnoredContactList ignored_contacts(inAllocator);
- ignored_contacts.reserve(contacts.size());
- RemoveConflictingContacts(contacts, ignored_contacts);
- // Convert contacts into constraints
- ConstraintList constraints(inAllocator);
- constraints.reserve(contacts.size() * 2);
- DetermineConstraints(contacts, constraints);
- #ifdef JPH_DEBUG_RENDERER
- if (sDrawConstraints && iteration == 0)
- {
- for (const Constraint &c : constraints)
- {
- // Draw contact point
- DebugRenderer::sInstance->DrawMarker(c.mContact->mPosition, Color::sYellow, 0.05f);
- Vec3 dist_to_plane = -c.mPlane.GetConstant() * c.mPlane.GetNormal();
- // Draw arrow towards surface that we're hitting
- DebugRenderer::sInstance->DrawArrow(c.mContact->mPosition, c.mContact->mPosition - dist_to_plane, Color::sYellow, 0.05f);
- // Draw plane around the player posiiton indicating the space that we can move
- DebugRenderer::sInstance->DrawPlane(mPosition + dist_to_plane, c.mPlane.GetNormal(), Color::sCyan, 1.0f);
- }
- }
- #endif // JPH_DEBUG_RENDERER
- // Solve the displacement using these constraints
- Vec3 displacement;
- float time_simulated;
- SolveConstraints(inVelocity, inGravity, inDeltaTime, time_remaining, constraints, ignored_contacts, time_simulated, displacement, inAllocator);
- // Store the contacts now that the colliding ones have been marked
- if (outActiveContacts != nullptr)
- outActiveContacts->assign(contacts.begin(), contacts.end());
- // Do a sweep to test if the path is really unobstructed
- Contact cast_contact;
- if (GetFirstContactForSweep(ioPosition, displacement, cast_contact, ignored_contacts, inBroadPhaseLayerFilter, inObjectLayerFilter, inBodyFilter, inAllocator))
- {
- displacement *= cast_contact.mFraction;
- time_simulated *= cast_contact.mFraction;
- }
- // Update the position
- ioPosition += displacement;
- time_remaining -= time_simulated;
- // If the displacement during this iteration was too small we assume we cannot further progress this update
- if (displacement.LengthSq() < 1.0e-8f)
- break;
- }
- }
- void CharacterVirtual::Update(float inDeltaTime, Vec3Arg inGravity, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter, TempAllocator &inAllocator)
- {
- // If there's no delta time, we don't need to do anything
- if (inDeltaTime <= 0.0f)
- return;
- // Remember delta time for checking if we're supported by the ground
- mLastDeltaTime = inDeltaTime;
- // Slide the shape through the world
- MoveShape(mPosition, mLinearVelocity, inGravity, inDeltaTime, &mActiveContacts, inBroadPhaseLayerFilter, inObjectLayerFilter, inBodyFilter, inAllocator);
- // Determine the object that we're standing on
- UpdateSupportingContact(inAllocator);
- }
- void CharacterVirtual::RefreshContacts(const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter, TempAllocator &inAllocator)
- {
- // Determine the contacts
- TempContactList contacts(inAllocator);
- contacts.reserve(mMaxNumHits);
- GetContactsAtPosition(mPosition, mLinearVelocity.NormalizedOr(Vec3::sZero()), mShape, contacts, inBroadPhaseLayerFilter, inObjectLayerFilter, inBodyFilter);
- StoreActiveContacts(contacts, inAllocator);
- }
- bool CharacterVirtual::SetShape(const Shape *inShape, float inMaxPenetrationDepth, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter, TempAllocator &inAllocator)
- {
- if (mShape == nullptr || mSystem == nullptr)
- {
- // It hasn't been initialized yet
- mShape = inShape;
- return true;
- }
- if (inShape != mShape && inShape != nullptr)
- {
- if (inMaxPenetrationDepth < FLT_MAX)
- {
- // Check collision around the new shape
- TempContactList contacts(inAllocator);
- contacts.reserve(mMaxNumHits);
- GetContactsAtPosition(mPosition, mLinearVelocity.NormalizedOr(Vec3::sZero()), inShape, contacts, inBroadPhaseLayerFilter, inObjectLayerFilter, inBodyFilter);
- // Test if this results in penetration, if so cancel the transition
- for (const Contact &c : contacts)
- if (c.mDistance < -inMaxPenetrationDepth)
- return false;
- StoreActiveContacts(contacts, inAllocator);
- }
- // Set new shape
- mShape = inShape;
- }
- return mShape == inShape;
- }
- void CharacterVirtual::SaveState(StateRecorder &inStream) const
- {
- CharacterBase::SaveState(inStream);
- inStream.Write(mPosition);
- inStream.Write(mRotation);
- inStream.Write(mLinearVelocity);
- }
- void CharacterVirtual::RestoreState(StateRecorder &inStream)
- {
- CharacterBase::RestoreState(inStream);
- inStream.Read(mPosition);
- inStream.Read(mRotation);
- inStream.Read(mLinearVelocity);
- }
- JPH_NAMESPACE_END
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