Character.cpp 11 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #include <Jolt/Jolt.h>
  5. #include <Jolt/Physics/Character/Character.h>
  6. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  7. #include <Jolt/Physics/Body/BodyLock.h>
  8. #include <Jolt/Physics/Collision/CollideShape.h>
  9. #include <Jolt/Physics/PhysicsSystem.h>
  10. #include <Jolt/ObjectStream/TypeDeclarations.h>
  11. JPH_NAMESPACE_BEGIN
  12. static inline const BodyLockInterface &sGetBodyLockInterface(const PhysicsSystem *inSystem, bool inLockBodies)
  13. {
  14. return inLockBodies? static_cast<const BodyLockInterface &>(inSystem->GetBodyLockInterface()) : static_cast<const BodyLockInterface &>(inSystem->GetBodyLockInterfaceNoLock());
  15. }
  16. static inline BodyInterface &sGetBodyInterface(PhysicsSystem *inSystem, bool inLockBodies)
  17. {
  18. return inLockBodies? inSystem->GetBodyInterface() : inSystem->GetBodyInterfaceNoLock();
  19. }
  20. static inline const NarrowPhaseQuery &sGetNarrowPhaseQuery(const PhysicsSystem *inSystem, bool inLockBodies)
  21. {
  22. return inLockBodies? inSystem->GetNarrowPhaseQuery() : inSystem->GetNarrowPhaseQueryNoLock();
  23. }
  24. Character::Character(const CharacterSettings *inSettings, RVec3Arg inPosition, QuatArg inRotation, uint64 inUserData, PhysicsSystem *inSystem) :
  25. CharacterBase(inSettings, inSystem),
  26. mLayer(inSettings->mLayer)
  27. {
  28. // Construct rigid body
  29. BodyCreationSettings settings(mShape, inPosition, inRotation, EMotionType::Dynamic, mLayer);
  30. settings.mAllowedDOFs = EAllowedDOFs::TranslationX | EAllowedDOFs::TranslationY | EAllowedDOFs::TranslationZ;
  31. settings.mEnhancedInternalEdgeRemoval = inSettings->mEnhancedInternalEdgeRemoval;
  32. settings.mOverrideMassProperties = EOverrideMassProperties::MassAndInertiaProvided;
  33. settings.mMassPropertiesOverride.mMass = inSettings->mMass;
  34. settings.mFriction = inSettings->mFriction;
  35. settings.mGravityFactor = inSettings->mGravityFactor;
  36. settings.mUserData = inUserData;
  37. const Body *body = mSystem->GetBodyInterface().CreateBody(settings);
  38. if (body != nullptr)
  39. mBodyID = body->GetID();
  40. }
  41. Character::~Character()
  42. {
  43. // Destroy the body
  44. mSystem->GetBodyInterface().DestroyBody(mBodyID);
  45. }
  46. void Character::AddToPhysicsSystem(EActivation inActivationMode, bool inLockBodies)
  47. {
  48. sGetBodyInterface(mSystem, inLockBodies).AddBody(mBodyID, inActivationMode);
  49. }
  50. void Character::RemoveFromPhysicsSystem(bool inLockBodies)
  51. {
  52. sGetBodyInterface(mSystem, inLockBodies).RemoveBody(mBodyID);
  53. }
  54. void Character::Activate(bool inLockBodies)
  55. {
  56. sGetBodyInterface(mSystem, inLockBodies).ActivateBody(mBodyID);
  57. }
  58. void Character::CheckCollision(RMat44Arg inCenterOfMassTransform, Vec3Arg inMovementDirection, float inMaxSeparationDistance, const Shape *inShape, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, bool inLockBodies) const
  59. {
  60. // Create query broadphase layer filter
  61. DefaultBroadPhaseLayerFilter broadphase_layer_filter = mSystem->GetDefaultBroadPhaseLayerFilter(mLayer);
  62. // Create query object layer filter
  63. DefaultObjectLayerFilter object_layer_filter = mSystem->GetDefaultLayerFilter(mLayer);
  64. // Ignore my own body
  65. IgnoreSingleBodyFilter body_filter(mBodyID);
  66. // Settings for collide shape
  67. CollideShapeSettings settings;
  68. settings.mMaxSeparationDistance = inMaxSeparationDistance;
  69. settings.mActiveEdgeMode = EActiveEdgeMode::CollideOnlyWithActive;
  70. settings.mActiveEdgeMovementDirection = inMovementDirection;
  71. settings.mBackFaceMode = EBackFaceMode::IgnoreBackFaces;
  72. sGetNarrowPhaseQuery(mSystem, inLockBodies).CollideShape(inShape, Vec3::sReplicate(1.0f), inCenterOfMassTransform, settings, inBaseOffset, ioCollector, broadphase_layer_filter, object_layer_filter, body_filter);
  73. }
  74. void Character::CheckCollision(RVec3Arg inPosition, QuatArg inRotation, Vec3Arg inMovementDirection, float inMaxSeparationDistance, const Shape *inShape, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, bool inLockBodies) const
  75. {
  76. // Calculate center of mass transform
  77. RMat44 center_of_mass = RMat44::sRotationTranslation(inRotation, inPosition).PreTranslated(inShape->GetCenterOfMass());
  78. CheckCollision(center_of_mass, inMovementDirection, inMaxSeparationDistance, inShape, inBaseOffset, ioCollector, inLockBodies);
  79. }
  80. void Character::CheckCollision(const Shape *inShape, float inMaxSeparationDistance, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, bool inLockBodies) const
  81. {
  82. // Determine position and velocity of body
  83. RMat44 query_transform;
  84. Vec3 velocity;
  85. {
  86. BodyLockRead lock(sGetBodyLockInterface(mSystem, inLockBodies), mBodyID);
  87. if (!lock.Succeeded())
  88. return;
  89. const Body &body = lock.GetBody();
  90. // Correct the center of mass transform for the difference between the old and new center of mass shape
  91. query_transform = body.GetCenterOfMassTransform().PreTranslated(inShape->GetCenterOfMass() - mShape->GetCenterOfMass());
  92. velocity = body.GetLinearVelocity();
  93. }
  94. CheckCollision(query_transform, velocity, inMaxSeparationDistance, inShape, inBaseOffset, ioCollector, inLockBodies);
  95. }
  96. void Character::PostSimulation(float inMaxSeparationDistance, bool inLockBodies)
  97. {
  98. // Get character position, rotation and velocity
  99. RVec3 char_pos;
  100. Quat char_rot;
  101. Vec3 char_vel;
  102. {
  103. BodyLockRead lock(sGetBodyLockInterface(mSystem, inLockBodies), mBodyID);
  104. if (!lock.Succeeded())
  105. return;
  106. const Body &body = lock.GetBody();
  107. char_pos = body.GetPosition();
  108. char_rot = body.GetRotation();
  109. char_vel = body.GetLinearVelocity();
  110. }
  111. // Collector that finds the hit with the normal that is the most 'up'
  112. class MyCollector : public CollideShapeCollector
  113. {
  114. public:
  115. // Constructor
  116. explicit MyCollector(Vec3Arg inUp, RVec3 inBaseOffset) : mBaseOffset(inBaseOffset), mUp(inUp) { }
  117. // See: CollectorType::AddHit
  118. virtual void AddHit(const CollideShapeResult &inResult) override
  119. {
  120. Vec3 normal = -inResult.mPenetrationAxis.Normalized();
  121. float dot = normal.Dot(mUp);
  122. if (dot > mBestDot) // Find the hit that is most aligned with the up vector
  123. {
  124. mGroundBodyID = inResult.mBodyID2;
  125. mGroundBodySubShapeID = inResult.mSubShapeID2;
  126. mGroundPosition = mBaseOffset + inResult.mContactPointOn2;
  127. mGroundNormal = normal;
  128. mBestDot = dot;
  129. }
  130. }
  131. BodyID mGroundBodyID;
  132. SubShapeID mGroundBodySubShapeID;
  133. RVec3 mGroundPosition = RVec3::sZero();
  134. Vec3 mGroundNormal = Vec3::sZero();
  135. private:
  136. RVec3 mBaseOffset;
  137. Vec3 mUp;
  138. float mBestDot = -FLT_MAX;
  139. };
  140. // Collide shape
  141. MyCollector collector(mUp, char_pos);
  142. CheckCollision(char_pos, char_rot, char_vel, inMaxSeparationDistance, mShape, char_pos, collector, inLockBodies);
  143. // Copy results
  144. mGroundBodyID = collector.mGroundBodyID;
  145. mGroundBodySubShapeID = collector.mGroundBodySubShapeID;
  146. mGroundPosition = collector.mGroundPosition;
  147. mGroundNormal = collector.mGroundNormal;
  148. // Get additional data from body
  149. BodyLockRead lock(sGetBodyLockInterface(mSystem, inLockBodies), mGroundBodyID);
  150. if (lock.Succeeded())
  151. {
  152. const Body &body = lock.GetBody();
  153. // Update ground state
  154. RMat44 inv_transform = RMat44::sInverseRotationTranslation(char_rot, char_pos);
  155. if (mSupportingVolume.SignedDistance(Vec3(inv_transform * mGroundPosition)) > 0.0f)
  156. mGroundState = EGroundState::NotSupported;
  157. else if (IsSlopeTooSteep(mGroundNormal))
  158. mGroundState = EGroundState::OnSteepGround;
  159. else
  160. mGroundState = EGroundState::OnGround;
  161. // Copy other body properties
  162. mGroundMaterial = body.GetShape()->GetMaterial(mGroundBodySubShapeID);
  163. mGroundVelocity = body.GetPointVelocity(mGroundPosition);
  164. mGroundUserData = body.GetUserData();
  165. }
  166. else
  167. {
  168. mGroundState = EGroundState::InAir;
  169. mGroundMaterial = PhysicsMaterial::sDefault;
  170. mGroundVelocity = Vec3::sZero();
  171. mGroundUserData = 0;
  172. }
  173. }
  174. void Character::SetLinearAndAngularVelocity(Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity, bool inLockBodies)
  175. {
  176. sGetBodyInterface(mSystem, inLockBodies).SetLinearAndAngularVelocity(mBodyID, inLinearVelocity, inAngularVelocity);
  177. }
  178. Vec3 Character::GetLinearVelocity(bool inLockBodies) const
  179. {
  180. return sGetBodyInterface(mSystem, inLockBodies).GetLinearVelocity(mBodyID);
  181. }
  182. void Character::SetLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies)
  183. {
  184. sGetBodyInterface(mSystem, inLockBodies).SetLinearVelocity(mBodyID, inLinearVelocity);
  185. }
  186. void Character::AddLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies)
  187. {
  188. sGetBodyInterface(mSystem, inLockBodies).AddLinearVelocity(mBodyID, inLinearVelocity);
  189. }
  190. void Character::AddImpulse(Vec3Arg inImpulse, bool inLockBodies)
  191. {
  192. sGetBodyInterface(mSystem, inLockBodies).AddImpulse(mBodyID, inImpulse);
  193. }
  194. void Character::GetPositionAndRotation(RVec3 &outPosition, Quat &outRotation, bool inLockBodies) const
  195. {
  196. sGetBodyInterface(mSystem, inLockBodies).GetPositionAndRotation(mBodyID, outPosition, outRotation);
  197. }
  198. void Character::SetPositionAndRotation(RVec3Arg inPosition, QuatArg inRotation, EActivation inActivationMode, bool inLockBodies) const
  199. {
  200. sGetBodyInterface(mSystem, inLockBodies).SetPositionAndRotation(mBodyID, inPosition, inRotation, inActivationMode);
  201. }
  202. RVec3 Character::GetPosition(bool inLockBodies) const
  203. {
  204. return sGetBodyInterface(mSystem, inLockBodies).GetPosition(mBodyID);
  205. }
  206. void Character::SetPosition(RVec3Arg inPosition, EActivation inActivationMode, bool inLockBodies)
  207. {
  208. sGetBodyInterface(mSystem, inLockBodies).SetPosition(mBodyID, inPosition, inActivationMode);
  209. }
  210. Quat Character::GetRotation(bool inLockBodies) const
  211. {
  212. return sGetBodyInterface(mSystem, inLockBodies).GetRotation(mBodyID);
  213. }
  214. void Character::SetRotation(QuatArg inRotation, EActivation inActivationMode, bool inLockBodies)
  215. {
  216. sGetBodyInterface(mSystem, inLockBodies).SetRotation(mBodyID, inRotation, inActivationMode);
  217. }
  218. RVec3 Character::GetCenterOfMassPosition(bool inLockBodies) const
  219. {
  220. return sGetBodyInterface(mSystem, inLockBodies).GetCenterOfMassPosition(mBodyID);
  221. }
  222. RMat44 Character::GetWorldTransform(bool inLockBodies) const
  223. {
  224. return sGetBodyInterface(mSystem, inLockBodies).GetWorldTransform(mBodyID);
  225. }
  226. void Character::SetLayer(ObjectLayer inLayer, bool inLockBodies)
  227. {
  228. mLayer = inLayer;
  229. sGetBodyInterface(mSystem, inLockBodies).SetObjectLayer(mBodyID, inLayer);
  230. }
  231. bool Character::SetShape(const Shape *inShape, float inMaxPenetrationDepth, bool inLockBodies)
  232. {
  233. if (inMaxPenetrationDepth < FLT_MAX)
  234. {
  235. // Collector that checks if there is anything in the way while switching to inShape
  236. class MyCollector : public CollideShapeCollector
  237. {
  238. public:
  239. // Constructor
  240. explicit MyCollector(float inMaxPenetrationDepth) : mMaxPenetrationDepth(inMaxPenetrationDepth) { }
  241. // See: CollectorType::AddHit
  242. virtual void AddHit(const CollideShapeResult &inResult) override
  243. {
  244. if (inResult.mPenetrationDepth > mMaxPenetrationDepth)
  245. {
  246. mHadCollision = true;
  247. ForceEarlyOut();
  248. }
  249. }
  250. float mMaxPenetrationDepth;
  251. bool mHadCollision = false;
  252. };
  253. // Test if anything is in the way of switching
  254. RVec3 char_pos = GetPosition(inLockBodies);
  255. MyCollector collector(inMaxPenetrationDepth);
  256. CheckCollision(inShape, 0.0f, char_pos, collector, inLockBodies);
  257. if (collector.mHadCollision)
  258. return false;
  259. }
  260. // Switch the shape
  261. mShape = inShape;
  262. sGetBodyInterface(mSystem, inLockBodies).SetShape(mBodyID, mShape, false, EActivation::Activate);
  263. return true;
  264. }
  265. TransformedShape Character::GetTransformedShape(bool inLockBodies) const
  266. {
  267. return sGetBodyInterface(mSystem, inLockBodies).GetTransformedShape(mBodyID);
  268. }
  269. JPH_NAMESPACE_END