Character.cpp 8.7 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #include <Jolt.h>
  4. #include <Physics/Body/BodyCreationSettings.h>
  5. #include <Physics/Body/BodyLock.h>
  6. #include <Physics/Collision/CollideShape.h>
  7. #include <Physics/Character/Character.h>
  8. #include <Physics/PhysicsSystem.h>
  9. #include <ObjectStream/TypeDeclarations.h>
  10. namespace JPH {
  11. static inline BodyInterface &sGetBodyInterface(PhysicsSystem *inSystem, bool inLockBodies)
  12. {
  13. return inLockBodies? inSystem->GetBodyInterface() : inSystem->GetBodyInterfaceNoLock();
  14. }
  15. static inline const NarrowPhaseQuery &sGetNarrowPhaseQuery(PhysicsSystem *inSystem, bool inLockBodies)
  16. {
  17. return inLockBodies? inSystem->GetNarrowPhaseQuery() : inSystem->GetNarrowPhaseQueryNoLock();
  18. }
  19. Character::Character(CharacterSettings *inSettings, Vec3Arg inPosition, QuatArg inRotation, void *inUserData, PhysicsSystem *inSystem) :
  20. mLayer(inSettings->mLayer),
  21. mShape(inSettings->mShape),
  22. mSystem(inSystem),
  23. mGroundMaterial(PhysicsMaterial::sDefault)
  24. {
  25. // Initialize max slope angle
  26. SetMaxSlopeAngle(inSettings->mMaxSlopeAngle);
  27. // Construct rigid body
  28. BodyCreationSettings settings(mShape, inPosition, inRotation, EMotionType::Dynamic, mLayer);
  29. settings.mFriction = inSettings->mFriction;
  30. settings.mGravityFactor = inSettings->mGravityFactor;
  31. Body *body = mSystem->GetBodyInterface().CreateBody(settings);
  32. if (body != nullptr)
  33. {
  34. body->SetUserData(inUserData);
  35. // Update the mass properties of the shape so that we set the correct mass and don't allow any rotation
  36. body->GetMotionProperties()->SetInverseMass(1.0f / inSettings->mMass);
  37. body->GetMotionProperties()->SetInverseInertia(Vec3::sZero(), Quat::sIdentity());
  38. mBodyID = body->GetID();
  39. }
  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(const Shape *inShape, float inMaxSeparationDistance, 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. // Determine position to test
  67. Vec3 position;
  68. Quat rotation;
  69. BodyInterface &bi = sGetBodyInterface(mSystem, inLockBodies);
  70. bi.GetPositionAndRotation(mBodyID, position, rotation);
  71. Mat44 query_transform = Mat44::sRotationTranslation(rotation, position + rotation * inShape->GetCenterOfMass());
  72. // Settings for collide shape
  73. CollideShapeSettings settings;
  74. settings.mActiveEdgeMode = EActiveEdgeMode::CollideOnlyWithActive;
  75. settings.mActiveEdgeMovementDirection = bi.GetLinearVelocity(mBodyID);
  76. settings.mBackFaceMode = EBackFaceMode::IgnoreBackFaces;
  77. sGetNarrowPhaseQuery(mSystem, inLockBodies).CollideShape(inShape, Vec3::sReplicate(1.0f), query_transform, settings, ioCollector, broadphase_layer_filter, object_layer_filter, body_filter);
  78. }
  79. void Character::PostSimulation(float inMaxSeparationDistance, bool inLockBodies)
  80. {
  81. // Collector that finds the hit with the normal that is the most 'up'
  82. class MyCollector : public CollideShapeCollector
  83. {
  84. public:
  85. // Constructor
  86. explicit MyCollector(Vec3Arg inGravity) : mGravity(inGravity) { }
  87. // See: CollectorType::AddHit
  88. virtual void AddHit(const CollideShapeResult &inResult) override
  89. {
  90. Vec3 normal = -inResult.mPenetrationAxis.Normalized();
  91. float dot = normal.Dot(mGravity);
  92. if (dot < mBestDot) // Find the hit that is most opposite to the gravity
  93. {
  94. mGroundBodyID = inResult.mBodyID2;
  95. mGroundBodySubShapeID = inResult.mSubShapeID2;
  96. mGroundPosition = inResult.mContactPointOn2;
  97. mGroundNormal = normal;
  98. mBestDot = dot;
  99. }
  100. }
  101. BodyID mGroundBodyID;
  102. SubShapeID mGroundBodySubShapeID;
  103. Vec3 mGroundPosition = Vec3::sZero();
  104. Vec3 mGroundNormal = Vec3::sZero();
  105. private:
  106. float mBestDot = 0.0f;
  107. Vec3 mGravity;
  108. };
  109. // Collide shape
  110. MyCollector collector(mSystem->GetGravity());
  111. CheckCollision(mShape, inMaxSeparationDistance, collector);
  112. // Copy results
  113. mGroundBodyID = collector.mGroundBodyID;
  114. mGroundPosition = collector.mGroundPosition;
  115. mGroundNormal = collector.mGroundNormal;
  116. mGroundMaterial = sGetBodyInterface(mSystem, inLockBodies).GetMaterial(collector.mGroundBodyID, collector.mGroundBodySubShapeID);
  117. }
  118. void Character::SetLinearAndAngularVelocity(Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity, bool inLockBodies)
  119. {
  120. sGetBodyInterface(mSystem, inLockBodies).SetLinearAndAngularVelocity(mBodyID, inLinearVelocity, inAngularVelocity);
  121. }
  122. Vec3 Character::GetLinearVelocity(bool inLockBodies) const
  123. {
  124. return sGetBodyInterface(mSystem, inLockBodies).GetLinearVelocity(mBodyID);
  125. }
  126. void Character::SetLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies)
  127. {
  128. sGetBodyInterface(mSystem, inLockBodies).SetLinearVelocity(mBodyID, inLinearVelocity);
  129. }
  130. void Character::AddLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies)
  131. {
  132. sGetBodyInterface(mSystem, inLockBodies).AddLinearVelocity(mBodyID, inLinearVelocity);
  133. }
  134. void Character::AddImpulse(Vec3Arg inImpulse, bool inLockBodies)
  135. {
  136. sGetBodyInterface(mSystem, inLockBodies).AddImpulse(mBodyID, inImpulse);
  137. }
  138. void Character::GetPositionAndRotation(Vec3 &outPosition, Quat &outRotation, bool inLockBodies) const
  139. {
  140. sGetBodyInterface(mSystem, inLockBodies).GetPositionAndRotation(mBodyID, outPosition, outRotation);
  141. }
  142. void Character::SetPositionAndRotation(Vec3Arg inPosition, QuatArg inRotation, EActivation inActivationMode, bool inLockBodies) const
  143. {
  144. sGetBodyInterface(mSystem, inLockBodies).SetPositionAndRotation(mBodyID, inPosition, inRotation, inActivationMode);
  145. }
  146. Vec3 Character::GetPosition(bool inLockBodies) const
  147. {
  148. return sGetBodyInterface(mSystem, inLockBodies).GetPosition(mBodyID);
  149. }
  150. void Character::SetPosition(Vec3Arg inPosition, EActivation inActivationMode, bool inLockBodies)
  151. {
  152. sGetBodyInterface(mSystem, inLockBodies).SetPosition(mBodyID, inPosition, inActivationMode);
  153. }
  154. Quat Character::GetRotation(bool inLockBodies) const
  155. {
  156. return sGetBodyInterface(mSystem, inLockBodies).GetRotation(mBodyID);
  157. }
  158. void Character::SetRotation(QuatArg inRotation, EActivation inActivationMode, bool inLockBodies)
  159. {
  160. sGetBodyInterface(mSystem, inLockBodies).SetRotation(mBodyID, inRotation, inActivationMode);
  161. }
  162. Vec3 Character::GetCenterOfMassPosition(bool inLockBodies) const
  163. {
  164. return sGetBodyInterface(mSystem, inLockBodies).GetCenterOfMassPosition(mBodyID);
  165. }
  166. void Character::SetLayer(ObjectLayer inLayer, bool inLockBodies)
  167. {
  168. mLayer = inLayer;
  169. sGetBodyInterface(mSystem, inLockBodies).SetObjectLayer(mBodyID, inLayer);
  170. }
  171. bool Character::SetShape(const Shape *inShape, float inMaxPenetrationDepth, bool inLockBodies)
  172. {
  173. if (inMaxPenetrationDepth < FLT_MAX)
  174. {
  175. // Collector that checks if there is anything in the way while switching to inShape
  176. class MyCollector : public CollideShapeCollector
  177. {
  178. public:
  179. // Constructor
  180. explicit MyCollector(float inMaxPenetrationDepth) : mMaxPenetrationDepth(inMaxPenetrationDepth) { }
  181. // See: CollectorType::AddHit
  182. virtual void AddHit(const CollideShapeResult &inResult) override
  183. {
  184. if (inResult.mPenetrationDepth > mMaxPenetrationDepth)
  185. {
  186. mHadCollision = true;
  187. ForceEarlyOut();
  188. }
  189. }
  190. float mMaxPenetrationDepth;
  191. bool mHadCollision = false;
  192. };
  193. // Test if anything is in the way of switching
  194. MyCollector collector(inMaxPenetrationDepth);
  195. CheckCollision(inShape, 0.0f, collector);
  196. if (collector.mHadCollision)
  197. return false;
  198. }
  199. // Switch the shape
  200. mShape = inShape;
  201. sGetBodyInterface(mSystem, inLockBodies).SetShape(mBodyID, mShape, false, EActivation::Activate);
  202. return true;
  203. }
  204. Character::EGroundState Character::GetGroundState() const
  205. {
  206. if (mGroundBodyID.IsInvalid())
  207. return EGroundState::InAir;
  208. Vec3 up = -mSystem->GetGravity().Normalized();
  209. if (mGroundNormal.Dot(up) > mCosMaxSlopeAngle)
  210. return EGroundState::OnGround;
  211. else
  212. return EGroundState::Sliding;
  213. }
  214. void *Character::GetGroundUserData(bool inLockBodies) const
  215. {
  216. return sGetBodyInterface(mSystem, inLockBodies).GetUserData(mGroundBodyID);
  217. }
  218. Vec3 Character::GetGroundVelocity(bool inLockBodies) const
  219. {
  220. return sGetBodyInterface(mSystem, inLockBodies).GetPointVelocity(mGroundBodyID, mGroundPosition);
  221. }
  222. } // JPH