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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <Jolt.h>
- #include <Physics/Body/BodyCreationSettings.h>
- #include <Physics/Body/BodyLock.h>
- #include <Physics/Collision/CollideShape.h>
- #include <Physics/Character/Character.h>
- #include <Physics/PhysicsSystem.h>
- #include <ObjectStream/TypeDeclarations.h>
- namespace JPH {
- static inline BodyInterface &sGetBodyInterface(PhysicsSystem *inSystem, bool inLockBodies)
- {
- return inLockBodies? inSystem->GetBodyInterface() : inSystem->GetBodyInterfaceNoLock();
- }
- static inline const NarrowPhaseQuery &sGetNarrowPhaseQuery(PhysicsSystem *inSystem, bool inLockBodies)
- {
- return inLockBodies? inSystem->GetNarrowPhaseQuery() : inSystem->GetNarrowPhaseQueryNoLock();
- }
- Character::Character(CharacterSettings *inSettings, Vec3Arg inPosition, QuatArg inRotation, void *inUserData, PhysicsSystem *inSystem) :
- mLayer(inSettings->mLayer),
- mShape(inSettings->mShape),
- mSystem(inSystem),
- mGroundMaterial(PhysicsMaterial::sDefault)
- {
- // Initialize max slope angle
- SetMaxSlopeAngle(inSettings->mMaxSlopeAngle);
- // Construct rigid body
- BodyCreationSettings settings(mShape, inPosition, inRotation, EMotionType::Dynamic, mLayer);
- settings.mFriction = inSettings->mFriction;
- settings.mGravityFactor = inSettings->mGravityFactor;
- Body *body = mSystem->GetBodyInterface().CreateBody(settings);
- if (body != nullptr)
- {
- body->SetUserData(inUserData);
- // Update the mass properties of the shape so that we set the correct mass and don't allow any rotation
- body->GetMotionProperties()->SetInverseMass(1.0f / inSettings->mMass);
- body->GetMotionProperties()->SetInverseInertia(Vec3::sZero(), Quat::sIdentity());
- 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(const Shape *inShape, float inMaxSeparationDistance, 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 my own body
- IgnoreSingleBodyFilter body_filter(mBodyID);
- // Determine position to test
- Vec3 position;
- Quat rotation;
- BodyInterface &bi = sGetBodyInterface(mSystem, inLockBodies);
- bi.GetPositionAndRotation(mBodyID, position, rotation);
- Mat44 query_transform = Mat44::sRotationTranslation(rotation, position + rotation * inShape->GetCenterOfMass());
- // Settings for collide shape
- CollideShapeSettings settings;
- settings.mActiveEdgeMode = EActiveEdgeMode::CollideOnlyWithActive;
- settings.mActiveEdgeMovementDirection = bi.GetLinearVelocity(mBodyID);
- settings.mBackFaceMode = EBackFaceMode::IgnoreBackFaces;
- sGetNarrowPhaseQuery(mSystem, inLockBodies).CollideShape(inShape, Vec3::sReplicate(1.0f), query_transform, settings, ioCollector, broadphase_layer_filter, object_layer_filter, body_filter);
- }
- void Character::PostSimulation(float inMaxSeparationDistance, bool inLockBodies)
- {
- // Collector that finds the hit with the normal that is the most 'up'
- class MyCollector : public CollideShapeCollector
- {
- public:
- // Constructor
- explicit MyCollector(Vec3Arg inGravity) : mGravity(inGravity) { }
- // See: CollectorType::AddHit
- virtual void AddHit(const CollideShapeResult &inResult) override
- {
- Vec3 normal = -inResult.mPenetrationAxis.Normalized();
- float dot = normal.Dot(mGravity);
- if (dot < mBestDot) // Find the hit that is most opposite to the gravity
- {
- mGroundBodyID = inResult.mBodyID2;
- mGroundBodySubShapeID = inResult.mSubShapeID2;
- mGroundPosition = inResult.mContactPointOn2;
- mGroundNormal = normal;
- mBestDot = dot;
- }
- }
- BodyID mGroundBodyID;
- SubShapeID mGroundBodySubShapeID;
- Vec3 mGroundPosition = Vec3::sZero();
- Vec3 mGroundNormal = Vec3::sZero();
- private:
- float mBestDot = 0.0f;
- Vec3 mGravity;
- };
- // Collide shape
- MyCollector collector(mSystem->GetGravity());
- CheckCollision(mShape, inMaxSeparationDistance, collector);
- // Copy results
- mGroundBodyID = collector.mGroundBodyID;
- mGroundPosition = collector.mGroundPosition;
- mGroundNormal = collector.mGroundNormal;
- mGroundMaterial = sGetBodyInterface(mSystem, inLockBodies).GetMaterial(collector.mGroundBodyID, collector.mGroundBodySubShapeID);
- }
- 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(Vec3 &outPosition, Quat &outRotation, bool inLockBodies) const
- {
- sGetBodyInterface(mSystem, inLockBodies).GetPositionAndRotation(mBodyID, outPosition, outRotation);
- }
- void Character::SetPositionAndRotation(Vec3Arg inPosition, QuatArg inRotation, EActivation inActivationMode, bool inLockBodies) const
- {
- sGetBodyInterface(mSystem, inLockBodies).SetPositionAndRotation(mBodyID, inPosition, inRotation, inActivationMode);
- }
- Vec3 Character::GetPosition(bool inLockBodies) const
- {
- return sGetBodyInterface(mSystem, inLockBodies).GetPosition(mBodyID);
- }
- void Character::SetPosition(Vec3Arg 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);
- }
- Vec3 Character::GetCenterOfMassPosition(bool inLockBodies) const
- {
- return sGetBodyInterface(mSystem, inLockBodies).GetCenterOfMassPosition(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
- MyCollector collector(inMaxPenetrationDepth);
- CheckCollision(inShape, 0.0f, collector);
- if (collector.mHadCollision)
- return false;
- }
- // Switch the shape
- mShape = inShape;
- sGetBodyInterface(mSystem, inLockBodies).SetShape(mBodyID, mShape, false, EActivation::Activate);
- return true;
- }
- Character::EGroundState Character::GetGroundState() const
- {
- if (mGroundBodyID.IsInvalid())
- return EGroundState::InAir;
-
- Vec3 up = -mSystem->GetGravity().Normalized();
- if (mGroundNormal.Dot(up) > mCosMaxSlopeAngle)
- return EGroundState::OnGround;
- else
- return EGroundState::Sliding;
- }
- void *Character::GetGroundUserData(bool inLockBodies) const
- {
- return sGetBodyInterface(mSystem, inLockBodies).GetUserData(mGroundBodyID);
- }
- Vec3 Character::GetGroundVelocity(bool inLockBodies) const
- {
- return sGetBodyInterface(mSystem, inLockBodies).GetPointVelocity(mGroundBodyID, mGroundPosition);
- }
- } // JPH
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