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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <Jolt/Jolt.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Jolt/Physics/Body/BodyLock.h>
- #include <Jolt/Physics/Collision/CollideShape.h>
- #include <Jolt/Physics/Character/Character.h>
- #include <Jolt/Physics/PhysicsSystem.h>
- #include <Jolt/ObjectStream/TypeDeclarations.h>
- JPH_NAMESPACE_BEGIN
- static inline const BodyLockInterface &sGetBodyLockInterface(const PhysicsSystem *inSystem, bool inLockBodies)
- {
- return inLockBodies? static_cast<const BodyLockInterface &>(inSystem->GetBodyLockInterface()) : static_cast<const BodyLockInterface &>(inSystem->GetBodyLockInterfaceNoLock());
- }
- static inline BodyInterface &sGetBodyInterface(PhysicsSystem *inSystem, bool inLockBodies)
- {
- return inLockBodies? inSystem->GetBodyInterface() : inSystem->GetBodyInterfaceNoLock();
- }
- static inline const NarrowPhaseQuery &sGetNarrowPhaseQuery(const PhysicsSystem *inSystem, bool inLockBodies)
- {
- return inLockBodies? inSystem->GetNarrowPhaseQuery() : inSystem->GetNarrowPhaseQueryNoLock();
- }
- Character::Character(const CharacterSettings *inSettings, Vec3Arg inPosition, QuatArg inRotation, uint64 inUserData, PhysicsSystem *inSystem) :
- CharacterBase(inSettings, inSystem),
- mLayer(inSettings->mLayer)
- {
- // Construct rigid body
- BodyCreationSettings settings(mShape, inPosition, inRotation, EMotionType::Dynamic, mLayer);
- settings.mFriction = inSettings->mFriction;
- settings.mGravityFactor = inSettings->mGravityFactor;
- settings.mUserData = inUserData;
- Body *body = mSystem->GetBodyInterface().CreateBody(settings);
- if (body != nullptr)
- {
- // 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(Mat44Arg inCenterOfMassTransform, Vec3Arg inMovementDirection, float inMaxSeparationDistance, const Shape *inShape, 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);
- // Settings for collide shape
- CollideShapeSettings settings;
- settings.mMaxSeparationDistance = inMaxSeparationDistance;
- settings.mActiveEdgeMode = EActiveEdgeMode::CollideOnlyWithActive;
- settings.mActiveEdgeMovementDirection = inMovementDirection;
- settings.mBackFaceMode = EBackFaceMode::IgnoreBackFaces;
- sGetNarrowPhaseQuery(mSystem, inLockBodies).CollideShape(inShape, Vec3::sReplicate(1.0f), inCenterOfMassTransform, settings, ioCollector, broadphase_layer_filter, object_layer_filter, body_filter);
- }
- void Character::CheckCollision(Vec3Arg inPosition, QuatArg inRotation, Vec3Arg inMovementDirection, float inMaxSeparationDistance, const Shape *inShape, CollideShapeCollector &ioCollector, bool inLockBodies) const
- {
- // Calculate center of mass transform
- Mat44 center_of_mass = Mat44::sRotationTranslation(inRotation, inPosition).PreTranslated(inShape->GetCenterOfMass());
- CheckCollision(center_of_mass, inMovementDirection, inMaxSeparationDistance, inShape, ioCollector, inLockBodies);
- }
- void Character::CheckCollision(const Shape *inShape, float inMaxSeparationDistance, CollideShapeCollector &ioCollector, bool inLockBodies) const
- {
- // Determine position and velocity of body
- Mat44 query_transform;
- Vec3 velocity;
- {
- BodyLockRead lock(sGetBodyLockInterface(mSystem, inLockBodies), mBodyID);
- if (!lock.Succeeded())
- return;
- const Body &body = lock.GetBody();
- // Correct the center of mass transform for the difference between the old and new center of mass shape
- query_transform = body.GetCenterOfMassTransform().PreTranslated(inShape->GetCenterOfMass() - mShape->GetCenterOfMass());
- velocity = body.GetLinearVelocity();
- }
- CheckCollision(query_transform, velocity, inMaxSeparationDistance, inShape, ioCollector, inLockBodies);
- }
- void Character::PostSimulation(float inMaxSeparationDistance, bool inLockBodies)
- {
- // Get character position, rotation and velocity
- Vec3 char_pos;
- Quat char_rot;
- Vec3 char_vel;
- {
- BodyLockRead lock(sGetBodyLockInterface(mSystem, inLockBodies), mBodyID);
- if (!lock.Succeeded())
- return;
- const Body &body = lock.GetBody();
- char_pos = body.GetPosition();
- char_rot = body.GetRotation();
- char_vel = body.GetLinearVelocity();
- }
- // Collector that finds the hit with the normal that is the most 'up'
- class MyCollector : public CollideShapeCollector
- {
- public:
- // Constructor
- explicit MyCollector(Vec3Arg inUp) : mUp(inUp) { }
- // See: CollectorType::AddHit
- virtual void AddHit(const CollideShapeResult &inResult) override
- {
- Vec3 normal = -inResult.mPenetrationAxis.Normalized();
- float dot = normal.Dot(mUp);
- if (dot > mBestDot) // Find the hit that is most aligned with the up vector
- {
- 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 = -FLT_MAX;
- Vec3 mUp;
- };
- // Collide shape
- MyCollector collector(mUp);
- CheckCollision(char_pos, char_rot, char_vel, inMaxSeparationDistance, mShape, collector, inLockBodies);
- // Copy results
- mGroundBodyID = collector.mGroundBodyID;
- mGroundBodySubShapeID = collector.mGroundBodySubShapeID;
- mGroundPosition = collector.mGroundPosition;
- mGroundNormal = collector.mGroundNormal;
- // Get additional data from body
- BodyLockRead lock(sGetBodyLockInterface(mSystem, inLockBodies), mGroundBodyID);
- if (lock.Succeeded())
- {
- const Body &body = lock.GetBody();
- // Update ground state
- Mat44 inv_transform = Mat44::sInverseRotationTranslation(char_rot, char_pos);
- if (mSupportingVolume.SignedDistance(inv_transform * mGroundPosition) > 0.0f)
- mGroundState = EGroundState::NotSupported;
- else if (IsSlopeTooSteep(mGroundNormal))
- mGroundState = EGroundState::OnSteepGround;
- else
- mGroundState = EGroundState::OnGround;
- // Copy other body properties
- mGroundMaterial = body.GetShape()->GetMaterial(mGroundBodySubShapeID);
- mGroundVelocity = body.GetPointVelocity(mGroundPosition);
- mGroundUserData = body.GetUserData();
- }
- else
- {
- mGroundState = EGroundState::InAir;
- mGroundMaterial = PhysicsMaterial::sDefault;
- mGroundVelocity = Vec3::sZero();
- mGroundUserData = 0;
- }
- }
- 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);
- }
- Mat44 Character::GetWorldTransform(bool inLockBodies) const
- {
- return sGetBodyInterface(mSystem, inLockBodies).GetWorldTransform(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, inLockBodies);
- if (collector.mHadCollision)
- return false;
- }
- // Switch the shape
- mShape = inShape;
- sGetBodyInterface(mSystem, inLockBodies).SetShape(mBodyID, mShape, false, EActivation::Activate);
- return true;
- }
- JPH_NAMESPACE_END
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