Character.cpp 11 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #include <Jolt/Jolt.h>
  4. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  5. #include <Jolt/Physics/Body/BodyLock.h>
  6. #include <Jolt/Physics/Collision/CollideShape.h>
  7. #include <Jolt/Physics/Character/Character.h>
  8. #include <Jolt/Physics/PhysicsSystem.h>
  9. #include <Jolt/ObjectStream/TypeDeclarations.h>
  10. JPH_NAMESPACE_BEGIN
  11. static inline const BodyLockInterface &sGetBodyLockInterface(const PhysicsSystem *inSystem, bool inLockBodies)
  12. {
  13. return inLockBodies? static_cast<const BodyLockInterface &>(inSystem->GetBodyLockInterface()) : static_cast<const BodyLockInterface &>(inSystem->GetBodyLockInterfaceNoLock());
  14. }
  15. static inline BodyInterface &sGetBodyInterface(PhysicsSystem *inSystem, bool inLockBodies)
  16. {
  17. return inLockBodies? inSystem->GetBodyInterface() : inSystem->GetBodyInterfaceNoLock();
  18. }
  19. static inline const NarrowPhaseQuery &sGetNarrowPhaseQuery(const PhysicsSystem *inSystem, bool inLockBodies)
  20. {
  21. return inLockBodies? inSystem->GetNarrowPhaseQuery() : inSystem->GetNarrowPhaseQueryNoLock();
  22. }
  23. Character::Character(const CharacterSettings *inSettings, Vec3Arg inPosition, QuatArg inRotation, uint64 inUserData, PhysicsSystem *inSystem) :
  24. CharacterBase(inSettings, inSystem),
  25. mLayer(inSettings->mLayer)
  26. {
  27. // Construct rigid body
  28. BodyCreationSettings settings(mShape, inPosition, inRotation, EMotionType::Dynamic, mLayer);
  29. settings.mFriction = inSettings->mFriction;
  30. settings.mGravityFactor = inSettings->mGravityFactor;
  31. settings.mUserData = inUserData;
  32. Body *body = mSystem->GetBodyInterface().CreateBody(settings);
  33. if (body != nullptr)
  34. {
  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(Mat44Arg inCenterOfMassTransform, Vec3Arg inMovementDirection, float inMaxSeparationDistance, const Shape *inShape, 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, ioCollector, broadphase_layer_filter, object_layer_filter, body_filter);
  73. }
  74. void Character::CheckCollision(Vec3Arg inPosition, QuatArg inRotation, Vec3Arg inMovementDirection, float inMaxSeparationDistance, const Shape *inShape, CollideShapeCollector &ioCollector, bool inLockBodies) const
  75. {
  76. // Calculate center of mass transform
  77. Mat44 center_of_mass = Mat44::sRotationTranslation(inRotation, inPosition).PreTranslated(inShape->GetCenterOfMass());
  78. CheckCollision(center_of_mass, inMovementDirection, inMaxSeparationDistance, inShape, ioCollector, inLockBodies);
  79. }
  80. void Character::CheckCollision(const Shape *inShape, float inMaxSeparationDistance, CollideShapeCollector &ioCollector, bool inLockBodies) const
  81. {
  82. // Determine position and velocity of body
  83. Mat44 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, ioCollector, inLockBodies);
  95. }
  96. void Character::PostSimulation(float inMaxSeparationDistance, bool inLockBodies)
  97. {
  98. // Get character position, rotation and velocity
  99. Vec3 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) : 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 = inResult.mContactPointOn2;
  127. mGroundNormal = normal;
  128. mBestDot = dot;
  129. }
  130. }
  131. BodyID mGroundBodyID;
  132. SubShapeID mGroundBodySubShapeID;
  133. Vec3 mGroundPosition = Vec3::sZero();
  134. Vec3 mGroundNormal = Vec3::sZero();
  135. private:
  136. float mBestDot = -FLT_MAX;
  137. Vec3 mUp;
  138. };
  139. // Collide shape
  140. MyCollector collector(mUp);
  141. CheckCollision(char_pos, char_rot, char_vel, inMaxSeparationDistance, mShape, collector, inLockBodies);
  142. // Copy results
  143. mGroundBodyID = collector.mGroundBodyID;
  144. mGroundBodySubShapeID = collector.mGroundBodySubShapeID;
  145. mGroundPosition = collector.mGroundPosition;
  146. mGroundNormal = collector.mGroundNormal;
  147. // Get additional data from body
  148. BodyLockRead lock(sGetBodyLockInterface(mSystem, inLockBodies), mGroundBodyID);
  149. if (lock.Succeeded())
  150. {
  151. const Body &body = lock.GetBody();
  152. // Update ground state
  153. Mat44 inv_transform = Mat44::sInverseRotationTranslation(char_rot, char_pos);
  154. if (mSupportingVolume.SignedDistance(inv_transform * mGroundPosition) > 0.0f)
  155. mGroundState = EGroundState::NotSupported;
  156. else if (IsSlopeTooSteep(mGroundNormal))
  157. mGroundState = EGroundState::OnSteepGround;
  158. else
  159. mGroundState = EGroundState::OnGround;
  160. // Copy other body properties
  161. mGroundMaterial = body.GetShape()->GetMaterial(mGroundBodySubShapeID);
  162. mGroundVelocity = body.GetPointVelocity(mGroundPosition);
  163. mGroundUserData = body.GetUserData();
  164. }
  165. else
  166. {
  167. mGroundState = EGroundState::InAir;
  168. mGroundMaterial = PhysicsMaterial::sDefault;
  169. mGroundVelocity = Vec3::sZero();
  170. mGroundUserData = 0;
  171. }
  172. }
  173. void Character::SetLinearAndAngularVelocity(Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity, bool inLockBodies)
  174. {
  175. sGetBodyInterface(mSystem, inLockBodies).SetLinearAndAngularVelocity(mBodyID, inLinearVelocity, inAngularVelocity);
  176. }
  177. Vec3 Character::GetLinearVelocity(bool inLockBodies) const
  178. {
  179. return sGetBodyInterface(mSystem, inLockBodies).GetLinearVelocity(mBodyID);
  180. }
  181. void Character::SetLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies)
  182. {
  183. sGetBodyInterface(mSystem, inLockBodies).SetLinearVelocity(mBodyID, inLinearVelocity);
  184. }
  185. void Character::AddLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies)
  186. {
  187. sGetBodyInterface(mSystem, inLockBodies).AddLinearVelocity(mBodyID, inLinearVelocity);
  188. }
  189. void Character::AddImpulse(Vec3Arg inImpulse, bool inLockBodies)
  190. {
  191. sGetBodyInterface(mSystem, inLockBodies).AddImpulse(mBodyID, inImpulse);
  192. }
  193. void Character::GetPositionAndRotation(Vec3 &outPosition, Quat &outRotation, bool inLockBodies) const
  194. {
  195. sGetBodyInterface(mSystem, inLockBodies).GetPositionAndRotation(mBodyID, outPosition, outRotation);
  196. }
  197. void Character::SetPositionAndRotation(Vec3Arg inPosition, QuatArg inRotation, EActivation inActivationMode, bool inLockBodies) const
  198. {
  199. sGetBodyInterface(mSystem, inLockBodies).SetPositionAndRotation(mBodyID, inPosition, inRotation, inActivationMode);
  200. }
  201. Vec3 Character::GetPosition(bool inLockBodies) const
  202. {
  203. return sGetBodyInterface(mSystem, inLockBodies).GetPosition(mBodyID);
  204. }
  205. void Character::SetPosition(Vec3Arg inPosition, EActivation inActivationMode, bool inLockBodies)
  206. {
  207. sGetBodyInterface(mSystem, inLockBodies).SetPosition(mBodyID, inPosition, inActivationMode);
  208. }
  209. Quat Character::GetRotation(bool inLockBodies) const
  210. {
  211. return sGetBodyInterface(mSystem, inLockBodies).GetRotation(mBodyID);
  212. }
  213. void Character::SetRotation(QuatArg inRotation, EActivation inActivationMode, bool inLockBodies)
  214. {
  215. sGetBodyInterface(mSystem, inLockBodies).SetRotation(mBodyID, inRotation, inActivationMode);
  216. }
  217. Vec3 Character::GetCenterOfMassPosition(bool inLockBodies) const
  218. {
  219. return sGetBodyInterface(mSystem, inLockBodies).GetCenterOfMassPosition(mBodyID);
  220. }
  221. Mat44 Character::GetWorldTransform(bool inLockBodies) const
  222. {
  223. return sGetBodyInterface(mSystem, inLockBodies).GetWorldTransform(mBodyID);
  224. }
  225. void Character::SetLayer(ObjectLayer inLayer, bool inLockBodies)
  226. {
  227. mLayer = inLayer;
  228. sGetBodyInterface(mSystem, inLockBodies).SetObjectLayer(mBodyID, inLayer);
  229. }
  230. bool Character::SetShape(const Shape *inShape, float inMaxPenetrationDepth, bool inLockBodies)
  231. {
  232. if (inMaxPenetrationDepth < FLT_MAX)
  233. {
  234. // Collector that checks if there is anything in the way while switching to inShape
  235. class MyCollector : public CollideShapeCollector
  236. {
  237. public:
  238. // Constructor
  239. explicit MyCollector(float inMaxPenetrationDepth) : mMaxPenetrationDepth(inMaxPenetrationDepth) { }
  240. // See: CollectorType::AddHit
  241. virtual void AddHit(const CollideShapeResult &inResult) override
  242. {
  243. if (inResult.mPenetrationDepth > mMaxPenetrationDepth)
  244. {
  245. mHadCollision = true;
  246. ForceEarlyOut();
  247. }
  248. }
  249. float mMaxPenetrationDepth;
  250. bool mHadCollision = false;
  251. };
  252. // Test if anything is in the way of switching
  253. MyCollector collector(inMaxPenetrationDepth);
  254. CheckCollision(inShape, 0.0f, collector, inLockBodies);
  255. if (collector.mHadCollision)
  256. return false;
  257. }
  258. // Switch the shape
  259. mShape = inShape;
  260. sGetBodyInterface(mSystem, inLockBodies).SetShape(mBodyID, mShape, false, EActivation::Activate);
  261. return true;
  262. }
  263. JPH_NAMESPACE_END