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