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.mAllowedDOFs = EAllowedDOFs::TranslationX | EAllowedDOFs::TranslationY | EAllowedDOFs::TranslationZ;
  31. settings.mOverrideMassProperties = EOverrideMassProperties::MassAndInertiaProvided;
  32. settings.mMassPropertiesOverride.mMass = inSettings->mMass;
  33. settings.mFriction = inSettings->mFriction;
  34. settings.mGravityFactor = inSettings->mGravityFactor;
  35. settings.mUserData = inUserData;
  36. const Body *body = mSystem->GetBodyInterface().CreateBody(settings);
  37. if (body != nullptr)
  38. mBodyID = body->GetID();
  39. }
  40. Character::~Character()
  41. {
  42. // Destroy the body
  43. mSystem->GetBodyInterface().DestroyBody(mBodyID);
  44. }
  45. void Character::AddToPhysicsSystem(EActivation inActivationMode, bool inLockBodies)
  46. {
  47. sGetBodyInterface(mSystem, inLockBodies).AddBody(mBodyID, inActivationMode);
  48. }
  49. void Character::RemoveFromPhysicsSystem(bool inLockBodies)
  50. {
  51. sGetBodyInterface(mSystem, inLockBodies).RemoveBody(mBodyID);
  52. }
  53. void Character::Activate(bool inLockBodies)
  54. {
  55. sGetBodyInterface(mSystem, inLockBodies).ActivateBody(mBodyID);
  56. }
  57. void Character::CheckCollision(RMat44Arg inCenterOfMassTransform, Vec3Arg inMovementDirection, float inMaxSeparationDistance, const Shape *inShape, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, bool inLockBodies) const
  58. {
  59. // Create query broadphase layer filter
  60. DefaultBroadPhaseLayerFilter broadphase_layer_filter = mSystem->GetDefaultBroadPhaseLayerFilter(mLayer);
  61. // Create query object layer filter
  62. DefaultObjectLayerFilter object_layer_filter = mSystem->GetDefaultLayerFilter(mLayer);
  63. // Ignore my own body
  64. IgnoreSingleBodyFilter body_filter(mBodyID);
  65. // Settings for collide shape
  66. CollideShapeSettings settings;
  67. settings.mMaxSeparationDistance = inMaxSeparationDistance;
  68. settings.mActiveEdgeMode = EActiveEdgeMode::CollideOnlyWithActive;
  69. settings.mActiveEdgeMovementDirection = inMovementDirection;
  70. settings.mBackFaceMode = EBackFaceMode::IgnoreBackFaces;
  71. sGetNarrowPhaseQuery(mSystem, inLockBodies).CollideShape(inShape, Vec3::sReplicate(1.0f), inCenterOfMassTransform, settings, inBaseOffset, ioCollector, broadphase_layer_filter, object_layer_filter, body_filter);
  72. }
  73. void Character::CheckCollision(RVec3Arg inPosition, QuatArg inRotation, Vec3Arg inMovementDirection, float inMaxSeparationDistance, const Shape *inShape, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, bool inLockBodies) const
  74. {
  75. // Calculate center of mass transform
  76. RMat44 center_of_mass = RMat44::sRotationTranslation(inRotation, inPosition).PreTranslated(inShape->GetCenterOfMass());
  77. CheckCollision(center_of_mass, inMovementDirection, inMaxSeparationDistance, inShape, inBaseOffset, ioCollector, inLockBodies);
  78. }
  79. void Character::CheckCollision(const Shape *inShape, float inMaxSeparationDistance, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, bool inLockBodies) const
  80. {
  81. // Determine position and velocity of body
  82. RMat44 query_transform;
  83. Vec3 velocity;
  84. {
  85. BodyLockRead lock(sGetBodyLockInterface(mSystem, inLockBodies), mBodyID);
  86. if (!lock.Succeeded())
  87. return;
  88. const Body &body = lock.GetBody();
  89. // Correct the center of mass transform for the difference between the old and new center of mass shape
  90. query_transform = body.GetCenterOfMassTransform().PreTranslated(inShape->GetCenterOfMass() - mShape->GetCenterOfMass());
  91. velocity = body.GetLinearVelocity();
  92. }
  93. CheckCollision(query_transform, velocity, inMaxSeparationDistance, inShape, inBaseOffset, ioCollector, inLockBodies);
  94. }
  95. void Character::PostSimulation(float inMaxSeparationDistance, bool inLockBodies)
  96. {
  97. // Get character position, rotation and velocity
  98. RVec3 char_pos;
  99. Quat char_rot;
  100. Vec3 char_vel;
  101. {
  102. BodyLockRead lock(sGetBodyLockInterface(mSystem, inLockBodies), mBodyID);
  103. if (!lock.Succeeded())
  104. return;
  105. const Body &body = lock.GetBody();
  106. char_pos = body.GetPosition();
  107. char_rot = body.GetRotation();
  108. char_vel = body.GetLinearVelocity();
  109. }
  110. // Collector that finds the hit with the normal that is the most 'up'
  111. class MyCollector : public CollideShapeCollector
  112. {
  113. public:
  114. // Constructor
  115. explicit MyCollector(Vec3Arg inUp, RVec3 inBaseOffset) : mBaseOffset(inBaseOffset), mUp(inUp) { }
  116. // See: CollectorType::AddHit
  117. virtual void AddHit(const CollideShapeResult &inResult) override
  118. {
  119. Vec3 normal = -inResult.mPenetrationAxis.Normalized();
  120. float dot = normal.Dot(mUp);
  121. if (dot > mBestDot) // Find the hit that is most aligned with the up vector
  122. {
  123. mGroundBodyID = inResult.mBodyID2;
  124. mGroundBodySubShapeID = inResult.mSubShapeID2;
  125. mGroundPosition = mBaseOffset + inResult.mContactPointOn2;
  126. mGroundNormal = normal;
  127. mBestDot = dot;
  128. }
  129. }
  130. BodyID mGroundBodyID;
  131. SubShapeID mGroundBodySubShapeID;
  132. RVec3 mGroundPosition = RVec3::sZero();
  133. Vec3 mGroundNormal = Vec3::sZero();
  134. private:
  135. RVec3 mBaseOffset;
  136. Vec3 mUp;
  137. float mBestDot = -FLT_MAX;
  138. };
  139. // Collide shape
  140. MyCollector collector(mUp, char_pos);
  141. CheckCollision(char_pos, char_rot, char_vel, inMaxSeparationDistance, mShape, char_pos, 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. RMat44 inv_transform = RMat44::sInverseRotationTranslation(char_rot, char_pos);
  154. if (mSupportingVolume.SignedDistance(Vec3(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(RVec3 &outPosition, Quat &outRotation, bool inLockBodies) const
  194. {
  195. sGetBodyInterface(mSystem, inLockBodies).GetPositionAndRotation(mBodyID, outPosition, outRotation);
  196. }
  197. void Character::SetPositionAndRotation(RVec3Arg inPosition, QuatArg inRotation, EActivation inActivationMode, bool inLockBodies) const
  198. {
  199. sGetBodyInterface(mSystem, inLockBodies).SetPositionAndRotation(mBodyID, inPosition, inRotation, inActivationMode);
  200. }
  201. RVec3 Character::GetPosition(bool inLockBodies) const
  202. {
  203. return sGetBodyInterface(mSystem, inLockBodies).GetPosition(mBodyID);
  204. }
  205. void Character::SetPosition(RVec3Arg 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. RVec3 Character::GetCenterOfMassPosition(bool inLockBodies) const
  218. {
  219. return sGetBodyInterface(mSystem, inLockBodies).GetCenterOfMassPosition(mBodyID);
  220. }
  221. RMat44 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. RVec3 char_pos = GetPosition(inLockBodies);
  254. MyCollector collector(inMaxPenetrationDepth);
  255. CheckCollision(inShape, 0.0f, char_pos, collector, inLockBodies);
  256. if (collector.mHadCollision)
  257. return false;
  258. }
  259. // Switch the shape
  260. mShape = inShape;
  261. sGetBodyInterface(mSystem, inLockBodies).SetShape(mBodyID, mShape, false, EActivation::Activate);
  262. return true;
  263. }
  264. JPH_NAMESPACE_END