mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-05-06 22:06:16 +00:00
JOLT Physics update
adds jolt physics to torque3d
This commit is contained in:
parent
d331731aa1
commit
48312ae20e
16 changed files with 2700 additions and 3 deletions
BIN
Engine/lib/JoltPhysics-5.5.0.zip
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BIN
Engine/lib/JoltPhysics-5.5.0.zip
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Binary file not shown.
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@ -21,6 +21,7 @@ find_package(SndFile CONFIG REQUIRED)
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find_package(TinyXML2 CONFIG REQUIRED)
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find_package(assimp CONFIG REQUIRED)
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find_package(OpenAL CONFIG REQUIRED)
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find_package(Jolt CONFIG REQUIRED)
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# ------------------------------------------------------------------
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# Collect imported targets into a single variable
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@ -41,6 +42,7 @@ set(TORQUE_LINK_THIRDPARTY ${TORQUE_LINK_THIRDPARTY}
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tinyxml2::tinyxml2
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assimp::assimp
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OpenAL::OpenAL
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Jolt::Jolt
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)
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if (MSVC)
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@ -105,7 +107,7 @@ torqueAddSourceDirectories("platform/nativeDialogs")
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torqueAddSourceDirectories( "T3D" "T3D/AI" "T3D/assets" "T3D/decal" "T3D/examples" "T3D/fps" "T3D/fx"
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"T3D/gameBase" "T3D/gameBase/std"
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"T3D/lighting"
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"T3D/physics"
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"T3D/physics" "T3D/physics/jolt"
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# "T3D/components" "T3D/sceneComponent" "T3D/systems" "T3D/gameOBjects"
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"T3D/sfx" "T3D/turret" "T3D/vehicles")
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363
Engine/source/T3D/physics/jolt/joltBody.cpp
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363
Engine/source/T3D/physics/jolt/joltBody.cpp
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@ -0,0 +1,363 @@
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#include "platform/platform.h"
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#include "T3D/physics/jolt/joltBody.h"
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#include "math/mBox.h"
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#include "console/console.h"
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#include "scene/sceneObject.h"
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JoltBody::JoltBody()
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:mBody(NULL),
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mWorld(NULL),
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mMass(0.0f),
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mCenterOfMass(NULL),
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mInvCenterOfMass(NULL),
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mIsDynamic(false),
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mIsEnabled(false)
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{
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}
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JoltBody::~JoltBody()
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{
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SAFE_DELETE(mCenterOfMass);
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SAFE_DELETE(mInvCenterOfMass);
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mColShape = NULL;
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setSimulationEnabled(false);
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JPH::BodyInterface& bi = mWorld->getPhysicsSystem()->GetBodyInterface();
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bi.DestroyBody(mBody->GetID());
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mBody->SetUserData(NULL);
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mBody = NULL;
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}
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PhysicsWorld* JoltBody::getWorld()
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{
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return mWorld;
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}
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PhysicsCollision* JoltBody::getColShape()
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{
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return mColShape;
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}
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bool JoltBody::init(PhysicsCollision* shape, F32 mass, U32 bodyFlags, SceneObject* obj, PhysicsWorld* world)
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{
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if (!shape || !world)
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return false;
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mWorld = dynamic_cast<JoltWorld*>(world);
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if (!mWorld)
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return false;
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mColShape = dynamic_cast<JoltCollision*>(shape);
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if (!mColShape)
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return false;
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mIsDynamic = false;
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const JPH::Shape* joltShape = mColShape->getJoltShape();
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// Determine motion type
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JPH::EMotionType motionType = JPH::EMotionType::Static;
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JPH::ObjectLayer layer = Layers::NON_MOVING;
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if (bodyFlags & BF_KINEMATIC)
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{
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motionType = JPH::EMotionType::Kinematic;
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layer = Layers::MOVING;
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}
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else if (mass > 0.0f)
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{
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motionType = JPH::EMotionType::Dynamic;
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layer = Layers::MOVING;
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}
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MatrixF objXfm = obj->getTransform();
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QuatF angPos(objXfm);
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Point3F pos;
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objXfm.getColumn(3, &pos);
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JPH::BodyCreationSettings settings(
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joltShape,
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joltCast(pos), // initial position
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joltCast(angPos), // rotation
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motionType,
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layer
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);
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// Mass override if dynamic
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if (motionType == JPH::EMotionType::Dynamic)
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{
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settings.mOverrideMassProperties = JPH::EOverrideMassProperties::CalculateInertia;
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settings.mMassPropertiesOverride.mMass = mass;
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settings.mMaxLinearVelocity = 1000.0f; // stops an assert, this is torques upper limit, jolts is 500.0f by default.
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mIsDynamic = true;
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}
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JPH::BodyInterface& bi = mWorld->getPhysicsSystem()->GetBodyInterface();
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JPH::Body* body = bi.CreateBody(settings);
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bi.AddBody(body->GetID(), JPH::EActivation::Activate);
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if (bodyFlags & BF_TRIGGER)
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{
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body->SetIsSensor(true);
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}
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mBody = body;
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getUserData().setObject(obj);
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getUserData().setBody(this);
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mBody->SetUserData(reinterpret_cast<U64>(&mUserData));
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const JPH::Mat44 trans = mBody->GetCenterOfMassTransform();
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MatrixF comMat;
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QuatF qang = joltCast(trans.GetQuaternion());
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qang.setMatrix(&comMat);
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comMat.setPosition(joltCast(trans.GetTranslation()));
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mCenterOfMass = new MatrixF(comMat);
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mInvCenterOfMass = new MatrixF(*mCenterOfMass);
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mInvCenterOfMass->inverse();
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return true;
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}
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void JoltBody::setTransform(const MatrixF& xfm)
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{
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if (!isValid())
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return;
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Point3F pos = xfm.getPosition();
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QuatF q(xfm);
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JPH::BodyInterface& bi = mWorld->getPhysicsSystem()->GetBodyInterface();
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bi.SetPositionAndRotation(
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mBody->GetID(),
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joltCast(pos),
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joltCast(q),
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mIsEnabled ? JPH::EActivation::Activate : JPH::EActivation::DontActivate
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);
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if (isDynamic())
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{
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mBody->ResetMotion();// resets accumulated torque and forces, also velocity but do this explicitly
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mBody->SetLinearVelocity(JPH::Vec3::sZero());
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mBody->SetAngularVelocity(JPH::Vec3::sZero());
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}
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}
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void JoltBody::applyCorrection(const MatrixF& xfm)
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{
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setTransform(xfm);
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}
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MatrixF& JoltBody::getTransform(MatrixF* outMatrix)
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{
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const JPH::Mat44 trans = mBody->GetWorldTransform();
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*outMatrix = joltCast(trans);
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return *outMatrix;
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}
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void JoltBody::applyImpulse(const Point3F& origin, const Point3F& force)
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{
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mBody->AddImpulse(joltCast(force), joltCast(origin));
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}
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void JoltBody::applyTorque(const Point3F& torque)
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{
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mBody->AddTorque(joltCast(torque));
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}
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void JoltBody::applyForce(const Point3F& force)
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{
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mBody->AddForce(joltCast(force));
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}
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void JoltBody::moveKinematicTo(const MatrixF& xfm)
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{
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Point3F pos = xfm.getPosition();
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QuatF angPos(xfm);
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mWorld->getPhysicsSystem()->GetBodyInterface().MoveKinematic(
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mBody->GetID(),
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joltCast(pos),
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joltCast(angPos),
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TickSec
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);
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}
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bool JoltBody::isValid()
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{
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return mBody != nullptr && mWorld != NULL;
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}
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Box3F JoltBody::getWorldBounds()
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{
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JPH::AABox box = mBody->GetWorldSpaceBounds();
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return Box3F(
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Point3F(joltCast(box.mMin)),
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Point3F(joltCast(box.mMax))
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);
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}
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void JoltBody::setSimulationEnabled(bool enabled)
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{
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if (!isValid())
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return;
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JPH::BodyInterface& bi = mWorld->getPhysicsSystem()->GetBodyInterface();
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if (enabled)
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{
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if (bi.IsAdded(mBody->GetID()))
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{
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bi.ActivateBody(mBody->GetID());
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}
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else
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{
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bi.AddBody(mBody->GetID(), JPH::EActivation::Activate);
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}
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}
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else
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{
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bi.DeactivateBody(mBody->GetID());
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bi.RemoveBody(mBody->GetID());
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}
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mIsEnabled = enabled;
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}
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void JoltBody::setSleepThreshold(F32 linear, F32 angular)
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{
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if (!mBody->IsDynamic())
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return;
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JPH::MotionProperties* mp = mBody->GetMotionProperties();
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/* mp->SetLinearSleepThreshold(linear);
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mp->SetAngularSleepThreshold(angular);*/
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}
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void JoltBody::setDamping(F32 linear, F32 angular)
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{
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if (!mBody->IsDynamic())
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return;
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JPH::MotionProperties* mp = mBody->GetMotionProperties();
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mp->SetLinearDamping(linear);
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mp->SetAngularDamping(angular);
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}
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void JoltBody::setSleeping(bool sleeping)
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{
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if (!isValid())
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return;
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if (!mIsEnabled)
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return;
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JPH::BodyInterface& bi = mWorld->getPhysicsSystem()->GetBodyInterface();
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if (sleeping)
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bi.DeactivateBody(mBody->GetID());
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else
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bi.ActivateBody(mBody->GetID());
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}
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void JoltBody::setMaterial(F32 restitution, F32 friction, F32 staticFriction)
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{
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mBody->SetRestitution(restitution);
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mBody->SetFriction(friction);
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}
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void JoltBody::getState(PhysicsState* outState)
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{
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if (!outState)
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return;
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const JPH::RMat44 worldXfm = mBody->GetWorldTransform();
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outState->position = joltCast(worldXfm.GetTranslation());
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outState->orientation = joltCast(mBody->GetRotation());
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outState->linVelocity = getLinVelocity();
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outState->angVelocity = getAngVelocity();
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if (mBody->IsDynamic())
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{
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const JPH::MotionProperties* mp = mBody->GetMotionProperties();
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// Linear momentum = m * v
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F32 mass = mp->GetInverseMass() > 0.0f ? 1.0f / mp->GetInverseMass() : 0.0f;
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outState->momentum = outState->linVelocity * mass;
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// Angular momentum
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JPH::Mat44 I_world = mBody->GetInverseInertia(); // 3x3 part
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JPH::Vec3 angMomentum = I_world.Multiply3x3(mBody->GetAngularVelocity());
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outState->angularMomentum = joltCast(angMomentum);
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}
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else
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{
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outState->momentum.set(0, 0, 0);
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outState->angularMomentum.set(0, 0, 0);
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}
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// Sleeping?
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outState->sleeping = !mBody->IsActive();
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}
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Point3F JoltBody::getCMassPosition() const
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{
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JPH::RVec3 p = mBody->GetCenterOfMassPosition();
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return Point3F(joltCast(p));
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}
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Point3F JoltBody::getLinVelocity() const
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{
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return joltCast(mBody->GetLinearVelocity());
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}
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Point3F JoltBody::getAngVelocity() const
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{
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return joltCast(mBody->GetAngularVelocity());
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}
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void JoltBody::setLinVelocity(const Point3F& vel)
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{
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if (!isValid())
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return;
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JPH::BodyInterface& bi = mWorld->getPhysicsSystem()->GetBodyInterface();
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if (!bi.IsAdded(mBody->GetID()))
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return;
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mBody->SetLinearVelocity(joltCast(vel));
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}
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void JoltBody::setAngVelocity(const Point3F& vel)
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{
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if (!isValid())
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return;
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JPH::BodyInterface& bi = mWorld->getPhysicsSystem()->GetBodyInterface();
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if (!bi.IsAdded(mBody->GetID()))
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return;
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mBody->SetAngularVelocity(joltCast(vel));
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}
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void JoltBody::findContact(SceneObject** contactObject,
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VectorF* contactNormal,
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Vector<SceneObject*>* outOverlapObjects) const
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{
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if (contactObject)
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*contactObject = nullptr;
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if (contactNormal)
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*contactNormal = VectorF::Zero;
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}
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94
Engine/source/T3D/physics/jolt/joltBody.h
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94
Engine/source/T3D/physics/jolt/joltBody.h
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@ -0,0 +1,94 @@
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#ifndef _JOLTBODY_H_
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#define _JOLTBODY_H_
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#ifndef _T3D_PHYSICS_PHYSICSBODY_H_
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#include "T3D/physics/physicsBody.h"
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#endif
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#ifndef _REFBASE_H_
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#include "core/util/refBase.h"
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#endif
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#ifndef _MMATRIX_H_
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#include "math/mMatrix.h"
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#endif
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#ifndef _T3D_JOLT_PLUGIN_H_
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#include "T3D/physics/jolt/joltPlugin.h"
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#endif
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#ifndef _JOLTWORLD_H_
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#include "T3D/physics/jolt/joltWorld.h"
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#endif
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#ifndef _JOLTCOLLISION_H_
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#include "T3D/physics/jolt/joltCollision.h"
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#endif
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class JoltBody : public PhysicsBody
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{
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protected:
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JPH::Body* mBody;
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JoltWorld* mWorld;
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JoltCollisionRef mColShape;
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///
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F32 mMass;
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///
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bool mIsDynamic;
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/// Is the body participating in the physics simulation.
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bool mIsEnabled;
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/// The center of mass offset used if the graphical
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/// transform is not at the mass center.
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MatrixF* mCenterOfMass;
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/// The inverse center of mass offset.
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MatrixF* mInvCenterOfMass;
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public:
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JoltBody();
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virtual ~JoltBody();
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// PhysicsObject
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virtual PhysicsWorld* getWorld();
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virtual void setTransform(const MatrixF& xfm);
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virtual MatrixF& getTransform(MatrixF* outMatrix);
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virtual Box3F getWorldBounds();
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virtual void setSimulationEnabled(bool enabled);
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virtual bool isSimulationEnabled() { return mIsEnabled; }
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// PhysicsBody
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virtual bool init(PhysicsCollision* shape,
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F32 mass,
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U32 bodyFlags,
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SceneObject* obj,
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PhysicsWorld* world);
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bool isDynamic() const override { return mIsDynamic; }
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PhysicsCollision* getColShape() override;
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void setSleepThreshold(F32 linear, F32 angular) override;
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void setDamping(F32 linear, F32 angular) override;
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void getState(PhysicsState* outState) override;
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F32 getMass() const override { return mMass; }
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Point3F getCMassPosition() const override;
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void setLinVelocity(const Point3F& vel) override;
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void setAngVelocity(const Point3F& vel) override;
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Point3F getLinVelocity() const override;
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Point3F getAngVelocity() const override;
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void setSleeping(bool sleeping) override;
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void setMaterial(F32 restitution,
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F32 friction,
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F32 staticFriction) override;
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void applyCorrection(const MatrixF& xfm) override;
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void applyImpulse(const Point3F& origin, const Point3F& force) override;
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void applyTorque(const Point3F& torque) override;
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void applyForce(const Point3F& force) override;
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void findContact(SceneObject** contactObject, VectorF* contactNormal, Vector<SceneObject*>* outOverlapObjects) const override;
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void moveKinematicTo(const MatrixF& xfm) override;
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bool isValid() override;
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};
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#endif // !_JOLTBODY_H_
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353
Engine/source/T3D/physics/jolt/joltCollision.cpp
Normal file
353
Engine/source/T3D/physics/jolt/joltCollision.cpp
Normal file
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@ -0,0 +1,353 @@
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#include "T3D/physics/jolt/joltCollision.h"
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#include "terrain/terrFile.h"
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// Save and undefine the macro if it exists
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#ifdef Offset
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#pragma push_macro("Offset")
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#undef Offset
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#endif
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#include <Jolt/Physics/Collision/Shape/BoxShape.h>
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#include <Jolt/Physics/Collision/Shape/SphereShape.h>
|
||||
#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
|
||||
#include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
|
||||
#include <Jolt/Physics/Collision/Shape/TriangleShape.h>
|
||||
#include <Jolt/Physics/Collision/Shape/HeightFieldShape.h>
|
||||
#include <Jolt/Physics/Collision/Shape/PlaneShape.h>
|
||||
#include <Jolt/Physics/Collision/Shape/CompoundShape.h>
|
||||
#include <Jolt/Physics/Collision/Shape/MeshShape.h>
|
||||
#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
|
||||
#include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
|
||||
|
||||
#ifdef Offset
|
||||
// Restore the original macro after includes
|
||||
#pragma pop_macro("Offset")
|
||||
#endif
|
||||
|
||||
JoltCollision::JoltCollision()
|
||||
{
|
||||
VECTOR_SET_ASSOCIATION(mChildren);
|
||||
}
|
||||
|
||||
JoltCollision::~JoltCollision()
|
||||
{
|
||||
}
|
||||
|
||||
void JoltCollision::addPlane(const PlaneF& plane)
|
||||
{
|
||||
JPH::Plane joltPlane({ plane.x, plane.y, plane.z }, plane.d);
|
||||
JPH::PlaneShapeSettings planeSettings(joltPlane);
|
||||
auto result = planeSettings.Create();
|
||||
if (result.HasError())
|
||||
{
|
||||
Con::errorf("Jolt Error: %s", result.GetError().c_str());
|
||||
return;
|
||||
}
|
||||
|
||||
ChildShapeEntry entry;
|
||||
entry.shape = result.Get();
|
||||
entry.localXfm = JPH::Mat44::sIdentity(); // Plane at origin by default
|
||||
entry.localPos = JPH::Vec3::sZero();
|
||||
entry.localRot = JPH::Quat::sIdentity();
|
||||
mChildren.push_back(entry);
|
||||
|
||||
rebuildCompound();
|
||||
}
|
||||
|
||||
void JoltCollision::addBox(const Point3F& halfWidth, const MatrixF& localXfm)
|
||||
{
|
||||
JPH::BoxShapeSettings boxSettings(JPH::Vec3(halfWidth.x, halfWidth.y, halfWidth.z));
|
||||
|
||||
auto result = boxSettings.Create();
|
||||
if (result.HasError())
|
||||
{
|
||||
Con::errorf("Jolt Error: %s", result.GetError().c_str());
|
||||
return;
|
||||
}
|
||||
|
||||
auto baseShape = result.Get();
|
||||
|
||||
// Convert engine matrix to Jolt position + rotation
|
||||
JPH::Vec3 localPos;
|
||||
JPH::Quat localRot;
|
||||
toJolt(localXfm, localPos, localRot);
|
||||
|
||||
// Wrap the base shape with RotatedTranslatedShape
|
||||
auto rtsSettings = new JPH::RotatedTranslatedShapeSettings(localPos, localRot, baseShape);
|
||||
auto rtsShape = rtsSettings->Create().Get();
|
||||
|
||||
// Store in child entry
|
||||
ChildShapeEntry entry;
|
||||
entry.shape = rtsShape;
|
||||
entry.localPos = localPos;
|
||||
entry.localRot = localRot;
|
||||
entry.localXfm = joltCast(localXfm);
|
||||
mChildren.push_back(entry);
|
||||
|
||||
rebuildCompound();
|
||||
}
|
||||
|
||||
void JoltCollision::addSphere(F32 radius, const MatrixF& localXfm)
|
||||
{
|
||||
JPH::SphereShapeSettings settings(radius);
|
||||
auto result = settings.Create();
|
||||
if (result.HasError())
|
||||
{
|
||||
Con::errorf("Jolt Error: %s", result.GetError().c_str());
|
||||
return;
|
||||
}
|
||||
|
||||
auto baseShape = result.Get();
|
||||
|
||||
JPH::Vec3 localPos;
|
||||
JPH::Quat localRot;
|
||||
toJolt(localXfm, localPos, localRot);
|
||||
|
||||
auto rtsSettings = new JPH::RotatedTranslatedShapeSettings(localPos, localRot, baseShape);
|
||||
auto rtsShape = rtsSettings->Create().Get();
|
||||
|
||||
ChildShapeEntry entry;
|
||||
entry.shape = rtsShape;
|
||||
entry.localPos = localPos;
|
||||
entry.localRot = localRot;
|
||||
entry.localXfm = joltCast(localXfm);
|
||||
mChildren.push_back(entry);
|
||||
|
||||
rebuildCompound();
|
||||
}
|
||||
|
||||
void JoltCollision::addCapsule(F32 radius, F32 height, const MatrixF& localXfm)
|
||||
{
|
||||
JPH::CapsuleShapeSettings settings(radius, height);
|
||||
auto result = settings.Create();
|
||||
if (result.HasError())
|
||||
{
|
||||
Con::errorf("Jolt Error: %s", result.GetError().c_str());
|
||||
return;
|
||||
}
|
||||
|
||||
auto baseShape = result.Get();
|
||||
|
||||
JPH::Vec3 localPos;
|
||||
JPH::Quat localRot;
|
||||
toJolt(localXfm, localPos, localRot);
|
||||
|
||||
auto rtsSettings = new JPH::RotatedTranslatedShapeSettings(localPos, localRot, baseShape);
|
||||
auto rtsShape = rtsSettings->Create().Get();
|
||||
|
||||
ChildShapeEntry entry;
|
||||
entry.shape = rtsShape;
|
||||
entry.localPos = localPos;
|
||||
entry.localRot = localRot;
|
||||
entry.localXfm = joltCast(localXfm);
|
||||
mChildren.push_back(entry);
|
||||
|
||||
rebuildCompound();
|
||||
}
|
||||
|
||||
bool JoltCollision::addConvex(const Point3F* points, U32 count, const MatrixF& localXfm)
|
||||
{
|
||||
if (count == 0)
|
||||
return false;
|
||||
|
||||
std::vector<JPH::Vec3> verts;
|
||||
verts.reserve(count);
|
||||
for (U32 i = 0; i < count; ++i)
|
||||
verts.emplace_back(points[i].x, points[i].y, points[i].z);
|
||||
|
||||
JPH::ConvexHullShapeSettings settings(verts.data(), verts.size());
|
||||
auto result = settings.Create();
|
||||
if (result.HasError())
|
||||
{
|
||||
Con::errorf("Jolt Error: %s", result.GetError().c_str());
|
||||
return false;
|
||||
}
|
||||
|
||||
auto baseShape = result.Get();
|
||||
|
||||
JPH::Vec3 localPos;
|
||||
JPH::Quat localRot;
|
||||
toJolt(localXfm, localPos, localRot);
|
||||
|
||||
auto rtsSettings = new JPH::RotatedTranslatedShapeSettings(localPos, localRot, baseShape);
|
||||
auto rtsShape = rtsSettings->Create().Get();
|
||||
|
||||
ChildShapeEntry entry;
|
||||
entry.shape = rtsShape;
|
||||
entry.localPos = localPos;
|
||||
entry.localRot = localRot;
|
||||
entry.localXfm = joltCast(localXfm);
|
||||
mChildren.push_back(entry);
|
||||
|
||||
rebuildCompound();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool JoltCollision::addTriangleMesh(const Point3F* vert, U32 vertCount, const U32* index, U32 triCount, const MatrixF& localXfm)
|
||||
{
|
||||
if (!vert || !index || vertCount == 0 || triCount == 0)
|
||||
return false;
|
||||
|
||||
// Build the TriangleList
|
||||
JPH::TriangleList triangles;
|
||||
triangles.reserve(triCount);
|
||||
|
||||
for (U32 i = 0; i < triCount; ++i)
|
||||
{
|
||||
const Point3F& v0 = vert[index[i * 3 + 0]];
|
||||
const Point3F& v1 = vert[index[i * 3 + 1]];
|
||||
const Point3F& v2 = vert[index[i * 3 + 2]];
|
||||
|
||||
triangles.push_back(
|
||||
JPH::Triangle(
|
||||
JPH::Float3(v0.x, v0.y, v0.z),
|
||||
JPH::Float3(v2.x, v2.y, v2.z),
|
||||
JPH::Float3(v1.x, v1.y, v1.z),
|
||||
0, // material index
|
||||
i // user data = original triangle index
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
// Create the MeshShape
|
||||
JPH::MeshShapeSettings settings(triangles);
|
||||
auto result = settings.Create();
|
||||
if (result.HasError())
|
||||
{
|
||||
Con::errorf("Jolt Error: %s", result.GetError().c_str());
|
||||
return false;
|
||||
}
|
||||
|
||||
auto baseShape = result.Get();
|
||||
|
||||
JPH::Vec3 localPos;
|
||||
JPH::Quat localRot;
|
||||
toJolt(localXfm, localPos, localRot);
|
||||
|
||||
auto rtsSettings = new JPH::RotatedTranslatedShapeSettings(localPos, localRot, baseShape);
|
||||
auto rtsShape = rtsSettings->Create().Get();
|
||||
|
||||
ChildShapeEntry entry;
|
||||
entry.shape = rtsShape;
|
||||
entry.localPos = localPos;
|
||||
entry.localRot = localRot;
|
||||
entry.localXfm = joltCast(localXfm);
|
||||
mChildren.push_back(entry);
|
||||
|
||||
rebuildCompound();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool JoltCollision::addHeightfield(
|
||||
const U16* heightData,
|
||||
const bool* holes,
|
||||
U32 blockSize,
|
||||
F32 metersPerSample,
|
||||
const MatrixF& localXfm) // We won’t use localXfm directly
|
||||
{
|
||||
if (!heightData || blockSize == 0)
|
||||
return false;
|
||||
|
||||
const F32 heightScale = 0.03125f;
|
||||
const F32 minHeight = 0;
|
||||
const F32 maxHeight = 65535 * heightScale;
|
||||
|
||||
const U32 sampleCount = blockSize * blockSize;
|
||||
std::vector<float> samples(sampleCount);
|
||||
|
||||
for (U32 x = 0; x < blockSize; ++x)
|
||||
{
|
||||
for (U32 y = 0; y < blockSize; ++y)
|
||||
{
|
||||
// Terrain storage (row-major)
|
||||
U32 srcIdx = y * blockSize + x;
|
||||
|
||||
// Flip Z direction for Jolt
|
||||
U32 dstIdx = (blockSize - 1 - y) * blockSize + x;
|
||||
|
||||
float h = fixedToFloat(heightData[srcIdx]);
|
||||
|
||||
if (holes && holes[srcIdx])
|
||||
h = JPH::HeightFieldShapeConstants::cNoCollisionValue;
|
||||
|
||||
samples[dstIdx] = h;
|
||||
}
|
||||
}
|
||||
|
||||
float terrainSize = blockSize * metersPerSample;
|
||||
float verticalAdjust = -heightScale * 0.5f;
|
||||
JPH::Vec3 joltOffset(
|
||||
0.0,
|
||||
verticalAdjust,
|
||||
-terrainSize
|
||||
);
|
||||
|
||||
JPH::Vec3 joltScale(metersPerSample,1.0f, metersPerSample);
|
||||
|
||||
JPH::HeightFieldShapeSettings settings(samples.data(), joltOffset, joltScale, blockSize);
|
||||
settings.mBlockSize = metersPerSample;
|
||||
|
||||
auto result = settings.Create();
|
||||
if (result.HasError())
|
||||
{
|
||||
Con::errorf("Jolt Error: %s", result.GetError().c_str());
|
||||
return false;
|
||||
}
|
||||
|
||||
auto baseShape = result.Get();
|
||||
|
||||
JPH::Vec3 localPos;
|
||||
JPH::Quat localRot;
|
||||
toJolt(localXfm, localPos, localRot);
|
||||
JPH::Quat rotFix = JPH::Quat::sRotation(JPH::Vec3::sAxisX(), JPH::DegreesToRadians(90.0f));
|
||||
localRot = rotFix * localRot;
|
||||
|
||||
auto rtsSettings = new JPH::RotatedTranslatedShapeSettings(localPos, localRot, baseShape);
|
||||
auto rtsShape = rtsSettings->Create().Get();
|
||||
|
||||
ChildShapeEntry entry;
|
||||
entry.shape = rtsShape;
|
||||
entry.localPos = localPos;
|
||||
entry.localRot = localRot;
|
||||
mChildren.push_back(entry);
|
||||
|
||||
rebuildCompound();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void JoltCollision::rebuildCompound()
|
||||
{
|
||||
if (mChildren.empty())
|
||||
return;
|
||||
|
||||
JPH::CompoundShapeSettings* compoundSettings = nullptr;
|
||||
|
||||
if (mChildren.size() > 1)
|
||||
{
|
||||
compoundSettings = new JPH::StaticCompoundShapeSettings();
|
||||
}
|
||||
|
||||
for (auto& colShape : mChildren)
|
||||
{
|
||||
if (compoundSettings)
|
||||
{
|
||||
compoundSettings->AddShape(
|
||||
colShape.localPos,
|
||||
colShape.localRot,
|
||||
colShape.shape
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
mCompundShape = colShape.shape;
|
||||
}
|
||||
}
|
||||
|
||||
if (compoundSettings)
|
||||
{
|
||||
mCompundShape = compoundSettings->Create().Get();
|
||||
delete compoundSettings;
|
||||
}
|
||||
|
||||
}
|
||||
62
Engine/source/T3D/physics/jolt/joltCollision.h
Normal file
62
Engine/source/T3D/physics/jolt/joltCollision.h
Normal file
|
|
@ -0,0 +1,62 @@
|
|||
#ifndef _JOLTCOLLISION_H_
|
||||
#define _JOLTCOLLISION_H_
|
||||
|
||||
#ifndef _T3D_PHYSICS_PHYSICSCOLLISION_H_
|
||||
#include "T3D/physics/physicsCollision.h"
|
||||
#endif
|
||||
|
||||
#ifndef _T3D_JOLT_PLUGIN_H_
|
||||
#include "T3D/physics/jolt/joltPlugin.h"
|
||||
#endif
|
||||
|
||||
#ifndef _MMATRIX_H_
|
||||
#include "math/mMatrix.h"
|
||||
#endif
|
||||
|
||||
#ifndef _TVECTOR_H_
|
||||
#include "core/util/tVector.h"
|
||||
#endif
|
||||
|
||||
struct ChildShapeEntry
|
||||
{
|
||||
JPH::Ref<JPH::Shape> shape;
|
||||
JPH::Mat44 localXfm;
|
||||
JPH::Vec3 localPos;
|
||||
JPH::Quat localRot;
|
||||
};
|
||||
|
||||
class JoltCollision : public PhysicsCollision
|
||||
{
|
||||
private:
|
||||
JPH::Ref<JPH::Shape> mCompundShape;
|
||||
Vector<ChildShapeEntry> mChildren;
|
||||
|
||||
public:
|
||||
JoltCollision();
|
||||
virtual ~JoltCollision();
|
||||
|
||||
// Add basic primitives
|
||||
void addPlane(const PlaneF& plane) override;
|
||||
|
||||
void addBox(const Point3F& halfWidth, const MatrixF& localXfm) override;
|
||||
void addSphere(F32 radius, const MatrixF& localXfm) override;
|
||||
void addCapsule(F32 radius, F32 height, const MatrixF& localXfm) override;
|
||||
bool addConvex(const Point3F* points, U32 count, const MatrixF& localXfm) override;
|
||||
bool addTriangleMesh(const Point3F* vert, U32 vertCount,
|
||||
const U32* index, U32 triCount,
|
||||
const MatrixF& localXfm) override;
|
||||
bool addHeightfield(const U16* heights, const bool* holes, U32 blockSize, F32 metersPerSample, const MatrixF& localXfm) override;
|
||||
|
||||
void rebuildCompound();
|
||||
|
||||
JPH::Ref<JPH::Shape> getJoltShape() const { return mCompundShape; }
|
||||
};
|
||||
|
||||
/// A strong pointer to a reference counted JoltCollision.
|
||||
typedef StrongRefPtr<JoltCollision> JoltCollisionRef;
|
||||
|
||||
|
||||
/// A weak pointer to a reference counted JoltCollision.
|
||||
typedef WeakRefPtr<JoltCollision> JoltCollisionWeakRef;
|
||||
|
||||
#endif // !_JOLTCOLLISION_H_
|
||||
540
Engine/source/T3D/physics/jolt/joltPlayer.cpp
Normal file
540
Engine/source/T3D/physics/jolt/joltPlayer.cpp
Normal file
|
|
@ -0,0 +1,540 @@
|
|||
#include "platform/platform.h"
|
||||
#include "T3D/physics/jolt/joltPlayer.h"
|
||||
#include "collision/collision.h"
|
||||
#include "scene/sceneObject.h"
|
||||
#include "T3D/player.h"
|
||||
|
||||
// we use capsule for player?
|
||||
#ifdef Offset
|
||||
#pragma push_macro("Offset")
|
||||
#undef Offset
|
||||
#endif
|
||||
|
||||
#include <Jolt/Physics/Collision/ShapeCast.h>
|
||||
#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
|
||||
#include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
|
||||
#include <Jolt/Physics/Collision/CollideShape.h>
|
||||
#include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
|
||||
|
||||
#ifdef Offset
|
||||
// Restore the original macro after includes
|
||||
#pragma pop_macro("Offset")
|
||||
#endif
|
||||
|
||||
JoltPlayer::JoltPlayer()
|
||||
: mCharacter(NULL),
|
||||
mObject(NULL),
|
||||
mWorld(NULL),
|
||||
mMaxSlopeCos(0.0f),
|
||||
mStepHeight(0.0f),
|
||||
mOriginOffset(0.0f),
|
||||
mAllowSliding(false),
|
||||
mCollisionEnabled(true),
|
||||
mIsEnabled(false)
|
||||
{
|
||||
mDesiredVelocity = JPH::Vec3::sZero();
|
||||
}
|
||||
|
||||
JoltPlayer::~JoltPlayer()
|
||||
{
|
||||
mCharacter->SetUserData(NULL);
|
||||
mCharacter = NULL;
|
||||
setSimulationEnabled(false);
|
||||
}
|
||||
|
||||
void JoltPlayer::setTransform(const MatrixF& xfm)
|
||||
{
|
||||
if (!mCharacter)
|
||||
return;
|
||||
|
||||
JPH::Mat44 mat = joltCast(xfm);
|
||||
|
||||
mCharacter->SetPosition(mat.GetTranslation());
|
||||
mCharacter->SetRotation(mat.GetQuaternion());
|
||||
}
|
||||
|
||||
MatrixF& JoltPlayer::getTransform(MatrixF* outMatrix)
|
||||
{
|
||||
const JPH::Mat44 trans = mCharacter->GetWorldTransform();
|
||||
*outMatrix = joltCast(trans);
|
||||
return *outMatrix;
|
||||
}
|
||||
|
||||
Box3F JoltPlayer::getWorldBounds()
|
||||
{
|
||||
JPH::AABox box = mCharacter->GetShape()->GetWorldSpaceBounds(mCharacter->GetCenterOfMassTransform(), JPH::Vec3::sOne());
|
||||
return Box3F(
|
||||
Point3F(joltCast(box.mMin)),
|
||||
Point3F(joltCast(box.mMax)));
|
||||
}
|
||||
|
||||
void JoltPlayer::setSimulationEnabled(bool enabled)
|
||||
{
|
||||
if (!mCharacter || !mWorld)
|
||||
return;
|
||||
|
||||
mIsEnabled = enabled;
|
||||
}
|
||||
|
||||
void JoltPlayer::init(const char* type, const Point3F& size, F32 runSurfaceCos, F32 stepHeight, SceneObject* obj, PhysicsWorld* world)
|
||||
{
|
||||
if (!obj || !world)
|
||||
return;
|
||||
|
||||
mObject = obj;
|
||||
|
||||
mWorld = dynamic_cast<JoltWorld*>(world);
|
||||
if (!mWorld)
|
||||
return;
|
||||
|
||||
mStepHeight = stepHeight;
|
||||
mMaxSlopeCos = runSurfaceCos;
|
||||
|
||||
F32 radius = mMax(size.x, size.y) * 0.5f;
|
||||
F32 height = size.z;// +0.5f;
|
||||
height = mMax(0.01f, height);
|
||||
|
||||
mOriginOffset = (0.5f * height);// +radius;
|
||||
JPH::Quat rotFix = JPH::Quat::sRotation(JPH::Vec3::sAxisX(), JPH::DegreesToRadians(90.0f)); // zup
|
||||
JPH::Ref<JPH::Shape> shape = JPH::RotatedTranslatedShapeSettings(JPH::Vec3(0, 0, mOriginOffset), rotFix, new JPH::CapsuleShape(0.5f * height, radius)).Create().Get();
|
||||
JPH::Ref<JPH::Shape> inner_shape = JPH::RotatedTranslatedShapeSettings(JPH::Vec3(0, 0, mOriginOffset), rotFix, new JPH::CapsuleShape(0.5f * 0.9f * height, 0.9f * radius)).Create().Get();
|
||||
|
||||
|
||||
JPH::Ref<JPH::CharacterVirtualSettings> settings = new JPH::CharacterVirtualSettings();
|
||||
Con::printf("JoltPlayer::init - maxSlopeAngle: %f degrees", mRadToDeg(mAcos(runSurfaceCos)));
|
||||
settings->mMaxSlopeAngle = mAcos(runSurfaceCos);
|
||||
settings->mMaxStrength = 100.0f;
|
||||
settings->mShape = shape;
|
||||
settings->mMass = obj->getMass();
|
||||
settings->mBackFaceMode = JPH::EBackFaceMode::IgnoreBackFaces;
|
||||
settings->mCharacterPadding = 0.05f;
|
||||
settings->mPenetrationRecoverySpeed = 1.0f;
|
||||
settings->mMaxNumHits = 64;
|
||||
settings->mPredictiveContactDistance = 0.05f;
|
||||
settings->mSupportingVolume = JPH::Plane(JPH::Vec3::sAxisZ(), -(radius));
|
||||
settings->mEnhancedInternalEdgeRemoval = true;
|
||||
settings->mInnerBodyShape = inner_shape;
|
||||
settings->mInnerBodyLayer = Layers::CHARACTER;
|
||||
|
||||
MatrixF objXfm = obj->getTransform();
|
||||
QuatF angPos(objXfm);
|
||||
Point3F pos;
|
||||
objXfm.getColumn(3, &pos);
|
||||
|
||||
mCharacter = new JPH::CharacterVirtual(
|
||||
settings,
|
||||
joltCast(pos),
|
||||
joltCast(angPos),
|
||||
0,
|
||||
mWorld->getPhysicsSystem()
|
||||
);
|
||||
|
||||
getUserData().setObject(obj);
|
||||
//getUserData().setBody(this);
|
||||
|
||||
mCharacter->SetUserData(reinterpret_cast<U64>(&mUserData));
|
||||
mCharacter->SetUp(JPH::Vec3::sAxisZ());
|
||||
mCharacter->SetListener(this);
|
||||
|
||||
setSimulationEnabled(true);
|
||||
}
|
||||
|
||||
class CharacterBodyFilter : public JPH::BodyFilter
|
||||
{
|
||||
public:
|
||||
JPH::BodyID mCharacterBodyID;
|
||||
|
||||
CharacterBodyFilter(JPH::BodyID id)
|
||||
: mCharacterBodyID(id) {
|
||||
}
|
||||
|
||||
virtual bool ShouldCollide(const JPH::BodyID& inBodyID) const override
|
||||
{
|
||||
return inBodyID != mCharacterBodyID;
|
||||
}
|
||||
};
|
||||
|
||||
Point3F JoltPlayer::move(const VectorF& displacement, CollisionList& outCol)
|
||||
{
|
||||
if (!mCharacter || !mWorld)
|
||||
return Point3F::Zero;
|
||||
|
||||
if (!mIsEnabled)
|
||||
return joltCast(mCharacter->GetPosition());
|
||||
|
||||
const F32 dt = TickSec;
|
||||
JPH::Vec3 velocity = joltCast(displacement) / dt;
|
||||
|
||||
const auto& system = mWorld->getPhysicsSystem();
|
||||
const JPH::Vec3 up = mCharacter->GetUp();
|
||||
|
||||
mCharacter->UpdateGroundVelocity();
|
||||
|
||||
const JPH::CharacterVirtual::EGroundState groundState = mCharacter->GetGroundState();
|
||||
const bool isOnGround = groundState == JPH::CharacterVirtual::EGroundState::OnGround;
|
||||
|
||||
// Temporary - log what displacement.z actually is each frame
|
||||
/*Con::printf("groundState=%d disp.z=%.4f vel.z=%.4f",
|
||||
(int)groundState,
|
||||
displacement.z,
|
||||
displacement.z / TickSec);*/
|
||||
|
||||
if (isOnGround && !mCharacter->IsSlopeTooSteep(mCharacter->GetGroundNormal()))
|
||||
{
|
||||
JPH::Vec3 horizontalVel(velocity.GetX(), velocity.GetY(), 0.0f);
|
||||
mAllowSliding = horizontalVel.Length() > 0.01f;
|
||||
|
||||
if (velocity.GetZ() < 0.05f)
|
||||
velocity.SetZ(0.00f);
|
||||
|
||||
JPH::Vec3 groundVel = mCharacter->GetGroundVelocity();
|
||||
if (groundVel.LengthSq() > 0.001f)
|
||||
velocity += groundVel;
|
||||
}
|
||||
else
|
||||
{
|
||||
mAllowSliding = true;
|
||||
}
|
||||
|
||||
mCharacter->SetLinearVelocity(velocity);
|
||||
|
||||
//----------------------------------------
|
||||
// Substep (bullet was doing a max of 10 iterations)
|
||||
//----------------------------------------
|
||||
const U32 iterations = 3;
|
||||
const F32 subDt = dt / iterations;
|
||||
|
||||
JPH::CharacterVirtual::ExtendedUpdateSettings settings;
|
||||
|
||||
for (int i = 0; i < iterations; ++i)
|
||||
{
|
||||
bool isLast = (i == iterations - 1);
|
||||
|
||||
settings.mWalkStairsStepUp = JPH::Vec3(0, 0, mStepHeight);
|
||||
settings.mStickToFloorStepDown = JPH::Vec3(0, 0, -mStepHeight);
|
||||
settings.mWalkStairsCosAngleForwardContact = mAcos(mMaxSlopeCos);
|
||||
|
||||
|
||||
mCharacter->ExtendedUpdate(
|
||||
subDt,
|
||||
system->GetGravity(),
|
||||
settings,
|
||||
system->GetDefaultBroadPhaseLayerFilter(Layers::MOVING),
|
||||
system->GetDefaultLayerFilter(Layers::MOVING),
|
||||
{},
|
||||
{},
|
||||
*mWorld->getTempAllocator()
|
||||
);
|
||||
}
|
||||
|
||||
//----------------------------------------
|
||||
// Fill collision list from active contacts
|
||||
//----------------------------------------
|
||||
const JPH::CharacterVirtual::ContactList& contacts = mCharacter->GetActiveContacts();
|
||||
|
||||
for (const JPH::CharacterVirtual::Contact& c : contacts)
|
||||
{
|
||||
if (!c.mHadCollision)
|
||||
continue;
|
||||
|
||||
if (outCol.getCount() >= CollisionList::MaxCollisions)
|
||||
break;
|
||||
|
||||
JPH::BodyLockRead lock(system->GetBodyLockInterface(), c.mBodyB);
|
||||
if (!lock.Succeeded())
|
||||
continue;
|
||||
|
||||
const JPH::Body& body = lock.GetBody();
|
||||
PhysicsUserData* ud = reinterpret_cast<PhysicsUserData*>(body.GetUserData());
|
||||
|
||||
Collision& col = outCol.increment();
|
||||
col.point = joltCast(c.mPosition);
|
||||
col.normal = joltCast(c.mContactNormal);
|
||||
col.object = ud ? ud->getObject() : nullptr;
|
||||
col.material = nullptr; // material lookup not available yet
|
||||
col.distance = c.mDistance;
|
||||
col.face = 0;
|
||||
col.faceDot = mDot(col.normal, VectorF(0.f, 0.f, 1.f));
|
||||
}
|
||||
|
||||
// If on ground, ensure the ground body is represented even if it
|
||||
// wasn't caught in the contact list (CharacterVirtual separates these)
|
||||
if (mCharacter->GetGroundState() == JPH::CharacterVirtual::EGroundState::OnGround
|
||||
&& outCol.getCount() < CollisionList::MaxCollisions)
|
||||
{
|
||||
JPH::BodyLockRead lock(system->GetBodyLockInterface(), mCharacter->GetGroundBodyID());
|
||||
if (lock.Succeeded())
|
||||
{
|
||||
const JPH::Body& body = lock.GetBody();
|
||||
PhysicsUserData* ud = reinterpret_cast<PhysicsUserData*>(body.GetUserData());
|
||||
|
||||
// Avoid duplicating if already added via active contacts
|
||||
SceneObject* groundObj = ud ? ud->getObject() : nullptr;
|
||||
bool alreadyPresent = false;
|
||||
for (S32 i = 0; i < outCol.getCount(); ++i)
|
||||
{
|
||||
if (outCol[i].object == groundObj)
|
||||
{
|
||||
alreadyPresent = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!alreadyPresent)
|
||||
{
|
||||
Collision& col = outCol.increment();
|
||||
col.point = joltCast(mCharacter->GetGroundPosition());
|
||||
col.normal = joltCast(mCharacter->GetGroundNormal());
|
||||
col.object = groundObj;
|
||||
col.material = nullptr;
|
||||
col.distance = 0.f;
|
||||
col.faceDot = mDot(col.normal, VectorF(0.f, 0.f, 1.f));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//----------------------------------------
|
||||
// Final position
|
||||
//----------------------------------------
|
||||
Point3F finalPos = joltCast(mCharacter->GetPosition());
|
||||
return finalPos;
|
||||
}
|
||||
|
||||
void JoltPlayer::findContact(SceneObject** contactObject, VectorF* contactNormal, Vector<SceneObject*>* outOverlapObjects) const
|
||||
{
|
||||
if (!mCharacter || !mIsEnabled)
|
||||
return;
|
||||
|
||||
const bool isOnGround = mCharacter->GetGroundState() == JPH::CharacterVirtual::EGroundState::OnGround;
|
||||
F32 bestDot = -1.0f;
|
||||
const JPH::Vec3 up = mCharacter->GetUp();
|
||||
|
||||
for (const JPH::CharacterVirtual::Contact& c : mCharacter->GetActiveContacts())
|
||||
{
|
||||
if (c.mHadCollision)
|
||||
{
|
||||
JPH::BodyLockRead lock(mWorld->getPhysicsSystem()->GetBodyLockInterface(), c.mBodyB);
|
||||
if (!lock.Succeeded())
|
||||
continue;
|
||||
|
||||
const JPH::Body& body = lock.GetBody();
|
||||
PhysicsUserData* ud = (PhysicsUserData*)body.GetUserData();
|
||||
if (!ud)
|
||||
continue;
|
||||
|
||||
VectorF normal = joltCast(c.mContactNormal);
|
||||
F32 dot = mDot(normal, VectorF(0, 0, 1));
|
||||
if (dot > bestDot)
|
||||
{
|
||||
bestDot = dot;
|
||||
*contactObject = ud->getObject();
|
||||
*contactNormal = normal;
|
||||
}
|
||||
SceneObject* obj = ud->getObject();
|
||||
if (obj && !outOverlapObjects->contains(obj))
|
||||
outOverlapObjects->push_back(obj);
|
||||
}
|
||||
}
|
||||
|
||||
if (isOnGround)
|
||||
{
|
||||
JPH::BodyLockRead lock(mWorld->getPhysicsSystem()->GetBodyLockInterface(), mCharacter->GetGroundBodyID());
|
||||
if (!lock.Succeeded())
|
||||
return;
|
||||
|
||||
const JPH::Body& body = lock.GetBody();
|
||||
PhysicsUserData* ud = (PhysicsUserData*)body.GetUserData();
|
||||
if (!ud)
|
||||
return;
|
||||
|
||||
*contactObject = ud->getObject();
|
||||
*contactNormal = joltCast(mCharacter->GetGroundNormal());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool JoltPlayer::testSpacials(const Point3F& nPos, const Point3F& nSize) const
|
||||
{
|
||||
return true;
|
||||
|
||||
//if (!mCharacter || !mWorld)
|
||||
// return false;
|
||||
|
||||
//const auto& system = mWorld->getPhysicsSystem();
|
||||
|
||||
//JPH::BodyFilter body_filter;
|
||||
//JPH::ShapeFilter shape_filter;
|
||||
|
||||
//F32 radius = getMax(nSize.x, nSize.y) * 0.5f;
|
||||
//F32 height = nSize.z - (radius * 2.0f);
|
||||
|
||||
//F32 halfHeight = 0.5f * height;
|
||||
//JPH::Vec3 shapeTranslation(0, 0, halfHeight + radius);
|
||||
|
||||
//JPH::Quat rotFix = JPH::Quat::sRotation(JPH::Vec3::sAxisX(), JPH::DegreesToRadians(90.0f)); // zup
|
||||
//JPH::Ref<JPH::Shape> shape = JPH::RotatedTranslatedShapeSettings(shapeTranslation, rotFix, new JPH::CapsuleShape(halfHeight, radius)).Create().Get();
|
||||
|
||||
//const float maxPenetration = 0.05f; // tweak tolerance
|
||||
|
||||
//return mCharacter->SetShape(
|
||||
// shape,
|
||||
// maxPenetration,
|
||||
// system->GetDefaultBroadPhaseLayerFilter(Layers::MOVING),
|
||||
// system->GetDefaultLayerFilter(Layers::MOVING),
|
||||
// body_filter,
|
||||
// shape_filter,
|
||||
// *mWorld->getTempAllocator());
|
||||
|
||||
}
|
||||
|
||||
void JoltPlayer::setSpacials(const Point3F& nPos, const Point3F& nSize)
|
||||
{
|
||||
if (!mCharacter || !mWorld)
|
||||
return;
|
||||
|
||||
const auto& system = mWorld->getPhysicsSystem();
|
||||
|
||||
JPH::BodyFilter body_filter;
|
||||
JPH::ShapeFilter shape_filter;
|
||||
|
||||
F32 radius = mMax(nSize.x, nSize.y) * 0.5f;
|
||||
F32 height = nSize.z;// +0.5f;
|
||||
height = mMax(0.01f, height);
|
||||
|
||||
mOriginOffset = (0.5f * height);// +radius;
|
||||
JPH::Quat rotFix = JPH::Quat::sRotation(JPH::Vec3::sAxisX(), JPH::DegreesToRadians(90.0f)); // zup
|
||||
JPH::Ref<JPH::Shape> shape = JPH::RotatedTranslatedShapeSettings(JPH::Vec3(0, 0, mOriginOffset), rotFix, new JPH::CapsuleShape(0.5f * height, radius)).Create().Get();
|
||||
JPH::Ref<JPH::Shape> inner_shape = JPH::RotatedTranslatedShapeSettings(JPH::Vec3(0, 0, mOriginOffset), rotFix, new JPH::CapsuleShape(0.5f * 0.9f * height, 0.9f * radius)).Create().Get();
|
||||
|
||||
const float maxPenetration = 0.05f; // tweak tolerance
|
||||
|
||||
if (mCharacter->SetShape(
|
||||
shape,
|
||||
maxPenetration,
|
||||
system->GetDefaultBroadPhaseLayerFilter(Layers::MOVING),
|
||||
system->GetDefaultLayerFilter(Layers::MOVING),
|
||||
body_filter,
|
||||
shape_filter,
|
||||
*mWorld->getTempAllocator())
|
||||
)
|
||||
{
|
||||
mCharacter->SetInnerBodyShape(inner_shape);
|
||||
}
|
||||
|
||||
//mCharacter->SetPosition(joltCast(nPos));
|
||||
}
|
||||
|
||||
void JoltPlayer::enableCollision()
|
||||
{
|
||||
if (!mCharacter || !mWorld || mCollisionEnabled)
|
||||
return;
|
||||
|
||||
mCollisionEnabled = true;
|
||||
|
||||
JPH::BodyID innerBodyID = mCharacter->GetInnerBodyID();
|
||||
if (innerBodyID.IsInvalid())
|
||||
return;
|
||||
|
||||
mWorld->getPhysicsSystem()->GetBodyInterface().AddBody(
|
||||
innerBodyID,
|
||||
JPH::EActivation::Activate
|
||||
);
|
||||
}
|
||||
|
||||
void JoltPlayer::disableCollision()
|
||||
{
|
||||
if (!mCharacter || !mWorld || !mCollisionEnabled)
|
||||
return;
|
||||
|
||||
mCollisionEnabled = false;
|
||||
|
||||
JPH::BodyID innerBodyID = mCharacter->GetInnerBodyID();
|
||||
if (innerBodyID.IsInvalid())
|
||||
return;
|
||||
|
||||
mWorld->getPhysicsSystem()->GetBodyInterface().RemoveBody(innerBodyID);
|
||||
}
|
||||
|
||||
void JoltPlayer::OnContactCommon(const JPH::CharacterVirtual* inCharacter, const JPH::BodyID& inBodyID2, const JPH::SubShapeID& inSubShapeID2, JPH::RVec3Arg inContactPosition, JPH::Vec3Arg inContactNormal, JPH::CharacterContactSettings& ioSettings)
|
||||
{
|
||||
if (inCharacter == mCharacter)
|
||||
{
|
||||
if (ioSettings.mCanPushCharacter && mWorld->getPhysicsSystem()->GetBodyInterface().GetMotionType(inBodyID2) != JPH::EMotionType::Static)
|
||||
{
|
||||
mAllowSliding = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void JoltPlayer::OnCharacterContactCommon(const JPH::CharacterVirtual* inCharacter, const JPH::CharacterVirtual* inOtherCharacter, const JPH::SubShapeID& inSubShapeID2, JPH::RVec3Arg inContactPosition, JPH::Vec3Arg inContactNormal, JPH::CharacterContactSettings& ioSettings)
|
||||
{
|
||||
if (inCharacter == mCharacter && ioSettings.mCanPushCharacter)
|
||||
mAllowSliding = true;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Character Contact Listener Callbacks
|
||||
//------------------------------------------------------------------
|
||||
|
||||
void JoltPlayer::OnAdjustBodyVelocity(const JPH::CharacterVirtual* inCharacter, const JPH::Body& inBody2, JPH::Vec3& ioLinearVelocity, JPH::Vec3& ioAngularVelocity)
|
||||
{
|
||||
}
|
||||
|
||||
void JoltPlayer::OnContactAdded(const JPH::CharacterVirtual* inCharacter, const JPH::BodyID& inBodyID2, const JPH::SubShapeID& inSubShapeID2, JPH::RVec3Arg inContactPosition, JPH::Vec3Arg inContactNormal, JPH::CharacterContactSettings& ioSettings)
|
||||
{
|
||||
if (inCharacter == mCharacter)
|
||||
{
|
||||
JPH::CharacterVirtual::ContactKey c(inBodyID2, inSubShapeID2);
|
||||
if (std::find(mActiveContacts.begin(), mActiveContacts.end(), c) != mActiveContacts.end())
|
||||
AssertFatal(false, "JoltPlayer::OnContactAdded - Received a contact that should have been persisted");
|
||||
|
||||
mActiveContacts.push_back(c);
|
||||
}
|
||||
}
|
||||
|
||||
void JoltPlayer::OnContactPersisted(const JPH::CharacterVirtual* inCharacter, const JPH::BodyID& inBodyID2, const JPH::SubShapeID& inSubShapeID2, JPH::RVec3Arg inContactPosition, JPH::Vec3Arg inContactNormal, JPH::CharacterContactSettings& ioSettings)
|
||||
{
|
||||
if (inCharacter == mCharacter)
|
||||
{
|
||||
JPH::CharacterVirtual::ContactKey c(inBodyID2, inSubShapeID2);
|
||||
if (std::find(mActiveContacts.begin(), mActiveContacts.end(), c) == mActiveContacts.end())
|
||||
AssertFatal(false, "JoltPlayer::OnContactPersisted - Received a contact that should have been added instead");
|
||||
}
|
||||
}
|
||||
|
||||
void JoltPlayer::OnContactRemoved(const JPH::CharacterVirtual* inCharacter, const JPH::BodyID& inBodyID2, const JPH::SubShapeID& inSubShapeID2)
|
||||
{
|
||||
if (inCharacter == mCharacter)
|
||||
{
|
||||
JPH::CharacterVirtual::ContactKey c(inBodyID2, inSubShapeID2);
|
||||
ContactSet::iterator it = std::find(mActiveContacts.begin(), mActiveContacts.end(), c);
|
||||
if (it == mActiveContacts.end())
|
||||
AssertFatal(false, "JoltPlayer::OnContactRemoved - Attempted to remove a contact that was not added");
|
||||
|
||||
mActiveContacts.erase(it);
|
||||
}
|
||||
}
|
||||
|
||||
void JoltPlayer::OnCharacterContactAdded(const JPH::CharacterVirtual* inCharacter, const JPH::CharacterVirtual* inOtherCharacter, const JPH::SubShapeID& inSubShapeID2, JPH::RVec3Arg inContactPosition, JPH::Vec3Arg inContactNormal, JPH::CharacterContactSettings& ioSettings)
|
||||
{
|
||||
}
|
||||
|
||||
void JoltPlayer::OnCharacterContactPersisted(const JPH::CharacterVirtual* inCharacter, const JPH::CharacterVirtual* inOtherCharacter, const JPH::SubShapeID& inSubShapeID2, JPH::RVec3Arg inContactPosition, JPH::Vec3Arg inContactNormal, JPH::CharacterContactSettings& ioSettings)
|
||||
{
|
||||
}
|
||||
|
||||
void JoltPlayer::OnCharacterContactRemoved(const JPH::CharacterVirtual* inCharacter, const JPH::CharacterID& inOtherCharacterID, const JPH::SubShapeID& inSubShapeID2)
|
||||
{
|
||||
}
|
||||
|
||||
void JoltPlayer::OnContactSolve(const JPH::CharacterVirtual* inCharacter, const JPH::BodyID& inBodyID2, const JPH::SubShapeID& inSubShapeID2, JPH::RVec3Arg inContactPosition, JPH::Vec3Arg inContactNormal, JPH::Vec3Arg inContactVelocity, const JPH::PhysicsMaterial* inContactMaterial, JPH::Vec3Arg inCharacterVelocity, JPH::Vec3& ioNewCharacterVelocity)
|
||||
{
|
||||
if (inCharacter != mCharacter)
|
||||
return;
|
||||
|
||||
// When not sliding and contact surface isn't moving and slope is walkable,
|
||||
// zero out velocity to prevent micro-jitter from solver residuals
|
||||
if (!mAllowSliding && inContactVelocity.IsNearZero() && !inCharacter->IsSlopeTooSteep(inContactNormal))
|
||||
ioNewCharacterVelocity = JPH::Vec3::sZero();
|
||||
}
|
||||
|
||||
116
Engine/source/T3D/physics/jolt/joltPlayer.h
Normal file
116
Engine/source/T3D/physics/jolt/joltPlayer.h
Normal file
|
|
@ -0,0 +1,116 @@
|
|||
#ifndef _JOLTPLAYER_H_
|
||||
#define _JOLTPLAYER_H_
|
||||
|
||||
#ifndef _T3D_PHYSICS_PHYSICSPLAYER_H_
|
||||
#include "T3D/physics/physicsPlayer.h"
|
||||
#endif
|
||||
#ifndef _T3D_JOLT_PLUGIN_H_
|
||||
#include "T3D/physics/jolt/joltPlugin.h"
|
||||
#endif
|
||||
#ifndef _JOLTWORLD_H_
|
||||
#include "T3D/physics/jolt/joltWorld.h"
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
#ifdef Offset
|
||||
#pragma push_macro("Offset")
|
||||
#undef Offset
|
||||
#endif
|
||||
|
||||
#include <Jolt/Physics/Character/CharacterVirtual.h>
|
||||
|
||||
#ifdef Offset
|
||||
// Restore the original macro after includes
|
||||
#pragma pop_macro("Offset")
|
||||
#endif
|
||||
|
||||
class JoltPlayer : public PhysicsPlayer, public JPH::CharacterContactListener
|
||||
{
|
||||
protected:
|
||||
JoltWorld* mWorld;
|
||||
SceneObject* mObject;
|
||||
JPH::Ref<JPH::CharacterVirtual> mCharacter;
|
||||
JPH::Vec3 mDesiredVelocity;
|
||||
F32 mMaxSlopeCos;
|
||||
F32 mStepHeight;
|
||||
F32 mOriginOffset;
|
||||
/// Is the body participating in the physics simulation.
|
||||
bool mIsEnabled;
|
||||
bool mAllowSliding;
|
||||
bool mCollisionEnabled;
|
||||
|
||||
using ContactSet = JPH::Array<JPH::CharacterVirtual::ContactKey>;
|
||||
ContactSet mActiveContacts;
|
||||
public:
|
||||
JoltPlayer();
|
||||
virtual ~JoltPlayer();
|
||||
|
||||
// PhysicsObject
|
||||
PhysicsWorld* getWorld() override { return mWorld; }
|
||||
void setTransform(const MatrixF& xfm) override;
|
||||
MatrixF& getTransform(MatrixF* outMatrix) override;
|
||||
Box3F getWorldBounds() override;
|
||||
void setSimulationEnabled(bool enabled) override;
|
||||
bool isSimulationEnabled() override { return mIsEnabled; }
|
||||
|
||||
// Physics Player.
|
||||
void init(const char* type,
|
||||
const Point3F& size,
|
||||
F32 runSurfaceCos,
|
||||
F32 stepHeight,
|
||||
SceneObject* obj,
|
||||
PhysicsWorld* world) override;
|
||||
|
||||
void preUpdate(F32 dt);
|
||||
|
||||
Point3F move(const VectorF& displacement, CollisionList& outCol) override;
|
||||
|
||||
bool _recoverFromPenetration(JPH::RVec3& inOutPos);
|
||||
bool _sweep(JPH::RVec3& inOutPos, const JPH::Vec3& disp, CollisionList* outCol);
|
||||
void _stepForward(JPH::RVec3& inOutPos, const JPH::Vec3& displacement, CollisionList* outCol);
|
||||
|
||||
void findContact(SceneObject** contactObject, VectorF* contactNormal, Vector<SceneObject*>* outOverlapObjects) const override;
|
||||
bool testSpacials(const Point3F& nPos, const Point3F& nSize) const override;
|
||||
void setSpacials(const Point3F& nPos, const Point3F& nSize) override;
|
||||
void enableCollision() override;
|
||||
void disableCollision() override;
|
||||
|
||||
JPH::Ref<JPH::CharacterVirtual> getCharacter() { return mCharacter; }
|
||||
|
||||
protected:
|
||||
// Common function to be called when contacts are added/persisted
|
||||
void OnContactCommon(const JPH::CharacterVirtual* inCharacter, const JPH::BodyID& inBodyID2, const JPH::SubShapeID& inSubShapeID2, JPH::RVec3Arg inContactPosition, JPH::Vec3Arg inContactNormal, JPH::CharacterContactSettings& ioSettings);
|
||||
void OnCharacterContactCommon(const JPH::CharacterVirtual* inCharacter, const JPH::CharacterVirtual* inOtherCharacter, const JPH::SubShapeID& inSubShapeID2, JPH::RVec3Arg inContactPosition, JPH::Vec3Arg inContactNormal, JPH::CharacterContactSettings& ioSettings);
|
||||
|
||||
|
||||
public: // contact listener
|
||||
/// Callback to adjust the velocity of a body as seen by the character. Can be adjusted to e.g. implement a conveyor belt or an inertial dampener system of a sci-fi space ship.
|
||||
virtual void OnAdjustBodyVelocity(const JPH::CharacterVirtual* inCharacter, const JPH::Body& inBody2, JPH::Vec3& ioLinearVelocity, JPH::Vec3& ioAngularVelocity) override;
|
||||
|
||||
// Called whenever the character collides with a body.
|
||||
virtual void OnContactAdded(const JPH::CharacterVirtual* inCharacter, const JPH::BodyID& inBodyID2, const JPH::SubShapeID& inSubShapeID2, JPH::RVec3Arg inContactPosition, JPH::Vec3Arg inContactNormal, JPH::CharacterContactSettings& ioSettings) override;
|
||||
|
||||
// Called whenever the character persists colliding with a body.
|
||||
virtual void OnContactPersisted(const JPH::CharacterVirtual* inCharacter, const JPH::BodyID& inBodyID2, const JPH::SubShapeID& inSubShapeID2, JPH::RVec3Arg inContactPosition, JPH::Vec3Arg inContactNormal, JPH::CharacterContactSettings& ioSettings) override;
|
||||
|
||||
// Called whenever the character loses contact with a body.
|
||||
virtual void OnContactRemoved(const JPH::CharacterVirtual* inCharacter, const JPH::BodyID& inBodyID2, const JPH::SubShapeID& inSubShapeID2) override;
|
||||
|
||||
// Called whenever the character collides with a virtual character.
|
||||
virtual void OnCharacterContactAdded(const JPH::CharacterVirtual* inCharacter, const JPH::CharacterVirtual* inOtherCharacter, const JPH::SubShapeID& inSubShapeID2, JPH::RVec3Arg inContactPosition, JPH::Vec3Arg inContactNormal, JPH::CharacterContactSettings& ioSettings) override;
|
||||
|
||||
// Called whenever the character persists colliding with a virtual character.
|
||||
virtual void OnCharacterContactPersisted(const JPH::CharacterVirtual* inCharacter, const JPH::CharacterVirtual* inOtherCharacter, const JPH::SubShapeID& inSubShapeID2, JPH::RVec3Arg inContactPosition, JPH::Vec3Arg inContactNormal, JPH::CharacterContactSettings& ioSettings) override;
|
||||
|
||||
// Called whenever the character loses contact with a virtual character.
|
||||
virtual void OnCharacterContactRemoved(const JPH::CharacterVirtual* inCharacter, const JPH::CharacterID& inOtherCharacterID, const JPH::SubShapeID& inSubShapeID2) override;
|
||||
|
||||
// Called whenever the character movement is solved and a constraint is hit. Allows the listener to override the resulting character velocity (e.g. by preventing sliding along certain surfaces).
|
||||
virtual void OnContactSolve(const JPH::CharacterVirtual* inCharacter, const JPH::BodyID& inBodyID2, const JPH::SubShapeID& inSubShapeID2, JPH::RVec3Arg inContactPosition, JPH::Vec3Arg inContactNormal, JPH::Vec3Arg inContactVelocity, const JPH::PhysicsMaterial* inContactMaterial, JPH::Vec3Arg inCharacterVelocity, JPH::Vec3& ioNewCharacterVelocity) override;
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
303
Engine/source/T3D/physics/jolt/joltPlugin.cpp
Normal file
303
Engine/source/T3D/physics/jolt/joltPlugin.cpp
Normal file
|
|
@ -0,0 +1,303 @@
|
|||
|
||||
#include "platform/platform.h"
|
||||
#include "T3D/physics/jolt/joltPlugin.h"
|
||||
|
||||
#include "T3D/physics/jolt/joltWorld.h"
|
||||
#include "T3D/physics/jolt/joltCollision.h"
|
||||
#include "T3D/physics/jolt/joltBody.h"
|
||||
#include "T3D/physics/jolt/joltPlayer.h"
|
||||
#include "T3D/gameBase/gameProcess.h"
|
||||
#include "core/util/tNamedFactory.h"
|
||||
#include "gfx/sim/debugDraw.h"
|
||||
|
||||
AFTER_MODULE_INIT(Sim)
|
||||
{
|
||||
NamedFactory<PhysicsPlugin>::add("JoltPhysics", &JoltPlugin::create);
|
||||
}
|
||||
|
||||
JoltPlugin::JoltPlugin()
|
||||
{
|
||||
JPH::RegisterDefaultAllocator();
|
||||
|
||||
JPH::Factory::sInstance = new JPH::Factory();
|
||||
JPH::RegisterTypes();
|
||||
|
||||
#ifdef JPH_DEBUG_RENDERER
|
||||
JPH::DebugRenderer::sInstance = new JoltDebugRenderer();
|
||||
#endif // TORQUE_TOOLS
|
||||
}
|
||||
|
||||
JoltPlugin::~JoltPlugin()
|
||||
{
|
||||
delete JPH::Factory::sInstance;
|
||||
#ifdef JPH_DEBUG_RENDERER
|
||||
delete JPH::DebugRenderer::sInstance;
|
||||
JPH::DebugRenderer::sInstance = nullptr;
|
||||
#endif
|
||||
}
|
||||
|
||||
void JoltPlugin::reset()
|
||||
{
|
||||
// First delete all the cleanup objects.
|
||||
if (getPhysicsCleanup())
|
||||
getPhysicsCleanup()->deleteAllObjects();
|
||||
|
||||
getPhysicsResetSignal().trigger(PhysicsResetEvent_Restore);
|
||||
|
||||
// Now let each world reset itself.
|
||||
Map<StringNoCase, PhysicsWorld*>::Iterator iter = mPhysicsWorldLookup.begin();
|
||||
for (; iter != mPhysicsWorldLookup.end(); iter++)
|
||||
iter->value->reset();
|
||||
}
|
||||
|
||||
PhysicsPlugin* JoltPlugin::create()
|
||||
{
|
||||
return new JoltPlugin();
|
||||
}
|
||||
|
||||
|
||||
void JoltPlugin::destroyPlugin()
|
||||
{
|
||||
// Cleanup any worlds that are still kicking.
|
||||
Map<StringNoCase, PhysicsWorld*>::Iterator iter = mPhysicsWorldLookup.begin();
|
||||
for (; iter != mPhysicsWorldLookup.end(); iter++)
|
||||
{
|
||||
iter->value->destroyWorld();
|
||||
delete iter->value;
|
||||
}
|
||||
mPhysicsWorldLookup.clear();
|
||||
|
||||
delete this;
|
||||
}
|
||||
|
||||
PhysicsCollision* JoltPlugin::createCollision()
|
||||
{
|
||||
return new JoltCollision();
|
||||
}
|
||||
|
||||
PhysicsBody* JoltPlugin::createBody()
|
||||
{
|
||||
return new JoltBody();
|
||||
}
|
||||
|
||||
PhysicsPlayer* JoltPlugin::createPlayer()
|
||||
{
|
||||
return new JoltPlayer();
|
||||
}
|
||||
|
||||
bool JoltPlugin::isSimulationEnabled() const
|
||||
{
|
||||
bool ret = false;
|
||||
JoltWorld* world = static_cast<JoltWorld*>(getWorld(smClientWorldName));
|
||||
if (world)
|
||||
{
|
||||
ret = world->getEnabled();
|
||||
return ret;
|
||||
}
|
||||
|
||||
world = static_cast<JoltWorld*>(getWorld(smServerWorldName));
|
||||
if (world)
|
||||
{
|
||||
ret = world->getEnabled();
|
||||
return ret;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
void JoltPlugin::enableSimulation(const String& worldName, bool enable)
|
||||
{
|
||||
JoltWorld* world = static_cast<JoltWorld*>(getWorld(worldName));
|
||||
if (world)
|
||||
world->setEnabled(enable);
|
||||
}
|
||||
|
||||
|
||||
void JoltPlugin::setTimeScale(const F32 timeScale)
|
||||
{
|
||||
// Grab both the client and
|
||||
// server worlds and set their time
|
||||
// scales to the passed value.
|
||||
JoltWorld* world = static_cast<JoltWorld*>(getWorld(smClientWorldName));
|
||||
if (world)
|
||||
world->setEditorTimeScale(timeScale);
|
||||
|
||||
world = static_cast<JoltWorld*>(getWorld(smServerWorldName));
|
||||
if (world)
|
||||
world->setEditorTimeScale(timeScale);
|
||||
}
|
||||
|
||||
|
||||
const F32 JoltPlugin::getTimeScale() const
|
||||
{
|
||||
// Grab both the client and
|
||||
// server worlds and call
|
||||
// setEnabled( true ) on them.
|
||||
JoltWorld* world = static_cast<JoltWorld*>(getWorld(smClientWorldName));
|
||||
if (!world)
|
||||
{
|
||||
world = static_cast<JoltWorld*>(getWorld(smServerWorldName));
|
||||
if (!world)
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
return world->getEditorTimeScale();
|
||||
}
|
||||
|
||||
bool JoltPlugin::createWorld(const String& worldName)
|
||||
{
|
||||
Map<StringNoCase, PhysicsWorld*>::Iterator iter = mPhysicsWorldLookup.find(worldName);
|
||||
PhysicsWorld* world = NULL;
|
||||
|
||||
iter != mPhysicsWorldLookup.end() ? world = (*iter).value : world = NULL;
|
||||
|
||||
if (world)
|
||||
{
|
||||
Con::errorf("BtPlugin::createWorld - %s world already exists!", worldName.c_str());
|
||||
return false;
|
||||
}
|
||||
|
||||
world = new JoltWorld();
|
||||
|
||||
if (worldName.equal(smClientWorldName, String::NoCase))
|
||||
world->initWorld(false, ClientProcessList::get());
|
||||
else
|
||||
world->initWorld(true, ServerProcessList::get());
|
||||
|
||||
mPhysicsWorldLookup.insert(worldName, world);
|
||||
|
||||
return world != NULL;
|
||||
}
|
||||
|
||||
void JoltPlugin::destroyWorld(const String& worldName)
|
||||
{
|
||||
Map<StringNoCase, PhysicsWorld*>::Iterator iter = mPhysicsWorldLookup.find(worldName);
|
||||
if (iter == mPhysicsWorldLookup.end())
|
||||
return;
|
||||
|
||||
PhysicsWorld* world = (*iter).value;
|
||||
world->destroyWorld();
|
||||
|
||||
|
||||
mPhysicsWorldLookup.erase(iter);
|
||||
}
|
||||
|
||||
PhysicsWorld* JoltPlugin::getWorld(const String& worldName) const
|
||||
{
|
||||
if (mPhysicsWorldLookup.isEmpty())
|
||||
return NULL;
|
||||
|
||||
Map<StringNoCase, PhysicsWorld*>::ConstIterator iter = mPhysicsWorldLookup.find(worldName);
|
||||
|
||||
return iter != mPhysicsWorldLookup.end() ? (*iter).value : NULL;
|
||||
}
|
||||
|
||||
PhysicsWorld* JoltPlugin::getWorld() const
|
||||
{
|
||||
if (mPhysicsWorldLookup.size() == 0)
|
||||
return NULL;
|
||||
|
||||
Map<StringNoCase, PhysicsWorld*>::ConstIterator iter = mPhysicsWorldLookup.begin();
|
||||
return iter->value;
|
||||
}
|
||||
|
||||
U32 JoltPlugin::getWorldCount() const
|
||||
{
|
||||
return mPhysicsWorldLookup.size();
|
||||
}
|
||||
|
||||
#ifdef JPH_DEBUG_RENDERER
|
||||
|
||||
JoltDebugRenderer::JoltDebugRenderer()
|
||||
{
|
||||
JPH::DebugRenderer::Initialize();
|
||||
}
|
||||
|
||||
void JoltDebugRenderer::DrawLine(JPH::RVec3Arg inFrom, JPH::RVec3Arg inTo, JPH::ColorArg inColor)
|
||||
{
|
||||
DebugDrawer::get()->drawLine(joltCast(inFrom), joltCast(inTo), fromJolt(inColor));
|
||||
}
|
||||
|
||||
void JoltDebugRenderer::DrawTriangle(JPH::RVec3Arg inV1, JPH::RVec3Arg inV2, JPH::RVec3Arg inV3, JPH::ColorArg inColor, ECastShadow inCastShadow)
|
||||
{
|
||||
DebugDrawer::get()->drawTri(joltCast(inV1), joltCast(inV2), joltCast(inV3), fromJolt(inColor));
|
||||
}
|
||||
|
||||
JPH::DebugRenderer::Batch JoltDebugRenderer::CreateTriangleBatch(const Triangle* inTriangles, int inTriangleCount)
|
||||
{
|
||||
BatchImpl* batch = new BatchImpl;
|
||||
|
||||
if (inTriangles && inTriangleCount)
|
||||
batch->mTriangles.assign(inTriangles, inTriangles + inTriangleCount);
|
||||
|
||||
return batch;
|
||||
}
|
||||
|
||||
JPH::DebugRenderer::Batch JoltDebugRenderer::CreateTriangleBatch(const Vertex* inVertices, int inVertexCount, const JPH::uint32* inIndices, int inIndexCount)
|
||||
{
|
||||
BatchImpl* batch = new BatchImpl;
|
||||
if (inVertices == nullptr || inVertexCount == 0 || inIndices == nullptr || inIndexCount == 0)
|
||||
return batch;
|
||||
|
||||
// Convert indexed triangle list to triangle list
|
||||
batch->mTriangles.resize(inIndexCount / 3);
|
||||
for (size_t t = 0; t < batch->mTriangles.size(); ++t)
|
||||
{
|
||||
JPH::DebugRenderer::Triangle& triangle = batch->mTriangles[t];
|
||||
triangle.mV[0] = inVertices[inIndices[t * 3 + 0]];
|
||||
triangle.mV[1] = inVertices[inIndices[t * 3 + 1]];
|
||||
triangle.mV[2] = inVertices[inIndices[t * 3 + 2]];
|
||||
}
|
||||
|
||||
return batch;
|
||||
}
|
||||
|
||||
void JoltDebugRenderer::DrawGeometry(JPH::RMat44Arg inModelMatrix, const JPH::AABox& inWorldSpaceBounds, float inLODScaleSq, JPH::ColorArg inModelColor, const GeometryRef& inGeometry, ECullMode inCullMode, ECastShadow inCastShadow, EDrawMode inDrawMode)
|
||||
{
|
||||
const auto& lod = inGeometry->GetLOD(
|
||||
mFrameState.cameraPos,
|
||||
inWorldSpaceBounds,
|
||||
inLODScaleSq
|
||||
);
|
||||
|
||||
const BatchImpl* batch = static_cast<const BatchImpl*>(lod.mTriangleBatch.GetPtr());
|
||||
|
||||
if (!batch)
|
||||
return;
|
||||
|
||||
const U32 triCount = batch->mTriangles.size();
|
||||
if (triCount == 0)
|
||||
return;
|
||||
|
||||
if (!mFrameState.frustum.getBounds().isOverlapped(fromJolt(inWorldSpaceBounds)))
|
||||
return;
|
||||
|
||||
// Start one batched primitive build
|
||||
GFX->setupGenericShaders();
|
||||
GFXStateBlockDesc desc;
|
||||
desc.setZReadWrite(false);
|
||||
GFX->setStateBlockByDesc(desc);
|
||||
PrimBuild::begin(GFXLineList, triCount * 6);
|
||||
for (const auto& tri : batch->mTriangles)
|
||||
{
|
||||
JPH::Vec3 v0 = inModelMatrix * JPH::Vec3(tri.mV[0].mPosition);
|
||||
JPH::Vec3 v1 = inModelMatrix * JPH::Vec3(tri.mV[1].mPosition);
|
||||
JPH::Vec3 v2 = inModelMatrix * JPH::Vec3(tri.mV[2].mPosition);
|
||||
JPH::Color color = inModelColor * tri.mV[0].mColor;
|
||||
PrimBuild::color(fromJolt(color));
|
||||
// Edge 1
|
||||
PrimBuild::vertex3f(v0.GetX(), v0.GetY(), v0.GetZ());
|
||||
PrimBuild::vertex3f(v1.GetX(), v1.GetY(), v1.GetZ());
|
||||
|
||||
// Edge 2
|
||||
PrimBuild::vertex3f(v1.GetX(), v1.GetY(), v1.GetZ());
|
||||
PrimBuild::vertex3f(v2.GetX(), v2.GetY(), v2.GetZ());
|
||||
|
||||
// Edge 3
|
||||
PrimBuild::vertex3f(v2.GetX(), v2.GetY(), v2.GetZ());
|
||||
PrimBuild::vertex3f(v0.GetX(), v0.GetY(), v0.GetZ());
|
||||
}
|
||||
|
||||
PrimBuild::end(true);
|
||||
}
|
||||
#endif
|
||||
211
Engine/source/T3D/physics/jolt/joltPlugin.h
Normal file
211
Engine/source/T3D/physics/jolt/joltPlugin.h
Normal file
|
|
@ -0,0 +1,211 @@
|
|||
#ifndef _T3D_JOLT_PLUGIN_H_
|
||||
#define _T3D_JOLT_PLUGIN_H_
|
||||
|
||||
#ifndef _T3D_PHYSICS_PHYSICSPLUGIN_H_
|
||||
#include "T3D/physics/physicsPlugin.h"
|
||||
#endif
|
||||
|
||||
#ifndef _SCENERENDERSTATE_H_
|
||||
#include "scene/sceneRenderState.h"
|
||||
#endif
|
||||
|
||||
#if defined(TORQUE_TOOLS) && defined(TORQUE_OS_WIN)
|
||||
#ifndef JPH_DEBUG_RENDERER
|
||||
#define JPH_DEBUG_RENDERER
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Save and undefine the macro if it exists
|
||||
#ifdef Offset
|
||||
#pragma push_macro("Offset")
|
||||
#undef Offset
|
||||
#endif
|
||||
|
||||
#include <Jolt/Jolt.h>
|
||||
#include <Jolt/Physics/PhysicsSystem.h>
|
||||
#include <Jolt/RegisterTypes.h>
|
||||
#include <Jolt/Core/TempAllocator.h>
|
||||
#include <Jolt/Core/StreamWrapper.h>
|
||||
#include <Jolt/Physics/Collision/RayCast.h>
|
||||
#include <Jolt/Physics/Collision/CastResult.h>
|
||||
#ifdef JPH_DEBUG_RENDERER
|
||||
#include <Jolt/Renderer/DebugRenderer.h>
|
||||
#endif
|
||||
#include <Jolt/Core/JobSystemThreadPool.h>
|
||||
#include <Jolt/Physics/PhysicsSettings.h>
|
||||
#include <Jolt/Physics/StateRecorderImpl.h>
|
||||
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
|
||||
#include <Jolt/Physics/Collision/Shape/CylinderShape.h>
|
||||
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
|
||||
#include <Jolt/Physics/Collision/Shape/MeshShape.h>
|
||||
#include <Jolt/Physics/Body/BodyCreationSettings.h>
|
||||
#include <Jolt/Physics/Constraints/SixDOFConstraint.h>
|
||||
#include <Jolt/Physics/Body/BodyActivationListener.h>
|
||||
|
||||
#ifdef Offset
|
||||
// Restore the original macro after includes
|
||||
#pragma pop_macro("Offset")
|
||||
#endif
|
||||
|
||||
inline Point3F joltCast(const JPH::Vec3& vec)
|
||||
{
|
||||
return Point3F(vec.GetX(), vec.GetY(), vec.GetZ());
|
||||
}
|
||||
|
||||
inline JPH::Vec3 joltCast(const Point3F& point)
|
||||
{
|
||||
return JPH::Vec3(point.x, point.y, point.z);
|
||||
}
|
||||
|
||||
inline QuatF joltCast(const JPH::Quat& quat)
|
||||
{
|
||||
/// The Torque quat has the opposite winding order.
|
||||
return QuatF(-quat.GetX(), -quat.GetY(), -quat.GetZ(), quat.GetW());
|
||||
}
|
||||
|
||||
inline JPH::Quat joltCast(const QuatF& quat)
|
||||
{
|
||||
/// The Torque quat has the opposite winding order.
|
||||
return JPH::Quat(-quat.x, -quat.y, -quat.z, quat.w);
|
||||
}
|
||||
|
||||
inline JPH::RMat44 joltCast(const MatrixF& m)
|
||||
{
|
||||
QuatF ang(m);
|
||||
return JPH::Mat44::sRotationTranslation(joltCast(ang), joltCast(m.getPosition()));
|
||||
}
|
||||
|
||||
inline MatrixF joltCast(const JPH::Mat44& xfm)
|
||||
{
|
||||
MatrixF out;
|
||||
|
||||
QuatF ang = joltCast(xfm.GetQuaternion());
|
||||
ang.setMatrix(&out);
|
||||
out.setPosition(joltCast(xfm.GetTranslation()));
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
inline void toJolt(const MatrixF& mat, JPH::RVec3& pos, JPH::Quat& rot)
|
||||
{
|
||||
Point3F p;
|
||||
p = mat.getPosition();
|
||||
|
||||
pos = joltCast(p);
|
||||
|
||||
QuatF q(mat);
|
||||
|
||||
rot = joltCast(q);
|
||||
}
|
||||
|
||||
inline JPH::AABox toJolt(const Box3F& box)
|
||||
{
|
||||
return JPH::AABox(
|
||||
joltCast(box.minExtents),
|
||||
joltCast(box.maxExtents)
|
||||
);
|
||||
}
|
||||
|
||||
inline Box3F fromJolt(const JPH::AABox& box)
|
||||
{
|
||||
return Box3F(
|
||||
joltCast(box.mMin),
|
||||
joltCast(box.mMax)
|
||||
);
|
||||
}
|
||||
|
||||
#ifndef _COLOR_H_
|
||||
#include "core/color.h"
|
||||
#endif
|
||||
|
||||
inline JPH::Color toJolt(const ColorI& c)
|
||||
{
|
||||
return JPH::Color(c.red, c.green, c.blue, c.alpha);
|
||||
}
|
||||
|
||||
|
||||
|
||||
inline ColorI fromJolt(const JPH::Color& c)
|
||||
{
|
||||
return ColorI(c.r, c.g, c.b, c.a);
|
||||
}
|
||||
|
||||
#ifdef JPH_DEBUG_RENDERER
|
||||
struct DebugRenderFrameState
|
||||
{
|
||||
Frustum frustum;
|
||||
JPH::Vec3 cameraPos;
|
||||
};
|
||||
|
||||
class JoltDebugRenderer final : public JPH::DebugRenderer
|
||||
{
|
||||
public:
|
||||
JPH_OVERRIDE_NEW_DELETE
|
||||
explicit JoltDebugRenderer();
|
||||
virtual void DrawLine(JPH::RVec3Arg inFrom, JPH::RVec3Arg inTo, JPH::ColorArg inColor) override;
|
||||
virtual void DrawTriangle(JPH::RVec3Arg inV1, JPH::RVec3Arg inV2, JPH::RVec3Arg inV3, JPH::ColorArg inColor, ECastShadow inCastShadow) override;
|
||||
virtual JPH::DebugRenderer::Batch CreateTriangleBatch(const Triangle* inTriangles, int inTriangleCount) override;
|
||||
virtual JPH::DebugRenderer::Batch CreateTriangleBatch(const Vertex* inVertices, int inVertexCount, const JPH::uint32* inIndices, int inIndexCount) override;
|
||||
virtual void DrawGeometry(JPH::RMat44Arg inModelMatrix, const JPH::AABox& inWorldSpaceBounds, float inLODScaleSq, JPH::ColorArg inModelColor, const GeometryRef& inGeometry, ECullMode inCullMode, ECastShadow inCastShadow, EDrawMode inDrawMode) override;
|
||||
virtual void DrawText3D(JPH::RVec3Arg inPosition, const JPH::string_view& inString, JPH::ColorArg inColor, float inHeight) override {};
|
||||
|
||||
|
||||
void SetFrameState(const DebugRenderFrameState& state)
|
||||
{
|
||||
mFrameState = state;
|
||||
}
|
||||
|
||||
/// Implementation specific batch object
|
||||
class BatchImpl : public JPH::RefTargetVirtual
|
||||
{
|
||||
public:
|
||||
JPH_OVERRIDE_NEW_DELETE
|
||||
|
||||
virtual void AddRef() override
|
||||
{
|
||||
++mRefCount;
|
||||
}
|
||||
virtual void Release() override
|
||||
{
|
||||
if (--mRefCount == 0)
|
||||
delete this;
|
||||
}
|
||||
|
||||
JPH::Array<JPH::DebugRenderer::Triangle> mTriangles;
|
||||
|
||||
private:
|
||||
JPH::atomic<U32> mRefCount = 0;
|
||||
};
|
||||
|
||||
private:
|
||||
DebugRenderFrameState mFrameState;
|
||||
};
|
||||
#endif
|
||||
|
||||
class JoltPlugin : public PhysicsPlugin
|
||||
{
|
||||
public:
|
||||
JoltPlugin();
|
||||
~JoltPlugin();
|
||||
|
||||
/// Create function for factory.
|
||||
static PhysicsPlugin* create();
|
||||
|
||||
// PhysicsPlugin
|
||||
virtual void destroyPlugin();
|
||||
virtual void reset();
|
||||
virtual PhysicsCollision* createCollision();
|
||||
virtual PhysicsBody* createBody();
|
||||
virtual PhysicsPlayer* createPlayer();
|
||||
virtual bool isSimulationEnabled() const;
|
||||
virtual void enableSimulation(const String& worldName, bool enable);
|
||||
virtual void setTimeScale(const F32 timeScale);
|
||||
virtual const F32 getTimeScale() const;
|
||||
virtual bool createWorld(const String& worldName);
|
||||
virtual void destroyWorld(const String& worldName);
|
||||
virtual PhysicsWorld* getWorld(const String& worldName) const;
|
||||
virtual PhysicsWorld* getWorld() const;
|
||||
virtual U32 getWorldCount() const;
|
||||
};
|
||||
|
||||
#endif // !_T3D_JOLT_PLUGIN_H_
|
||||
377
Engine/source/T3D/physics/jolt/joltWorld.cpp
Normal file
377
Engine/source/T3D/physics/jolt/joltWorld.cpp
Normal file
|
|
@ -0,0 +1,377 @@
|
|||
|
||||
#include "platform/platform.h"
|
||||
#include "T3D/physics/jolt/joltWorld.h"
|
||||
#include "T3D/physics/jolt/joltBody.h"
|
||||
#include "T3D/physics/jolt/joltPlayer.h"
|
||||
|
||||
#include "platform/profiler.h"
|
||||
#include "sim/netConnection.h"
|
||||
#include "console/console.h"
|
||||
#include "console/consoleTypes.h"
|
||||
#include "scene/sceneRenderState.h"
|
||||
#include "T3D/gameBase/gameProcess.h"
|
||||
|
||||
#include "T3D/physics/physicsUserData.h"
|
||||
|
||||
// Save and undefine the macro if it exists
|
||||
#ifdef Offset
|
||||
#pragma push_macro("Offset")
|
||||
#undef Offset
|
||||
#endif
|
||||
|
||||
#include <Jolt/Physics/Collision/RayCast.h>
|
||||
#include <Jolt/Physics/Collision/CastResult.h>
|
||||
#include <Jolt/Physics/Body/BodyLock.h>
|
||||
#include <Jolt/Physics/Body/Body.h>
|
||||
#include <Jolt/Physics/Collision/NarrowPhaseQuery.h>
|
||||
#include <Jolt/Physics/Collision/CollideShape.h>
|
||||
|
||||
#ifdef Offset
|
||||
// Restore the original macro after includes
|
||||
#pragma pop_macro("Offset")
|
||||
#endif
|
||||
|
||||
JoltWorld::JoltWorld()
|
||||
:mIsEnabled(false),
|
||||
mIsSimulating(false),
|
||||
mTickCount(0),
|
||||
mProcessList(NULL),
|
||||
mEditorTimeScale(1.0f)
|
||||
{
|
||||
mTempAllocator = nullptr;
|
||||
mJobSystem = nullptr;
|
||||
}
|
||||
|
||||
|
||||
JoltWorld::~JoltWorld()
|
||||
{
|
||||
}
|
||||
|
||||
bool JoltWorld::initWorld(bool isServer, ProcessList* processList)
|
||||
{
|
||||
const U32 cMaxBodies = 65536;
|
||||
const U32 cNumBodyMutexes = 1024;
|
||||
const U32 cMaxBodyPairs = 65536;
|
||||
const U32 cMaxContactConstraints = 10240;
|
||||
|
||||
mTempAllocator = new JPH::TempAllocatorImpl(10 * 1024 * 1024);
|
||||
|
||||
// thread pool of 2 threads?
|
||||
mJobSystem = new JPH::JobSystemThreadPool(
|
||||
JPH::cMaxPhysicsJobs,
|
||||
JPH::cMaxPhysicsBarriers,
|
||||
-1
|
||||
);
|
||||
|
||||
mPhysicsSystem.Init(
|
||||
cMaxBodies,
|
||||
cNumBodyMutexes,
|
||||
cMaxBodyPairs,
|
||||
cMaxContactConstraints,
|
||||
mBroadPhaseLayerInterface,
|
||||
mObjectVsBroadPhaseLayerFilter,
|
||||
mObjectLayerPairFilter
|
||||
);
|
||||
|
||||
mIsEnabled = true;
|
||||
|
||||
mPhysicsSystem.SetGravity(joltCast(mGravity));
|
||||
|
||||
mProcessList = processList;
|
||||
mProcessList->preTickSignal().notify(this, &JoltWorld::getPhysicsResults);
|
||||
mProcessList->postTickSignal().notify(this, &JoltWorld::tickPhysics, 1000.0f);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void JoltWorld::destroyWorldInternal()
|
||||
{
|
||||
// Stop ticking
|
||||
mIsEnabled = false;
|
||||
|
||||
// Remove all bodies
|
||||
JPH::BodyInterface& bi = mPhysicsSystem.GetBodyInterface();
|
||||
JPH::BodyIDVector bodies;
|
||||
mPhysicsSystem.GetBodies(bodies);
|
||||
|
||||
for (JPH::BodyID id : bodies)
|
||||
{
|
||||
if (bi.IsAdded(id))
|
||||
bi.RemoveBody(id);
|
||||
}
|
||||
|
||||
// Remove tick listeners
|
||||
if (mProcessList)
|
||||
{
|
||||
mProcessList->preTickSignal().remove(this, &JoltWorld::getPhysicsResults);
|
||||
mProcessList->postTickSignal().remove(this, &JoltWorld::tickPhysics);
|
||||
mProcessList = nullptr;
|
||||
}
|
||||
|
||||
// Delete job system and temp allocator
|
||||
delete mJobSystem;
|
||||
mJobSystem = nullptr;
|
||||
|
||||
delete mTempAllocator;
|
||||
mTempAllocator = nullptr;
|
||||
|
||||
delete this;
|
||||
}
|
||||
|
||||
void JoltWorld::destroyWorld()
|
||||
{
|
||||
mDestroyPending.store(true, std::memory_order_release);
|
||||
}
|
||||
|
||||
bool JoltWorld::castRay(const Point3F& startPnt, const Point3F& endPnt, RayInfo* ri, const Point3F& impulse)
|
||||
{
|
||||
JPH::Vec3 startV(startPnt.x, startPnt.y, startPnt.z);
|
||||
JPH::Vec3 dir = JPH::Vec3(endPnt.x - startPnt.x, endPnt.y - startPnt.y, endPnt.z - startPnt.z);
|
||||
|
||||
F32 rayLength = dir.Length();
|
||||
|
||||
if (rayLength <= 0.0001f)
|
||||
return false;
|
||||
|
||||
JPH::RRayCast ray(startV, dir);
|
||||
|
||||
JPH::RayCastResult result;
|
||||
|
||||
if (!mPhysicsSystem.GetNarrowPhaseQuery().CastRay(ray, result))
|
||||
return false;
|
||||
|
||||
JPH::BodyLockRead lock(
|
||||
mPhysicsSystem.GetBodyLockInterface(),
|
||||
result.mBodyID
|
||||
);
|
||||
|
||||
if (!lock.Succeeded())
|
||||
return false;
|
||||
|
||||
dir /= rayLength;
|
||||
|
||||
const JPH::Body& body = lock.GetBody();
|
||||
|
||||
JPH::RVec3 hitPos = ray.GetPointOnRay(result.mFraction);
|
||||
|
||||
JPH::Vec3 normal = body.GetWorldSpaceSurfaceNormal( result.mSubShapeID2, hitPos );
|
||||
|
||||
if (!body.GetUserData())
|
||||
return false;
|
||||
|
||||
if (ri)
|
||||
{
|
||||
ri->point.set(joltCast(hitPos));
|
||||
ri->normal.set(joltCast(normal));
|
||||
|
||||
ri->distance = result.mFraction * rayLength;
|
||||
// SceneObject mapping
|
||||
PhysicsUserData* userData = PhysicsUserData::cast((void*)body.GetUserData());
|
||||
ri->object = userData->getObject();
|
||||
ri->material = NULL;
|
||||
ri->face = 0;
|
||||
ri->faceDot = 0;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
PhysicsBody* JoltWorld::castRay(const Point3F& start, const Point3F& end, U32 bodyTypes)
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void JoltWorld::explosion(const Point3F& pos, F32 radius, F32 forceMagnitude)
|
||||
{
|
||||
JPH::Vec3 center(pos.x, pos.y, pos.z);
|
||||
float radiusSq = radius * radius;
|
||||
|
||||
// Broadphase query: get all bodies in sphere
|
||||
JPH::SphereShape sphere(radius);
|
||||
|
||||
JPH::CollideShapeSettings settings;
|
||||
settings.mMaxSeparationDistance = 0.0f;
|
||||
|
||||
JPH::RMat44 transform = JPH::RMat44::sTranslation(center);
|
||||
|
||||
struct ExplosionCollector : public JPH::CollideShapeCollector
|
||||
{
|
||||
std::vector<JPH::BodyID> bodies;
|
||||
|
||||
void AddHit(const JPH::CollideShapeResult& result) override
|
||||
{
|
||||
bodies.push_back(result.mBodyID2);
|
||||
}
|
||||
};
|
||||
|
||||
ExplosionCollector collector;
|
||||
|
||||
mPhysicsSystem.GetNarrowPhaseQuery().CollideShape(
|
||||
&sphere,
|
||||
JPH::Vec3::sOne(),
|
||||
transform,
|
||||
settings,
|
||||
JPH::Vec3::sZero(),
|
||||
collector
|
||||
);
|
||||
|
||||
auto& bodyInterface = mPhysicsSystem.GetBodyInterface();
|
||||
|
||||
for (const JPH::BodyID& bodyID : collector.bodies)
|
||||
{
|
||||
if (!bodyInterface.IsAdded(bodyID))
|
||||
continue;
|
||||
|
||||
// Wake the body FIRST
|
||||
bodyInterface.ActivateBody(bodyID);
|
||||
|
||||
// Lock body safely
|
||||
JPH::BodyLockWrite lock(
|
||||
mPhysicsSystem.GetBodyLockInterface(),
|
||||
bodyID
|
||||
);
|
||||
|
||||
if (!lock.Succeeded())
|
||||
continue;
|
||||
|
||||
JPH::Body& body = lock.GetBody();
|
||||
|
||||
// Ignore static/kinematic bodies
|
||||
if (!body.IsDynamic())
|
||||
continue;
|
||||
|
||||
JPH::Vec3 bodyPos = body.GetCenterOfMassPosition();
|
||||
JPH::Vec3 offset = bodyPos - center;
|
||||
|
||||
float distSq = offset.LengthSq();
|
||||
if (distSq > radiusSq || distSq <= 0.0001f)
|
||||
continue;
|
||||
|
||||
float dist = sqrtf(distSq);
|
||||
|
||||
// Normalize direction
|
||||
JPH::Vec3 dir = offset / dist;
|
||||
|
||||
// Falloff (linear)
|
||||
float falloff = 1.0f - (dist / radius);
|
||||
|
||||
// Final impulse
|
||||
JPH::Vec3 impulse = dir * (forceMagnitude * falloff);
|
||||
|
||||
// Apply impulse at center of mass
|
||||
body.AddImpulse(impulse);
|
||||
}
|
||||
}
|
||||
|
||||
void JoltWorld::onDebugDraw(const SceneRenderState* state)
|
||||
{
|
||||
#ifdef JPH_DEBUG_RENDERER
|
||||
if (!state->isDiffusePass()) return;
|
||||
|
||||
if (!mIsEnabled)
|
||||
return;
|
||||
|
||||
auto* renderer = static_cast<JoltDebugRenderer*>(JPH::DebugRenderer::sInstance);
|
||||
if (!renderer)
|
||||
return;
|
||||
|
||||
DebugRenderFrameState frame;
|
||||
frame.frustum = state->getCullingFrustum();
|
||||
frame.cameraPos = joltCast(state->getCameraPosition());
|
||||
|
||||
renderer->SetFrameState(frame);
|
||||
|
||||
JPH::BodyManager::DrawSettings settings;
|
||||
|
||||
settings.mDrawShape = true;
|
||||
settings.mDrawWorldTransform = false;
|
||||
settings.mDrawBoundingBox = true;
|
||||
settings.mDrawVelocity = false;
|
||||
settings.mDrawCenterOfMassTransform = true;
|
||||
settings.mDrawShapeColor = JPH::BodyManager::EShapeColor::SleepColor;
|
||||
|
||||
mPhysicsSystem.DrawBodies(settings, renderer);
|
||||
#endif
|
||||
}
|
||||
|
||||
void JoltWorld::tickPhysics(U32 elapsedMs)
|
||||
{
|
||||
// Perform deferred destruction
|
||||
if (mDestroyPending.exchange(false))
|
||||
{
|
||||
destroyWorldInternal();
|
||||
return;
|
||||
}
|
||||
|
||||
if (!mIsEnabled)
|
||||
return;
|
||||
|
||||
if (mResetPending.exchange(false))
|
||||
performReset();
|
||||
|
||||
const F32 dt = (F32)elapsedMs * 0.001f;
|
||||
|
||||
PROFILE_SCOPE(JoltWorld_TickPhysics);
|
||||
|
||||
mPhysicsSystem.Update(
|
||||
dt * mEditorTimeScale,
|
||||
smPhysicsMaxSubSteps, // collision steps
|
||||
mTempAllocator,
|
||||
mJobSystem
|
||||
);
|
||||
|
||||
mIsSimulating = true;
|
||||
}
|
||||
|
||||
void JoltWorld::getPhysicsResults()
|
||||
{
|
||||
if (!mIsSimulating)
|
||||
return;
|
||||
|
||||
PROFILE_SCOPE(JoltWorld_getPhysicsResults);
|
||||
|
||||
mIsSimulating = false;
|
||||
mTickCount++;
|
||||
}
|
||||
|
||||
void JoltWorld::performReset()
|
||||
{
|
||||
JPH::BodyInterface& bodyInterface = mPhysicsSystem.GetBodyInterface();
|
||||
|
||||
JPH::BodyIDVector bodies;
|
||||
mPhysicsSystem.GetBodies(bodies);
|
||||
|
||||
for (JPH::BodyID id : bodies)
|
||||
{
|
||||
if (!bodyInterface.IsAdded(id))
|
||||
continue;
|
||||
|
||||
bodyInterface.ActivateBody(id);
|
||||
|
||||
bodyInterface.SetLinearAndAngularVelocity(
|
||||
id,
|
||||
JPH::Vec3::sZero(),
|
||||
JPH::Vec3::sZero()
|
||||
);
|
||||
}
|
||||
|
||||
mPhysicsSystem.OptimizeBroadPhase();
|
||||
}
|
||||
|
||||
void JoltWorld::reset()
|
||||
{
|
||||
if (!mIsEnabled)
|
||||
return;
|
||||
|
||||
// we operate with a threading environment o not reset right away.
|
||||
mResetPending.store(true, std::memory_order_release);
|
||||
|
||||
}
|
||||
|
||||
void JoltWorld::setEnabled(bool enabled)
|
||||
{
|
||||
mIsEnabled = enabled;
|
||||
|
||||
if (!mIsEnabled)
|
||||
getPhysicsResults();
|
||||
}
|
||||
190
Engine/source/T3D/physics/jolt/joltWorld.h
Normal file
190
Engine/source/T3D/physics/jolt/joltWorld.h
Normal file
|
|
@ -0,0 +1,190 @@
|
|||
#pragma once
|
||||
|
||||
#ifndef _JOLTWORLD_H_
|
||||
#define _JOLTWORLD_H_
|
||||
|
||||
#ifndef _T3D_PHYSICS_PHYSICSWORLD_H_
|
||||
#include "T3D/physics/physicsWorld.h"
|
||||
#endif
|
||||
|
||||
#ifndef _T3D_JOLT_PLUGIN_H_
|
||||
#include "T3D/physics/jolt/joltPlugin.h"
|
||||
#endif
|
||||
|
||||
|
||||
class ProcessList;
|
||||
class PhysicsBody;
|
||||
class JoltPlayer;
|
||||
|
||||
namespace Layers
|
||||
{
|
||||
static constexpr JPH::ObjectLayer NON_MOVING = 0;
|
||||
static constexpr JPH::ObjectLayer MOVING = 1;
|
||||
static constexpr JPH::ObjectLayer CHARACTER = 2;
|
||||
static constexpr JPH::ObjectLayer DEBRIS = 3;
|
||||
static constexpr JPH::ObjectLayer NUM_LAYERS = 4;
|
||||
}
|
||||
|
||||
namespace BroadPhaseLayers
|
||||
{
|
||||
static constexpr JPH::BroadPhaseLayer NON_MOVING(0);
|
||||
static constexpr JPH::BroadPhaseLayer MOVING(1);
|
||||
|
||||
static constexpr U32 NUM_LAYERS = 2;
|
||||
}
|
||||
|
||||
class BPLayerInterfaceImpl final : public JPH::BroadPhaseLayerInterface
|
||||
{
|
||||
public:
|
||||
|
||||
BPLayerInterfaceImpl()
|
||||
{
|
||||
mObjectToBroadPhase[Layers::NON_MOVING] = BroadPhaseLayers::NON_MOVING;
|
||||
mObjectToBroadPhase[Layers::MOVING] = BroadPhaseLayers::MOVING;
|
||||
mObjectToBroadPhase[Layers::CHARACTER] = BroadPhaseLayers::MOVING;
|
||||
mObjectToBroadPhase[Layers::DEBRIS] = BroadPhaseLayers::MOVING;
|
||||
}
|
||||
|
||||
virtual U32 GetNumBroadPhaseLayers() const override
|
||||
{
|
||||
return BroadPhaseLayers::NUM_LAYERS;
|
||||
}
|
||||
|
||||
virtual JPH::BroadPhaseLayer GetBroadPhaseLayer(JPH::ObjectLayer layer) const override
|
||||
{
|
||||
return mObjectToBroadPhase[layer];
|
||||
}
|
||||
|
||||
#if defined(JPH_EXTERNAL_PROFILE) || defined(JPH_PROFILE_ENABLED)
|
||||
|
||||
virtual const char* GetBroadPhaseLayerName(JPH::BroadPhaseLayer layer) const override
|
||||
{
|
||||
switch ((JPH::BroadPhaseLayer::Type)layer)
|
||||
{
|
||||
case 0: return "NON_MOVING";
|
||||
case 1: return "MOVING";
|
||||
default: return "UNKNOWN";
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
private:
|
||||
|
||||
JPH::BroadPhaseLayer mObjectToBroadPhase[Layers::NUM_LAYERS];
|
||||
};
|
||||
|
||||
class ObjectLayerPairFilterImpl : public JPH::ObjectLayerPairFilter
|
||||
{
|
||||
public:
|
||||
|
||||
virtual bool ShouldCollide(
|
||||
JPH::ObjectLayer layer1,
|
||||
JPH::ObjectLayer layer2) const override
|
||||
{
|
||||
switch (layer1)
|
||||
{
|
||||
case Layers::NON_MOVING:
|
||||
return layer2 == Layers::MOVING
|
||||
|| layer2 == Layers::CHARACTER
|
||||
|| layer2 == Layers::DEBRIS;
|
||||
|
||||
case Layers::MOVING:
|
||||
return true;
|
||||
|
||||
case Layers::CHARACTER:
|
||||
return layer2 == Layers::NON_MOVING
|
||||
|| layer2 == Layers::MOVING
|
||||
|| layer2 == Layers::CHARACTER;
|
||||
|
||||
case Layers::DEBRIS:
|
||||
return layer2 == Layers::NON_MOVING; // Only Statics
|
||||
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
class ObjectVsBroadPhaseLayerFilterImpl : public JPH::ObjectVsBroadPhaseLayerFilter
|
||||
{
|
||||
public:
|
||||
|
||||
virtual bool ShouldCollide(
|
||||
JPH::ObjectLayer layer1,
|
||||
JPH::BroadPhaseLayer layer2) const override
|
||||
{
|
||||
switch (layer1)
|
||||
{
|
||||
case Layers::NON_MOVING:
|
||||
return layer2 == BroadPhaseLayers::MOVING;
|
||||
|
||||
case Layers::MOVING:
|
||||
case Layers::CHARACTER:
|
||||
return true;
|
||||
|
||||
case Layers::DEBRIS:
|
||||
return layer2 == BroadPhaseLayers::NON_MOVING;
|
||||
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
class JoltWorld : public PhysicsWorld
|
||||
{
|
||||
protected:
|
||||
bool mIsEnabled;
|
||||
|
||||
U32 mTickCount;
|
||||
bool mIsSimulating;
|
||||
|
||||
std::atomic<bool> mResetPending{ false };
|
||||
std::atomic<bool> mDestroyPending{ false };
|
||||
|
||||
F32 mEditorTimeScale;
|
||||
JPH::PhysicsSystem mPhysicsSystem;
|
||||
JPH::TempAllocatorImpl* mTempAllocator;
|
||||
JPH::JobSystemThreadPool* mJobSystem;
|
||||
BPLayerInterfaceImpl mBroadPhaseLayerInterface;
|
||||
ObjectVsBroadPhaseLayerFilterImpl mObjectVsBroadPhaseLayerFilter;
|
||||
ObjectLayerPairFilterImpl mObjectLayerPairFilter;
|
||||
ProcessList* mProcessList;
|
||||
public:
|
||||
JoltWorld();
|
||||
virtual ~JoltWorld();
|
||||
|
||||
// PhysicWorld
|
||||
virtual bool initWorld(bool isServer, ProcessList* processList);
|
||||
void destroyWorldInternal();
|
||||
virtual void destroyWorld();
|
||||
virtual bool castRay(const Point3F& startPnt, const Point3F& endPnt, RayInfo* ri, const Point3F& impulse);
|
||||
virtual PhysicsBody* castRay(const Point3F& start, const Point3F& end, U32 bodyTypes);
|
||||
virtual void explosion(const Point3F& pos, F32 radius, F32 forceMagnitude);
|
||||
virtual void onDebugDraw(const SceneRenderState* state);
|
||||
virtual void reset();
|
||||
virtual bool isEnabled() const { return mIsEnabled; }
|
||||
|
||||
void tickPhysics(U32 elapsedMs);
|
||||
void getPhysicsResults();
|
||||
bool isWritable() const { return !mIsSimulating; }
|
||||
|
||||
void performReset();
|
||||
|
||||
void setEnabled(bool enabled);
|
||||
bool getEnabled() const { return mIsEnabled; }
|
||||
|
||||
void setEditorTimeScale(F32 timeScale) { mEditorTimeScale = timeScale; }
|
||||
const F32 getEditorTimeScale() const { return mEditorTimeScale; }
|
||||
JPH::PhysicsSystem* getPhysicsSystem() { return &mPhysicsSystem; }
|
||||
|
||||
const JPH::BroadPhaseLayerInterface& getBroadPhaseLayerInterface() const { return mBroadPhaseLayerInterface; };
|
||||
const JPH::ObjectLayerPairFilter& getObjectLayerPairFilter() const { return mObjectLayerPairFilter; }
|
||||
const JPH::ObjectVsBroadPhaseLayerFilter& getObjectVsBroadPhaseLayerFilter() const { return mObjectVsBroadPhaseLayerFilter; }
|
||||
JPH::TempAllocatorImpl* getTempAllocator() { return mTempAllocator; }
|
||||
ProcessList* getProcessList() { return mProcessList; }
|
||||
|
||||
};
|
||||
|
||||
#endif // !_JOLTWORLD_H_
|
||||
|
|
@ -2587,11 +2587,15 @@ void MeshRoad::_generateSegments()
|
|||
polylist.triangulate();
|
||||
|
||||
PhysicsCollision *colShape = PHYSICSMGR->createCollision();
|
||||
colShape->addTriangleMesh( polylist.mVertexList.address(),
|
||||
if (!colShape->addTriangleMesh(polylist.mVertexList.address(),
|
||||
polylist.mVertexList.size(),
|
||||
polylist.mIndexList.address(),
|
||||
polylist.mIndexList.size() / 3,
|
||||
MatrixF::Identity );
|
||||
getWorldTransform()))
|
||||
{
|
||||
// failed to create mesh, get out GET OUT NOWWWW
|
||||
return;
|
||||
}
|
||||
|
||||
PhysicsWorld *world = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" );
|
||||
mPhysicsRep = PHYSICSMGR->createBody();
|
||||
|
|
|
|||
44
Tools/CMake/vcpkg/ports/joltphysics/portfile.cmake
Normal file
44
Tools/CMake/vcpkg/ports/joltphysics/portfile.cmake
Normal file
|
|
@ -0,0 +1,44 @@
|
|||
vcpkg_check_linkage(ONLY_STATIC_LIBRARY)
|
||||
|
||||
set(LOCAL_ARCHIVE "$ENV{VCPKG_LIB_SOURCE_ROOT}/JoltPhysics-5.5.0.zip")
|
||||
|
||||
vcpkg_extract_source_archive(
|
||||
SOURCE_PATH
|
||||
ARCHIVE "${LOCAL_ARCHIVE}"
|
||||
)
|
||||
|
||||
string(COMPARE EQUAL "${VCPKG_CRT_LINKAGE}" "static" USE_STATIC_CRT)
|
||||
|
||||
vcpkg_check_features(OUT_FEATURE_OPTIONS FEATURE_OPTIONS
|
||||
FEATURES
|
||||
debugrenderer DEBUG_RENDERER_IN_DEBUG_AND_RELEASE
|
||||
profiler PROFILER_IN_DEBUG_AND_RELEASE
|
||||
rtti CPP_RTTI_ENABLED
|
||||
)
|
||||
|
||||
vcpkg_cmake_configure(
|
||||
SOURCE_PATH "${SOURCE_PATH}/Build"
|
||||
OPTIONS
|
||||
-DTARGET_UNIT_TESTS=OFF
|
||||
-DTARGET_HELLO_WORLD=OFF
|
||||
-DTARGET_PERFORMANCE_TEST=OFF
|
||||
-DTARGET_SAMPLES=OFF
|
||||
-DTARGET_VIEWER=OFF
|
||||
-DCROSS_PLATFORM_DETERMINISTIC=OFF
|
||||
-DINTERPROCEDURAL_OPTIMIZATION=OFF
|
||||
-DUSE_STATIC_MSVC_RUNTIME_LIBRARY=${USE_STATIC_CRT}
|
||||
-DENABLE_ALL_WARNINGS=OFF
|
||||
-DOVERRIDE_CXX_FLAGS=OFF
|
||||
${FEATURE_OPTIONS}
|
||||
OPTIONS_RELEASE
|
||||
-DGENERATE_DEBUG_SYMBOLS=OFF
|
||||
)
|
||||
|
||||
vcpkg_cmake_install()
|
||||
vcpkg_copy_pdbs()
|
||||
vcpkg_fixup_pkgconfig()
|
||||
|
||||
file(REMOVE_RECURSE "${CURRENT_PACKAGES_DIR}/debug/include")
|
||||
vcpkg_cmake_config_fixup(PACKAGE_NAME Jolt CONFIG_PATH "lib/cmake/Jolt")
|
||||
|
||||
vcpkg_install_copyright(FILE_LIST "${SOURCE_PATH}/LICENSE")
|
||||
28
Tools/CMake/vcpkg/ports/joltphysics/vcpkg.json
Normal file
28
Tools/CMake/vcpkg/ports/joltphysics/vcpkg.json
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
{
|
||||
"name": "joltphysics",
|
||||
"version": "5.5.0",
|
||||
"description": "A multi core friendly rigid body physics and collision detection library suitable for games and VR applications",
|
||||
"homepage": "https://github.com/jrouwe/JoltPhysics",
|
||||
"license": "MIT",
|
||||
"dependencies": [
|
||||
{
|
||||
"name": "vcpkg-cmake",
|
||||
"host": true
|
||||
},
|
||||
{
|
||||
"name": "vcpkg-cmake-config",
|
||||
"host": true
|
||||
}
|
||||
],
|
||||
"features": {
|
||||
"debugrenderer": {
|
||||
"description": "Enable debug renderer in Debug and Release builds"
|
||||
},
|
||||
"profiler": {
|
||||
"description": "Enable the profiler in Debug and Release builds"
|
||||
},
|
||||
"rtti": {
|
||||
"description": "Enable C++ RTTI"
|
||||
}
|
||||
}
|
||||
}
|
||||
10
vcpkg.json
10
vcpkg.json
|
|
@ -14,6 +14,16 @@
|
|||
"assimp",
|
||||
"sdl2",
|
||||
"openal-soft",
|
||||
{
|
||||
"name": "joltphysics",
|
||||
"default-features": false
|
||||
},
|
||||
{
|
||||
"name": "joltphysics",
|
||||
"default-features": false,
|
||||
"features": ["debugrenderer"],
|
||||
"platform": "windows"
|
||||
},
|
||||
{
|
||||
"name": "libsndfile",
|
||||
"default-features": false,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue