JOLT Physics update

adds jolt physics to torque3d
This commit is contained in:
marauder2k7 2026-04-04 11:58:44 +01:00
parent d331731aa1
commit 48312ae20e
16 changed files with 2700 additions and 3 deletions

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@ -21,6 +21,7 @@ find_package(SndFile CONFIG REQUIRED)
find_package(TinyXML2 CONFIG REQUIRED)
find_package(assimp CONFIG REQUIRED)
find_package(OpenAL CONFIG REQUIRED)
find_package(Jolt CONFIG REQUIRED)
# ------------------------------------------------------------------
# Collect imported targets into a single variable
@ -41,6 +42,7 @@ set(TORQUE_LINK_THIRDPARTY ${TORQUE_LINK_THIRDPARTY}
tinyxml2::tinyxml2
assimp::assimp
OpenAL::OpenAL
Jolt::Jolt
)
if (MSVC)
@ -105,7 +107,7 @@ torqueAddSourceDirectories("platform/nativeDialogs")
torqueAddSourceDirectories( "T3D" "T3D/AI" "T3D/assets" "T3D/decal" "T3D/examples" "T3D/fps" "T3D/fx"
"T3D/gameBase" "T3D/gameBase/std"
"T3D/lighting"
"T3D/physics"
"T3D/physics" "T3D/physics/jolt"
# "T3D/components" "T3D/sceneComponent" "T3D/systems" "T3D/gameOBjects"
"T3D/sfx" "T3D/turret" "T3D/vehicles")

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@ -0,0 +1,363 @@
#include "platform/platform.h"
#include "T3D/physics/jolt/joltBody.h"
#include "math/mBox.h"
#include "console/console.h"
#include "scene/sceneObject.h"
JoltBody::JoltBody()
:mBody(NULL),
mWorld(NULL),
mMass(0.0f),
mCenterOfMass(NULL),
mInvCenterOfMass(NULL),
mIsDynamic(false),
mIsEnabled(false)
{
}
JoltBody::~JoltBody()
{
SAFE_DELETE(mCenterOfMass);
SAFE_DELETE(mInvCenterOfMass);
mColShape = NULL;
setSimulationEnabled(false);
JPH::BodyInterface& bi = mWorld->getPhysicsSystem()->GetBodyInterface();
bi.DestroyBody(mBody->GetID());
mBody->SetUserData(NULL);
mBody = NULL;
}
PhysicsWorld* JoltBody::getWorld()
{
return mWorld;
}
PhysicsCollision* JoltBody::getColShape()
{
return mColShape;
}
bool JoltBody::init(PhysicsCollision* shape, F32 mass, U32 bodyFlags, SceneObject* obj, PhysicsWorld* world)
{
if (!shape || !world)
return false;
mWorld = dynamic_cast<JoltWorld*>(world);
if (!mWorld)
return false;
mColShape = dynamic_cast<JoltCollision*>(shape);
if (!mColShape)
return false;
mIsDynamic = false;
const JPH::Shape* joltShape = mColShape->getJoltShape();
// Determine motion type
JPH::EMotionType motionType = JPH::EMotionType::Static;
JPH::ObjectLayer layer = Layers::NON_MOVING;
if (bodyFlags & BF_KINEMATIC)
{
motionType = JPH::EMotionType::Kinematic;
layer = Layers::MOVING;
}
else if (mass > 0.0f)
{
motionType = JPH::EMotionType::Dynamic;
layer = Layers::MOVING;
}
MatrixF objXfm = obj->getTransform();
QuatF angPos(objXfm);
Point3F pos;
objXfm.getColumn(3, &pos);
JPH::BodyCreationSettings settings(
joltShape,
joltCast(pos), // initial position
joltCast(angPos), // rotation
motionType,
layer
);
// Mass override if dynamic
if (motionType == JPH::EMotionType::Dynamic)
{
settings.mOverrideMassProperties = JPH::EOverrideMassProperties::CalculateInertia;
settings.mMassPropertiesOverride.mMass = mass;
settings.mMaxLinearVelocity = 1000.0f; // stops an assert, this is torques upper limit, jolts is 500.0f by default.
mIsDynamic = true;
}
JPH::BodyInterface& bi = mWorld->getPhysicsSystem()->GetBodyInterface();
JPH::Body* body = bi.CreateBody(settings);
bi.AddBody(body->GetID(), JPH::EActivation::Activate);
if (bodyFlags & BF_TRIGGER)
{
body->SetIsSensor(true);
}
mBody = body;
getUserData().setObject(obj);
getUserData().setBody(this);
mBody->SetUserData(reinterpret_cast<U64>(&mUserData));
const JPH::Mat44 trans = mBody->GetCenterOfMassTransform();
MatrixF comMat;
QuatF qang = joltCast(trans.GetQuaternion());
qang.setMatrix(&comMat);
comMat.setPosition(joltCast(trans.GetTranslation()));
mCenterOfMass = new MatrixF(comMat);
mInvCenterOfMass = new MatrixF(*mCenterOfMass);
mInvCenterOfMass->inverse();
return true;
}
void JoltBody::setTransform(const MatrixF& xfm)
{
if (!isValid())
return;
Point3F pos = xfm.getPosition();
QuatF q(xfm);
JPH::BodyInterface& bi = mWorld->getPhysicsSystem()->GetBodyInterface();
bi.SetPositionAndRotation(
mBody->GetID(),
joltCast(pos),
joltCast(q),
mIsEnabled ? JPH::EActivation::Activate : JPH::EActivation::DontActivate
);
if (isDynamic())
{
mBody->ResetMotion();// resets accumulated torque and forces, also velocity but do this explicitly
mBody->SetLinearVelocity(JPH::Vec3::sZero());
mBody->SetAngularVelocity(JPH::Vec3::sZero());
}
}
void JoltBody::applyCorrection(const MatrixF& xfm)
{
setTransform(xfm);
}
MatrixF& JoltBody::getTransform(MatrixF* outMatrix)
{
const JPH::Mat44 trans = mBody->GetWorldTransform();
*outMatrix = joltCast(trans);
return *outMatrix;
}
void JoltBody::applyImpulse(const Point3F& origin, const Point3F& force)
{
mBody->AddImpulse(joltCast(force), joltCast(origin));
}
void JoltBody::applyTorque(const Point3F& torque)
{
mBody->AddTorque(joltCast(torque));
}
void JoltBody::applyForce(const Point3F& force)
{
mBody->AddForce(joltCast(force));
}
void JoltBody::moveKinematicTo(const MatrixF& xfm)
{
Point3F pos = xfm.getPosition();
QuatF angPos(xfm);
mWorld->getPhysicsSystem()->GetBodyInterface().MoveKinematic(
mBody->GetID(),
joltCast(pos),
joltCast(angPos),
TickSec
);
}
bool JoltBody::isValid()
{
return mBody != nullptr && mWorld != NULL;
}
Box3F JoltBody::getWorldBounds()
{
JPH::AABox box = mBody->GetWorldSpaceBounds();
return Box3F(
Point3F(joltCast(box.mMin)),
Point3F(joltCast(box.mMax))
);
}
void JoltBody::setSimulationEnabled(bool enabled)
{
if (!isValid())
return;
JPH::BodyInterface& bi = mWorld->getPhysicsSystem()->GetBodyInterface();
if (enabled)
{
if (bi.IsAdded(mBody->GetID()))
{
bi.ActivateBody(mBody->GetID());
}
else
{
bi.AddBody(mBody->GetID(), JPH::EActivation::Activate);
}
}
else
{
bi.DeactivateBody(mBody->GetID());
bi.RemoveBody(mBody->GetID());
}
mIsEnabled = enabled;
}
void JoltBody::setSleepThreshold(F32 linear, F32 angular)
{
if (!mBody->IsDynamic())
return;
JPH::MotionProperties* mp = mBody->GetMotionProperties();
/* mp->SetLinearSleepThreshold(linear);
mp->SetAngularSleepThreshold(angular);*/
}
void JoltBody::setDamping(F32 linear, F32 angular)
{
if (!mBody->IsDynamic())
return;
JPH::MotionProperties* mp = mBody->GetMotionProperties();
mp->SetLinearDamping(linear);
mp->SetAngularDamping(angular);
}
void JoltBody::setSleeping(bool sleeping)
{
if (!isValid())
return;
if (!mIsEnabled)
return;
JPH::BodyInterface& bi = mWorld->getPhysicsSystem()->GetBodyInterface();
if (sleeping)
bi.DeactivateBody(mBody->GetID());
else
bi.ActivateBody(mBody->GetID());
}
void JoltBody::setMaterial(F32 restitution, F32 friction, F32 staticFriction)
{
mBody->SetRestitution(restitution);
mBody->SetFriction(friction);
}
void JoltBody::getState(PhysicsState* outState)
{
if (!outState)
return;
const JPH::RMat44 worldXfm = mBody->GetWorldTransform();
outState->position = joltCast(worldXfm.GetTranslation());
outState->orientation = joltCast(mBody->GetRotation());
outState->linVelocity = getLinVelocity();
outState->angVelocity = getAngVelocity();
if (mBody->IsDynamic())
{
const JPH::MotionProperties* mp = mBody->GetMotionProperties();
// Linear momentum = m * v
F32 mass = mp->GetInverseMass() > 0.0f ? 1.0f / mp->GetInverseMass() : 0.0f;
outState->momentum = outState->linVelocity * mass;
// Angular momentum
JPH::Mat44 I_world = mBody->GetInverseInertia(); // 3x3 part
JPH::Vec3 angMomentum = I_world.Multiply3x3(mBody->GetAngularVelocity());
outState->angularMomentum = joltCast(angMomentum);
}
else
{
outState->momentum.set(0, 0, 0);
outState->angularMomentum.set(0, 0, 0);
}
// Sleeping?
outState->sleeping = !mBody->IsActive();
}
Point3F JoltBody::getCMassPosition() const
{
JPH::RVec3 p = mBody->GetCenterOfMassPosition();
return Point3F(joltCast(p));
}
Point3F JoltBody::getLinVelocity() const
{
return joltCast(mBody->GetLinearVelocity());
}
Point3F JoltBody::getAngVelocity() const
{
return joltCast(mBody->GetAngularVelocity());
}
void JoltBody::setLinVelocity(const Point3F& vel)
{
if (!isValid())
return;
JPH::BodyInterface& bi = mWorld->getPhysicsSystem()->GetBodyInterface();
if (!bi.IsAdded(mBody->GetID()))
return;
mBody->SetLinearVelocity(joltCast(vel));
}
void JoltBody::setAngVelocity(const Point3F& vel)
{
if (!isValid())
return;
JPH::BodyInterface& bi = mWorld->getPhysicsSystem()->GetBodyInterface();
if (!bi.IsAdded(mBody->GetID()))
return;
mBody->SetAngularVelocity(joltCast(vel));
}
void JoltBody::findContact(SceneObject** contactObject,
VectorF* contactNormal,
Vector<SceneObject*>* outOverlapObjects) const
{
if (contactObject)
*contactObject = nullptr;
if (contactNormal)
*contactNormal = VectorF::Zero;
}

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@ -0,0 +1,94 @@
#ifndef _JOLTBODY_H_
#define _JOLTBODY_H_
#ifndef _T3D_PHYSICS_PHYSICSBODY_H_
#include "T3D/physics/physicsBody.h"
#endif
#ifndef _REFBASE_H_
#include "core/util/refBase.h"
#endif
#ifndef _MMATRIX_H_
#include "math/mMatrix.h"
#endif
#ifndef _T3D_JOLT_PLUGIN_H_
#include "T3D/physics/jolt/joltPlugin.h"
#endif
#ifndef _JOLTWORLD_H_
#include "T3D/physics/jolt/joltWorld.h"
#endif
#ifndef _JOLTCOLLISION_H_
#include "T3D/physics/jolt/joltCollision.h"
#endif
class JoltBody : public PhysicsBody
{
protected:
JPH::Body* mBody;
JoltWorld* mWorld;
JoltCollisionRef mColShape;
///
F32 mMass;
///
bool mIsDynamic;
/// Is the body participating in the physics simulation.
bool mIsEnabled;
/// The center of mass offset used if the graphical
/// transform is not at the mass center.
MatrixF* mCenterOfMass;
/// The inverse center of mass offset.
MatrixF* mInvCenterOfMass;
public:
JoltBody();
virtual ~JoltBody();
// PhysicsObject
virtual PhysicsWorld* getWorld();
virtual void setTransform(const MatrixF& xfm);
virtual MatrixF& getTransform(MatrixF* outMatrix);
virtual Box3F getWorldBounds();
virtual void setSimulationEnabled(bool enabled);
virtual bool isSimulationEnabled() { return mIsEnabled; }
// PhysicsBody
virtual bool init(PhysicsCollision* shape,
F32 mass,
U32 bodyFlags,
SceneObject* obj,
PhysicsWorld* world);
bool isDynamic() const override { return mIsDynamic; }
PhysicsCollision* getColShape() override;
void setSleepThreshold(F32 linear, F32 angular) override;
void setDamping(F32 linear, F32 angular) override;
void getState(PhysicsState* outState) override;
F32 getMass() const override { return mMass; }
Point3F getCMassPosition() const override;
void setLinVelocity(const Point3F& vel) override;
void setAngVelocity(const Point3F& vel) override;
Point3F getLinVelocity() const override;
Point3F getAngVelocity() const override;
void setSleeping(bool sleeping) override;
void setMaterial(F32 restitution,
F32 friction,
F32 staticFriction) override;
void applyCorrection(const MatrixF& xfm) override;
void applyImpulse(const Point3F& origin, const Point3F& force) override;
void applyTorque(const Point3F& torque) override;
void applyForce(const Point3F& force) override;
void findContact(SceneObject** contactObject, VectorF* contactNormal, Vector<SceneObject*>* outOverlapObjects) const override;
void moveKinematicTo(const MatrixF& xfm) override;
bool isValid() override;
};
#endif // !_JOLTBODY_H_

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@ -0,0 +1,353 @@
#include "T3D/physics/jolt/joltCollision.h"
#include "terrain/terrFile.h"
// Save and undefine the macro if it exists
#ifdef Offset
#pragma push_macro("Offset")
#undef Offset
#endif
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#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 wont 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;
}
}

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#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_

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#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();
}

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#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

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#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

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#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_

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#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();
}

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#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_

View file

@ -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();