mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-10 06:04:37 +00:00
multiple fixes,
JoltPlayer was getting physics from triggers JoltWorld ray was colliding with triggers which made triggers collidable few other fixes around making joltCollision shapes
This commit is contained in:
parent
f3b9c65411
commit
51f5d507ed
5 changed files with 261 additions and 187 deletions
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@ -1,6 +1,6 @@
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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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@ -22,13 +22,21 @@ JoltBody::~JoltBody()
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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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mColShape = nullptr;
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if (!isValid())
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return;
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// User data must be cleared BEFORE the body is removed or destroyed.
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// DestroyBody returns the body to Jolt's internal pool; touching it
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// afterwards is use-after-free undefined behaviour.
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mBody->SetUserData(0);
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setSimulationEnabled(false); // removes body from the simulation
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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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mBody = nullptr;
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}
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PhysicsWorld* JoltBody::getWorld()
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@ -93,6 +101,7 @@ bool JoltBody::init(PhysicsCollision* shape, F32 mass, U32 bodyFlags, SceneObjec
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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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mMass = mass; // FIX: was never stored, getMass() always returned 0
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mIsDynamic = true;
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}
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@ -142,9 +151,15 @@ void JoltBody::setTransform(const MatrixF& xfm)
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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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// ResetMotion (clears accumulated forces/torques) is a Body method only,
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// so acquire a write lock. Velocity is cleared through the thread-safe interface.
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{
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JPH::BodyLockWrite lock(mWorld->getPhysicsSystem()->GetBodyLockInterface(), mBody->GetID());
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if (lock.Succeeded())
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lock.GetBody().ResetMotion();
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}
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bi.SetLinearVelocity(mBody->GetID(), JPH::Vec3::sZero());
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bi.SetAngularVelocity(mBody->GetID(), JPH::Vec3::sZero());
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}
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}
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@ -163,17 +178,26 @@ MatrixF& JoltBody::getTransform(MatrixF* outMatrix)
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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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if (!isValid())
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return;
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JPH::BodyInterface& bi = mWorld->getPhysicsSystem()->GetBodyInterface();
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bi.AddImpulse(mBody->GetID(), 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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if (!isValid())
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return;
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JPH::BodyInterface& bi = mWorld->getPhysicsSystem()->GetBodyInterface();
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bi.AddTorque(mBody->GetID(), 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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if (!isValid())
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return;
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JPH::BodyInterface& bi = mWorld->getPhysicsSystem()->GetBodyInterface();
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bi.AddForce(mBody->GetID(), joltCast(force));
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}
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void JoltBody::moveKinematicTo(const MatrixF& xfm)
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@ -237,8 +261,8 @@ void JoltBody::setSleepThreshold(F32 linear, F32 angular)
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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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/* 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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@ -293,11 +317,7 @@ void JoltBody::getState(PhysicsState* outState)
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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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outState->angularMomentum = outState->angVelocity;
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}
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else
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{
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@ -335,7 +355,7 @@ void JoltBody::setLinVelocity(const Point3F& vel)
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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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bi.SetLinearVelocity(mBody->GetID(), joltCast(vel));
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}
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void JoltBody::setAngVelocity(const Point3F& vel)
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@ -348,7 +368,7 @@ void JoltBody::setAngVelocity(const Point3F& vel)
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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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bi.SetAngularVelocity(mBody->GetID(), joltCast(vel));
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}
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void JoltBody::findContact(SceneObject** contactObject,
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@ -3,8 +3,8 @@
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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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#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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@ -21,7 +21,7 @@
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#ifdef Offset
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// Restore the original macro after includes
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#pragma pop_macro("Offset")
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#pragma pop_macro("Offset")
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#endif
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JoltCollision::JoltCollision()
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@ -73,7 +73,7 @@ void JoltCollision::addBox(const Point3F& halfWidth, const MatrixF& localXfm)
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toJolt(localXfm, localPos, localRot);
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// Wrap the base shape with RotatedTranslatedShape
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auto rtsSettings = new JPH::RotatedTranslatedShapeSettings(localPos, localRot, baseShape);
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JPH::Ref<JPH::RotatedTranslatedShapeSettings> rtsSettings = new JPH::RotatedTranslatedShapeSettings(localPos, localRot, baseShape);
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auto rtsShape = rtsSettings->Create().Get();
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// Store in child entry
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@ -103,7 +103,7 @@ void JoltCollision::addSphere(F32 radius, const MatrixF& localXfm)
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JPH::Quat localRot;
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toJolt(localXfm, localPos, localRot);
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auto rtsSettings = new JPH::RotatedTranslatedShapeSettings(localPos, localRot, baseShape);
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JPH::Ref<JPH::RotatedTranslatedShapeSettings> rtsSettings = new JPH::RotatedTranslatedShapeSettings(localPos, localRot, baseShape);
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auto rtsShape = rtsSettings->Create().Get();
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ChildShapeEntry entry;
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@ -132,7 +132,7 @@ void JoltCollision::addCapsule(F32 radius, F32 height, const MatrixF& localXfm)
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JPH::Quat localRot;
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toJolt(localXfm, localPos, localRot);
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auto rtsSettings = new JPH::RotatedTranslatedShapeSettings(localPos, localRot, baseShape);
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JPH::Ref<JPH::RotatedTranslatedShapeSettings> rtsSettings = new JPH::RotatedTranslatedShapeSettings(localPos, localRot, baseShape);
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auto rtsShape = rtsSettings->Create().Get();
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ChildShapeEntry entry;
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@ -150,33 +150,34 @@ bool JoltCollision::addConvex(const Point3F* points, U32 count, const MatrixF& l
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if (count == 0)
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return false;
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// Pre-transform points into shape-local space for the same reason as
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// addTriangleMesh: avoids the RTS wrapper and the double-transform in
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// rebuildCompound when multiple shapes share a JoltCollision.
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const bool isIdentity = localXfm.isIdentity();
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std::vector<JPH::Vec3> verts;
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verts.reserve(count);
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for (U32 i = 0; i < count; ++i)
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verts.emplace_back(points[i].x, points[i].y, points[i].z);
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{
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Point3F p = points[i];
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if (!isIdentity)
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localXfm.mulP(points[i], &p);
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verts.emplace_back(p.x, p.y, p.z);
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}
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JPH::ConvexHullShapeSettings settings(verts.data(), verts.size());
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JPH::ConvexHullShapeSettings settings(verts.data(), (int)verts.size());
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auto result = settings.Create();
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if (result.HasError())
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{
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Con::errorf("Jolt Error: %s", result.GetError().c_str());
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Con::errorf("Jolt addConvex Error: %s", result.GetError().c_str());
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return false;
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}
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auto baseShape = result.Get();
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JPH::Vec3 localPos;
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JPH::Quat localRot;
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toJolt(localXfm, localPos, localRot);
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auto rtsSettings = new JPH::RotatedTranslatedShapeSettings(localPos, localRot, baseShape);
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auto rtsShape = rtsSettings->Create().Get();
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ChildShapeEntry entry;
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entry.shape = rtsShape;
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entry.localPos = localPos;
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entry.localRot = localRot;
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entry.localXfm = joltCast(localXfm);
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entry.shape = result.Get();
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entry.localPos = JPH::Vec3::sZero();
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entry.localRot = JPH::Quat::sIdentity();
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entry.localXfm = JPH::Mat44::sIdentity();
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mChildren.push_back(entry);
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rebuildCompound();
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@ -188,50 +189,53 @@ bool JoltCollision::addTriangleMesh(const Point3F* vert, U32 vertCount, const U3
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if (!vert || !index || vertCount == 0 || triCount == 0)
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return false;
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// Build the TriangleList
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// Bake localXfm directly into the vertex positions so the MeshShape sits in
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// shape-local space with an identity transform. This avoids the need for an
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// RTS wrapper and eliminates the double-transform bug that occurs when the
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// wrapper's position is later re-applied by rebuildCompound's AddShape call.
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const bool isIdentity = localXfm.isIdentity();
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JPH::TriangleList triangles;
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triangles.reserve(triCount);
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for (U32 i = 0; i < triCount; ++i)
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{
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const Point3F& v0 = vert[index[i * 3 + 0]];
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const Point3F& v1 = vert[index[i * 3 + 1]];
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const Point3F& v2 = vert[index[i * 3 + 2]];
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Point3F p0 = vert[index[i * 3 + 0]];
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Point3F p1 = vert[index[i * 3 + 1]];
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Point3F p2 = vert[index[i * 3 + 2]];
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if (!isIdentity)
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{
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localXfm.mulP(vert[index[i * 3 + 0]], &p0);
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localXfm.mulP(vert[index[i * 3 + 1]], &p1);
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localXfm.mulP(vert[index[i * 3 + 2]], &p2);
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}
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triangles.push_back(
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JPH::Triangle(
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JPH::Float3(v0.x, v0.y, v0.z),
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JPH::Float3(v2.x, v2.y, v2.z),
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JPH::Float3(v1.x, v1.y, v1.z),
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JPH::Float3(p0.x, p0.y, p0.z),
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JPH::Float3(p2.x, p2.y, p2.z), // winding order maintained
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JPH::Float3(p1.x, p1.y, p1.z),
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0, // material index
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i // user data = original triangle index
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)
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);
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}
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// Create the MeshShape
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JPH::MeshShapeSettings settings(triangles);
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auto result = settings.Create();
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if (result.HasError())
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{
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Con::errorf("Jolt Error: %s", result.GetError().c_str());
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Con::errorf("Jolt addTriangleMesh Error: %s", result.GetError().c_str());
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return false;
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}
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auto baseShape = result.Get();
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JPH::Vec3 localPos;
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JPH::Quat localRot;
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toJolt(localXfm, localPos, localRot);
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auto rtsSettings = new JPH::RotatedTranslatedShapeSettings(localPos, localRot, baseShape);
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auto rtsShape = rtsSettings->Create().Get();
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// Store at identity — vertices are already in shape-local space.
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ChildShapeEntry entry;
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entry.shape = rtsShape;
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entry.localPos = localPos;
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entry.localRot = localRot;
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entry.localXfm = joltCast(localXfm);
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entry.shape = result.Get();
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entry.localPos = JPH::Vec3::sZero();
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entry.localRot = JPH::Quat::sIdentity();
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entry.localXfm = JPH::Mat44::sIdentity();
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mChildren.push_back(entry);
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rebuildCompound();
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@ -248,49 +252,56 @@ bool JoltCollision::addHeightfield(
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if (!heightData || blockSize == 0)
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return false;
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const F32 heightScale = 0.03125f;
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const F32 minHeight = 0;
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const F32 maxHeight = 65535 * heightScale;
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// Jolt's internal BVH page size: power-of-2 between 2 and 8, independent of
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// inSampleCount. Use 4 for larger terrains to produce a shallower BVH tree.
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const U32 joltBlockSize = (blockSize >= 512) ? 4 : 2;
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const U32 sampleCount = blockSize * blockSize;
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std::vector<float> samples(sampleCount);
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// inSampleCount must be a multiple of joltBlockSize. Round up so any blockSize
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// works — padding columns/rows are edge-clamped to stay physically correct.
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const U32 paddedSize = ((blockSize + joltBlockSize - 1) / joltBlockSize) * joltBlockSize;
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const U32 totalSamples = paddedSize * paddedSize;
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for (U32 x = 0; x < blockSize; ++x)
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// Pass 1: build a flat (un-flipped) padded grid with edge-clamping.
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std::vector<float> unflipped(totalSamples);
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for (U32 y = 0; y < paddedSize; ++y)
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{
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for (U32 y = 0; y < blockSize; ++y)
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U32 srcY = (y < blockSize) ? y : blockSize - 1;
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for (U32 x = 0; x < paddedSize; ++x)
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{
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// Terrain storage (row-major)
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U32 srcIdx = y * blockSize + x;
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// Flip Z direction for Jolt
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U32 dstIdx = (blockSize - 1 - y) * blockSize + x;
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U32 srcX = (x < blockSize) ? x : blockSize - 1;
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U32 srcIdx = srcY * blockSize + srcX;
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float h = fixedToFloat(heightData[srcIdx]);
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if (holes && holes[srcIdx])
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h = JPH::HeightFieldShapeConstants::cNoCollisionValue;
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samples[dstIdx] = h;
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unflipped[y * paddedSize + x] = h;
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}
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}
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float terrainSize = blockSize * metersPerSample;
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float verticalAdjust = -heightScale * 0.5f;
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JPH::Vec3 joltOffset(
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0.0,
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verticalAdjust,
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-terrainSize
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);
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// Pass 2: flip Y axis into the final sample array for Jolt's coordinate system.
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std::vector<float> samples(totalSamples);
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for (U32 y = 0; y < paddedSize; ++y)
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for (U32 x = 0; x < paddedSize; ++x)
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samples[(paddedSize - 1 - y) * paddedSize + x] = unflipped[y * paddedSize + x];
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JPH::Vec3 joltScale(metersPerSample,1.0f, metersPerSample);
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// Offset uses actual terrain extent (blockSize) so the padded fringe never
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// shifts the visible terrain. The vertical adjustment centres quantisation error.
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const float heightScale = 0.03125f;
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const float verticalAdjust = -heightScale * 0.5f;
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const float terrainSize = blockSize * metersPerSample;
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JPH::HeightFieldShapeSettings settings(samples.data(), joltOffset, joltScale, blockSize);
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settings.mBlockSize = 2;
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JPH::Vec3 joltOffset(0.0f, verticalAdjust, -terrainSize);
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JPH::Vec3 joltScale(metersPerSample, 1.0f, metersPerSample);
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JPH::HeightFieldShapeSettings settings(samples.data(), joltOffset, joltScale, paddedSize);
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settings.mBlockSize = joltBlockSize;
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auto result = settings.Create();
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if (result.HasError())
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{
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Con::errorf("Jolt Error: %s", result.GetError().c_str());
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Con::errorf("Jolt addHeightfield Error (blockSize=%u paddedSize=%u): %s",
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blockSize, paddedSize, result.GetError().c_str());
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return false;
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}
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@ -302,7 +313,7 @@ bool JoltCollision::addHeightfield(
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JPH::Quat rotFix = JPH::Quat::sRotation(JPH::Vec3::sAxisX(), JPH::DegreesToRadians(90.0f));
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localRot = rotFix * localRot;
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auto rtsSettings = new JPH::RotatedTranslatedShapeSettings(localPos, localRot, baseShape);
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JPH::Ref<JPH::RotatedTranslatedShapeSettings> rtsSettings = new JPH::RotatedTranslatedShapeSettings(localPos, localRot, baseShape);
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auto rtsShape = rtsSettings->Create().Get();
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ChildShapeEntry entry;
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@ -321,33 +332,35 @@ void JoltCollision::rebuildCompound()
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if (mChildren.empty())
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return;
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JPH::CompoundShapeSettings* compoundSettings = nullptr;
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if (mChildren.size() > 1)
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if (mChildren.size() == 1)
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{
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compoundSettings = new JPH::StaticCompoundShapeSettings();
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// Single shape: use it directly. For primitive shapes this is the
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// RotatedTranslatedShape with the local transform baked in. For
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// triangle meshes and convex hulls it is the base shape at identity.
|
||||
mCompundShape = mChildren[0].shape;
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto& colShape : mChildren)
|
||||
// Multiple shapes: build a static compound. Each child's ChildShapeEntry
|
||||
// already has its local transform baked into entry.shape (either as an RTS
|
||||
// wrapper for primitives, or pre-transformed vertices for meshes/convex).
|
||||
// Using localPos/localRot here would apply the offset a SECOND time.
|
||||
JPH::StaticCompoundShapeSettings compoundSettings;
|
||||
for (const auto& child : mChildren)
|
||||
{
|
||||
if (compoundSettings)
|
||||
{
|
||||
compoundSettings->AddShape(
|
||||
colShape.localPos,
|
||||
colShape.localRot,
|
||||
colShape.shape
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
mCompundShape = colShape.shape;
|
||||
}
|
||||
compoundSettings.AddShape(
|
||||
JPH::Vec3::sZero(),
|
||||
JPH::Quat::sIdentity(),
|
||||
child.shape
|
||||
);
|
||||
}
|
||||
|
||||
if (compoundSettings)
|
||||
auto result = compoundSettings.Create();
|
||||
if (result.HasError())
|
||||
{
|
||||
mCompundShape = compoundSettings->Create().Get();
|
||||
delete compoundSettings;
|
||||
Con::errorf("Jolt rebuildCompound Error: %s", result.GetError().c_str());
|
||||
return;
|
||||
}
|
||||
|
||||
mCompundShape = result.Get();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -37,9 +37,18 @@ JoltPlayer::JoltPlayer()
|
|||
|
||||
JoltPlayer::~JoltPlayer()
|
||||
{
|
||||
mCharacter->SetUserData(NULL);
|
||||
mCharacter = NULL;
|
||||
setSimulationEnabled(false);
|
||||
if (mCharacter)
|
||||
{
|
||||
// Remove the inner body from the physics world before the character is released.
|
||||
// Setting mCharacter=nullptr first would make disableCollision() a no-op.
|
||||
if (mCollisionEnabled)
|
||||
disableCollision();
|
||||
|
||||
mCharacter->SetUserData(0);
|
||||
mCharacter = nullptr;
|
||||
}
|
||||
|
||||
mIsEnabled = false;
|
||||
}
|
||||
|
||||
void JoltPlayer::setTransform(const MatrixF& xfm)
|
||||
|
|
@ -99,7 +108,6 @@ void JoltPlayer::init(const char* type, const Point3F& size, F32 runSurfaceCos,
|
|||
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);
|
||||
|
|
@ -139,20 +147,12 @@ void JoltPlayer::init(const char* type, const Point3F& size, F32 runSurfaceCos,
|
|||
setSimulationEnabled(true);
|
||||
}
|
||||
|
||||
class CharacterBodyFilter : public JPH::BodyFilter
|
||||
void JoltPlayer::preUpdate(F32 dt)
|
||||
{
|
||||
public:
|
||||
JPH::BodyID mCharacterBodyID;
|
||||
|
||||
CharacterBodyFilter(JPH::BodyID id)
|
||||
: mCharacterBodyID(id) {
|
||||
}
|
||||
|
||||
virtual bool ShouldCollide(const JPH::BodyID& inBodyID) const override
|
||||
{
|
||||
return inBodyID != mCharacterBodyID;
|
||||
}
|
||||
};
|
||||
// Intentionally empty. Ground velocity is refreshed inside move() on every
|
||||
// call. If the calling code ever starts calling preUpdate() before move(),
|
||||
// the refresh in move() will simply be a no-op on the same-frame data.
|
||||
}
|
||||
|
||||
Point3F JoltPlayer::move(const VectorF& displacement, CollisionList& outCol)
|
||||
{
|
||||
|
|
@ -166,30 +166,31 @@ Point3F JoltPlayer::move(const VectorF& displacement, CollisionList& outCol)
|
|||
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);
|
||||
velocity.SetZ(0.0f);
|
||||
|
||||
JPH::Vec3 groundVel = mCharacter->GetGroundVelocity();
|
||||
if (groundVel.LengthSq() > 0.001f)
|
||||
velocity += groundVel;
|
||||
// Threshold raised to filter static-surface floating-point residuals.
|
||||
if (groundVel.LengthSq() > 0.01f)
|
||||
{
|
||||
// Always carry horizontal platform motion (conveyor belts, sliding floors).
|
||||
velocity.SetX(velocity.GetX() + groundVel.GetX());
|
||||
velocity.SetY(velocity.GetY() + groundVel.GetY());
|
||||
// Only carry Z from platforms that are meaningfully moving upward (elevators).
|
||||
// Static surfaces can produce tiny Z residuals that fight gravity resolution.
|
||||
if (groundVel.GetZ() > 0.05f)
|
||||
velocity.SetZ(velocity.GetZ() + groundVel.GetZ());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -199,28 +200,25 @@ Point3F JoltPlayer::move(const VectorF& displacement, CollisionList& outCol)
|
|||
mCharacter->SetLinearVelocity(velocity);
|
||||
|
||||
//----------------------------------------
|
||||
// Substep (bullet was doing a max of 10 iterations)
|
||||
// Substep
|
||||
//----------------------------------------
|
||||
const U32 iterations = 3;
|
||||
const F32 subDt = dt / iterations;
|
||||
|
||||
JPH::CharacterVirtual::ExtendedUpdateSettings settings;
|
||||
// Build settings once outside the loop — they don't change per-substep.
|
||||
JPH::CharacterVirtual::ExtendedUpdateSettings extSettings;
|
||||
extSettings.mWalkStairsStepUp = JPH::Vec3(0, 0, mStepHeight);
|
||||
extSettings.mStickToFloorStepDown = JPH::Vec3(0, 0, -mStepHeight);
|
||||
extSettings.mWalkStairsCosAngleForwardContact = mMaxSlopeCos;
|
||||
|
||||
for (int i = 0; i < iterations; ++i)
|
||||
for (U32 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),
|
||||
extSettings,
|
||||
system->GetDefaultBroadPhaseLayerFilter(Layers::CHARACTER),
|
||||
system->GetDefaultLayerFilter(Layers::CHARACTER),
|
||||
{},
|
||||
{},
|
||||
*mWorld->getTempAllocator()
|
||||
|
|
@ -411,8 +409,8 @@ void JoltPlayer::setSpacials(const Point3F& nPos, const Point3F& nSize)
|
|||
if (mCharacter->SetShape(
|
||||
shape,
|
||||
maxPenetration,
|
||||
system->GetDefaultBroadPhaseLayerFilter(Layers::MOVING),
|
||||
system->GetDefaultLayerFilter(Layers::MOVING),
|
||||
system->GetDefaultBroadPhaseLayerFilter(Layers::CHARACTER),
|
||||
system->GetDefaultLayerFilter(Layers::CHARACTER),
|
||||
body_filter,
|
||||
shape_filter,
|
||||
*mWorld->getTempAllocator())
|
||||
|
|
@ -420,8 +418,6 @@ void JoltPlayer::setSpacials(const Point3F& nPos, const Point3F& nSize)
|
|||
{
|
||||
mCharacter->SetInnerBodyShape(inner_shape);
|
||||
}
|
||||
|
||||
//mCharacter->SetPosition(joltCast(nPos));
|
||||
}
|
||||
|
||||
void JoltPlayer::enableCollision()
|
||||
|
|
@ -480,26 +476,51 @@ void JoltPlayer::OnAdjustBodyVelocity(const JPH::CharacterVirtual* inCharacter,
|
|||
{
|
||||
}
|
||||
|
||||
bool JoltPlayer::OnContactValidate(const JPH::CharacterVirtual* inCharacter, const JPH::BodyID& inBodyID2, const JPH::SubShapeID& inSubShapeID2)
|
||||
{
|
||||
if (inCharacter != mCharacter)
|
||||
return true;
|
||||
|
||||
JPH::BodyLockRead lock(mWorld->getPhysicsSystem()->GetBodyLockInterface(), inBodyID2);
|
||||
if (lock.Succeeded() && lock.GetBody().IsSensor())
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
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");
|
||||
if (inCharacter != mCharacter)
|
||||
return;
|
||||
|
||||
mActiveContacts.push_back(c);
|
||||
// Sensors are already rejected by OnContactValidate so this callback will
|
||||
// never fire for them. No sensor check needed here.
|
||||
JPH::CharacterVirtual::ContactKey c(inBodyID2, inSubShapeID2);
|
||||
if (std::find(mActiveContacts.begin(), mActiveContacts.end(), c) != mActiveContacts.end())
|
||||
{
|
||||
Con::warnf("JoltPlayer::OnContactAdded - contact already present, skipping duplicate");
|
||||
return;
|
||||
}
|
||||
mActiveContacts.push_back(c);
|
||||
|
||||
OnContactCommon(inCharacter, inBodyID2, inSubShapeID2, inContactPosition, inContactNormal, ioSettings);
|
||||
}
|
||||
|
||||
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)
|
||||
if (inCharacter != mCharacter)
|
||||
return;
|
||||
|
||||
// Sensors are already rejected by OnContactValidate — this callback will
|
||||
// not fire for them.
|
||||
JPH::CharacterVirtual::ContactKey c(inBodyID2, inSubShapeID2);
|
||||
if (std::find(mActiveContacts.begin(), mActiveContacts.end(), c) == mActiveContacts.end())
|
||||
{
|
||||
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");
|
||||
Con::warnf("JoltPlayer::OnContactPersisted - contact not in set, inserting as new");
|
||||
mActiveContacts.push_back(c);
|
||||
}
|
||||
|
||||
OnContactCommon(inCharacter, inBodyID2, inSubShapeID2, inContactPosition, inContactNormal, ioSettings);
|
||||
}
|
||||
|
||||
void JoltPlayer::OnContactRemoved(const JPH::CharacterVirtual* inCharacter, const JPH::BodyID& inBodyID2, const JPH::SubShapeID& inSubShapeID2)
|
||||
|
|
@ -509,8 +530,11 @@ void JoltPlayer::OnContactRemoved(const JPH::CharacterVirtual* inCharacter, cons
|
|||
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");
|
||||
|
||||
{
|
||||
// Can occur when the contact was never added due to an earlier ordering anomaly.
|
||||
Con::warnf("JoltPlayer::OnContactRemoved - contact not found, ignoring");
|
||||
return;
|
||||
}
|
||||
mActiveContacts.erase(it);
|
||||
}
|
||||
}
|
||||
|
|
@ -537,4 +561,3 @@ void JoltPlayer::OnContactSolve(const JPH::CharacterVirtual* inCharacter, const
|
|||
if (!mAllowSliding && inContactVelocity.IsNearZero() && !inCharacter->IsSlopeTooSteep(inContactNormal))
|
||||
ioNewCharacterVelocity = JPH::Vec3::sZero();
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -56,11 +56,11 @@ public:
|
|||
|
||||
// Physics Player.
|
||||
void init(const char* type,
|
||||
const Point3F& size,
|
||||
F32 runSurfaceCos,
|
||||
F32 stepHeight,
|
||||
SceneObject* obj,
|
||||
PhysicsWorld* world) override;
|
||||
const Point3F& size,
|
||||
F32 runSurfaceCos,
|
||||
F32 stepHeight,
|
||||
SceneObject* obj,
|
||||
PhysicsWorld* world) override;
|
||||
|
||||
void preUpdate(F32 dt);
|
||||
|
||||
|
|
@ -88,6 +88,10 @@ 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 to check if the character can collide with a body at all. Return false to discard the contact
|
||||
// before it reaches the constraint solver, stair walking, or stick-to-floor algorithms.
|
||||
virtual bool OnContactValidate(const JPH::CharacterVirtual* inCharacter, const JPH::BodyID& inBodyID2, const JPH::SubShapeID& inSubShapeID2) 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;
|
||||
|
||||
|
|
|
|||
|
|
@ -123,6 +123,15 @@ void JoltWorld::destroyWorld()
|
|||
mDestroyPending.store(true, std::memory_order_release);
|
||||
}
|
||||
|
||||
class SensorExcludeFilter final : public JPH::BodyFilter
|
||||
{
|
||||
public:
|
||||
bool ShouldCollideLocked(const JPH::Body& inBody) const override
|
||||
{
|
||||
return !inBody.IsSensor();
|
||||
}
|
||||
};
|
||||
|
||||
bool JoltWorld::castRay(const Point3F& startPnt, const Point3F& endPnt, RayInfo* ri, const Point3F& impulse)
|
||||
{
|
||||
JPH::Vec3 startV(startPnt.x, startPnt.y, startPnt.z);
|
||||
|
|
@ -134,10 +143,12 @@ bool JoltWorld::castRay(const Point3F& startPnt, const Point3F& endPnt, RayInfo*
|
|||
return false;
|
||||
|
||||
JPH::RRayCast ray(startV, dir);
|
||||
|
||||
JPH::RayCastResult result;
|
||||
|
||||
if (!mPhysicsSystem.GetNarrowPhaseQuery().CastRay(ray, result))
|
||||
// Exclude sensor bodies: they are non-solid trigger volumes and must not
|
||||
// appear as solid hits to projectiles or other physics ray casts.
|
||||
SensorExcludeFilter sensorFilter;
|
||||
if (!mPhysicsSystem.GetNarrowPhaseQuery().CastRay(ray, result, {}, {}, sensorFilter))
|
||||
return false;
|
||||
|
||||
JPH::BodyLockRead lock(
|
||||
|
|
@ -154,21 +165,23 @@ bool JoltWorld::castRay(const Point3F& startPnt, const Point3F& endPnt, RayInfo*
|
|||
|
||||
JPH::RVec3 hitPos = ray.GetPointOnRay(result.mFraction);
|
||||
|
||||
JPH::Vec3 normal = body.GetWorldSpaceSurfaceNormal( result.mSubShapeID2, hitPos );
|
||||
|
||||
if (!body.GetUserData())
|
||||
return false;
|
||||
JPH::Vec3 normal = body.GetWorldSpaceSurfaceNormal(result.mSubShapeID2, hitPos);
|
||||
|
||||
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;
|
||||
|
||||
// A body with no UserData means no associated SceneObject (e.g. internal
|
||||
// collision geometry). Return the hit but leave ri->object as null rather
|
||||
// than hiding the hit entirely.
|
||||
PhysicsUserData* userData = body.GetUserData()
|
||||
? PhysicsUserData::cast((void*)body.GetUserData())
|
||||
: nullptr;
|
||||
|
||||
ri->object = userData ? userData->getObject() : nullptr;
|
||||
ri->material = nullptr;
|
||||
ri->face = 0;
|
||||
ri->faceDot = 0;
|
||||
}
|
||||
|
|
@ -236,8 +249,9 @@ void JoltWorld::explosion(const Point3F& pos, F32 radius, F32 forceMagnitude)
|
|||
|
||||
JPH::Body& body = lock.GetBody();
|
||||
|
||||
// Ignore static/kinematic bodies
|
||||
if (!body.IsDynamic())
|
||||
// Skip sensors and non-dynamic bodies — sensors are trigger volumes and
|
||||
// static/kinematic bodies don't respond to impulses.
|
||||
if (body.IsSensor() || !body.IsDynamic())
|
||||
continue;
|
||||
|
||||
JPH::Vec3 bodyPos = body.GetCenterOfMassPosition();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue