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:
marauder2k7 2026-06-06 20:24:34 +01:00
parent f3b9c65411
commit 51f5d507ed
5 changed files with 261 additions and 187 deletions

View file

@ -1,6 +1,6 @@
#include "platform/platform.h" #include "platform/platform.h"
#include "T3D/physics/jolt/joltBody.h" #include "T3D/physics/jolt/joltBody.h"
#include "math/mBox.h" #include "math/mBox.h"
#include "console/console.h" #include "console/console.h"
#include "scene/sceneObject.h" #include "scene/sceneObject.h"
@ -22,13 +22,21 @@ JoltBody::~JoltBody()
SAFE_DELETE(mCenterOfMass); SAFE_DELETE(mCenterOfMass);
SAFE_DELETE(mInvCenterOfMass); SAFE_DELETE(mInvCenterOfMass);
mColShape = NULL; mColShape = nullptr;
setSimulationEnabled(false);
if (!isValid())
return;
// User data must be cleared BEFORE the body is removed or destroyed.
// DestroyBody returns the body to Jolt's internal pool; touching it
// afterwards is use-after-free undefined behaviour.
mBody->SetUserData(0);
setSimulationEnabled(false); // removes body from the simulation
JPH::BodyInterface& bi = mWorld->getPhysicsSystem()->GetBodyInterface(); JPH::BodyInterface& bi = mWorld->getPhysicsSystem()->GetBodyInterface();
bi.DestroyBody(mBody->GetID()); bi.DestroyBody(mBody->GetID());
mBody->SetUserData(NULL); mBody = nullptr;
mBody = NULL;
} }
PhysicsWorld* JoltBody::getWorld() PhysicsWorld* JoltBody::getWorld()
@ -93,6 +101,7 @@ bool JoltBody::init(PhysicsCollision* shape, F32 mass, U32 bodyFlags, SceneObjec
settings.mOverrideMassProperties = JPH::EOverrideMassProperties::CalculateInertia; settings.mOverrideMassProperties = JPH::EOverrideMassProperties::CalculateInertia;
settings.mMassPropertiesOverride.mMass = mass; settings.mMassPropertiesOverride.mMass = mass;
settings.mMaxLinearVelocity = 1000.0f; // stops an assert, this is torques upper limit, jolts is 500.0f by default. settings.mMaxLinearVelocity = 1000.0f; // stops an assert, this is torques upper limit, jolts is 500.0f by default.
mMass = mass; // FIX: was never stored, getMass() always returned 0
mIsDynamic = true; mIsDynamic = true;
} }
@ -142,9 +151,15 @@ void JoltBody::setTransform(const MatrixF& xfm)
if (isDynamic()) if (isDynamic())
{ {
mBody->ResetMotion();// resets accumulated torque and forces, also velocity but do this explicitly // ResetMotion (clears accumulated forces/torques) is a Body method only,
mBody->SetLinearVelocity(JPH::Vec3::sZero()); // so acquire a write lock. Velocity is cleared through the thread-safe interface.
mBody->SetAngularVelocity(JPH::Vec3::sZero()); {
JPH::BodyLockWrite lock(mWorld->getPhysicsSystem()->GetBodyLockInterface(), mBody->GetID());
if (lock.Succeeded())
lock.GetBody().ResetMotion();
}
bi.SetLinearVelocity(mBody->GetID(), JPH::Vec3::sZero());
bi.SetAngularVelocity(mBody->GetID(), JPH::Vec3::sZero());
} }
} }
@ -163,17 +178,26 @@ MatrixF& JoltBody::getTransform(MatrixF* outMatrix)
void JoltBody::applyImpulse(const Point3F& origin, const Point3F& force) void JoltBody::applyImpulse(const Point3F& origin, const Point3F& force)
{ {
mBody->AddImpulse(joltCast(force), joltCast(origin)); if (!isValid())
return;
JPH::BodyInterface& bi = mWorld->getPhysicsSystem()->GetBodyInterface();
bi.AddImpulse(mBody->GetID(), joltCast(force), joltCast(origin));
} }
void JoltBody::applyTorque(const Point3F& torque) void JoltBody::applyTorque(const Point3F& torque)
{ {
mBody->AddTorque(joltCast(torque)); if (!isValid())
return;
JPH::BodyInterface& bi = mWorld->getPhysicsSystem()->GetBodyInterface();
bi.AddTorque(mBody->GetID(), joltCast(torque));
} }
void JoltBody::applyForce(const Point3F& force) void JoltBody::applyForce(const Point3F& force)
{ {
mBody->AddForce(joltCast(force)); if (!isValid())
return;
JPH::BodyInterface& bi = mWorld->getPhysicsSystem()->GetBodyInterface();
bi.AddForce(mBody->GetID(), joltCast(force));
} }
void JoltBody::moveKinematicTo(const MatrixF& xfm) void JoltBody::moveKinematicTo(const MatrixF& xfm)
@ -237,8 +261,8 @@ void JoltBody::setSleepThreshold(F32 linear, F32 angular)
JPH::MotionProperties* mp = mBody->GetMotionProperties(); JPH::MotionProperties* mp = mBody->GetMotionProperties();
/* mp->SetLinearSleepThreshold(linear); /* mp->SetLinearSleepThreshold(linear);
mp->SetAngularSleepThreshold(angular);*/ mp->SetAngularSleepThreshold(angular);*/
} }
void JoltBody::setDamping(F32 linear, F32 angular) void JoltBody::setDamping(F32 linear, F32 angular)
@ -293,11 +317,7 @@ void JoltBody::getState(PhysicsState* outState)
// Linear momentum = m * v // Linear momentum = m * v
F32 mass = mp->GetInverseMass() > 0.0f ? 1.0f / mp->GetInverseMass() : 0.0f; F32 mass = mp->GetInverseMass() > 0.0f ? 1.0f / mp->GetInverseMass() : 0.0f;
outState->momentum = outState->linVelocity * mass; outState->momentum = outState->linVelocity * mass;
outState->angularMomentum = outState->angVelocity;
// Angular momentum
JPH::Mat44 I_world = mBody->GetInverseInertia(); // 3x3 part
JPH::Vec3 angMomentum = I_world.Multiply3x3(mBody->GetAngularVelocity());
outState->angularMomentum = joltCast(angMomentum);
} }
else else
{ {
@ -335,7 +355,7 @@ void JoltBody::setLinVelocity(const Point3F& vel)
if (!bi.IsAdded(mBody->GetID())) if (!bi.IsAdded(mBody->GetID()))
return; return;
mBody->SetLinearVelocity(joltCast(vel)); bi.SetLinearVelocity(mBody->GetID(), joltCast(vel));
} }
void JoltBody::setAngVelocity(const Point3F& vel) void JoltBody::setAngVelocity(const Point3F& vel)
@ -348,7 +368,7 @@ void JoltBody::setAngVelocity(const Point3F& vel)
if (!bi.IsAdded(mBody->GetID())) if (!bi.IsAdded(mBody->GetID()))
return; return;
mBody->SetAngularVelocity(joltCast(vel)); bi.SetAngularVelocity(mBody->GetID(), joltCast(vel));
} }
void JoltBody::findContact(SceneObject** contactObject, void JoltBody::findContact(SceneObject** contactObject,

View file

@ -3,8 +3,8 @@
// Save and undefine the macro if it exists // Save and undefine the macro if it exists
#ifdef Offset #ifdef Offset
#pragma push_macro("Offset") #pragma push_macro("Offset")
#undef Offset #undef Offset
#endif #endif
#include <Jolt/Physics/Collision/Shape/BoxShape.h> #include <Jolt/Physics/Collision/Shape/BoxShape.h>
@ -21,7 +21,7 @@
#ifdef Offset #ifdef Offset
// Restore the original macro after includes // Restore the original macro after includes
#pragma pop_macro("Offset") #pragma pop_macro("Offset")
#endif #endif
JoltCollision::JoltCollision() JoltCollision::JoltCollision()
@ -73,7 +73,7 @@ void JoltCollision::addBox(const Point3F& halfWidth, const MatrixF& localXfm)
toJolt(localXfm, localPos, localRot); toJolt(localXfm, localPos, localRot);
// Wrap the base shape with RotatedTranslatedShape // Wrap the base shape with RotatedTranslatedShape
auto rtsSettings = new JPH::RotatedTranslatedShapeSettings(localPos, localRot, baseShape); JPH::Ref<JPH::RotatedTranslatedShapeSettings> rtsSettings = new JPH::RotatedTranslatedShapeSettings(localPos, localRot, baseShape);
auto rtsShape = rtsSettings->Create().Get(); auto rtsShape = rtsSettings->Create().Get();
// Store in child entry // Store in child entry
@ -103,7 +103,7 @@ void JoltCollision::addSphere(F32 radius, const MatrixF& localXfm)
JPH::Quat localRot; JPH::Quat localRot;
toJolt(localXfm, localPos, localRot); toJolt(localXfm, localPos, localRot);
auto rtsSettings = new JPH::RotatedTranslatedShapeSettings(localPos, localRot, baseShape); JPH::Ref<JPH::RotatedTranslatedShapeSettings> rtsSettings = new JPH::RotatedTranslatedShapeSettings(localPos, localRot, baseShape);
auto rtsShape = rtsSettings->Create().Get(); auto rtsShape = rtsSettings->Create().Get();
ChildShapeEntry entry; ChildShapeEntry entry;
@ -132,7 +132,7 @@ void JoltCollision::addCapsule(F32 radius, F32 height, const MatrixF& localXfm)
JPH::Quat localRot; JPH::Quat localRot;
toJolt(localXfm, localPos, localRot); toJolt(localXfm, localPos, localRot);
auto rtsSettings = new JPH::RotatedTranslatedShapeSettings(localPos, localRot, baseShape); JPH::Ref<JPH::RotatedTranslatedShapeSettings> rtsSettings = new JPH::RotatedTranslatedShapeSettings(localPos, localRot, baseShape);
auto rtsShape = rtsSettings->Create().Get(); auto rtsShape = rtsSettings->Create().Get();
ChildShapeEntry entry; ChildShapeEntry entry;
@ -150,33 +150,34 @@ bool JoltCollision::addConvex(const Point3F* points, U32 count, const MatrixF& l
if (count == 0) if (count == 0)
return false; return false;
// Pre-transform points into shape-local space for the same reason as
// addTriangleMesh: avoids the RTS wrapper and the double-transform in
// rebuildCompound when multiple shapes share a JoltCollision.
const bool isIdentity = localXfm.isIdentity();
std::vector<JPH::Vec3> verts; std::vector<JPH::Vec3> verts;
verts.reserve(count); verts.reserve(count);
for (U32 i = 0; i < count; ++i) for (U32 i = 0; i < count; ++i)
verts.emplace_back(points[i].x, points[i].y, points[i].z); {
Point3F p = points[i];
if (!isIdentity)
localXfm.mulP(points[i], &p);
verts.emplace_back(p.x, p.y, p.z);
}
JPH::ConvexHullShapeSettings settings(verts.data(), verts.size()); JPH::ConvexHullShapeSettings settings(verts.data(), (int)verts.size());
auto result = settings.Create(); auto result = settings.Create();
if (result.HasError()) if (result.HasError())
{ {
Con::errorf("Jolt Error: %s", result.GetError().c_str()); Con::errorf("Jolt addConvex Error: %s", result.GetError().c_str());
return false; 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; ChildShapeEntry entry;
entry.shape = rtsShape; entry.shape = result.Get();
entry.localPos = localPos; entry.localPos = JPH::Vec3::sZero();
entry.localRot = localRot; entry.localRot = JPH::Quat::sIdentity();
entry.localXfm = joltCast(localXfm); entry.localXfm = JPH::Mat44::sIdentity();
mChildren.push_back(entry); mChildren.push_back(entry);
rebuildCompound(); rebuildCompound();
@ -188,50 +189,53 @@ bool JoltCollision::addTriangleMesh(const Point3F* vert, U32 vertCount, const U3
if (!vert || !index || vertCount == 0 || triCount == 0) if (!vert || !index || vertCount == 0 || triCount == 0)
return false; return false;
// Build the TriangleList // Bake localXfm directly into the vertex positions so the MeshShape sits in
// shape-local space with an identity transform. This avoids the need for an
// RTS wrapper and eliminates the double-transform bug that occurs when the
// wrapper's position is later re-applied by rebuildCompound's AddShape call.
const bool isIdentity = localXfm.isIdentity();
JPH::TriangleList triangles; JPH::TriangleList triangles;
triangles.reserve(triCount); triangles.reserve(triCount);
for (U32 i = 0; i < triCount; ++i) for (U32 i = 0; i < triCount; ++i)
{ {
const Point3F& v0 = vert[index[i * 3 + 0]]; Point3F p0 = vert[index[i * 3 + 0]];
const Point3F& v1 = vert[index[i * 3 + 1]]; Point3F p1 = vert[index[i * 3 + 1]];
const Point3F& v2 = vert[index[i * 3 + 2]]; Point3F p2 = vert[index[i * 3 + 2]];
if (!isIdentity)
{
localXfm.mulP(vert[index[i * 3 + 0]], &p0);
localXfm.mulP(vert[index[i * 3 + 1]], &p1);
localXfm.mulP(vert[index[i * 3 + 2]], &p2);
}
triangles.push_back( triangles.push_back(
JPH::Triangle( JPH::Triangle(
JPH::Float3(v0.x, v0.y, v0.z), JPH::Float3(p0.x, p0.y, p0.z),
JPH::Float3(v2.x, v2.y, v2.z), JPH::Float3(p2.x, p2.y, p2.z), // winding order maintained
JPH::Float3(v1.x, v1.y, v1.z), JPH::Float3(p1.x, p1.y, p1.z),
0, // material index 0, // material index
i // user data = original triangle index i // user data = original triangle index
) )
); );
} }
// Create the MeshShape
JPH::MeshShapeSettings settings(triangles); JPH::MeshShapeSettings settings(triangles);
auto result = settings.Create(); auto result = settings.Create();
if (result.HasError()) if (result.HasError())
{ {
Con::errorf("Jolt Error: %s", result.GetError().c_str()); Con::errorf("Jolt addTriangleMesh Error: %s", result.GetError().c_str());
return false; return false;
} }
auto baseShape = result.Get(); // Store at identity — vertices are already in shape-local space.
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; ChildShapeEntry entry;
entry.shape = rtsShape; entry.shape = result.Get();
entry.localPos = localPos; entry.localPos = JPH::Vec3::sZero();
entry.localRot = localRot; entry.localRot = JPH::Quat::sIdentity();
entry.localXfm = joltCast(localXfm); entry.localXfm = JPH::Mat44::sIdentity();
mChildren.push_back(entry); mChildren.push_back(entry);
rebuildCompound(); rebuildCompound();
@ -248,49 +252,56 @@ bool JoltCollision::addHeightfield(
if (!heightData || blockSize == 0) if (!heightData || blockSize == 0)
return false; return false;
const F32 heightScale = 0.03125f; // Jolt's internal BVH page size: power-of-2 between 2 and 8, independent of
const F32 minHeight = 0; // inSampleCount. Use 4 for larger terrains to produce a shallower BVH tree.
const F32 maxHeight = 65535 * heightScale; const U32 joltBlockSize = (blockSize >= 512) ? 4 : 2;
const U32 sampleCount = blockSize * blockSize; // inSampleCount must be a multiple of joltBlockSize. Round up so any blockSize
std::vector<float> samples(sampleCount); // works — padding columns/rows are edge-clamped to stay physically correct.
const U32 paddedSize = ((blockSize + joltBlockSize - 1) / joltBlockSize) * joltBlockSize;
const U32 totalSamples = paddedSize * paddedSize;
for (U32 x = 0; x < blockSize; ++x) // Pass 1: build a flat (un-flipped) padded grid with edge-clamping.
std::vector<float> unflipped(totalSamples);
for (U32 y = 0; y < paddedSize; ++y)
{ {
for (U32 y = 0; y < blockSize; ++y) U32 srcY = (y < blockSize) ? y : blockSize - 1;
for (U32 x = 0; x < paddedSize; ++x)
{ {
// Terrain storage (row-major) U32 srcX = (x < blockSize) ? x : blockSize - 1;
U32 srcIdx = y * blockSize + x; U32 srcIdx = srcY * blockSize + srcX;
// Flip Z direction for Jolt
U32 dstIdx = (blockSize - 1 - y) * blockSize + x;
float h = fixedToFloat(heightData[srcIdx]); float h = fixedToFloat(heightData[srcIdx]);
if (holes && holes[srcIdx]) if (holes && holes[srcIdx])
h = JPH::HeightFieldShapeConstants::cNoCollisionValue; h = JPH::HeightFieldShapeConstants::cNoCollisionValue;
samples[dstIdx] = h; unflipped[y * paddedSize + x] = h;
} }
} }
float terrainSize = blockSize * metersPerSample; // Pass 2: flip Y axis into the final sample array for Jolt's coordinate system.
float verticalAdjust = -heightScale * 0.5f; std::vector<float> samples(totalSamples);
JPH::Vec3 joltOffset( for (U32 y = 0; y < paddedSize; ++y)
0.0, for (U32 x = 0; x < paddedSize; ++x)
verticalAdjust, samples[(paddedSize - 1 - y) * paddedSize + x] = unflipped[y * paddedSize + x];
-terrainSize
);
JPH::Vec3 joltScale(metersPerSample,1.0f, metersPerSample); // Offset uses actual terrain extent (blockSize) so the padded fringe never
// shifts the visible terrain. The vertical adjustment centres quantisation error.
const float heightScale = 0.03125f;
const float verticalAdjust = -heightScale * 0.5f;
const float terrainSize = blockSize * metersPerSample;
JPH::HeightFieldShapeSettings settings(samples.data(), joltOffset, joltScale, blockSize); JPH::Vec3 joltOffset(0.0f, verticalAdjust, -terrainSize);
settings.mBlockSize = 2; JPH::Vec3 joltScale(metersPerSample, 1.0f, metersPerSample);
JPH::HeightFieldShapeSettings settings(samples.data(), joltOffset, joltScale, paddedSize);
settings.mBlockSize = joltBlockSize;
auto result = settings.Create(); auto result = settings.Create();
if (result.HasError()) if (result.HasError())
{ {
Con::errorf("Jolt Error: %s", result.GetError().c_str()); Con::errorf("Jolt addHeightfield Error (blockSize=%u paddedSize=%u): %s",
blockSize, paddedSize, result.GetError().c_str());
return false; return false;
} }
@ -302,7 +313,7 @@ bool JoltCollision::addHeightfield(
JPH::Quat rotFix = JPH::Quat::sRotation(JPH::Vec3::sAxisX(), JPH::DegreesToRadians(90.0f)); JPH::Quat rotFix = JPH::Quat::sRotation(JPH::Vec3::sAxisX(), JPH::DegreesToRadians(90.0f));
localRot = rotFix * localRot; localRot = rotFix * localRot;
auto rtsSettings = new JPH::RotatedTranslatedShapeSettings(localPos, localRot, baseShape); JPH::Ref<JPH::RotatedTranslatedShapeSettings> rtsSettings = new JPH::RotatedTranslatedShapeSettings(localPos, localRot, baseShape);
auto rtsShape = rtsSettings->Create().Get(); auto rtsShape = rtsSettings->Create().Get();
ChildShapeEntry entry; ChildShapeEntry entry;
@ -321,33 +332,35 @@ void JoltCollision::rebuildCompound()
if (mChildren.empty()) if (mChildren.empty())
return; return;
JPH::CompoundShapeSettings* compoundSettings = nullptr; if (mChildren.size() == 1)
if (mChildren.size() > 1)
{ {
compoundSettings = new JPH::StaticCompoundShapeSettings(); // Single shape: use it directly. For primitive shapes this is the
// RotatedTranslatedShape with the local transform baked in. For
// 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(
{ JPH::Vec3::sZero(),
compoundSettings->AddShape( JPH::Quat::sIdentity(),
colShape.localPos, child.shape
colShape.localRot, );
colShape.shape
);
}
else
{
mCompundShape = colShape.shape;
}
} }
if (compoundSettings) auto result = compoundSettings.Create();
if (result.HasError())
{ {
mCompundShape = compoundSettings->Create().Get(); Con::errorf("Jolt rebuildCompound Error: %s", result.GetError().c_str());
delete compoundSettings; return;
} }
mCompundShape = result.Get();
} }

View file

@ -37,9 +37,18 @@ JoltPlayer::JoltPlayer()
JoltPlayer::~JoltPlayer() JoltPlayer::~JoltPlayer()
{ {
mCharacter->SetUserData(NULL); if (mCharacter)
mCharacter = NULL; {
setSimulationEnabled(false); // 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) 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> 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::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(); JPH::Ref<JPH::CharacterVirtualSettings> settings = new JPH::CharacterVirtualSettings();
Con::printf("JoltPlayer::init - maxSlopeAngle: %f degrees", mRadToDeg(mAcos(runSurfaceCos))); Con::printf("JoltPlayer::init - maxSlopeAngle: %f degrees", mRadToDeg(mAcos(runSurfaceCos)));
settings->mMaxSlopeAngle = mAcos(runSurfaceCos); settings->mMaxSlopeAngle = mAcos(runSurfaceCos);
@ -139,20 +147,12 @@ void JoltPlayer::init(const char* type, const Point3F& size, F32 runSurfaceCos,
setSimulationEnabled(true); setSimulationEnabled(true);
} }
class CharacterBodyFilter : public JPH::BodyFilter void JoltPlayer::preUpdate(F32 dt)
{ {
public: // Intentionally empty. Ground velocity is refreshed inside move() on every
JPH::BodyID mCharacterBodyID; // 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.
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) 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; JPH::Vec3 velocity = joltCast(displacement) / dt;
const auto& system = mWorld->getPhysicsSystem(); const auto& system = mWorld->getPhysicsSystem();
const JPH::Vec3 up = mCharacter->GetUp();
mCharacter->UpdateGroundVelocity(); mCharacter->UpdateGroundVelocity();
const JPH::CharacterVirtual::EGroundState groundState = mCharacter->GetGroundState(); const JPH::CharacterVirtual::EGroundState groundState = mCharacter->GetGroundState();
const bool isOnGround = groundState == JPH::CharacterVirtual::EGroundState::OnGround; 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())) if (isOnGround && !mCharacter->IsSlopeTooSteep(mCharacter->GetGroundNormal()))
{ {
JPH::Vec3 horizontalVel(velocity.GetX(), velocity.GetY(), 0.0f); JPH::Vec3 horizontalVel(velocity.GetX(), velocity.GetY(), 0.0f);
mAllowSliding = horizontalVel.Length() > 0.01f; mAllowSliding = horizontalVel.Length() > 0.01f;
if (velocity.GetZ() < 0.05f) velocity.SetZ(0.0f);
velocity.SetZ(0.00f);
JPH::Vec3 groundVel = mCharacter->GetGroundVelocity(); JPH::Vec3 groundVel = mCharacter->GetGroundVelocity();
if (groundVel.LengthSq() > 0.001f) // Threshold raised to filter static-surface floating-point residuals.
velocity += groundVel; 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 else
{ {
@ -199,28 +200,25 @@ Point3F JoltPlayer::move(const VectorF& displacement, CollisionList& outCol)
mCharacter->SetLinearVelocity(velocity); mCharacter->SetLinearVelocity(velocity);
//---------------------------------------- //----------------------------------------
// Substep (bullet was doing a max of 10 iterations) // Substep
//---------------------------------------- //----------------------------------------
const U32 iterations = 3; const U32 iterations = 3;
const F32 subDt = dt / iterations; 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( mCharacter->ExtendedUpdate(
subDt, subDt,
system->GetGravity(), system->GetGravity(),
settings, extSettings,
system->GetDefaultBroadPhaseLayerFilter(Layers::MOVING), system->GetDefaultBroadPhaseLayerFilter(Layers::CHARACTER),
system->GetDefaultLayerFilter(Layers::MOVING), system->GetDefaultLayerFilter(Layers::CHARACTER),
{}, {},
{}, {},
*mWorld->getTempAllocator() *mWorld->getTempAllocator()
@ -411,8 +409,8 @@ void JoltPlayer::setSpacials(const Point3F& nPos, const Point3F& nSize)
if (mCharacter->SetShape( if (mCharacter->SetShape(
shape, shape,
maxPenetration, maxPenetration,
system->GetDefaultBroadPhaseLayerFilter(Layers::MOVING), system->GetDefaultBroadPhaseLayerFilter(Layers::CHARACTER),
system->GetDefaultLayerFilter(Layers::MOVING), system->GetDefaultLayerFilter(Layers::CHARACTER),
body_filter, body_filter,
shape_filter, shape_filter,
*mWorld->getTempAllocator()) *mWorld->getTempAllocator())
@ -420,8 +418,6 @@ void JoltPlayer::setSpacials(const Point3F& nPos, const Point3F& nSize)
{ {
mCharacter->SetInnerBodyShape(inner_shape); mCharacter->SetInnerBodyShape(inner_shape);
} }
//mCharacter->SetPosition(joltCast(nPos));
} }
void JoltPlayer::enableCollision() 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) 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) if (inCharacter != mCharacter)
{ return;
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); // 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) 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); Con::warnf("JoltPlayer::OnContactPersisted - contact not in set, inserting as new");
if (std::find(mActiveContacts.begin(), mActiveContacts.end(), c) == mActiveContacts.end()) mActiveContacts.push_back(c);
AssertFatal(false, "JoltPlayer::OnContactPersisted - Received a contact that should have been added instead");
} }
OnContactCommon(inCharacter, inBodyID2, inSubShapeID2, inContactPosition, inContactNormal, ioSettings);
} }
void JoltPlayer::OnContactRemoved(const JPH::CharacterVirtual* inCharacter, const JPH::BodyID& inBodyID2, const JPH::SubShapeID& inSubShapeID2) 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); JPH::CharacterVirtual::ContactKey c(inBodyID2, inSubShapeID2);
ContactSet::iterator it = std::find(mActiveContacts.begin(), mActiveContacts.end(), c); ContactSet::iterator it = std::find(mActiveContacts.begin(), mActiveContacts.end(), c);
if (it == mActiveContacts.end()) 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); mActiveContacts.erase(it);
} }
} }
@ -537,4 +561,3 @@ void JoltPlayer::OnContactSolve(const JPH::CharacterVirtual* inCharacter, const
if (!mAllowSliding && inContactVelocity.IsNearZero() && !inCharacter->IsSlopeTooSteep(inContactNormal)) if (!mAllowSliding && inContactVelocity.IsNearZero() && !inCharacter->IsSlopeTooSteep(inContactNormal))
ioNewCharacterVelocity = JPH::Vec3::sZero(); ioNewCharacterVelocity = JPH::Vec3::sZero();
} }

View file

@ -56,11 +56,11 @@ public:
// Physics Player. // Physics Player.
void init(const char* type, void init(const char* type,
const Point3F& size, const Point3F& size,
F32 runSurfaceCos, F32 runSurfaceCos,
F32 stepHeight, F32 stepHeight,
SceneObject* obj, SceneObject* obj,
PhysicsWorld* world) override; PhysicsWorld* world) override;
void preUpdate(F32 dt); 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. /// 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; 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. // 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; 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;

View file

@ -123,6 +123,15 @@ void JoltWorld::destroyWorld()
mDestroyPending.store(true, std::memory_order_release); 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) 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 startV(startPnt.x, startPnt.y, startPnt.z);
@ -134,10 +143,12 @@ bool JoltWorld::castRay(const Point3F& startPnt, const Point3F& endPnt, RayInfo*
return false; return false;
JPH::RRayCast ray(startV, dir); JPH::RRayCast ray(startV, dir);
JPH::RayCastResult result; 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; return false;
JPH::BodyLockRead lock( 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::RVec3 hitPos = ray.GetPointOnRay(result.mFraction);
JPH::Vec3 normal = body.GetWorldSpaceSurfaceNormal( result.mSubShapeID2, hitPos ); JPH::Vec3 normal = body.GetWorldSpaceSurfaceNormal(result.mSubShapeID2, hitPos);
if (!body.GetUserData())
return false;
if (ri) if (ri)
{ {
ri->point.set(joltCast(hitPos)); ri->point.set(joltCast(hitPos));
ri->normal.set(joltCast(normal)); ri->normal.set(joltCast(normal));
ri->distance = result.mFraction * rayLength; ri->distance = result.mFraction * rayLength;
// SceneObject mapping
PhysicsUserData* userData = PhysicsUserData::cast((void*)body.GetUserData()); // A body with no UserData means no associated SceneObject (e.g. internal
ri->object = userData->getObject(); // collision geometry). Return the hit but leave ri->object as null rather
ri->material = NULL; // 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->face = 0;
ri->faceDot = 0; ri->faceDot = 0;
} }
@ -236,8 +249,9 @@ void JoltWorld::explosion(const Point3F& pos, F32 radius, F32 forceMagnitude)
JPH::Body& body = lock.GetBody(); JPH::Body& body = lock.GetBody();
// Ignore static/kinematic bodies // Skip sensors and non-dynamic bodies — sensors are trigger volumes and
if (!body.IsDynamic()) // static/kinematic bodies don't respond to impulses.
if (body.IsSensor() || !body.IsDynamic())
continue; continue;
JPH::Vec3 bodyPos = body.GetCenterOfMassPosition(); JPH::Vec3 bodyPos = body.GetCenterOfMassPosition();