Torque3D/Engine/source/T3D/physics/jolt/joltPlayer.cpp
marauder2k7 48312ae20e JOLT Physics update
adds jolt physics to torque3d
2026-04-13 14:55:46 +01:00

540 lines
18 KiB
C++

#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();
}