Files
Nuake-custom/Nuake/Source/Nuake/Physics/DynamicWorld.cpp
2025-01-31 18:04:43 -05:00

1062 lines
39 KiB
C++

#include "DynamicWorld.h"
#include "Rigibody.h"
#include "Nuake/Core/Core.h"
#include "Nuake/Core/Logger.h"
#include "Nuake/Core/Maths.h"
#include "Nuake/Resource/Project.h"
#include "Nuake/Physics/PhysicsShapes.h"
#include "Nuake/Scene/Components/TransformComponent.h"
#include "Nuake/Scene/Components/CharacterControllerComponent.h"
#include "Vendors/glm/ext/quaternion_common.hpp"
#include "Vendors/glm/gtx/matrix_decompose.hpp"
#include <Jolt/Jolt.h>
#include <Jolt/RegisterTypes.h>
#include <Jolt/Core/Factory.h>
#include <Jolt/Core/TempAllocator.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Jolt/Physics/Body/BodyActivationListener.h>
#include <Jolt/Physics/Character/CharacterVirtual.h>
#include <Jolt/Physics/Collision/RayCast.h>
#include <Jolt/Physics/Collision/ShapeCast.h>
#include <Jolt/Physics/Collision/CastResult.h>
#include <Jolt/Core/JobSystemThreadPool.h>
#include <Jolt/Physics/PhysicsSettings.h>
#include <Jolt/Physics/PhysicsSystem.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
#include <Jolt/Physics/Collision/Shape/CylinderShape.h>
#include <Jolt/Physics/Collision/Shape/MeshShape.h>
#include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
#include <Jolt/Core/TempAllocator.h>
#include <Thirdparty/JoltPhysics/Jolt/Physics/Collision/CollisionCollectorImpl.h>
#include "Nuake/Scene/Components/ParentComponent.h"
#include <cstdarg>
namespace Nuake
{
// Callback for traces, connect this to your own trace function if you have one
static void TraceImpl(const char* inFMT, ...)
{
// Format the message
va_list list;
va_start(list, inFMT);
char buffer[1024];
vsnprintf(buffer, sizeof(buffer), inFMT, list);
// Print to the TTY
std::cout << buffer << std::endl;
}
#ifdef JPH_ENABLE_ASSERTS
// Callback for asserts, connect this to your own assert handler if you have one
static bool AssertFailedImpl(const char* inExpression, const char* inMessage, const char* inFile, uint32_t inLine)
{
// Print to the TTY
std::cout << inFile << ":" << inLine << ": (" << inExpression << ") " << (inMessage != nullptr ? inMessage : "") << std::endl;
// Breakpoint
return true;
};
#endif // JPH_ENABLE_ASSERTS
// Layer that objects can be in, determines which other objects it can collide with
// Typically you at least want to have 1 layer for moving bodies and 1 layer for static bodies, but you can have more
// layers if you want. E.g. you could have a layer for high detail collision (which is not used by the physics simulation
// but only if you do collision testing).
namespace Layers
{
static constexpr uint8_t NON_MOVING = 0;
static constexpr uint8_t MOVING = 1;
static constexpr uint8_t KINEMATIC = 2;
static constexpr uint8_t CHARACTER_GHOST = 3;
static constexpr uint8_t CHARACTER = 4;
static constexpr uint8_t SENSORS = 5;
static constexpr uint8_t NUM_LAYERS = 6;
};
// Each broadphase layer results in a separate bounding volume tree in the broad phase. You at least want to have
// a layer for non-moving and moving objects to avoid having to update a tree full of static objects every frame.
// You can have a 1-on-1 mapping between object layers and broadphase layers (like in this case) but if you have
// many object layers you'll be creating many broad phase trees, which is not efficient. If you want to fine tune
// your broadphase layers define JPH_TRACK_BROADPHASE_STATS and look at the stats reported on the TTY.
namespace BroadPhaseLayers
{
static constexpr JPH::BroadPhaseLayer NON_MOVING(0);
static constexpr JPH::BroadPhaseLayer MOVING(1);
static constexpr uint32_t NUM_LAYERS(2);
};
// BroadPhaseLayerInterface implementation
// This defines a mapping between object and broadphase layers.
class BPLayerInterfaceImpl final : public JPH::BroadPhaseLayerInterface
{
public:
BPLayerInterfaceImpl()
{
// Create a mapping table from object to broad phase layer
mObjectToBroadPhase[Layers::NON_MOVING] = BroadPhaseLayers::NON_MOVING;
mObjectToBroadPhase[Layers::MOVING] = BroadPhaseLayers::MOVING;
mObjectToBroadPhase[Layers::CHARACTER] = BroadPhaseLayers::MOVING;
mObjectToBroadPhase[Layers::CHARACTER_GHOST] = BroadPhaseLayers::MOVING;
mObjectToBroadPhase[Layers::SENSORS] = BroadPhaseLayers::MOVING;
}
virtual JPH::uint GetNumBroadPhaseLayers() const override
{
return BroadPhaseLayers::NUM_LAYERS;
}
virtual JPH::BroadPhaseLayer GetBroadPhaseLayer(JPH::ObjectLayer inLayer) const override
{
using namespace JPH;
JPH_ASSERT(inLayer < Layers::NUM_LAYERS);
return mObjectToBroadPhase[inLayer];
}
private:
JPH::BroadPhaseLayer mObjectToBroadPhase[Layers::NUM_LAYERS];
};
// An example contact listener
class MyContactListener : public JPH::ContactListener
{
private:
Physics::DynamicWorld* _World;
public:
MyContactListener(Physics::DynamicWorld* world)
: _World(world)
{
}
// See: ContactListener
virtual JPH::ValidateResult OnContactValidate(const JPH::Body& inBody1, const JPH::Body& inBody2, JPH::RVec3Arg inBaseOffset, const JPH::CollideShapeResult& inCollisionResult) override
{
//std::cout << "Contact validate callback" << std::endl;
// Allows you to ignore a contact before it is created (using layers to not make objects collide is cheaper!)
return JPH::ValidateResult::AcceptAllContactsForThisBodyPair;
}
virtual void OnContactAdded(const JPH::Body& inBody1, const JPH::Body& inBody2, const JPH::ContactManifold& inManifold, JPH::ContactSettings& ioSettings) override
{
uint32_t entity1 = static_cast<uint32_t>(inBody1.GetUserData());
uint32_t entity2 = static_cast<uint32_t>(inBody2.GetUserData());
JPH::Vec3 joltNormal = inManifold.mWorldSpaceNormal;
Vector3 normal = Vector3(joltNormal.GetX(), joltNormal.GetY(), joltNormal.GetZ());
JPH::Vec3 joltPos = inManifold.GetWorldSpaceContactPointOn1(0);
Vector3 position = Vector3(joltPos.GetX(), joltPos.GetY(), joltPos.GetZ());
Physics::CollisionData data
{
entity1,
entity2,
normal,
position
};
_World->RegisterCollisionCallback(std::move(data));
}
virtual void OnContactPersisted(const JPH::Body& inBody1, const JPH::Body& inBody2, const JPH::ContactManifold& inManifold, JPH::ContactSettings& ioSettings) override
{
//std::cout << "A contact was persisted" << std::endl;
}
virtual void OnContactRemoved(const JPH::SubShapeIDPair& inSubShapePair) override
{
//std::cout << "A contact was removed" << std::endl;
}
};
// An example activation listener
class MyBodyActivationListener : public JPH::BodyActivationListener
{
public:
virtual void OnBodyActivated(const JPH::BodyID& inBodyID, JPH::uint64 inBodyUserData) override
{
//std::cout << "A body got activated" << std::endl;
}
virtual void OnBodyDeactivated(const JPH::BodyID& inBodyID, JPH::uint64 inBodyUserData) override
{
//std::cout << "A body went to sleep" << std::endl;
}
};
class ObjectVsBroadPhaseLayerFilterImpl : public JPH::ObjectVsBroadPhaseLayerFilter
{
public:
virtual bool ShouldCollide(JPH::ObjectLayer inLayer1, JPH::BroadPhaseLayer inLayer2) const override
{
switch (inLayer1)
{
case Layers::NON_MOVING:
return inLayer2 == BroadPhaseLayers::MOVING;
case Layers::MOVING:
return true;
case Layers::SENSORS:
return inLayer2 == BroadPhaseLayers::MOVING;
default:
return false;
}
}
};
class ObjectLayerPairFilterImpl : public JPH::ObjectLayerPairFilter
{
public:
virtual bool ShouldCollide(JPH::ObjectLayer inObject1, JPH::ObjectLayer inObject2) const override
{
switch (inObject1)
{
case Layers::NON_MOVING:
return inObject2 == Layers::MOVING || inObject2 == Layers::CHARACTER_GHOST || inObject2 == Layers::CHARACTER; // Non moving only collides with moving
case Layers::MOVING:
return true; // Moving collides with everything
case Layers::CHARACTER_GHOST:
return inObject2 != Layers::CHARACTER;
case Layers::CHARACTER:
return inObject2 != Layers::CHARACTER_GHOST;
case Layers::SENSORS:
return inObject2 == Layers::MOVING || inObject2 == Layers::CHARACTER_GHOST;
default:
return false;
}
}
};
BPLayerInterfaceImpl JoltBroadphaseLayerInterface = BPLayerInterfaceImpl();
ObjectVsBroadPhaseLayerFilterImpl JoltObjectVSBroadphaseLayerFilter = ObjectVsBroadPhaseLayerFilterImpl();
ObjectLayerPairFilterImpl JoltObjectVSObjectLayerFilter;
namespace Physics
{
DynamicWorld::DynamicWorld() : _stepCount(0)
{
_registeredCharacters = std::map<uint32_t, CharacterGhostPair>();
// Initialize Jolt Physics
ProjectSettings settings;
if (Engine::GetProject())
{
settings = Engine::GetProject()->Settings;
}
const uint32_t MaxBodies = settings.MaxPhysicsBodies;
const uint32_t NumBodyMutexes = 0;
const uint32_t MaxBodyPairs = settings.MaxPhysicsBodyPair;
const uint32_t MaxContactConstraints = settings.MaxPhysicsContactConstraints;
_JoltPhysicsSystem = CreateRef<JPH::PhysicsSystem>();
_JoltPhysicsSystem->Init(MaxBodies, NumBodyMutexes, MaxBodyPairs, MaxContactConstraints, JoltBroadphaseLayerInterface, JoltObjectVSBroadphaseLayerFilter, JoltObjectVSObjectLayerFilter);
// A body activation listener gets notified when bodies activate and go to sleep
// Note that this is called from a job so whatever you do here needs to be thread safe.
// Registering one is entirely optional.
_bodyActivationListener = CreateScope<MyBodyActivationListener>();
_JoltPhysicsSystem->SetBodyActivationListener(_bodyActivationListener.get());
// A contact listener gets notified when bodies (are about to) collide, and when they separate again.
// Note that this is called from a job so whatever you do here needs to be thread safe.
// Registering one is entirely optional.
_contactListener = CreateScope<MyContactListener>(this);
_JoltPhysicsSystem->SetContactListener(_contactListener.get());
// The main way to interact with the bodies in the physics system is through the body interface. There is a locking and a non-locking
// variant of this. We're going to use the locking version (even though we're not planning to access bodies from multiple threads)
_JoltBodyInterface = &_JoltPhysicsSystem->GetBodyInterface();
// Optional step: Before starting the physics simulation you can optimize the broad phase. This improves collision detection performance (it's pointless here because we only have 2 bodies).
// You should definitely not call this every frame or when e.g. streaming in a new level section as it is an expensive operation.
// Instead insert all new objects in batches instead of 1 at a time to keep the broad phase efficient.
_JoltPhysicsSystem->OptimizeBroadPhase();
const uint32_t availableThreads = std::thread::hardware_concurrency() - 1;
_JoltJobSystem = new JPH::JobSystemThreadPool(JPH::cMaxPhysicsJobs, JPH::cMaxPhysicsBarriers, availableThreads);
}
void DynamicWorld::ReInit()
{
_registeredCharacters = std::map<uint32_t, CharacterGhostPair>();
// Initialize Jolt Physics
ProjectSettings settings;
if (Engine::GetProject())
{
settings = Engine::GetProject()->Settings;
}
const uint32_t MaxBodies = settings.MaxPhysicsBodies;
const uint32_t NumBodyMutexes = 0;
const uint32_t MaxBodyPairs = settings.MaxPhysicsBodyPair;
const uint32_t MaxContactConstraints = settings.MaxPhysicsContactConstraints;
_JoltPhysicsSystem = CreateRef<JPH::PhysicsSystem>();
_JoltPhysicsSystem->Init(MaxBodies, NumBodyMutexes, MaxBodyPairs, MaxContactConstraints, JoltBroadphaseLayerInterface, JoltObjectVSBroadphaseLayerFilter, JoltObjectVSObjectLayerFilter);
// A body activation listener gets notified when bodies activate and go to sleep
// Note that this is called from a job so whatever you do here needs to be thread safe.
// Registering one is entirely optional.
_bodyActivationListener = CreateScope<MyBodyActivationListener>();
_JoltPhysicsSystem->SetBodyActivationListener(_bodyActivationListener.get());
// A contact listener gets notified when bodies (are about to) collide, and when they separate again.
// Note that this is called from a job so whatever you do here needs to be thread safe.
// Registering one is entirely optional.
_contactListener = CreateScope<MyContactListener>(this);
_JoltPhysicsSystem->SetContactListener(_contactListener.get());
// The main way to interact with the bodies in the physics system is through the body interface. There is a locking and a non-locking
// variant of this. We're going to use the locking version (even though we're not planning to access bodies from multiple threads)
_JoltBodyInterface = &_JoltPhysicsSystem->GetBodyInterface();
// Optional step: Before starting the physics simulation you can optimize the broad phase. This improves collision detection performance (it's pointless here because we only have 2 bodies).
// You should definitely not call this every frame or when e.g. streaming in a new level section as it is an expensive operation.
// Instead insert all new objects in batches instead of 1 at a time to keep the broad phase efficient.
_JoltPhysicsSystem->OptimizeBroadPhase();
const uint32_t availableThreads = std::thread::hardware_concurrency() - 1;
_JoltJobSystem = new JPH::JobSystemThreadPool(JPH::cMaxPhysicsJobs, JPH::cMaxPhysicsBarriers, availableThreads);
}
void DynamicWorld::DrawDebug()
{
}
void DynamicWorld::SetGravity(const Vector3& gravity)
{
}
void DynamicWorld::AddRigidbody(Ref<RigidBody> rb)
{
JPH::BodyInterface& bodyInterface = _JoltPhysicsSystem->GetBodyInterface();
const float mass = rb->_mass;
JPH::EMotionType motionType = JPH::EMotionType::Static;
JPH::ObjectLayer layer = Layers::MOVING;
// According to jolt documentation, Mesh shapes should only be static.
const bool isMeshShape = rb->GetShape()->GetType() == MESH;
if (mass > 0.0f && !isMeshShape)
{
motionType = JPH::EMotionType::Dynamic;
layer = Layers::MOVING;
}
if (rb->GetForceKinematic())
{
motionType = JPH::EMotionType::Kinematic;
layer = Layers::MOVING;
}
const std::string name = rb->GetEntity().GetComponent<NameComponent>().Name;
if (rb->IsTrigger())
{
layer = Layers::SENSORS;
motionType = JPH::EMotionType::Kinematic;
}
const auto& startPos = rb->GetPosition();
const Quat& bodyRotation = rb->GetRotation();
const auto& joltRotation = JPH::Quat(bodyRotation.x, bodyRotation.y, bodyRotation.z, bodyRotation.w);
const auto& joltPos = JPH::Vec3(startPos.x, startPos.y, startPos.z);
JPH::Ref<JPH::Shape> joltShape = GetJoltShape(rb->GetShape());
if (!joltShape)
{
return;
}
JPH::BodyCreationSettings bodySettings(joltShape, joltPos, joltRotation, motionType, layer);
bodySettings.mIsSensor = rb->IsTrigger();
if (bodySettings.mIsSensor)
{
bodySettings.mCollideKinematicVsNonDynamic = true;
}
if (rb->GetForceKinematic())
{
bodySettings.mCollideKinematicVsNonDynamic = true;
}
bodySettings.mAllowedDOFs = (JPH::EAllowedDOFs::All);
if (rb->GetLockXAxis())
{
bodySettings.mAllowedDOFs ^= JPH::EAllowedDOFs::RotationX;
}
if (rb->GetLockYAxis())
{
bodySettings.mAllowedDOFs ^= JPH::EAllowedDOFs::RotationY;
}
if (rb->GetLockZAxis())
{
bodySettings.mAllowedDOFs ^= JPH::EAllowedDOFs::RotationZ;
}
if (mass > 0.0f)
{
bodySettings.mOverrideMassProperties = JPH::EOverrideMassProperties::CalculateInertia;
bodySettings.mMassPropertiesOverride.mMass = mass;
}
if (int entityId = rb->GetEntity().GetHandle(); rb->GetEntity().IsValid())
{
bodySettings.mUserData = rb->GetEntity().GetHandle();
// Create the actual rigid body
JPH::BodyID body = _JoltBodyInterface->CreateAndAddBody(bodySettings, JPH::EActivation::Activate); // Note that if we run out of bodies this can return nullptr
uint32_t bodyIndex = (uint32_t)body.GetIndexAndSequenceNumber();
_registeredBodies.push_back(bodyIndex);
}
}
void DynamicWorld::AddCharacterController(Ref<CharacterController> cc)
{
JPH::Ref<JPH::CharacterVirtualSettings> settings = new JPH::CharacterVirtualSettings();
settings->mMaxSlopeAngle = JPH::DegreesToRadians(cc->MaxSlopeAngle);
settings->mMaxStrength = 1.0f;
settings->mCharacterPadding = 0.05f;
settings->mPenetrationRecoverySpeed = 1.0f;
settings->mPredictiveContactDistance = 0.01f;
settings->mShape = GetJoltShape(cc->Shape);
auto joltPosition = JPH::Vec3(cc->Position.x, cc->Position.y, cc->Position.z);
const Quat& bodyRotation = cc->Rotation;
const auto& joltRotation = JPH::Quat(bodyRotation.x, bodyRotation.y, bodyRotation.z, bodyRotation.w);
auto character = CreateRef<JPH::CharacterVirtual>(settings, std::move(joltPosition), joltRotation, _JoltPhysicsSystem.get());
// add ghost kinematic body to respond to hit test as the virtual char are not present in the world.
JPH::BodyInterface& bodyInterface = _JoltPhysicsSystem->GetBodyInterface();
const float mass = 0.0f;
JPH::EMotionType motionType = JPH::EMotionType::Dynamic;
JPH::ObjectLayer layer = Layers::CHARACTER_GHOST;
const auto& startPos = joltPosition;
auto joltShape = GetJoltShape(cc->Shape);
JPH::BodyCreationSettings bodySettings(joltShape, startPos, joltRotation, motionType, layer);
int entityId = cc->GetEntity().GetID();
if (entityId == 0)
{
Logger::Log("ERROR");
}
bodySettings.mUserData = cc->Owner.GetHandle();
bodySettings.mCollideKinematicVsNonDynamic = true;
// Create the actual rigid body
JPH::BodyID body = _JoltBodyInterface->CreateAndAddBody(bodySettings, JPH::EActivation::Activate); // Note that if we run out of bodies this can return nullptr
uint32_t bodyIndex = body.GetIndexAndSequenceNumber();
//_registeredBodies.push_back(bodyIndex);
// To get the jolt character control from a scene entity.
_registeredCharacters[cc->Owner.GetHandle()] = CharacterGhostPair{ character, bodyIndex };
}
bool DynamicWorld::IsCharacterGrounded(const Entity& entity)
{
const uint32_t entityHandle = entity.GetHandle();
if (_registeredCharacters.find(entityHandle) != _registeredCharacters.end())
{
auto& characterController = _registeredCharacters[entityHandle].Character;
const auto groundState = characterController->GetGroundState();
return groundState == JPH::CharacterBase::EGroundState::OnGround;
}
assert("Entity doesn't have a character controller component.");
return false;
}
Vector3 DynamicWorld::GetCharacterGroundVelocity(const Entity& entity)
{
const uint32_t entityHandle = entity.GetHandle();
if (_registeredCharacters.find(entityHandle) != _registeredCharacters.end())
{
auto& characterController = _registeredCharacters[entityHandle].Character;
characterController->UpdateGroundVelocity();
const auto groundVelocity = characterController->GetGroundVelocity();
return Vector3(groundVelocity.GetX(), groundVelocity.GetY(), groundVelocity.GetZ());
}
return { 0, 0, 0 };
}
Vector3 DynamicWorld::GetCharacterGroundNormal(const Entity& entity)
{
const uint32_t entityHandle = entity.GetHandle();
if (_registeredCharacters.find(entityHandle) != _registeredCharacters.end())
{
auto& characterController = _registeredCharacters[entityHandle].Character;
const auto groundNormal = characterController->GetGroundNormal();
return Vector3(groundNormal.GetX(), groundNormal.GetY(), groundNormal.GetZ());
}
return { 0, 0, 0 };
}
void DynamicWorld::SetBodyPosition(const Entity& entity, const Vector3& position, const Quat& rotation)
{
const auto& bodyInterface = _JoltPhysicsSystem->GetBodyInterface();
for (const auto& body : _registeredBodies)
{
auto bodyId = static_cast<JPH::BodyID>(body);
auto bodyEntityId = bodyInterface.GetUserData(bodyId);
if (bodyEntityId == entity.GetHandle())
{
JPH::Vec3 currentPosition;
JPH::Quat currentRotation;
_JoltBodyInterface->GetPositionAndRotation(bodyId, currentPosition, currentRotation);
JPH::Vec3 newPosition = { position.x, position.y, position.z };
JPH::Quat newRotation = { rotation.x, rotation.y, rotation.z, rotation.w };
if (newPosition != currentPosition || currentRotation != newRotation)
{
std::string name = entity.GetComponent<NameComponent>().Name;
JPH::EMotionType bodyType = _JoltBodyInterface->GetMotionType(bodyId);
switch (bodyType)
{
case JPH::EMotionType::Kinematic:
{
_JoltBodyInterface->MoveKinematic(bodyId, newPosition, newRotation, Engine::GetFixedTimeStep());
break;
}
case JPH::EMotionType::Dynamic:
case JPH::EMotionType::Static:
{
_JoltBodyInterface->SetPositionAndRotation(bodyId, newPosition, newRotation, JPH::EActivation::DontActivate);
break;
}
}
}
}
}
}
void DynamicWorld::SetCharacterControllerPosition(const Entity& entity, const Vector3 & position)
{
const uint32_t entityHandle = entity.GetHandle();
if (_registeredCharacters.find(entityHandle) != _registeredCharacters.end())
{
auto& characterController = _registeredCharacters[entityHandle].Character;
characterController->SetPosition({ position.x, position.y, position.z });
}
}
std::vector<ShapeCastResult> DynamicWorld::Raycast(const Vector3& from, const Vector3& to)
{
// Create jolt ray
const auto& fromJolt = JPH::Vec3(from.x, from.y, from.z);
const auto& toDirectionJolt = JPH::Vec3(to.x - from.x, to.y - from.y, to.z - from.z);
JPH::RRayCast ray { fromJolt, toDirectionJolt };
JPH::AllHitCollisionCollector<JPH::CastRayCollector> collector;
JPH::RayCastResult result;
_JoltPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, JPH::RayCastSettings(), collector);
// Fetch results
std::vector<ShapeCastResult> raycastResults;
if (collector.HadHit())
{
int num_hits = (int)collector.mHits.size();
JPH::BroadPhaseCastResult* results = collector.mHits.data();
// Format result
for (int i = 0; i < num_hits; ++i)
{
const float hitFraction = collector.mHits[i].mFraction;
const JPH::Vec3& hitPosition = ray.GetPointOnRay(collector.mHits[i].mFraction);
auto bodyId = static_cast<JPH::BodyID>(collector.mHits[i].mBodyID);
auto layer = _JoltBodyInterface->GetObjectLayer(bodyId);
int userData = static_cast<int>(_JoltBodyInterface->GetUserData(bodyId));
ShapeCastResult result
{
Vector3(hitPosition.GetX(), hitPosition.GetY(), hitPosition.GetZ()),
hitFraction,
Vector3(0, 0, 0),
layer,
userData
};
raycastResults.push_back(std::move(result));
}
}
return raycastResults;
}
std::vector<ShapeCastResult> DynamicWorld::CastShape(const Vector3& from, const Vector3& to, const Ref<PhysicShape>& shape)
{
auto joltShape = GetJoltShape(shape);
const auto& fromJolt = JPH::Vec3(from.x, from.y, from.z);
const auto& toDirectionJolt = JPH::Vec3(to.x - from.x, to.y - from.y, to.z - from.z);
const auto& scale = JPH::Vec3(1, 1, 1);
JPH::Mat44 centerOfMass = JPH::Mat44::sIdentity();
centerOfMass.SetTranslation(JPH::Vec3(from.x, from.y, from.z));
const JPH::AABox worldBound = JPH::AABox(JPH::Vec3{-1000, -1000, -1000}, JPH::Vec3{1000, 1000, 1000});
JPH::RShapeCast ray = JPH::RShapeCast(joltShape, scale, centerOfMass, toDirectionJolt, worldBound);
JPH::AllHitCollisionCollector<JPH::CastShapeCollector> collector;
JPH::RayCastResult result;
JPH::ShapeCastSettings shapeCastSetting;
shapeCastSetting.mCollectFacesMode = JPH::ECollectFacesMode::CollectFaces;
shapeCastSetting.mUseShrunkenShapeAndConvexRadius = true;
_JoltPhysicsSystem->GetNarrowPhaseQuery().CastShape(ray, shapeCastSetting, JPH::Vec3(0, 0, 0), collector);
std::vector<ShapeCastResult> shapecastResults;
if (collector.HadHit())
{
int num_hits = (int)collector.mHits.size();
auto results = collector.mHits.data();
// Format result
for (int i = 0; i < num_hits; ++i)
{
const float hitFraction = results[i].mFraction;
const JPH::Vec3& hitPosition = ray.GetPointOnRay(results[i].mFraction);
auto bodyId = static_cast<JPH::BodyID>(results[i].mBodyID2);
JPH::TransformedShape ts = _JoltPhysicsSystem->GetBodyInterface().GetTransformedShape(results[i].mBodyID2);
JPH::Vec3 surfaceNormal = ts.GetWorldSpaceSurfaceNormal(results[i].mSubShapeID2, results[i].mContactPointOn2);
auto layer = _JoltBodyInterface->GetObjectLayer(bodyId);
int userData = static_cast<int>(_JoltBodyInterface->GetUserData(bodyId));
ShapeCastResult result
{
Vector3(hitPosition.GetX(), hitPosition.GetY(), hitPosition.GetZ()),
hitFraction,
Vector3(surfaceNormal.GetX(), surfaceNormal.GetY(), surfaceNormal.GetZ()),
static_cast<float>(layer),
userData
};
shapecastResults.push_back(std::move(result));
}
}
return shapecastResults;
}
void DynamicWorld::SyncEntitiesTranforms()
{
const auto& bodyInterface = _JoltPhysicsSystem->GetBodyInterface();
for (const auto& body : _registeredBodies)
{
auto bodyId = static_cast<JPH::BodyID>(body);
if (auto entId = static_cast<int>(bodyInterface.GetUserData(bodyId)); entId != 0)
{
if (bodyInterface.GetObjectLayer(bodyId) == Layers::SENSORS)
{
continue;
}
JPH::Vec3 position = bodyInterface.GetPosition(bodyId);
JPH::Vec3 velocity = bodyInterface.GetLinearVelocity(bodyId);
JPH::Mat44 joltTransform = bodyInterface.GetWorldTransform(bodyId);
const auto bodyRotation = bodyInterface.GetRotation(bodyId);
Matrix4 transform = glm::mat4(
joltTransform(0, 0), joltTransform(1, 0), joltTransform(2, 0), joltTransform(3, 0),
joltTransform(0, 1), joltTransform(1, 1), joltTransform(2, 1), joltTransform(3, 1),
joltTransform(0, 2), joltTransform(1, 2), joltTransform(2, 2), joltTransform(3, 2),
joltTransform(0, 3), joltTransform(1, 3), joltTransform(2, 3), joltTransform(3, 3)
);
Entity entity = { (entt::entity)entId, Engine::GetCurrentScene().get() };
if (entity.GetComponent<ParentComponent>().HasParent)
{
auto& parent = entity.GetComponent<ParentComponent>().Parent;
auto& parentTransformComponent = parent.GetComponent<TransformComponent>();
const Matrix4& parentTransform = parentTransformComponent.GetGlobalTransform();
transform = glm::inverse(parentTransform) * transform;
}
Vector3 scale = Vector3();
Quat rotation = Quat();
Vector3 pos = Vector3();
Vector3 skew = Vector3();
Vector4 pesp = Vector4();
glm::decompose(transform, scale, rotation, pos, skew, pesp);
auto& transformComponent = entity.GetComponent<TransformComponent>();
transformComponent.SetLocalPosition(pos);
transformComponent.SetLocalRotation(Quat(bodyRotation.GetW(), bodyRotation.GetX(), bodyRotation.GetY(), bodyRotation.GetZ()));
transformComponent.SetLocalTransform(transform);
transformComponent.Dirty = true;
}
}
}
void DynamicWorld::SyncCharactersTransforms()
{
for (const auto& e : _registeredCharacters)
{
Entity entity { (entt::entity)e.first, Engine::GetCurrentScene().get()};
Ref<JPH::CharacterVirtual> characterController = e.second.Character;
JPH::Mat44 joltTransform = characterController->GetWorldTransform();
const auto bodyRotation = characterController->GetRotation();
Matrix4 transform = glm::mat4(
joltTransform(0, 0), joltTransform(1, 0), joltTransform(2, 0), joltTransform(3, 0),
joltTransform(0, 1), joltTransform(1, 1), joltTransform(2, 1), joltTransform(3, 1),
joltTransform(0, 2), joltTransform(1, 2), joltTransform(2, 2), joltTransform(3, 2),
joltTransform(0, 3), joltTransform(1, 3), joltTransform(2, 3), joltTransform(3, 3)
);
if(entity.GetComponent<ParentComponent>().HasParent)
{
auto& parent = entity.GetComponent<ParentComponent>().Parent;
auto& parentTransformComponent = parent.GetComponent<TransformComponent>();
const Matrix4& parentTransform = parentTransformComponent.GetGlobalTransform();
transform = glm::inverse(parentTransform) * transform;
}
Vector3 scale = Vector3();
Quat rotation = Quat();
Vector3 pos = Vector3();
Vector3 skew = Vector3();
Vector4 pesp = Vector4();
glm::decompose(transform, scale, rotation, pos, skew, pesp);
auto& transformComponent = entity.GetComponent<TransformComponent>();
transformComponent.SetLocalPosition(pos);
transformComponent.SetLocalRotation(Quat(bodyRotation.GetW(), bodyRotation.GetX(), bodyRotation.GetY(), bodyRotation.GetZ()));
transformComponent.SetLocalTransform(transform);
transformComponent.Dirty = true;
}
}
void DynamicWorld::StepSimulation(Timestep ts)
{
// Clear collisions, before very step
{
std::scoped_lock<std::mutex> lock(_CollisionCallbackMutex);
_CollisionCallbacks.clear();
}
if (ts > 0.1f)
{
ts = 0.08f;
}
// Next step
++_stepCount;
// If you take larger steps than 1 / 90th of a second you need to do multiple collision steps in order to keep the simulation stable.
// Do 1 collision step per 1 / 60th of a second (round up).
int collisionSteps = 1;
const float minStepDuration = 1.0f / static_cast<float>(Engine::GetProject()->Settings.PhysicsStep);
const int maxStepCount = Engine::GetProject()->Settings.MaxPhysicsSubStep;
if(ts > minStepDuration)
{
#ifdef NK_DEBUG
//Logger::Log("Large step detected: " + std::to_string(ts), "physics", WARNING);
#endif
collisionSteps = static_cast<int>(static_cast<float>(ts) / minStepDuration);
}
#ifdef NK_DEBUG
if (collisionSteps >= maxStepCount)
{
Logger::Log("Very large step detected: " + std::to_string(ts), "physics", WARNING);
}
#endif
// Prevents having too many steps and running out of jobs
collisionSteps = std::min(collisionSteps, maxStepCount);
// Step the world
try
{
auto joltTempAllocator = CreateRef<JPH::TempAllocatorMalloc>();
JPH::CharacterVirtual::ExtendedUpdateSettings joltUpdateSettings;
for (auto& c : _registeredCharacters)
{
//c.second->PostSimulation(0.05f);
Entity entity{ (entt::entity)c.first, Engine::GetCurrentScene().get() };
if (entity.HasComponent<CharacterControllerComponent>())
{
auto& characterControllerComponent = entity.GetComponent<CharacterControllerComponent>();
auto characterController = characterControllerComponent.GetCharacterController();
const auto& broadPhaseLayerFilter = _JoltPhysicsSystem->GetDefaultBroadPhaseLayerFilter(Layers::NON_MOVING);
const auto& LayerFilter = _JoltPhysicsSystem->GetDefaultLayerFilter(Layers::CHARACTER);
const auto& joltGravity = _JoltPhysicsSystem->GetGravity();
auto& tempAllocatorPtr = *(joltTempAllocator);
c.second.Character->UpdateGroundVelocity();
if (characterController->AutoStepping)
{
// Create update settings from character controller
joltUpdateSettings.mStickToFloorStepDown = CreateJoltVec3(characterController->StepDown);
joltUpdateSettings.mWalkStairsStepDownExtra = CreateJoltVec3(characterController->StepDownExtra);
joltUpdateSettings.mWalkStairsStepUp = CreateJoltVec3(characterController->StepUp);
joltUpdateSettings.mWalkStairsStepForwardTest = characterController->StepDistance;
joltUpdateSettings.mWalkStairsMinStepForward = characterController->StepMinDistance;
c.second.Character->ExtendedUpdate(ts, joltGravity, joltUpdateSettings, broadPhaseLayerFilter, LayerFilter, { }, { }, tempAllocatorPtr);
}
else
{
c.second.Character->Update(ts, joltGravity, broadPhaseLayerFilter, LayerFilter, {}, {}, tempAllocatorPtr);
}
uint32_t ghostId = c.second.Ghost;
JPH::Mat44 joltTransform = c.second.Character->GetWorldTransform();
const auto bodyRotation = c.second.Character->GetRotation();
Matrix4 transform = glm::mat4(
joltTransform(0, 0), joltTransform(1, 0), joltTransform(2, 0), joltTransform(3, 0),
joltTransform(0, 1), joltTransform(1, 1), joltTransform(2, 1), joltTransform(3, 1),
joltTransform(0, 2), joltTransform(1, 2), joltTransform(2, 2), joltTransform(3, 2),
joltTransform(0, 3), joltTransform(1, 3), joltTransform(2, 3), joltTransform(3, 3)
);
Vector3 scale = Vector3();
Quat rotation = Quat();
Vector3 pos = Vector3();
Vector3 skew = Vector3();
Vector4 pesp = Vector4();
glm::decompose(transform, scale, rotation, pos, skew, pesp);
//auto& bodyInterface = _JoltPhysicsSystem->GetBodyInterfaceNoLock();
_JoltBodyInterface->MoveKinematic(static_cast<JPH::BodyID>(ghostId), JPH::Vec3{ pos.x, pos.y, pos.z }, { rotation.x, rotation.y, rotation.z, rotation.w }, ts);
}
}
auto error = _JoltPhysicsSystem->Update(ts, collisionSteps, joltTempAllocator.get(), _JoltJobSystem);
if (error != JPH::EPhysicsUpdateError::None)
{
std::string errMsg = "";
switch (error)
{
case JPH::EPhysicsUpdateError::ManifoldCacheFull:
errMsg = "Manifold cache full";
break;
case JPH::EPhysicsUpdateError::BodyPairCacheFull:
errMsg = "Body pair cache full";
break;
case JPH::EPhysicsUpdateError::ContactConstraintsFull:
errMsg = "contact constraints full";
break;
}
Logger::Log("Jolt physics encountered an error: " + errMsg, "jolt", CRITICAL);
}
}
catch (...)
{
Logger::Log("Failed to run simulation update", "physics", CRITICAL);
}
for (auto& c : _registeredCharacters)
{
}
SyncEntitiesTranforms();
SyncCharactersTransforms();
}
void DynamicWorld::Clear()
{
_stepCount = 0;
if (!_registeredBodies.empty())
{
for (auto& body : _registeredBodies)
{
_JoltBodyInterface->RemoveBody(static_cast<JPH::BodyID>(body));
}
_registeredBodies.clear();
}
if (!_registeredCharacters.empty())
{
_registeredCharacters.clear();
}
}
void DynamicWorld::ClearCollisionData()
{
std::scoped_lock<std::mutex> lock(_CollisionCallbackMutex);
_CollisionCallbacks.clear();;
}
void DynamicWorld::RegisterCollisionCallback(const CollisionData& data)
{
// This will be called from multiple threads
std::scoped_lock<std::mutex> lock(_CollisionCallbackMutex);
_CollisionCallbacks.push_back(std::move(data));
}
const std::vector<CollisionData> DynamicWorld::GetCollisionsData()
{
std::scoped_lock<std::mutex> lock(_CollisionCallbackMutex);
return _CollisionCallbacks;
}
void DynamicWorld::MoveAndSlideCharacterController(const Entity& entity, const Vector3& velocity)
{
const uint32_t entityHandle = entity.GetHandle();
if (_registeredCharacters.find(entityHandle) != _registeredCharacters.end())
{
auto& characterController = _registeredCharacters[entityHandle].Character;
const auto& joltVelocity = JPH::Vec3(velocity.x, velocity.y, velocity.z);
characterController->SetLinearVelocity(joltVelocity);
auto& ghost = _registeredCharacters[entityHandle].Ghost;
auto ghostPos = _JoltBodyInterface->GetPosition(static_cast<JPH::BodyID>(ghost));
//std::cout << "Ghost pos: " << ghostPos.GetX() << ", " << ghostPos.GetY() << ", " << ghostPos.GetZ() << std::endl;
auto charPos = characterController->GetPosition();
//std::cout << "Char pos: " << charPos.GetX() << ", " << charPos.GetY() << ", " << charPos.GetZ() << std::endl;
//_JoltBodyInterface->SetLinearVelocity(static_cast<JPH::BodyID>(ghost), joltVelocity);
}
}
void DynamicWorld::AddForceToRigidBody(Entity& entity, const Vector3& force)
{
auto& bodyInterface = _JoltPhysicsSystem->GetBodyInterface();
for (const auto& body : _registeredBodies)
{
auto bodyId = static_cast<JPH::BodyID>(body);
auto entityId = bodyInterface.GetUserData(bodyId);
if (entityId == entity.GetHandle())
{
bodyInterface.AddForce(bodyId, JPH::Vec3(force.x, force.y, force.z));
return;
}
}
//Logger::Log("Failed to add force to rigidbody. Body not found with id: " + std::to_string(entity.GetHandle()), "physics", WARNING);
}
JPH::Ref<JPH::Shape> DynamicWorld::GetJoltShape(const Ref<PhysicShape> shape)
{
JPH::ShapeSettings::ShapeResult result;
switch (shape->GetType())
{
case RigidbodyShapes::BOX:
{
Box* box = (Box*)shape.get();
const Vector3& boxSize = box->GetSize();
JPH::BoxShapeSettings shapeSettings(JPH::Vec3(boxSize.x, boxSize.y, boxSize.z), 0.01f);
result = shapeSettings.Create();
}
break;
case RigidbodyShapes::SPHERE:
{
Sphere* sphere = (Sphere*)shape.get();
const float sphereRadius = sphere->GetRadius();
JPH::SphereShapeSettings shapeSettings(sphereRadius);
result = shapeSettings.Create();
}
break;
case RigidbodyShapes::CAPSULE:
{
Capsule* capsule = (Capsule*)shape.get();
const float radius = capsule->GetRadius();
const float height = capsule->GetHeight();
JPH::CapsuleShapeSettings shapeSettings(height / 4.0f, radius);
result = shapeSettings.Create();
}
break;
case RigidbodyShapes::CYLINDER:
{
Cylinder* capsule = (Cylinder*)shape.get();
const float radius = capsule->GetRadius();
const float height = capsule->GetHeight();
JPH::CylinderShapeSettings shapeSettings(height / 4.0f, radius);
result = shapeSettings.Create();
}
break;
case RigidbodyShapes::MESH:
{
assert(true);
MeshShape* meshShape = (MeshShape*)shape.get();
const auto& mesh = meshShape->GetMesh();
const auto& vertices = mesh->GetVertices();
const auto& indices = mesh->GetIndices();
JPH::TriangleList triangles;
triangles.reserve(indices.size());
auto transform = Matrix4(1.0f);
transform[3] = Vector4(0.0f, 0.0f, 0.0f, 1.0f);
for (int i = 0; i < indices.size() - 3; i += 3)
{
const Vector3& p1 = vertices[indices[i]].position;
const Vector3& p2 = vertices[indices[i + 1]].position;
const Vector3& p3 = vertices[indices[i + 2]].position;
const Vector4& tp1 = transform * Vector4(p1, 1.0f);
const Vector4& tp2 = transform * Vector4(p2, 1.0f);
const Vector4& tp3 = transform * Vector4(p3, 1.0f);
triangles.push_back(JPH::Triangle(JPH::Float3(tp1.x, tp1.y, tp1.z), JPH::Float3(tp2.x, tp2.y, tp2.z), JPH::Float3(tp3.x, tp3.y, tp3.z)));
}
JPH::MeshShapeSettings shapeSettings(std::move(triangles));
result = shapeSettings.Create();
}
break;
case CONVEX_HULL:
{
auto* convexHullShape = (Physics::ConvexHullShape*)shape.get();
const auto& hullPoints = convexHullShape->GetPoints();
JPH::Array<JPH::Vec3> points;
points.reserve(std::size(hullPoints));
for (const auto& p : hullPoints)
{
points.push_back(JPH::Vec3(p.x, p.y, p.z));
}
JPH::ConvexHullShapeSettings shapeSettings(points);
result = shapeSettings.Create();
}
break;
}
if (!result.IsValid())
{
const std::string errorMessage = std::string("Failed to create physics shape: ") + result.GetError().c_str();
Logger::Log(errorMessage, "physics", WARNING);
return nullptr;
}
return result.Get();
}
}
}