Files
NazaraEngine/src/Nazara/JoltPhysics3D/JoltCharacter.cpp

202 lines
5.1 KiB
C++

// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - JoltPhysics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/JoltPhysics3D/JoltCharacter.hpp>
#include <Nazara/JoltPhysics3D/JoltCollider3D.hpp>
#include <Nazara/JoltPhysics3D/JoltHelper.hpp>
#include <Nazara/JoltPhysics3D/JoltPhysWorld3D.hpp>
#include <Jolt/Jolt.h>
#include <Jolt/Physics/PhysicsSystem.h>
#include <Jolt/Physics/Character/Character.h>
#include <Jolt/Physics/Collision/ObjectLayer.h>
#include <Nazara/JoltPhysics3D/Debug.hpp>
namespace Nz
{
JoltCharacter::JoltCharacter() = default;
JoltCharacter::JoltCharacter(JoltPhysWorld3D& physWorld, const Settings& settings)
{
Create(physWorld, settings);
}
JoltCharacter::JoltCharacter(JoltCharacter&& character) noexcept :
m_impl(std::move(character.m_impl)),
m_collider(std::move(character.m_collider)),
m_character(std::move(character.m_character)),
m_world(std::move(character.m_world)),
m_bodyIndex(character.m_bodyIndex)
{
character.m_bodyIndex = std::numeric_limits<UInt32>::max();
if (m_world)
{
m_world->UnregisterStepListener(&character);
m_world->RegisterStepListener(this);
}
}
JoltCharacter::~JoltCharacter()
{
Destroy();
}
void JoltCharacter::EnableSleeping(bool enable)
{
const JPH::BodyLockInterfaceNoLock& bodyInterface = m_world->GetPhysicsSystem()->GetBodyLockInterfaceNoLock();
JPH::BodyLockWrite bodyLock(bodyInterface, m_character->GetBodyID());
if (!bodyLock.Succeeded())
return;
bodyLock.GetBody().SetAllowSleeping(enable);
}
Vector3f JoltCharacter::GetLinearVelocity() const
{
return FromJolt(m_character->GetLinearVelocity(false));
}
Quaternionf JoltCharacter::GetRotation() const
{
return FromJolt(m_character->GetRotation(false));
}
Vector3f JoltCharacter::GetPosition() const
{
return FromJolt(m_character->GetPosition(false));
}
std::pair<Vector3f, Quaternionf> JoltCharacter::GetPositionAndRotation() const
{
JPH::Vec3 position;
JPH::Quat rotation;
m_character->GetPositionAndRotation(position, rotation, false);
return { FromJolt(position), FromJolt(rotation) };
}
Vector3f JoltCharacter::GetUp() const
{
return FromJolt(m_character->GetUp());
}
bool JoltCharacter::IsOnGround() const
{
return m_character->GetGroundState() == JPH::Character::EGroundState::OnGround;
}
void JoltCharacter::SetFriction(float friction)
{
JPH::BodyInterface& bodyInterface = m_world->GetPhysicsSystem()->GetBodyInterfaceNoLock();
bodyInterface.SetFriction(m_character->GetBodyID(), friction);
}
void JoltCharacter::SetLinearVelocity(const Vector3f& linearVel)
{
m_character->SetLinearVelocity(ToJolt(linearVel), false);
}
void JoltCharacter::SetRotation(const Quaternionf& rotation)
{
m_character->SetRotation(ToJolt(rotation), JPH::EActivation::Activate, false);
}
void JoltCharacter::SetUp(const Vector3f& up)
{
m_character->SetUp(ToJolt(up));
}
void JoltCharacter::TeleportTo(const Vector3f& position, const Quaternionf& rotation)
{
m_character->SetPositionAndRotation(ToJolt(position), ToJolt(rotation), JPH::EActivation::Activate, false);
}
void JoltCharacter::WakeUp()
{
m_character->Activate(false);
}
JoltCharacter& JoltCharacter::operator=(JoltCharacter&& character) noexcept
{
Destroy();
m_impl = std::move(character.m_impl);
m_collider = std::move(character.m_collider);
m_character = std::move(character.m_character);
m_bodyIndex = character.m_bodyIndex;
m_world = std::move(character.m_world);
if (m_world)
{
m_world->UnregisterStepListener(&character);
m_world->RegisterStepListener(this);
}
character.m_bodyIndex = std::numeric_limits<UInt32>::max();
return *this;
}
void JoltCharacter::Create(JoltPhysWorld3D& physWorld, const Settings& settings)
{
m_collider = settings.collider;
m_impl = physWorld.GetDefaultCharacterImpl();
m_world = &physWorld;
auto shapeResult = m_collider->GetShapeSettings()->Create();
if (!shapeResult.IsValid())
throw std::runtime_error("invalid shape");
JPH::CharacterSettings characterSettings;
characterSettings.mShape = shapeResult.Get();
characterSettings.mLayer = 1;
m_character = std::make_unique<JPH::Character>(&characterSettings, ToJolt(settings.position), ToJolt(settings.rotation), 0, m_world->GetPhysicsSystem());
m_character->AddToPhysicsSystem();
m_bodyIndex = m_character->GetBodyID().GetIndex();
m_world->RegisterStepListener(this);
}
void JoltCharacter::Destroy()
{
if (m_character)
{
m_character->RemoveFromPhysicsSystem();
m_character = nullptr;
}
if (m_world)
{
m_world->UnregisterStepListener(this);
m_world = nullptr;
}
m_collider.reset();
}
void JoltCharacter::PostSimulate()
{
m_character->PostSimulation(0.05f);
m_impl->PostSimulate(*this);
}
void JoltCharacter::PreSimulate(float elapsedTime)
{
m_impl->PreSimulate(*this, elapsedTime);
}
JoltCharacterImpl::~JoltCharacterImpl() = default;
void JoltCharacterImpl::PostSimulate(JoltCharacter& /*character*/)
{
}
void JoltCharacterImpl::PreSimulate(JoltCharacter& /*character*/, float /*elapsedTime*/)
{
}
}