28 float mMaxStrength = 100.0f;
35 float mPredictiveContactDistance = 0.1f;
36 uint mMaxCollisionIterations = 5;
37 uint mMaxConstraintIterations = 15;
38 float mMinTimeRemaining = 1.0e-4f;
39 float mCollisionTolerance = 1.0e-3f;
40 float mCharacterPadding = 0.02f;
42 float mHitReductionCosMaxAngle = 0.999f;
43 float mPenetrationRecoverySpeed = 1.0f;
143 void SetMass(
float inMass) { mMass = inMass; }
182 Vec3 CancelVelocityTowardsSteepSlopes(
Vec3Arg inDesiredVelocity)
const;
199 bool CanWalkStairs(
Vec3Arg inLinearVelocity)
const;
230 Vec3 mStickToFloorStepDown { 0, -0.5f, 0 };
231 Vec3 mWalkStairsStepUp { 0, 0.4f, 0 };
232 float mWalkStairsMinStepForward { 0.02f };
233 float mWalkStairsStepForwardTest { 0.15f };
257 void UpdateGroundVelocity();
282 void CheckCollision(
RVec3Arg inPosition,
QuatArg inRotation,
Vec3Arg inMovementDirection,
float inMaxSeparationDistance,
const Shape *inShape,
RVec3Arg inBaseOffset,
CollideShapeCollector &ioCollector,
const BroadPhaseLayerFilter &inBroadPhaseLayerFilter,
const ObjectLayerFilter &inObjectLayerFilter,
const BodyFilter &inBodyFilter,
const ShapeFilter &inShapeFilter)
const;
285 virtual void SaveState(
StateRecorder &inStream)
const override;
288#ifdef JPH_DEBUG_RENDERER
289 static inline bool sDrawConstraints =
false;
290 static inline bool sDrawWalkStairs =
false;
291 static inline bool sDrawStickToFloor =
false;
313 bool mHadCollision =
false;
314 bool mWasDiscarded =
false;
315 bool mCanPushCharacter =
true;
326 struct ContactOrderingPredicate
328 inline bool operator () (
const Contact &inLHS,
const Contact &inRHS)
const
330 if (inLHS.mBodyB != inRHS.mBodyB)
331 return inLHS.mBodyB < inRHS.mBodyB;
333 return inLHS.mSubShapeIDB.GetValue() < inRHS.mSubShapeIDB.GetValue();
338 struct IgnoredContact
340 IgnoredContact() =
default;
341 IgnoredContact(
const BodyID &inBodyID,
const SubShapeID &inSubShapeID) : mBodyID(inBodyID), mSubShapeID(inSubShapeID) { }
347 using IgnoredContactList = std::vector<IgnoredContact, STLTempAllocator<IgnoredContact>>;
354 float mProjectedVelocity;
355 Vec3 mLinearVelocity;
357 bool mIsSteepSlope =
false;
360 using ConstraintList = std::vector<Constraint, STLTempAllocator<Constraint>>;
366 ContactCollector(
PhysicsSystem *inSystem,
const CharacterVirtual *inCharacter,
uint inMaxHits,
float inHitReductionCosMaxAngle,
Vec3Arg inUp,
RVec3Arg inBaseOffset, TempContactList &outContacts) : mBaseOffset(inBaseOffset), mUp(inUp), mSystem(inSystem), mCharacter(inCharacter), mContacts(outContacts), mMaxHits(inMaxHits), mHitReductionCosMaxAngle(inHitReductionCosMaxAngle) { }
374 TempContactList & mContacts;
376 float mHitReductionCosMaxAngle;
377 bool mMaxHitsExceeded =
false;
384 ContactCastCollector(
PhysicsSystem *inSystem,
const CharacterVirtual *inCharacter,
Vec3Arg inDisplacement,
Vec3Arg inUp,
const IgnoredContactList &inIgnoredContacts,
RVec3Arg inBaseOffset, Contact &outContact) : mBaseOffset(inBaseOffset), mDisplacement(inDisplacement), mUp(inUp), mSystem(inSystem), mCharacter(inCharacter), mIgnoredContacts(inIgnoredContacts), mContact(outContact) { }
393 const IgnoredContactList & mIgnoredContacts;
398 template <
class taCollector>
403 #ifdef JPH_DEBUG_RENDERER
404 ,
bool inDrawConstraints =
false
409 bool ValidateContact(
const Contact &inContact)
const;
415 void RemoveConflictingContacts(TempContactList &ioContacts, IgnoredContactList &outIgnoredContacts)
const;
418 void DetermineConstraints(TempContactList &inContacts,
float inDeltaTime, ConstraintList &outConstraints)
const;
421 void SolveConstraints(
Vec3Arg inVelocity,
float inDeltaTime,
float inTimeRemaining, ConstraintList &ioConstraints, IgnoredContactList &ioIgnoredContacts,
float &outTimeSimulated,
Vec3 &outDisplacement,
TempAllocator &inAllocator
422 #ifdef JPH_DEBUG_RENDERER
423 ,
bool inDrawConstraints =
false
428 void GetAdjustedBodyVelocity(
const Body& inBody,
Vec3 &outLinearVelocity,
Vec3 &outAngularVelocity)
const;
433 Vec3 CalculateCharacterGroundVelocity(
RVec3Arg inCenterOfMass,
Vec3Arg inLinearVelocity,
Vec3Arg inAngularVelocity,
float inDeltaTime)
const;
436 bool HandleContact(
Vec3Arg inVelocity,
Constraint &ioConstraint,
float inDeltaTime)
const;
442 void StoreActiveContacts(
const TempContactList &inContacts,
TempAllocator &inAllocator);
445 void UpdateSupportingContact(
bool inSkipContactVelocityCheck,
TempAllocator &inAllocator);
461 float mPredictiveContactDistance;
462 uint mMaxCollisionIterations;
463 uint mMaxConstraintIterations;
464 float mMinTimeRemaining;
465 float mCollisionTolerance;
466 float mCharacterPadding;
468 float mHitReductionCosMaxAngle;
469 float mPenetrationRecoverySpeed;
490 ContactList mActiveContacts;
493 float mLastDeltaTime = 1.0f / 60.0f;
496 mutable bool mMaxHitsExceeded =
false;
EBackFaceMode
How collision detection functions will treat back facing triangles.
Definition: BackFaceMode.h:11
#define JPH_EXPORT
Definition: Core.h:227
std::uint64_t uint64
Definition: Core.h:443
unsigned int uint
Definition: Core.h:439
#define JPH_NAMESPACE_END
Definition: Core.h:367
#define JPH_NAMESPACE_BEGIN
Definition: Core.h:361
constexpr float DegreesToRadians(float inV)
Convert a value from degrees to radians.
Definition: Math.h:13
#define JPH_OVERRIDE_NEW_DELETE
Macro to override the new and delete functions.
Definition: Memory.h:29
EMotionType
Motion type of a physics body.
Definition: MotionType.h:11
std::vector< T, STLAllocator< T > > Array
Definition: STLAllocator.h:81
JPH_INLINE float Cos(float inX)
Cosine of x (input in radians)
Definition: Trigonometry.h:20
Class function to filter out bodies, returns true if test should collide with body.
Definition: BodyFilter.h:16
ID of a body. This is a way of reasoning about bodies in a multithreaded simulation while avoiding ra...
Definition: BodyID.h:13
Filter class for broadphase layers.
Definition: BroadPhaseLayer.h:94
Base class for character class.
Definition: CharacterBase.h:51
Base class for configuration of a character.
Definition: CharacterBase.h:21
Definition: CharacterVirtual.h:96
void SetUserData(uint64 inUserData)
Definition: CharacterVirtual.h:176
float GetMass() const
Character mass (kg)
Definition: CharacterVirtual.h:142
float GetPenetrationRecoverySpeed() const
This value governs how fast a penetration will be resolved, 0 = nothing is resolved,...
Definition: CharacterVirtual.h:150
RVec3 GetPosition() const
Get the position of the character.
Definition: CharacterVirtual.h:124
void SetLinearVelocity(Vec3Arg inLinearVelocity)
Set the linear velocity of the character (m / s)
Definition: CharacterVirtual.h:121
const ContactList & GetActiveContacts() const
Access to the internal list of contacts that the character has found.
Definition: CharacterVirtual.h:322
RMat44 GetWorldTransform() const
Calculate the world transform of the character.
Definition: CharacterVirtual.h:136
bool GetMaxHitsExceeded() const
Definition: CharacterVirtual.h:168
void SetMaxStrength(float inMaxStrength)
Definition: CharacterVirtual.h:147
float GetCharacterPadding() const
Character padding.
Definition: CharacterVirtual.h:154
void SetMaxNumHits(uint inMaxHits)
Definition: CharacterVirtual.h:158
uint GetMaxNumHits() const
Max num hits to collect in order to avoid excess of contact points collection.
Definition: CharacterVirtual.h:157
float GetMaxStrength() const
Maximum force with which the character can push other bodies (N)
Definition: CharacterVirtual.h:146
void SetShapeOffset(Vec3Arg inShapeOffset)
Definition: CharacterVirtual.h:172
std::vector< Contact, STLTempAllocator< Contact > > TempContactList
Definition: CharacterVirtual.h:318
Array< Contact > ContactList
Definition: CharacterVirtual.h:319
void SetMass(float inMass)
Definition: CharacterVirtual.h:143
Vec3 GetLinearVelocity() const
Get the linear velocity of the character (m / s)
Definition: CharacterVirtual.h:118
CharacterContactListener * GetListener() const
Get the current contact listener.
Definition: CharacterVirtual.h:115
RMat44 GetCenterOfMassTransform() const
Calculates the transform for this character's center of mass.
Definition: CharacterVirtual.h:139
CharacterVirtual(const CharacterVirtualSettings *inSettings, RVec3Arg inPosition, QuatArg inRotation, PhysicsSystem *inSystem)
Constructor without user data.
Definition: CharacterVirtual.h:109
void SetRotation(QuatArg inRotation)
Set the rotation of the character.
Definition: CharacterVirtual.h:133
void SetHitReductionCosMaxAngle(float inCosMaxAngle)
Definition: CharacterVirtual.h:162
uint64 GetUserData() const
Access to the user data, can be used for anything by the application.
Definition: CharacterVirtual.h:175
Vec3 GetShapeOffset() const
An extra offset applied to the shape in local space. This allows applying an extra offset to the shap...
Definition: CharacterVirtual.h:171
void SetPenetrationRecoverySpeed(float inSpeed)
Definition: CharacterVirtual.h:151
float GetHitReductionCosMaxAngle() const
Cos(angle) where angle is the maximum angle between two hits contact normals that are allowed to be m...
Definition: CharacterVirtual.h:161
void SetPosition(RVec3Arg inPosition)
Set the position of the character.
Definition: CharacterVirtual.h:127
void SetListener(CharacterContactListener *inListener)
Set the contact listener.
Definition: CharacterVirtual.h:112
Quat GetRotation() const
Get the rotation of the character.
Definition: CharacterVirtual.h:130
Contains the configuration of a character.
Definition: CharacterVirtual.h:20
Class that contains all information of two colliding shapes.
Definition: CollideShape.h:19
Virtual interface that allows collecting multiple collision results.
Definition: CollisionCollector.h:45
Base class for all physics constraints. A constraint removes one or more degrees of freedom for a rig...
Definition: Constraint.h:103
Holds a 4x4 matrix of floats, but supports also operations on the 3x3 upper left part of the matrix.
Definition: Mat44.h:13
JPH_INLINE Mat44 PostTranslated(Vec3Arg inTranslation) const
Post multiply by translation matrix: result = Mat44::sTranslation(inTranslation) * this (i....
Definition: Mat44.inl:903
JPH_INLINE Mat44 PreTranslated(Vec3Arg inTranslation) const
Pre multiply by translation matrix: result = this * Mat44::sTranslation(inTranslation)
Definition: Mat44.inl:898
static JPH_INLINE Mat44 sRotationTranslation(QuatArg inR, Vec3Arg inT)
Get matrix that rotates and translates.
Definition: Mat44.inl:149
Filter class for object layers.
Definition: ObjectLayer.h:28
Definition: PhysicsMaterial.h:23
Definition: PhysicsSystem.h:29
An infinite plane described by the formula X . Normal + Constant = 0.
Definition: Plane.h:11
static JPH_INLINE Quat sIdentity()
Definition: Quat.h:103
Result of a shape cast test.
Definition: ShapeCast.h:111
Filter class.
Definition: ShapeFilter.h:17
Base class for all shapes (collision volume of a body). Defines a virtual interface for collision det...
Definition: Shape.h:178
virtual Vec3 GetCenterOfMass() const
All shapes are centered around their center of mass. This function returns the center of mass positio...
Definition: Shape.h:203
Definition: StateRecorder.h:48
A sub shape id contains a path to an element (usually a triangle or other primitive type) of a compou...
Definition: SubShapeID.h:23
Definition: TempAllocator.h:16
static JPH_INLINE Vec3 sZero()
Vector with all zeros.
Definition: Vec3.inl:107
Settings struct with settings for ExtendedUpdate.
Definition: CharacterVirtual.h:229