vphysics_jolt/vphysics_jolt/vjolt_constraints.cpp

624 lines
21 KiB
C++

//=================================================================================================
//
// Constraints
//
//=================================================================================================
#include "cbase.h"
#include "vjolt_environment.h"
#include "vjolt_layers.h"
#include "vjolt_object.h"
#include "vjolt_constraints.h"
#include "vjolt_layers.h"
//-------------------------------------------------------------------------------------------------
static ConVar vjolt_ragdoll_hinge_optimization( "vjolt_ragdoll_hinge_optimization", "1", FCVAR_REPLICATED,
"Optimizes ragdolls to use hinge constraints for joints with 1 degree of freedom. Additionally fixes legs going back on themselves. Currently breaks ragdolls of NPCs killed in a pose (they inherit the pose).");
//-------------------------------------------------------------------------------------------------
JoltPhysicsConstraintGroup::JoltPhysicsConstraintGroup()
{
}
JoltPhysicsConstraintGroup::~JoltPhysicsConstraintGroup()
{
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsConstraintGroup::Activate()
{
for ( JoltPhysicsConstraint *pConstraint : m_pConstraints )
pConstraint->Activate();
}
bool JoltPhysicsConstraintGroup::IsInErrorState()
{
return false;
}
void JoltPhysicsConstraintGroup::ClearErrorState()
{
}
void JoltPhysicsConstraintGroup::GetErrorParams( constraint_groupparams_t *pParams )
{
if ( pParams )
*pParams = m_ErrorParams;
}
void JoltPhysicsConstraintGroup::SetErrorParams( const constraint_groupparams_t &params )
{
m_ErrorParams = params;
}
void JoltPhysicsConstraintGroup::SolvePenetration( IPhysicsObject *pObj0, IPhysicsObject *pObj1 )
{
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsConstraintGroup::AddConstraint( JoltPhysicsConstraint *pConstraint )
{
m_pConstraints.push_back( pConstraint );
}
void JoltPhysicsConstraintGroup::RemoveConstraint( JoltPhysicsConstraint *pConstraint )
{
Erase( m_pConstraints, pConstraint );
}
//-------------------------------------------------------------------------------------------------
JoltPhysicsConstraint::JoltPhysicsConstraint( JoltPhysicsEnvironment *pPhysicsEnvironment, IPhysicsObject *pReferenceObject, IPhysicsObject *pAttachedObject, constraintType_t Type, JPH::Constraint* pConstraint, void *pGameData )
: m_pPhysicsEnvironment( pPhysicsEnvironment )
, m_pPhysicsSystem( pPhysicsEnvironment->GetPhysicsSystem() )
, m_pObjReference( static_cast<JoltPhysicsObject*>( pReferenceObject ) )
, m_pObjAttached( static_cast<JoltPhysicsObject*>( pAttachedObject ) )
, m_ConstraintType( Type )
, m_pConstraint( pConstraint )
, m_pGameData( pGameData )
{
m_pObjReference->AddDestroyedListener( this );
m_pObjAttached->AddDestroyedListener( this );
}
JoltPhysicsConstraint::~JoltPhysicsConstraint()
{
if ( m_pGroup )
{
m_pGroup->RemoveConstraint( this );
m_pGroup = nullptr;
}
DestroyConstraint();
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsConstraint::Activate()
{
if ( m_pConstraint )
m_pConstraint->SetEnabled( true );
}
void JoltPhysicsConstraint::Deactivate()
{
if ( m_pConstraint )
m_pConstraint->SetEnabled( false );
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsConstraint::SetGameData( void *gameData )
{
m_pGameData = gameData;
}
void *JoltPhysicsConstraint::GetGameData() const
{
return m_pGameData;
}
//-------------------------------------------------------------------------------------------------
IPhysicsObject *JoltPhysicsConstraint::GetReferenceObject() const
{
return m_pObjReference;
}
IPhysicsObject *JoltPhysicsConstraint::GetAttachedObject() const
{
return m_pObjAttached;
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsConstraint::SetLinearMotor( float speed, float maxLinearImpulse )
{
if ( !m_pConstraint )
return;
speed = SourceToJolt::Distance( speed );
maxLinearImpulse = SourceToJolt::Distance( maxLinearImpulse );
switch ( m_ConstraintType )
{
case CONSTRAINT_SLIDING:
{
JPH::SliderConstraint *pConstraint = static_cast<JPH::SliderConstraint *>( m_pConstraint.GetPtr() );
pConstraint->SetMotorState( speed ? JPH::EMotorState::Velocity : JPH::EMotorState::Off );
pConstraint->SetTargetVelocity( speed );
JPH::MotorSettings &motorSettings = pConstraint->GetMotorSettings();
motorSettings.SetForceLimits( -maxLinearImpulse, maxLinearImpulse );
break;
}
}
}
void JoltPhysicsConstraint::SetAngularMotor( float rotSpeed, float maxAngularImpulse )
{
if ( !m_pConstraint )
return;
rotSpeed = DEG2RAD( rotSpeed );
maxAngularImpulse = DEG2RAD( maxAngularImpulse );
switch ( m_ConstraintType )
{
case CONSTRAINT_RAGDOLL:
{
// Josh:
// If you change the hinge optimization stuff, remember to
// check this! m_ConstraintType is CONSTRAINT_HINGE for that! (same with normal vphysics)
//
// Something else to note is... does the below code for friction vs angular impulse work on
// ragdolls -> hinges correctly? This happens in Source, but this may not necessarily be correct.
// :/
VJoltAssert( m_pConstraint->GetSubType() == JPH::EConstraintSubType::SixDOF );
JPH::SixDOFConstraint *pConstraint = static_cast<JPH::SixDOFConstraint *>( m_pConstraint.GetPtr() );
pConstraint->SetTargetAngularVelocityCS( JPH::Vec3( rotSpeed, rotSpeed, rotSpeed ) );
pConstraint->SetMaxFriction( JPH::SixDOFConstraint::EAxis::RotationX, maxAngularImpulse );
pConstraint->SetMaxFriction( JPH::SixDOFConstraint::EAxis::RotationY, maxAngularImpulse );
pConstraint->SetMaxFriction( JPH::SixDOFConstraint::EAxis::RotationZ, maxAngularImpulse );
break;
}
case CONSTRAINT_HINGE:
{
JPH::HingeConstraint *pConstraint = static_cast<JPH::HingeConstraint *>( m_pConstraint.GetPtr() );
pConstraint->SetMotorState( rotSpeed ? JPH::EMotorState::Velocity : JPH::EMotorState::Off );
pConstraint->SetTargetAngularVelocity( rotSpeed );
JPH::MotorSettings &motorSettings = pConstraint->GetMotorSettings();
motorSettings.SetForceLimits( -fabsf( maxAngularImpulse ), fabsf( maxAngularImpulse ) );
break;
}
}
}
//-------------------------------------------------------------------------------------------------
// Slart: This is never called anywhere in our codebase
void JoltPhysicsConstraint::UpdateRagdollTransforms( const matrix3x4_t &constraintToReference, const matrix3x4_t &constraintToAttached )
{
}
// Slart: This is only used for visual debugging, which we don't *really* need since we have Jolt's debugger
bool JoltPhysicsConstraint::GetConstraintTransform( matrix3x4_t *pConstraintToReference, matrix3x4_t *pConstraintToAttached ) const
{
if ( m_pObjReference && pConstraintToReference )
m_pObjReference->GetPositionMatrix( pConstraintToReference );
if ( m_pObjAttached && pConstraintToAttached )
m_pObjAttached->GetPositionMatrix( pConstraintToAttached );
return true;
}
// Slart: Yet another debugging thing
bool JoltPhysicsConstraint::GetConstraintParams( constraint_breakableparams_t *pParams ) const
{
return false;
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsConstraint::OutputDebugInfo()
{
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsConstraint::OnJoltPhysicsObjectDestroyed( JoltPhysicsObject *pObject )
{
DestroyConstraint();
// Normal VPhysics calls ConstraintBroken when an object being killed destroys the constraint.
m_pPhysicsEnvironment->NotifyConstraintDisabled( this );
}
//-------------------------------------------------------------------------------------------------
// Ragdoll
//-------------------------------------------------------------------------------------------------
static Vector DOFToAxis( uint32 uDOF )
{
return Vector(
uDOF == 0 ? 1.0f : 0.0f,
uDOF == 1 ? 1.0f : 0.0f,
uDOF == 2 ? 1.0f : 0.0f );
}
static uint32 NextDOF( uint32 uDOF )
{
return ( uDOF + 1 ) % 3;
}
static bool IsFixedAxis( const constraint_axislimit_t &axis )
{
return axis.minRotation == axis.maxRotation;
}
// Returns a bitmask of degrees of freedom for a ragdoll.
static uint32 GetDegreesOfFreedom( const constraint_ragdollparams_t &ragdoll )
{
uint32 uDOFMask = 0;
for ( int i = 0; i < 3; i++ )
{
if ( !IsFixedAxis( ragdoll.axes[i] ) )
uDOFMask |= 1u << i;
}
return uDOFMask;
}
bool JoltPhysicsConstraint::InitialiseHingeFromRagdoll( IPhysicsConstraintGroup* pGroup, const constraint_ragdollparams_t& ragdoll )
{
const uint32 uDOFMask = GetDegreesOfFreedom( ragdoll );
const uint32 uDOFCount = JPH::CountBits( uDOFMask );
if ( uDOFCount != 1 )
return false;
const uint32 uDOF = JPH::CountTrailingZeros( uDOFMask );
const Vector vecNextDOFAxis = DOFToAxis( NextDOF( uDOF ) );
matrix3x4_t refObjToWorld;
m_pObjReference->GetPositionMatrix( &refObjToWorld );
matrix3x4_t constraintToWorld;
ConcatTransforms( refObjToWorld, ragdoll.constraintToReference, constraintToWorld );
Vector perpAxisDir;
VectorIRotate( vecNextDOFAxis, ragdoll.constraintToReference, perpAxisDir );
constraint_limitedhingeparams_t hinge;
hinge.Defaults();
hinge.constraint = ragdoll.constraint;
hinge.worldPosition = GetColumn( constraintToWorld, MatrixAxis::Origin );
hinge.worldAxisDirection = GetColumn( constraintToWorld, static_cast< JoltMatrixAxes >( uDOF ) );
hinge.referencePerpAxisDirection = vecNextDOFAxis;
hinge.attachedPerpAxisDirection = Rotate( perpAxisDir, ragdoll.constraintToAttached );
hinge.hingeAxis = ragdoll.axes[ uDOF ];
if ( !ragdoll.useClockwiseRotations )
{
const float minLimit = hinge.hingeAxis.minRotation;
const float maxLimit = hinge.hingeAxis.maxRotation;
hinge.hingeAxis.minRotation = -maxLimit;
hinge.hingeAxis.maxRotation = -minLimit;
}
InitialiseHinge( pGroup, hinge );
return true;
}
void JoltPhysicsConstraint::InitialiseRagdoll( IPhysicsConstraintGroup *pGroup, const constraint_ragdollparams_t &ragdoll )
{
// Josh:
// Optimize to a hinge constraint if we can -- avoids a bunch of useless computation
// and additionally fixes the fact that we can only specify disjoint min/max rotations
// on the X axis with Jolt 6DOF
// Currently breaks killing NPCs that are in a pose for some reason -- they stay in the pose. Needs investigation.
if ( vjolt_ragdoll_hinge_optimization.GetBool() && InitialiseHingeFromRagdoll( pGroup, ragdoll ) )
return;
SetGroup( pGroup );
m_ConstraintType = CONSTRAINT_RAGDOLL;
JPH::Body *refBody = m_pObjReference->GetBody();
JPH::Body *attBody = m_pObjAttached->GetBody();
JPH::Mat44 constraintToReference = SourceToJolt::Matrix( ragdoll.constraintToReference );
JPH::Mat44 constraintToAttached = SourceToJolt::Matrix( ragdoll.constraintToAttached );
JPH::SixDOFConstraintSettings settings;
settings.mSpace = JPH::EConstraintSpace::LocalToBodyCOM;
settings.mPosition1 = constraintToReference.GetTranslation() - refBody->GetShape()->GetCenterOfMass();
settings.mAxisX1 = constraintToReference.GetAxisX();
settings.mAxisY1 = constraintToReference.GetAxisY();
settings.mPosition2 = constraintToAttached.GetTranslation() - attBody->GetShape()->GetCenterOfMass();
settings.mAxisX2 = constraintToAttached.GetAxisX();
settings.mAxisY2 = constraintToAttached.GetAxisY();
for ( int i = 0; i < 3; i++ )
{
JPH::SixDOFConstraintSettings::EAxis positionalAxis = static_cast< JPH::SixDOFConstraintSettings::EAxis >(
JPH::SixDOFConstraintSettings::EAxis::TranslationX + i );
JPH::SixDOFConstraintSettings::EAxis rotationalAxis = static_cast< JPH::SixDOFConstraintSettings::EAxis >(
JPH::SixDOFConstraintSettings::EAxis::RotationX + i );
// Make positional axes fixed, unless otherwise stated; the airboat needs them unlocked for a funny hack.
if ( !ragdoll.onlyAngularLimits )
settings.MakeFixedAxis( positionalAxis );
if ( ragdoll.axes[i].minRotation == ragdoll.axes[i].maxRotation )
{
//Log_Msg( LOG_VJolt, "Creating ragdoll-fixed constraint\n" );
settings.MakeFixedAxis( rotationalAxis );
}
else
{
if ( i == 0 )
{
//Log_Msg( LOG_VJolt, "Creating X ragdoll constraint with %g min and %g max\n", -ragdoll.axes[i].maxRotation, -ragdoll.axes[i].minRotation );
settings.SetLimitedAxis( rotationalAxis, DEG2RAD( ragdoll.axes[i].minRotation ), DEG2RAD( ragdoll.axes[i].maxRotation ) );
}
else
{
// Josh:
// Jolt uses a Swing Twist for part of this, which means we have to find the max movement allowed
// to contrain it by, I think. This results in legs that kind of flop both ways... From the Jolt code
// "The swing twist constraint part requires symmetrical rotations around Y and Z"
//
// This is kind of 'worked around' by the code above that converts 1DOF -> hinges.
const float maxMovement = Max( fabsf( ragdoll.axes[i].maxRotation ), fabsf( ragdoll.axes[i].minRotation ) );
//Log_Msg( LOG_VJolt, "Creating Y/Z ragdoll constraint with %g min and %g max\n", -maxMovement, maxMovement );
settings.SetLimitedAxis( rotationalAxis, -DEG2RAD( maxMovement ), DEG2RAD( maxMovement ) );
}
}
// Swap the limits if we are using clockwise rotations,
// this is only not true if we are saving/loading.
if ( ragdoll.useClockwiseRotations )
{
const float minLimit = settings.mLimitMin[rotationalAxis];
const float maxLimit = settings.mLimitMax[rotationalAxis];
settings.mLimitMin[rotationalAxis] = -maxLimit;
settings.mLimitMax[rotationalAxis] = -minLimit;
}
// TODO(Josh): What is .torque on a ragdoll in Source? I want to understand what it is
// before setting random values on the Jolt side.
//
//if ( ragdoll.axes[ i ].torque != 0.0f )
// settings.mMotorSettings[ rotationalAxis ].SetTorqueLimit( ragdoll.axes[ i ].torque );
}
m_pConstraint = settings.Create( *refBody, *attBody );
m_pConstraint->SetEnabled( !pGroup && ragdoll.constraint.isActive );
m_pPhysicsSystem->AddConstraint( m_pConstraint );
}
//-------------------------------------------------------------------------------------------------
// Hinge
//-------------------------------------------------------------------------------------------------
static JPH::Vec3 HingePerpendicularVector( JPH::Vec3Arg dir )
{
return fabsf( dir.GetX() ) < 0.57f
? JPH::Vec3::sAxisX().Cross( dir ).Normalized()
: JPH::Vec3::sAxisY().Cross( dir ).Normalized();
}
void JoltPhysicsConstraint::InitialiseHinge( IPhysicsConstraintGroup *pGroup, const constraint_hingeparams_t &hinge )
{
SetGroup( pGroup );
m_ConstraintType = CONSTRAINT_HINGE;
// Get our bodies
JPH::Body *refBody = m_pObjReference->GetBody();
JPH::Body *attBody = m_pObjAttached->GetBody();
JPH::HingeConstraintSettings settings;
settings.mPoint1 = SourceToJolt::Distance( hinge.worldPosition );
settings.mPoint2 = SourceToJolt::Distance( hinge.worldPosition );
settings.mHingeAxis1 = JPH::Vec3( hinge.worldAxisDirection.x, hinge.worldAxisDirection.y, hinge.worldAxisDirection.z );
settings.mHingeAxis2 = JPH::Vec3( hinge.worldAxisDirection.x, hinge.worldAxisDirection.y, hinge.worldAxisDirection.z );
settings.mNormalAxis1 = HingePerpendicularVector( settings.mHingeAxis1 );
settings.mNormalAxis2 = HingePerpendicularVector( settings.mHingeAxis2 );
if ( hinge.hingeAxis.minRotation != hinge.hingeAxis.maxRotation )
{
settings.mLimitsMin = DEG2RAD( -hinge.hingeAxis.maxRotation );
settings.mLimitsMax = DEG2RAD( -hinge.hingeAxis.minRotation );
}
// TODO(Josh): Fix this... I have no idea what this should be.
//settings.mMaxFrictionTorque = hinge.hingeAxis.torque;
m_pConstraint = settings.Create( *refBody, *attBody );
m_pConstraint->SetEnabled( !pGroup && hinge.constraint.isActive );
m_pPhysicsSystem->AddConstraint( m_pConstraint );
}
//-------------------------------------------------------------------------------------------------
// Sliding
//-------------------------------------------------------------------------------------------------
void JoltPhysicsConstraint::InitialiseSliding( IPhysicsConstraintGroup *pGroup, const constraint_slidingparams_t &sliding )
{
SetGroup( pGroup );
m_ConstraintType = CONSTRAINT_SLIDING;
// Get our bodies
JPH::Body *refBody = m_pObjReference->GetBody();
JPH::Body *attBody = m_pObjAttached->GetBody();
JPH::SliderConstraintSettings settings;
settings.SetPoint( *refBody, *attBody );
settings.SetSliderAxis( JPH::Vec3( sliding.slideAxisRef.x, sliding.slideAxisRef.y, sliding.slideAxisRef.z ) );
if ( sliding.limitMin != sliding.limitMax )
{
settings.mLimitsMin = SourceToJolt::Distance( sliding.limitMin );
settings.mLimitsMax = SourceToJolt::Distance( sliding.limitMax );
}
settings.mMaxFrictionForce = sliding.friction;
m_pConstraint = settings.Create( *refBody, *attBody );
m_pConstraint->SetEnabled( !pGroup && sliding.constraint.isActive );
if ( sliding.velocity )
{
JPH::SliderConstraint *pConstraint = static_cast<JPH::SliderConstraint *>( m_pConstraint.GetPtr() );
pConstraint->SetMotorState( JPH::EMotorState::Velocity );
pConstraint->SetTargetVelocity( SourceToJolt::Distance( sliding.velocity ) );
}
m_pPhysicsSystem->AddConstraint( m_pConstraint );
}
//-------------------------------------------------------------------------------------------------
// Ballsocket
//-------------------------------------------------------------------------------------------------
void JoltPhysicsConstraint::InitialiseBallsocket( IPhysicsConstraintGroup *pGroup, const constraint_ballsocketparams_t &ballsocket )
{
SetGroup( pGroup );
m_ConstraintType = CONSTRAINT_BALLSOCKET;
// Get our bodies
JPH::Body *refBody = m_pObjReference->GetBody();
JPH::Body *attBody = m_pObjAttached->GetBody();
JPH::PointConstraintSettings settings;
settings.mSpace = JPH::EConstraintSpace::LocalToBodyCOM;
settings.mPoint1 = SourceToJolt::Distance( ballsocket.constraintPosition[0] ) - refBody->GetShape()->GetCenterOfMass();
settings.mPoint2 = SourceToJolt::Distance( ballsocket.constraintPosition[1] ) - attBody->GetShape()->GetCenterOfMass();
m_pConstraint = settings.Create( *refBody, *attBody );
m_pConstraint->SetEnabled( !pGroup && ballsocket.constraint.isActive );
m_pPhysicsSystem->AddConstraint( m_pConstraint );
}
//-------------------------------------------------------------------------------------------------
// Fixed
//-------------------------------------------------------------------------------------------------
void JoltPhysicsConstraint::InitialiseFixed( IPhysicsConstraintGroup *pGroup, const constraint_fixedparams_t &fixed )
{
SetGroup( pGroup );
m_ConstraintType = CONSTRAINT_FIXED;
// Get our bodies
JPH::Body *refBody = m_pObjReference->GetBody();
JPH::Body *attBody = m_pObjAttached->GetBody();
JPH::FixedConstraintSettings settings;
settings.SetPoint( *refBody, *attBody );
m_pConstraint = settings.Create( *refBody, *attBody );
m_pPhysicsSystem->AddConstraint( m_pConstraint );
}
//-------------------------------------------------------------------------------------------------
// Length
//-------------------------------------------------------------------------------------------------
void JoltPhysicsConstraint::InitialiseLength( IPhysicsConstraintGroup *pGroup, const constraint_lengthparams_t &length )
{
SetGroup( pGroup );
m_ConstraintType = CONSTRAINT_LENGTH;
// Get our bodies
JPH::Body *refBody = m_pObjReference->GetBody();
JPH::Body *attBody = m_pObjAttached->GetBody();
JPH::DistanceConstraintSettings settings;
settings.mSpace = JPH::EConstraintSpace::LocalToBodyCOM;
settings.mPoint1 = SourceToJolt::Distance( length.objectPosition[0] ) - refBody->GetShape()->GetCenterOfMass();
settings.mPoint2 = SourceToJolt::Distance( length.objectPosition[1] ) - attBody->GetShape()->GetCenterOfMass();
settings.mMinDistance = SourceToJolt::Distance( length.minLength );
settings.mMaxDistance = SourceToJolt::Distance( length.totalLength );
// Josh: UNDONE! Nothing seems to use strength on length ever
// after analysing the codebase.
//
//settings.mFrequency = 1.0f - length.constraint.strength;
//if ( settings.mFrequency )
// settings.mDamping = 1.0f;
m_pConstraint = settings.Create( *refBody, *attBody );
m_pConstraint->SetEnabled( !pGroup && length.constraint.isActive );
m_pPhysicsSystem->AddConstraint( m_pConstraint );
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsConstraint::SaveConstraintSettings( JPH::StateRecorder &recorder )
{
recorder.Write( m_ConstraintType );
auto settings = m_pConstraint->GetConstraintSettings();
settings->SaveBinaryState( recorder );
m_pConstraint->SaveState( recorder );
}
//-------------------------------------------------------------------------------------------------
void JoltPhysicsConstraint::SetGroup( IPhysicsConstraintGroup *pGroup )
{
if ( m_pGroup )
m_pGroup->RemoveConstraint( this );
m_pGroup = static_cast< JoltPhysicsConstraintGroup * >( pGroup );
if ( m_pGroup )
m_pGroup->AddConstraint( this );
}
void JoltPhysicsConstraint::DestroyConstraint()
{
if ( m_pObjAttached )
{
m_pObjAttached->RemoveDestroyedListener( this );
m_pObjAttached = nullptr;
}
if ( m_pObjReference )
{
m_pObjReference->RemoveDestroyedListener( this );
m_pObjReference = nullptr;
}
if ( m_pConstraint )
{
m_pPhysicsSystem->RemoveConstraint( m_pConstraint );
m_pConstraint = nullptr;
}
}