Add Jolt Physics as an alternative 3D physics engine

Co-authored-by: Jorrit Rouwe <jrouwe@gmail.com>
This commit is contained in:
Mikael Hermansson 2024-12-11 13:57:25 +01:00
parent aa8d9b83f6
commit d470c2ac6a
531 changed files with 115764 additions and 4 deletions

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/**************************************************************************/
/* jolt_height_map_shape_3d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/**************************************************************************/
#include "jolt_height_map_shape_3d.h"
#include "../jolt_project_settings.h"
#include "../misc/jolt_type_conversions.h"
#include "Jolt/Physics/Collision/Shape/HeightFieldShape.h"
#include "Jolt/Physics/Collision/Shape/MeshShape.h"
namespace {
bool _is_vertex_hole(const JPH::VertexList &p_vertices, int p_index) {
const float height = p_vertices[(size_t)p_index].y;
return height == FLT_MAX || Math::is_nan(height);
}
bool _is_triangle_hole(const JPH::VertexList &p_vertices, int p_index0, int p_index1, int p_index2) {
return _is_vertex_hole(p_vertices, p_index0) || _is_vertex_hole(p_vertices, p_index1) || _is_vertex_hole(p_vertices, p_index2);
}
} // namespace
JPH::ShapeRefC JoltHeightMapShape3D::_build() const {
const int height_count = (int)heights.size();
if (unlikely(height_count == 0)) {
return nullptr;
}
ERR_FAIL_COND_V_MSG(height_count != width * depth, nullptr, vformat("Failed to build Jolt Physics height map shape with %s. Height count must be the product of width and depth. This shape belongs to %s.", to_string(), _owners_to_string()));
ERR_FAIL_COND_V_MSG(width < 2 || depth < 2, nullptr, vformat("Failed to build Jolt Physics height map shape with %s. The height map must be at least 2x2. This shape belongs to %s.", to_string(), _owners_to_string()));
if (width != depth) {
return JoltShape3D::with_double_sided(_build_mesh(), true);
}
const int block_size = 2; // Default of JPH::HeightFieldShapeSettings::mBlockSize
const int block_count = width / block_size;
if (block_count < 2) {
return JoltShape3D::with_double_sided(_build_mesh(), true);
}
return JoltShape3D::with_double_sided(_build_height_field(), true);
}
JPH::ShapeRefC JoltHeightMapShape3D::_build_height_field() const {
const int quad_count_x = width - 1;
const int quad_count_y = depth - 1;
const float offset_x = (float)-quad_count_x / 2.0f;
const float offset_y = (float)-quad_count_y / 2.0f;
// Jolt triangulates the height map differently from how Godot Physics does it, so we mirror the shape along the
// Z-axis to get the desired triangulation and reverse the rows to undo the mirroring.
LocalVector<float> heights_rev;
heights_rev.resize(heights.size());
const real_t *heights_ptr = heights.ptr();
float *heights_rev_ptr = heights_rev.ptr();
for (int z = 0; z < depth; ++z) {
const int z_rev = (depth - 1) - z;
const real_t *row = heights_ptr + ptrdiff_t(z * width);
float *row_rev = heights_rev_ptr + ptrdiff_t(z_rev * width);
for (int x = 0; x < width; ++x) {
const real_t height = row[x];
// Godot has undocumented (accidental?) support for holes by passing NaN as the height value, whereas Jolt
// uses `FLT_MAX` instead, so we translate any NaN to `FLT_MAX` in order to be drop-in compatible.
row_rev[x] = Math::is_nan(height) ? FLT_MAX : (float)height;
}
}
JPH::HeightFieldShapeSettings shape_settings(heights_rev.ptr(), JPH::Vec3(offset_x, 0, offset_y), JPH::Vec3::sReplicate(1.0f), (JPH::uint32)width);
shape_settings.mBitsPerSample = shape_settings.CalculateBitsPerSampleForError(0.0f);
shape_settings.mActiveEdgeCosThresholdAngle = JoltProjectSettings::get_active_edge_threshold();
const JPH::ShapeSettings::ShapeResult shape_result = shape_settings.Create();
ERR_FAIL_COND_V_MSG(shape_result.HasError(), nullptr, vformat("Failed to build Jolt Physics height map shape with %s. It returned the following error: '%s'. This shape belongs to %s.", to_string(), to_godot(shape_result.GetError()), _owners_to_string()));
return with_scale(shape_result.Get(), Vector3(1, 1, -1));
}
JPH::ShapeRefC JoltHeightMapShape3D::_build_mesh() const {
const int height_count = (int)heights.size();
const int quad_count_x = width - 1;
const int quad_count_z = depth - 1;
const int quad_count = quad_count_x * quad_count_z;
const int triangle_count = quad_count * 2;
JPH::VertexList vertices;
vertices.reserve((size_t)height_count);
JPH::IndexedTriangleList indices;
indices.reserve((size_t)triangle_count);
const float offset_x = (float)-quad_count_x / 2.0f;
const float offset_z = (float)-quad_count_z / 2.0f;
for (int z = 0; z < depth; ++z) {
for (int x = 0; x < width; ++x) {
const float vertex_x = offset_x + (float)x;
const float vertex_y = (float)heights[z * width + x];
const float vertex_z = offset_z + (float)z;
vertices.emplace_back(vertex_x, vertex_y, vertex_z);
}
}
for (int z = 0; z < quad_count_z; ++z) {
for (int x = 0; x < quad_count_x; ++x) {
const int index_lower_right = z * width + x;
const int index_lower_left = z * width + (x + 1);
const int index_upper_right = (z + 1) * width + x;
const int index_upper_left = (z + 1) * width + (x + 1);
if (!_is_triangle_hole(vertices, index_lower_right, index_upper_right, index_lower_left)) {
indices.emplace_back(index_lower_right, index_upper_right, index_lower_left);
}
if (!_is_triangle_hole(vertices, index_lower_left, index_upper_right, index_upper_left)) {
indices.emplace_back(index_lower_left, index_upper_right, index_upper_left);
}
}
}
JPH::MeshShapeSettings shape_settings(std::move(vertices), std::move(indices));
shape_settings.mActiveEdgeCosThresholdAngle = JoltProjectSettings::get_active_edge_threshold();
const JPH::ShapeSettings::ShapeResult shape_result = shape_settings.Create();
ERR_FAIL_COND_V_MSG(shape_result.HasError(), nullptr, vformat("Failed to build Jolt Physics height map shape (as polygon) with %s. It returned the following error: '%s'. This shape belongs to %s.", to_string(), to_godot(shape_result.GetError()), _owners_to_string()));
return shape_result.Get();
}
AABB JoltHeightMapShape3D::_calculate_aabb() const {
AABB result;
const int quad_count_x = width - 1;
const int quad_count_z = depth - 1;
const float offset_x = (float)-quad_count_x / 2.0f;
const float offset_z = (float)-quad_count_z / 2.0f;
for (int z = 0; z < depth; ++z) {
for (int x = 0; x < width; ++x) {
const Vector3 vertex(offset_x + (float)x, (float)heights[z * width + x], offset_z + (float)z);
if (x == 0 && z == 0) {
result.position = vertex;
} else {
result.expand_to(vertex);
}
}
}
return result;
}
Variant JoltHeightMapShape3D::get_data() const {
Dictionary data;
data["width"] = width;
data["depth"] = depth;
data["heights"] = heights;
return data;
}
void JoltHeightMapShape3D::set_data(const Variant &p_data) {
ERR_FAIL_COND(p_data.get_type() != Variant::DICTIONARY);
const Dictionary data = p_data;
const Variant maybe_heights = data.get("heights", Variant());
#ifdef REAL_T_IS_DOUBLE
ERR_FAIL_COND(maybe_heights.get_type() != Variant::PACKED_FLOAT64_ARRAY);
#else
ERR_FAIL_COND(maybe_heights.get_type() != Variant::PACKED_FLOAT32_ARRAY);
#endif
const Variant maybe_width = data.get("width", Variant());
ERR_FAIL_COND(maybe_width.get_type() != Variant::INT);
const Variant maybe_depth = data.get("depth", Variant());
ERR_FAIL_COND(maybe_depth.get_type() != Variant::INT);
heights = maybe_heights;
width = maybe_width;
depth = maybe_depth;
aabb = _calculate_aabb();
destroy();
}
String JoltHeightMapShape3D::to_string() const {
return vformat("{height_count=%d width=%d depth=%d}", heights.size(), width, depth);
}