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Add physics character controller
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ducphamhong committed Oct 1, 2024
1 parent a05a9ac commit 81864a8
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245 changes: 245 additions & 0 deletions Projects/Skylicht/Physics/CharacterController/CCharacterController.cpp
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/*
!@
MIT License
Copyright (c) 2024 Skylicht Technology CO., LTD
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 CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
This file is part of the "Skylicht Engine".
https://github.com/skylicht-lab/skylicht-engine
!#
*/

#include "pch.h"
#include "CCharacterController.h"
#include "GameObject/CGameObject.h"

#include "Collider/CCollider.h"
#include "PhysicsEngine/CPhysicsEngine.h"

namespace Skylicht
{
namespace Physics
{
ACTIVATOR_REGISTER(CCharacterController);

CATEGORY_COMPONENT(CCharacterController, "Character Controller", "Physics/Character");

CCharacterController::CCharacterController()
#ifdef USE_BULLET_PHYSIC_ENGINE
:m_ghostObject(NULL),
m_controller(NULL),
m_shape(NULL)
#endif
{

}

CCharacterController::~CCharacterController()
{
releaseCharacter();
}

void CCharacterController::initComponent()
{
// convert to readonly transform
m_gameObject->setupMatrixTransform();
}

void CCharacterController::startComponent()
{

}

void CCharacterController::updateComponent()
{

}

bool CCharacterController::initCharacter(float stepHeight)
{
#ifdef USE_BULLET_PHYSIC_ENGINE
CTransformMatrix* transform = m_gameObject->getTransformMatrix();
if (transform == NULL)
return false;

CPhysicsEngine* engine = CPhysicsEngine::getInstance();
if (engine == NULL)
return false;

CCollider* collider = m_gameObject->getComponent<CCollider>();
if (collider == NULL)
return false;

if (m_ghostObject && m_shape)
{
releaseCharacter();
}

// init shape
m_shape = dynamic_cast<btConvexShape*>(collider->initCollisionShape());
if (m_shape == NULL)
return false;

m_ghostObject = new btPairCachingGhostObject();
m_ghostObject->setCollisionShape(m_shape);
m_ghostObject->setCollisionFlags(btCollisionObject::CF_CHARACTER_OBJECT);

m_controller = new btKinematicCharacterController(
m_ghostObject,
m_shape,
stepHeight,
btVector3(0.0, 1.0, 0.0));

engine->addCharacter(this);
return true;
#else
return false;
#endif
}

void CCharacterController::releaseCharacter()
{
#ifdef USE_BULLET_PHYSIC_ENGINE
CPhysicsEngine* engine = CPhysicsEngine::getInstance();
if (engine)
engine->removeCharacter(this);

if (m_controller)
{
delete m_controller;
m_controller = NULL;
}

if (m_ghostObject)
{
delete m_ghostObject;
m_ghostObject = NULL;
}

if (m_shape)
{
CCollider* collider = (CCollider*)m_shape->getUserPointer();
if (collider)
collider->dropCollisionShape();

delete m_shape;
m_shape = NULL;
}
#endif
}

core::vector3df CCharacterController::getPosition()
{
core::vector3df position;
#ifdef USE_BULLET_PHYSIC_ENGINE
if (m_ghostObject)
{
const btTransform& world = m_ghostObject->getWorldTransform();
const btVector3& origin = world.getOrigin();
position.X = origin.x();
position.Y = origin.y();
position.Z = origin.z();
}
#endif
return position;
}

void CCharacterController::setPosition(const core::vector3df& pos)
{
#ifdef USE_BULLET_PHYSIC_ENGINE
if (m_ghostObject)
{
btTransform& world = m_ghostObject->getWorldTransform();
world.setOrigin(btVector3(pos.X, pos.Y, pos.Z));
}
#endif
}

core::vector3df CCharacterController::getRotationEuler()
{
core::vector3df rotation;
#ifdef USE_BULLET_PHYSIC_ENGINE
if (m_ghostObject)
{
const btTransform& world = m_ghostObject->getWorldTransform();
btQuaternion q = world.getRotation();

btVector3 euler;
Bullet::quaternionToEuler(q, euler);

rotation.set(euler.x(), euler.y(), euler.z());
}
#endif
return rotation;
}

core::quaternion CCharacterController::getRotation()
{
core::quaternion rotation;
#ifdef USE_BULLET_PHYSIC_ENGINE
if (m_ghostObject)
{
const btTransform& world = m_ghostObject->getWorldTransform();
btQuaternion q = world.getRotation();
rotation.set(q.x(), q.y(), q.z(), q.w());
}
#endif
return rotation;
}

void CCharacterController::setRotation(const core::vector3df& eulerDeg)
{
#ifdef USE_BULLET_PHYSIC_ENGINE
if (m_ghostObject)
{
btTransform& world = m_ghostObject->getWorldTransform();
btQuaternion rot(eulerDeg.Y * core::DEGTORAD,
eulerDeg.X * core::DEGTORAD,
eulerDeg.Z * core::DEGTORAD);
world.setRotation(rot);
}
#endif
}

void CCharacterController::setRotation(const core::quaternion& q)
{
#ifdef USE_BULLET_PHYSIC_ENGINE
if (m_ghostObject)
{
btTransform& world = m_ghostObject->getWorldTransform();
btQuaternion rot(q.X, q.Y, q.Z, q.W);
world.setRotation(rot);
}
#endif
}

void CCharacterController::syncTransform()
{
#ifdef USE_BULLET_PHYSIC_ENGINE
if (m_ghostObject)
{
const btTransform& world = m_ghostObject->getWorldTransform();
CTransformMatrix* transform = m_gameObject->getTransformMatrix();

core::matrix4 mat;
Bullet::bulletTransformToIrrMatrix(world, mat);

transform->setWorldMatrix(mat);
}
#endif
}
}
}
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/*
!@
MIT License
Copyright (c) 2024 Skylicht Technology CO., LTD
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 CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
This file is part of the "Skylicht Engine".
https://github.com/skylicht-lab/skylicht-engine
!#
*/

#pragma once

#include "Components/CComponentSystem.h"

#ifdef USE_BULLET_PHYSIC_ENGINE
#include <btBulletDynamicsCommon.h>
#include <BulletDynamics/Character/btKinematicCharacterController.h>
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
#endif

namespace Skylicht
{
namespace Physics
{
class CCharacterController : public CComponentSystem
{
friend class CPhysicsEngine;
protected:
#ifdef USE_BULLET_PHYSIC_ENGINE
btPairCachingGhostObject* m_ghostObject;
btKinematicCharacterController* m_controller;
btConvexShape* m_shape;
#endif
public:
CCharacterController();

virtual ~CCharacterController();

virtual void initComponent();

virtual void startComponent();

virtual void updateComponent();

bool initCharacter(float stepHeight);

void releaseCharacter();

core::vector3df getPosition();

void setPosition(const core::vector3df& pos);

core::vector3df getRotationEuler();

core::quaternion getRotation();

void setRotation(const core::vector3df& eulerDeg);

void setRotation(const core::quaternion& q);

void syncTransform();

protected:

#ifdef USE_BULLET_PHYSIC_ENGINE
btKinematicCharacterController* getCharacterController()
{
return m_controller;
}

btPairCachingGhostObject* getGhostObject()
{
return m_ghostObject;
}
#endif
};
}
}
13 changes: 8 additions & 5 deletions Projects/Skylicht/Physics/Collider/CMeshCollider.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -209,14 +209,17 @@ namespace Skylicht
}
}

// core::matrix4 world = getWorldTransform();
// core::matrix4 m;
// apply transform position
// no apply scale
core::vector3df pos = getWorldTransform().getTranslation();
core::matrix4 world;
world.setTranslation(pos);
core::matrix4 m;

for (int i = 0; i < numEntities; i++)
{
// m = world * m_transforms[i];
// callback(m, m_meshs[i]);
callback(m_transforms[i], m_meshs[i]);
m = world * m_transforms[i];
callback(m, m_meshs[i]);
}
}
#endif
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