Character hair physics implementation

This commit is contained in:
2026-06-16 01:22:20 +03:00
parent 765dffbed0
commit 0a5edacf8a
26 changed files with 1629 additions and 225 deletions
+2
View File
@@ -48,6 +48,7 @@ set(EDITSCENE_SOURCES
systems/MarkovNameGenerator.cpp
systems/PregnancySystem.cpp
systems/AnimationTreeSystem.cpp
systems/HairPhysicsSystem.cpp
systems/BehaviorTreeSystem.cpp
systems/NavMeshSystem.cpp
recast/TileCacheNavMesh.cpp
@@ -232,6 +233,7 @@ set(EDITSCENE_HEADERS
systems/CharacterRegistry.hpp
systems/PregnancySystem.hpp
systems/AnimationTreeSystem.hpp
systems/HairPhysicsSystem.hpp
systems/BehaviorTreeSystem.hpp
systems/NavMeshSystem.hpp
recast/TileCacheNavMesh.hpp
+18
View File
@@ -17,6 +17,7 @@
#include "systems/ProceduralMeshSystem.hpp"
#include "systems/CharacterSlotSystem.hpp"
#include "systems/AnimationTreeSystem.hpp"
#include "systems/HairPhysicsSystem.hpp"
#include "systems/BehaviorTreeSystem.hpp"
#include "systems/NavMeshSystem.hpp"
#include "systems/CharacterSystem.hpp"
@@ -398,6 +399,13 @@ void EditorApp::setup()
m_world, m_sceneMgr);
m_animationTreeSystem->initialize();
// Setup HairPhysics system
m_hairPhysicsSystem = std::make_unique<HairPhysicsSystem>(
m_world, m_sceneMgr,
m_physicsSystem->getPhysicsWrapper(),
m_characterSlotSystem.get());
m_hairPhysicsSystem->initialize();
// Setup Character physics system (needed by BehaviorTreeSystem)
m_characterSystem =
std::make_unique<CharacterSystem>(m_world, m_sceneMgr);
@@ -1493,10 +1501,20 @@ bool EditorApp::frameRenderingQueued(const Ogre::FrameEvent &evt)
m_buoyancySystem->update(evt.timeSinceLastFrame);
}
/* --- Hair physics root sync (before physics step) --- */
if (m_hairPhysicsSystem) {
m_hairPhysicsSystem->prePhysicsUpdate();
}
/* --- Main physics step --- */
if (m_physicsSystem) {
m_physicsSystem->update(evt.timeSinceLastFrame);
}
/* --- Hair physics pose read-back (after physics step) --- */
if (m_hairPhysicsSystem) {
m_hairPhysicsSystem->postPhysicsUpdate();
}
}
/* --- Rendering support systems --- */
+2
View File
@@ -24,6 +24,7 @@ class ProceduralMaterialSystem;
class ProceduralMeshSystem;
class CharacterSlotSystem;
class AnimationTreeSystem;
class HairPhysicsSystem;
class BehaviorTreeSystem;
class NavMeshSystem;
class CharacterSystem;
@@ -252,6 +253,7 @@ private:
std::unique_ptr<ProceduralMeshSystem> m_proceduralMeshSystem;
std::unique_ptr<CharacterSlotSystem> m_characterSlotSystem;
std::unique_ptr<AnimationTreeSystem> m_animationTreeSystem;
std::unique_ptr<HairPhysicsSystem> m_hairPhysicsSystem;
std::unique_ptr<BehaviorTreeSystem> m_behaviorTreeSystem;
std::unique_ptr<NavMeshSystem> m_navMeshSystem;
std::unique_ptr<CharacterSystem> m_characterSystem;
@@ -3,6 +3,8 @@
#pragma once
#include <Ogre.h>
#include <Jolt/Jolt.h>
#include <Jolt/Physics/Body/BodyID.h>
/**
* Character physics component
@@ -48,6 +50,39 @@ struct CharacterComponent {
float floorCheckDistance = 2.0f;
bool useGravity = true;
/* Per-character collision group. Body = subgroup 0, head = subgroup 1,
* hair joints = 2+. Runtime only regenerated when character is rebuilt. */
uint32_t collisionGroupId = 0;
/* Separate head collider body for hair physics. Runtime only. */
JPH::BodyID headColliderBody;
/* Head sphere radius for hair physics collision. */
float headRadius = 0.13f;
/* Vertical offset from the character base to the head sphere centre.
* If zero, defaults to getTotalHeight() - headRadius. */
float headOffsetY = 0.0f;
/* Bone that drives the head collider. If empty, falls back to the
* static offset above. */
Ogre::String headBoneName = "mixamorig:Head";
/* Optional chest/upper-body collider to stop long hair from clipping
* through the torso. Runtime only. */
JPH::BodyID chestColliderBody;
/* Chest box half-extents. If any axis is zero, no chest collider is
* created. */
Ogre::Vector3 chestHalfExtents = Ogre::Vector3(0.2f, 0.12f, 0.12f);
/* Vertical offset along the world Y axis applied to the chest bone
* position when placing the chest collider. */
float chestOffsetY = 0.0f;
/* Bone that drives the chest collider. */
Ogre::String chestBoneName = "mixamorig:Spine2";
float getHalfHeight() const
{
return height * 0.5f;
@@ -5,6 +5,8 @@
#include <unordered_map>
#include <vector>
#include "AnimationTree.hpp"
/**
* Selection criteria for a single character slot.
* Layer 0 (nude base) can be selected via combo box (e.g. hair styles).
@@ -469,6 +469,18 @@ static void registerAllComponents()
lua_setfield(L, -2, "linearVelocity");
lua_pushboolean(L, c.enabled ? 1 : 0);
lua_setfield(L, -2, "enabled");
lua_pushnumber(L, c.headRadius);
lua_setfield(L, -2, "headRadius");
lua_pushnumber(L, c.headOffsetY);
lua_setfield(L, -2, "headOffsetY");
lua_pushstring(L, c.headBoneName.c_str());
lua_setfield(L, -2, "headBoneName");
pushVector3(L, c.chestHalfExtents);
lua_setfield(L, -2, "chestHalfExtents");
lua_pushnumber(L, c.chestOffsetY);
lua_setfield(L, -2, "chestOffsetY");
lua_pushstring(L, c.chestBoneName.c_str());
lua_setfield(L, -2, "chestBoneName");
lua_pushboolean(L, c.useGravity ? 1 : 0);
lua_setfield(L, -2, "useGravity");
, if (lua_getfield(L, idx, "radius"), lua_isnumber(L, -1))
@@ -486,6 +498,24 @@ static void registerAllComponents()
if (lua_getfield(L, idx, "enabled"), lua_isboolean(L, -1))
c.enabled = lua_toboolean(L, -1) != 0;
lua_pop(L, 1);
if (lua_getfield(L, idx, "headRadius"), lua_isnumber(L, -1))
c.headRadius = (float)lua_tonumber(L, -1);
lua_pop(L, 1);
if (lua_getfield(L, idx, "headOffsetY"), lua_isnumber(L, -1))
c.headOffsetY = (float)lua_tonumber(L, -1);
lua_pop(L, 1);
if (lua_getfield(L, idx, "headBoneName"), lua_isstring(L, -1))
c.headBoneName = lua_tostring(L, -1);
lua_pop(L, 1);
if (lua_getfield(L, idx, "chestHalfExtents"), lua_istable(L, -1))
c.chestHalfExtents = readVector3(L, lua_gettop(L));
lua_pop(L, 1);
if (lua_getfield(L, idx, "chestOffsetY"), lua_isnumber(L, -1))
c.chestOffsetY = (float)lua_tonumber(L, -1);
lua_pop(L, 1);
if (lua_getfield(L, idx, "chestBoneName"), lua_isstring(L, -1))
c.chestBoneName = lua_tostring(L, -1);
lua_pop(L, 1);
if (lua_getfield(L, idx, "useGravity"), lua_isboolean(L, -1))
c.useGravity = lua_toboolean(L, -1) != 0;
lua_pop(L, 1););
+73 -24
View File
@@ -86,13 +86,19 @@ public:
{
switch (inObject1) {
case Layers::NON_MOVING:
return inObject2 ==
Layers::MOVING; // Non moving only collides with moving
return inObject2 == Layers::MOVING ||
inObject2 == Layers::HAIR;
case Layers::MOVING:
return true; // Moving collides with everything
return inObject2 != Layers::HEAD;
case Layers::SENSORS:
return inObject2 ==
Layers::MOVING; // Non moving only collides with moving
return inObject2 == Layers::MOVING;
case Layers::HAIR:
return inObject2 == Layers::NON_MOVING ||
inObject2 == Layers::MOVING ||
inObject2 == Layers::HAIR ||
inObject2 == Layers::HEAD;
case Layers::HEAD:
return inObject2 == Layers::HAIR;
default:
JPH_ASSERT(false);
return false;
@@ -111,6 +117,8 @@ public:
BroadPhaseLayers::NON_MOVING;
mObjectToBroadPhase[Layers::MOVING] = BroadPhaseLayers::MOVING;
mObjectToBroadPhase[Layers::SENSORS] = BroadPhaseLayers::MOVING;
mObjectToBroadPhase[Layers::HAIR] = BroadPhaseLayers::MOVING;
mObjectToBroadPhase[Layers::HEAD] = BroadPhaseLayers::MOVING;
}
virtual uint GetNumBroadPhaseLayers() const override
@@ -157,6 +165,13 @@ public:
return inLayer2 == BroadPhaseLayers::MOVING;
case Layers::MOVING:
return true;
case Layers::SENSORS:
return inLayer2 == BroadPhaseLayers::MOVING;
case Layers::HAIR:
return inLayer2 == BroadPhaseLayers::NON_MOVING ||
inLayer2 == BroadPhaseLayers::MOVING;
case Layers::HEAD:
return inLayer2 == BroadPhaseLayers::MOVING;
default:
JPH_ASSERT(false);
return false;
@@ -281,31 +296,15 @@ public:
JPH::RVec3Arg inV3, JPH::ColorArg inColor,
ECastShadow inCastShadow = ECastShadow::Off) override
{
Ogre::Vector3 d = mCameraNode->_getDerivedOrientation() *
Ogre::Vector3(0, 0, -1);
JPH::Vec4 color = inColor.ToVec4();
Ogre::Vector3 p1 = JoltPhysics::convert(inV1);
Ogre::Vector3 p2 = JoltPhysics::convert(inV2);
Ogre::Vector3 p3 = JoltPhysics::convert(inV3);
Ogre::ColourValue cv(color[0], color[1], color[2], color[3]);
#if 0
float dproj1 = p1.dotProduct(d);
float dproj2 = p2.dotProduct(d);
float dproj3 = p3.dotProduct(d);
if (dproj1 < 0 && dproj2 < 0 && dproj3 < 0)
return;
if (dproj1 > 50 && dproj2 > 50 && dproj3 > 50)
return;
#endif
mLines.push_back({ p1, p2, cv });
#if 0
mTriangles.push_back({ { { inV1[0], inV1[1], inV1[2] },
{ inV2[0], inV2[1], inV2[2] },
{ inV3[0], inV3[1], inV3[2] } },
Ogre::ColourValue(color[0], color[1],
color[2], color[3]) });
#endif
mLines.push_back({ p2, p3, cv });
mLines.push_back({ p3, p1, cv });
}
#if 0
Batch CreateTriangleBatch(const Triangle *inTriangles,
@@ -339,6 +338,11 @@ public:
std::cout << "geometry\n";
}
#endif
void updateCameraPos()
{
SetCameraPos(JoltPhysics::convert(
mCameraNode->_getDerivedPosition()));
}
void finish()
{
Ogre::Vector3 d = mCameraNode->_getDerivedOrientation() *
@@ -561,6 +565,7 @@ class Physics {
std::set<JPH::BodyID> characterBodies;
bool debugDraw;
JPH::Vec3 gravity = JPH::Vec3(0.0f, -9.8f, 0.0f);
std::unordered_map<uint32_t, JPH::Ref<JPH::GroupFilterTable> > groupFilters;
public:
class ActivationListener : public JPH::BodyActivationListener {
@@ -570,6 +575,32 @@ public:
virtual void OnBodyDeactivated(const JPH::BodyID &inBodyID,
JPH::uint64 inBodyUserData) = 0;
};
JPH::PhysicsSystem *getPhysicsSystem()
{
return &physics_system;
}
JPH::GroupFilterTable *getOrCreateGroupFilter(uint32_t groupId,
uint32_t numSubGroups)
{
auto it = groupFilters.find(groupId);
if (it != groupFilters.end())
return it->second.GetPtr();
JPH::Ref<JPH::GroupFilterTable> filter =
new JPH::GroupFilterTable(numSubGroups);
groupFilters[groupId] = filter;
return filter.GetPtr();
}
JPH::GroupFilterTable *getGroupFilter(uint32_t groupId) const
{
auto it = groupFilters.find(groupId);
if (it != groupFilters.end())
return it->second.GetPtr();
return nullptr;
}
Physics(Ogre::SceneManager *scnMgr, Ogre::SceneNode *cameraNode,
ActivationListener *activationListener = nullptr,
JPH::ContactListener *contactListener = nullptr)
@@ -813,10 +844,12 @@ public:
ch->GetPosition()));
}
}
if (debugDraw)
if (debugDraw) {
mDebugRenderer->updateCameraPos();
physics_system.DrawBodies(
JPH::BodyManager::DrawSettings(),
mDebugRenderer);
}
mDebugRenderer->finish();
mDebugRenderer->NextFrame();
#if 0
@@ -2000,5 +2033,21 @@ void JoltPhysicsWrapper::setRootMotionCharacter(JPH::BodyID id, bool enabled)
phys->setRootMotionCharacter(id, enabled);
}
JPH::PhysicsSystem *JoltPhysicsWrapper::getPhysicsSystem() const
{
return phys->getPhysicsSystem();
}
JPH::GroupFilterTable *JoltPhysicsWrapper::getOrCreateGroupFilter(
uint32_t groupId, uint32_t numSubGroups)
{
return phys->getOrCreateGroupFilter(groupId, numSubGroups);
}
JPH::GroupFilterTable *JoltPhysicsWrapper::getGroupFilter(uint32_t groupId) const
{
return phys->getGroupFilter(groupId);
}
template <>
JoltPhysicsWrapper *Ogre::Singleton<JoltPhysicsWrapper>::msSingleton = 0;
+18 -1
View File
@@ -10,6 +10,7 @@
#include <Jolt/Physics/Collision/BroadPhase/BroadPhaseLayer.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Jolt/Physics/EActivation.h>
#include <Jolt/Physics/Collision/GroupFilterTable.h>
void physics();
namespace JPH
{
@@ -18,6 +19,7 @@ class Character;
class ContactManifold;
class ContactSettings;
class SubShapeIDPair;
class PhysicsSystem;
}
// Layer that objects can be in, determines which other objects it can collide with
// Typically you at least want to have 1 layer for moving bodies and 1 layer for static bodies, but you can have more
@@ -28,7 +30,13 @@ namespace Layers
static constexpr JPH::ObjectLayer NON_MOVING = 0;
static constexpr JPH::ObjectLayer MOVING = 1;
static constexpr JPH::ObjectLayer SENSORS = 2;
static constexpr JPH::ObjectLayer NUM_LAYERS = 3;
static constexpr JPH::ObjectLayer HAIR = 3;
static constexpr JPH::ObjectLayer HEAD = 4;
static constexpr JPH::ObjectLayer NUM_LAYERS = 5;
/* Max subgroups per character collision group. Body = 0, head = 1,
* hair joints = 2..MAX_SUBGROUPS-1. */
static constexpr uint32_t MAX_CHARACTER_SUBGROUPS = 256;
};
// Each broadphase layer results in a separate bounding volume tree in the broad phase. You at least want to have
@@ -237,5 +245,14 @@ public:
* because the scene node position is driven by root motion
* from AnimationTreeSystem. */
void setRootMotionCharacter(JPH::BodyID id, bool enabled);
JPH::PhysicsSystem *getPhysicsSystem() const;
/* Shared group filters for per-character collision filtering.
* Body = subgroup 0, head = subgroup 1, chest = subgroup 2,
* hair joints = 3+. */
JPH::GroupFilterTable *getOrCreateGroupFilter(
uint32_t groupId,
uint32_t numSubGroups = Layers::MAX_CHARACTER_SUBGROUPS);
JPH::GroupFilterTable *getGroupFilter(uint32_t groupId) const;
};
#endif
@@ -16,10 +16,13 @@ set(RECASTNAVIGATION_DEMO OFF CACHE BOOL "" FORCE)
set(RECASTNAVIGATION_TESTS OFF CACHE BOOL "" FORCE)
set(RECASTNAVIGATION_EXAMPLES OFF CACHE BOOL "" FORCE)
set(RECASTNAVIGATION_ENABLE_ASSERTS "$<CONFIG:Debug>" CACHE STRING "" FORCE)
set(BUILD_SHARED_LIBS OFF CACHE BOOL "" FORCE)
set(CMAKE_POSITION_INDEPENDENT_CODE ON CACHE BOOL "" FORCE)
# Build the core libraries only
add_subdirectory(Recast)
add_subdirectory(Detour)
add_subdirectory(DetourTileCache)
add_subdirectory(DetourCrowd)
add_subdirectory(DebugUtils)
add_subdirectory(Recast EXCLUDE_FROM_ALL)
add_subdirectory(Detour EXCLUDE_FROM_ALL)
add_subdirectory(DetourTileCache EXCLUDE_FROM_ALL)
add_subdirectory(DetourCrowd EXCLUDE_FROM_ALL)
add_subdirectory(DebugUtils EXCLUDE_FROM_ALL)
@@ -549,6 +549,7 @@ void AnimationTreeSystem::update(float deltaTime)
/* Handle end-of-animation transitions */
checkEndTransitions(e, at, state, ctx);
});
}
void AnimationTreeSystem::evaluateNode(const AnimationTreeNode &node,
@@ -817,3 +818,5 @@ AnimationTreeSystem::findAnimationNode(const AnimationTreeNode &stateNode) const
}
return nullptr;
}
@@ -11,6 +11,7 @@
#include "../components/AnimationTree.hpp"
#include "../components/AnimationTreeTemplate.hpp"
/**
* System that evaluates an AnimationTreeComponent each frame.
*
@@ -504,13 +504,13 @@ void CharacterSlotSystem::buildCharacter(flecs::entity e,
}
}
/* Populate default slots from catalog if still empty */
if (cs.slotSelections.empty()) {
auto slots = getSlots(age, cs.sex);
for (const auto &slot : slots) {
SlotSelection sel;
cs.slotSelections[slot] = sel;
}
/* Make sure every catalog slot exists in the selection map. This
* guarantees a face/body master is available so that hair with its
* own skeleton can attach to a real head bone. */
auto slots = getSlots(age, cs.sex);
for (const auto &slot : slots) {
if (cs.slotSelections.find(slot) == cs.slotSelections.end())
cs.slotSelections[slot] = SlotSelection();
}
if (!e.has<TransformComponent>())
@@ -602,9 +602,6 @@ void CharacterSlotSystem::buildCharacter(flecs::entity e,
if (mesh.empty())
continue;
Ogre::LogManager::getSingleton().logMessage(
"[CharacterSlotSystem] slot='" + slot +
try {
ensureMeshPoseAnimation(mesh);
Ogre::MeshPtr partMesh =
@@ -612,19 +609,47 @@ void CharacterSlotSystem::buildCharacter(flecs::entity e,
mesh, "Characters");
Ogre::Entity *partEnt =
m_sceneMgr->createEntity(partMesh);
partEnt->shareSkeletonInstanceWith(masterEnt);
transform.node->attachObject(partEnt);
m_entities[e.id()].parts[slot] = partEnt;
/* Check if this mesh has its own skeleton
* (e.g. hair exported with a hair-specific
* armature). If so, attach to the master's
* Head bone instead of sharing skeletons. */
const nlohmann::json *entry =
findCatalogEntry(age, cs.sex, slot, mesh);
bool ownSkeleton = false;
Ogre::String attachBone = "mixamorig:Head";
if (entry) {
ownSkeleton = entry->value(
"own_skeleton", false);
attachBone = entry->value(
"attach_to_bone", attachBone);
}
if (ownSkeleton) {
/* Hair with its own skeleton: attach
* to the master entity's Head bone
* so it follows head movement while
* being animated by its own skeleton.
*/
masterEnt->attachObjectToBone(
attachBone, partEnt);
Ogre::LogManager::getSingleton()
.logMessage(
"[CharacterSlotSystem] "
"Attached hair '" +
slot +
"' with own skeleton to "
"bone '" +
attachBone + "'");
} else {
partEnt->shareSkeletonInstanceWith(
masterEnt);
transform.node->attachObject(partEnt);
}
m_entities[e.id()].parts[slot] = partEnt;
applyShapeKeys(e, partEnt, entry);
/* Re-prepare temp buffers after skeleton sharing and
* enabling vertex animation. shareSkeletonInstanceWith
* replaces the part's AnimationStateSet but does not
* recreate temp blend buffers, which are needed for
* proper per-entity pose animation.
*/
prepareEntityTempBlendBuffers(partEnt);
} catch (const Ogre::Exception &ex) {
@@ -1,8 +1,49 @@
#include "CharacterSystem.hpp"
#include "../components/CharacterSlots.hpp"
#include <Jolt/Physics/Character/Character.h>
#include <Jolt/Physics/Collision/GroupFilterTable.h>
#include <Jolt/Physics/Body/BodyInterface.h>
#include <Jolt/Physics/PhysicsSystem.h>
#include <OgreLogManager.h>
#include <OgreEntity.h>
#include <OgreSkeletonInstance.h>
#include <iostream>
static Ogre::Entity *getMasterEntity(flecs::entity e)
{
if (!e.is_alive() || !e.has<CharacterSlotsComponent>())
return nullptr;
const CharacterSlotsComponent &cs = e.get<CharacterSlotsComponent>();
return cs.masterEntity;
}
static bool getBoneWorldMatrix(Ogre::Entity *masterEnt,
const Ogre::String &boneName,
Ogre::Matrix4 &outMat)
{
if (!masterEnt || boneName.empty() || !masterEnt->hasSkeleton())
return false;
Ogre::SkeletonInstance *skel = masterEnt->getSkeleton();
if (!skel)
return false;
Ogre::Bone *bone = nullptr;
try {
bone = skel->getBone(boneName);
} catch (...) {
return false;
}
if (!bone)
return false;
outMat = bone->_getFullTransform();
Ogre::SceneNode *node = masterEnt->getParentSceneNode();
if (node)
outMat = node->_getFullTransform() * outMat;
return true;
}
CharacterSystem::CharacterSystem(flecs::world &world,
Ogre::SceneManager *sceneMgr)
: m_world(world)
@@ -136,6 +177,116 @@ JPH::ShapeRefC CharacterSystem::buildCharacterShape(flecs::entity e,
rotations);
}
void CharacterSystem::createHeadCollider(flecs::entity e,
CharacterComponent &cc,
const TransformComponent &transform)
{
if (!m_physics)
return;
if (cc.headColliderBody.IsInvalid() == false) {
m_physics->removeBody(cc.headColliderBody);
m_physics->destroyBody(cc.headColliderBody);
cc.headColliderBody = JPH::BodyID();
}
if (cc.collisionGroupId == 0)
return;
float headRadius = cc.headRadius > 0.0f ? cc.headRadius : 0.13f;
Ogre::Matrix4 headWorld;
bool hasBone = getBoneWorldMatrix(getMasterEntity(e), cc.headBoneName,
headWorld);
if (hasBone) {
headWorld.setTrans(headWorld.getTrans() +
Ogre::Vector3(0.0f, cc.headOffsetY, 0.0f));
} else {
float headOffsetY = cc.headOffsetY > 0.0f ?
cc.headOffsetY :
cc.getTotalHeight() - headRadius;
Ogre::Vector3 headOffset(0.0f, headOffsetY, 0.0f);
headOffset += cc.offset;
Ogre::Vector3 headPos =
transform.node->_getDerivedPosition() +
transform.node->_getDerivedOrientation() *
Ogre::Vector3(cc.offset.x, 0.0f, cc.offset.z) +
Ogre::Vector3(0.0f, headOffsetY + cc.offset.y, 0.0f);
Ogre::Matrix4 local = Ogre::Matrix4::IDENTITY;
local.makeTransform(headPos, Ogre::Vector3::UNIT_SCALE,
Ogre::Quaternion::IDENTITY);
headWorld = local;
}
JPH::ShapeRefC sphere = m_physics->createSphereShape(headRadius);
cc.headColliderBody = m_physics->createBody(
sphere, 0.0f, headWorld.getTrans(),
Ogre::Quaternion::IDENTITY,
JPH::EMotionType::Kinematic, Layers::HEAD);
JPH::PhysicsSystem *physSystem = m_physics->getPhysicsSystem();
if (physSystem) {
JPH::BodyInterface &bi = physSystem->GetBodyInterface();
JPH::GroupFilterTable *filter =
m_physics->getOrCreateGroupFilter(
cc.collisionGroupId);
bi.SetCollisionGroup(cc.headColliderBody,
JPH::CollisionGroup(filter, cc.collisionGroupId,
1));
}
m_physics->addBody(cc.headColliderBody,
JPH::EActivation::Activate);
}
void CharacterSystem::createChestCollider(flecs::entity e,
CharacterComponent &cc)
{
if (!m_physics)
return;
if (cc.chestColliderBody.IsInvalid() == false) {
m_physics->removeBody(cc.chestColliderBody);
m_physics->destroyBody(cc.chestColliderBody);
cc.chestColliderBody = JPH::BodyID();
}
if (cc.collisionGroupId == 0 ||
cc.chestHalfExtents.x <= 0.0f ||
cc.chestHalfExtents.y <= 0.0f ||
cc.chestHalfExtents.z <= 0.0f)
return;
Ogre::Matrix4 chestWorld;
if (!getBoneWorldMatrix(getMasterEntity(e), cc.chestBoneName,
chestWorld))
return;
Ogre::Vector3 chestPos = chestWorld.getTrans() +
Ogre::Vector3(0.0f, cc.chestOffsetY, 0.0f);
Ogre::Matrix3 chestRotMat = chestWorld.linear().orthonormalised();
Ogre::Quaternion chestRot = Ogre::Quaternion(chestRotMat);
JPH::ShapeRefC box = m_physics->createBoxShape(cc.chestHalfExtents);
cc.chestColliderBody = m_physics->createBody(
box, 0.0f, chestPos, chestRot,
JPH::EMotionType::Kinematic, Layers::HEAD);
JPH::PhysicsSystem *physSystem = m_physics->getPhysicsSystem();
if (physSystem) {
JPH::BodyInterface &bi = physSystem->GetBodyInterface();
JPH::GroupFilterTable *filter =
m_physics->getOrCreateGroupFilter(
cc.collisionGroupId);
bi.SetCollisionGroup(cc.chestColliderBody,
JPH::CollisionGroup(filter, cc.collisionGroupId,
2));
}
m_physics->addBody(cc.chestColliderBody,
JPH::EActivation::Activate);
}
void CharacterSystem::setupEntity(flecs::entity e, CharacterComponent &cc)
{
if (!m_physics)
@@ -153,13 +304,37 @@ void CharacterSystem::setupEntity(flecs::entity e, CharacterComponent &cc)
if (!shape)
return;
/* Assign a non-zero collision group for per-character filtering
* (body = subgroup 0, head = subgroup 1, chest = subgroup 2,
* hair joints = 3+). */
if (cc.collisionGroupId == 0)
cc.collisionGroupId = static_cast<uint32_t>(e.id()) |
0x80000000;
JPH::CharacterBase *base =
m_physics->createCharacter(transform.node, shape);
if (!base)
return;
auto *ch = static_cast<JPH::Character *>(base);
/* Set collision group on character body so hair filtering works. */
JPH::PhysicsSystem *physSystem = m_physics->getPhysicsSystem();
if (physSystem) {
JPH::BodyInterface &bi = physSystem->GetBodyInterface();
JPH::GroupFilterTable *filter =
m_physics->getOrCreateGroupFilter(
cc.collisionGroupId);
bi.SetCollisionGroup(
ch->GetBodyID(),
JPH::CollisionGroup(filter, cc.collisionGroupId,
0));
}
ch->AddToPhysicsSystem();
createHeadCollider(e, cc, transform);
createChestCollider(e, cc);
// Don't modify gravity factor - let buoyancy handle floating/sinking
// m_physics->setGravityFactor(ch->GetBodyID(), 0.0f);
cc.hasFloor = false;
@@ -194,6 +369,20 @@ void CharacterSystem::teardownEntity(flecs::entity e)
std::shared_ptr<JPH::Character>(state.character));
}
if (e.has<CharacterComponent>()) {
auto &cc = e.get_mut<CharacterComponent>();
if (cc.headColliderBody.IsInvalid() == false) {
m_physics->removeBody(cc.headColliderBody);
m_physics->destroyBody(cc.headColliderBody);
cc.headColliderBody = JPH::BodyID();
}
if (cc.chestColliderBody.IsInvalid() == false) {
m_physics->removeBody(cc.chestColliderBody);
m_physics->destroyBody(cc.chestColliderBody);
cc.chestColliderBody = JPH::BodyID();
}
}
m_states.erase(it);
}
@@ -353,5 +542,58 @@ void CharacterSystem::update(float deltaTime)
/* Sync rotation from scene node */
state.character->SetRotation(JoltPhysics::convert(
state.sceneNode->_getDerivedOrientation()));
/* Sync head and chest colliders to animated bones. */
Ogre::Entity *masterEnt = getMasterEntity(e);
Ogre::Matrix4 boneWorld;
if (cc.headColliderBody.IsInvalid() == false &&
transform.node) {
float headRadius = cc.headRadius > 0.0f ?
cc.headRadius :
0.13f;
float headOffsetY = cc.headOffsetY > 0.0f ?
cc.headOffsetY :
cc.getTotalHeight() - headRadius;
Ogre::Vector3 headPos;
if (getBoneWorldMatrix(masterEnt, cc.headBoneName,
boneWorld)) {
headPos = boneWorld.getTrans() +
Ogre::Vector3(0.0f,
cc.headOffsetY,
0.0f);
} else {
headPos =
transform.node->_getDerivedPosition() +
transform.node->_getDerivedOrientation() *
Ogre::Vector3(cc.offset.x,
0.0f,
cc.offset.z) +
Ogre::Vector3(0.0f,
headOffsetY +
cc.offset.y,
0.0f);
}
m_physics->setPositionAndRotation(
cc.headColliderBody, headPos,
Ogre::Quaternion::IDENTITY, true);
}
if (cc.chestColliderBody.IsInvalid() == false &&
getBoneWorldMatrix(masterEnt, cc.chestBoneName,
boneWorld)) {
Ogre::Vector3 chestPos =
boneWorld.getTrans() +
Ogre::Vector3(0.0f, cc.chestOffsetY,
0.0f);
Ogre::Matrix3 chestRotMat =
boneWorld.linear().orthonormalised();
Ogre::Quaternion chestRot =
Ogre::Quaternion(chestRotMat);
m_physics->setPositionAndRotation(
cc.chestColliderBody, chestPos,
chestRot, true);
}
});
}
@@ -55,6 +55,9 @@ private:
JPH::ShapeRefC buildCharacterShape(flecs::entity e,
CharacterComponent &cc);
JPH::ShapeRefC createColliderShape(PhysicsColliderComponent &collider);
void createHeadCollider(flecs::entity e, CharacterComponent &cc,
const TransformComponent &transform);
void createChestCollider(flecs::entity e, CharacterComponent &cc);
flecs::world &m_world;
Ogre::SceneManager *m_sceneMgr;
@@ -0,0 +1,587 @@
#include "HairPhysicsSystem.hpp"
#include "CharacterSlotSystem.hpp"
#include "../components/CharacterSlots.hpp"
#include "../components/Character.hpp"
#include <OgreEntity.h>
#include <OgreLogManager.h>
#include <OgreSceneNode.h>
#include <OgreTagPoint.h>
#include <queue>
namespace {
/**
* Find the master bone the hair is attached to.
* Prefer the TagPoint's parent bone; fall back to the named head bone.
*/
Ogre::Bone *findAttachBone(Ogre::Entity *hairEnt,
Ogre::Entity *masterEnt)
{
Ogre::TagPoint *tagPoint = dynamic_cast<Ogre::TagPoint *>(
hairEnt->getParentNode());
if (tagPoint) {
Ogre::Bone *parentBone = dynamic_cast<Ogre::Bone *>(
tagPoint->getParent());
if (parentBone)
return parentBone;
}
if (masterEnt && masterEnt->hasSkeleton()) {
Ogre::SkeletonInstance *skel = masterEnt->getSkeleton();
if (skel) {
try {
return skel->getBone("mixamorig:Head");
} catch (...) {
}
}
}
return nullptr;
}
/**
* World transform of the attachment bone, including the master entity's
* scene-node transform.
*/
Ogre::Matrix4 getAttachBoneWorldMatrix(Ogre::Entity *masterEnt,
Ogre::Bone *attachBone)
{
if (!attachBone)
return Ogre::Matrix4::IDENTITY;
Ogre::Matrix4 boneWorld = attachBone->_getFullTransform();
if (masterEnt) {
Ogre::SceneNode *node = masterEnt->getParentSceneNode();
if (node)
boneWorld = node->_getFullTransform() * boneWorld;
}
return boneWorld;
}
} // namespace
#include <Jolt/Physics/Ragdoll/Ragdoll.h>
#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
#include <Jolt/Physics/Constraints/SwingTwistConstraint.h>
#include <Jolt/Skeleton/SkeletonPose.h>
uint32_t HairPhysicsSystem::s_nextCollisionGroup = 1;
HairPhysicsSystem::HairPhysicsSystem(flecs::world &world,
Ogre::SceneManager *sceneMgr,
JoltPhysicsWrapper *physics,
CharacterSlotSystem *slotSystem)
: m_world(world)
, m_sceneMgr(sceneMgr)
, m_physics(physics)
, m_slotSystem(slotSystem)
{
}
HairPhysicsSystem::~HairPhysicsSystem()
{
for (auto &entityPair : m_states) {
for (auto &slotPair : entityPair.second) {
destroyRagdoll(slotPair.second);
}
}
m_states.clear();
}
void HairPhysicsSystem::initialize()
{
m_initialized = true;
}
void HairPhysicsSystem::prePhysicsUpdate()
{
if (!m_initialized || !m_physics)
return;
m_world.query<CharacterSlotsComponent>().each(
[this](flecs::entity e, CharacterSlotsComponent &cs) {
Ogre::Entity *masterEnt = cs.masterEntity;
for (const auto &pair : cs.slotSelections) {
const Ogre::String &slot = pair.first;
Ogre::Entity *partEnt =
m_slotSystem->getSlotEntity(e, slot);
if (!partEnt || !partEnt->hasSkeleton())
continue;
auto &slotMap = m_states[e.id()];
auto it = slotMap.find(slot);
if (it == slotMap.end() ||
it->second.hairEntity != partEnt) {
/* Need to create or recreate ragdoll */
if (it != slotMap.end())
destroyRagdoll(it->second);
createRagdoll(e, slot, partEnt,
masterEnt);
it = slotMap.find(slot);
}
if (it != slotMap.end())
syncRootToHead(it->second);
}
/* Clean up ragdolls for slots that no longer have
* skeleton parts. */
auto &slotMap = m_states[e.id()];
std::vector<Ogre::String> toRemove;
for (auto &pair : slotMap) {
Ogre::Entity *partEnt =
m_slotSystem->getSlotEntity(e,
pair.first);
if (!partEnt || !partEnt->hasSkeleton()) {
toRemove.push_back(pair.first);
continue;
}
}
for (const auto &slot : toRemove) {
destroyRagdoll(slotMap[slot]);
slotMap.erase(slot);
}
});
}
void HairPhysicsSystem::postPhysicsUpdate()
{
if (!m_initialized || !m_physics)
return;
for (auto &entityPair : m_states) {
for (auto &slotPair : entityPair.second) {
syncPhysicsToSkeleton(slotPair.second);
}
}
}
void HairPhysicsSystem::createRagdoll(flecs::entity e,
const Ogre::String &slot,
Ogre::Entity *hairEnt,
Ogre::Entity *masterEnt)
{
Ogre::SkeletonInstance *skel = hairEnt->getSkeleton();
if (!skel)
return;
/* Build ordered bone list via BFS so parents always precede children. */
std::vector<Ogre::Bone *> orderedBones;
std::unordered_map<Ogre::Bone *, size_t> boneToIndex;
std::queue<Ogre::Bone *> bfsQueue;
for (unsigned short i = 0; i < skel->getNumBones(); ++i) {
Ogre::Bone *b = skel->getBone(i);
if (!b->getParent()) {
bfsQueue.push(b);
}
}
while (!bfsQueue.empty()) {
Ogre::Bone *b = bfsQueue.front();
bfsQueue.pop();
boneToIndex[b] = orderedBones.size();
orderedBones.push_back(b);
for (unsigned short i = 0; i < b->numChildren(); ++i) {
Ogre::Bone *child = static_cast<Ogre::Bone *>(b->getChild(i));
if (child)
bfsQueue.push(child);
}
}
if (orderedBones.empty())
return;
/* Sanity check: if the skeleton has too many bones, it's probably
* a shared body skeleton rather than a hair-specific skeleton.
* Skip ragdoll creation to avoid physics cache overflow. */
constexpr size_t maxHairBones = 32;
if (orderedBones.size() > maxHairBones)
return;
/* Build JPH skeleton and bind-world matrices. */
JPH::Ref<JPH::Skeleton> skeleton = new JPH::Skeleton;
std::vector<JPH::Mat44> bindWorldMatrices;
bindWorldMatrices.resize(orderedBones.size());
for (size_t i = 0; i < orderedBones.size(); ++i) {
Ogre::Bone *bone = orderedBones[i];
Ogre::Bone *parent = static_cast<Ogre::Bone *>(bone->getParent());
int parentIndex = -1;
if (parent) {
auto it = boneToIndex.find(parent);
if (it != boneToIndex.end())
parentIndex = (int)it->second;
}
skeleton->AddJoint(bone->getName().c_str(), parentIndex);
/* Build bind-world matrix from initial pose. */
Ogre::Matrix4 localMat = Ogre::Matrix4::IDENTITY;
localMat.makeTransform(
bone->getInitialPosition(),
bone->getInitialScale(),
bone->getInitialOrientation());
if (parent) {
bindWorldMatrices[i] =
bindWorldMatrices[boneToIndex[parent]] *
ogreMatrixToJolt(localMat);
} else {
bindWorldMatrices[i] = ogreMatrixToJolt(localMat);
}
}
/* World transform of the attachment bone (head) on the master entity. */
Ogre::Bone *attachBone = findAttachBone(hairEnt, masterEnt);
if (!attachBone) {
Ogre::LogManager::getSingleton().logMessage(
"HairPhysicsSystem: cannot find attachment bone for " +
slot + ", skipping ragdoll");
return;
}
Ogre::Matrix4 attachBoneMat = getAttachBoneWorldMatrix(masterEnt,
attachBone);
JPH::Mat44 attachBoneJolt = ogreMatrixToJolt(attachBoneMat);
/* Build ragdoll settings. */
JPH::Ref<JPH::RagdollSettings> settings = new JPH::RagdollSettings;
settings->mSkeleton = skeleton;
settings->mParts.resize(orderedBones.size());
std::vector<int> parentIndices;
parentIndices.resize(orderedBones.size(), -1);
for (size_t i = 0; i < orderedBones.size(); ++i) {
Ogre::Bone *bone = orderedBones[i];
JPH::RagdollSettings::Part &part = settings->mParts[i];
/* Capsule size heuristic from average child distance. */
float halfHeight = 0.05f;
float radius = 0.02f;
if (bone->numChildren() > 0) {
float avgLen = 0.0f;
int count = 0;
for (unsigned short ci = 0; ci < bone->numChildren();
++ci) {
Ogre::Bone *child = static_cast<Ogre::Bone *>(
bone->getChild(ci));
if (!child)
continue;
Ogre::Vector3 diff =
child->getInitialPosition();
avgLen += diff.length();
++count;
}
if (count > 0) {
avgLen /= count;
halfHeight = avgLen * 0.5f;
radius = avgLen * 0.15f;
}
}
/* Clamp to reasonable bounds. */
if (halfHeight < 0.01f)
halfHeight = 0.01f;
if (radius < 0.005f)
radius = 0.005f;
if (radius > halfHeight * 0.9f)
radius = halfHeight * 0.9f;
part.SetShape(new JPH::CapsuleShape(halfHeight, radius));
/* World-space bind position. */
JPH::Mat44 worldMat = attachBoneJolt * bindWorldMatrices[i];
part.mPosition = JPH::RVec3(worldMat.GetTranslation());
part.mRotation = worldMat.GetRotationSafe().GetQuaternion().Normalized();
part.mMotionType = (i == 0) ?
JPH::EMotionType::Kinematic :
JPH::EMotionType::Dynamic;
part.mLinearDamping = 0.5f;
part.mAngularDamping = 0.5f;
part.mGravityFactor = 0.5f;
part.mMaxLinearVelocity = 5.0f;
part.mMaxAngularVelocity = JPH::DegreesToRadians(720.0f);
Ogre::Bone *parent = static_cast<Ogre::Bone *>(bone->getParent());
if (parent) {
auto it = boneToIndex.find(parent);
if (it != boneToIndex.end())
parentIndices[i] = (int)it->second;
}
if (i > 0 && parentIndices[i] >= 0) {
JPH::SwingTwistConstraintSettings *constraint =
new JPH::SwingTwistConstraintSettings;
constraint->mSpace = JPH::EConstraintSpace::LocalToBodyCOM;
/* Position in parent local space (bone's initial pos). */
constraint->mPosition1 = JPH::RVec3(
JoltPhysics::convert(
bone->getInitialPosition()));
constraint->mPosition2 = JPH::RVec3::sZero();
constraint->mTwistAxis2 = JPH::Vec3::sAxisY();
JPH::Quat childLocalRot = JoltPhysics::convert(
bone->getInitialOrientation());
constraint->mTwistAxis1 = childLocalRot *
constraint->mTwistAxis2;
JPH::Vec3 planeAxis1 = childLocalRot *
JPH::Vec3::sAxisX();
constraint->mPlaneAxis1 = planeAxis1;
constraint->mPlaneAxis2 = JPH::Vec3::sAxisX();
constraint->mTwistMinAngle = -JPH::DegreesToRadians(
45.0f);
constraint->mTwistMaxAngle = JPH::DegreesToRadians(
45.0f);
constraint->mNormalHalfConeAngle =
JPH::DegreesToRadians(30.0f);
constraint->mPlaneHalfConeAngle =
JPH::DegreesToRadians(30.0f);
part.mToParent = constraint;
}
}
/* Collision group setup.
* Subgroup 0 = character capsule, 1 = head sphere, 2 = chest sphere,
* 3+ = hair joints. */
uint32_t collisionGroupId;
constexpr uint32_t subgroupHairStart = 3;
JPH::GroupFilterTable *groupFilter = nullptr;
if (e.has<CharacterComponent>()) {
auto &cc = e.get_mut<CharacterComponent>();
if (cc.collisionGroupId == 0)
cc.collisionGroupId =
static_cast<uint32_t>(e.id()) |
0x80000000;
collisionGroupId = cc.collisionGroupId;
groupFilter = m_physics->getOrCreateGroupFilter(
collisionGroupId);
/* Disable body (subgroup 0), head (1) and chest (2) vs every
* hair joint. These kinematic spheres sit at the attachment
* points; overlap with the hair chain creates an explosive
* feedback loop that throws the joints across the map. */
for (size_t i = 0; i < orderedBones.size(); ++i) {
uint32_t hairSub = subgroupHairStart + (uint32_t)i;
groupFilter->DisableCollision(0, hairSub);
groupFilter->DisableCollision(1, hairSub);
groupFilter->DisableCollision(2, hairSub);
}
/* Disable all hair-joint vs hair-joint collisions. Siblings
* and parents/children start close together and can otherwise
* generate explosive contact impulses. */
for (size_t i = 0; i < orderedBones.size(); ++i) {
for (size_t j = i + 1; j < orderedBones.size(); ++j) {
groupFilter->DisableCollision(
subgroupHairStart + (uint32_t)i,
subgroupHairStart + (uint32_t)j);
}
}
} else {
collisionGroupId = s_nextCollisionGroup++;
}
for (size_t i = 0; i < orderedBones.size(); ++i) {
settings->mParts[i].mObjectLayer = Layers::HAIR;
if (groupFilter) {
settings->mParts[i].mCollisionGroup.SetGroupFilter(
groupFilter);
settings->mParts[i].mCollisionGroup.SetGroupID(
collisionGroupId);
settings->mParts[i].mCollisionGroup.SetSubGroupID(
subgroupHairStart + (uint32_t)i);
}
}
if (!e.has<CharacterComponent>())
settings->DisableParentChildCollisions();
settings->Stabilize();
settings->CalculateConstraintPriorities();
settings->CalculateBodyIndexToConstraintIndex();
JPH::PhysicsSystem *physSystem = m_physics->getPhysicsSystem();
JPH::Ref<JPH::Ragdoll> ragdoll = settings->CreateRagdoll(
collisionGroupId, 0, physSystem);
/* Store skeleton bones for later pose sync. */
HairRagdollState state;
state.ragdoll = ragdoll;
state.entityId = e.id();
state.hairEntity = hairEnt;
state.masterEntity = masterEnt;
state.slotName = slot;
{
Ogre::Bone *rootBone = orderedBones[0];
Ogre::Matrix4 rootLocal = Ogre::Matrix4::IDENTITY;
rootLocal.makeTransform(rootBone->getInitialPosition(),
rootBone->getInitialScale(),
rootBone->getInitialOrientation());
state.rootBindTransform = rootLocal;
}
state.boneNames.reserve(orderedBones.size());
for (Ogre::Bone *bone : orderedBones)
state.boneNames.push_back(bone->getName());
state.parentIndices = parentIndices;
/* Ensure all bones are manually controlled. */
for (Ogre::Bone *bone : orderedBones) {
bone->setManuallyControlled(true);
}
ragdoll->AddToPhysicsSystem(JPH::EActivation::Activate);
Ogre::LogManager::getSingleton().logMessage(
"HairPhysicsSystem: created ragdoll for " + slot +
" ('" + hairEnt->getMesh()->getName() + "', " +
std::to_string(orderedBones.size()) + " bones, " +
std::to_string(ragdoll->GetConstraintCount()) +
" constraints)");
m_states[e.id()][slot] = std::move(state);
}
void HairPhysicsSystem::destroyRagdoll(HairRagdollState &state)
{
if (state.ragdoll) {
state.ragdoll->RemoveFromPhysicsSystem();
state.ragdoll = nullptr;
}
state.boneNames.clear();
state.parentIndices.clear();
}
bool HairPhysicsSystem::isStateValid(const HairRagdollState &state) const
{
if (!state.hairEntity || state.entityId == 0 || !m_slotSystem)
return false;
flecs::entity e = m_world.entity(state.entityId);
if (!e.is_alive() || !e.has<CharacterSlotsComponent>())
return false;
Ogre::Entity *current = m_slotSystem->getSlotEntity(e, state.slotName);
return current == state.hairEntity && current->hasSkeleton();
}
void HairPhysicsSystem::syncRootToHead(HairRagdollState &state)
{
if (!state.ragdoll || !isStateValid(state))
return;
flecs::entity e = m_world.entity(state.entityId);
const CharacterSlotsComponent &cs = e.get<CharacterSlotsComponent>();
Ogre::Entity *masterEnt = cs.masterEntity;
if (!masterEnt)
return;
Ogre::Bone *attachBone = findAttachBone(state.hairEntity, masterEnt);
if (!attachBone)
return;
/* The root body was created at attachBone * rootBindTransform, so we
* must keep it there each frame. */
Ogre::Matrix4 attachBoneMat = getAttachBoneWorldMatrix(masterEnt,
attachBone);
Ogre::Matrix4 rootWorldMat = attachBoneMat * state.rootBindTransform;
Ogre::Vector3 pos = rootWorldMat.getTrans();
Ogre::Quaternion rot(rootWorldMat.linear());
rot.normalise();
JPH::BodyID rootBody = state.ragdoll->GetBodyID(0);
m_physics->setPositionAndRotation(rootBody, pos, rot, true);
}
void HairPhysicsSystem::syncPhysicsToSkeleton(HairRagdollState &state)
{
if (!state.ragdoll || state.boneNames.empty() ||
!isStateValid(state))
return;
Ogre::SkeletonInstance *skel = state.hairEntity->getSkeleton();
if (!skel)
return;
JPH::SkeletonPose pose;
pose.SetSkeleton(
state.ragdoll->GetRagdollSettings()->GetSkeleton());
state.ragdoll->GetPose(pose);
const JPH::SkeletonPose::Mat44Vector &jointMatrices =
pose.GetJointMatrices();
JPH::RVec3 rootOffset = pose.GetRootOffset();
Ogre::Matrix4 rootOffsetMat = Ogre::Matrix4::IDENTITY;
rootOffsetMat.makeTransform(JoltPhysics::convert(rootOffset),
Ogre::Vector3::UNIT_SCALE,
Ogre::Quaternion::IDENTITY);
/* Get the attachment transform so we can compute hair-entity-local
* transforms for the root bone. */
flecs::entity e = m_world.entity(state.entityId);
const CharacterSlotsComponent &cs = e.get<CharacterSlotsComponent>();
Ogre::Entity *masterEnt = cs.masterEntity;
Ogre::Bone *attachBone = findAttachBone(state.hairEntity, masterEnt);
Ogre::Matrix4 attachBoneInv = Ogre::Matrix4::IDENTITY;
if (attachBone) {
Ogre::Matrix4 attachBoneMat = getAttachBoneWorldMatrix(
masterEnt, attachBone);
attachBoneInv = attachBoneMat.inverse();
}
std::vector<Ogre::Matrix4> worldMats(state.boneNames.size());
for (size_t i = 0; i < state.boneNames.size(); ++i)
worldMats[i] = rootOffsetMat * joltMatrixToOgre(jointMatrices[i]);
for (size_t i = 0; i < state.boneNames.size(); ++i) {
Ogre::Bone *bone = skel->getBone(state.boneNames[i]);
if (!bone)
continue;
Ogre::Matrix4 localMat;
if (state.parentIndices[i] >= 0) {
/* Joint transforms from Jolt are in skeleton world space;
* Ogre bones expect parent-local space. */
localMat = worldMats[state.parentIndices[i]].inverse() *
worldMats[i];
} else {
/* Root bone is in hair-entity local space. */
localMat = attachBoneInv * worldMats[i];
}
Ogre::Vector3 pos, scl(Ogre::Vector3::UNIT_SCALE);
Ogre::Quaternion rot;
pos = localMat.getTrans();
rot = Ogre::Quaternion(localMat.linear());
rot.normalise();
/* Extract scale from basis vectors. */
scl.x = Ogre::Vector3(localMat[0][0], localMat[0][1],
localMat[0][2]).length();
scl.y = Ogre::Vector3(localMat[1][0], localMat[1][1],
localMat[1][2]).length();
scl.z = Ogre::Vector3(localMat[2][0], localMat[2][1],
localMat[2][2]).length();
bone->setManuallyControlled(true);
bone->setPosition(pos);
bone->setOrientation(rot);
bone->setScale(scl);
}
}
JPH::Mat44 HairPhysicsSystem::ogreMatrixToJolt(
const Ogre::Matrix4 &m) const
{
JPH::Mat44 jm;
for (int row = 0; row < 4; ++row) {
for (int col = 0; col < 4; ++col) {
jm(row, col) = m[row][col];
}
}
return jm;
}
Ogre::Matrix4 HairPhysicsSystem::joltMatrixToOgre(
const JPH::Mat44 &m) const
{
Ogre::Matrix4 om;
for (int row = 0; row < 4; ++row) {
for (int col = 0; col < 4; ++col) {
om[row][col] = m(row, col);
}
}
return om;
}
@@ -0,0 +1,75 @@
#ifndef EDITSCENE_HAIRPHYSICSSYSTEM_HPP
#define EDITSCENE_HAIRPHYSICSSYSTEM_HPP
#pragma once
#include <flecs.h>
#include <Ogre.h>
#include <unordered_map>
#include <vector>
#include "../physics/physics.h"
#include <Jolt/Physics/Ragdoll/Ragdoll.h>
#include <Jolt/Skeleton/Skeleton.h>
class CharacterSlotSystem;
/**
* System that creates and updates Jolt Physics ragdolls for hair parts
* with their own skeleton. Replaces the previous animation-tree-based
* hair animation.
*/
class HairPhysicsSystem {
public:
HairPhysicsSystem(flecs::world &world, Ogre::SceneManager *sceneMgr,
JoltPhysicsWrapper *physics,
CharacterSlotSystem *slotSystem);
~HairPhysicsSystem();
void initialize();
/** Call before physics step to sync root bodies to head transforms. */
void prePhysicsUpdate();
/** Call after physics step to read poses back to Ogre skeletons. */
void postPhysicsUpdate();
private:
struct HairRagdollState {
JPH::Ref<JPH::Ragdoll> ragdoll;
flecs::entity_t entityId = 0;
Ogre::Entity *hairEntity = nullptr;
Ogre::Entity *masterEntity = nullptr;
Ogre::String slotName;
std::vector<Ogre::String> boneNames;
std::vector<int> parentIndices;
Ogre::Matrix4 rootBindTransform = Ogre::Matrix4::IDENTITY;
};
void createRagdoll(flecs::entity e, const Ogre::String &slot,
Ogre::Entity *hairEnt, Ogre::Entity *masterEnt);
void destroyRagdoll(HairRagdollState &state);
void syncRootToHead(HairRagdollState &state);
void syncPhysicsToSkeleton(HairRagdollState &state);
bool isStateValid(const HairRagdollState &state) const;
/* Helpers */
JPH::Mat44 ogreMatrixToJolt(const Ogre::Matrix4 &m) const;
Ogre::Matrix4 joltMatrixToOgre(const JPH::Mat44 &m) const;
flecs::world &m_world;
Ogre::SceneManager *m_sceneMgr;
JoltPhysicsWrapper *m_physics;
CharacterSlotSystem *m_slotSystem;
bool m_initialized = false;
/* Per-entity per-slot ragdoll states */
std::unordered_map<
flecs::entity_t,
std::unordered_map<Ogre::String, HairRagdollState> >
m_states;
static uint32_t s_nextCollisionGroup;
};
#endif // EDITSCENE_HAIRPHYSICSSYSTEM_HPP
@@ -2150,6 +2150,15 @@ nlohmann::json SceneSerializer::serializeCharacter(flecs::entity entity)
json["offset"] = { cc.offset.x, cc.offset.y, cc.offset.z };
json["linearVelocity"] = { cc.linearVelocity.x, cc.linearVelocity.y,
cc.linearVelocity.z };
json["headRadius"] = cc.headRadius;
json["headOffsetY"] = cc.headOffsetY;
json["headBoneName"] = cc.headBoneName;
json["chestHalfExtents"] = {
cc.chestHalfExtents.x, cc.chestHalfExtents.y,
cc.chestHalfExtents.z
};
json["chestOffsetY"] = cc.chestOffsetY;
json["chestBoneName"] = cc.chestBoneName;
return json;
}
@@ -2175,6 +2184,22 @@ void SceneSerializer::deserializeCharacter(flecs::entity entity,
json["linearVelocity"][1].get<float>(),
json["linearVelocity"][2].get<float>());
}
cc.headRadius = json.value("headRadius", 0.13f);
cc.headOffsetY = json.value("headOffsetY", 0.0f);
cc.headBoneName = json.value("headBoneName", Ogre::String("mixamorig:Head"));
if (json.contains("chestHalfExtents") &&
json["chestHalfExtents"].is_array() &&
json["chestHalfExtents"].size() >= 3) {
cc.chestHalfExtents = Ogre::Vector3(
json["chestHalfExtents"][0].get<float>(),
json["chestHalfExtents"][1].get<float>(),
json["chestHalfExtents"][2].get<float>());
} else if (json.contains("chestRadius")) {
float r = json.value("chestRadius", 0.25f);
cc.chestHalfExtents = Ogre::Vector3(r, r, r);
}
cc.chestOffsetY = json.value("chestOffsetY", 0.0f);
cc.chestBoneName = json.value("chestBoneName", Ogre::String("mixamorig:Spine2"));
cc.dirty = true;
entity.set<CharacterComponent>(cc);
}
@@ -2195,6 +2220,11 @@ void SceneSerializer::deserializeCharacterIdentity(flecs::entity entity,
entity.set<CharacterIdentityComponent>(ci);
}
/* Forward declarations for AnimationTreeNode serialization */
static nlohmann::json serializeAnimationTreeNode(const AnimationTreeNode &node);
static void deserializeAnimationTreeNode(AnimationTreeNode &node,
const nlohmann::json &json);
nlohmann::json SceneSerializer::serializeCharacterSlots(flecs::entity entity)
{
auto &cs = entity.get<CharacterSlotsComponent>();
@@ -2217,6 +2247,7 @@ nlohmann::json SceneSerializer::serializeCharacterSlots(flecs::entity entity)
}
json["slotSelections"] = selections;
// Serialize front axis
json["frontAxis"] = { cs.frontAxis.x, cs.frontAxis.y, cs.frontAxis.z };
@@ -2269,6 +2300,7 @@ void SceneSerializer::deserializeCharacterSlots(flecs::entity entity,
cs.frontAxis.normalise();
}
cs.dirty = true;
entity.set<CharacterSlotsComponent>(cs);
}
@@ -1,5 +1,6 @@
#include "CharacterEditor.hpp"
#include <imgui.h>
#include <cstring>
bool CharacterEditor::renderComponent(flecs::entity entity,
CharacterComponent &cc)
@@ -25,6 +26,61 @@ bool CharacterEditor::renderComponent(flecs::entity entity,
ImGui::TextDisabled("Total: %.2f m",
cc.getTotalHeight());
ImGui::Separator();
ImGui::Text("Head Collider");
if (ImGui::DragFloat("Head Radius##Character",
&cc.headRadius, 0.01f, 0.0f, 2.0f,
"%.2f")) {
modified = true;
}
if (ImGui::IsItemHovered())
ImGui::SetTooltip("0 = default (0.13)");
if (ImGui::DragFloat("Head Offset Y##Character",
&cc.headOffsetY, 0.01f, 0.0f, 5.0f,
"%.2f")) {
modified = true;
}
if (ImGui::IsItemHovered())
ImGui::SetTooltip("0 = default (totalHeight - headRadius)");
char headBoneBuf[64];
std::strncpy(headBoneBuf, cc.headBoneName.c_str(), sizeof(headBoneBuf));
headBoneBuf[sizeof(headBoneBuf) - 1] = '\0';
if (ImGui::InputText("Head Bone##Character", headBoneBuf,
sizeof(headBoneBuf))) {
cc.headBoneName = headBoneBuf;
modified = true;
}
ImGui::Separator();
ImGui::Text("Chest Collider");
float che[3] = { cc.chestHalfExtents.x, cc.chestHalfExtents.y,
cc.chestHalfExtents.z };
if (ImGui::InputFloat3("Chest Half Extents##Character", che,
"%.2f")) {
cc.chestHalfExtents = Ogre::Vector3(che[0], che[1], che[2]);
modified = true;
}
if (ImGui::IsItemHovered())
ImGui::SetTooltip("Set any axis to 0 to disable");
if (ImGui::DragFloat("Chest Offset Y##Character",
&cc.chestOffsetY, 0.01f, -2.0f, 2.0f,
"%.2f")) {
modified = true;
}
if (ImGui::IsItemHovered())
ImGui::SetTooltip("Vertical offset along world Y");
char chestBoneBuf[64];
std::strncpy(chestBoneBuf, cc.chestBoneName.c_str(),
sizeof(chestBoneBuf));
chestBoneBuf[sizeof(chestBoneBuf) - 1] = '\0';
if (ImGui::InputText("Chest Bone##Character", chestBoneBuf,
sizeof(chestBoneBuf))) {
cc.chestBoneName = chestBoneBuf;
modified = true;
}
ImGui::Separator();
ImGui::Text("Offset");
float off[3] = { cc.offset.x, cc.offset.y, cc.offset.z };
@@ -221,61 +221,65 @@ bool CharacterSlotsEditor::renderComponent(flecs::entity entity,
}
} else {
/* Layer 0 combo (base meshes like hair) */
std::vector<Ogre::String> layer0Meshes =
CharacterSlotSystem::
getMeshesForLayer(
currentAge,
cs.sex, slot,
0);
if (!layer0Meshes.empty()) {
Ogre::String l0Preview = "auto";
if (!sel.layer0Mesh.empty() &&
sel.layer0Mesh != "none")
l0Preview = CharacterSlotSystem::
getMeshLabel(
/* Hair slot always uses auto stub; no base editing */
if (slot != "hair") {
std::vector<Ogre::String> layer0Meshes =
CharacterSlotSystem::
getMeshesForLayer(
currentAge,
cs.sex,
slot,
sel.layer0Mesh);
if (ImGui::BeginCombo(
"Base (Layer 0)",
l0Preview.c_str())) {
if (ImGui::Selectable(
"auto",
sel.layer0Mesh.empty() ||
sel.layer0Mesh ==
"none")) {
sel.layer0Mesh =
"none";
modified = true;
cs.dirty = true;
}
for (const auto &m :
layer0Meshes) {
Ogre::String label = CharacterSlotSystem::
cs.sex, slot,
0);
if (!layer0Meshes.empty()) {
Ogre::String l0Preview = "auto";
if (!sel.layer0Mesh.empty() &&
sel.layer0Mesh != "none")
l0Preview = CharacterSlotSystem::
getMeshLabel(
currentAge,
cs.sex,
slot,
m);
bool isSelected =
(sel.layer0Mesh ==
m);
sel.layer0Mesh);
if (ImGui::BeginCombo(
"Base (Layer 0)",
l0Preview.c_str())) {
if (ImGui::Selectable(
label.c_str(),
isSelected)) {
"auto",
sel.layer0Mesh.empty() ||
sel.layer0Mesh ==
"none")) {
sel.layer0Mesh =
m;
modified =
true;
cs.dirty =
true;
"none";
modified = true;
cs.dirty = true;
}
for (const auto &m :
layer0Meshes) {
Ogre::String label = CharacterSlotSystem::
getMeshLabel(
currentAge,
cs.sex,
slot,
m);
bool isSelected =
(sel.layer0Mesh ==
m);
if (ImGui::Selectable(
label.c_str(),
isSelected)) {
sel.layer0Mesh =
m;
modified =
true;
cs.dirty =
true;
}
}
ImGui::EndCombo();
}
ImGui::EndCombo();
}
} else {
ImGui::TextDisabled("Base: auto (stub hair)");
}
/* Layer 1 combo */
std::vector<Ogre::String> layer1Meshes =
CharacterSlotSystem::
+23 -11
View File
@@ -232,22 +232,34 @@ struct GUIListener : public Ogre::RenderTargetListener {
float width = size.x;
float height = size.y;
Ogre::Camera *camera = ECS::get<Camera>().mCamera;
// 1. Convert to camera space
// 1. Convert to camera space (OGRE camera looks down -Z)
Ogre::Vector3 eyeSpacePoint =
camera->getViewMatrix() * worldPoint;
// 2. Project to clip space
Ogre::Vector3 clipSpacePoint =
camera->getProjectionMatrix() * eyeSpacePoint;
if (clipSpacePoint.z < 0.0f)
if (eyeSpacePoint.z >= 0.0f)
return Ogre::Vector2(-1, -1);
// 3. Convert from clip space (-1 to 1) to screen space (0 to 1)
// Note: Y is usually flipped in API screen coordinates compared to projection
float screenX = (clipSpacePoint.x / 2.0f) + 0.5f;
float screenY = 1.0f - ((clipSpacePoint.y / 2.0f) + 0.5f);
// 2. Project to homogeneous clip space using Vector4 to preserve W
Ogre::Vector4 clipSpacePoint =
camera->getProjectionMatrix() *
Ogre::Vector4(eyeSpacePoint.x, eyeSpacePoint.y,
eyeSpacePoint.z, 1.0f);
if (clipSpacePoint.w <= 0.0f)
return Ogre::Vector2(-1, -1);
// 4. Map to actual pixel dimensions
// 3. Perspective divide to get NDC [-1, 1]
float ndcX = clipSpacePoint.x / clipSpacePoint.w;
float ndcY = clipSpacePoint.y / clipSpacePoint.w;
// 4. Convert NDC to screen space [0, 1], flipping Y for ImGui
float screenX = (ndcX * 0.5f) + 0.5f;
float screenY = 1.0f - ((ndcY * 0.5f) + 0.5f);
// 5. Reject if outside viewport bounds
if (screenX < 0.0f || screenX > 1.0f ||
screenY < 0.0f || screenY > 1.0f)
return Ogre::Vector2(-1, -1);
// 6. Map to actual pixel dimensions
return Ogre::Vector2(screenX * width, screenY * height);
}
void preview(const Ogre::RenderTargetViewportEvent &evt)