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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <Tests/Character/CharacterBaseTest.h>
#include <Jolt/Physics/PhysicsScene.h>
#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
#include <Jolt/Physics/Collision/Shape/CylinderShape.h>
#include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
#include <Jolt/Physics/Collision/Shape/MeshShape.h>
#include <Jolt/Physics/Constraints/HingeConstraint.h>
#include <Jolt/Core/StringTools.h>
#include <Jolt/ObjectStream/ObjectStreamIn.h>
#include <Application/DebugUI.h>
#include <Layers.h>
#include <Utils/Log.h>
#include <Utils/AssetStream.h>
#include <Renderer/DebugRendererImp.h>
JPH_IMPLEMENT_RTTI_ABSTRACT(CharacterBaseTest)
{
JPH_ADD_BASE_CLASS(CharacterBaseTest, Test)
}
const char *CharacterBaseTest::sScenes[] =
{
"PerlinMesh",
"PerlinHeightField",
"ObstacleCourse",
"InitiallyIntersecting",
#ifdef JPH_OBJECT_STREAM
"Terrain1",
"Terrain2",
#endif // JPH_OBJECT_STREAM
};
const char *CharacterBaseTest::sSceneName = "ObstacleCourse";
// Scene constants
static const RVec3 cRotatingPosition(-5, 0.15f, 15);
static const Quat cRotatingOrientation = Quat::sIdentity();
static const RVec3 cRotatingWallPosition(5, 1.0f, 25.0f);
static const Quat cRotatingWallOrientation = Quat::sIdentity();
static const RVec3 cRotatingAndTranslatingPosition(-10, 0.15f, 27.5f);
static const Quat cRotatingAndTranslatingOrientation = Quat::sIdentity();
static const RVec3 cSmoothVerticallyMovingPosition(0, 2.0f, 15);
static const Quat cSmoothVerticallyMovingOrientation = Quat::sIdentity();
static const RVec3 cReversingVerticallyMovingPosition(0, 0.15f, 25);
static const Quat cReversingVerticallyMovingOrientation = Quat::sIdentity();
static const RVec3 cHorizontallyMovingPosition(5, 1, 15);
static const Quat cHorizontallyMovingOrientation = Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI);
static const RVec3 cConveyorBeltPosition(-10, 0.15f, 15);
static const RVec3 cRampPosition(15, 2.2f, 15);
static const Quat cRampOrientation = Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI);
static const RVec3 cRampBlocksStart = cRampPosition + Vec3(-3.0f, 3.0f, 1.5f);
static const Vec3 cRampBlocksDelta = Vec3(2.0f, 0, 0);
static const float cRampBlocksTime = 5.0f;
static const RVec3 cSmallBumpsPosition(-5.0f, 0, 2.5f);
static const float cSmallBumpHeight = 0.05f;
static const float cSmallBumpWidth = 0.01f;
static const float cSmallBumpDelta = 0.5f;
static const RVec3 cLargeBumpsPosition(-10.0f, 0, 2.5f);
static const float cLargeBumpHeight = 0.3f;
static const float cLargeBumpWidth = 0.1f;
static const float cLargeBumpDelta = 2.0f;
static const RVec3 cStairsPosition(-15.0f, 0, 2.5f);
static const float cStairsStepHeight = 0.3f;
static const RVec3 cMeshStairsPosition(-20.0f, 0, 2.5f);
static const RVec3 cNoStairsPosition(-15.0f, 0, 10.0f);
static const float cNoStairsStepHeight = 0.3f;
static const float cNoStairsStepDelta = 0.05f;
static const RVec3 cMeshNoStairsPosition(-20.0f, 0, 10.0f);
static const RVec3 cMeshWallPosition(-25.0f, 0, -27.0f);
static const float cMeshWallHeight = 3.0f;
static const float cMeshWallWidth = 2.0f;
static const float cMeshWallStepStart = 0.5f;
static const float cMeshWallStepEnd = 4.0f;
static const int cMeshWallSegments = 25;
static const RVec3 cHalfCylinderPosition(5.0f, 0, 8.0f);
static const RVec3 cMeshBoxPosition(30.0f, 1.5f, 5.0f);
static const RVec3 cSensorPosition(30, 0.9f, -5);
static const RVec3 cCharacterPosition(-3.5f, 0, 3.0f);
static const RVec3 cCharacterVirtualPosition(-5.0f, 0, 3.0f);
static const RVec3 cCharacterVirtualWithInnerBodyPosition(-6.5f, 0, 3.0f);
static const Vec3 cCharacterVelocity(0, 0, 2);
CharacterBaseTest::~CharacterBaseTest()
{
if (mAnimatedCharacter != nullptr)
mAnimatedCharacter->RemoveFromPhysicsSystem();
}
void CharacterBaseTest::Initialize()
{
// Create capsule shapes for all stances
switch (sShapeType)
{
case EType::Capsule:
mStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightStanding, cCharacterRadiusStanding)).Create().Get();
mCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightCrouching, cCharacterRadiusCrouching)).Create().Get();
mInnerStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cInnerShapeFraction * cCharacterHeightStanding, cInnerShapeFraction * cCharacterRadiusStanding)).Create().Get();
mInnerCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cInnerShapeFraction * cCharacterHeightCrouching, cInnerShapeFraction * cCharacterRadiusCrouching)).Create().Get();
break;
case EType::Cylinder:
mStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CylinderShape(0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, cCharacterRadiusStanding)).Create().Get();
mCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new CylinderShape(0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, cCharacterRadiusCrouching)).Create().Get();
mInnerStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CylinderShape(cInnerShapeFraction * (0.5f * cCharacterHeightStanding + cCharacterRadiusStanding), cInnerShapeFraction * cCharacterRadiusStanding)).Create().Get();
mInnerCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new CylinderShape(cInnerShapeFraction * (0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching), cInnerShapeFraction * cCharacterRadiusCrouching)).Create().Get();
break;
case EType::Box:
mStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new BoxShape(Vec3(cCharacterRadiusStanding, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, cCharacterRadiusStanding))).Create().Get();
mCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new BoxShape(Vec3(cCharacterRadiusCrouching, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, cCharacterRadiusCrouching))).Create().Get();
mInnerStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new BoxShape(cInnerShapeFraction * Vec3(cCharacterRadiusStanding, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, cCharacterRadiusStanding))).Create().Get();
mInnerCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new BoxShape(cInnerShapeFraction * Vec3(cCharacterRadiusCrouching, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, cCharacterRadiusCrouching))).Create().Get();
break;
case EType::Compound:
{
StaticCompoundShapeSettings standing_compound;
standing_compound.AddShape(Vec3(-0.3f, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightStanding, cCharacterRadiusStanding));
standing_compound.AddShape(Vec3(0.3f, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new BoxShape(Vec3(cCharacterRadiusStanding, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, cCharacterRadiusStanding)));
mStandingShape = standing_compound.Create().Get();
StaticCompoundShapeSettings crouching_compound;
crouching_compound.AddShape(Vec3(-0.3f, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightCrouching, cCharacterRadiusCrouching));
crouching_compound.AddShape(Vec3(0.3f, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new BoxShape(Vec3(cCharacterRadiusCrouching, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, cCharacterRadiusCrouching)));
mCrouchingShape = crouching_compound.Create().Get();
StaticCompoundShapeSettings inner_standing_compound;
inner_standing_compound.AddShape(Vec3(-0.3f, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cInnerShapeFraction * cCharacterHeightStanding, cInnerShapeFraction * cCharacterRadiusStanding));
inner_standing_compound.AddShape(Vec3(0.3f, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new BoxShape(cInnerShapeFraction * Vec3(cCharacterRadiusStanding, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, cCharacterRadiusStanding)));
mInnerStandingShape = inner_standing_compound.Create().Get();
StaticCompoundShapeSettings inner_crouching_compound;
inner_crouching_compound.AddShape(Vec3(-0.3f, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cInnerShapeFraction * cCharacterHeightCrouching, cInnerShapeFraction * cCharacterRadiusCrouching));
inner_crouching_compound.AddShape(Vec3(0.3f, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new BoxShape(cInnerShapeFraction * Vec3(cCharacterRadiusCrouching, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, cCharacterRadiusCrouching)));
mInnerCrouchingShape = inner_crouching_compound.Create().Get();
}
break;
}
if (strcmp(sSceneName, "PerlinMesh") == 0)
{
// Default terrain
CreateMeshTerrain();
}
else if (strcmp(sSceneName, "PerlinHeightField") == 0)
{
// Default terrain
CreateHeightFieldTerrain();
}
else if (strcmp(sSceneName, "InitiallyIntersecting") == 0)
{
CreateFloor();
// Create a grid of boxes that are initially intersecting with the character
RefConst<Shape> box = new BoxShape(Vec3(0.1f, 0.1f, 0.1f));
BodyCreationSettings settings(box, RVec3(0, 0.5f, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
for (int x = 0; x < 4; ++x)
for (int y = 0; y <= 10; ++y)
for (int z = 0; z <= 10; ++z)
{
settings.mPosition = RVec3(-0.5f + 0.1f * x, 0.1f + 0.1f * y, -0.5f + 0.1f * z);
mBodyInterface->CreateAndAddBody(settings, EActivation::DontActivate);
}
}
else if (strcmp(sSceneName, "ObstacleCourse") == 0)
{
// Default terrain
CreateFloor(350.0f);
{
// Create ramps with different inclinations
Ref<Shape> ramp = RotatedTranslatedShapeSettings(Vec3(0, 0, -2.5f), Quat::sIdentity(), new BoxShape(Vec3(1.0f, 0.05f, 2.5f))).Create().Get();
for (int angle = 0; angle < 18; ++angle)
mBodyInterface->CreateAndAddBody(BodyCreationSettings(ramp, RVec3(-15.0f + angle * 2.0f, 0, -10.0f), Quat::sRotation(Vec3::sAxisX(), DegreesToRadians(10.0f * angle)), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
}
{
// Create ramps with different inclinations intersecting with a steep slope
Ref<Shape> ramp = RotatedTranslatedShapeSettings(Vec3(0, 0, -2.5f), Quat::sIdentity(), new BoxShape(Vec3(1.0f, 0.05f, 2.5f))).Create().Get();
Ref<Shape> ramp2 = RotatedTranslatedShapeSettings(Vec3(0, 2.0f, 0), Quat::sIdentity(), new BoxShape(Vec3(0.05f, 2.0f, 1.0f))).Create().Get();
for (int angle = 0; angle < 9; ++angle)
{
mBodyInterface->CreateAndAddBody(BodyCreationSettings(ramp, RVec3(-15.0f + angle * 2.0f, 0, -20.0f - angle * 0.1f), Quat::sRotation(Vec3::sAxisX(), DegreesToRadians(10.0f * angle)), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
mBodyInterface->CreateAndAddBody(BodyCreationSettings(ramp2, RVec3(-15.0f + angle * 2.0f, 0, -21.0f), Quat::sRotation(Vec3::sAxisZ(), DegreesToRadians(20.0f)), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
}
}
{
// Create wall consisting of vertical pillars
// Note: Convex radius 0 because otherwise it will be a bumpy wall
Ref<Shape> wall = new BoxShape(Vec3(0.1f, 2.5f, 0.1f), 0.0f);
for (int z = 0; z < 30; ++z)
mBodyInterface->CreateAndAddBody(BodyCreationSettings(wall, RVec3(0.0f, 2.5f, 2.0f + 0.2f * z), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
}
{
// Kinematic blocks to test interacting with moving objects
Ref<Shape> kinematic = new BoxShape(Vec3(1, 0.15f, 3.0f));
mRotatingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cRotatingPosition, cRotatingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
mRotatingWallBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(3.0f, 1, 0.15f)), cRotatingWallPosition, cRotatingWallOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
mRotatingAndTranslatingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cRotatingAndTranslatingPosition, cRotatingAndTranslatingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
mSmoothVerticallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cSmoothVerticallyMovingPosition, cSmoothVerticallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
mReversingVerticallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cReversingVerticallyMovingPosition, cReversingVerticallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
mHorizontallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cHorizontallyMovingPosition, cHorizontallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
}
{
// Conveyor belt (only works with virtual character)
mConveyorBeltBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(1, 0.15f, 3.0f)), cConveyorBeltPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::Activate);
}
{
// A rolling sphere towards the player
BodyCreationSettings bcs(new SphereShape(0.2f), RVec3(0.0f, 0.2f, -1.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
bcs.mLinearVelocity = Vec3(0, 0, 2.0f);
bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
bcs.mMassPropertiesOverride.mMass = 10.0f;
mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
}
{
// Dynamic blocks to test player pushing blocks
Ref<Shape> block = new BoxShape(Vec3::sReplicate(0.5f));
for (int y = 0; y < 3; ++y)
{
BodyCreationSettings bcs(block, RVec3(5.0f, 0.5f + float(y), 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
bcs.mMassPropertiesOverride.mMass = 10.0f;
mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate);
}
}
{
// Dynamic block on a static step (to test pushing block on stairs)
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(0.5f, 0.15f, 0.5f)), RVec3(10.0f, 0.15f, 0.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
BodyCreationSettings bcs(new BoxShape(Vec3::sReplicate(0.5f)), RVec3(10.0f, 0.8f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
bcs.mMassPropertiesOverride.mMass = 10.0f;
mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate);
}
{
// Dynamic spheres to test player pushing stuff you can step on
float h = 0.0f;
for (int y = 0; y < 3; ++y)
{
float r = 0.4f - 0.1f * y;
h += r;
BodyCreationSettings bcs(new SphereShape(r), RVec3(15.0f, h, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
h += r;
bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
bcs.mMassPropertiesOverride.mMass = 10.0f;
mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate);
}
}
{
// A seesaw to test character gravity
BodyID b1 = mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(1.0f, 0.2f, 0.05f)), RVec3(20.0f, 0.2f, 0.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
BodyCreationSettings bcs(new BoxShape(Vec3(1.0f, 0.05f, 5.0f)), RVec3(20.0f, 0.45f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
bcs.mMassPropertiesOverride.mMass = 10.0f;
BodyID b2 = mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
// Connect the parts with a hinge
HingeConstraintSettings hinge;
hinge.mPoint1 = hinge.mPoint2 = RVec3(20.0f, 0.4f, 0.0f);
hinge.mHingeAxis1 = hinge.mHingeAxis2 = Vec3::sAxisX();
mPhysicsSystem->AddConstraint(mBodyInterface->CreateConstraint(&hinge, b1, b2));
}
{
// A board above the character to crouch and jump up against
float h = 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching + 0.1f;
for (int x = 0; x < 2; ++x)
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(1.0f, h, 0.05f)), RVec3(25.0f, h, x == 0? -0.95f : 0.95f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
BodyCreationSettings bcs(new BoxShape(Vec3(1.0f, 0.05f, 1.0f)), RVec3(25.0f, 2.0f * h + 0.05f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
bcs.mMassPropertiesOverride.mMass = 10.0f;
mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
}
{
// A floating static block
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.5f)), RVec3(30.0f, 1.5f, 0.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
}
{
// Create ramp
BodyCreationSettings ramp(new BoxShape(Vec3(4.0f, 0.1f, 3.0f)), cRampPosition, cRampOrientation, EMotionType::Static, Layers::NON_MOVING);
mBodyInterface->CreateAndAddBody(ramp, EActivation::DontActivate);
// Create blocks on ramp
Ref<Shape> block = new BoxShape(Vec3::sReplicate(0.5f));
BodyCreationSettings bcs(block, cRampBlocksStart, cRampOrientation, EMotionType::Dynamic, Layers::MOVING);
bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
bcs.mMassPropertiesOverride.mMass = 10.0f;
for (int i = 0; i < 4; ++i)
{
mRampBlocks.emplace_back(mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate));
bcs.mPosition += cRampBlocksDelta;
}
}
// Create three funnels with walls that are too steep to climb
Ref<Shape> funnel = new BoxShape(Vec3(0.1f, 1.0f, 1.0f));
for (int i = 0; i < 2; ++i)
{
Quat rotation = Quat::sRotation(Vec3::sAxisY(), JPH_PI * i);
mBodyInterface->CreateAndAddBody(BodyCreationSettings(funnel, RVec3(5.0f, 0.1f, 5.0f) + rotation * Vec3(0.2f, 0, 0), rotation * Quat::sRotation(Vec3::sAxisZ(), -DegreesToRadians(40.0f)), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
}
for (int i = 0; i < 3; ++i)
{
Quat rotation = Quat::sRotation(Vec3::sAxisY(), 2.0f / 3.0f * JPH_PI * i);
mBodyInterface->CreateAndAddBody(BodyCreationSettings(funnel, RVec3(7.5f, 0.1f, 5.0f) + rotation * Vec3(0.2f, 0, 0), rotation * Quat::sRotation(Vec3::sAxisZ(), -DegreesToRadians(40.0f)), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
}
for (int i = 0; i < 4; ++i)
{
Quat rotation = Quat::sRotation(Vec3::sAxisY(), 0.5f * JPH_PI * i);
mBodyInterface->CreateAndAddBody(BodyCreationSettings(funnel, RVec3(10.0f, 0.1f, 5.0f) + rotation * Vec3(0.2f, 0, 0), rotation * Quat::sRotation(Vec3::sAxisZ(), -DegreesToRadians(40.0f)), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
}
// Create small bumps
{
BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cSmallBumpHeight, 0.5f * cSmallBumpWidth), 0.0f), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
for (int i = 0; i < 10; ++i)
{
step.mPosition = cSmallBumpsPosition + Vec3(0, 0.5f * cSmallBumpHeight, cSmallBumpDelta * i);
mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
}
}
// Create large bumps
{
BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cLargeBumpHeight, 0.5f * cLargeBumpWidth)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
for (int i = 0; i < 5; ++i)
{
step.mPosition = cLargeBumpsPosition + Vec3(0, 0.5f * cLargeBumpHeight, cLargeBumpDelta * i);
mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
}
}
// Create stairs
{
BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cStairsStepHeight, 0.5f * cStairsStepHeight)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
for (int i = 0; i < 10; ++i)
{
step.mPosition = cStairsPosition + Vec3(0, cStairsStepHeight * (0.5f + i), cStairsStepHeight * i);
mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
}
}
// A wall beside the stairs
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(0.5f, 2.0f, 5.0f * cStairsStepHeight)), cStairsPosition + Vec3(-2.5f, 2.0f, 5.0f * cStairsStepHeight), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
// Create stairs from triangles
{
TriangleList triangles;
float rear_z = 10 * cStairsStepHeight;
for (int i = 0; i < 10; ++i)
{
// Start of step
Vec3 base(0, cStairsStepHeight * i, cStairsStepHeight * i);
// Left side
Vec3 b1 = base + Vec3(2.0f, 0, 0);
Vec3 s1 = b1 + Vec3(0, cStairsStepHeight, 0);
Vec3 p1 = s1 + Vec3(0, 0, cStairsStepHeight);
// Right side
Vec3 width(-4.0f, 0, 0);
Vec3 b2 = b1 + width;
Vec3 s2 = s1 + width;
Vec3 p2 = p1 + width;
triangles.push_back(Triangle(s1, b1, s2));
triangles.push_back(Triangle(b1, b2, s2));
triangles.push_back(Triangle(s1, p2, p1));
triangles.push_back(Triangle(s1, s2, p2));
// Side of stairs
Vec3 rb2 = b2; rb2.SetZ(rear_z);
Vec3 rs2 = s2; rs2.SetZ(rear_z);
triangles.push_back(Triangle(s2, b2, rs2));
triangles.push_back(Triangle(rs2, b2, rb2));
}
MeshShapeSettings mesh(triangles);
mesh.SetEmbedded();
BodyCreationSettings mesh_stairs(&mesh, cMeshStairsPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
mBodyInterface->CreateAndAddBody(mesh_stairs, EActivation::DontActivate);
}
// A wall to the side and behind the stairs
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(0.5f, 2.0f, 0.25f)), cStairsPosition + Vec3(-7.5f, 2.0f, 10.0f * cStairsStepHeight + 0.25f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
// Create stairs with too little space between the steps
{
BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cNoStairsStepHeight, 0.5f * cNoStairsStepHeight)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
for (int i = 0; i < 10; ++i)
{
step.mPosition = cNoStairsPosition + Vec3(0, cNoStairsStepHeight * (0.5f + i), cNoStairsStepDelta * i);
mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
}
}
// Create stairs with too little space between the steps consisting of triangles
{
TriangleList triangles;
for (int i = 0; i < 10; ++i)
{
// Start of step
Vec3 base(0, cStairsStepHeight * i, cNoStairsStepDelta * i);
// Left side
Vec3 b1 = base - Vec3(2.0f, 0, 0);
Vec3 s1 = b1 + Vec3(0, cStairsStepHeight, 0);
Vec3 p1 = s1 + Vec3(0, 0, cNoStairsStepDelta);
// Right side
Vec3 width(4.0f, 0, 0);
Vec3 b2 = b1 + width;
Vec3 s2 = s1 + width;
Vec3 p2 = p1 + width;
triangles.push_back(Triangle(s1, s2, b1));
triangles.push_back(Triangle(b1, s2, b2));
triangles.push_back(Triangle(s1, p1, p2));
triangles.push_back(Triangle(s1, p2, s2));
}
MeshShapeSettings mesh(triangles);
mesh.SetEmbedded();
BodyCreationSettings mesh_stairs(&mesh, cMeshNoStairsPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
mBodyInterface->CreateAndAddBody(mesh_stairs, EActivation::DontActivate);
}
// Create mesh with walls at varying angles
{
TriangleList triangles;
Vec3 p1(0.5f * cMeshWallWidth, 0, 0);
Vec3 h(0, cMeshWallHeight, 0);
for (int i = 0; i < cMeshWallSegments; ++i)
{
float delta = cMeshWallStepStart + i * (cMeshWallStepEnd - cMeshWallStepStart) / (cMeshWallSegments - 1);
Vec3 p2 = Vec3((i & 1)? 0.5f * cMeshWallWidth : -0.5f * cMeshWallWidth, 0, p1.GetZ() + delta);
triangles.push_back(Triangle(p1, p1 + h, p2 + h));
triangles.push_back(Triangle(p1, p2 + h, p2));
p1 = p2;
}
MeshShapeSettings mesh(triangles);
mesh.SetEmbedded();
BodyCreationSettings wall(&mesh, cMeshWallPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
mBodyInterface->CreateAndAddBody(wall, EActivation::DontActivate);
}
// Create a half cylinder with caps for testing contact point limit
{
VertexList vertices;
IndexedTriangleList triangles;
// The half cylinder
const int cPosSegments = 2;
const int cAngleSegments = 512;
const float cCylinderLength = 2.0f;
for (int pos = 0; pos < cPosSegments; ++pos)
for (int angle = 0; angle < cAngleSegments; ++angle)
{
uint32 start = (uint32)vertices.size();
float radius = cCharacterRadiusStanding + 0.05f;
float angle_rad = (-0.5f + float(angle) / cAngleSegments) * JPH_PI;
float s = Sin(angle_rad);
float c = Cos(angle_rad);
float x = cCylinderLength * (-0.5f + float(pos) / (cPosSegments - 1));
float y = angle == 0 || angle == cAngleSegments - 1? 0.5f : (1.0f - c) * radius;
float z = s * radius;
vertices.push_back(Float3(x, y, z));
if (pos > 0 && angle > 0)
{
triangles.push_back(IndexedTriangle(start, start - 1, start - cAngleSegments));
triangles.push_back(IndexedTriangle(start - 1, start - cAngleSegments - 1, start - cAngleSegments));
}
}
// Add end caps
uint32 end = cAngleSegments * (cPosSegments - 1);
for (int angle = 0; angle < cAngleSegments - 1; ++angle)
{
triangles.push_back(IndexedTriangle(0, angle + 1, angle));
triangles.push_back(IndexedTriangle(end, end + angle, end + angle + 1));
}
MeshShapeSettings mesh(std::move(vertices), std::move(triangles));
mesh.SetEmbedded();
BodyCreationSettings mesh_cylinder(&mesh, cHalfCylinderPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
mBodyInterface->CreateAndAddBody(mesh_cylinder, EActivation::DontActivate);
}
// Create a box made out of polygons (character should not get stuck behind back facing side)
{
VertexList vertices = {
Float3(-1, 1, -1),
Float3( 1, 1, -1),
Float3( 1, 1, 1),
Float3(-1, 1, 1),
Float3(-1, -1, -1),
Float3( 1, -1, -1),
Float3( 1, -1, 1),
Float3(-1, -1, 1)
};
IndexedTriangleList triangles = {
IndexedTriangle(0, 3, 2),
IndexedTriangle(0, 2, 1),
IndexedTriangle(4, 5, 6),
IndexedTriangle(4, 6, 7),
IndexedTriangle(0, 4, 3),
IndexedTriangle(3, 4, 7),
IndexedTriangle(2, 6, 5),
IndexedTriangle(2, 5, 1),
IndexedTriangle(3, 7, 6),
IndexedTriangle(3, 6, 2),
IndexedTriangle(0, 1, 5),
IndexedTriangle(0, 5, 4)
};
MeshShapeSettings mesh(std::move(vertices), std::move(triangles));
mesh.SetEmbedded();
BodyCreationSettings box(&mesh, cMeshBoxPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
mBodyInterface->CreateAndAddBody(box, EActivation::DontActivate);
}
// Create a sensor
{
BodyCreationSettings sensor(new BoxShape(Vec3::sOne()), cSensorPosition, Quat::sIdentity(), EMotionType::Kinematic, Layers::SENSOR);
sensor.mIsSensor = true;
mSensorBody = mBodyInterface->CreateAndAddBody(sensor, EActivation::Activate);
}
// Create Character
{
CharacterSettings settings;
settings.mLayer = Layers::MOVING;
settings.mShape = mStandingShape;
settings.mSupportingVolume = Plane(Vec3::sAxisY(), -cCharacterRadiusStanding); // Accept contacts that touch the lower sphere of the capsule
mAnimatedCharacter = new Character(&settings, cCharacterPosition, Quat::sIdentity(), 0, mPhysicsSystem);
mAnimatedCharacter->AddToPhysicsSystem();
}
// Create CharacterVirtual
{
CharacterVirtualSettings settings;
settings.mShape = mStandingShape;
settings.mSupportingVolume = Plane(Vec3::sAxisY(), -cCharacterRadiusStanding); // Accept contacts that touch the lower sphere of the capsule
mAnimatedCharacterVirtual = new CharacterVirtual(&settings, cCharacterVirtualPosition, Quat::sIdentity(), 0, mPhysicsSystem);
mAnimatedCharacterVirtual->SetCharacterVsCharacterCollision(&mCharacterVsCharacterCollision);
mCharacterVsCharacterCollision.Add(mAnimatedCharacterVirtual);
}
// Create CharacterVirtual with inner rigid body
{
CharacterVirtualSettings settings;
settings.mShape = mStandingShape;
settings.mInnerBodyShape = mInnerStandingShape;
settings.mSupportingVolume = Plane(Vec3::sAxisY(), -cCharacterRadiusStanding); // Accept contacts that touch the lower sphere of the capsule
mAnimatedCharacterVirtualWithInnerBody = new CharacterVirtual(&settings, cCharacterVirtualWithInnerBodyPosition, Quat::sIdentity(), 0, mPhysicsSystem);
mAnimatedCharacterVirtualWithInnerBody->SetCharacterVsCharacterCollision(&mCharacterVsCharacterCollision);
mCharacterVsCharacterCollision.Add(mAnimatedCharacterVirtualWithInnerBody);
}
}
#ifdef JPH_OBJECT_STREAM
else
{
// Load scene
Ref<PhysicsScene> scene;
AssetStream stream(String(sSceneName) + ".bof", std::ios::in | std::ios::binary);
if (!ObjectStreamIn::sReadObject(stream.Get(), scene))
FatalError("Failed to load scene");
scene->FixInvalidScales();
for (BodyCreationSettings &settings : scene->GetBodies())
{
settings.mObjectLayer = Layers::NON_MOVING;
settings.mFriction = 0.5f;
}
scene->CreateBodies(mPhysicsSystem);
}
#endif // JPH_OBJECT_STREAM
}
void CharacterBaseTest::ProcessInput(const ProcessInputParams &inParams)
{
// Determine controller input
mControlInput = Vec3::sZero();
if (inParams.mKeyboard->IsKeyPressed(EKey::Left)) mControlInput.SetZ(-1);
if (inParams.mKeyboard->IsKeyPressed(EKey::Right)) mControlInput.SetZ(1);
if (inParams.mKeyboard->IsKeyPressed(EKey::Up)) mControlInput.SetX(1);
if (inParams.mKeyboard->IsKeyPressed(EKey::Down)) mControlInput.SetX(-1);
if (mControlInput != Vec3::sZero())
mControlInput = mControlInput.Normalized();
// Rotate controls to align with the camera
Vec3 cam_fwd = inParams.mCameraState.mForward;
cam_fwd.SetY(0.0f);
cam_fwd = cam_fwd.NormalizedOr(Vec3::sAxisX());
Quat rotation = Quat::sFromTo(Vec3::sAxisX(), cam_fwd);
mControlInput = rotation * mControlInput;
// Check actions
mJump = inParams.mKeyboard->IsKeyPressedAndTriggered(EKey::RControl, mWasJump);
mSwitchStance = inParams.mKeyboard->IsKeyPressedAndTriggered(EKey::RShift, mWasSwitchStance);
}
void CharacterBaseTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
{
// Update scene time
mTime += inParams.mDeltaTime;
// Update camera pivot
mCameraPivot = GetCharacterPosition();
// Animate bodies
if (!mRotatingBody.IsInvalid())
mBodyInterface->MoveKinematic(mRotatingBody, cRotatingPosition, Quat::sRotation(Vec3::sAxisY(), JPH_PI * Sin(mTime)), inParams.mDeltaTime);
if (!mRotatingWallBody.IsInvalid())
mBodyInterface->MoveKinematic(mRotatingWallBody, cRotatingWallPosition, Quat::sRotation(Vec3::sAxisY(), JPH_PI * Sin(mTime)), inParams.mDeltaTime);
if (!mRotatingAndTranslatingBody.IsInvalid())
mBodyInterface->MoveKinematic(mRotatingAndTranslatingBody, cRotatingAndTranslatingPosition + 5.0f * Vec3(Sin(JPH_PI * mTime), 0, Cos(JPH_PI * mTime)), Quat::sRotation(Vec3::sAxisY(), JPH_PI * Sin(mTime)), inParams.mDeltaTime);
if (!mHorizontallyMovingBody.IsInvalid())
mBodyInterface->MoveKinematic(mHorizontallyMovingBody, cHorizontallyMovingPosition + Vec3(3.0f * Sin(mTime), 0, 0), cHorizontallyMovingOrientation, inParams.mDeltaTime);
if (!mSmoothVerticallyMovingBody.IsInvalid())
mBodyInterface->MoveKinematic(mSmoothVerticallyMovingBody, cSmoothVerticallyMovingPosition + Vec3(0, 1.75f * Sin(mTime), 0), cSmoothVerticallyMovingOrientation, inParams.mDeltaTime);
if (!mReversingVerticallyMovingBody.IsInvalid())
{
RVec3 pos = mBodyInterface->GetPosition(mReversingVerticallyMovingBody);
if (pos.GetY() < cReversingVerticallyMovingPosition.GetY())
mReversingVerticallyMovingVelocity = 1.0f;
else if (pos.GetY() > cReversingVerticallyMovingPosition.GetY() + 5.0f)
mReversingVerticallyMovingVelocity = -1.0f;
mBodyInterface->MoveKinematic(mReversingVerticallyMovingBody, pos + Vec3(0, mReversingVerticallyMovingVelocity * 3.0f * inParams.mDeltaTime, 0), cReversingVerticallyMovingOrientation, inParams.mDeltaTime);
}
// Animate character
if (mAnimatedCharacter != nullptr)
mAnimatedCharacter->SetLinearVelocity(Sin(mTime) * cCharacterVelocity);
// Animate character virtual
for (CharacterVirtual *character : { mAnimatedCharacterVirtual, mAnimatedCharacterVirtualWithInnerBody })
if (character != nullptr)
{
// Draw the character
DrawPaddedCharacter(character->GetShape(), character->GetCharacterPadding(), character->GetCenterOfMassTransform());
// Update velocity and apply gravity
Vec3 velocity;
if (character->GetGroundState() == CharacterVirtual::EGroundState::OnGround)
velocity = Vec3::sZero();
else
velocity = character->GetLinearVelocity() * mAnimatedCharacter->GetUp() + mPhysicsSystem->GetGravity() * inParams.mDeltaTime;
velocity += Sin(mTime) * cCharacterVelocity;
character->SetLinearVelocity(velocity);
// Move character
CharacterVirtual::ExtendedUpdateSettings update_settings;
character->ExtendedUpdate(inParams.mDeltaTime,
mPhysicsSystem->GetGravity(),
update_settings,
mPhysicsSystem->GetDefaultBroadPhaseLayerFilter(Layers::MOVING),
mPhysicsSystem->GetDefaultLayerFilter(Layers::MOVING),
{ },
{ },
*mTempAllocator);
}
// Reset ramp blocks
mRampBlocksTimeLeft -= inParams.mDeltaTime;
if (mRampBlocksTimeLeft < 0.0f)
{
for (size_t i = 0; i < mRampBlocks.size(); ++i)
{
mBodyInterface->SetPositionAndRotation(mRampBlocks[i], cRampBlocksStart + float(i) * cRampBlocksDelta, cRampOrientation, EActivation::Activate);
mBodyInterface->SetLinearAndAngularVelocity(mRampBlocks[i], Vec3::sZero(), Vec3::sZero());
}
mRampBlocksTimeLeft = cRampBlocksTime;
}
// Call handle input after new velocities have been set to avoid frame delay
HandleInput(mControlInput, mJump, mSwitchStance, inParams.mDeltaTime);
}
void CharacterBaseTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
{
inUI->CreateTextButton(inSubMenu, "Select Scene", [this, inUI]() {
UIElement *scene_name = inUI->CreateMenu();
for (uint i = 0; i < size(sScenes); ++i)
inUI->CreateTextButton(scene_name, sScenes[i], [this, i]() { sSceneName = sScenes[i]; RestartTest(); });
inUI->ShowMenu(scene_name);
});
inUI->CreateTextButton(inSubMenu, "Character Movement Settings", [this, inUI]() {
UIElement *movement_settings = inUI->CreateMenu();
inUI->CreateCheckBox(movement_settings, "Control Movement During Jump", sControlMovementDuringJump, [](UICheckBox::EState inState) { sControlMovementDuringJump = inState == UICheckBox::STATE_CHECKED; });
inUI->CreateSlider(movement_settings, "Character Speed", sCharacterSpeed, 0.1f, 10.0f, 0.1f, [](float inValue) { sCharacterSpeed = inValue; });
inUI->CreateSlider(movement_settings, "Character Jump Speed", sJumpSpeed, 0.1f, 10.0f, 0.1f, [](float inValue) { sJumpSpeed = inValue; });
AddCharacterMovementSettings(inUI, movement_settings);
inUI->ShowMenu(movement_settings);
});
inUI->CreateTextButton(inSubMenu, "Configuration Settings", [this, inUI]() {
UIElement *configuration_settings = inUI->CreateMenu();
inUI->CreateComboBox(configuration_settings, "Shape Type", { "Capsule", "Cylinder", "Box", "Compound" }, (int)sShapeType, [](int inItem) { sShapeType = (EType)inItem; });
AddConfigurationSettings(inUI, configuration_settings);
inUI->CreateTextButton(configuration_settings, "Accept Changes", [this]() { RestartTest(); });
inUI->ShowMenu(configuration_settings);
});
}
void CharacterBaseTest::GetInitialCamera(CameraState& ioState) const
{
// This will become the local space offset, look down the x axis and slightly down
ioState.mPos = RVec3::sZero();
ioState.mForward = Vec3(10.0f, -2.0f, 0).Normalized();
}
RMat44 CharacterBaseTest::GetCameraPivot(float inCameraHeading, float inCameraPitch) const
{
// Pivot is center of character + distance behind based on the heading and pitch of the camera
Vec3 fwd = Vec3(Cos(inCameraPitch) * Cos(inCameraHeading), Sin(inCameraPitch), Cos(inCameraPitch) * Sin(inCameraHeading));
return RMat44::sTranslation(mCameraPivot + Vec3(0, cCharacterHeightStanding + cCharacterRadiusStanding, 0) - 5.0f * fwd);
}
void CharacterBaseTest::SaveState(StateRecorder &inStream) const
{
inStream.Write(mTime);
inStream.Write(mRampBlocksTimeLeft);
inStream.Write(mReversingVerticallyMovingVelocity);
if (mAnimatedCharacterVirtual != nullptr)
mAnimatedCharacterVirtual->SaveState(inStream);
if (mAnimatedCharacterVirtualWithInnerBody != nullptr)
mAnimatedCharacterVirtualWithInnerBody->SaveState(inStream);
}
void CharacterBaseTest::RestoreState(StateRecorder &inStream)
{
inStream.Read(mTime);
inStream.Read(mRampBlocksTimeLeft);
inStream.Read(mReversingVerticallyMovingVelocity);
if (mAnimatedCharacterVirtual != nullptr)
mAnimatedCharacterVirtual->RestoreState(inStream);
if (mAnimatedCharacterVirtualWithInnerBody != nullptr)
mAnimatedCharacterVirtualWithInnerBody->RestoreState(inStream);
}
void CharacterBaseTest::SaveInputState(StateRecorder &inStream) const
{
inStream.Write(mControlInput);
inStream.Write(mJump);
inStream.Write(mSwitchStance);
}
void CharacterBaseTest::RestoreInputState(StateRecorder &inStream)
{
inStream.Read(mControlInput);
inStream.Read(mJump);
inStream.Read(mSwitchStance);
}
void CharacterBaseTest::DrawCharacterState(const CharacterBase *inCharacter, RMat44Arg inCharacterTransform, Vec3Arg inCharacterVelocity)
{
// Draw current location
// Drawing prior to update since the physics system state is also that prior to the simulation step (so that all detected collisions etc. make sense)
mDebugRenderer->DrawCoordinateSystem(inCharacterTransform, 0.1f);
// Draw the state of the ground contact
CharacterBase::EGroundState ground_state = inCharacter->GetGroundState();
if (ground_state != CharacterBase::EGroundState::InAir)
{
RVec3 ground_position = inCharacter->GetGroundPosition();
Vec3 ground_normal = inCharacter->GetGroundNormal();
Vec3 ground_velocity = inCharacter->GetGroundVelocity();
// Draw ground position
mDebugRenderer->DrawMarker(ground_position, Color::sRed, 0.1f);
mDebugRenderer->DrawArrow(ground_position, ground_position + 2.0f * ground_normal, Color::sGreen, 0.1f);
// Draw ground velocity
if (!ground_velocity.IsNearZero())
mDebugRenderer->DrawArrow(ground_position, ground_position + ground_velocity, Color::sBlue, 0.1f);
}
// Draw provided character velocity
if (!inCharacterVelocity.IsNearZero())
mDebugRenderer->DrawArrow(inCharacterTransform.GetTranslation(), inCharacterTransform.GetTranslation() + inCharacterVelocity, Color::sYellow, 0.1f);
// Draw text info
const PhysicsMaterial *ground_material = inCharacter->GetGroundMaterial();
Vec3 horizontal_velocity = inCharacterVelocity;
horizontal_velocity.SetY(0);
mDebugRenderer->DrawText3D(inCharacterTransform.GetTranslation(), StringFormat("State: %s\nMat: %s\nHorizontal Vel: %.1f m/s\nVertical Vel: %.1f m/s", CharacterBase::sToString(ground_state), ground_material->GetDebugName(), (double)horizontal_velocity.Length(), (double)inCharacterVelocity.GetY()), Color::sWhite, 0.25f);
}
void CharacterBaseTest::DrawPaddedCharacter(const Shape *inShape, float inPadding, RMat44Arg inCenterOfMass)
{
if (inShape->GetSubType() == EShapeSubType::Capsule)
{
const CapsuleShape *capsule = static_cast<const CapsuleShape *>(inShape);
mDebugRenderer->DrawCapsule(inCenterOfMass, capsule->GetHalfHeightOfCylinder(), capsule->GetRadius() + inPadding, Color::sGrey, DebugRenderer::ECastShadow::Off, DebugRenderer::EDrawMode::Wireframe);
}
else if (inShape->GetSubType() == EShapeSubType::Cylinder)
{
// Not correct as the edges should be rounded
const CylinderShape *cylinder = static_cast<const CylinderShape *>(inShape);
mDebugRenderer->DrawCylinder(inCenterOfMass, cylinder->GetHalfHeight() + inPadding, cylinder->GetRadius() + inPadding, Color::sGrey, DebugRenderer::ECastShadow::Off, DebugRenderer::EDrawMode::Wireframe);
}
else if (inShape->GetSubType() == EShapeSubType::Box)
{
// Not correct as the edges should be rounded
const BoxShape *box = static_cast<const BoxShape *>(inShape);
AABox bounds = box->GetLocalBounds();
bounds.ExpandBy(Vec3::sReplicate(inPadding));
mDebugRenderer->DrawWireBox(inCenterOfMass, bounds, Color::sGrey);
}
else if (inShape->GetSubType() == EShapeSubType::RotatedTranslated)
{
const RotatedTranslatedShape *rt = static_cast<const RotatedTranslatedShape *>(inShape);
DrawPaddedCharacter(rt->GetInnerShape(), inPadding, inCenterOfMass);
}
else if (inShape->GetType() == EShapeType::Compound)
{
const CompoundShape *compound = static_cast<const CompoundShape *>(inShape);
for (const CompoundShape::SubShape &sub_shape : compound->GetSubShapes())
DrawPaddedCharacter(sub_shape.mShape, inPadding, inCenterOfMass * sub_shape.GetLocalTransformNoScale(Vec3::sOne()));
}
}