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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2024 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <Tests/Character/CharacterPlanetTest.h>
#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
#include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Layers.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(CharacterPlanetTest)
{
JPH_ADD_BASE_CLASS(CharacterPlanetTest, Test)
}
void CharacterPlanetTest::Initialize()
{
// Create planet
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new SphereShape(cPlanetRadius), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
// Create spheres
BodyCreationSettings sphere(new SphereShape(0.5f), RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
sphere.mGravityFactor = 0.0f; // We do our own gravity
sphere.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
sphere.mMassPropertiesOverride.mMass = 10.0f;
sphere.mAngularDamping = 0.5f;
default_random_engine random;
for (int i = 0; i < 200; ++i)
{
uniform_real_distribution<float> theta(0, JPH_PI);
uniform_real_distribution<float> phi(0, 2 * JPH_PI);
sphere.mPosition = RVec3(1.1f * cPlanetRadius * Vec3::sUnitSpherical(theta(random), phi(random)));
mBodyInterface->CreateAndAddBody(sphere, EActivation::Activate);
}
// Register to receive OnStep callbacks to apply gravity
mPhysicsSystem->AddStepListener(this);
// Create 'player' character
Ref<CharacterVirtualSettings> settings = new CharacterVirtualSettings();
settings->mShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightStanding, cCharacterRadiusStanding)).Create().Get();
settings->mSupportingVolume = Plane(Vec3::sAxisY(), -cCharacterRadiusStanding); // Accept contacts that touch the lower sphere of the capsule
mCharacter = new CharacterVirtual(settings, RVec3(0, cPlanetRadius, 0), Quat::sIdentity(), 0, mPhysicsSystem);
mCharacter->SetListener(this);
}
void CharacterPlanetTest::ProcessInput(const ProcessInputParams &inParams)
{
// Determine controller input
Vec3 control_input = Vec3::sZero();
if (inParams.mKeyboard->IsKeyPressed(EKey::Left)) control_input.SetZ(-1);
if (inParams.mKeyboard->IsKeyPressed(EKey::Right)) control_input.SetZ(1);
if (inParams.mKeyboard->IsKeyPressed(EKey::Up)) control_input.SetX(1);
if (inParams.mKeyboard->IsKeyPressed(EKey::Down)) control_input.SetX(-1);
if (control_input != Vec3::sZero())
control_input = control_input.Normalized();
// Smooth the player input
mDesiredVelocity = 0.25f * control_input * cCharacterSpeed + 0.75f * mDesiredVelocity;
// Convert player input to world space
Vec3 up = mCharacter->GetUp();
Vec3 right = inParams.mCameraState.mForward.Cross(up).NormalizedOr(Vec3::sAxisZ());
Vec3 forward = up.Cross(right).NormalizedOr(Vec3::sAxisX());
mDesiredVelocityWS = right * mDesiredVelocity.GetZ() + forward * mDesiredVelocity.GetX();
// Check actions
mJump = inParams.mKeyboard->IsKeyPressedAndTriggered(EKey::RControl, mWasJump);
}
void CharacterPlanetTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
{
// Calculate up vector based on position on planet surface
Vec3 old_up = mCharacter->GetUp();
Vec3 up = Vec3(mCharacter->GetPosition()).Normalized();
mCharacter->SetUp(up);
// Rotate capsule so it points up relative to the planet surface
mCharacter->SetRotation((Quat::sFromTo(old_up, up) * mCharacter->GetRotation()).Normalized());
// Draw character pre update (the sim is also drawn pre update)
#ifdef JPH_DEBUG_RENDERER
mCharacter->GetShape()->Draw(mDebugRenderer, mCharacter->GetCenterOfMassTransform(), Vec3::sOne(), Color::sGreen, false, true);
#endif // JPH_DEBUG_RENDERER
// Determine new character velocity
Vec3 current_vertical_velocity = mCharacter->GetLinearVelocity().Dot(up) * up;
Vec3 ground_velocity = mCharacter->GetGroundVelocity();
Vec3 new_velocity;
if (mCharacter->GetGroundState() == CharacterVirtual::EGroundState::OnGround // If on ground
&& (current_vertical_velocity - ground_velocity).Dot(up) < 0.1f) // And not moving away from ground
{
// Assume velocity of ground when on ground
new_velocity = ground_velocity;
// Jump
if (mJump)
new_velocity += cJumpSpeed * up;
}
else
new_velocity = current_vertical_velocity;
// Apply gravity
Vec3 gravity = -up * mPhysicsSystem->GetGravity().Length();
new_velocity += gravity * inParams.mDeltaTime;
// Apply player input
new_velocity += mDesiredVelocityWS;
// Update character velocity
mCharacter->SetLinearVelocity(new_velocity);
// Update the character position
CharacterVirtual::ExtendedUpdateSettings update_settings;
mCharacter->ExtendedUpdate(inParams.mDeltaTime,
gravity,
update_settings,
mPhysicsSystem->GetDefaultBroadPhaseLayerFilter(Layers::MOVING),
mPhysicsSystem->GetDefaultLayerFilter(Layers::MOVING),
{ },
{ },
*mTempAllocator);
}
void CharacterPlanetTest::GetInitialCamera(CameraState& ioState) const
{
ioState.mPos = RVec3(0, 0.5f, 0);
ioState.mForward = Vec3(1, -0.3f, 0).Normalized();
}
RMat44 CharacterPlanetTest::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));
RVec3 cam_pos = mCharacter->GetPosition() - 5.0f * (mCharacter->GetRotation() * fwd);
return RMat44::sRotationTranslation(mCharacter->GetRotation(), cam_pos);
}
void CharacterPlanetTest::SaveState(StateRecorder &inStream) const
{
mCharacter->SaveState(inStream);
// Save character up, it's not stored by default but we use it in this case update the rotation of the character
inStream.Write(mCharacter->GetUp());
}
void CharacterPlanetTest::RestoreState(StateRecorder &inStream)
{
mCharacter->RestoreState(inStream);
Vec3 up = mCharacter->GetUp();
inStream.Read(up);
mCharacter->SetUp(up);
}
void CharacterPlanetTest::SaveInputState(StateRecorder &inStream) const
{
inStream.Write(mDesiredVelocity);
inStream.Write(mDesiredVelocityWS);
inStream.Write(mJump);
}
void CharacterPlanetTest::RestoreInputState(StateRecorder &inStream)
{
inStream.Read(mDesiredVelocity);
inStream.Read(mDesiredVelocityWS);
inStream.Read(mJump);
}
void CharacterPlanetTest::OnStep(const PhysicsStepListenerContext &inContext)
{
// Use the length of the global gravity vector
float gravity = inContext.mPhysicsSystem->GetGravity().Length();
// We don't need to lock the bodies since they're already locked in the OnStep callback.
// Note that this means we're responsible for avoiding race conditions with other step listeners while accessing bodies.
// We know that this is safe because in this demo there's only one step listener.
const BodyLockInterface &body_interface = inContext.mPhysicsSystem->GetBodyLockInterfaceNoLock();
// Loop over all active bodies
BodyIDVector body_ids;
inContext.mPhysicsSystem->GetActiveBodies(EBodyType::RigidBody, body_ids);
for (const BodyID &id : body_ids)
{
BodyLockWrite lock(body_interface, id);
if (lock.Succeeded())
{
// Apply gravity towards the center of the planet
Body &body = lock.GetBody();
RVec3 position = body.GetPosition();
float mass = 1.0f / body.GetMotionProperties()->GetInverseMass();
body.AddForce(-gravity * mass * Vec3(position).Normalized());
}
}
}
void CharacterPlanetTest::OnContactAdded(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings)
{
// We don't want the spheres to push the player character
ioSettings.mCanPushCharacter = false;
}