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