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CosmicEngine/lib/All/JoltPhysics/UnitTests/Physics/CharacterVirtualTests.cpp

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2022 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include "UnitTestFramework.h"
#include "PhysicsTestContext.h"
#include "LoggingCharacterContactListener.h"
#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
#include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
#include <Jolt/Physics/Collision/Shape/MeshShape.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Character/CharacterVirtual.h>
#include "Layers.h"
TEST_SUITE("CharacterVirtualTests")
{
class Character : public CharacterContactListener
{
public:
// Construct
Character(PhysicsTestContext &ioContext) : mContext(ioContext) { }
// Create the character
void Create()
{
// Create capsule
Ref<Shape> capsule = new CapsuleShape(0.5f * mHeightStanding, mRadiusStanding);
mCharacterSettings.mShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * mHeightStanding + mRadiusStanding, 0), Quat::sIdentity(), capsule).Create().Get();
// Configure supporting volume
mCharacterSettings.mSupportingVolume = Plane(Vec3::sAxisY(), -mHeightStanding); // Accept contacts that touch the lower sphere of the capsule
// Create character
mCharacter = new CharacterVirtual(&mCharacterSettings, mInitialPosition, Quat::sIdentity(), 0, mContext.GetSystem());
mCharacter->SetListener(this);
mCharacter->SetCharacterVsCharacterCollision(&mCharacterVsCharacter);
}
// Step the character and the world
void Step()
{
// Step the world
mContext.SimulateSingleStep();
// Determine new basic velocity
Vec3 current_vertical_velocity = Vec3(0, mCharacter->GetLinearVelocity().GetY(), 0);
Vec3 ground_velocity = mCharacter->GetGroundVelocity();
Vec3 new_velocity;
if (mCharacter->GetGroundState() == CharacterVirtual::EGroundState::OnGround // If on ground
&& (current_vertical_velocity.GetY() - ground_velocity.GetY()) < 0.1f) // And not moving away from ground
{
// Assume velocity of ground when on ground
new_velocity = ground_velocity;
// Jump
new_velocity += Vec3(0, mJumpSpeed, 0);
mJumpSpeed = 0.0f;
}
else
new_velocity = current_vertical_velocity;
// Gravity
PhysicsSystem *system = mContext.GetSystem();
float delta_time = mContext.GetDeltaTime();
new_velocity += system->GetGravity() * delta_time;
// Player input
new_velocity += mHorizontalSpeed;
// Update character velocity
mCharacter->SetLinearVelocity(new_velocity);
RVec3 start_pos = GetPosition();
// Update the character position
TempAllocatorMalloc allocator;
mCharacter->ExtendedUpdate(delta_time,
system->GetGravity(),
mUpdateSettings,
system->GetDefaultBroadPhaseLayerFilter(Layers::MOVING),
system->GetDefaultLayerFilter(Layers::MOVING),
{ },
{ },
allocator);
// Calculate effective velocity in this step
mEffectiveVelocity = Vec3(GetPosition() - start_pos) / delta_time;
}
// Simulate a longer period of time
void Simulate(float inTime)
{
int num_steps = (int)round(inTime / mContext.GetDeltaTime());
for (int step = 0; step < num_steps; ++step)
Step();
}
// Get the number of active contacts
size_t GetNumContacts() const
{
return mCharacter->GetActiveContacts().size();
}
// Check if the character is in contact with another body
bool HasCollidedWith(const BodyID &inBody) const
{
return mCharacter->HasCollidedWith(inBody);
}
// Check if the character is in contact with another character
bool HasCollidedWith(const CharacterVirtual *inCharacter) const
{
return mCharacter->HasCollidedWith(inCharacter);
}
// Get position of character
RVec3 GetPosition() const
{
return mCharacter->GetPosition();
}
// Configuration
RVec3 mInitialPosition = RVec3::sZero();
float mHeightStanding = 1.35f;
float mRadiusStanding = 0.3f;
CharacterVirtualSettings mCharacterSettings;
CharacterVirtual::ExtendedUpdateSettings mUpdateSettings;
// Character movement settings (update to control the movement of the character)
Vec3 mHorizontalSpeed = Vec3::sZero();
float mJumpSpeed = 0.0f; // Character will jump when not 0, will auto reset
// The character
Ref<CharacterVirtual> mCharacter;
// Character vs character
CharacterVsCharacterCollisionSimple mCharacterVsCharacter;
// Calculated effective velocity after a step
Vec3 mEffectiveVelocity = Vec3::sZero();
// Log of contact events
LoggingCharacterContactListener mContactLog;
private:
// CharacterContactListener callback
virtual bool OnContactValidate(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2) override
{
return mContactLog.OnContactValidate(inCharacter, inBodyID2, inSubShapeID2);
}
virtual bool OnCharacterContactValidate(const CharacterVirtual *inCharacter, const CharacterVirtual *inOtherCharacter, const SubShapeID &inSubShapeID2) override
{
return mContactLog.OnCharacterContactValidate(inCharacter, inOtherCharacter, inSubShapeID2);
}
virtual void OnContactAdded(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings) override
{
mContactLog.OnContactAdded(inCharacter, inBodyID2, inSubShapeID2, inContactPosition, inContactNormal, ioSettings);
}
virtual void OnContactPersisted(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings) override
{
mContactLog.OnContactPersisted(inCharacter, inBodyID2, inSubShapeID2, inContactPosition, inContactNormal, ioSettings);
}
virtual void OnContactRemoved(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2) override
{
mContactLog.OnContactRemoved(inCharacter, inBodyID2, inSubShapeID2);
}
virtual void OnCharacterContactAdded(const CharacterVirtual *inCharacter, const CharacterVirtual *inOtherCharacter, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings) override
{
mContactLog.OnCharacterContactAdded(inCharacter, inOtherCharacter, inSubShapeID2, inContactPosition, inContactNormal, ioSettings);
}
virtual void OnCharacterContactPersisted(const CharacterVirtual *inCharacter, const CharacterVirtual *inOtherCharacter, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings) override
{
mContactLog.OnCharacterContactPersisted(inCharacter, inOtherCharacter, inSubShapeID2, inContactPosition, inContactNormal, ioSettings);
}
virtual void OnCharacterContactRemoved(const CharacterVirtual *inCharacter, const CharacterID &inOtherCharacterID, const SubShapeID &inSubShapeID2) override
{
mContactLog.OnCharacterContactRemoved(inCharacter, inOtherCharacterID, inSubShapeID2);
}
virtual void OnContactSolve(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, Vec3Arg inContactVelocity, const PhysicsMaterial *inContactMaterial, Vec3Arg inCharacterVelocity, Vec3 &ioNewCharacterVelocity) override
{
// Don't allow sliding if the character doesn't want to move
if (mHorizontalSpeed.IsNearZero() && inContactVelocity.IsNearZero() && !inCharacter->IsSlopeTooSteep(inContactNormal))
ioNewCharacterVelocity = Vec3::sZero();
}
PhysicsTestContext & mContext;
};
TEST_CASE("TestFallingAndJumping")
{
// Create floor
PhysicsTestContext c;
c.CreateFloor();
// Create character
Character character(c);
character.mInitialPosition = RVec3(0, 2, 0);
character.Create();
// After 1 step we should still be in air
character.Step();
CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::InAir);
// After some time we should be on the floor
character.Simulate(1.0f);
CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround);
CHECK_APPROX_EQUAL(character.GetPosition(), RVec3::sZero());
CHECK_APPROX_EQUAL(character.mEffectiveVelocity, Vec3::sZero());
// Jump
character.mJumpSpeed = 1.0f;
character.Step();
Vec3 velocity(0, 1.0f + c.GetDeltaTime() * c.GetSystem()->GetGravity().GetY(), 0);
CHECK_APPROX_EQUAL(character.GetPosition(), RVec3(velocity * c.GetDeltaTime()));
CHECK_APPROX_EQUAL(character.mEffectiveVelocity, velocity);
CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::InAir);
// After some time we should be on the floor again
character.Simulate(1.0f);
CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround);
CHECK_APPROX_EQUAL(character.GetPosition(), RVec3::sZero());
CHECK_APPROX_EQUAL(character.mEffectiveVelocity, Vec3::sZero());
}
TEST_CASE("TestMovingOnSlope")
{
constexpr float cFloorHalfHeight = 1.0f;
constexpr float cMovementTime = 1.5f;
// Iterate various slope angles
for (float slope_angle = DegreesToRadians(5.0f); slope_angle < DegreesToRadians(85.0f); slope_angle += DegreesToRadians(10.0f))
{
// Create sloped floor
PhysicsTestContext c;
Quat slope_rotation = Quat::sRotation(Vec3::sAxisZ(), slope_angle);
c.CreateBox(RVec3::sZero(), slope_rotation, EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, Vec3(100.0f, cFloorHalfHeight, 100.0f));
// Create character so that it is touching the slope
Character character(c);
float radius_and_padding = character.mRadiusStanding + character.mCharacterSettings.mCharacterPadding;
character.mInitialPosition = RVec3(0, (radius_and_padding + cFloorHalfHeight) / Cos(slope_angle) - radius_and_padding, 0);
character.Create();
// Determine if the slope is too steep for the character
bool too_steep = slope_angle > character.mCharacterSettings.mMaxSlopeAngle;
CharacterBase::EGroundState expected_ground_state = (too_steep? CharacterBase::EGroundState::OnSteepGround : CharacterBase::EGroundState::OnGround);
Vec3 gravity = c.GetSystem()->GetGravity();
float time_step = c.GetDeltaTime();
Vec3 slope_normal = slope_rotation.RotateAxisY();
// Calculate expected position after 1 time step
RVec3 position_after_1_step = character.mInitialPosition;
if (too_steep)
{
// Apply 1 frame of gravity and cancel movement in the slope normal direction
Vec3 velocity = gravity * time_step;
velocity -= velocity.Dot(slope_normal) * slope_normal;
position_after_1_step += velocity * time_step;
}
// After 1 step we should be on the slope
character.Step();
CHECK(character.mCharacter->GetGroundState() == expected_ground_state);
CHECK_APPROX_EQUAL(character.GetPosition(), position_after_1_step, 2.0e-6f);
// Cancel any velocity to make the calculation below easier (otherwise we have to take gravity for 1 time step into account)
character.mCharacter->SetLinearVelocity(Vec3::sZero());
RVec3 start_pos = character.GetPosition();
// Start moving in X direction
character.mHorizontalSpeed = Vec3(2.0f, 0, 0);
character.Simulate(cMovementTime);
CHECK(character.mCharacter->GetGroundState() == expected_ground_state);
// Calculate resulting translation
Vec3 translation = Vec3(character.GetPosition() - start_pos);
// Calculate expected translation
Vec3 expected_translation;
if (too_steep)
{
// If too steep, we're just falling. Integrate using an Euler integrator.
Vec3 velocity = Vec3::sZero();
expected_translation = Vec3::sZero();
int num_steps = (int)round(cMovementTime / time_step);
for (int i = 0; i < num_steps; ++i)
{
velocity += gravity * time_step;
expected_translation += velocity * time_step;
}
}
else
{
// Every frame we apply 1 delta time * gravity which gets reset on the next update, add this to the horizontal speed
expected_translation = (character.mHorizontalSpeed + gravity * time_step) * cMovementTime;
}
// Cancel movement in slope direction
expected_translation -= expected_translation.Dot(slope_normal) * slope_normal;
// Check that we traveled the right amount
CHECK_APPROX_EQUAL(translation, expected_translation, 1.0e-4f);
}
}
TEST_CASE("TestStickToFloor")
{
constexpr float cFloorHalfHeight = 1.0f;
constexpr float cSlopeAngle = DegreesToRadians(45.0f);
constexpr float cMovementTime = 1.5f;
for (int mode = 0; mode < 2; ++mode)
{
// If this run is with 'stick to floor' enabled
bool stick_to_floor = mode == 0;
// Create sloped floor
PhysicsTestContext c;
Quat slope_rotation = Quat::sRotation(Vec3::sAxisZ(), cSlopeAngle);
Body &floor = c.CreateBox(RVec3::sZero(), slope_rotation, EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, Vec3(100.0f, cFloorHalfHeight, 100.0f));
// Create character so that it is touching the slope
Character character(c);
float radius_and_padding = character.mRadiusStanding + character.mCharacterSettings.mCharacterPadding;
character.mInitialPosition = RVec3(0, (radius_and_padding + cFloorHalfHeight) / Cos(cSlopeAngle) - radius_and_padding, 0);
character.mUpdateSettings.mStickToFloorStepDown = stick_to_floor? Vec3(0, -0.5f, 0) : Vec3::sZero();
character.Create();
// After 1 step we should be on the slope
character.Step();
CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround);
CHECK(character.mContactLog.GetEntryCount() == 2);
CHECK(character.mContactLog.Contains(LoggingCharacterContactListener::EType::ValidateBody, character.mCharacter, floor.GetID()));
CHECK(character.mContactLog.Contains(LoggingCharacterContactListener::EType::AddBody, character.mCharacter, floor.GetID()));
character.mContactLog.Clear();
// Cancel any velocity to make the calculation below easier (otherwise we have to take gravity for 1 time step into account)
character.mCharacter->SetLinearVelocity(Vec3::sZero());
RVec3 start_pos = character.GetPosition();
float time_step = c.GetDeltaTime();
int num_steps = (int)round(cMovementTime / time_step);
for (int i = 0; i < num_steps; ++i)
{
// Start moving down the slope at a speed high enough so that gravity will not keep us on the floor
character.mHorizontalSpeed = Vec3(-10.0f, 0, 0);
character.Step();
if (stick_to_floor)
{
// Should stick to floor
CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround);
// Should have received callbacks
CHECK(character.mContactLog.GetEntryCount() == 2);
CHECK(character.mContactLog.Contains(LoggingCharacterContactListener::EType::ValidateBody, character.mCharacter, floor.GetID()));
CHECK(character.mContactLog.Contains(LoggingCharacterContactListener::EType::PersistBody, character.mCharacter, floor.GetID()));
character.mContactLog.Clear();
}
else
{
// Should be off ground
CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::InAir);
// Remove callbacks
CHECK(character.mContactLog.GetEntryCount() == 1);
CHECK(character.mContactLog.Contains(LoggingCharacterContactListener::EType::RemoveBody, character.mCharacter, floor.GetID()));
}
}
// Calculate resulting translation
Vec3 translation = Vec3(character.GetPosition() - start_pos);
// Calculate expected translation
Vec3 expected_translation;
if (stick_to_floor)
{
// We should stick to the floor, so the vertical translation follows the slope perfectly
expected_translation = character.mHorizontalSpeed * cMovementTime;
expected_translation.SetY(expected_translation.GetX() * Tan(cSlopeAngle));
}
else
{
// If too steep, we're just falling. Integrate using an Euler integrator.
Vec3 velocity = character.mHorizontalSpeed;
expected_translation = Vec3::sZero();
Vec3 gravity = c.GetSystem()->GetGravity();
for (int i = 0; i < num_steps; ++i)
{
velocity += gravity * time_step;
expected_translation += velocity * time_step;
}
}
// Check that we traveled the right amount
CHECK_APPROX_EQUAL(translation, expected_translation, 1.0e-4f);
}
}
TEST_CASE("TestWalkStairs")
{
const float cStepHeight = 0.3f;
const int cNumSteps = 10;
// Create stairs from triangles
TriangleList triangles;
for (int i = 0; i < cNumSteps; ++i)
{
// Start of step
Vec3 base(0, cStepHeight * i, cStepHeight * i);
// Left side
Vec3 b1 = base + Vec3(2.0f, 0, 0);
Vec3 s1 = b1 + Vec3(0, cStepHeight, 0);
Vec3 p1 = s1 + Vec3(0, 0, cStepHeight);
// 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));
}
MeshShapeSettings mesh(triangles);
mesh.SetEmbedded();
BodyCreationSettings mesh_stairs(&mesh, RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
// Stair stepping is very delta time sensitive, so test various update frequencies
float frequencies[] = { 60.0f, 120.0f, 240.0f, 360.0f };
for (float frequency : frequencies)
{
float time_step = 1.0f / frequency;
PhysicsTestContext c(time_step);
c.CreateFloor();
c.GetBodyInterface().CreateAndAddBody(mesh_stairs, EActivation::DontActivate);
// Create character so that it is touching the slope
Character character(c);
character.mInitialPosition = RVec3(0, 0, -2.0f); // Start in front of the stairs
character.mUpdateSettings.mWalkStairsStepUp = Vec3::sZero(); // No stair walking
character.Create();
// Start moving towards the stairs
character.mHorizontalSpeed = Vec3(0, 0, 4.0f);
character.Simulate(1.0f);
// We should have gotten stuck at the start of the stairs (can't move up)
CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround);
float radius_and_padding = character.mRadiusStanding + character.mCharacterSettings.mCharacterPadding;
CHECK_APPROX_EQUAL(character.GetPosition(), RVec3(0, 0, -radius_and_padding), 1.1e-2f);
// Enable stair walking
character.mUpdateSettings.mWalkStairsStepUp = Vec3(0, 0.4f, 0);
// Calculate time it should take to move up the stairs at constant speed
float movement_time = (cNumSteps * cStepHeight + radius_and_padding) / character.mHorizontalSpeed.GetZ();
int max_steps = int(1.5f * round(movement_time / time_step)); // In practice there is a bit of slowdown while stair stepping, so add a bit of slack
// Step until we reach the top of the stairs
RVec3 last_position = character.GetPosition();
bool reached_goal = false;
for (int i = 0; i < max_steps; ++i)
{
character.Step();
// We should always be on the floor during stair stepping
CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround);
// Check position progression
RVec3 position = character.GetPosition();
CHECK_APPROX_EQUAL(position.GetX(), 0); // No movement in X
CHECK(position.GetZ() > last_position.GetZ()); // Always moving forward
CHECK(position.GetZ() < cNumSteps * cStepHeight); // No movement beyond stairs
if (position.GetY() > cNumSteps * cStepHeight - 1.0e-3f)
{
reached_goal = true;
break;
}
last_position = position;
}
CHECK(reached_goal);
}
}
TEST_CASE("TestRotatingPlatform")
{
constexpr float cFloorHalfHeight = 1.0f;
constexpr float cFloorHalfWidth = 10.0f;
constexpr float cCharacterPosition = 0.9f * cFloorHalfWidth;
constexpr float cAngularVelocity = 2.0f * JPH_PI;
PhysicsTestContext c;
// Create box
Body &box = c.CreateBox(RVec3::sZero(), Quat::sIdentity(), EMotionType::Kinematic, EMotionQuality::Discrete, Layers::MOVING, Vec3(cFloorHalfWidth, cFloorHalfHeight, cFloorHalfWidth));
box.SetAllowSleeping(false);
// Create character so that it is touching the box at the
Character character(c);
character.mInitialPosition = RVec3(cCharacterPosition, cFloorHalfHeight, 0);
character.Create();
// Step to ensure the character is on the box
character.Step();
CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround);
// Set the box to rotate a full circle per second
box.SetAngularVelocity(Vec3(0, cAngularVelocity, 0));
// Rotate and check that character stays on the box
for (int t = 0; t < 60; ++t)
{
character.Step();
CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround);
// Note that the character moves according to the ground velocity and the ground velocity is updated at the end of the step
// so the character is always 1 time step behind the platform. This is why we use t and not t + 1 to calculate the expected position.
RVec3 expected_position = RMat44::sRotation(Quat::sRotation(Vec3::sAxisY(), float(t) * c.GetDeltaTime() * cAngularVelocity)) * character.mInitialPosition;
CHECK_APPROX_EQUAL(character.GetPosition(), expected_position, 1.0e-4f);
}
}
TEST_CASE("TestMovingPlatformUp")
{
constexpr float cFloorHalfHeight = 1.0f;
constexpr float cFloorHalfWidth = 10.0f;
constexpr float cLinearVelocity = 0.5f;
PhysicsTestContext c;
// Create box
Body &box = c.CreateBox(RVec3::sZero(), Quat::sIdentity(), EMotionType::Kinematic, EMotionQuality::Discrete, Layers::MOVING, Vec3(cFloorHalfWidth, cFloorHalfHeight, cFloorHalfWidth));
box.SetAllowSleeping(false);
// Create character so that it is touching the box at the
Character character(c);
character.mInitialPosition = RVec3(0, cFloorHalfHeight, 0);
character.Create();
// Step to ensure the character is on the box
character.Step();
CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround);
// Set the box to move up
box.SetLinearVelocity(Vec3(0, cLinearVelocity, 0));
// Check that character stays on the box
for (int t = 0; t < 60; ++t)
{
character.Step();
CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround);
RVec3 expected_position = box.GetPosition() + character.mInitialPosition;
CHECK_APPROX_EQUAL(character.GetPosition(), expected_position, 1.0e-2f);
}
// Stop box
box.SetLinearVelocity(Vec3::sZero());
character.Simulate(0.5f);
// Set the box to move down
box.SetLinearVelocity(Vec3(0, -cLinearVelocity, 0));
// Check that character stays on the box
for (int t = 0; t < 60; ++t)
{
character.Step();
CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround);
RVec3 expected_position = box.GetPosition() + character.mInitialPosition;
CHECK_APPROX_EQUAL(character.GetPosition(), expected_position, 1.0e-2f);
}
}
TEST_CASE("TestContactPointLimit")
{
PhysicsTestContext ctx;
Body &floor = ctx.CreateFloor();
// Create character at the origin
Character character(ctx);
character.mInitialPosition = RVec3(0, 1, 0);
character.mUpdateSettings.mStickToFloorStepDown = Vec3::sZero();
character.mUpdateSettings.mWalkStairsStepUp = Vec3::sZero();
character.Create();
// Radius including padding
const float character_radius = character.mRadiusStanding + character.mCharacterSettings.mCharacterPadding;
// 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 = 768;
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 = character_radius + 0.01f;
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));
}
// Create test body
MeshShapeSettings mesh(vertices, triangles);
mesh.SetEmbedded();
BodyCreationSettings mesh_cylinder(&mesh, character.mInitialPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
BodyID cylinder_id = ctx.GetBodyInterface().CreateAndAddBody(mesh_cylinder, EActivation::DontActivate);
// End positions that can be reached by character
RVec3 pos_end(0.5_r * cCylinderLength - character_radius, 1, 0);
RVec3 neg_end(-0.5_r * cCylinderLength + character_radius, 1, 0);
// Move towards positive cap and test if we hit the end
character.mHorizontalSpeed = Vec3(cCylinderLength, 0, 0);
for (int t = 0; t < 60; ++t)
{
character.Step();
CHECK(character.mCharacter->GetMaxHitsExceeded());
CHECK(character.GetNumContacts() <= character.mCharacter->GetMaxNumHits());
CHECK(character.mCharacter->GetGroundBodyID() == cylinder_id);
CHECK(character.mCharacter->GetGroundNormal().Dot(Vec3::sAxisY()) > 0.999f);
}
CHECK_APPROX_EQUAL(character.GetPosition(), pos_end, 1.0e-4f);
// Move towards negative cap and test if we hit the end
character.mHorizontalSpeed = Vec3(-cCylinderLength, 0, 0);
for (int t = 0; t < 60; ++t)
{
character.Step();
CHECK(character.mCharacter->GetMaxHitsExceeded());
CHECK(character.GetNumContacts() <= character.mCharacter->GetMaxNumHits());
CHECK(character.mCharacter->GetGroundBodyID() == cylinder_id);
CHECK(character.mCharacter->GetGroundNormal().Dot(Vec3::sAxisY()) > 0.999f);
}
CHECK_APPROX_EQUAL(character.GetPosition(), neg_end, 1.0e-4f);
// Turn off contact point reduction
character.mCharacter->SetHitReductionCosMaxAngle(-1.0f);
// Move towards positive cap and test that we did not reach the end
character.mHorizontalSpeed = Vec3(cCylinderLength, 0, 0);
for (int t = 0; t < 60; ++t)
{
character.Step();
CHECK(character.mCharacter->GetMaxHitsExceeded());
CHECK(character.GetNumContacts() == character.mCharacter->GetMaxNumHits());
}
RVec3 cur_pos = character.GetPosition();
CHECK((pos_end - cur_pos).Length() > 0.01_r);
// Move towards negative cap and test that we got stuck
character.mHorizontalSpeed = Vec3(-cCylinderLength, 0, 0);
for (int t = 0; t < 60; ++t)
{
character.Step();
CHECK(character.mCharacter->GetMaxHitsExceeded());
CHECK(character.GetNumContacts() == character.mCharacter->GetMaxNumHits());
}
CHECK(cur_pos.IsClose(character.GetPosition(), 1.0e-6f));
// Now teleport the character next to the half cylinder
character.mCharacter->SetPosition(RVec3(0, 0, 1));
// Move in positive X and check that we did not exceed max hits and that we were able to move unimpeded
character.mHorizontalSpeed = Vec3(cCylinderLength, 0, 0);
for (int t = 0; t < 60; ++t)
{
character.Step();
CHECK(!character.mCharacter->GetMaxHitsExceeded());
CHECK(character.GetNumContacts() == 1); // We should only hit the floor
CHECK(character.mCharacter->GetGroundBodyID() == floor.GetID());
CHECK(character.mCharacter->GetGroundNormal().Dot(Vec3::sAxisY()) > 0.999f);
}
CHECK_APPROX_EQUAL(character.GetPosition(), RVec3(cCylinderLength, 0, 1), 1.0e-4f);
}
TEST_CASE("TestStairWalkAlongWall")
{
// Stair stepping is very delta time sensitive, so test various update frequencies
float frequencies[] = { 60.0f, 120.0f, 240.0f, 360.0f };
for (float frequency : frequencies)
{
float time_step = 1.0f / frequency;
PhysicsTestContext c(time_step);
c.CreateFloor();
// Create character
Character character(c);
character.Create();
// Create a wall
const float cWallHalfThickness = 0.05f;
c.GetBodyInterface().CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(50.0f, 1.0f, cWallHalfThickness)), RVec3(0, 1.0_r, Real(-character.mRadiusStanding - character.mCharacter->GetCharacterPadding() - cWallHalfThickness)), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
// Start moving along the wall, if the stair stepping algorithm is working correctly it should not trigger and not apply extra speed to the character
character.mHorizontalSpeed = Vec3(5.0f, 0, -1.0f);
character.Simulate(1.0f);
// We should have moved along the wall at the desired speed
CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround);
CHECK_APPROX_EQUAL(character.GetPosition(), RVec3(5.0f, 0, 0), 1.0e-2f);
}
}
TEST_CASE("TestInitiallyIntersecting")
{
PhysicsTestContext c;
c.CreateFloor();
// Create box that is intersecting with the character
c.CreateBox(RVec3(-0.5f, 0.5f, 0), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, Vec3::sReplicate(0.5f));
// Try various penetration recovery values
for (float penetration_recovery : { 0.0f, 0.5f, 0.75f, 1.0f })
{
// Create character
Character character(c);
character.mCharacterSettings.mPenetrationRecoverySpeed = penetration_recovery;
character.Create();
CHECK_APPROX_EQUAL(character.GetPosition(), RVec3::sZero());
// Total radius of character
float radius_and_padding = character.mRadiusStanding + character.mCharacterSettings.mCharacterPadding;
float x = 0.0f;
for (int step = 0; step < 3; ++step)
{
// Calculate expected position
x += penetration_recovery * (radius_and_padding - x);
// Step character and check that it matches expected recovery
character.Step();
CHECK_APPROX_EQUAL(character.GetPosition(), RVec3(x, 0, 0));
}
}
}
TEST_CASE("TestCharacterVsCharacter")
{
PhysicsTestContext c;
BodyID floor_id = c.CreateFloor().GetID();
// Create characters with different radii and padding
Character character1(c);
character1.mInitialPosition = RVec3::sZero();
character1.mRadiusStanding = 0.2f;
character1.mCharacterSettings.mCharacterPadding = 0.04f;
character1.Create();
Character character2(c);
character2.mInitialPosition = RVec3(1, 0, 0);
character2.mRadiusStanding = 0.3f;
character2.mCharacterSettings.mCharacterPadding = 0.03f;
character2.Create();
// Make both collide
character1.mCharacterVsCharacter.Add(character2.mCharacter);
character2.mCharacterVsCharacter.Add(character1.mCharacter);
// Add a box behind character 2, we should never hit this
Vec3 box_extent(0.1f, 1.0f, 1.0f);
c.CreateBox(RVec3(1.5f, 0, 0), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, box_extent, EActivation::DontActivate);
// Move character 1 towards character 2 so that in 1 step it will hit both character 2 and the box
character1.mHorizontalSpeed = Vec3(600.0f, 0, 0);
character1.Step();
// Character 1 should have stopped at character 2
float character1_radius = character1.mRadiusStanding + character1.mCharacterSettings.mCharacterPadding;
float character2_radius = character2.mRadiusStanding + character2.mCharacterSettings.mCharacterPadding;
float separation = character1_radius + character2_radius;
RVec3 expected_colliding_with_character = character2.mInitialPosition - Vec3(separation, 0, 0);
CHECK_APPROX_EQUAL(character1.GetPosition(), expected_colliding_with_character, 1.0e-3f);
CHECK(character1.GetNumContacts() == 2);
CHECK(character1.HasCollidedWith(floor_id));
CHECK(character1.HasCollidedWith(character2.mCharacter));
// Move character 1 back to its initial position
character1.mCharacter->SetPosition(character1.mInitialPosition);
character1.mCharacter->SetLinearVelocity(Vec3::sZero());
// Now move slowly so that we will detect the collision during the normal collide shape step
character1.mHorizontalSpeed = Vec3(1.0f, 0, 0);
character1.Step();
CHECK(character1.GetNumContacts() == 1);
CHECK(character1.HasCollidedWith(floor_id));
character1.Simulate(1.0f);
// Character 1 should have stopped at character 2
CHECK_APPROX_EQUAL(character1.GetPosition(), expected_colliding_with_character, 1.0e-3f);
CHECK(character1.GetNumContacts() == 2);
CHECK(character1.HasCollidedWith(floor_id));
CHECK(character1.HasCollidedWith(character2.mCharacter));
// Move character 1 back to its initial position
character1.mCharacter->SetPosition(character1.mInitialPosition);
character1.mCharacter->SetLinearVelocity(Vec3::sZero());
// Add a box in between the characters
RVec3 box_position(0.5f, 0, 0);
BodyID box_id = c.CreateBox(box_position, Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, box_extent, EActivation::DontActivate).GetID();
// Move character 1 so that it will step through both the box and the character in 1 time step
character1.mHorizontalSpeed = Vec3(600.0f, 0, 0);
character1.Step();
// Expect that it ends up at the box
RVec3 expected_colliding_with_box = box_position - Vec3(character1_radius + box_extent.GetX(), 0, 0);
CHECK_APPROX_EQUAL(character1.GetPosition(), expected_colliding_with_box, 1.0e-3f);
CHECK(character1.GetNumContacts() == 2);
CHECK(character1.HasCollidedWith(floor_id));
CHECK(character1.HasCollidedWith(box_id));
// Move character 1 back to its initial position
character1.mCharacter->SetPosition(character1.mInitialPosition);
character1.mCharacter->SetLinearVelocity(Vec3::sZero());
// Now move slowly so that we will detect the collision during the normal collide shape step
character1.mHorizontalSpeed = Vec3(1.0f, 0, 0);
character1.Step();
CHECK(character1.GetNumContacts() == 1);
CHECK(character1.HasCollidedWith(floor_id));
character1.Simulate(1.0f);
// Expect that it ends up at the box
CHECK_APPROX_EQUAL(character1.GetPosition(), expected_colliding_with_box, 1.0e-3f);
CHECK(character1.GetNumContacts() == 2);
CHECK(character1.HasCollidedWith(floor_id));
CHECK(character1.HasCollidedWith(box_id));
}
}