Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
This commit is contained in:
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include <TestFramework.h>
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#include <Tests/Character/CharacterBaseTest.h>
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#include <Jolt/Physics/PhysicsScene.h>
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#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
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#include <Jolt/Physics/Collision/Shape/CylinderShape.h>
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#include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
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#include <Jolt/Physics/Collision/Shape/BoxShape.h>
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#include <Jolt/Physics/Collision/Shape/SphereShape.h>
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#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
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#include <Jolt/Physics/Collision/Shape/MeshShape.h>
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#include <Jolt/Physics/Constraints/HingeConstraint.h>
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#include <Jolt/Core/StringTools.h>
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#include <Jolt/ObjectStream/ObjectStreamIn.h>
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#include <Application/DebugUI.h>
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#include <Layers.h>
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#include <Utils/Log.h>
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#include <Utils/AssetStream.h>
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#include <Renderer/DebugRendererImp.h>
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JPH_IMPLEMENT_RTTI_ABSTRACT(CharacterBaseTest)
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{
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JPH_ADD_BASE_CLASS(CharacterBaseTest, Test)
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}
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const char *CharacterBaseTest::sScenes[] =
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{
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"PerlinMesh",
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"PerlinHeightField",
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"ObstacleCourse",
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"InitiallyIntersecting",
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#ifdef JPH_OBJECT_STREAM
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"Terrain1",
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"Terrain2",
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#endif // JPH_OBJECT_STREAM
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};
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const char *CharacterBaseTest::sSceneName = "ObstacleCourse";
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// Scene constants
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static const RVec3 cRotatingPosition(-5, 0.15f, 15);
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static const Quat cRotatingOrientation = Quat::sIdentity();
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static const RVec3 cRotatingWallPosition(5, 1.0f, 25.0f);
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static const Quat cRotatingWallOrientation = Quat::sIdentity();
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static const RVec3 cRotatingAndTranslatingPosition(-10, 0.15f, 27.5f);
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static const Quat cRotatingAndTranslatingOrientation = Quat::sIdentity();
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static const RVec3 cSmoothVerticallyMovingPosition(0, 2.0f, 15);
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static const Quat cSmoothVerticallyMovingOrientation = Quat::sIdentity();
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static const RVec3 cReversingVerticallyMovingPosition(0, 0.15f, 25);
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static const Quat cReversingVerticallyMovingOrientation = Quat::sIdentity();
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static const RVec3 cHorizontallyMovingPosition(5, 1, 15);
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static const Quat cHorizontallyMovingOrientation = Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI);
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static const RVec3 cConveyorBeltPosition(-10, 0.15f, 15);
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static const RVec3 cRampPosition(15, 2.2f, 15);
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static const Quat cRampOrientation = Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI);
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static const RVec3 cRampBlocksStart = cRampPosition + Vec3(-3.0f, 3.0f, 1.5f);
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static const Vec3 cRampBlocksDelta = Vec3(2.0f, 0, 0);
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static const float cRampBlocksTime = 5.0f;
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static const RVec3 cSmallBumpsPosition(-5.0f, 0, 2.5f);
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static const float cSmallBumpHeight = 0.05f;
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static const float cSmallBumpWidth = 0.01f;
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static const float cSmallBumpDelta = 0.5f;
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static const RVec3 cLargeBumpsPosition(-10.0f, 0, 2.5f);
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static const float cLargeBumpHeight = 0.3f;
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static const float cLargeBumpWidth = 0.1f;
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static const float cLargeBumpDelta = 2.0f;
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static const RVec3 cStairsPosition(-15.0f, 0, 2.5f);
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static const float cStairsStepHeight = 0.3f;
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static const RVec3 cMeshStairsPosition(-20.0f, 0, 2.5f);
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static const RVec3 cNoStairsPosition(-15.0f, 0, 10.0f);
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static const float cNoStairsStepHeight = 0.3f;
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static const float cNoStairsStepDelta = 0.05f;
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static const RVec3 cMeshNoStairsPosition(-20.0f, 0, 10.0f);
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static const RVec3 cMeshWallPosition(-25.0f, 0, -27.0f);
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static const float cMeshWallHeight = 3.0f;
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static const float cMeshWallWidth = 2.0f;
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static const float cMeshWallStepStart = 0.5f;
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static const float cMeshWallStepEnd = 4.0f;
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static const int cMeshWallSegments = 25;
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static const RVec3 cHalfCylinderPosition(5.0f, 0, 8.0f);
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static const RVec3 cMeshBoxPosition(30.0f, 1.5f, 5.0f);
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static const RVec3 cSensorPosition(30, 0.9f, -5);
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static const RVec3 cCharacterPosition(-3.5f, 0, 3.0f);
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static const RVec3 cCharacterVirtualPosition(-5.0f, 0, 3.0f);
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static const RVec3 cCharacterVirtualWithInnerBodyPosition(-6.5f, 0, 3.0f);
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static const Vec3 cCharacterVelocity(0, 0, 2);
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CharacterBaseTest::~CharacterBaseTest()
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{
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if (mAnimatedCharacter != nullptr)
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mAnimatedCharacter->RemoveFromPhysicsSystem();
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}
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void CharacterBaseTest::Initialize()
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{
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// Create capsule shapes for all stances
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switch (sShapeType)
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{
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case EType::Capsule:
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mStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightStanding, cCharacterRadiusStanding)).Create().Get();
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mCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightCrouching, cCharacterRadiusCrouching)).Create().Get();
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mInnerStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cInnerShapeFraction * cCharacterHeightStanding, cInnerShapeFraction * cCharacterRadiusStanding)).Create().Get();
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mInnerCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cInnerShapeFraction * cCharacterHeightCrouching, cInnerShapeFraction * cCharacterRadiusCrouching)).Create().Get();
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break;
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case EType::Cylinder:
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mStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CylinderShape(0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, cCharacterRadiusStanding)).Create().Get();
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mCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new CylinderShape(0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, cCharacterRadiusCrouching)).Create().Get();
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mInnerStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CylinderShape(cInnerShapeFraction * (0.5f * cCharacterHeightStanding + cCharacterRadiusStanding), cInnerShapeFraction * cCharacterRadiusStanding)).Create().Get();
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mInnerCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new CylinderShape(cInnerShapeFraction * (0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching), cInnerShapeFraction * cCharacterRadiusCrouching)).Create().Get();
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break;
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case EType::Box:
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mStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new BoxShape(Vec3(cCharacterRadiusStanding, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, cCharacterRadiusStanding))).Create().Get();
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mCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new BoxShape(Vec3(cCharacterRadiusCrouching, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, cCharacterRadiusCrouching))).Create().Get();
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mInnerStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new BoxShape(cInnerShapeFraction * Vec3(cCharacterRadiusStanding, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, cCharacterRadiusStanding))).Create().Get();
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mInnerCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new BoxShape(cInnerShapeFraction * Vec3(cCharacterRadiusCrouching, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, cCharacterRadiusCrouching))).Create().Get();
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break;
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case EType::Compound:
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{
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StaticCompoundShapeSettings standing_compound;
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standing_compound.AddShape(Vec3(-0.3f, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightStanding, cCharacterRadiusStanding));
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standing_compound.AddShape(Vec3(0.3f, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new BoxShape(Vec3(cCharacterRadiusStanding, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, cCharacterRadiusStanding)));
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mStandingShape = standing_compound.Create().Get();
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StaticCompoundShapeSettings crouching_compound;
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crouching_compound.AddShape(Vec3(-0.3f, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightCrouching, cCharacterRadiusCrouching));
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crouching_compound.AddShape(Vec3(0.3f, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new BoxShape(Vec3(cCharacterRadiusCrouching, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, cCharacterRadiusCrouching)));
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mCrouchingShape = crouching_compound.Create().Get();
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StaticCompoundShapeSettings inner_standing_compound;
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inner_standing_compound.AddShape(Vec3(-0.3f, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cInnerShapeFraction * cCharacterHeightStanding, cInnerShapeFraction * cCharacterRadiusStanding));
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inner_standing_compound.AddShape(Vec3(0.3f, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new BoxShape(cInnerShapeFraction * Vec3(cCharacterRadiusStanding, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, cCharacterRadiusStanding)));
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mInnerStandingShape = inner_standing_compound.Create().Get();
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StaticCompoundShapeSettings inner_crouching_compound;
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inner_crouching_compound.AddShape(Vec3(-0.3f, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cInnerShapeFraction * cCharacterHeightCrouching, cInnerShapeFraction * cCharacterRadiusCrouching));
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inner_crouching_compound.AddShape(Vec3(0.3f, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new BoxShape(cInnerShapeFraction * Vec3(cCharacterRadiusCrouching, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, cCharacterRadiusCrouching)));
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mInnerCrouchingShape = inner_crouching_compound.Create().Get();
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}
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break;
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}
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if (strcmp(sSceneName, "PerlinMesh") == 0)
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{
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// Default terrain
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CreateMeshTerrain();
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}
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else if (strcmp(sSceneName, "PerlinHeightField") == 0)
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{
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// Default terrain
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CreateHeightFieldTerrain();
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}
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else if (strcmp(sSceneName, "InitiallyIntersecting") == 0)
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{
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CreateFloor();
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// Create a grid of boxes that are initially intersecting with the character
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RefConst<Shape> box = new BoxShape(Vec3(0.1f, 0.1f, 0.1f));
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BodyCreationSettings settings(box, RVec3(0, 0.5f, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
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for (int x = 0; x < 4; ++x)
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for (int y = 0; y <= 10; ++y)
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for (int z = 0; z <= 10; ++z)
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{
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settings.mPosition = RVec3(-0.5f + 0.1f * x, 0.1f + 0.1f * y, -0.5f + 0.1f * z);
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mBodyInterface->CreateAndAddBody(settings, EActivation::DontActivate);
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}
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}
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else if (strcmp(sSceneName, "ObstacleCourse") == 0)
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{
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// Default terrain
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CreateFloor(350.0f);
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{
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// Create ramps with different inclinations
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Ref<Shape> ramp = RotatedTranslatedShapeSettings(Vec3(0, 0, -2.5f), Quat::sIdentity(), new BoxShape(Vec3(1.0f, 0.05f, 2.5f))).Create().Get();
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for (int angle = 0; angle < 18; ++angle)
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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);
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}
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{
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// Create ramps with different inclinations intersecting with a steep slope
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Ref<Shape> ramp = RotatedTranslatedShapeSettings(Vec3(0, 0, -2.5f), Quat::sIdentity(), new BoxShape(Vec3(1.0f, 0.05f, 2.5f))).Create().Get();
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Ref<Shape> ramp2 = RotatedTranslatedShapeSettings(Vec3(0, 2.0f, 0), Quat::sIdentity(), new BoxShape(Vec3(0.05f, 2.0f, 1.0f))).Create().Get();
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for (int angle = 0; angle < 9; ++angle)
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{
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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);
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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);
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}
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}
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{
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// Create wall consisting of vertical pillars
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// Note: Convex radius 0 because otherwise it will be a bumpy wall
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Ref<Shape> wall = new BoxShape(Vec3(0.1f, 2.5f, 0.1f), 0.0f);
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for (int z = 0; z < 30; ++z)
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(wall, RVec3(0.0f, 2.5f, 2.0f + 0.2f * z), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
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}
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{
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// Kinematic blocks to test interacting with moving objects
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Ref<Shape> kinematic = new BoxShape(Vec3(1, 0.15f, 3.0f));
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mRotatingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cRotatingPosition, cRotatingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
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mRotatingWallBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(3.0f, 1, 0.15f)), cRotatingWallPosition, cRotatingWallOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
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mRotatingAndTranslatingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cRotatingAndTranslatingPosition, cRotatingAndTranslatingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
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mSmoothVerticallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cSmoothVerticallyMovingPosition, cSmoothVerticallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
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mReversingVerticallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cReversingVerticallyMovingPosition, cReversingVerticallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
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mHorizontallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cHorizontallyMovingPosition, cHorizontallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
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}
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{
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// Conveyor belt (only works with virtual character)
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mConveyorBeltBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(1, 0.15f, 3.0f)), cConveyorBeltPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::Activate);
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}
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{
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// A rolling sphere towards the player
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BodyCreationSettings bcs(new SphereShape(0.2f), RVec3(0.0f, 0.2f, -1.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
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bcs.mLinearVelocity = Vec3(0, 0, 2.0f);
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bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
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bcs.mMassPropertiesOverride.mMass = 10.0f;
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mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
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}
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{
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// Dynamic blocks to test player pushing blocks
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Ref<Shape> block = new BoxShape(Vec3::sReplicate(0.5f));
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for (int y = 0; y < 3; ++y)
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{
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BodyCreationSettings bcs(block, RVec3(5.0f, 0.5f + float(y), 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
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bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
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bcs.mMassPropertiesOverride.mMass = 10.0f;
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mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate);
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}
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}
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{
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// Dynamic block on a static step (to test pushing block on stairs)
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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);
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BodyCreationSettings bcs(new BoxShape(Vec3::sReplicate(0.5f)), RVec3(10.0f, 0.8f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
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bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
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bcs.mMassPropertiesOverride.mMass = 10.0f;
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mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate);
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}
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{
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// Dynamic spheres to test player pushing stuff you can step on
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float h = 0.0f;
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for (int y = 0; y < 3; ++y)
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{
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float r = 0.4f - 0.1f * y;
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h += r;
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BodyCreationSettings bcs(new SphereShape(r), RVec3(15.0f, h, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
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h += r;
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bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
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bcs.mMassPropertiesOverride.mMass = 10.0f;
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mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate);
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}
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}
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{
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// A seesaw to test character gravity
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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);
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BodyCreationSettings bcs(new BoxShape(Vec3(1.0f, 0.05f, 5.0f)), RVec3(20.0f, 0.45f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
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bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
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bcs.mMassPropertiesOverride.mMass = 10.0f;
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BodyID b2 = mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
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// Connect the parts with a hinge
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HingeConstraintSettings hinge;
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hinge.mPoint1 = hinge.mPoint2 = RVec3(20.0f, 0.4f, 0.0f);
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hinge.mHingeAxis1 = hinge.mHingeAxis2 = Vec3::sAxisX();
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mPhysicsSystem->AddConstraint(mBodyInterface->CreateConstraint(&hinge, b1, b2));
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}
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{
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// 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()));
|
||||
}
|
||||
}
|
||||
145
lib/All/JoltPhysics/Samples/Tests/Character/CharacterBaseTest.h
Normal file
145
lib/All/JoltPhysics/Samples/Tests/Character/CharacterBaseTest.h
Normal file
@@ -0,0 +1,145 @@
|
||||
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
|
||||
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
|
||||
// SPDX-License-Identifier: MIT
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <Tests/Test.h>
|
||||
#include <Jolt/Physics/Character/Character.h>
|
||||
#include <Jolt/Physics/Character/CharacterVirtual.h>
|
||||
|
||||
// Base class for the character tests, initializes the test scene.
|
||||
class CharacterBaseTest : public Test
|
||||
{
|
||||
public:
|
||||
JPH_DECLARE_RTTI_VIRTUAL(JPH_NO_EXPORT, CharacterBaseTest)
|
||||
|
||||
// Destructor
|
||||
virtual ~CharacterBaseTest() override;
|
||||
|
||||
// Number used to scale the terrain and camera movement to the scene
|
||||
virtual float GetWorldScale() const override { return 0.2f; }
|
||||
|
||||
// Initialize the test
|
||||
virtual void Initialize() override;
|
||||
|
||||
// Process input
|
||||
virtual void ProcessInput(const ProcessInputParams &inParams) override;
|
||||
|
||||
// Update the test, called before the physics update
|
||||
virtual void PrePhysicsUpdate(const PreUpdateParams &inParams) override;
|
||||
|
||||
// Override to specify the initial camera state (local to GetCameraPivot)
|
||||
virtual void GetInitialCamera(CameraState &ioState) const override;
|
||||
|
||||
// Override to specify a camera pivot point and orientation (world space)
|
||||
virtual RMat44 GetCameraPivot(float inCameraHeading, float inCameraPitch) const override;
|
||||
|
||||
// Optional settings menu
|
||||
virtual bool HasSettingsMenu() const override { return true; }
|
||||
virtual void CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu) override;
|
||||
|
||||
// Saving / restoring state for replay
|
||||
virtual void SaveState(StateRecorder &inStream) const override;
|
||||
virtual void RestoreState(StateRecorder &inStream) override;
|
||||
|
||||
// Saving / restoring controller input state for replay
|
||||
virtual void SaveInputState(StateRecorder &inStream) const override;
|
||||
virtual void RestoreInputState(StateRecorder &inStream) override;
|
||||
|
||||
protected:
|
||||
// Get position of the character
|
||||
virtual RVec3 GetCharacterPosition() const = 0;
|
||||
|
||||
// Handle user input to the character
|
||||
virtual void HandleInput(Vec3Arg inMovementDirection, bool inJump, bool inSwitchStance, float inDeltaTime) = 0;
|
||||
|
||||
// Draw the character state
|
||||
void DrawCharacterState(const CharacterBase *inCharacter, RMat44Arg inCharacterTransform, Vec3Arg inCharacterVelocity);
|
||||
|
||||
// Add character movement settings
|
||||
virtual void AddCharacterMovementSettings(DebugUI* inUI, UIElement* inSubMenu) { /* Nothing by default */ }
|
||||
|
||||
// Add test configuration settings
|
||||
virtual void AddConfigurationSettings(DebugUI *inUI, UIElement *inSubMenu) { /* Nothing by default */ }
|
||||
|
||||
// Draw the character + padding
|
||||
void DrawPaddedCharacter(const Shape *inShape, float inPadding, RMat44Arg inCenterOfMass);
|
||||
|
||||
// Character size
|
||||
static constexpr float cCharacterHeightStanding = 1.35f;
|
||||
static constexpr float cCharacterRadiusStanding = 0.3f;
|
||||
static constexpr float cCharacterHeightCrouching = 0.8f;
|
||||
static constexpr float cCharacterRadiusCrouching = 0.3f;
|
||||
static constexpr float cInnerShapeFraction = 0.9f;
|
||||
|
||||
// Character movement properties
|
||||
inline static bool sControlMovementDuringJump = true; ///< If false the character cannot change movement direction in mid air
|
||||
inline static float sCharacterSpeed = 6.0f;
|
||||
inline static float sJumpSpeed = 4.0f;
|
||||
|
||||
// The different stances for the character
|
||||
RefConst<Shape> mStandingShape;
|
||||
RefConst<Shape> mCrouchingShape;
|
||||
RefConst<Shape> mInnerCrouchingShape;
|
||||
RefConst<Shape> mInnerStandingShape;
|
||||
|
||||
// List of boxes on ramp
|
||||
Array<BodyID> mRampBlocks;
|
||||
float mRampBlocksTimeLeft = 0.0f;
|
||||
|
||||
// Conveyor belt body
|
||||
BodyID mConveyorBeltBody;
|
||||
|
||||
// Sensor body
|
||||
BodyID mSensorBody;
|
||||
|
||||
// List of active characters in the scene so they can collide
|
||||
CharacterVsCharacterCollisionSimple mCharacterVsCharacterCollision;
|
||||
|
||||
// Shape types
|
||||
enum class EType
|
||||
{
|
||||
Capsule,
|
||||
Cylinder,
|
||||
Box,
|
||||
Compound
|
||||
};
|
||||
|
||||
// Character shape type
|
||||
static inline EType sShapeType = EType::Capsule;
|
||||
|
||||
private:
|
||||
// List of possible scene names
|
||||
static const char * sScenes[];
|
||||
|
||||
// Filename of animation to load for this test
|
||||
static const char * sSceneName;
|
||||
|
||||
// Scene time (for moving bodies)
|
||||
float mTime = 0.0f;
|
||||
|
||||
// The camera pivot, recorded before the physics update to align with the drawn world
|
||||
RVec3 mCameraPivot = RVec3::sZero();
|
||||
|
||||
// Moving bodies
|
||||
BodyID mRotatingBody;
|
||||
BodyID mRotatingWallBody;
|
||||
BodyID mRotatingAndTranslatingBody;
|
||||
BodyID mSmoothVerticallyMovingBody;
|
||||
BodyID mReversingVerticallyMovingBody;
|
||||
float mReversingVerticallyMovingVelocity = 1.0f;
|
||||
BodyID mHorizontallyMovingBody;
|
||||
|
||||
// Moving characters
|
||||
Ref<Character> mAnimatedCharacter;
|
||||
Ref<CharacterVirtual> mAnimatedCharacterVirtual;
|
||||
Ref<CharacterVirtual> mAnimatedCharacterVirtualWithInnerBody;
|
||||
|
||||
// Player input
|
||||
Vec3 mControlInput = Vec3::sZero();
|
||||
bool mJump = false;
|
||||
bool mWasJump = false;
|
||||
bool mSwitchStance = false;
|
||||
bool mWasSwitchStance = false;
|
||||
};
|
||||
@@ -0,0 +1,204 @@
|
||||
// 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;
|
||||
}
|
||||
@@ -0,0 +1,69 @@
|
||||
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
|
||||
// SPDX-FileCopyrightText: 2024 Jorrit Rouwe
|
||||
// SPDX-License-Identifier: MIT
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <Tests/Test.h>
|
||||
#include <Jolt/Physics/Character/CharacterVirtual.h>
|
||||
#include <Jolt/Physics/PhysicsStepListener.h>
|
||||
|
||||
class CharacterPlanetTest : public Test, public PhysicsStepListener, public CharacterContactListener
|
||||
{
|
||||
public:
|
||||
JPH_DECLARE_RTTI_VIRTUAL(JPH_NO_EXPORT, CharacterPlanetTest)
|
||||
|
||||
// Description of the test
|
||||
virtual const char * GetDescription() const override
|
||||
{
|
||||
return "Demonstrates how to do custom gravity to simulate a character walking on a planet.";
|
||||
}
|
||||
|
||||
// Initialize the test
|
||||
virtual void Initialize() override;
|
||||
|
||||
// Process input
|
||||
virtual void ProcessInput(const ProcessInputParams &inParams) override;
|
||||
|
||||
// Update the test, called before the physics update
|
||||
virtual void PrePhysicsUpdate(const PreUpdateParams &inParams) override;
|
||||
|
||||
// Override to specify the initial camera state (local to GetCameraPivot)
|
||||
virtual void GetInitialCamera(CameraState &ioState) const override;
|
||||
|
||||
// Override to specify a camera pivot point and orientation (world space)
|
||||
virtual RMat44 GetCameraPivot(float inCameraHeading, float inCameraPitch) const override;
|
||||
|
||||
// Saving / restoring state for replay
|
||||
virtual void SaveState(StateRecorder &inStream) const override;
|
||||
virtual void RestoreState(StateRecorder &inStream) override;
|
||||
|
||||
// Saving / restoring controller input state for replay
|
||||
virtual void SaveInputState(StateRecorder &inStream) const override;
|
||||
virtual void RestoreInputState(StateRecorder &inStream) override;
|
||||
|
||||
// See: PhysicsStepListener
|
||||
virtual void OnStep(const PhysicsStepListenerContext &inContext) override;
|
||||
|
||||
// See: CharacterContactListener
|
||||
virtual void OnContactAdded(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings) override;
|
||||
|
||||
private:
|
||||
// Planet size
|
||||
static constexpr float cPlanetRadius = 20.0f;
|
||||
|
||||
// Character size
|
||||
static constexpr float cCharacterHeightStanding = 1.35f;
|
||||
static constexpr float cCharacterRadiusStanding = 0.3f;
|
||||
static constexpr float cCharacterSpeed = 6.0f;
|
||||
static constexpr float cJumpSpeed = 4.0f;
|
||||
|
||||
// The 'player' character
|
||||
Ref<CharacterVirtual> mCharacter;
|
||||
|
||||
// Player input
|
||||
Vec3 mDesiredVelocity = Vec3::sZero();
|
||||
Vec3 mDesiredVelocityWS = Vec3::sZero();
|
||||
bool mJump = false;
|
||||
bool mWasJump = false;
|
||||
};
|
||||
@@ -0,0 +1,196 @@
|
||||
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
|
||||
// SPDX-FileCopyrightText: 2023 Jorrit Rouwe
|
||||
// SPDX-License-Identifier: MIT
|
||||
|
||||
#include <TestFramework.h>
|
||||
|
||||
#include <Tests/Character/CharacterSpaceShipTest.h>
|
||||
#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
|
||||
#include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
|
||||
#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
|
||||
#include <Jolt/Physics/Collision/Shape/CylinderShape.h>
|
||||
#include <Jolt/Physics/Body/BodyCreationSettings.h>
|
||||
#include <Layers.h>
|
||||
|
||||
JPH_IMPLEMENT_RTTI_VIRTUAL(CharacterSpaceShipTest)
|
||||
{
|
||||
JPH_ADD_BASE_CLASS(CharacterSpaceShipTest, Test)
|
||||
}
|
||||
|
||||
void CharacterSpaceShipTest::Initialize()
|
||||
{
|
||||
// Dimensions of our space ship
|
||||
constexpr float cSpaceShipHeight = 2.0f;
|
||||
constexpr float cSpaceShipRingHeight = 0.2f;
|
||||
constexpr float cSpaceShipRadius = 100.0f;
|
||||
const RVec3 cShipInitialPosition(-25, 15, 0);
|
||||
|
||||
// Create floor for reference
|
||||
CreateFloor();
|
||||
|
||||
// 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, cShipInitialPosition + Vec3(0, cSpaceShipHeight, 0), Quat::sIdentity(), 0, mPhysicsSystem);
|
||||
mCharacter->SetListener(this);
|
||||
|
||||
// Create the space ship
|
||||
StaticCompoundShapeSettings compound;
|
||||
compound.SetEmbedded();
|
||||
for (float h = cSpaceShipRingHeight; h < cSpaceShipHeight; h += cSpaceShipRingHeight)
|
||||
compound.AddShape(Vec3::sZero(), Quat::sIdentity(), new CylinderShape(h, sqrt(Square(cSpaceShipRadius) - Square(cSpaceShipRadius - cSpaceShipHeight - cSpaceShipRingHeight + h))));
|
||||
mSpaceShip = mBodyInterface->CreateAndAddBody(BodyCreationSettings(&compound, cShipInitialPosition, Quat::sIdentity(), EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
|
||||
mSpaceShipPrevTransform = mBodyInterface->GetCenterOfMassTransform(mSpaceShip);
|
||||
}
|
||||
|
||||
void CharacterSpaceShipTest::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();
|
||||
|
||||
// Calculate the desired velocity in local space to the ship based on the camera forward
|
||||
RMat44 new_space_ship_transform = mBodyInterface->GetCenterOfMassTransform(mSpaceShip);
|
||||
Vec3 cam_fwd = new_space_ship_transform.GetRotation().Multiply3x3Transposed(inParams.mCameraState.mForward);
|
||||
cam_fwd.SetY(0.0f);
|
||||
cam_fwd = cam_fwd.NormalizedOr(Vec3::sAxisX());
|
||||
Quat rotation = Quat::sFromTo(Vec3::sAxisX(), cam_fwd);
|
||||
control_input = rotation * control_input;
|
||||
|
||||
// Smooth the player input in local space to the ship
|
||||
mDesiredVelocity = 0.25f * control_input * cCharacterSpeed + 0.75f * mDesiredVelocity;
|
||||
|
||||
// Check actions
|
||||
mJump = inParams.mKeyboard->IsKeyPressedAndTriggered(EKey::RControl, mWasJump);
|
||||
}
|
||||
|
||||
void CharacterSpaceShipTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
|
||||
{
|
||||
// Update scene time
|
||||
mTime += inParams.mDeltaTime;
|
||||
|
||||
// Update the character so it stays relative to the space ship
|
||||
RMat44 new_space_ship_transform = mBodyInterface->GetCenterOfMassTransform(mSpaceShip);
|
||||
mCharacter->SetPosition(new_space_ship_transform * mSpaceShipPrevTransform.Inversed() * mCharacter->GetPosition());
|
||||
|
||||
// Update the character rotation and its up vector to match the new up vector of the ship
|
||||
mCharacter->SetUp(new_space_ship_transform.GetAxisY());
|
||||
mCharacter->SetRotation(new_space_ship_transform.GetQuaternion());
|
||||
|
||||
// Draw character pre update (the sim is also drawn pre update)
|
||||
// Note that we have first updated the position so that it matches the new position of the ship
|
||||
#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(mSpaceShipPrevTransform.GetAxisY()) * mCharacter->GetUp();
|
||||
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
|
||||
if (mJump)
|
||||
new_velocity += cJumpSpeed * mCharacter->GetUp();
|
||||
}
|
||||
else
|
||||
new_velocity = current_vertical_velocity;
|
||||
|
||||
// Gravity always acts relative to the ship
|
||||
Vec3 gravity = new_space_ship_transform.Multiply3x3(mPhysicsSystem->GetGravity());
|
||||
new_velocity += gravity * inParams.mDeltaTime;
|
||||
|
||||
// Transform player input to world space
|
||||
new_velocity += new_space_ship_transform.Multiply3x3(mDesiredVelocity);
|
||||
|
||||
// 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);
|
||||
|
||||
// Update previous transform
|
||||
mSpaceShipPrevTransform = new_space_ship_transform;
|
||||
|
||||
// Calculate new velocity
|
||||
UpdateShipVelocity();
|
||||
}
|
||||
|
||||
void CharacterSpaceShipTest::UpdateShipVelocity()
|
||||
{
|
||||
// Make it a rocky ride...
|
||||
mSpaceShipLinearVelocity = Vec3(Sin(mTime), 0, Cos(mTime)) * 50.0f;
|
||||
mSpaceShipAngularVelocity = Vec3(Sin(2.0f * mTime), 1, Cos(2.0f * mTime)) * 0.5f;
|
||||
|
||||
mBodyInterface->SetLinearAndAngularVelocity(mSpaceShip, mSpaceShipLinearVelocity, mSpaceShipAngularVelocity);
|
||||
}
|
||||
|
||||
void CharacterSpaceShipTest::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 CharacterSpaceShipTest::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(mCharacter->GetPosition() + Vec3(0, cCharacterHeightStanding + cCharacterRadiusStanding, 0) - 5.0f * fwd);
|
||||
}
|
||||
|
||||
void CharacterSpaceShipTest::SaveState(StateRecorder &inStream) const
|
||||
{
|
||||
mCharacter->SaveState(inStream);
|
||||
|
||||
inStream.Write(mTime);
|
||||
inStream.Write(mSpaceShipPrevTransform);
|
||||
}
|
||||
|
||||
void CharacterSpaceShipTest::RestoreState(StateRecorder &inStream)
|
||||
{
|
||||
mCharacter->RestoreState(inStream);
|
||||
|
||||
inStream.Read(mTime);
|
||||
inStream.Read(mSpaceShipPrevTransform);
|
||||
|
||||
// Calculate new velocity
|
||||
UpdateShipVelocity();
|
||||
}
|
||||
|
||||
void CharacterSpaceShipTest::SaveInputState(StateRecorder &inStream) const
|
||||
{
|
||||
inStream.Write(mDesiredVelocity);
|
||||
inStream.Write(mJump);
|
||||
}
|
||||
|
||||
void CharacterSpaceShipTest::RestoreInputState(StateRecorder &inStream)
|
||||
{
|
||||
inStream.Read(mDesiredVelocity);
|
||||
inStream.Read(mJump);
|
||||
}
|
||||
|
||||
void CharacterSpaceShipTest::OnAdjustBodyVelocity(const CharacterVirtual *inCharacter, const Body &inBody2, Vec3 &ioLinearVelocity, Vec3 &ioAngularVelocity)
|
||||
{
|
||||
// Cancel out velocity of space ship, we move relative to this which means we don't feel any of the acceleration of the ship (= engage inertial dampeners!)
|
||||
ioLinearVelocity -= mSpaceShipLinearVelocity;
|
||||
ioAngularVelocity -= mSpaceShipAngularVelocity;
|
||||
}
|
||||
@@ -0,0 +1,79 @@
|
||||
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
|
||||
// SPDX-FileCopyrightText: 2023 Jorrit Rouwe
|
||||
// SPDX-License-Identifier: MIT
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <Tests/Test.h>
|
||||
#include <Jolt/Physics/Character/CharacterVirtual.h>
|
||||
|
||||
class CharacterSpaceShipTest : public Test, public CharacterContactListener
|
||||
{
|
||||
public:
|
||||
JPH_DECLARE_RTTI_VIRTUAL(JPH_NO_EXPORT, CharacterSpaceShipTest)
|
||||
|
||||
// Description of the test
|
||||
virtual const char * GetDescription() const override
|
||||
{
|
||||
return "Demonstrates how a character may walk around a fast moving/accelerating sci-fi space ship that is equipped with inertial dampeners.\n"
|
||||
"Note that this is 'game physics' and not real physics, inertial dampeners only exist in the movies.\n"
|
||||
"You can walk off the ship and remain attached to the ship. A proper implementation would detect this and detach the character.";
|
||||
}
|
||||
|
||||
// Initialize the test
|
||||
virtual void Initialize() override;
|
||||
|
||||
// Process input
|
||||
virtual void ProcessInput(const ProcessInputParams &inParams) override;
|
||||
|
||||
// Update the test, called before the physics update
|
||||
virtual void PrePhysicsUpdate(const PreUpdateParams &inParams) override;
|
||||
|
||||
// Override to specify the initial camera state (local to GetCameraPivot)
|
||||
virtual void GetInitialCamera(CameraState &ioState) const override;
|
||||
|
||||
// Override to specify a camera pivot point and orientation (world space)
|
||||
virtual RMat44 GetCameraPivot(float inCameraHeading, float inCameraPitch) const override;
|
||||
|
||||
// Saving / restoring state for replay
|
||||
virtual void SaveState(StateRecorder &inStream) const override;
|
||||
virtual void RestoreState(StateRecorder &inStream) override;
|
||||
|
||||
// Saving / restoring controller input state for replay
|
||||
virtual void SaveInputState(StateRecorder &inStream) const override;
|
||||
virtual void RestoreInputState(StateRecorder &inStream) override;
|
||||
|
||||
private:
|
||||
// Calculate new ship velocity
|
||||
void UpdateShipVelocity();
|
||||
|
||||
/// Callback to adjust the velocity of a body as seen by the character. Can be adjusted to e.g. implement a conveyor belt or an inertial dampener system of a sci-fi space ship.
|
||||
virtual void OnAdjustBodyVelocity(const CharacterVirtual *inCharacter, const Body &inBody2, Vec3 &ioLinearVelocity, Vec3 &ioAngularVelocity) override;
|
||||
|
||||
// Character size
|
||||
static constexpr float cCharacterHeightStanding = 1.35f;
|
||||
static constexpr float cCharacterRadiusStanding = 0.3f;
|
||||
static constexpr float cCharacterSpeed = 6.0f;
|
||||
static constexpr float cJumpSpeed = 4.0f;
|
||||
|
||||
// The 'player' character
|
||||
Ref<CharacterVirtual> mCharacter;
|
||||
|
||||
// The space ship
|
||||
BodyID mSpaceShip;
|
||||
|
||||
// Previous frame space ship transform
|
||||
RMat44 mSpaceShipPrevTransform;
|
||||
|
||||
// Space ship velocity
|
||||
Vec3 mSpaceShipLinearVelocity;
|
||||
Vec3 mSpaceShipAngularVelocity;
|
||||
|
||||
// Global time
|
||||
float mTime = 0.0f;
|
||||
|
||||
// Player input
|
||||
Vec3 mDesiredVelocity = Vec3::sZero();
|
||||
bool mJump = false;
|
||||
bool mWasJump = false;
|
||||
};
|
||||
123
lib/All/JoltPhysics/Samples/Tests/Character/CharacterTest.cpp
Normal file
123
lib/All/JoltPhysics/Samples/Tests/Character/CharacterTest.cpp
Normal file
@@ -0,0 +1,123 @@
|
||||
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
|
||||
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
|
||||
// SPDX-License-Identifier: MIT
|
||||
|
||||
#include <TestFramework.h>
|
||||
|
||||
#include <Tests/Character/CharacterTest.h>
|
||||
#include <Layers.h>
|
||||
#include <Renderer/DebugRendererImp.h>
|
||||
|
||||
JPH_IMPLEMENT_RTTI_VIRTUAL(CharacterTest)
|
||||
{
|
||||
JPH_ADD_BASE_CLASS(CharacterTest, CharacterBaseTest)
|
||||
}
|
||||
|
||||
static const float cCollisionTolerance = 0.05f;
|
||||
|
||||
CharacterTest::~CharacterTest()
|
||||
{
|
||||
mCharacter->RemoveFromPhysicsSystem();
|
||||
}
|
||||
|
||||
void CharacterTest::Initialize()
|
||||
{
|
||||
CharacterBaseTest::Initialize();
|
||||
|
||||
// Create 'player' character
|
||||
Ref<CharacterSettings> settings = new CharacterSettings();
|
||||
settings->mMaxSlopeAngle = DegreesToRadians(45.0f);
|
||||
settings->mLayer = Layers::MOVING;
|
||||
settings->mShape = mStandingShape;
|
||||
settings->mFriction = 0.5f;
|
||||
settings->mSupportingVolume = Plane(Vec3::sAxisY(), -cCharacterRadiusStanding); // Accept contacts that touch the lower sphere of the capsule
|
||||
mCharacter = new Character(settings, RVec3::sZero(), Quat::sIdentity(), 0, mPhysicsSystem);
|
||||
mCharacter->AddToPhysicsSystem(EActivation::Activate);
|
||||
}
|
||||
|
||||
void CharacterTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
|
||||
{
|
||||
CharacterBaseTest::PrePhysicsUpdate(inParams);
|
||||
|
||||
// Draw state of character
|
||||
DrawCharacterState(mCharacter, mCharacter->GetWorldTransform(), mCharacter->GetLinearVelocity());
|
||||
}
|
||||
|
||||
void CharacterTest::PostPhysicsUpdate(float inDeltaTime)
|
||||
{
|
||||
// Fetch the new ground properties
|
||||
mCharacter->PostSimulation(cCollisionTolerance);
|
||||
}
|
||||
|
||||
void CharacterTest::SaveState(StateRecorder &inStream) const
|
||||
{
|
||||
CharacterBaseTest::SaveState(inStream);
|
||||
|
||||
mCharacter->SaveState(inStream);
|
||||
|
||||
bool is_standing = mCharacter->GetShape() == mStandingShape;
|
||||
inStream.Write(is_standing);
|
||||
}
|
||||
|
||||
void CharacterTest::RestoreState(StateRecorder &inStream)
|
||||
{
|
||||
CharacterBaseTest::RestoreState(inStream);
|
||||
|
||||
mCharacter->RestoreState(inStream);
|
||||
|
||||
bool is_standing = mCharacter->GetShape() == mStandingShape; // Initialize variable for validation mode
|
||||
inStream.Read(is_standing);
|
||||
mCharacter->SetShape(is_standing? mStandingShape : mCrouchingShape, FLT_MAX);
|
||||
}
|
||||
|
||||
void CharacterTest::HandleInput(Vec3Arg inMovementDirection, bool inJump, bool inSwitchStance, float inDeltaTime)
|
||||
{
|
||||
// Cancel movement in opposite direction of normal when touching something we can't walk up
|
||||
Vec3 movement_direction = inMovementDirection;
|
||||
Character::EGroundState ground_state = mCharacter->GetGroundState();
|
||||
if (ground_state == Character::EGroundState::OnSteepGround
|
||||
|| ground_state == Character::EGroundState::NotSupported)
|
||||
{
|
||||
Vec3 normal = mCharacter->GetGroundNormal();
|
||||
normal.SetY(0.0f);
|
||||
float dot = normal.Dot(movement_direction);
|
||||
if (dot < 0.0f)
|
||||
movement_direction -= (dot * normal) / normal.LengthSq();
|
||||
}
|
||||
|
||||
// Stance switch
|
||||
if (inSwitchStance)
|
||||
mCharacter->SetShape(mCharacter->GetShape() == mStandingShape? mCrouchingShape : mStandingShape, 1.5f * mPhysicsSystem->GetPhysicsSettings().mPenetrationSlop);
|
||||
|
||||
if (sControlMovementDuringJump || mCharacter->IsSupported())
|
||||
{
|
||||
// Update velocity
|
||||
Vec3 current_velocity = mCharacter->GetLinearVelocity();
|
||||
Vec3 desired_velocity = sCharacterSpeed * movement_direction;
|
||||
if (!desired_velocity.IsNearZero() || current_velocity.GetY() < 0.0f || !mCharacter->IsSupported())
|
||||
desired_velocity.SetY(current_velocity.GetY());
|
||||
Vec3 new_velocity = 0.75f * current_velocity + 0.25f * desired_velocity;
|
||||
|
||||
// Jump
|
||||
if (inJump && ground_state == Character::EGroundState::OnGround)
|
||||
new_velocity += Vec3(0, sJumpSpeed, 0);
|
||||
|
||||
// Update the velocity
|
||||
mCharacter->SetLinearVelocity(new_velocity);
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterTest::OnContactAdded(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings)
|
||||
{
|
||||
// Draw a box around the character when it enters the sensor
|
||||
if (inBody1.GetID() == mSensorBody)
|
||||
mDebugRenderer->DrawBox(inBody2.GetWorldSpaceBounds(), Color::sGreen, DebugRenderer::ECastShadow::Off, DebugRenderer::EDrawMode::Wireframe);
|
||||
else if (inBody2.GetID() == mSensorBody)
|
||||
mDebugRenderer->DrawBox(inBody1.GetWorldSpaceBounds(), Color::sGreen, DebugRenderer::ECastShadow::Off, DebugRenderer::EDrawMode::Wireframe);
|
||||
}
|
||||
|
||||
void CharacterTest::OnContactPersisted(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings)
|
||||
{
|
||||
// Same behavior as contact added
|
||||
OnContactAdded(inBody1, inBody2, inManifold, ioSettings);
|
||||
}
|
||||
54
lib/All/JoltPhysics/Samples/Tests/Character/CharacterTest.h
Normal file
54
lib/All/JoltPhysics/Samples/Tests/Character/CharacterTest.h
Normal file
@@ -0,0 +1,54 @@
|
||||
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
|
||||
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
|
||||
// SPDX-License-Identifier: MIT
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <Tests/Character/CharacterBaseTest.h>
|
||||
|
||||
class CharacterTest : public CharacterBaseTest, public ContactListener
|
||||
{
|
||||
public:
|
||||
JPH_DECLARE_RTTI_VIRTUAL(JPH_NO_EXPORT, CharacterTest)
|
||||
|
||||
// Description of the test
|
||||
virtual const char * GetDescription() const override
|
||||
{
|
||||
return "Shows the Character class. Move around with the arrow keys, Shift for crouch and Ctrl for jump.\n"
|
||||
"Note that most games should use CharacterVirtual instead of the Character class.";
|
||||
}
|
||||
|
||||
// Destructor
|
||||
virtual ~CharacterTest() override;
|
||||
|
||||
// Initialize the test
|
||||
virtual void Initialize() override;
|
||||
|
||||
// Update the test, called before the physics update
|
||||
virtual void PrePhysicsUpdate(const PreUpdateParams &inParams) override;
|
||||
|
||||
// Update the test, called after the physics update
|
||||
virtual void PostPhysicsUpdate(float inDeltaTime) override;
|
||||
|
||||
// Saving / restoring state for replay
|
||||
virtual void SaveState(StateRecorder &inStream) const override;
|
||||
virtual void RestoreState(StateRecorder &inStream) override;
|
||||
|
||||
// If this test implements a contact listener, it should be returned here
|
||||
virtual ContactListener *GetContactListener() override { return this; }
|
||||
|
||||
// See: ContactListener
|
||||
virtual void OnContactAdded(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings) override;
|
||||
virtual void OnContactPersisted(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings) override;
|
||||
|
||||
protected:
|
||||
// Get position of the character
|
||||
virtual RVec3 GetCharacterPosition() const override { return mCharacter->GetPosition(); }
|
||||
|
||||
// Handle user input to the character
|
||||
virtual void HandleInput(Vec3Arg inMovementDirection, bool inJump, bool inSwitchStance, float inDeltaTime) override;
|
||||
|
||||
private:
|
||||
// The 'player' character
|
||||
Ref<Character> mCharacter;
|
||||
};
|
||||
@@ -0,0 +1,388 @@
|
||||
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
|
||||
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
|
||||
// SPDX-License-Identifier: MIT
|
||||
|
||||
#include <TestFramework.h>
|
||||
|
||||
#include <Tests/Character/CharacterVirtualTest.h>
|
||||
#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
|
||||
#include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
|
||||
#include <Layers.h>
|
||||
#include <Utils/Log.h>
|
||||
#include <Renderer/DebugRendererImp.h>
|
||||
#include <Application/DebugUI.h>
|
||||
|
||||
//#define CHARACTER_TRACE_CONTACTS
|
||||
|
||||
JPH_IMPLEMENT_RTTI_VIRTUAL(CharacterVirtualTest)
|
||||
{
|
||||
JPH_ADD_BASE_CLASS(CharacterVirtualTest, CharacterBaseTest)
|
||||
}
|
||||
|
||||
void CharacterVirtualTest::Initialize()
|
||||
{
|
||||
CharacterBaseTest::Initialize();
|
||||
|
||||
// Create 'player' character
|
||||
Ref<CharacterVirtualSettings> settings = new CharacterVirtualSettings();
|
||||
settings->mMaxSlopeAngle = sMaxSlopeAngle;
|
||||
settings->mMaxStrength = sMaxStrength;
|
||||
settings->mShape = mStandingShape;
|
||||
settings->mBackFaceMode = sBackFaceMode;
|
||||
settings->mCharacterPadding = sCharacterPadding;
|
||||
settings->mPenetrationRecoverySpeed = sPenetrationRecoverySpeed;
|
||||
settings->mPredictiveContactDistance = sPredictiveContactDistance;
|
||||
settings->mSupportingVolume = Plane(Vec3::sAxisY(), -cCharacterRadiusStanding); // Accept contacts that touch the lower sphere of the capsule
|
||||
settings->mEnhancedInternalEdgeRemoval = sEnhancedInternalEdgeRemoval;
|
||||
settings->mInnerBodyShape = sCreateInnerBody? mInnerStandingShape : nullptr;
|
||||
settings->mInnerBodyLayer = Layers::MOVING;
|
||||
mCharacter = new CharacterVirtual(settings, RVec3::sZero(), Quat::sIdentity(), 0, mPhysicsSystem);
|
||||
mCharacter->SetCharacterVsCharacterCollision(&mCharacterVsCharacterCollision);
|
||||
mCharacterVsCharacterCollision.Add(mCharacter);
|
||||
|
||||
// Install contact listener for all characters
|
||||
for (CharacterVirtual *character : mCharacterVsCharacterCollision.mCharacters)
|
||||
character->SetListener(this);
|
||||
|
||||
// Draw labels on ramp blocks
|
||||
for (size_t i = 0; i < mRampBlocks.size(); ++i)
|
||||
SetBodyLabel(mRampBlocks[i], StringFormat("PushesPlayer: %s\nPushable: %s", (i & 1) != 0? "True" : "False", (i & 2) != 0? "True" : "False"));
|
||||
}
|
||||
|
||||
void CharacterVirtualTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
|
||||
{
|
||||
CharacterBaseTest::PrePhysicsUpdate(inParams);
|
||||
|
||||
// Draw character pre update (the sim is also drawn pre update)
|
||||
RMat44 com = mCharacter->GetCenterOfMassTransform();
|
||||
RMat44 world_transform = mCharacter->GetWorldTransform();
|
||||
#ifdef JPH_DEBUG_RENDERER
|
||||
mCharacter->GetShape()->Draw(mDebugRenderer, com, Vec3::sOne(), Color::sGreen, false, true);
|
||||
#endif // JPH_DEBUG_RENDERER
|
||||
|
||||
DrawPaddedCharacter(mCharacter->GetShape(), mCharacter->GetCharacterPadding(), com);
|
||||
|
||||
// Remember old position
|
||||
RVec3 old_position = mCharacter->GetPosition();
|
||||
|
||||
// Settings for our update function
|
||||
CharacterVirtual::ExtendedUpdateSettings update_settings;
|
||||
if (!sEnableStickToFloor)
|
||||
update_settings.mStickToFloorStepDown = Vec3::sZero();
|
||||
else
|
||||
update_settings.mStickToFloorStepDown = -mCharacter->GetUp() * update_settings.mStickToFloorStepDown.Length();
|
||||
if (!sEnableWalkStairs)
|
||||
update_settings.mWalkStairsStepUp = Vec3::sZero();
|
||||
else
|
||||
update_settings.mWalkStairsStepUp = mCharacter->GetUp() * update_settings.mWalkStairsStepUp.Length();
|
||||
|
||||
// Update the character position
|
||||
mCharacter->ExtendedUpdate(inParams.mDeltaTime,
|
||||
-mCharacter->GetUp() * mPhysicsSystem->GetGravity().Length(),
|
||||
update_settings,
|
||||
mPhysicsSystem->GetDefaultBroadPhaseLayerFilter(Layers::MOVING),
|
||||
mPhysicsSystem->GetDefaultLayerFilter(Layers::MOVING),
|
||||
{ },
|
||||
{ },
|
||||
*mTempAllocator);
|
||||
|
||||
#ifdef JPH_ENABLE_ASSERTS
|
||||
// Validate that our contact list is in sync with that of the character
|
||||
// Note that compound shapes could be non convex so we may detect more contacts than have been reported by the character
|
||||
// as the character only reports contacts as it is sliding through the world. If 2 sub shapes hit at the same time then
|
||||
// most likely only one will be reported as it stops the character and prevents the 2nd one from being seen.
|
||||
uint num_contacts = 0;
|
||||
for (const CharacterVirtual::Contact &c : mCharacter->GetActiveContacts())
|
||||
if (c.mHadCollision)
|
||||
{
|
||||
JPH_ASSERT(std::find(mActiveContacts.begin(), mActiveContacts.end(), c) != mActiveContacts.end());
|
||||
num_contacts++;
|
||||
}
|
||||
JPH_ASSERT(sShapeType == EType::Compound? num_contacts >= mActiveContacts.size() : num_contacts == mActiveContacts.size());
|
||||
#endif
|
||||
|
||||
// Calculate effective velocity
|
||||
RVec3 new_position = mCharacter->GetPosition();
|
||||
Vec3 velocity = Vec3(new_position - old_position) / inParams.mDeltaTime;
|
||||
|
||||
// Draw state of character
|
||||
DrawCharacterState(mCharacter, world_transform, velocity);
|
||||
}
|
||||
|
||||
void CharacterVirtualTest::HandleInput(Vec3Arg inMovementDirection, bool inJump, bool inSwitchStance, float inDeltaTime)
|
||||
{
|
||||
bool player_controls_horizontal_velocity = sControlMovementDuringJump || mCharacter->IsSupported();
|
||||
if (player_controls_horizontal_velocity)
|
||||
{
|
||||
// Smooth the player input
|
||||
mDesiredVelocity = sEnableCharacterInertia? 0.25f * inMovementDirection * sCharacterSpeed + 0.75f * mDesiredVelocity : inMovementDirection * sCharacterSpeed;
|
||||
|
||||
// True if the player intended to move
|
||||
mAllowSliding = !inMovementDirection.IsNearZero();
|
||||
}
|
||||
else
|
||||
{
|
||||
// While in air we allow sliding
|
||||
mAllowSliding = true;
|
||||
}
|
||||
|
||||
// Update the character rotation and its up vector to match the up vector set by the user settings
|
||||
Quat character_up_rotation = Quat::sEulerAngles(Vec3(sUpRotationX, 0, sUpRotationZ));
|
||||
mCharacter->SetUp(character_up_rotation.RotateAxisY());
|
||||
mCharacter->SetRotation(character_up_rotation);
|
||||
|
||||
// A cheaper way to update the character's ground velocity,
|
||||
// the platforms that the character is standing on may have changed velocity
|
||||
mCharacter->UpdateGroundVelocity();
|
||||
|
||||
// Determine new basic velocity
|
||||
Vec3 current_vertical_velocity = mCharacter->GetLinearVelocity().Dot(mCharacter->GetUp()) * mCharacter->GetUp();
|
||||
Vec3 ground_velocity = mCharacter->GetGroundVelocity();
|
||||
Vec3 new_velocity;
|
||||
bool moving_towards_ground = (current_vertical_velocity.GetY() - ground_velocity.GetY()) < 0.1f;
|
||||
if (mCharacter->GetGroundState() == CharacterVirtual::EGroundState::OnGround // If on ground
|
||||
&& (sEnableCharacterInertia?
|
||||
moving_towards_ground // Inertia enabled: And not moving away from ground
|
||||
: !mCharacter->IsSlopeTooSteep(mCharacter->GetGroundNormal()))) // Inertia disabled: And not on a slope that is too steep
|
||||
{
|
||||
// Assume velocity of ground when on ground
|
||||
new_velocity = ground_velocity;
|
||||
|
||||
// Jump
|
||||
if (inJump && moving_towards_ground)
|
||||
new_velocity += sJumpSpeed * mCharacter->GetUp();
|
||||
}
|
||||
else
|
||||
new_velocity = current_vertical_velocity;
|
||||
|
||||
// Gravity
|
||||
new_velocity += (character_up_rotation * mPhysicsSystem->GetGravity()) * inDeltaTime;
|
||||
|
||||
if (player_controls_horizontal_velocity)
|
||||
{
|
||||
// Player input
|
||||
new_velocity += character_up_rotation * mDesiredVelocity;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Preserve horizontal velocity
|
||||
Vec3 current_horizontal_velocity = mCharacter->GetLinearVelocity() - current_vertical_velocity;
|
||||
new_velocity += current_horizontal_velocity;
|
||||
}
|
||||
|
||||
// Update character velocity
|
||||
mCharacter->SetLinearVelocity(new_velocity);
|
||||
|
||||
// Stance switch
|
||||
if (inSwitchStance)
|
||||
{
|
||||
bool is_standing = mCharacter->GetShape() == mStandingShape;
|
||||
const Shape *shape = is_standing? mCrouchingShape : mStandingShape;
|
||||
if (mCharacter->SetShape(shape, 1.5f * mPhysicsSystem->GetPhysicsSettings().mPenetrationSlop, mPhysicsSystem->GetDefaultBroadPhaseLayerFilter(Layers::MOVING), mPhysicsSystem->GetDefaultLayerFilter(Layers::MOVING), { }, { }, *mTempAllocator))
|
||||
{
|
||||
const Shape *inner_shape = is_standing? mInnerCrouchingShape : mInnerStandingShape;
|
||||
mCharacter->SetInnerBodyShape(inner_shape);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterVirtualTest::AddCharacterMovementSettings(DebugUI* inUI, UIElement* inSubMenu)
|
||||
{
|
||||
inUI->CreateCheckBox(inSubMenu, "Enable Character Inertia", sEnableCharacterInertia, [](UICheckBox::EState inState) { sEnableCharacterInertia = inState == UICheckBox::STATE_CHECKED; });
|
||||
inUI->CreateCheckBox(inSubMenu, "Player Can Push Other Virtual Characters", sPlayerCanPushOtherCharacters, [](UICheckBox::EState inState) { sPlayerCanPushOtherCharacters = inState == UICheckBox::STATE_CHECKED; });
|
||||
inUI->CreateCheckBox(inSubMenu, "Other Virtual Characters Can Push Player", sOtherCharactersCanPushPlayer, [](UICheckBox::EState inState) { sOtherCharactersCanPushPlayer = inState == UICheckBox::STATE_CHECKED; });
|
||||
}
|
||||
|
||||
void CharacterVirtualTest::AddConfigurationSettings(DebugUI *inUI, UIElement *inSubMenu)
|
||||
{
|
||||
inUI->CreateComboBox(inSubMenu, "Back Face Mode", { "Ignore", "Collide" }, (int)sBackFaceMode, [=](int inItem) { sBackFaceMode = (EBackFaceMode)inItem; });
|
||||
inUI->CreateSlider(inSubMenu, "Up Rotation X (degrees)", RadiansToDegrees(sUpRotationX), -90.0f, 90.0f, 1.0f, [](float inValue) { sUpRotationX = DegreesToRadians(inValue); });
|
||||
inUI->CreateSlider(inSubMenu, "Up Rotation Z (degrees)", RadiansToDegrees(sUpRotationZ), -90.0f, 90.0f, 1.0f, [](float inValue) { sUpRotationZ = DegreesToRadians(inValue); });
|
||||
inUI->CreateSlider(inSubMenu, "Max Slope Angle (degrees)", RadiansToDegrees(sMaxSlopeAngle), 0.0f, 90.0f, 1.0f, [](float inValue) { sMaxSlopeAngle = DegreesToRadians(inValue); });
|
||||
inUI->CreateSlider(inSubMenu, "Max Strength (N)", sMaxStrength, 0.0f, 500.0f, 1.0f, [](float inValue) { sMaxStrength = inValue; });
|
||||
inUI->CreateSlider(inSubMenu, "Character Padding", sCharacterPadding, 0.01f, 0.5f, 0.01f, [](float inValue) { sCharacterPadding = inValue; });
|
||||
inUI->CreateSlider(inSubMenu, "Penetration Recovery Speed", sPenetrationRecoverySpeed, 0.0f, 1.0f, 0.05f, [](float inValue) { sPenetrationRecoverySpeed = inValue; });
|
||||
inUI->CreateSlider(inSubMenu, "Predictive Contact Distance", sPredictiveContactDistance, 0.01f, 1.0f, 0.01f, [](float inValue) { sPredictiveContactDistance = inValue; });
|
||||
inUI->CreateCheckBox(inSubMenu, "Enable Walk Stairs", sEnableWalkStairs, [](UICheckBox::EState inState) { sEnableWalkStairs = inState == UICheckBox::STATE_CHECKED; });
|
||||
inUI->CreateCheckBox(inSubMenu, "Enable Stick To Floor", sEnableStickToFloor, [](UICheckBox::EState inState) { sEnableStickToFloor = inState == UICheckBox::STATE_CHECKED; });
|
||||
inUI->CreateCheckBox(inSubMenu, "Enhanced Internal Edge Removal", sEnhancedInternalEdgeRemoval, [](UICheckBox::EState inState) { sEnhancedInternalEdgeRemoval = inState == UICheckBox::STATE_CHECKED; });
|
||||
inUI->CreateCheckBox(inSubMenu, "Create Inner Body", sCreateInnerBody, [](UICheckBox::EState inState) { sCreateInnerBody = inState == UICheckBox::STATE_CHECKED; });
|
||||
}
|
||||
|
||||
void CharacterVirtualTest::SaveState(StateRecorder &inStream) const
|
||||
{
|
||||
CharacterBaseTest::SaveState(inStream);
|
||||
|
||||
mCharacter->SaveState(inStream);
|
||||
|
||||
bool is_standing = mCharacter->GetShape() == mStandingShape;
|
||||
inStream.Write(is_standing);
|
||||
|
||||
inStream.Write(mAllowSliding);
|
||||
inStream.Write(mDesiredVelocity);
|
||||
inStream.Write(mActiveContacts);
|
||||
}
|
||||
|
||||
void CharacterVirtualTest::RestoreState(StateRecorder &inStream)
|
||||
{
|
||||
CharacterBaseTest::RestoreState(inStream);
|
||||
|
||||
mCharacter->RestoreState(inStream);
|
||||
|
||||
bool is_standing = mCharacter->GetShape() == mStandingShape; // Initialize variable for validation mode
|
||||
inStream.Read(is_standing);
|
||||
const Shape *shape = is_standing? mStandingShape : mCrouchingShape;
|
||||
mCharacter->SetShape(shape, FLT_MAX, { }, { }, { }, { }, *mTempAllocator);
|
||||
const Shape *inner_shape = is_standing? mInnerStandingShape : mInnerCrouchingShape;
|
||||
mCharacter->SetInnerBodyShape(inner_shape);
|
||||
|
||||
inStream.Read(mAllowSliding);
|
||||
inStream.Read(mDesiredVelocity);
|
||||
inStream.Read(mActiveContacts);
|
||||
}
|
||||
|
||||
void CharacterVirtualTest::OnAdjustBodyVelocity(const CharacterVirtual *inCharacter, const Body &inBody2, Vec3 &ioLinearVelocity, Vec3 &ioAngularVelocity)
|
||||
{
|
||||
// Apply artificial velocity to the character when standing on the conveyor belt
|
||||
if (inBody2.GetID() == mConveyorBeltBody)
|
||||
ioLinearVelocity += Vec3(0, 0, 2);
|
||||
}
|
||||
|
||||
void CharacterVirtualTest::OnContactCommon(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings)
|
||||
{
|
||||
// Draw a box around the character when it enters the sensor
|
||||
if (inBodyID2 == mSensorBody)
|
||||
{
|
||||
AABox box = inCharacter->GetShape()->GetWorldSpaceBounds(inCharacter->GetCenterOfMassTransform(), Vec3::sOne());
|
||||
mDebugRenderer->DrawBox(box, Color::sGreen, DebugRenderer::ECastShadow::Off, DebugRenderer::EDrawMode::Wireframe);
|
||||
}
|
||||
|
||||
// Dynamic boxes on the ramp go through all permutations
|
||||
Array<BodyID>::const_iterator i = find(mRampBlocks.begin(), mRampBlocks.end(), inBodyID2);
|
||||
if (i != mRampBlocks.end())
|
||||
{
|
||||
size_t index = i - mRampBlocks.begin();
|
||||
ioSettings.mCanPushCharacter = (index & 1) != 0;
|
||||
ioSettings.mCanReceiveImpulses = (index & 2) != 0;
|
||||
}
|
||||
|
||||
// If we encounter an object that can push the player, enable sliding
|
||||
if (inCharacter == mCharacter
|
||||
&& ioSettings.mCanPushCharacter
|
||||
&& mPhysicsSystem->GetBodyInterface().GetMotionType(inBodyID2) != EMotionType::Static)
|
||||
mAllowSliding = true;
|
||||
}
|
||||
|
||||
void CharacterVirtualTest::OnContactAdded(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings)
|
||||
{
|
||||
OnContactCommon(inCharacter, inBodyID2, inSubShapeID2, inContactPosition, inContactNormal, ioSettings);
|
||||
|
||||
if (inCharacter == mCharacter)
|
||||
{
|
||||
#ifdef CHARACTER_TRACE_CONTACTS
|
||||
Trace("Contact added with body %08x, sub shape %08x", inBodyID2.GetIndexAndSequenceNumber(), inSubShapeID2.GetValue());
|
||||
#endif
|
||||
CharacterVirtual::ContactKey c(inBodyID2, inSubShapeID2);
|
||||
if (std::find(mActiveContacts.begin(), mActiveContacts.end(), c) != mActiveContacts.end())
|
||||
FatalError("Got an add contact that should have been a persisted contact");
|
||||
mActiveContacts.push_back(c);
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterVirtualTest::OnContactPersisted(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings)
|
||||
{
|
||||
OnContactCommon(inCharacter, inBodyID2, inSubShapeID2, inContactPosition, inContactNormal, ioSettings);
|
||||
|
||||
if (inCharacter == mCharacter)
|
||||
{
|
||||
#ifdef CHARACTER_TRACE_CONTACTS
|
||||
Trace("Contact persisted with body %08x, sub shape %08x", inBodyID2.GetIndexAndSequenceNumber(), inSubShapeID2.GetValue());
|
||||
#endif
|
||||
if (std::find(mActiveContacts.begin(), mActiveContacts.end(), CharacterVirtual::ContactKey(inBodyID2, inSubShapeID2)) == mActiveContacts.end())
|
||||
FatalError("Got a persisted contact that should have been an add contact");
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterVirtualTest::OnContactRemoved(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2)
|
||||
{
|
||||
if (inCharacter == mCharacter)
|
||||
{
|
||||
#ifdef CHARACTER_TRACE_CONTACTS
|
||||
Trace("Contact removed with body %08x, sub shape %08x", inBodyID2.GetIndexAndSequenceNumber(), inSubShapeID2.GetValue());
|
||||
#endif
|
||||
ContactSet::iterator it = std::find(mActiveContacts.begin(), mActiveContacts.end(), CharacterVirtual::ContactKey(inBodyID2, inSubShapeID2));
|
||||
if (it == mActiveContacts.end())
|
||||
FatalError("Got a remove contact that has not been added");
|
||||
mActiveContacts.erase(it);
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterVirtualTest::OnCharacterContactCommon(const CharacterVirtual *inCharacter, const CharacterVirtual *inOtherCharacter, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings)
|
||||
{
|
||||
// Characters can only be pushed in their own update
|
||||
if (sPlayerCanPushOtherCharacters)
|
||||
ioSettings.mCanPushCharacter = sOtherCharactersCanPushPlayer || inOtherCharacter == mCharacter;
|
||||
else if (sOtherCharactersCanPushPlayer)
|
||||
ioSettings.mCanPushCharacter = inCharacter == mCharacter;
|
||||
else
|
||||
ioSettings.mCanPushCharacter = false;
|
||||
|
||||
// If the player can be pushed by the other virtual character, we allow sliding
|
||||
if (inCharacter == mCharacter && ioSettings.mCanPushCharacter)
|
||||
mAllowSliding = true;
|
||||
}
|
||||
|
||||
void CharacterVirtualTest::OnCharacterContactAdded(const CharacterVirtual *inCharacter, const CharacterVirtual *inOtherCharacter, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings)
|
||||
{
|
||||
OnCharacterContactCommon(inCharacter, inOtherCharacter, inSubShapeID2, inContactPosition, inContactNormal, ioSettings);
|
||||
|
||||
if (inCharacter == mCharacter)
|
||||
{
|
||||
#ifdef CHARACTER_TRACE_CONTACTS
|
||||
Trace("Contact added with character %08x, sub shape %08x", inOtherCharacter->GetID().GetValue(), inSubShapeID2.GetValue());
|
||||
#endif
|
||||
CharacterVirtual::ContactKey c(inOtherCharacter->GetID(), inSubShapeID2);
|
||||
if (std::find(mActiveContacts.begin(), mActiveContacts.end(), c) != mActiveContacts.end())
|
||||
FatalError("Got an add contact that should have been a persisted contact");
|
||||
mActiveContacts.push_back(c);
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterVirtualTest::OnCharacterContactPersisted(const CharacterVirtual *inCharacter, const CharacterVirtual *inOtherCharacter, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings)
|
||||
{
|
||||
OnCharacterContactCommon(inCharacter, inOtherCharacter, inSubShapeID2, inContactPosition, inContactNormal, ioSettings);
|
||||
|
||||
if (inCharacter == mCharacter)
|
||||
{
|
||||
#ifdef CHARACTER_TRACE_CONTACTS
|
||||
Trace("Contact persisted with character %08x, sub shape %08x", inOtherCharacter->GetID().GetValue(), inSubShapeID2.GetValue());
|
||||
#endif
|
||||
if (std::find(mActiveContacts.begin(), mActiveContacts.end(), CharacterVirtual::ContactKey(inOtherCharacter->GetID(), inSubShapeID2)) == mActiveContacts.end())
|
||||
FatalError("Got a persisted contact that should have been an add contact");
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterVirtualTest::OnCharacterContactRemoved(const CharacterVirtual *inCharacter, const CharacterID &inOtherCharacterID, const SubShapeID &inSubShapeID2)
|
||||
{
|
||||
if (inCharacter == mCharacter)
|
||||
{
|
||||
#ifdef CHARACTER_TRACE_CONTACTS
|
||||
Trace("Contact removed with character %08x, sub shape %08x", inOtherCharacterID.GetValue(), inSubShapeID2.GetValue());
|
||||
#endif
|
||||
ContactSet::iterator it = std::find(mActiveContacts.begin(), mActiveContacts.end(), CharacterVirtual::ContactKey(inOtherCharacterID, inSubShapeID2));
|
||||
if (it == mActiveContacts.end())
|
||||
FatalError("Got a remove contact that has not been added");
|
||||
mActiveContacts.erase(it);
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterVirtualTest::OnContactSolve(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, Vec3Arg inContactVelocity, const PhysicsMaterial *inContactMaterial, Vec3Arg inCharacterVelocity, Vec3 &ioNewCharacterVelocity)
|
||||
{
|
||||
// Ignore callbacks for other characters than the player
|
||||
if (inCharacter != mCharacter)
|
||||
return;
|
||||
|
||||
// Don't allow the player to slide down static not-too-steep surfaces when not actively moving and when not on a moving platform
|
||||
if (!mAllowSliding && inContactVelocity.IsNearZero() && !inCharacter->IsSlopeTooSteep(inContactNormal))
|
||||
ioNewCharacterVelocity = Vec3::sZero();
|
||||
}
|
||||
@@ -0,0 +1,103 @@
|
||||
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
|
||||
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
|
||||
// SPDX-License-Identifier: MIT
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <Tests/Character/CharacterBaseTest.h>
|
||||
|
||||
class CharacterVirtualTest : public CharacterBaseTest, public CharacterContactListener
|
||||
{
|
||||
public:
|
||||
JPH_DECLARE_RTTI_VIRTUAL(JPH_NO_EXPORT, CharacterVirtualTest)
|
||||
|
||||
// Description of the test
|
||||
virtual const char * GetDescription() const override
|
||||
{
|
||||
return "Shows the CharacterVirtual class. Move around with the arrow keys, Shift for crouch and Ctrl for jump.";
|
||||
}
|
||||
|
||||
// Initialize the test
|
||||
virtual void Initialize() override;
|
||||
|
||||
// Update the test, called before the physics update
|
||||
virtual void PrePhysicsUpdate(const PreUpdateParams &inParams) override;
|
||||
|
||||
// Saving / restoring state for replay
|
||||
virtual void SaveState(StateRecorder &inStream) const override;
|
||||
virtual void RestoreState(StateRecorder &inStream) override;
|
||||
|
||||
/// Callback to adjust the velocity of a body as seen by the character. Can be adjusted to e.g. implement a conveyor belt or an inertial dampener system of a sci-fi space ship.
|
||||
virtual void OnAdjustBodyVelocity(const CharacterVirtual *inCharacter, const Body &inBody2, Vec3 &ioLinearVelocity, Vec3 &ioAngularVelocity) override;
|
||||
|
||||
// Called whenever the character collides with a body.
|
||||
virtual void OnContactAdded(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings) override;
|
||||
|
||||
// Called whenever the character persists colliding with a body.
|
||||
virtual void OnContactPersisted(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings) override;
|
||||
|
||||
// Called whenever the character loses contact with a body.
|
||||
virtual void OnContactRemoved(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2) override;
|
||||
|
||||
// Called whenever the character collides with a virtual character.
|
||||
virtual void OnCharacterContactAdded(const CharacterVirtual *inCharacter, const CharacterVirtual *inOtherCharacter, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings) override;
|
||||
|
||||
// Called whenever the character persists colliding with a virtual character.
|
||||
virtual void OnCharacterContactPersisted(const CharacterVirtual *inCharacter, const CharacterVirtual *inOtherCharacter, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings) override;
|
||||
|
||||
// Called whenever the character loses contact with a virtual character.
|
||||
virtual void OnCharacterContactRemoved(const CharacterVirtual *inCharacter, const CharacterID &inOtherCharacterID, const SubShapeID &inSubShapeID2) override;
|
||||
|
||||
// Called whenever the character movement is solved and a constraint is hit. Allows the listener to override the resulting character velocity (e.g. by preventing sliding along certain surfaces).
|
||||
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;
|
||||
|
||||
protected:
|
||||
// Common function to be called when contacts are added/persisted
|
||||
void OnContactCommon(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings);
|
||||
void OnCharacterContactCommon(const CharacterVirtual *inCharacter, const CharacterVirtual *inOtherCharacter, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings);
|
||||
|
||||
// Get position of the character
|
||||
virtual RVec3 GetCharacterPosition() const override { return mCharacter->GetPosition(); }
|
||||
|
||||
// Handle user input to the character
|
||||
virtual void HandleInput(Vec3Arg inMovementDirection, bool inJump, bool inSwitchStance, float inDeltaTime) override;
|
||||
|
||||
// Add character movement settings
|
||||
virtual void AddCharacterMovementSettings(DebugUI* inUI, UIElement* inSubMenu) override;
|
||||
|
||||
// Add test configuration settings
|
||||
virtual void AddConfigurationSettings(DebugUI *inUI, UIElement *inSubMenu) override;
|
||||
|
||||
private:
|
||||
// Character movement settings
|
||||
static inline bool sEnableCharacterInertia = true;
|
||||
|
||||
// Test configuration settings
|
||||
static inline EBackFaceMode sBackFaceMode = EBackFaceMode::CollideWithBackFaces;
|
||||
static inline float sUpRotationX = 0;
|
||||
static inline float sUpRotationZ = 0;
|
||||
static inline float sMaxSlopeAngle = DegreesToRadians(45.0f);
|
||||
static inline float sMaxStrength = 100.0f;
|
||||
static inline float sCharacterPadding = 0.02f;
|
||||
static inline float sPenetrationRecoverySpeed = 1.0f;
|
||||
static inline float sPredictiveContactDistance = 0.1f;
|
||||
static inline bool sEnableWalkStairs = true;
|
||||
static inline bool sEnableStickToFloor = true;
|
||||
static inline bool sEnhancedInternalEdgeRemoval = false;
|
||||
static inline bool sCreateInnerBody = false;
|
||||
static inline bool sPlayerCanPushOtherCharacters = true;
|
||||
static inline bool sOtherCharactersCanPushPlayer = true;
|
||||
|
||||
// The 'player' character
|
||||
Ref<CharacterVirtual> mCharacter;
|
||||
|
||||
// Smoothed value of the player input
|
||||
Vec3 mDesiredVelocity = Vec3::sZero();
|
||||
|
||||
// True when the player is pressing movement controls
|
||||
bool mAllowSliding = false;
|
||||
|
||||
// Track active contacts for debugging purposes
|
||||
using ContactSet = Array<CharacterVirtual::ContactKey>;
|
||||
ContactSet mActiveContacts;
|
||||
};
|
||||
Reference in New Issue
Block a user