389 lines
18 KiB
C++
389 lines
18 KiB
C++
// 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/CharacterVirtualTest.h>
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#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
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#include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
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#include <Layers.h>
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#include <Utils/Log.h>
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#include <Renderer/DebugRendererImp.h>
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#include <Application/DebugUI.h>
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//#define CHARACTER_TRACE_CONTACTS
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JPH_IMPLEMENT_RTTI_VIRTUAL(CharacterVirtualTest)
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{
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JPH_ADD_BASE_CLASS(CharacterVirtualTest, CharacterBaseTest)
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}
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void CharacterVirtualTest::Initialize()
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{
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CharacterBaseTest::Initialize();
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// Create 'player' character
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Ref<CharacterVirtualSettings> settings = new CharacterVirtualSettings();
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settings->mMaxSlopeAngle = sMaxSlopeAngle;
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settings->mMaxStrength = sMaxStrength;
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settings->mShape = mStandingShape;
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settings->mBackFaceMode = sBackFaceMode;
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settings->mCharacterPadding = sCharacterPadding;
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settings->mPenetrationRecoverySpeed = sPenetrationRecoverySpeed;
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settings->mPredictiveContactDistance = sPredictiveContactDistance;
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settings->mSupportingVolume = Plane(Vec3::sAxisY(), -cCharacterRadiusStanding); // Accept contacts that touch the lower sphere of the capsule
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settings->mEnhancedInternalEdgeRemoval = sEnhancedInternalEdgeRemoval;
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settings->mInnerBodyShape = sCreateInnerBody? mInnerStandingShape : nullptr;
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settings->mInnerBodyLayer = Layers::MOVING;
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mCharacter = new CharacterVirtual(settings, RVec3::sZero(), Quat::sIdentity(), 0, mPhysicsSystem);
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mCharacter->SetCharacterVsCharacterCollision(&mCharacterVsCharacterCollision);
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mCharacterVsCharacterCollision.Add(mCharacter);
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// Install contact listener for all characters
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for (CharacterVirtual *character : mCharacterVsCharacterCollision.mCharacters)
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character->SetListener(this);
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// Draw labels on ramp blocks
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for (size_t i = 0; i < mRampBlocks.size(); ++i)
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SetBodyLabel(mRampBlocks[i], StringFormat("PushesPlayer: %s\nPushable: %s", (i & 1) != 0? "True" : "False", (i & 2) != 0? "True" : "False"));
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}
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void CharacterVirtualTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
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{
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CharacterBaseTest::PrePhysicsUpdate(inParams);
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// Draw character pre update (the sim is also drawn pre update)
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RMat44 com = mCharacter->GetCenterOfMassTransform();
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RMat44 world_transform = mCharacter->GetWorldTransform();
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#ifdef JPH_DEBUG_RENDERER
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mCharacter->GetShape()->Draw(mDebugRenderer, com, Vec3::sOne(), Color::sGreen, false, true);
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#endif // JPH_DEBUG_RENDERER
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DrawPaddedCharacter(mCharacter->GetShape(), mCharacter->GetCharacterPadding(), com);
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// Remember old position
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RVec3 old_position = mCharacter->GetPosition();
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// Settings for our update function
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CharacterVirtual::ExtendedUpdateSettings update_settings;
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if (!sEnableStickToFloor)
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update_settings.mStickToFloorStepDown = Vec3::sZero();
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else
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update_settings.mStickToFloorStepDown = -mCharacter->GetUp() * update_settings.mStickToFloorStepDown.Length();
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if (!sEnableWalkStairs)
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update_settings.mWalkStairsStepUp = Vec3::sZero();
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else
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update_settings.mWalkStairsStepUp = mCharacter->GetUp() * update_settings.mWalkStairsStepUp.Length();
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// Update the character position
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mCharacter->ExtendedUpdate(inParams.mDeltaTime,
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-mCharacter->GetUp() * mPhysicsSystem->GetGravity().Length(),
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update_settings,
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mPhysicsSystem->GetDefaultBroadPhaseLayerFilter(Layers::MOVING),
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mPhysicsSystem->GetDefaultLayerFilter(Layers::MOVING),
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{ },
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{ },
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*mTempAllocator);
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#ifdef JPH_ENABLE_ASSERTS
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// Validate that our contact list is in sync with that of the character
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// Note that compound shapes could be non convex so we may detect more contacts than have been reported by the character
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// as the character only reports contacts as it is sliding through the world. If 2 sub shapes hit at the same time then
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// most likely only one will be reported as it stops the character and prevents the 2nd one from being seen.
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uint num_contacts = 0;
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for (const CharacterVirtual::Contact &c : mCharacter->GetActiveContacts())
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if (c.mHadCollision)
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{
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JPH_ASSERT(std::find(mActiveContacts.begin(), mActiveContacts.end(), c) != mActiveContacts.end());
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num_contacts++;
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}
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JPH_ASSERT(sShapeType == EType::Compound? num_contacts >= mActiveContacts.size() : num_contacts == mActiveContacts.size());
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#endif
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// Calculate effective velocity
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RVec3 new_position = mCharacter->GetPosition();
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Vec3 velocity = Vec3(new_position - old_position) / inParams.mDeltaTime;
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// Draw state of character
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DrawCharacterState(mCharacter, world_transform, velocity);
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}
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void CharacterVirtualTest::HandleInput(Vec3Arg inMovementDirection, bool inJump, bool inSwitchStance, float inDeltaTime)
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{
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bool player_controls_horizontal_velocity = sControlMovementDuringJump || mCharacter->IsSupported();
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if (player_controls_horizontal_velocity)
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{
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// Smooth the player input
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mDesiredVelocity = sEnableCharacterInertia? 0.25f * inMovementDirection * sCharacterSpeed + 0.75f * mDesiredVelocity : inMovementDirection * sCharacterSpeed;
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// True if the player intended to move
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mAllowSliding = !inMovementDirection.IsNearZero();
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}
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else
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{
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// While in air we allow sliding
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mAllowSliding = true;
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}
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// Update the character rotation and its up vector to match the up vector set by the user settings
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Quat character_up_rotation = Quat::sEulerAngles(Vec3(sUpRotationX, 0, sUpRotationZ));
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mCharacter->SetUp(character_up_rotation.RotateAxisY());
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mCharacter->SetRotation(character_up_rotation);
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// A cheaper way to update the character's ground velocity,
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// the platforms that the character is standing on may have changed velocity
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mCharacter->UpdateGroundVelocity();
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// Determine new basic velocity
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Vec3 current_vertical_velocity = mCharacter->GetLinearVelocity().Dot(mCharacter->GetUp()) * mCharacter->GetUp();
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Vec3 ground_velocity = mCharacter->GetGroundVelocity();
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Vec3 new_velocity;
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bool moving_towards_ground = (current_vertical_velocity.GetY() - ground_velocity.GetY()) < 0.1f;
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if (mCharacter->GetGroundState() == CharacterVirtual::EGroundState::OnGround // If on ground
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&& (sEnableCharacterInertia?
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moving_towards_ground // Inertia enabled: And not moving away from ground
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: !mCharacter->IsSlopeTooSteep(mCharacter->GetGroundNormal()))) // Inertia disabled: And not on a slope that is too steep
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{
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// Assume velocity of ground when on ground
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new_velocity = ground_velocity;
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// Jump
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if (inJump && moving_towards_ground)
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new_velocity += sJumpSpeed * mCharacter->GetUp();
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}
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else
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new_velocity = current_vertical_velocity;
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// Gravity
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new_velocity += (character_up_rotation * mPhysicsSystem->GetGravity()) * inDeltaTime;
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if (player_controls_horizontal_velocity)
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{
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// Player input
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new_velocity += character_up_rotation * mDesiredVelocity;
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}
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else
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{
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// Preserve horizontal velocity
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Vec3 current_horizontal_velocity = mCharacter->GetLinearVelocity() - current_vertical_velocity;
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new_velocity += current_horizontal_velocity;
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}
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// Update character velocity
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mCharacter->SetLinearVelocity(new_velocity);
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// Stance switch
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if (inSwitchStance)
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{
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bool is_standing = mCharacter->GetShape() == mStandingShape;
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const Shape *shape = is_standing? mCrouchingShape : mStandingShape;
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if (mCharacter->SetShape(shape, 1.5f * mPhysicsSystem->GetPhysicsSettings().mPenetrationSlop, mPhysicsSystem->GetDefaultBroadPhaseLayerFilter(Layers::MOVING), mPhysicsSystem->GetDefaultLayerFilter(Layers::MOVING), { }, { }, *mTempAllocator))
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{
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const Shape *inner_shape = is_standing? mInnerCrouchingShape : mInnerStandingShape;
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mCharacter->SetInnerBodyShape(inner_shape);
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}
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}
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}
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void CharacterVirtualTest::AddCharacterMovementSettings(DebugUI* inUI, UIElement* inSubMenu)
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{
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inUI->CreateCheckBox(inSubMenu, "Enable Character Inertia", sEnableCharacterInertia, [](UICheckBox::EState inState) { sEnableCharacterInertia = inState == UICheckBox::STATE_CHECKED; });
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inUI->CreateCheckBox(inSubMenu, "Player Can Push Other Virtual Characters", sPlayerCanPushOtherCharacters, [](UICheckBox::EState inState) { sPlayerCanPushOtherCharacters = inState == UICheckBox::STATE_CHECKED; });
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inUI->CreateCheckBox(inSubMenu, "Other Virtual Characters Can Push Player", sOtherCharactersCanPushPlayer, [](UICheckBox::EState inState) { sOtherCharactersCanPushPlayer = inState == UICheckBox::STATE_CHECKED; });
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}
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void CharacterVirtualTest::AddConfigurationSettings(DebugUI *inUI, UIElement *inSubMenu)
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{
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inUI->CreateComboBox(inSubMenu, "Back Face Mode", { "Ignore", "Collide" }, (int)sBackFaceMode, [=](int inItem) { sBackFaceMode = (EBackFaceMode)inItem; });
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inUI->CreateSlider(inSubMenu, "Up Rotation X (degrees)", RadiansToDegrees(sUpRotationX), -90.0f, 90.0f, 1.0f, [](float inValue) { sUpRotationX = DegreesToRadians(inValue); });
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inUI->CreateSlider(inSubMenu, "Up Rotation Z (degrees)", RadiansToDegrees(sUpRotationZ), -90.0f, 90.0f, 1.0f, [](float inValue) { sUpRotationZ = DegreesToRadians(inValue); });
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inUI->CreateSlider(inSubMenu, "Max Slope Angle (degrees)", RadiansToDegrees(sMaxSlopeAngle), 0.0f, 90.0f, 1.0f, [](float inValue) { sMaxSlopeAngle = DegreesToRadians(inValue); });
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inUI->CreateSlider(inSubMenu, "Max Strength (N)", sMaxStrength, 0.0f, 500.0f, 1.0f, [](float inValue) { sMaxStrength = inValue; });
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inUI->CreateSlider(inSubMenu, "Character Padding", sCharacterPadding, 0.01f, 0.5f, 0.01f, [](float inValue) { sCharacterPadding = inValue; });
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inUI->CreateSlider(inSubMenu, "Penetration Recovery Speed", sPenetrationRecoverySpeed, 0.0f, 1.0f, 0.05f, [](float inValue) { sPenetrationRecoverySpeed = inValue; });
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inUI->CreateSlider(inSubMenu, "Predictive Contact Distance", sPredictiveContactDistance, 0.01f, 1.0f, 0.01f, [](float inValue) { sPredictiveContactDistance = inValue; });
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inUI->CreateCheckBox(inSubMenu, "Enable Walk Stairs", sEnableWalkStairs, [](UICheckBox::EState inState) { sEnableWalkStairs = inState == UICheckBox::STATE_CHECKED; });
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inUI->CreateCheckBox(inSubMenu, "Enable Stick To Floor", sEnableStickToFloor, [](UICheckBox::EState inState) { sEnableStickToFloor = inState == UICheckBox::STATE_CHECKED; });
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inUI->CreateCheckBox(inSubMenu, "Enhanced Internal Edge Removal", sEnhancedInternalEdgeRemoval, [](UICheckBox::EState inState) { sEnhancedInternalEdgeRemoval = inState == UICheckBox::STATE_CHECKED; });
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inUI->CreateCheckBox(inSubMenu, "Create Inner Body", sCreateInnerBody, [](UICheckBox::EState inState) { sCreateInnerBody = inState == UICheckBox::STATE_CHECKED; });
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}
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void CharacterVirtualTest::SaveState(StateRecorder &inStream) const
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{
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CharacterBaseTest::SaveState(inStream);
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mCharacter->SaveState(inStream);
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bool is_standing = mCharacter->GetShape() == mStandingShape;
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inStream.Write(is_standing);
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inStream.Write(mAllowSliding);
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inStream.Write(mDesiredVelocity);
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inStream.Write(mActiveContacts);
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}
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void CharacterVirtualTest::RestoreState(StateRecorder &inStream)
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{
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CharacterBaseTest::RestoreState(inStream);
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mCharacter->RestoreState(inStream);
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bool is_standing = mCharacter->GetShape() == mStandingShape; // Initialize variable for validation mode
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inStream.Read(is_standing);
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const Shape *shape = is_standing? mStandingShape : mCrouchingShape;
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mCharacter->SetShape(shape, FLT_MAX, { }, { }, { }, { }, *mTempAllocator);
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const Shape *inner_shape = is_standing? mInnerStandingShape : mInnerCrouchingShape;
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mCharacter->SetInnerBodyShape(inner_shape);
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inStream.Read(mAllowSliding);
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inStream.Read(mDesiredVelocity);
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inStream.Read(mActiveContacts);
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}
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void CharacterVirtualTest::OnAdjustBodyVelocity(const CharacterVirtual *inCharacter, const Body &inBody2, Vec3 &ioLinearVelocity, Vec3 &ioAngularVelocity)
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{
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// Apply artificial velocity to the character when standing on the conveyor belt
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if (inBody2.GetID() == mConveyorBeltBody)
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ioLinearVelocity += Vec3(0, 0, 2);
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}
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void CharacterVirtualTest::OnContactCommon(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings)
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{
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// Draw a box around the character when it enters the sensor
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if (inBodyID2 == mSensorBody)
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{
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AABox box = inCharacter->GetShape()->GetWorldSpaceBounds(inCharacter->GetCenterOfMassTransform(), Vec3::sOne());
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mDebugRenderer->DrawBox(box, Color::sGreen, DebugRenderer::ECastShadow::Off, DebugRenderer::EDrawMode::Wireframe);
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}
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// Dynamic boxes on the ramp go through all permutations
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Array<BodyID>::const_iterator i = find(mRampBlocks.begin(), mRampBlocks.end(), inBodyID2);
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if (i != mRampBlocks.end())
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{
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size_t index = i - mRampBlocks.begin();
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ioSettings.mCanPushCharacter = (index & 1) != 0;
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ioSettings.mCanReceiveImpulses = (index & 2) != 0;
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}
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// If we encounter an object that can push the player, enable sliding
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if (inCharacter == mCharacter
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&& ioSettings.mCanPushCharacter
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&& mPhysicsSystem->GetBodyInterface().GetMotionType(inBodyID2) != EMotionType::Static)
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mAllowSliding = true;
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}
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void CharacterVirtualTest::OnContactAdded(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings)
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{
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OnContactCommon(inCharacter, inBodyID2, inSubShapeID2, inContactPosition, inContactNormal, ioSettings);
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if (inCharacter == mCharacter)
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{
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#ifdef CHARACTER_TRACE_CONTACTS
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Trace("Contact added with body %08x, sub shape %08x", inBodyID2.GetIndexAndSequenceNumber(), inSubShapeID2.GetValue());
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#endif
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CharacterVirtual::ContactKey c(inBodyID2, inSubShapeID2);
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if (std::find(mActiveContacts.begin(), mActiveContacts.end(), c) != mActiveContacts.end())
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FatalError("Got an add contact that should have been a persisted contact");
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mActiveContacts.push_back(c);
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}
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}
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void CharacterVirtualTest::OnContactPersisted(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings)
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{
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OnContactCommon(inCharacter, inBodyID2, inSubShapeID2, inContactPosition, inContactNormal, ioSettings);
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if (inCharacter == mCharacter)
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{
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#ifdef CHARACTER_TRACE_CONTACTS
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Trace("Contact persisted with body %08x, sub shape %08x", inBodyID2.GetIndexAndSequenceNumber(), inSubShapeID2.GetValue());
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#endif
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if (std::find(mActiveContacts.begin(), mActiveContacts.end(), CharacterVirtual::ContactKey(inBodyID2, inSubShapeID2)) == mActiveContacts.end())
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FatalError("Got a persisted contact that should have been an add contact");
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}
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}
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void CharacterVirtualTest::OnContactRemoved(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2)
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{
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if (inCharacter == mCharacter)
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{
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#ifdef CHARACTER_TRACE_CONTACTS
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Trace("Contact removed with body %08x, sub shape %08x", inBodyID2.GetIndexAndSequenceNumber(), inSubShapeID2.GetValue());
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#endif
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ContactSet::iterator it = std::find(mActiveContacts.begin(), mActiveContacts.end(), CharacterVirtual::ContactKey(inBodyID2, inSubShapeID2));
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if (it == mActiveContacts.end())
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FatalError("Got a remove contact that has not been added");
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mActiveContacts.erase(it);
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}
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}
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void CharacterVirtualTest::OnCharacterContactCommon(const CharacterVirtual *inCharacter, const CharacterVirtual *inOtherCharacter, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings)
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{
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// Characters can only be pushed in their own update
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if (sPlayerCanPushOtherCharacters)
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ioSettings.mCanPushCharacter = sOtherCharactersCanPushPlayer || inOtherCharacter == mCharacter;
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else if (sOtherCharactersCanPushPlayer)
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ioSettings.mCanPushCharacter = inCharacter == mCharacter;
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else
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ioSettings.mCanPushCharacter = false;
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// If the player can be pushed by the other virtual character, we allow sliding
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if (inCharacter == mCharacter && ioSettings.mCanPushCharacter)
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mAllowSliding = true;
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}
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void CharacterVirtualTest::OnCharacterContactAdded(const CharacterVirtual *inCharacter, const CharacterVirtual *inOtherCharacter, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings)
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{
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OnCharacterContactCommon(inCharacter, inOtherCharacter, inSubShapeID2, inContactPosition, inContactNormal, ioSettings);
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if (inCharacter == mCharacter)
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{
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#ifdef CHARACTER_TRACE_CONTACTS
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Trace("Contact added with character %08x, sub shape %08x", inOtherCharacter->GetID().GetValue(), inSubShapeID2.GetValue());
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#endif
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CharacterVirtual::ContactKey c(inOtherCharacter->GetID(), inSubShapeID2);
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if (std::find(mActiveContacts.begin(), mActiveContacts.end(), c) != mActiveContacts.end())
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FatalError("Got an add contact that should have been a persisted contact");
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mActiveContacts.push_back(c);
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}
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}
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void CharacterVirtualTest::OnCharacterContactPersisted(const CharacterVirtual *inCharacter, const CharacterVirtual *inOtherCharacter, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings)
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{
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OnCharacterContactCommon(inCharacter, inOtherCharacter, inSubShapeID2, inContactPosition, inContactNormal, ioSettings);
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if (inCharacter == mCharacter)
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{
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#ifdef CHARACTER_TRACE_CONTACTS
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Trace("Contact persisted with character %08x, sub shape %08x", inOtherCharacter->GetID().GetValue(), inSubShapeID2.GetValue());
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#endif
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if (std::find(mActiveContacts.begin(), mActiveContacts.end(), CharacterVirtual::ContactKey(inOtherCharacter->GetID(), inSubShapeID2)) == mActiveContacts.end())
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FatalError("Got a persisted contact that should have been an add contact");
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}
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}
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void CharacterVirtualTest::OnCharacterContactRemoved(const CharacterVirtual *inCharacter, const CharacterID &inOtherCharacterID, const SubShapeID &inSubShapeID2)
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{
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if (inCharacter == mCharacter)
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{
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#ifdef CHARACTER_TRACE_CONTACTS
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Trace("Contact removed with character %08x, sub shape %08x", inOtherCharacterID.GetValue(), inSubShapeID2.GetValue());
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#endif
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ContactSet::iterator it = std::find(mActiveContacts.begin(), mActiveContacts.end(), CharacterVirtual::ContactKey(inOtherCharacterID, inSubShapeID2));
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if (it == mActiveContacts.end())
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FatalError("Got a remove contact that has not been added");
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mActiveContacts.erase(it);
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}
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}
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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)
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{
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// Ignore callbacks for other characters than the player
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if (inCharacter != mCharacter)
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return;
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// Don't allow the player to slide down static not-too-steep surfaces when not actively moving and when not on a moving platform
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if (!mAllowSliding && inContactVelocity.IsNearZero() && !inCharacter->IsSlopeTooSteep(inContactNormal))
|
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ioNewCharacterVelocity = Vec3::sZero();
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}
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