|
@@ -0,0 +1,186 @@
|
|
|
+// 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(), 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::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.GetRotation().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::sReplicate(1.0f), Color::sGreen, false, true);
|
|
|
+#endif // JPH_DEBUG_RENDERER
|
|
|
+
|
|
|
+ // Determine controller input
|
|
|
+ Vec3 control_input = Vec3::sZero();
|
|
|
+ if (inParams.mKeyboard->IsKeyPressed(DIK_LEFT)) control_input.SetZ(-1);
|
|
|
+ if (inParams.mKeyboard->IsKeyPressed(DIK_RIGHT)) control_input.SetZ(1);
|
|
|
+ if (inParams.mKeyboard->IsKeyPressed(DIK_UP)) control_input.SetX(1);
|
|
|
+ if (inParams.mKeyboard->IsKeyPressed(DIK_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
|
|
|
+ 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 jump
|
|
|
+ bool jump = false;
|
|
|
+ for (int key = inParams.mKeyboard->GetFirstKey(); key != 0; key = inParams.mKeyboard->GetNextKey())
|
|
|
+ {
|
|
|
+ if (key == DIK_RCONTROL)
|
|
|
+ jump = true;
|
|
|
+ }
|
|
|
+
|
|
|
+ // 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 (jump)
|
|
|
+ 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(mDesiredVelocity);
|
|
|
+ inStream.Write(mSpaceShipPrevTransform);
|
|
|
+}
|
|
|
+
|
|
|
+void CharacterSpaceShipTest::RestoreState(StateRecorder &inStream)
|
|
|
+{
|
|
|
+ mCharacter->RestoreState(inStream);
|
|
|
+
|
|
|
+ inStream.Read(mTime);
|
|
|
+ inStream.Read(mDesiredVelocity);
|
|
|
+ inStream.Read(mSpaceShipPrevTransform);
|
|
|
+
|
|
|
+ // Calculate new velocity
|
|
|
+ UpdateShipVelocity();
|
|
|
+}
|
|
|
+
|
|
|
+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;
|
|
|
+}
|