// SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #include #include #include #include #include #include #include #include #include #include #include JPH_IMPLEMENT_RTTI_ABSTRACT(CharacterBaseTest) { JPH_ADD_BASE_CLASS(CharacterBaseTest, Test) } const char *CharacterBaseTest::sScenes[] = { "PerlinMesh", "PerlinHeightField", "ObstacleCourse", "Terrain1", "Terrain2", }; const char *CharacterBaseTest::sSceneName = "ObstacleCourse"; // Scene constants static const Vec3 cRotatingPosition(-5, 0.25f, 15); static const Quat cRotatingOrientation = Quat::sIdentity(); static const Vec3 cVerticallyMovingPosition(0, 2.0f, 15); static const Quat cVerticallyMovingOrientation = Quat::sIdentity(); static const Vec3 cHorizontallyMovingPosition(5, 1, 15); static const Quat cHorizontallyMovingOrientation = Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI); static const Vec3 cRampPosition(15, 2.2f, 15); static const Quat cRampOrientation = Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI); static const Vec3 cRampBlocksStart = cRampPosition + Vec3(-3.0f, 3.0f, 1.5f); static const Vec3 cRampBlocksDelta = Vec3(2.0f, 0, 0); static const float cRampBlocksTime = 5.0f; void CharacterBaseTest::Initialize() { if (strcmp(sSceneName, "PerlinMesh") == 0) { // Default terrain CreateMeshTerrain(); } else if (strcmp(sSceneName, "PerlinHeightField") == 0) { // Default terrain CreateHeightFieldTerrain(); } else if (strcmp(sSceneName, "ObstacleCourse") == 0) { // Default terrain CreateFloor(); { // Create ramps with different inclinations Ref ramp = RotatedTranslatedShapeSettings(Vec3(0, 0, -2.5f), Quat::sIdentity(), new BoxShape(Vec3(1.0f, 0.05f, 2.5f))).Create().Get(); for (int angle = 0; angle < 18; ++angle) mBodyInterface->CreateAndAddBody(BodyCreationSettings(ramp, Vec3(-15.0f + angle * 2.0f, 0, -10.0f), Quat::sRotation(Vec3::sAxisX(), DegreesToRadians(10.0f * angle)), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate); } { // Create wall consisting of vertical pillars // Note: Convex radius 0 because otherwise it will be a bumpy wall Ref wall = new BoxShape(Vec3(0.1f, 2.5f, 0.1f), 0.0f); for (int z = 0; z < 40; ++z) mBodyInterface->CreateAndAddBody(BodyCreationSettings(wall, Vec3(-10.0f, 2.5f, -10.0f + 0.2f * z), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate); } { // Kinematic blocks to test interacting with moving objects Ref kinematic = new BoxShape(Vec3(1, 0.25f, 3.0f)); mRotatingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cRotatingPosition, cRotatingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate); mVerticallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cVerticallyMovingPosition, cVerticallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate); mHorizontallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cHorizontallyMovingPosition, cHorizontallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate); } { // Dynamic blocks to test player pushing blocks Ref block = new BoxShape(Vec3::sReplicate(0.5f)); for (int y = 0; y < 3; ++y) { BodyCreationSettings bcs(block, Vec3(5.0f, 0.5f + float(y), 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING); bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia; bcs.mMassPropertiesOverride.mMass = 10.0f; mBodyInterface->CreateAndAddBody(bcs, 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 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 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, Vec3(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, Vec3(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, Vec3(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); } } else { // Load scene Ref scene; if (!ObjectStreamIn::sReadObject((string("Assets/") + sSceneName + ".bof").c_str(), 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); } // Create capsule shapes for all stances mStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightStanding, cCharacterRadiusStanding)).Create().Get(); mCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightCrouching, cCharacterRadiusCrouching)).Create().Get(); } void CharacterBaseTest::PrePhysicsUpdate(const PreUpdateParams &inParams) { // Update scene time mTime += inParams.mDeltaTime; // 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(); // 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); control_input = rotation * control_input; // Check actions bool jump = false; bool switch_stance = false; for (int key = inParams.mKeyboard->GetFirstKey(); key != 0; key = inParams.mKeyboard->GetNextKey()) { if (key == DIK_RSHIFT) switch_stance = true; else if (key == DIK_RCONTROL) jump = true; } HandleInput(control_input, jump, switch_stance, inParams.mDeltaTime); // Animate bodies if (!mRotatingBody.IsInvalid()) mBodyInterface->MoveKinematic(mRotatingBody, cRotatingPosition, 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 (!mVerticallyMovingBody.IsInvalid()) mBodyInterface->MoveKinematic(mVerticallyMovingBody, cVerticallyMovingPosition + Vec3(0, 1.75f * sin(mTime), 0), cVerticallyMovingOrientation, inParams.mDeltaTime); // 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; } } 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); }); } void CharacterBaseTest::GetInitialCamera(CameraState& ioState) const { // This will become the local space offset, look down the x axis and slightly down ioState.mPos = Vec3::sZero(); ioState.mForward = Vec3(10.0f, -2.0f, 0).Normalized(); } Mat44 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 Mat44::sTranslation(GetCharacterPosition() + Vec3(0, cCharacterHeightStanding + cCharacterRadiusStanding, 0) - 5.0f * fwd); } void CharacterBaseTest::SaveState(StateRecorder &inStream) const { inStream.Write(mTime); inStream.Write(mRampBlocksTimeLeft); } void CharacterBaseTest::RestoreState(StateRecorder &inStream) { inStream.Read(mTime); inStream.Read(mRampBlocksTimeLeft); } void CharacterBaseTest::DrawCharacterState(const CharacterBase *inCharacter, Mat44Arg 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); // Determine color CharacterBase::EGroundState ground_state = inCharacter->GetGroundState(); Color color; switch (ground_state) { case CharacterBase::EGroundState::OnGround: color = Color::sGreen; break; case CharacterBase::EGroundState::Sliding: color = Color::sOrange; break; case CharacterBase::EGroundState::InAir: default: color = Color::sRed; break; } // Draw the state of the ground contact if (ground_state != CharacterBase::EGroundState::InAir) { Vec3 ground_position = inCharacter->GetGroundPosition(); Vec3 ground_normal = inCharacter->GetGroundNormal(); Vec3 ground_velocity = inCharacter->GetGroundVelocity(); // Draw ground position mDebugRenderer->DrawWireSphere(ground_position, 0.1f, Color::sRed); 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(); mDebugRenderer->DrawText3D(inCharacterTransform.GetTranslation(), StringFormat("Mat: %s\nVel: %.1f m/s", ground_material->GetDebugName(), (double)inCharacterVelocity.Length()), color, 0.25f); }