// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #include #include #include #include #include #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", "InitiallyIntersecting", "Terrain1", "Terrain2", }; const char *CharacterBaseTest::sSceneName = "ObstacleCourse"; // Scene constants static const RVec3 cRotatingPosition(-5, 0.15f, 15); static const Quat cRotatingOrientation = Quat::sIdentity(); static const RVec3 cRotatingWallPosition(5, 1.0f, 25.0f); static const Quat cRotatingWallOrientation = Quat::sIdentity(); static const RVec3 cRotatingAndTranslatingPosition(-10, 0.15f, 27.5f); static const Quat cRotatingAndTranslatingOrientation = Quat::sIdentity(); static const RVec3 cSmoothVerticallyMovingPosition(0, 2.0f, 15); static const Quat cSmoothVerticallyMovingOrientation = Quat::sIdentity(); static const RVec3 cReversingVerticallyMovingPosition(0, 0.15f, 25); static const Quat cReversingVerticallyMovingOrientation = Quat::sIdentity(); static const RVec3 cHorizontallyMovingPosition(5, 1, 15); static const Quat cHorizontallyMovingOrientation = Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI); static const RVec3 cConveyorBeltPosition(-10, 0.15f, 15); static const RVec3 cRampPosition(15, 2.2f, 15); static const Quat cRampOrientation = Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI); static const RVec3 cRampBlocksStart = cRampPosition + Vec3(-3.0f, 3.0f, 1.5f); static const Vec3 cRampBlocksDelta = Vec3(2.0f, 0, 0); static const float cRampBlocksTime = 5.0f; static const RVec3 cSmallBumpsPosition(-5.0f, 0, 2.5f); static const float cSmallBumpHeight = 0.05f; static const float cSmallBumpWidth = 0.01f; static const float cSmallBumpDelta = 0.5f; static const RVec3 cLargeBumpsPosition(-10.0f, 0, 2.5f); static const float cLargeBumpHeight = 0.3f; static const float cLargeBumpWidth = 0.1f; static const float cLargeBumpDelta = 2.0f; static const RVec3 cStairsPosition(-15.0f, 0, 2.5f); static const float cStairsStepHeight = 0.3f; static const RVec3 cMeshStairsPosition(-20.0f, 0, 2.5f); static const RVec3 cNoStairsPosition(-15.0f, 0, 10.0f); static const float cNoStairsStepHeight = 0.3f; static const float cNoStairsStepDelta = 0.05f; static const RVec3 cMeshNoStairsPosition(-20.0f, 0, 10.0f); static const RVec3 cMeshWallPosition(-25.0f, 0, -27.0f); static const float cMeshWallHeight = 3.0f; static const float cMeshWallWidth = 2.0f; static const float cMeshWallStepStart = 0.5f; static const float cMeshWallStepEnd = 4.0f; static const int cMeshWallSegments = 25; static const RVec3 cHalfCylinderPosition(5.0f, 0, 8.0f); static const RVec3 cMeshBoxPosition(30.0f, 1.5f, 5.0f); static const RVec3 cSensorPosition(30, 0.9f, -5); void CharacterBaseTest::Initialize() { if (strcmp(sSceneName, "PerlinMesh") == 0) { // Default terrain CreateMeshTerrain(); } else if (strcmp(sSceneName, "PerlinHeightField") == 0) { // Default terrain CreateHeightFieldTerrain(); } else if (strcmp(sSceneName, "InitiallyIntersecting") == 0) { CreateFloor(); // Create a grid of boxes that are initially intersecting with the character RefConst box = new BoxShape(Vec3(0.1f, 0.1f, 0.1f)); BodyCreationSettings settings(box, RVec3(0, 0.5f, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING); for (int x = 0; x < 4; ++x) for (int y = 0; y <= 10; ++y) for (int z = 0; z <= 10; ++z) { settings.mPosition = RVec3(-0.5f + 0.1f * x, 0.1f + 0.1f * y, -0.5f + 0.1f * z); mBodyInterface->CreateAndAddBody(settings, EActivation::DontActivate); } } else if (strcmp(sSceneName, "ObstacleCourse") == 0) { // Default terrain CreateFloor(350.0f); { // 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, RVec3(-15.0f + angle * 2.0f, 0, -10.0f), Quat::sRotation(Vec3::sAxisX(), DegreesToRadians(10.0f * angle)), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate); } { // Create ramps with different inclinations intersecting with a steep slope Ref ramp = RotatedTranslatedShapeSettings(Vec3(0, 0, -2.5f), Quat::sIdentity(), new BoxShape(Vec3(1.0f, 0.05f, 2.5f))).Create().Get(); Ref ramp2 = RotatedTranslatedShapeSettings(Vec3(0, 2.0f, 0), Quat::sIdentity(), new BoxShape(Vec3(0.05f, 2.0f, 1.0f))).Create().Get(); for (int angle = 0; angle < 9; ++angle) { 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); 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); } } { // 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 < 30; ++z) mBodyInterface->CreateAndAddBody(BodyCreationSettings(wall, RVec3(0.0f, 2.5f, 2.0f + 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, 0.15f, 3.0f)); mRotatingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cRotatingPosition, cRotatingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate); mRotatingWallBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(3.0f, 1, 0.15f)), cRotatingWallPosition, cRotatingWallOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate); mRotatingAndTranslatingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cRotatingAndTranslatingPosition, cRotatingAndTranslatingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate); mSmoothVerticallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cSmoothVerticallyMovingPosition, cSmoothVerticallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate); mReversingVerticallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cReversingVerticallyMovingPosition, cReversingVerticallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate); mHorizontallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cHorizontallyMovingPosition, cHorizontallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate); } { // Conveyor belt (only works with virtual character) mConveyorBeltBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(1, 0.15f, 3.0f)), cConveyorBeltPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::Activate); } { // A rolling sphere towards the player BodyCreationSettings bcs(new SphereShape(0.2f), RVec3(0.0f, 0.2f, -1.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING); bcs.mLinearVelocity = Vec3(0, 0, 2.0f); bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia; bcs.mMassPropertiesOverride.mMass = 10.0f; mBodyInterface->CreateAndAddBody(bcs, 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, RVec3(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); } } { // Dynamic block on a static step (to test pushing block on stairs) 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); BodyCreationSettings bcs(new BoxShape(Vec3::sReplicate(0.5f)), RVec3(10.0f, 0.8f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING); bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia; bcs.mMassPropertiesOverride.mMass = 10.0f; mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate); } { // Dynamic spheres to test player pushing stuff you can step on float h = 0.0f; for (int y = 0; y < 3; ++y) { float r = 0.4f - 0.1f * y; h += r; BodyCreationSettings bcs(new SphereShape(r), RVec3(15.0f, h, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING); h += r; bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia; bcs.mMassPropertiesOverride.mMass = 10.0f; mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate); } } { // A seesaw to test character gravity 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); BodyCreationSettings bcs(new BoxShape(Vec3(1.0f, 0.05f, 5.0f)), RVec3(20.0f, 0.45f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING); bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia; bcs.mMassPropertiesOverride.mMass = 10.0f; BodyID b2 = mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate); // Connect the parts with a hinge HingeConstraintSettings hinge; hinge.mPoint1 = hinge.mPoint2 = RVec3(20.0f, 0.4f, 0.0f); hinge.mHingeAxis1 = hinge.mHingeAxis2 = Vec3::sAxisX(); mPhysicsSystem->AddConstraint(mBodyInterface->CreateConstraint(&hinge, b1, b2)); } { // 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 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, 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)); p1 = p2; } 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)); p1 = p2; } 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. // Note that the CharacterVirtual doesn't interact with sensors, you should pair it with a Character object (see CharacterVirtual class comments) { BodyCreationSettings sensor(new BoxShape(Vec3::sReplicate(1.0f)), cSensorPosition, Quat::sIdentity(), EMotionType::Kinematic, Layers::SENSOR); sensor.mIsSensor = true; mSensorBody = mBodyInterface->CreateAndAddBody(sensor, EActivation::Activate); } } 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 switch (sShapeType) { case EType::Capsule: 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(); break; case EType::Cylinder: mStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CylinderShape(0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, cCharacterRadiusStanding)).Create().Get(); mCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new CylinderShape(0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, cCharacterRadiusCrouching)).Create().Get(); break; case EType::Box: mStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new BoxShape(Vec3(cCharacterRadiusStanding, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, cCharacterRadiusStanding))).Create().Get(); mCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new BoxShape(Vec3(cCharacterRadiusCrouching, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, cCharacterRadiusCrouching))).Create().Get(); break; } } 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; } // 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); } // 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(control_input, jump, switch_stance, 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", [=]() { 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", [=]() { UIElement *configuration_settings = inUI->CreateMenu(); inUI->CreateComboBox(configuration_settings, "Shape Type", { "Capsule", "Cylinder", "Box" }, (int)sShapeType, [](int inItem) { sShapeType = (EType)inItem; }); AddConfigurationSettings(inUI, configuration_settings); inUI->CreateTextButton(configuration_settings, "Accept Changes", [=]() { 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(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, 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); }