// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once #include #include // Base class for the character tests, initializes the test scene. class CharacterBaseTest : public Test { public: JPH_DECLARE_RTTI_VIRTUAL(JPH_NO_EXPORT, CharacterBaseTest) // 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; // 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; 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 */ } // 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; // 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 mStandingShape; RefConst mCrouchingShape; // List of boxes on ramp Array mRampBlocks; float mRampBlocksTimeLeft = 0.0f; // Conveyor belt body BodyID mConveyorBeltBody; // Sensor body BodyID mSensorBody; private: // Shape types enum class EType { Capsule, Cylinder, Box }; // Character shape type static inline EType sShapeType = EType::Capsule; // 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; // Moving bodies BodyID mRotatingBody; BodyID mRotatingWallBody; BodyID mRotatingAndTranslatingBody; BodyID mSmoothVerticallyMovingBody; BodyID mReversingVerticallyMovingBody; float mReversingVerticallyMovingVelocity = 1.0f; BodyID mHorizontallyMovingBody; };