// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #include #include #include #include JPH_IMPLEMENT_RTTI_VIRTUAL(CharacterTest) { JPH_ADD_BASE_CLASS(CharacterTest, CharacterBaseTest) } static const float cCollisionTolerance = 0.05f; CharacterTest::~CharacterTest() { mCharacter->RemoveFromPhysicsSystem(); } void CharacterTest::Initialize() { CharacterBaseTest::Initialize(); // Create 'player' character Ref settings = new CharacterSettings(); settings->mMaxSlopeAngle = DegreesToRadians(45.0f); settings->mLayer = Layers::MOVING; settings->mShape = mStandingShape; settings->mFriction = 0.5f; settings->mSupportingVolume = Plane(Vec3::sAxisY(), -cCharacterRadiusStanding); // Accept contacts that touch the lower sphere of the capsule mCharacter = new Character(settings, RVec3::sZero(), Quat::sIdentity(), 0, mPhysicsSystem); mCharacter->AddToPhysicsSystem(EActivation::Activate); } void CharacterTest::PrePhysicsUpdate(const PreUpdateParams &inParams) { CharacterBaseTest::PrePhysicsUpdate(inParams); // Draw state of character DrawCharacterState(mCharacter, mCharacter->GetWorldTransform(), mCharacter->GetLinearVelocity()); } void CharacterTest::PostPhysicsUpdate(float inDeltaTime) { // Fetch the new ground properties mCharacter->PostSimulation(cCollisionTolerance); } void CharacterTest::SaveState(StateRecorder &inStream) const { CharacterBaseTest::SaveState(inStream); mCharacter->SaveState(inStream); bool is_standing = mCharacter->GetShape() == mStandingShape; inStream.Write(is_standing); } void CharacterTest::RestoreState(StateRecorder &inStream) { CharacterBaseTest::RestoreState(inStream); mCharacter->RestoreState(inStream); bool is_standing = mCharacter->GetShape() == mStandingShape; // Initialize variable for validation mode inStream.Read(is_standing); mCharacter->SetShape(is_standing? mStandingShape : mCrouchingShape, FLT_MAX); } void CharacterTest::HandleInput(Vec3Arg inMovementDirection, bool inJump, bool inSwitchStance, float inDeltaTime) { // Cancel movement in opposite direction of normal when touching something we can't walk up Character::EGroundState ground_state = mCharacter->GetGroundState(); if (ground_state == Character::EGroundState::OnSteepGround || ground_state == Character::EGroundState::NotSupported) { Vec3 normal = mCharacter->GetGroundNormal(); normal.SetY(0.0f); float dot = normal.Dot(inMovementDirection); if (dot < 0.0f) inMovementDirection -= (dot * normal) / normal.LengthSq(); } // Stance switch if (inSwitchStance) mCharacter->SetShape(mCharacter->GetShape() == mStandingShape? mCrouchingShape : mStandingShape, 1.5f * mPhysicsSystem->GetPhysicsSettings().mPenetrationSlop); if (sControlMovementDuringJump || mCharacter->IsSupported()) { // Update velocity Vec3 current_velocity = mCharacter->GetLinearVelocity(); Vec3 desired_velocity = sCharacterSpeed * inMovementDirection; desired_velocity.SetY(current_velocity.GetY()); Vec3 new_velocity = 0.75f * current_velocity + 0.25f * desired_velocity; // Jump if (inJump && ground_state == Character::EGroundState::OnGround) new_velocity += Vec3(0, sJumpSpeed, 0); // Update the velocity mCharacter->SetLinearVelocity(new_velocity); } } void CharacterTest::OnContactAdded(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings) { // Draw a box around the character when it enters the sensor if (inBody1.GetID() == mSensorBody) mDebugRenderer->DrawBox(inBody2.GetWorldSpaceBounds(), Color::sGreen, DebugRenderer::ECastShadow::Off, DebugRenderer::EDrawMode::Wireframe); else if (inBody2.GetID() == mSensorBody) mDebugRenderer->DrawBox(inBody1.GetWorldSpaceBounds(), Color::sGreen, DebugRenderer::ECastShadow::Off, DebugRenderer::EDrawMode::Wireframe); } void CharacterTest::OnContactPersisted(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings) { // Same behavior as contact added OnContactAdded(inBody1, inBody2, inManifold, ioSettings); }