// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #include #include #include #include #include #include #include JPH_IMPLEMENT_RTTI_VIRTUAL(CharacterVirtualTest) { JPH_ADD_BASE_CLASS(CharacterVirtualTest, CharacterBaseTest) } void CharacterVirtualTest::Initialize() { CharacterBaseTest::Initialize(); // Create 'player' character Ref settings = new CharacterVirtualSettings(); settings->mMaxSlopeAngle = sMaxSlopeAngle; settings->mMaxStrength = sMaxStrength; settings->mShape = mStandingShape; settings->mBackFaceMode = sBackFaceMode; settings->mCharacterPadding = sCharacterPadding; settings->mPenetrationRecoverySpeed = sPenetrationRecoverySpeed; settings->mPredictiveContactDistance = sPredictiveContactDistance; settings->mSupportingVolume = Plane(Vec3::sAxisY(), -cCharacterRadiusStanding); // Accept contacts that touch the lower sphere of the capsule mCharacter = new CharacterVirtual(settings, RVec3::sZero(), Quat::sIdentity(), mPhysicsSystem); mCharacter->SetListener(this); } void CharacterVirtualTest::PrePhysicsUpdate(const PreUpdateParams &inParams) { CharacterBaseTest::PrePhysicsUpdate(inParams); // Draw character pre update (the sim is also drawn pre update) RMat44 com = mCharacter->GetCenterOfMassTransform(); RMat44 world_transform = mCharacter->GetWorldTransform(); #ifdef JPH_DEBUG_RENDERER mCharacter->GetShape()->Draw(mDebugRenderer, com, Vec3::sReplicate(1.0f), Color::sGreen, false, true); #endif // JPH_DEBUG_RENDERER // Draw shape including padding (only implemented for capsules right now) if (static_cast(mCharacter->GetShape())->GetInnerShape()->GetSubType() == EShapeSubType::Capsule) { if (mCharacter->GetShape() == mStandingShape) mDebugRenderer->DrawCapsule(com, 0.5f * cCharacterHeightStanding, cCharacterRadiusStanding + mCharacter->GetCharacterPadding(), Color::sGrey, DebugRenderer::ECastShadow::Off, DebugRenderer::EDrawMode::Wireframe); else mDebugRenderer->DrawCapsule(com, 0.5f * cCharacterHeightCrouching, cCharacterRadiusCrouching + mCharacter->GetCharacterPadding(), Color::sGrey, DebugRenderer::ECastShadow::Off, DebugRenderer::EDrawMode::Wireframe); } // Remember old position RVec3 old_position = mCharacter->GetPosition(); // Settings for our update function CharacterVirtual::ExtendedUpdateSettings update_settings; if (!sEnableStickToFloor) update_settings.mStickToFloorStepDown = Vec3::sZero(); else update_settings.mStickToFloorStepDown = -mCharacter->GetUp() * update_settings.mStickToFloorStepDown.Length(); if (!sEnableWalkStairs) update_settings.mWalkStairsStepUp = Vec3::sZero(); else update_settings.mWalkStairsStepUp = mCharacter->GetUp() * update_settings.mWalkStairsStepUp.Length(); // Update the character position mCharacter->ExtendedUpdate(inParams.mDeltaTime, -mCharacter->GetUp() * mPhysicsSystem->GetGravity().Length(), update_settings, mPhysicsSystem->GetDefaultBroadPhaseLayerFilter(Layers::MOVING), mPhysicsSystem->GetDefaultLayerFilter(Layers::MOVING), { }, { }, *mTempAllocator); // Calculate effective velocity RVec3 new_position = mCharacter->GetPosition(); Vec3 velocity = Vec3(new_position - old_position) / inParams.mDeltaTime; // Draw state of character DrawCharacterState(mCharacter, world_transform, velocity); // Draw labels on ramp blocks for (size_t i = 0; i < mRampBlocks.size(); ++i) mDebugRenderer->DrawText3D(mBodyInterface->GetPosition(mRampBlocks[i]), StringFormat("PushesPlayer: %s\nPushable: %s", (i & 1) != 0? "True" : "False", (i & 2) != 0? "True" : "False"), Color::sWhite, 0.25f); } void CharacterVirtualTest::HandleInput(Vec3Arg inMovementDirection, bool inJump, bool inSwitchStance, float inDeltaTime) { bool player_controls_horizontal_velocity = sControlMovementDuringJump || mCharacter->IsSupported(); if (player_controls_horizontal_velocity) { // Smooth the player input mDesiredVelocity = sEnableCharacterInertia? 0.25f * inMovementDirection * sCharacterSpeed + 0.75f * mDesiredVelocity : inMovementDirection * sCharacterSpeed; // True if the player intended to move mAllowSliding = !inMovementDirection.IsNearZero(); } else { // While in air we allow sliding mAllowSliding = true; } // Update the character rotation and its up vector to match the up vector set by the user settings Quat character_up_rotation = Quat::sEulerAngles(Vec3(sUpRotationX, 0, sUpRotationZ)); mCharacter->SetUp(character_up_rotation.RotateAxisY()); mCharacter->SetRotation(character_up_rotation); // A cheaper way to update the character's ground velocity, // the platforms that the character is standing on may have changed velocity mCharacter->UpdateGroundVelocity(); // Determine new basic velocity Vec3 current_vertical_velocity = mCharacter->GetLinearVelocity().Dot(mCharacter->GetUp()) * mCharacter->GetUp(); Vec3 ground_velocity = mCharacter->GetGroundVelocity(); Vec3 new_velocity; bool moving_towards_ground = (current_vertical_velocity.GetY() - ground_velocity.GetY()) < 0.1f; if (mCharacter->GetGroundState() == CharacterVirtual::EGroundState::OnGround // If on ground && (sEnableCharacterInertia? moving_towards_ground // Inertia enabled: And not moving away from ground : !mCharacter->IsSlopeTooSteep(mCharacter->GetGroundNormal()))) // Inertia disabled: And not on a slope that is too steep { // Assume velocity of ground when on ground new_velocity = ground_velocity; // Jump if (inJump && moving_towards_ground) new_velocity += sJumpSpeed * mCharacter->GetUp(); } else new_velocity = current_vertical_velocity; // Gravity new_velocity += (character_up_rotation * mPhysicsSystem->GetGravity()) * inDeltaTime; if (player_controls_horizontal_velocity) { // Player input new_velocity += character_up_rotation * mDesiredVelocity; } else { // Preserve horizontal velocity Vec3 current_horizontal_velocity = mCharacter->GetLinearVelocity() - current_vertical_velocity; new_velocity += current_horizontal_velocity; } // Update character velocity mCharacter->SetLinearVelocity(new_velocity); // Stance switch if (inSwitchStance) mCharacter->SetShape(mCharacter->GetShape() == mStandingShape? mCrouchingShape : mStandingShape, 1.5f * mPhysicsSystem->GetPhysicsSettings().mPenetrationSlop, mPhysicsSystem->GetDefaultBroadPhaseLayerFilter(Layers::MOVING), mPhysicsSystem->GetDefaultLayerFilter(Layers::MOVING), { }, { }, *mTempAllocator); } void CharacterVirtualTest::AddCharacterMovementSettings(DebugUI* inUI, UIElement* inSubMenu) { inUI->CreateCheckBox(inSubMenu, "Enable Character Inertia", sEnableCharacterInertia, [](UICheckBox::EState inState) { sEnableCharacterInertia = inState == UICheckBox::STATE_CHECKED; }); } void CharacterVirtualTest::AddConfigurationSettings(DebugUI *inUI, UIElement *inSubMenu) { inUI->CreateComboBox(inSubMenu, "Back Face Mode", { "Ignore", "Collide" }, (int)sBackFaceMode, [=](int inItem) { sBackFaceMode = (EBackFaceMode)inItem; }); inUI->CreateSlider(inSubMenu, "Up Rotation X (degrees)", RadiansToDegrees(sUpRotationX), -90.0f, 90.0f, 1.0f, [](float inValue) { sUpRotationX = DegreesToRadians(inValue); }); inUI->CreateSlider(inSubMenu, "Up Rotation Z (degrees)", RadiansToDegrees(sUpRotationZ), -90.0f, 90.0f, 1.0f, [](float inValue) { sUpRotationZ = DegreesToRadians(inValue); }); inUI->CreateSlider(inSubMenu, "Max Slope Angle (degrees)", RadiansToDegrees(sMaxSlopeAngle), 0.0f, 90.0f, 1.0f, [](float inValue) { sMaxSlopeAngle = DegreesToRadians(inValue); }); inUI->CreateSlider(inSubMenu, "Max Strength (N)", sMaxStrength, 0.0f, 500.0f, 1.0f, [](float inValue) { sMaxStrength = inValue; }); inUI->CreateSlider(inSubMenu, "Character Padding", sCharacterPadding, 0.01f, 0.5f, 0.01f, [](float inValue) { sCharacterPadding = inValue; }); inUI->CreateSlider(inSubMenu, "Penetration Recovery Speed", sPenetrationRecoverySpeed, 0.0f, 1.0f, 0.05f, [](float inValue) { sPenetrationRecoverySpeed = inValue; }); inUI->CreateSlider(inSubMenu, "Predictive Contact Distance", sPredictiveContactDistance, 0.01f, 1.0f, 0.01f, [](float inValue) { sPredictiveContactDistance = inValue; }); inUI->CreateCheckBox(inSubMenu, "Enable Walk Stairs", sEnableWalkStairs, [](UICheckBox::EState inState) { sEnableWalkStairs = inState == UICheckBox::STATE_CHECKED; }); inUI->CreateCheckBox(inSubMenu, "Enable Stick To Floor", sEnableStickToFloor, [](UICheckBox::EState inState) { sEnableStickToFloor = inState == UICheckBox::STATE_CHECKED; }); } void CharacterVirtualTest::SaveState(StateRecorder &inStream) const { CharacterBaseTest::SaveState(inStream); mCharacter->SaveState(inStream); bool is_standing = mCharacter->GetShape() == mStandingShape; inStream.Write(is_standing); inStream.Write(mAllowSliding); inStream.Write(mDesiredVelocity); } void CharacterVirtualTest::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, { }, { }, { }, { }, *mTempAllocator); inStream.Read(mAllowSliding); inStream.Read(mDesiredVelocity); } void CharacterVirtualTest::OnAdjustBodyVelocity(const CharacterVirtual *inCharacter, const Body &inBody2, Vec3 &ioLinearVelocity, Vec3 &ioAngularVelocity) { // Apply artificial velocity to the character when standing on the conveyor belt if (inBody2.GetID() == mConveyorBeltBody) ioLinearVelocity += Vec3(0, 0, 2); } void CharacterVirtualTest::OnContactAdded(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings) { // Dynamic boxes on the ramp go through all permutations Array::const_iterator i = find(mRampBlocks.begin(), mRampBlocks.end(), inBodyID2); if (i != mRampBlocks.end()) { size_t index = i - mRampBlocks.begin(); ioSettings.mCanPushCharacter = (index & 1) != 0; ioSettings.mCanReceiveImpulses = (index & 2) != 0; } // If we encounter an object that can push us, enable sliding if (ioSettings.mCanPushCharacter && mPhysicsSystem->GetBodyInterface().GetMotionType(inBodyID2) != EMotionType::Static) mAllowSliding = true; } void CharacterVirtualTest::OnContactSolve(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, Vec3Arg inContactVelocity, const PhysicsMaterial *inContactMaterial, Vec3Arg inCharacterVelocity, Vec3 &ioNewCharacterVelocity) { // Don't allow the player to slide down static not-too-steep surfaces when not actively moving and when not on a moving platform if (!mAllowSliding && inContactVelocity.IsNearZero() && !inCharacter->IsSlopeTooSteep(inContactNormal)) ioNewCharacterVelocity = Vec3::sZero(); }