// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2022 Jorrit Rouwe // SPDX-License-Identifier: MIT #include "UnitTestFramework.h" #include "PhysicsTestContext.h" #include #include #include #include #include #include "Layers.h" TEST_SUITE("CharacterVirtualTests") { class Character : public CharacterContactListener { public: // Construct Character(PhysicsTestContext &ioContext) : mContext(ioContext) { } // Create the character void Create() { // Create capsule Ref capsule = new CapsuleShape(0.5f * mHeightStanding, mRadiusStanding); mCharacterSettings.mShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * mHeightStanding + mRadiusStanding, 0), Quat::sIdentity(), capsule).Create().Get(); // Configure supporting volume mCharacterSettings.mSupportingVolume = Plane(Vec3::sAxisY(), -mHeightStanding); // Accept contacts that touch the lower sphere of the capsule // Create character mCharacter = new CharacterVirtual(&mCharacterSettings, mInitialPosition, Quat::sIdentity(), 0, mContext.GetSystem()); mCharacter->SetListener(this); } // Step the character and the world void Step() { // Step the world mContext.SimulateSingleStep(); // Determine new basic velocity Vec3 current_vertical_velocity = Vec3(0, mCharacter->GetLinearVelocity().GetY(), 0); Vec3 ground_velocity = mCharacter->GetGroundVelocity(); Vec3 new_velocity; if (mCharacter->GetGroundState() == CharacterVirtual::EGroundState::OnGround // If on ground && (current_vertical_velocity.GetY() - ground_velocity.GetY()) < 0.1f) // And not moving away from ground { // Assume velocity of ground when on ground new_velocity = ground_velocity; // Jump new_velocity += Vec3(0, mJumpSpeed, 0); mJumpSpeed = 0.0f; } else new_velocity = current_vertical_velocity; // Gravity PhysicsSystem *system = mContext.GetSystem(); float delta_time = mContext.GetDeltaTime(); new_velocity += system->GetGravity() * delta_time; // Player input new_velocity += mHorizontalSpeed; // Update character velocity mCharacter->SetLinearVelocity(new_velocity); RVec3 start_pos = mCharacter->GetPosition(); // Update the character position TempAllocatorMalloc allocator; mCharacter->ExtendedUpdate(delta_time, system->GetGravity(), mUpdateSettings, system->GetDefaultBroadPhaseLayerFilter(Layers::MOVING), system->GetDefaultLayerFilter(Layers::MOVING), { }, { }, allocator); // Calculate effective velocity in this step mEffectiveVelocity = Vec3(mCharacter->GetPosition() - start_pos) / delta_time; } // Simulate a longer period of time void Simulate(float inTime) { int num_steps = (int)round(inTime / mContext.GetDeltaTime()); for (int step = 0; step < num_steps; ++step) Step(); } // Configuration RVec3 mInitialPosition = RVec3::sZero(); float mHeightStanding = 1.35f; float mRadiusStanding = 0.3f; CharacterVirtualSettings mCharacterSettings; CharacterVirtual::ExtendedUpdateSettings mUpdateSettings; // Character movement settings (update to control the movement of the character) Vec3 mHorizontalSpeed = Vec3::sZero(); float mJumpSpeed = 0.0f; // Character will jump when not 0, will auto reset // The character Ref mCharacter; // Calculated effective velocity after a step Vec3 mEffectiveVelocity = Vec3::sZero(); private: // CharacterContactListener callback virtual void OnContactSolve(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, Vec3Arg inContactVelocity, const PhysicsMaterial *inContactMaterial, Vec3Arg inCharacterVelocity, Vec3 &ioNewCharacterVelocity) override { // Don't allow sliding if the character doesn't want to move if (mHorizontalSpeed.IsNearZero() && inContactVelocity.IsNearZero() && !inCharacter->IsSlopeTooSteep(inContactNormal)) ioNewCharacterVelocity = Vec3::sZero(); } PhysicsTestContext & mContext; }; TEST_CASE("TestFallingAndJumping") { // Create floor PhysicsTestContext c; c.CreateFloor(); // Create character Character character(c); character.mInitialPosition = RVec3(0, 2, 0); character.Create(); // After 1 step we should still be in air character.Step(); CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::InAir); // After some time we should be on the floor character.Simulate(1.0f); CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround); CHECK_APPROX_EQUAL(character.mCharacter->GetPosition(), RVec3::sZero()); CHECK_APPROX_EQUAL(character.mEffectiveVelocity, Vec3::sZero()); // Jump character.mJumpSpeed = 1.0f; character.Step(); Vec3 velocity(0, 1.0f + c.GetDeltaTime() * c.GetSystem()->GetGravity().GetY(), 0); CHECK_APPROX_EQUAL(character.mCharacter->GetPosition(), RVec3(velocity * c.GetDeltaTime())); CHECK_APPROX_EQUAL(character.mEffectiveVelocity, velocity); CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::InAir); // After some time we should be on the floor again character.Simulate(1.0f); CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround); CHECK_APPROX_EQUAL(character.mCharacter->GetPosition(), RVec3::sZero()); CHECK_APPROX_EQUAL(character.mEffectiveVelocity, Vec3::sZero()); } TEST_CASE("TestMovingOnSlope") { constexpr float cFloorHalfHeight = 1.0f; constexpr float cMovementTime = 1.5f; // Iterate various slope angles for (float slope_angle = DegreesToRadians(5.0f); slope_angle < DegreesToRadians(85.0f); slope_angle += DegreesToRadians(10.0f)) { // Create sloped floor PhysicsTestContext c; Quat slope_rotation = Quat::sRotation(Vec3::sAxisZ(), slope_angle); c.CreateBox(RVec3::sZero(), slope_rotation, EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, Vec3(100.0f, cFloorHalfHeight, 100.0f)); // Create character so that it is touching the slope Character character(c); float radius_and_padding = character.mRadiusStanding + character.mCharacterSettings.mCharacterPadding; character.mInitialPosition = RVec3(0, (radius_and_padding + cFloorHalfHeight) / Cos(slope_angle) - radius_and_padding, 0); character.Create(); // Determine if the slope is too steep for the character bool too_steep = slope_angle > character.mCharacterSettings.mMaxSlopeAngle; CharacterBase::EGroundState expected_ground_state = (too_steep? CharacterBase::EGroundState::OnSteepGround : CharacterBase::EGroundState::OnGround); Vec3 gravity = c.GetSystem()->GetGravity(); float time_step = c.GetDeltaTime(); Vec3 slope_normal = slope_rotation.RotateAxisY(); // Calculate expected position after 1 time step RVec3 position_after_1_step = character.mInitialPosition; if (too_steep) { // Apply 1 frame of gravity and cancel movement in the slope normal direction Vec3 velocity = gravity * time_step; velocity -= velocity.Dot(slope_normal) * slope_normal; position_after_1_step += velocity * time_step; } // After 1 step we should be on the slope character.Step(); CHECK(character.mCharacter->GetGroundState() == expected_ground_state); CHECK_APPROX_EQUAL(character.mCharacter->GetPosition(), position_after_1_step, 2.0e-6f); // Cancel any velocity to make the calculation below easier (otherwise we have to take gravity for 1 time step into account) character.mCharacter->SetLinearVelocity(Vec3::sZero()); RVec3 start_pos = character.mCharacter->GetPosition(); // Start moving in X direction character.mHorizontalSpeed = Vec3(2.0f, 0, 0); character.Simulate(cMovementTime); CHECK(character.mCharacter->GetGroundState() == expected_ground_state); // Calculate resulting translation Vec3 translation = Vec3(character.mCharacter->GetPosition() - start_pos); // Calculate expected translation Vec3 expected_translation; if (too_steep) { // If too steep, we're just falling. Integrate using an Euler integrator. Vec3 velocity = Vec3::sZero(); expected_translation = Vec3::sZero(); int num_steps = (int)round(cMovementTime / time_step); for (int i = 0; i < num_steps; ++i) { velocity += gravity * time_step; expected_translation += velocity * time_step; } } else { // Every frame we apply 1 delta time * gravity which gets reset on the next update, add this to the horizontal speed expected_translation = (character.mHorizontalSpeed + gravity * time_step) * cMovementTime; } // Cancel movement in slope direction expected_translation -= expected_translation.Dot(slope_normal) * slope_normal; // Check that we traveled the right amount CHECK_APPROX_EQUAL(translation, expected_translation, 1.0e-4f); } } TEST_CASE("TestStickToFloor") { constexpr float cFloorHalfHeight = 1.0f; constexpr float cSlopeAngle = DegreesToRadians(45.0f); constexpr float cMovementTime = 1.5f; for (int mode = 0; mode < 2; ++mode) { // If this run is with 'stick to floor' enabled bool stick_to_floor = mode == 0; // Create sloped floor PhysicsTestContext c; Quat slope_rotation = Quat::sRotation(Vec3::sAxisZ(), cSlopeAngle); c.CreateBox(RVec3::sZero(), slope_rotation, EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, Vec3(100.0f, cFloorHalfHeight, 100.0f)); // Create character so that it is touching the slope Character character(c); float radius_and_padding = character.mRadiusStanding + character.mCharacterSettings.mCharacterPadding; character.mInitialPosition = RVec3(0, (radius_and_padding + cFloorHalfHeight) / Cos(cSlopeAngle) - radius_and_padding, 0); character.mUpdateSettings.mStickToFloorStepDown = stick_to_floor? Vec3(0, -0.5f, 0) : Vec3::sZero(); character.Create(); // After 1 step we should be on the slope character.Step(); CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround); // Cancel any velocity to make the calculation below easier (otherwise we have to take gravity for 1 time step into account) character.mCharacter->SetLinearVelocity(Vec3::sZero()); RVec3 start_pos = character.mCharacter->GetPosition(); // Start moving down the slope at a speed high enough so that gravity will not keep us on the floor character.mHorizontalSpeed = Vec3(-10.0f, 0, 0); character.Simulate(cMovementTime); CHECK(character.mCharacter->GetGroundState() == (stick_to_floor? CharacterBase::EGroundState::OnGround : CharacterBase::EGroundState::InAir)); // Calculate resulting translation Vec3 translation = Vec3(character.mCharacter->GetPosition() - start_pos); // Calculate expected translation Vec3 expected_translation; if (stick_to_floor) { // We should stick to the floor, so the vertical translation follows the slope perfectly expected_translation = character.mHorizontalSpeed * cMovementTime; expected_translation.SetY(expected_translation.GetX() * Tan(cSlopeAngle)); } else { Vec3 gravity = c.GetSystem()->GetGravity(); float time_step = c.GetDeltaTime(); // If too steep, we're just falling. Integrate using an Euler integrator. Vec3 velocity = character.mHorizontalSpeed; expected_translation = Vec3::sZero(); int num_steps = (int)round(cMovementTime / time_step); for (int i = 0; i < num_steps; ++i) { velocity += gravity * time_step; expected_translation += velocity * time_step; } } // Check that we traveled the right amount CHECK_APPROX_EQUAL(translation, expected_translation, 1.0e-4f); } } TEST_CASE("TestWalkStairs") { const float cStepHeight = 0.3f; const int cNumSteps = 10; // Create stairs from triangles TriangleList triangles; for (int i = 0; i < cNumSteps; ++i) { // Start of step Vec3 base(0, cStepHeight * i, cStepHeight * i); // Left side Vec3 b1 = base + Vec3(2.0f, 0, 0); Vec3 s1 = b1 + Vec3(0, cStepHeight, 0); Vec3 p1 = s1 + Vec3(0, 0, cStepHeight); // 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)); } MeshShapeSettings mesh(triangles); mesh.SetEmbedded(); BodyCreationSettings mesh_stairs(&mesh, RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING); // Stair stepping is very delta time sensitive, so test various update frequencies float frequencies[] = { 60.0f, 120.0f, 240.0f, 360.0f }; for (float frequency : frequencies) { float time_step = 1.0f / frequency; PhysicsTestContext c(time_step); c.CreateFloor(); c.GetBodyInterface().CreateAndAddBody(mesh_stairs, EActivation::DontActivate); // Create character so that it is touching the slope Character character(c); character.mInitialPosition = RVec3(0, 0, -2.0f); // Start in front of the stairs character.mUpdateSettings.mWalkStairsStepUp = Vec3::sZero(); // No stair walking character.Create(); // Start moving towards the stairs character.mHorizontalSpeed = Vec3(0, 0, 4.0f); character.Simulate(1.0f); // We should have gotten stuck at the start of the stairs (can't move up) CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround); float radius_and_padding = character.mRadiusStanding + character.mCharacterSettings.mCharacterPadding; CHECK_APPROX_EQUAL(character.mCharacter->GetPosition(), RVec3(0, 0, -radius_and_padding), 1.1e-2f); // Enable stair walking character.mUpdateSettings.mWalkStairsStepUp = Vec3(0, 0.4f, 0); // Calculate time it should take to move up the stairs at constant speed float movement_time = (cNumSteps * cStepHeight + radius_and_padding) / character.mHorizontalSpeed.GetZ(); int max_steps = int(1.5f * round(movement_time / time_step)); // In practice there is a bit of slowdown while stair stepping, so add a bit of slack // Step until we reach the top of the stairs RVec3 last_position = character.mCharacter->GetPosition(); bool reached_goal = false; for (int i = 0; i < max_steps; ++i) { character.Step(); // We should always be on the floor during stair stepping CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround); // Check position progression RVec3 position = character.mCharacter->GetPosition(); CHECK_APPROX_EQUAL(position.GetX(), 0); // No movement in X CHECK(position.GetZ() > last_position.GetZ()); // Always moving forward CHECK(position.GetZ() < cNumSteps * cStepHeight); // No movement beyond stairs if (position.GetY() > cNumSteps * cStepHeight - 1.0e-3f) { reached_goal = true; break; } last_position = position; } CHECK(reached_goal); } } TEST_CASE("TestRotatingPlatform") { constexpr float cFloorHalfHeight = 1.0f; constexpr float cFloorHalfWidth = 10.0f; constexpr float cCharacterPosition = 0.9f * cFloorHalfWidth; constexpr float cAngularVelocity = 2.0f * JPH_PI; PhysicsTestContext c; // Create box Body &box = c.CreateBox(RVec3::sZero(), Quat::sIdentity(), EMotionType::Kinematic, EMotionQuality::Discrete, Layers::MOVING, Vec3(cFloorHalfWidth, cFloorHalfHeight, cFloorHalfWidth)); box.SetAllowSleeping(false); // Create character so that it is touching the box at the Character character(c); character.mInitialPosition = RVec3(cCharacterPosition, cFloorHalfHeight, 0); character.Create(); // Step to ensure the character is on the box character.Step(); CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround); // Set the box to rotate a full circle per second box.SetAngularVelocity(Vec3(0, cAngularVelocity, 0)); // Rotate and check that character stays on the box for (int t = 0; t < 60; ++t) { character.Step(); CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround); // Note that the character moves according to the ground velocity and the ground velocity is updated at the end of the step // so the character is always 1 time step behind the platform. This is why we use t and not t + 1 to calculate the expected position. RVec3 expected_position = RMat44::sRotation(Quat::sRotation(Vec3::sAxisY(), float(t) * c.GetDeltaTime() * cAngularVelocity)) * character.mInitialPosition; CHECK_APPROX_EQUAL(character.mCharacter->GetPosition(), expected_position, 1.0e-4f); } } TEST_CASE("TestMovingPlatformUp") { constexpr float cFloorHalfHeight = 1.0f; constexpr float cFloorHalfWidth = 10.0f; constexpr float cLinearVelocity = 0.5f; PhysicsTestContext c; // Create box Body &box = c.CreateBox(RVec3::sZero(), Quat::sIdentity(), EMotionType::Kinematic, EMotionQuality::Discrete, Layers::MOVING, Vec3(cFloorHalfWidth, cFloorHalfHeight, cFloorHalfWidth)); box.SetAllowSleeping(false); // Create character so that it is touching the box at the Character character(c); character.mInitialPosition = RVec3(0, cFloorHalfHeight, 0); character.Create(); // Step to ensure the character is on the box character.Step(); CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround); // Set the box to move up box.SetLinearVelocity(Vec3(0, cLinearVelocity, 0)); // Check that character stays on the box for (int t = 0; t < 60; ++t) { character.Step(); CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround); RVec3 expected_position = box.GetPosition() + character.mInitialPosition; CHECK_APPROX_EQUAL(character.mCharacter->GetPosition(), expected_position, 1.0e-2f); } // Stop box box.SetLinearVelocity(Vec3::sZero()); character.Simulate(0.5f); // Set the box to move down box.SetLinearVelocity(Vec3(0, -cLinearVelocity, 0)); // Check that character stays on the box for (int t = 0; t < 60; ++t) { character.Step(); CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround); RVec3 expected_position = box.GetPosition() + character.mInitialPosition; CHECK_APPROX_EQUAL(character.mCharacter->GetPosition(), expected_position, 1.0e-2f); } } TEST_CASE("TestContactPointLimit") { PhysicsTestContext ctx; Body &floor = ctx.CreateFloor(); // Create character at the origin Character character(ctx); character.mInitialPosition = RVec3(0, 1, 0); character.mUpdateSettings.mStickToFloorStepDown = Vec3::sZero(); character.mUpdateSettings.mWalkStairsStepUp = Vec3::sZero(); character.Create(); // Radius including padding const float character_radius = character.mRadiusStanding + character.mCharacterSettings.mCharacterPadding; // 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 = 768; 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 = character_radius + 0.01f; 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)); } // Create test body MeshShapeSettings mesh(vertices, triangles); mesh.SetEmbedded(); BodyCreationSettings mesh_cylinder(&mesh, character.mInitialPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING); BodyID cylinder_id = ctx.GetBodyInterface().CreateAndAddBody(mesh_cylinder, EActivation::DontActivate); // End positions that can be reached by character RVec3 pos_end(0.5_r * cCylinderLength - character_radius, 1, 0); RVec3 neg_end(-0.5_r * cCylinderLength + character_radius, 1, 0); // Move towards positive cap and test if we hit the end character.mHorizontalSpeed = Vec3(cCylinderLength, 0, 0); for (int t = 0; t < 60; ++t) { character.Step(); CHECK(character.mCharacter->GetMaxHitsExceeded()); CHECK(character.mCharacter->GetActiveContacts().size() <= character.mCharacter->GetMaxNumHits()); CHECK(character.mCharacter->GetGroundBodyID() == cylinder_id); CHECK(character.mCharacter->GetGroundNormal().Dot(Vec3::sAxisY()) > 0.999f); } CHECK_APPROX_EQUAL(character.mCharacter->GetPosition(), pos_end, 1.0e-4f); // Move towards negative cap and test if we hit the end character.mHorizontalSpeed = Vec3(-cCylinderLength, 0, 0); for (int t = 0; t < 60; ++t) { character.Step(); CHECK(character.mCharacter->GetMaxHitsExceeded()); CHECK(character.mCharacter->GetActiveContacts().size() <= character.mCharacter->GetMaxNumHits()); CHECK(character.mCharacter->GetGroundBodyID() == cylinder_id); CHECK(character.mCharacter->GetGroundNormal().Dot(Vec3::sAxisY()) > 0.999f); } CHECK_APPROX_EQUAL(character.mCharacter->GetPosition(), neg_end, 1.0e-4f); // Turn off contact point reduction character.mCharacter->SetHitReductionCosMaxAngle(-1.0f); // Move towards positive cap and test that we did not reach the end character.mHorizontalSpeed = Vec3(cCylinderLength, 0, 0); for (int t = 0; t < 60; ++t) { character.Step(); CHECK(character.mCharacter->GetMaxHitsExceeded()); CHECK(character.mCharacter->GetActiveContacts().size() == character.mCharacter->GetMaxNumHits()); } RVec3 cur_pos = character.mCharacter->GetPosition(); CHECK((pos_end - cur_pos).Length() > 0.01_r); // Move towards negative cap and test that we got stuck character.mHorizontalSpeed = Vec3(-cCylinderLength, 0, 0); for (int t = 0; t < 60; ++t) { character.Step(); CHECK(character.mCharacter->GetMaxHitsExceeded()); CHECK(character.mCharacter->GetActiveContacts().size() == character.mCharacter->GetMaxNumHits()); } CHECK(cur_pos.IsClose(character.mCharacter->GetPosition(), 1.0e-6f)); // Now teleport the character next to the half cylinder character.mCharacter->SetPosition(RVec3(0, 0, 1)); // Move in positive X and check that we did not exceed max hits and that we were able to move unimpeded character.mHorizontalSpeed = Vec3(cCylinderLength, 0, 0); for (int t = 0; t < 60; ++t) { character.Step(); CHECK(!character.mCharacter->GetMaxHitsExceeded()); CHECK(character.mCharacter->GetActiveContacts().size() == 1); // We should only hit the floor CHECK(character.mCharacter->GetGroundBodyID() == floor.GetID()); CHECK(character.mCharacter->GetGroundNormal().Dot(Vec3::sAxisY()) > 0.999f); } CHECK_APPROX_EQUAL(character.mCharacter->GetPosition(), RVec3(cCylinderLength, 0, 1), 1.0e-4f); } TEST_CASE("TestStairWalkAlongWall") { // Stair stepping is very delta time sensitive, so test various update frequencies float frequencies[] = { 60.0f, 120.0f, 240.0f, 360.0f }; for (float frequency : frequencies) { float time_step = 1.0f / frequency; PhysicsTestContext c(time_step); c.CreateFloor(); // Create character Character character(c); character.Create(); // Create a wall const float cWallHalfThickness = 0.05f; c.GetBodyInterface().CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(50.0f, 1.0f, cWallHalfThickness)), RVec3(0, 1.0_r, Real(-character.mRadiusStanding - character.mCharacter->GetCharacterPadding() - cWallHalfThickness)), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate); // Start moving along the wall, if the stair stepping algorithm is working correctly it should not trigger and not apply extra speed to the character character.mHorizontalSpeed = Vec3(5.0f, 0, -1.0f); character.Simulate(1.0f); // We should have moved along the wall at the desired speed CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround); CHECK_APPROX_EQUAL(character.mCharacter->GetPosition(), RVec3(5.0f, 0, 0), 1.0e-2f); } } TEST_CASE("TestInitiallyIntersecting") { PhysicsTestContext c; c.CreateFloor(); // Create box that is intersecting with the character c.CreateBox(RVec3(-0.5f, 0.5f, 0), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, Vec3::sReplicate(0.5f)); // Try various penetration recovery values for (float penetration_recovery : { 0.0f, 0.5f, 0.75f, 1.0f }) { // Create character Character character(c); character.mCharacterSettings.mPenetrationRecoverySpeed = penetration_recovery; character.Create(); CHECK_APPROX_EQUAL(character.mCharacter->GetPosition(), RVec3::sZero()); // Total radius of character float radius_and_padding = character.mRadiusStanding + character.mCharacterSettings.mCharacterPadding; float x = 0.0f; for (int step = 0; step < 3; ++step) { // Calculate expected position x += penetration_recovery * (radius_and_padding - x); // Step character and check that it matches expected recovery character.Step(); CHECK_APPROX_EQUAL(character.mCharacter->GetPosition(), RVec3(x, 0, 0)); } } } }