// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2024 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once #include #include class BoatTest : public Test, public ContactListener { public: JPH_DECLARE_RTTI_VIRTUAL(JPH_NO_EXPORT, BoatTest) // Description of the test virtual const char * GetDescription() const override { return "Shows how a boat could be constructed and how waves could be simulated."; } // If this test implements a contact listener, it should be returned here virtual ContactListener * GetContactListener() override { return this; } // See: Test virtual void Initialize() override; virtual void ProcessInput(const ProcessInputParams &inParams) override; virtual void PrePhysicsUpdate(const PreUpdateParams &inParams) override; virtual void SaveInputState(StateRecorder &inStream) const override; virtual void RestoreInputState(StateRecorder &inStream) override; virtual void SaveState(StateRecorder &inStream) const override; virtual void RestoreState(StateRecorder &inStream) override; virtual void GetInitialCamera(CameraState &ioState) const override; virtual RMat44 GetCameraPivot(float inCameraHeading, float inCameraPitch) const override { return mCameraPivot; } // See: ContactListener virtual void OnContactAdded(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings) override; virtual void OnContactRemoved(const SubShapeIDPair &inSubShapePair) override; private: void UpdateCameraPivot(); // Determines the water surface position at a given XZ position RVec3 GetWaterSurfacePosition(RVec3Arg inXZPosition) const; // Configuration static constexpr float cMaxWaterHeight = 5.0f; static constexpr float cMinWaterHeight = 3.0f; static constexpr float cWaterWidth = 100.0f; static constexpr float cHalfBoatLength = 4.0f; static constexpr float cHalfBoatTopWidth = 1.5f; static constexpr float cHalfBoatBottomWidth = 1.2f; static constexpr float cBoatBowLength = 2.0f; static constexpr float cHalfBoatHeight = 0.75f; static constexpr float cBoatMass = 1000.0f; static constexpr float cBoatBuoyancy = 3.0f; static constexpr float cBoatLinearDrag = 0.5f; static constexpr float cBoatAngularDrag = 0.7f; static constexpr float cBarrelMass = 50.0f; static constexpr float cBarrelBuoyancy = 1.5f; static constexpr float cBarrelLinearDrag = 0.5f; static constexpr float cBarrelAngularDrag = 0.1f; static constexpr float cForwardAcceleration = 15.0f; static constexpr float cSteerAcceleration = 1.5f; // The boat Body * mBoatBody; // The sensor that detects objects in the water BodyID mWaterSensor; // The camera pivot, recorded before the physics update to align with the drawn world RMat44 mCameraPivot = RMat44::sIdentity(); // Keeping track of which bodies are in the water Mutex mBodiesInWaterMutex; BodyIDVector mBodiesInWater; // Time float mTime = 0.0f; // Player input float mForward = 0.0f; float mRight = 0.0f; };