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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2024 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/Character/CharacterPlanetTest.h>
- #include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
- #include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
- #include <Jolt/Physics/Collision/Shape/SphereShape.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(CharacterPlanetTest)
- {
- JPH_ADD_BASE_CLASS(CharacterPlanetTest, Test)
- }
- void CharacterPlanetTest::Initialize()
- {
- // Create planet
- mBodyInterface->CreateAndAddBody(BodyCreationSettings(new SphereShape(cPlanetRadius), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
- // Create spheres
- BodyCreationSettings sphere(new SphereShape(0.5f), RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
- sphere.mGravityFactor = 0.0f; // We do our own gravity
- sphere.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
- sphere.mMassPropertiesOverride.mMass = 10.0f;
- sphere.mAngularDamping = 0.5f;
- default_random_engine random;
- for (int i = 0; i < 200; ++i)
- {
- uniform_real_distribution<float> theta(0, JPH_PI);
- uniform_real_distribution<float> phi(0, 2 * JPH_PI);
- sphere.mPosition = RVec3(1.1f * cPlanetRadius * Vec3::sUnitSpherical(theta(random), phi(random)));
- mBodyInterface->CreateAndAddBody(sphere, EActivation::Activate);
- }
- // Register to receive OnStep callbacks to apply gravity
- mPhysicsSystem->AddStepListener(this);
- // Create 'player' character
- Ref<CharacterVirtualSettings> settings = new CharacterVirtualSettings();
- settings->mShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightStanding, cCharacterRadiusStanding)).Create().Get();
- settings->mSupportingVolume = Plane(Vec3::sAxisY(), -cCharacterRadiusStanding); // Accept contacts that touch the lower sphere of the capsule
- mCharacter = new CharacterVirtual(settings, RVec3(0, cPlanetRadius, 0), Quat::sIdentity(), 0, mPhysicsSystem);
- mCharacter->SetListener(this);
- }
- void CharacterPlanetTest::ProcessInput(const ProcessInputParams &inParams)
- {
- // Determine controller input
- Vec3 control_input = Vec3::sZero();
- if (inParams.mKeyboard->IsKeyPressed(EKey::Left)) control_input.SetZ(-1);
- if (inParams.mKeyboard->IsKeyPressed(EKey::Right)) control_input.SetZ(1);
- if (inParams.mKeyboard->IsKeyPressed(EKey::Up)) control_input.SetX(1);
- if (inParams.mKeyboard->IsKeyPressed(EKey::Down)) control_input.SetX(-1);
- if (control_input != Vec3::sZero())
- control_input = control_input.Normalized();
- // Smooth the player input
- mDesiredVelocity = 0.25f * control_input * cCharacterSpeed + 0.75f * mDesiredVelocity;
- // Convert player input to world space
- Vec3 up = mCharacter->GetUp();
- Vec3 right = inParams.mCameraState.mForward.Cross(up).NormalizedOr(Vec3::sAxisZ());
- Vec3 forward = up.Cross(right).NormalizedOr(Vec3::sAxisX());
- mDesiredVelocityWS = right * mDesiredVelocity.GetZ() + forward * mDesiredVelocity.GetX();
- // Check actions
- mJump = inParams.mKeyboard->IsKeyPressedAndTriggered(EKey::RControl, mWasJump);
- }
- void CharacterPlanetTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
- {
- // Calculate up vector based on position on planet surface
- Vec3 old_up = mCharacter->GetUp();
- Vec3 up = Vec3(mCharacter->GetPosition()).Normalized();
- mCharacter->SetUp(up);
- // Rotate capsule so it points up relative to the planet surface
- mCharacter->SetRotation((Quat::sFromTo(old_up, up) * mCharacter->GetRotation()).Normalized());
- // Draw character pre update (the sim is also drawn pre update)
- #ifdef JPH_DEBUG_RENDERER
- mCharacter->GetShape()->Draw(mDebugRenderer, mCharacter->GetCenterOfMassTransform(), Vec3::sOne(), Color::sGreen, false, true);
- #endif // JPH_DEBUG_RENDERER
- // Determine new character velocity
- Vec3 current_vertical_velocity = mCharacter->GetLinearVelocity().Dot(up) * up;
- Vec3 ground_velocity = mCharacter->GetGroundVelocity();
- Vec3 new_velocity;
- if (mCharacter->GetGroundState() == CharacterVirtual::EGroundState::OnGround // If on ground
- && (current_vertical_velocity - ground_velocity).Dot(up) < 0.1f) // And not moving away from ground
- {
- // Assume velocity of ground when on ground
- new_velocity = ground_velocity;
- // Jump
- if (mJump)
- new_velocity += cJumpSpeed * up;
- }
- else
- new_velocity = current_vertical_velocity;
- // Apply gravity
- Vec3 gravity = -up * mPhysicsSystem->GetGravity().Length();
- new_velocity += gravity * inParams.mDeltaTime;
- // Apply player input
- new_velocity += mDesiredVelocityWS;
- // Update character velocity
- mCharacter->SetLinearVelocity(new_velocity);
- // Update the character position
- CharacterVirtual::ExtendedUpdateSettings update_settings;
- mCharacter->ExtendedUpdate(inParams.mDeltaTime,
- gravity,
- update_settings,
- mPhysicsSystem->GetDefaultBroadPhaseLayerFilter(Layers::MOVING),
- mPhysicsSystem->GetDefaultLayerFilter(Layers::MOVING),
- { },
- { },
- *mTempAllocator);
- }
- void CharacterPlanetTest::GetInitialCamera(CameraState& ioState) const
- {
- ioState.mPos = RVec3(0, 0.5f, 0);
- ioState.mForward = Vec3(1, -0.3f, 0).Normalized();
- }
- RMat44 CharacterPlanetTest::GetCameraPivot(float inCameraHeading, float inCameraPitch) const
- {
- // Pivot is center of character + distance behind based on the heading and pitch of the camera.
- Vec3 fwd = Vec3(Cos(inCameraPitch) * Cos(inCameraHeading), Sin(inCameraPitch), Cos(inCameraPitch) * Sin(inCameraHeading));
- RVec3 cam_pos = mCharacter->GetPosition() - 5.0f * (mCharacter->GetRotation() * fwd);
- return RMat44::sRotationTranslation(mCharacter->GetRotation(), cam_pos);
- }
- void CharacterPlanetTest::SaveState(StateRecorder &inStream) const
- {
- mCharacter->SaveState(inStream);
- // Save character up, it's not stored by default but we use it in this case update the rotation of the character
- inStream.Write(mCharacter->GetUp());
- }
- void CharacterPlanetTest::RestoreState(StateRecorder &inStream)
- {
- mCharacter->RestoreState(inStream);
- Vec3 up = mCharacter->GetUp();
- inStream.Read(up);
- mCharacter->SetUp(up);
- }
- void CharacterPlanetTest::SaveInputState(StateRecorder &inStream) const
- {
- inStream.Write(mDesiredVelocity);
- inStream.Write(mDesiredVelocityWS);
- inStream.Write(mJump);
- }
- void CharacterPlanetTest::RestoreInputState(StateRecorder &inStream)
- {
- inStream.Read(mDesiredVelocity);
- inStream.Read(mDesiredVelocityWS);
- inStream.Read(mJump);
- }
- void CharacterPlanetTest::OnStep(const PhysicsStepListenerContext &inContext)
- {
- // Use the length of the global gravity vector
- float gravity = inContext.mPhysicsSystem->GetGravity().Length();
- // We don't need to lock the bodies since they're already locked in the OnStep callback.
- // Note that this means we're responsible for avoiding race conditions with other step listeners while accessing bodies.
- // We know that this is safe because in this demo there's only one step listener.
- const BodyLockInterface &body_interface = inContext.mPhysicsSystem->GetBodyLockInterfaceNoLock();
- // Loop over all active bodies
- BodyIDVector body_ids;
- inContext.mPhysicsSystem->GetActiveBodies(EBodyType::RigidBody, body_ids);
- for (const BodyID &id : body_ids)
- {
- BodyLockWrite lock(body_interface, id);
- if (lock.Succeeded())
- {
- // Apply gravity towards the center of the planet
- Body &body = lock.GetBody();
- RVec3 position = body.GetPosition();
- float mass = 1.0f / body.GetMotionProperties()->GetInverseMass();
- body.AddForce(-gravity * mass * Vec3(position).Normalized());
- }
- }
- }
- void CharacterPlanetTest::OnContactAdded(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings)
- {
- // We don't want the spheres to push the player character
- ioSettings.mCanPushCharacter = false;
- }
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