CharacterBaseTest.cpp 28 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #include <TestFramework.h>
  5. #include <Tests/Character/CharacterBaseTest.h>
  6. #include <Jolt/Physics/PhysicsScene.h>
  7. #include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
  8. #include <Jolt/Physics/Collision/Shape/CylinderShape.h>
  9. #include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
  10. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  11. #include <Jolt/Physics/Collision/Shape/SphereShape.h>
  12. #include <Jolt/Physics/Collision/Shape/MeshShape.h>
  13. #include <Jolt/Physics/Constraints/HingeConstraint.h>
  14. #include <Jolt/Core/StringTools.h>
  15. #include <Jolt/ObjectStream/ObjectStreamIn.h>
  16. #include <Application/DebugUI.h>
  17. #include <Layers.h>
  18. #include <Utils/Log.h>
  19. #include <Renderer/DebugRendererImp.h>
  20. JPH_IMPLEMENT_RTTI_ABSTRACT(CharacterBaseTest)
  21. {
  22. JPH_ADD_BASE_CLASS(CharacterBaseTest, Test)
  23. }
  24. const char *CharacterBaseTest::sScenes[] =
  25. {
  26. "PerlinMesh",
  27. "PerlinHeightField",
  28. "ObstacleCourse",
  29. "Terrain1",
  30. "Terrain2",
  31. };
  32. const char *CharacterBaseTest::sSceneName = "ObstacleCourse";
  33. // Scene constants
  34. static const RVec3 cRotatingPosition(-5, 0.15f, 15);
  35. static const Quat cRotatingOrientation = Quat::sIdentity();
  36. static const RVec3 cVerticallyMovingPosition(0, 2.0f, 15);
  37. static const Quat cVerticallyMovingOrientation = Quat::sIdentity();
  38. static const RVec3 cHorizontallyMovingPosition(5, 1, 15);
  39. static const Quat cHorizontallyMovingOrientation = Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI);
  40. static const RVec3 cConveyorBeltPosition(-10, 0.15f, 15);
  41. static const RVec3 cRampPosition(15, 2.2f, 15);
  42. static const Quat cRampOrientation = Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI);
  43. static const RVec3 cRampBlocksStart = cRampPosition + Vec3(-3.0f, 3.0f, 1.5f);
  44. static const Vec3 cRampBlocksDelta = Vec3(2.0f, 0, 0);
  45. static const float cRampBlocksTime = 5.0f;
  46. static const RVec3 cSmallBumpsPosition(-5.0f, 0, 2.5f);
  47. static const float cSmallBumpHeight = 0.05f;
  48. static const float cSmallBumpWidth = 0.01f;
  49. static const float cSmallBumpDelta = 0.5f;
  50. static const RVec3 cLargeBumpsPosition(-10.0f, 0, 2.5f);
  51. static const float cLargeBumpHeight = 0.3f;
  52. static const float cLargeBumpWidth = 0.1f;
  53. static const float cLargeBumpDelta = 2.0f;
  54. static const RVec3 cStairsPosition(-15.0f, 0, 2.5f);
  55. static const float cStairsStepHeight = 0.3f;
  56. static const RVec3 cMeshStairsPosition(-20.0f, 0, 2.5f);
  57. static const RVec3 cNoStairsPosition(-15.0f, 0, 10.0f);
  58. static const float cNoStairsStepHeight = 0.3f;
  59. static const float cNoStairsStepDelta = 0.05f;
  60. static const RVec3 cMeshNoStairsPosition(-20.0f, 0, 10.0f);
  61. static const RVec3 cMeshWallPosition(-25.0f, 0, -27.0f);
  62. static const float cMeshWallHeight = 3.0f;
  63. static const float cMeshWallWidth = 2.0f;
  64. static const float cMeshWallStepStart = 0.5f;
  65. static const float cMeshWallStepEnd = 4.0f;
  66. static const int cMeshWallSegments = 25;
  67. static const RVec3 cHalfCylinderPosition(5.0f, 0, 8.0f);
  68. static const RVec3 cMeshBoxPosition(30.0f, 1.5f, 5.0f);
  69. static const RVec3 cSensorPosition(30, 0.9f, -5);
  70. void CharacterBaseTest::Initialize()
  71. {
  72. if (strcmp(sSceneName, "PerlinMesh") == 0)
  73. {
  74. // Default terrain
  75. CreateMeshTerrain();
  76. }
  77. else if (strcmp(sSceneName, "PerlinHeightField") == 0)
  78. {
  79. // Default terrain
  80. CreateHeightFieldTerrain();
  81. }
  82. else if (strcmp(sSceneName, "ObstacleCourse") == 0)
  83. {
  84. // Default terrain
  85. CreateFloor(350.0f);
  86. {
  87. // Create ramps with different inclinations
  88. Ref<Shape> ramp = RotatedTranslatedShapeSettings(Vec3(0, 0, -2.5f), Quat::sIdentity(), new BoxShape(Vec3(1.0f, 0.05f, 2.5f))).Create().Get();
  89. for (int angle = 0; angle < 18; ++angle)
  90. mBodyInterface->CreateAndAddBody(BodyCreationSettings(ramp, RVec3(-15.0f + angle * 2.0f, 0, -10.0f), Quat::sRotation(Vec3::sAxisX(), DegreesToRadians(10.0f * angle)), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  91. }
  92. {
  93. // Create wall consisting of vertical pillars
  94. // Note: Convex radius 0 because otherwise it will be a bumpy wall
  95. Ref<Shape> wall = new BoxShape(Vec3(0.1f, 2.5f, 0.1f), 0.0f);
  96. for (int z = 0; z < 30; ++z)
  97. mBodyInterface->CreateAndAddBody(BodyCreationSettings(wall, RVec3(0.0f, 2.5f, 2.0f + 0.2f * z), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  98. }
  99. {
  100. // Kinematic blocks to test interacting with moving objects
  101. Ref<Shape> kinematic = new BoxShape(Vec3(1, 0.15f, 3.0f));
  102. mRotatingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cRotatingPosition, cRotatingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  103. mVerticallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cVerticallyMovingPosition, cVerticallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  104. mHorizontallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cHorizontallyMovingPosition, cHorizontallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  105. }
  106. {
  107. // Conveyor belt (only works with virtual character)
  108. mConveyorBeltBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(1, 0.15f, 3.0f)), cConveyorBeltPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::Activate);
  109. }
  110. {
  111. // A rolling sphere towards the player
  112. BodyCreationSettings bcs(new SphereShape(0.2f), RVec3(0.0f, 0.2f, -1.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  113. bcs.mLinearVelocity = Vec3(0, 0, 2.0f);
  114. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  115. bcs.mMassPropertiesOverride.mMass = 10.0f;
  116. mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
  117. }
  118. {
  119. // Dynamic blocks to test player pushing blocks
  120. Ref<Shape> block = new BoxShape(Vec3::sReplicate(0.5f));
  121. for (int y = 0; y < 3; ++y)
  122. {
  123. BodyCreationSettings bcs(block, RVec3(5.0f, 0.5f + float(y), 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  124. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  125. bcs.mMassPropertiesOverride.mMass = 10.0f;
  126. mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate);
  127. }
  128. }
  129. {
  130. // Dynamic block on a static step (to test pushing block on stairs)
  131. mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(0.5f, 0.15f, 0.5f)), RVec3(10.0f, 0.15f, 0.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  132. BodyCreationSettings bcs(new BoxShape(Vec3::sReplicate(0.5f)), RVec3(10.0f, 0.8f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  133. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  134. bcs.mMassPropertiesOverride.mMass = 10.0f;
  135. mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate);
  136. }
  137. {
  138. // Dynamic spheres to test player pushing stuff you can step on
  139. float h = 0.0f;
  140. for (int y = 0; y < 3; ++y)
  141. {
  142. float r = 0.4f - 0.1f * y;
  143. h += r;
  144. BodyCreationSettings bcs(new SphereShape(r), RVec3(15.0f, h, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  145. h += r;
  146. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  147. bcs.mMassPropertiesOverride.mMass = 10.0f;
  148. mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate);
  149. }
  150. }
  151. {
  152. // A seesaw to test character gravity
  153. BodyID b1 = mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(1.0f, 0.2f, 0.05f)), RVec3(20.0f, 0.2f, 0.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  154. BodyCreationSettings bcs(new BoxShape(Vec3(1.0f, 0.05f, 5.0f)), RVec3(20.0f, 0.45f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  155. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  156. bcs.mMassPropertiesOverride.mMass = 10.0f;
  157. BodyID b2 = mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
  158. // Connect the parts with a hinge
  159. HingeConstraintSettings hinge;
  160. hinge.mPoint1 = hinge.mPoint2 = RVec3(20.0f, 0.4f, 0.0f);
  161. hinge.mHingeAxis1 = hinge.mHingeAxis2 = Vec3::sAxisX();
  162. mPhysicsSystem->AddConstraint(mBodyInterface->CreateConstraint(&hinge, b1, b2));
  163. }
  164. {
  165. // A board above the character to crouch and jump up against
  166. float h = 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching + 0.1f;
  167. for (int x = 0; x < 2; ++x)
  168. mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(1.0f, h, 0.05f)), RVec3(25.0f, h, x == 0? -0.95f : 0.95f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  169. BodyCreationSettings bcs(new BoxShape(Vec3(1.0f, 0.05f, 1.0f)), RVec3(25.0f, 2.0f * h + 0.05f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  170. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  171. bcs.mMassPropertiesOverride.mMass = 10.0f;
  172. mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
  173. }
  174. {
  175. // A floating static block
  176. mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.5f)), RVec3(30.0f, 1.5f, 0.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  177. }
  178. {
  179. // Create ramp
  180. BodyCreationSettings ramp(new BoxShape(Vec3(4.0f, 0.1f, 3.0f)), cRampPosition, cRampOrientation, EMotionType::Static, Layers::NON_MOVING);
  181. mBodyInterface->CreateAndAddBody(ramp, EActivation::DontActivate);
  182. // Create blocks on ramp
  183. Ref<Shape> block = new BoxShape(Vec3::sReplicate(0.5f));
  184. BodyCreationSettings bcs(block, cRampBlocksStart, cRampOrientation, EMotionType::Dynamic, Layers::MOVING);
  185. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  186. bcs.mMassPropertiesOverride.mMass = 10.0f;
  187. for (int i = 0; i < 4; ++i)
  188. {
  189. mRampBlocks.emplace_back(mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate));
  190. bcs.mPosition += cRampBlocksDelta;
  191. }
  192. }
  193. // Create three funnels with walls that are too steep to climb
  194. Ref<Shape> funnel = new BoxShape(Vec3(0.1f, 1.0f, 1.0f));
  195. for (int i = 0; i < 2; ++i)
  196. {
  197. Quat rotation = Quat::sRotation(Vec3::sAxisY(), JPH_PI * i);
  198. mBodyInterface->CreateAndAddBody(BodyCreationSettings(funnel, RVec3(5.0f, 0.1f, 5.0f) + rotation * Vec3(0.2f, 0, 0), rotation * Quat::sRotation(Vec3::sAxisZ(), -DegreesToRadians(40.0f)), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  199. }
  200. for (int i = 0; i < 3; ++i)
  201. {
  202. Quat rotation = Quat::sRotation(Vec3::sAxisY(), 2.0f / 3.0f * JPH_PI * i);
  203. mBodyInterface->CreateAndAddBody(BodyCreationSettings(funnel, RVec3(7.5f, 0.1f, 5.0f) + rotation * Vec3(0.2f, 0, 0), rotation * Quat::sRotation(Vec3::sAxisZ(), -DegreesToRadians(40.0f)), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  204. }
  205. for (int i = 0; i < 4; ++i)
  206. {
  207. Quat rotation = Quat::sRotation(Vec3::sAxisY(), 0.5f * JPH_PI * i);
  208. mBodyInterface->CreateAndAddBody(BodyCreationSettings(funnel, RVec3(10.0f, 0.1f, 5.0f) + rotation * Vec3(0.2f, 0, 0), rotation * Quat::sRotation(Vec3::sAxisZ(), -DegreesToRadians(40.0f)), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  209. }
  210. // Create small bumps
  211. {
  212. BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cSmallBumpHeight, 0.5f * cSmallBumpWidth), 0.0f), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  213. for (int i = 0; i < 10; ++i)
  214. {
  215. step.mPosition = cSmallBumpsPosition + Vec3(0, 0.5f * cSmallBumpHeight, cSmallBumpDelta * i);
  216. mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
  217. }
  218. }
  219. // Create large bumps
  220. {
  221. BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cLargeBumpHeight, 0.5f * cLargeBumpWidth)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  222. for (int i = 0; i < 5; ++i)
  223. {
  224. step.mPosition = cLargeBumpsPosition + Vec3(0, 0.5f * cLargeBumpHeight, cLargeBumpDelta * i);
  225. mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
  226. }
  227. }
  228. // Create stairs
  229. {
  230. BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cStairsStepHeight, 0.5f * cStairsStepHeight)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  231. for (int i = 0; i < 10; ++i)
  232. {
  233. step.mPosition = cStairsPosition + Vec3(0, cStairsStepHeight * (0.5f + i), cStairsStepHeight * i);
  234. mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
  235. }
  236. }
  237. // A wall beside the stairs
  238. mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(0.5f, 2.0f, 5.0f * cStairsStepHeight)), cStairsPosition + Vec3(-2.5f, 2.0f, 5.0f * cStairsStepHeight), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  239. // Create stairs from triangles
  240. {
  241. TriangleList triangles;
  242. float rear_z = 10 * cStairsStepHeight;
  243. for (int i = 0; i < 10; ++i)
  244. {
  245. // Start of step
  246. Vec3 base(0, cStairsStepHeight * i, cStairsStepHeight * i);
  247. // Left side
  248. Vec3 b1 = base + Vec3(2.0f, 0, 0);
  249. Vec3 s1 = b1 + Vec3(0, cStairsStepHeight, 0);
  250. Vec3 p1 = s1 + Vec3(0, 0, cStairsStepHeight);
  251. // Right side
  252. Vec3 width(-4.0f, 0, 0);
  253. Vec3 b2 = b1 + width;
  254. Vec3 s2 = s1 + width;
  255. Vec3 p2 = p1 + width;
  256. triangles.push_back(Triangle(s1, b1, s2));
  257. triangles.push_back(Triangle(b1, b2, s2));
  258. triangles.push_back(Triangle(s1, p2, p1));
  259. triangles.push_back(Triangle(s1, s2, p2));
  260. // Side of stairs
  261. Vec3 rb2 = b2; rb2.SetZ(rear_z);
  262. Vec3 rs2 = s2; rs2.SetZ(rear_z);
  263. triangles.push_back(Triangle(s2, b2, rs2));
  264. triangles.push_back(Triangle(rs2, b2, rb2));
  265. p1 = p2;
  266. }
  267. MeshShapeSettings mesh(triangles);
  268. mesh.SetEmbedded();
  269. BodyCreationSettings mesh_stairs(&mesh, cMeshStairsPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  270. mBodyInterface->CreateAndAddBody(mesh_stairs, EActivation::DontActivate);
  271. }
  272. // A wall to the side and behind the stairs
  273. mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(0.5f, 2.0f, 0.25f)), cStairsPosition + Vec3(-7.5f, 2.0f, 10.0f * cStairsStepHeight + 0.25f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  274. // Create stairs with too little space between the steps
  275. {
  276. BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cNoStairsStepHeight, 0.5f * cNoStairsStepHeight)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  277. for (int i = 0; i < 10; ++i)
  278. {
  279. step.mPosition = cNoStairsPosition + Vec3(0, cNoStairsStepHeight * (0.5f + i), cNoStairsStepDelta * i);
  280. mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
  281. }
  282. }
  283. // Create stairs with too little space between the steps consisting of triangles
  284. {
  285. TriangleList triangles;
  286. for (int i = 0; i < 10; ++i)
  287. {
  288. // Start of step
  289. Vec3 base(0, cStairsStepHeight * i, cNoStairsStepDelta * i);
  290. // Left side
  291. Vec3 b1 = base - Vec3(2.0f, 0, 0);
  292. Vec3 s1 = b1 + Vec3(0, cStairsStepHeight, 0);
  293. Vec3 p1 = s1 + Vec3(0, 0, cNoStairsStepDelta);
  294. // Right side
  295. Vec3 width(4.0f, 0, 0);
  296. Vec3 b2 = b1 + width;
  297. Vec3 s2 = s1 + width;
  298. Vec3 p2 = p1 + width;
  299. triangles.push_back(Triangle(s1, s2, b1));
  300. triangles.push_back(Triangle(b1, s2, b2));
  301. triangles.push_back(Triangle(s1, p1, p2));
  302. triangles.push_back(Triangle(s1, p2, s2));
  303. p1 = p2;
  304. }
  305. MeshShapeSettings mesh(triangles);
  306. mesh.SetEmbedded();
  307. BodyCreationSettings mesh_stairs(&mesh, cMeshNoStairsPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  308. mBodyInterface->CreateAndAddBody(mesh_stairs, EActivation::DontActivate);
  309. }
  310. // Create mesh with walls at varying angles
  311. {
  312. TriangleList triangles;
  313. Vec3 p1(0.5f * cMeshWallWidth, 0, 0);
  314. Vec3 h(0, cMeshWallHeight, 0);
  315. for (int i = 0; i < cMeshWallSegments; ++i)
  316. {
  317. float delta = cMeshWallStepStart + i * (cMeshWallStepEnd - cMeshWallStepStart) / (cMeshWallSegments - 1);
  318. Vec3 p2 = Vec3((i & 1)? 0.5f * cMeshWallWidth : -0.5f * cMeshWallWidth, 0, p1.GetZ() + delta);
  319. triangles.push_back(Triangle(p1, p1 + h, p2 + h));
  320. triangles.push_back(Triangle(p1, p2 + h, p2));
  321. p1 = p2;
  322. }
  323. MeshShapeSettings mesh(triangles);
  324. mesh.SetEmbedded();
  325. BodyCreationSettings wall(&mesh, cMeshWallPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  326. mBodyInterface->CreateAndAddBody(wall, EActivation::DontActivate);
  327. }
  328. // Create a half cylinder with caps for testing contact point limit
  329. {
  330. VertexList vertices;
  331. IndexedTriangleList triangles;
  332. // The half cylinder
  333. const int cPosSegments = 2;
  334. const int cAngleSegments = 512;
  335. const float cCylinderLength = 2.0f;
  336. for (int pos = 0; pos < cPosSegments; ++pos)
  337. for (int angle = 0; angle < cAngleSegments; ++angle)
  338. {
  339. uint32 start = (uint32)vertices.size();
  340. float radius = cCharacterRadiusStanding + 0.05f;
  341. float angle_rad = (-0.5f + float(angle) / cAngleSegments) * JPH_PI;
  342. float s = Sin(angle_rad);
  343. float c = Cos(angle_rad);
  344. float x = cCylinderLength * (-0.5f + float(pos) / (cPosSegments - 1));
  345. float y = angle == 0 || angle == cAngleSegments - 1? 0.5f : (1.0f - c) * radius;
  346. float z = s * radius;
  347. vertices.push_back(Float3(x, y, z));
  348. if (pos > 0 && angle > 0)
  349. {
  350. triangles.push_back(IndexedTriangle(start, start - 1, start - cAngleSegments));
  351. triangles.push_back(IndexedTriangle(start - 1, start - cAngleSegments - 1, start - cAngleSegments));
  352. }
  353. }
  354. // Add end caps
  355. uint32 end = cAngleSegments * (cPosSegments - 1);
  356. for (int angle = 0; angle < cAngleSegments - 1; ++angle)
  357. {
  358. triangles.push_back(IndexedTriangle(0, angle + 1, angle));
  359. triangles.push_back(IndexedTriangle(end, end + angle, end + angle + 1));
  360. }
  361. MeshShapeSettings mesh(vertices, triangles);
  362. mesh.SetEmbedded();
  363. BodyCreationSettings mesh_cylinder(&mesh, cHalfCylinderPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  364. mBodyInterface->CreateAndAddBody(mesh_cylinder, EActivation::DontActivate);
  365. }
  366. // Create a box made out of polygons (character should not get stuck behind back facing side)
  367. {
  368. VertexList vertices = {
  369. Float3(-1, 1, -1),
  370. Float3( 1, 1, -1),
  371. Float3( 1, 1, 1),
  372. Float3(-1, 1, 1),
  373. Float3(-1, -1, -1),
  374. Float3( 1, -1, -1),
  375. Float3( 1, -1, 1),
  376. Float3(-1, -1, 1)
  377. };
  378. IndexedTriangleList triangles = {
  379. IndexedTriangle(0, 3, 2),
  380. IndexedTriangle(0, 2, 1),
  381. IndexedTriangle(4, 5, 6),
  382. IndexedTriangle(4, 6, 7),
  383. IndexedTriangle(0, 4, 3),
  384. IndexedTriangle(3, 4, 7),
  385. IndexedTriangle(2, 6, 5),
  386. IndexedTriangle(2, 5, 1),
  387. IndexedTriangle(3, 7, 6),
  388. IndexedTriangle(3, 6, 2),
  389. IndexedTriangle(0, 1, 5),
  390. IndexedTriangle(0, 5, 4)
  391. };
  392. MeshShapeSettings mesh(vertices, triangles);
  393. mesh.SetEmbedded();
  394. BodyCreationSettings box(&mesh, cMeshBoxPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  395. mBodyInterface->CreateAndAddBody(box, EActivation::DontActivate);
  396. }
  397. // Create a sensor.
  398. // Note that the CharacterVirtual doesn't interact with sensors, you should pair it with a Character object (see CharacterVirtual class comments)
  399. {
  400. BodyCreationSettings sensor(new BoxShape(Vec3::sReplicate(1.0f)), cSensorPosition, Quat::sIdentity(), EMotionType::Kinematic, Layers::SENSOR);
  401. sensor.mIsSensor = true;
  402. mSensorBody = mBodyInterface->CreateAndAddBody(sensor, EActivation::Activate);
  403. }
  404. }
  405. else
  406. {
  407. // Load scene
  408. Ref<PhysicsScene> scene;
  409. if (!ObjectStreamIn::sReadObject((String("Assets/") + sSceneName + ".bof").c_str(), scene))
  410. FatalError("Failed to load scene");
  411. scene->FixInvalidScales();
  412. for (BodyCreationSettings &settings : scene->GetBodies())
  413. {
  414. settings.mObjectLayer = Layers::NON_MOVING;
  415. settings.mFriction = 0.5f;
  416. }
  417. scene->CreateBodies(mPhysicsSystem);
  418. }
  419. // Create capsule shapes for all stances
  420. switch (sShapeType)
  421. {
  422. case EType::Capsule:
  423. mStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightStanding, cCharacterRadiusStanding)).Create().Get();
  424. mCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightCrouching, cCharacterRadiusCrouching)).Create().Get();
  425. break;
  426. case EType::Cylinder:
  427. mStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CylinderShape(0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, cCharacterRadiusStanding)).Create().Get();
  428. mCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new CylinderShape(0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, cCharacterRadiusCrouching)).Create().Get();
  429. break;
  430. case EType::Box:
  431. mStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new BoxShape(Vec3(cCharacterRadiusStanding, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, cCharacterRadiusStanding))).Create().Get();
  432. mCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new BoxShape(Vec3(cCharacterRadiusCrouching, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, cCharacterRadiusCrouching))).Create().Get();
  433. break;
  434. }
  435. }
  436. void CharacterBaseTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
  437. {
  438. // Update scene time
  439. mTime += inParams.mDeltaTime;
  440. // Determine controller input
  441. Vec3 control_input = Vec3::sZero();
  442. if (inParams.mKeyboard->IsKeyPressed(DIK_LEFT)) control_input.SetZ(-1);
  443. if (inParams.mKeyboard->IsKeyPressed(DIK_RIGHT)) control_input.SetZ(1);
  444. if (inParams.mKeyboard->IsKeyPressed(DIK_UP)) control_input.SetX(1);
  445. if (inParams.mKeyboard->IsKeyPressed(DIK_DOWN)) control_input.SetX(-1);
  446. if (control_input != Vec3::sZero())
  447. control_input = control_input.Normalized();
  448. // Rotate controls to align with the camera
  449. Vec3 cam_fwd = inParams.mCameraState.mForward;
  450. cam_fwd.SetY(0.0f);
  451. cam_fwd = cam_fwd.NormalizedOr(Vec3::sAxisX());
  452. Quat rotation = Quat::sFromTo(Vec3::sAxisX(), cam_fwd);
  453. control_input = rotation * control_input;
  454. // Check actions
  455. bool jump = false;
  456. bool switch_stance = false;
  457. for (int key = inParams.mKeyboard->GetFirstKey(); key != 0; key = inParams.mKeyboard->GetNextKey())
  458. {
  459. if (key == DIK_RSHIFT)
  460. switch_stance = true;
  461. else if (key == DIK_RCONTROL)
  462. jump = true;
  463. }
  464. HandleInput(control_input, jump, switch_stance, inParams.mDeltaTime);
  465. // Animate bodies
  466. if (!mRotatingBody.IsInvalid())
  467. mBodyInterface->MoveKinematic(mRotatingBody, cRotatingPosition, Quat::sRotation(Vec3::sAxisY(), JPH_PI * Sin(mTime)), inParams.mDeltaTime);
  468. if (!mHorizontallyMovingBody.IsInvalid())
  469. mBodyInterface->MoveKinematic(mHorizontallyMovingBody, cHorizontallyMovingPosition + Vec3(3.0f * Sin(mTime), 0, 0), cHorizontallyMovingOrientation, inParams.mDeltaTime);
  470. if (!mVerticallyMovingBody.IsInvalid())
  471. mBodyInterface->MoveKinematic(mVerticallyMovingBody, cVerticallyMovingPosition + Vec3(0, 1.75f * Sin(mTime), 0), cVerticallyMovingOrientation, inParams.mDeltaTime);
  472. // Reset ramp blocks
  473. mRampBlocksTimeLeft -= inParams.mDeltaTime;
  474. if (mRampBlocksTimeLeft < 0.0f)
  475. {
  476. for (size_t i = 0; i < mRampBlocks.size(); ++i)
  477. {
  478. mBodyInterface->SetPositionAndRotation(mRampBlocks[i], cRampBlocksStart + float(i) * cRampBlocksDelta, cRampOrientation, EActivation::Activate);
  479. mBodyInterface->SetLinearAndAngularVelocity(mRampBlocks[i], Vec3::sZero(), Vec3::sZero());
  480. }
  481. mRampBlocksTimeLeft = cRampBlocksTime;
  482. }
  483. }
  484. void CharacterBaseTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
  485. {
  486. inUI->CreateTextButton(inSubMenu, "Select Scene", [this, inUI]() {
  487. UIElement *scene_name = inUI->CreateMenu();
  488. for (uint i = 0; i < size(sScenes); ++i)
  489. inUI->CreateTextButton(scene_name, sScenes[i], [this, i]() { sSceneName = sScenes[i]; RestartTest(); });
  490. inUI->ShowMenu(scene_name);
  491. });
  492. inUI->CreateTextButton(inSubMenu, "Character Movement Settings", [=]() {
  493. UIElement *movement_settings = inUI->CreateMenu();
  494. inUI->CreateCheckBox(movement_settings, "Control Movement During Jump", sControlMovementDuringJump, [](UICheckBox::EState inState) { sControlMovementDuringJump = inState == UICheckBox::STATE_CHECKED; });
  495. inUI->CreateSlider(movement_settings, "Character Speed", sCharacterSpeed, 0.1f, 10.0f, 0.1f, [](float inValue) { sCharacterSpeed = inValue; });
  496. inUI->CreateSlider(movement_settings, "Character Jump Speed", sJumpSpeed, 0.1f, 10.0f, 0.1f, [](float inValue) { sJumpSpeed = inValue; });
  497. inUI->ShowMenu(movement_settings);
  498. });
  499. inUI->CreateTextButton(inSubMenu, "Configuration Settings", [=]() {
  500. UIElement *configuration_settings = inUI->CreateMenu();
  501. inUI->CreateComboBox(configuration_settings, "Shape Type", { "Capsule", "Cylinder", "Box" }, (int)sShapeType, [](int inItem) { sShapeType = (EType)inItem; });
  502. AddConfigurationSettings(inUI, configuration_settings);
  503. inUI->CreateTextButton(configuration_settings, "Accept Changes", [=]() { RestartTest(); });
  504. inUI->ShowMenu(configuration_settings);
  505. });
  506. }
  507. void CharacterBaseTest::GetInitialCamera(CameraState& ioState) const
  508. {
  509. // This will become the local space offset, look down the x axis and slightly down
  510. ioState.mPos = RVec3::sZero();
  511. ioState.mForward = Vec3(10.0f, -2.0f, 0).Normalized();
  512. }
  513. RMat44 CharacterBaseTest::GetCameraPivot(float inCameraHeading, float inCameraPitch) const
  514. {
  515. // Pivot is center of character + distance behind based on the heading and pitch of the camera
  516. Vec3 fwd = Vec3(Cos(inCameraPitch) * Cos(inCameraHeading), Sin(inCameraPitch), Cos(inCameraPitch) * Sin(inCameraHeading));
  517. return RMat44::sTranslation(GetCharacterPosition() + Vec3(0, cCharacterHeightStanding + cCharacterRadiusStanding, 0) - 5.0f * fwd);
  518. }
  519. void CharacterBaseTest::SaveState(StateRecorder &inStream) const
  520. {
  521. inStream.Write(mTime);
  522. inStream.Write(mRampBlocksTimeLeft);
  523. }
  524. void CharacterBaseTest::RestoreState(StateRecorder &inStream)
  525. {
  526. inStream.Read(mTime);
  527. inStream.Read(mRampBlocksTimeLeft);
  528. }
  529. void CharacterBaseTest::DrawCharacterState(const CharacterBase *inCharacter, RMat44Arg inCharacterTransform, Vec3Arg inCharacterVelocity)
  530. {
  531. // Draw current location
  532. // Drawing prior to update since the physics system state is also that prior to the simulation step (so that all detected collisions etc. make sense)
  533. mDebugRenderer->DrawCoordinateSystem(inCharacterTransform, 0.1f);
  534. // Determine color
  535. CharacterBase::EGroundState ground_state = inCharacter->GetGroundState();
  536. Color color;
  537. switch (ground_state)
  538. {
  539. case CharacterBase::EGroundState::OnGround:
  540. color = Color::sGreen;
  541. break;
  542. case CharacterBase::EGroundState::OnSteepGround:
  543. color = Color::sYellow;
  544. break;
  545. case CharacterBase::EGroundState::NotSupported:
  546. color = Color::sOrange;
  547. break;
  548. case CharacterBase::EGroundState::InAir:
  549. default:
  550. color = Color::sRed;
  551. break;
  552. }
  553. // Draw the state of the ground contact
  554. if (ground_state != CharacterBase::EGroundState::InAir)
  555. {
  556. RVec3 ground_position = inCharacter->GetGroundPosition();
  557. Vec3 ground_normal = inCharacter->GetGroundNormal();
  558. Vec3 ground_velocity = inCharacter->GetGroundVelocity();
  559. // Draw ground position
  560. mDebugRenderer->DrawMarker(ground_position, Color::sRed, 0.1f);
  561. mDebugRenderer->DrawArrow(ground_position, ground_position + 2.0f * ground_normal, Color::sGreen, 0.1f);
  562. // Draw ground velocity
  563. if (!ground_velocity.IsNearZero())
  564. mDebugRenderer->DrawArrow(ground_position, ground_position + ground_velocity, Color::sBlue, 0.1f);
  565. }
  566. // Draw provided character velocity
  567. if (!inCharacterVelocity.IsNearZero())
  568. mDebugRenderer->DrawArrow(inCharacterTransform.GetTranslation(), inCharacterTransform.GetTranslation() + inCharacterVelocity, Color::sYellow, 0.1f);
  569. // Draw text info
  570. const PhysicsMaterial *ground_material = inCharacter->GetGroundMaterial();
  571. Vec3 horizontal_velocity = inCharacterVelocity;
  572. horizontal_velocity.SetY(0);
  573. mDebugRenderer->DrawText3D(inCharacterTransform.GetTranslation(), StringFormat("Mat: %s\nHorizontal Vel: %.1f m/s\nVertical Vel: %.1f m/s", ground_material->GetDebugName(), (double)horizontal_velocity.Length(), (double)inCharacterVelocity.GetY()), color, 0.25f);
  574. }