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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/Character/CharacterVirtualTest.h>
- #include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
- #include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
- #include <Layers.h>
- #include <Utils/Log.h>
- #include <Renderer/DebugRendererImp.h>
- #include <Application/DebugUI.h>
- //#define CHARACTER_TRACE_CONTACTS
- JPH_IMPLEMENT_RTTI_VIRTUAL(CharacterVirtualTest)
- {
- JPH_ADD_BASE_CLASS(CharacterVirtualTest, CharacterBaseTest)
- }
- void CharacterVirtualTest::Initialize()
- {
- CharacterBaseTest::Initialize();
- // Create 'player' character
- Ref<CharacterVirtualSettings> 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
- settings->mEnhancedInternalEdgeRemoval = sEnhancedInternalEdgeRemoval;
- settings->mInnerBodyShape = sCreateInnerBody? mInnerStandingShape : nullptr;
- settings->mInnerBodyLayer = Layers::MOVING;
- mCharacter = new CharacterVirtual(settings, RVec3::sZero(), Quat::sIdentity(), 0, mPhysicsSystem);
- mCharacter->SetCharacterVsCharacterCollision(&mCharacterVsCharacterCollision);
- mCharacterVsCharacterCollision.Add(mCharacter);
- // Install contact listener for all characters
- for (CharacterVirtual *character : mCharacterVsCharacterCollision.mCharacters)
- character->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::sOne(), Color::sGreen, false, true);
- #endif // JPH_DEBUG_RENDERER
- // Draw shape including padding (only implemented for capsules right now)
- if (static_cast<const RotatedTranslatedShape *>(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);
- #ifdef JPH_ENABLE_ASSERTS
- // Validate that our contact list is in sync with that of the character
- uint num_contacts = 0;
- for (const CharacterVirtual::Contact &c : mCharacter->GetActiveContacts())
- if (c.mHadCollision)
- {
- JPH_ASSERT(std::find(mActiveContacts.begin(), mActiveContacts.end(), c) != mActiveContacts.end());
- num_contacts++;
- }
- JPH_ASSERT(num_contacts == mActiveContacts.size());
- #endif
- // 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)
- {
- bool is_standing = mCharacter->GetShape() == mStandingShape;
- const Shape *shape = is_standing? mCrouchingShape : mStandingShape;
- if (mCharacter->SetShape(shape, 1.5f * mPhysicsSystem->GetPhysicsSettings().mPenetrationSlop, mPhysicsSystem->GetDefaultBroadPhaseLayerFilter(Layers::MOVING), mPhysicsSystem->GetDefaultLayerFilter(Layers::MOVING), { }, { }, *mTempAllocator))
- {
- const Shape *inner_shape = is_standing? mInnerCrouchingShape : mInnerStandingShape;
- mCharacter->SetInnerBodyShape(inner_shape);
- }
- }
- }
- void CharacterVirtualTest::AddCharacterMovementSettings(DebugUI* inUI, UIElement* inSubMenu)
- {
- inUI->CreateCheckBox(inSubMenu, "Enable Character Inertia", sEnableCharacterInertia, [](UICheckBox::EState inState) { sEnableCharacterInertia = inState == UICheckBox::STATE_CHECKED; });
- inUI->CreateCheckBox(inSubMenu, "Player Can Push Other Virtual Characters", sPlayerCanPushOtherCharacters, [](UICheckBox::EState inState) { sPlayerCanPushOtherCharacters = inState == UICheckBox::STATE_CHECKED; });
- inUI->CreateCheckBox(inSubMenu, "Other Virtual Characters Can Push Player", sOtherCharactersCanPushPlayer, [](UICheckBox::EState inState) { sOtherCharactersCanPushPlayer = 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; });
- inUI->CreateCheckBox(inSubMenu, "Enhanced Internal Edge Removal", sEnhancedInternalEdgeRemoval, [](UICheckBox::EState inState) { sEnhancedInternalEdgeRemoval = inState == UICheckBox::STATE_CHECKED; });
- inUI->CreateCheckBox(inSubMenu, "Create Inner Body", sCreateInnerBody, [](UICheckBox::EState inState) { sCreateInnerBody = 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);
- inStream.Write(mActiveContacts);
- }
- 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);
- const Shape *shape = is_standing? mStandingShape : mCrouchingShape;
- mCharacter->SetShape(shape, FLT_MAX, { }, { }, { }, { }, *mTempAllocator);
- const Shape *inner_shape = is_standing? mInnerStandingShape : mInnerCrouchingShape;
- mCharacter->SetInnerBodyShape(inner_shape);
- inStream.Read(mAllowSliding);
- inStream.Read(mDesiredVelocity);
- inStream.Read(mActiveContacts);
- }
- 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::OnContactCommon(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings)
- {
- // Draw a box around the character when it enters the sensor
- if (inBodyID2 == mSensorBody)
- {
- AABox box = inCharacter->GetShape()->GetWorldSpaceBounds(inCharacter->GetCenterOfMassTransform(), Vec3::sOne());
- mDebugRenderer->DrawBox(box, Color::sGreen, DebugRenderer::ECastShadow::Off, DebugRenderer::EDrawMode::Wireframe);
- }
- // Dynamic boxes on the ramp go through all permutations
- Array<BodyID>::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 the player, enable sliding
- if (inCharacter == mCharacter
- && ioSettings.mCanPushCharacter
- && mPhysicsSystem->GetBodyInterface().GetMotionType(inBodyID2) != EMotionType::Static)
- mAllowSliding = true;
- }
- void CharacterVirtualTest::OnContactAdded(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings)
- {
- OnContactCommon(inCharacter, inBodyID2, inSubShapeID2, inContactPosition, inContactNormal, ioSettings);
- if (inCharacter == mCharacter)
- {
- #ifdef CHARACTER_TRACE_CONTACTS
- Trace("Contact added with body %08x, sub shape %08x", inBodyID2.GetIndexAndSequenceNumber(), inSubShapeID2.GetValue());
- #endif
- CharacterVirtual::ContactKey c(inBodyID2, inSubShapeID2);
- if (std::find(mActiveContacts.begin(), mActiveContacts.end(), c) != mActiveContacts.end())
- FatalError("Got an add contact that should have been a persisted contact");
- mActiveContacts.push_back(c);
- }
- }
- void CharacterVirtualTest::OnContactPersisted(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings)
- {
- OnContactCommon(inCharacter, inBodyID2, inSubShapeID2, inContactPosition, inContactNormal, ioSettings);
- if (inCharacter == mCharacter)
- {
- #ifdef CHARACTER_TRACE_CONTACTS
- Trace("Contact persisted with body %08x, sub shape %08x", inBodyID2.GetIndexAndSequenceNumber(), inSubShapeID2.GetValue());
- #endif
- if (std::find(mActiveContacts.begin(), mActiveContacts.end(), CharacterVirtual::ContactKey(inBodyID2, inSubShapeID2)) == mActiveContacts.end())
- FatalError("Got a persisted contact that should have been an add contact");
- }
- }
- void CharacterVirtualTest::OnContactRemoved(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2)
- {
- if (inCharacter == mCharacter)
- {
- #ifdef CHARACTER_TRACE_CONTACTS
- Trace("Contact removed with body %08x, sub shape %08x", inBodyID2.GetIndexAndSequenceNumber(), inSubShapeID2.GetValue());
- #endif
- ContactSet::iterator it = std::find(mActiveContacts.begin(), mActiveContacts.end(), CharacterVirtual::ContactKey(inBodyID2, inSubShapeID2));
- if (it == mActiveContacts.end())
- FatalError("Got a remove contact that has not been added");
- mActiveContacts.erase(it);
- }
- }
- void CharacterVirtualTest::OnCharacterContactCommon(const CharacterVirtual *inCharacter, const CharacterVirtual *inOtherCharacter, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings)
- {
- // Characters can only be pushed in their own update
- if (sPlayerCanPushOtherCharacters)
- ioSettings.mCanPushCharacter = sOtherCharactersCanPushPlayer || inOtherCharacter == mCharacter;
- else if (sOtherCharactersCanPushPlayer)
- ioSettings.mCanPushCharacter = inCharacter == mCharacter;
- else
- ioSettings.mCanPushCharacter = false;
- // If the player can be pushed by the other virtual character, we allow sliding
- if (inCharacter == mCharacter && ioSettings.mCanPushCharacter)
- mAllowSliding = true;
- }
- void CharacterVirtualTest::OnCharacterContactAdded(const CharacterVirtual *inCharacter, const CharacterVirtual *inOtherCharacter, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings)
- {
- OnCharacterContactCommon(inCharacter, inOtherCharacter, inSubShapeID2, inContactPosition, inContactNormal, ioSettings);
- if (inCharacter == mCharacter)
- {
- #ifdef CHARACTER_TRACE_CONTACTS
- Trace("Contact added with character %08x, sub shape %08x", inOtherCharacter->GetID().GetValue(), inSubShapeID2.GetValue());
- #endif
- CharacterVirtual::ContactKey c(inOtherCharacter->GetID(), inSubShapeID2);
- if (std::find(mActiveContacts.begin(), mActiveContacts.end(), c) != mActiveContacts.end())
- FatalError("Got an add contact that should have been a persisted contact");
- mActiveContacts.push_back(c);
- }
- }
- void CharacterVirtualTest::OnCharacterContactPersisted(const CharacterVirtual *inCharacter, const CharacterVirtual *inOtherCharacter, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings)
- {
- OnCharacterContactCommon(inCharacter, inOtherCharacter, inSubShapeID2, inContactPosition, inContactNormal, ioSettings);
- if (inCharacter == mCharacter)
- {
- #ifdef CHARACTER_TRACE_CONTACTS
- Trace("Contact persisted with character %08x, sub shape %08x", inOtherCharacter->GetID().GetValue(), inSubShapeID2.GetValue());
- #endif
- if (std::find(mActiveContacts.begin(), mActiveContacts.end(), CharacterVirtual::ContactKey(inOtherCharacter->GetID(), inSubShapeID2)) == mActiveContacts.end())
- FatalError("Got a persisted contact that should have been an add contact");
- }
- }
- void CharacterVirtualTest::OnCharacterContactRemoved(const CharacterVirtual *inCharacter, const CharacterID &inOtherCharacterID, const SubShapeID &inSubShapeID2)
- {
- if (inCharacter == mCharacter)
- {
- #ifdef CHARACTER_TRACE_CONTACTS
- Trace("Contact removed with character %08x, sub shape %08x", inOtherCharacterID.GetValue(), inSubShapeID2.GetValue());
- #endif
- ContactSet::iterator it = std::find(mActiveContacts.begin(), mActiveContacts.end(), CharacterVirtual::ContactKey(inOtherCharacterID, inSubShapeID2));
- if (it == mActiveContacts.end())
- FatalError("Got a remove contact that has not been added");
- mActiveContacts.erase(it);
- }
- }
- 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)
- {
- // Ignore callbacks for other characters than the player
- if (inCharacter != mCharacter)
- return;
- // 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();
- }
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