CharacterBaseTest.cpp 27 KB

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