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- // SPDX-FileCopyrightText: 2022 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- #include <Tests/Test.h>
- #include <Jolt/Skeleton/Skeleton.h>
- #include <Jolt/Skeleton/SkeletalAnimation.h>
- #include <Jolt/Skeleton/SkeletonPose.h>
- #include <Jolt/Skeleton/SkeletonMapper.h>
- #include <Utils/RagdollLoader.h>
- #include <Jolt/Physics/Ragdoll/Ragdoll.h>
- // This test takes shows how you can map a high detail animation skeleton on a low detail physics skeleton and back
- class SkeletonMapperTest : public Test
- {
- public:
- JPH_DECLARE_RTTI_VIRTUAL(SkeletonMapperTest)
- // Destructor
- virtual ~SkeletonMapperTest() override;
- // Number used to scale the terrain and camera movement to the scene
- virtual float GetWorldScale() const override { return 0.2f; }
- virtual void Initialize() override;
- virtual void PrePhysicsUpdate(const PreUpdateParams &inParams) override;
- // Saving / restoring state for replay
- virtual void SaveState(StateRecorder &inStream) const override;
- virtual void RestoreState(StateRecorder &inStream) override;
- private:
- void CalculateRagdollPose();
- float mTime = 0.0f;
- Ref<RagdollSettings> mRagdollSettings;
- Ref<Ragdoll> mRagdoll;
- Ref<SkeletalAnimation> mAnimation;
- SkeletonMapper mRagdollToAnimated;
- SkeletonPose mAnimatedPose;
- SkeletonPose mRagdollPose;
- };
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