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