CharacterBaseTest.cpp 31 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. "InitiallyIntersecting",
  30. "Terrain1",
  31. "Terrain2",
  32. };
  33. const char *CharacterBaseTest::sSceneName = "ObstacleCourse";
  34. // Scene constants
  35. static const RVec3 cRotatingPosition(-5, 0.15f, 15);
  36. static const Quat cRotatingOrientation = Quat::sIdentity();
  37. static const RVec3 cRotatingWallPosition(5, 1.0f, 25.0f);
  38. static const Quat cRotatingWallOrientation = Quat::sIdentity();
  39. static const RVec3 cRotatingAndTranslatingPosition(-10, 0.15f, 27.5f);
  40. static const Quat cRotatingAndTranslatingOrientation = Quat::sIdentity();
  41. static const RVec3 cSmoothVerticallyMovingPosition(0, 2.0f, 15);
  42. static const Quat cSmoothVerticallyMovingOrientation = Quat::sIdentity();
  43. static const RVec3 cReversingVerticallyMovingPosition(0, 0.15f, 25);
  44. static const Quat cReversingVerticallyMovingOrientation = Quat::sIdentity();
  45. static const RVec3 cHorizontallyMovingPosition(5, 1, 15);
  46. static const Quat cHorizontallyMovingOrientation = Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI);
  47. static const RVec3 cConveyorBeltPosition(-10, 0.15f, 15);
  48. static const RVec3 cRampPosition(15, 2.2f, 15);
  49. static const Quat cRampOrientation = Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI);
  50. static const RVec3 cRampBlocksStart = cRampPosition + Vec3(-3.0f, 3.0f, 1.5f);
  51. static const Vec3 cRampBlocksDelta = Vec3(2.0f, 0, 0);
  52. static const float cRampBlocksTime = 5.0f;
  53. static const RVec3 cSmallBumpsPosition(-5.0f, 0, 2.5f);
  54. static const float cSmallBumpHeight = 0.05f;
  55. static const float cSmallBumpWidth = 0.01f;
  56. static const float cSmallBumpDelta = 0.5f;
  57. static const RVec3 cLargeBumpsPosition(-10.0f, 0, 2.5f);
  58. static const float cLargeBumpHeight = 0.3f;
  59. static const float cLargeBumpWidth = 0.1f;
  60. static const float cLargeBumpDelta = 2.0f;
  61. static const RVec3 cStairsPosition(-15.0f, 0, 2.5f);
  62. static const float cStairsStepHeight = 0.3f;
  63. static const RVec3 cMeshStairsPosition(-20.0f, 0, 2.5f);
  64. static const RVec3 cNoStairsPosition(-15.0f, 0, 10.0f);
  65. static const float cNoStairsStepHeight = 0.3f;
  66. static const float cNoStairsStepDelta = 0.05f;
  67. static const RVec3 cMeshNoStairsPosition(-20.0f, 0, 10.0f);
  68. static const RVec3 cMeshWallPosition(-25.0f, 0, -27.0f);
  69. static const float cMeshWallHeight = 3.0f;
  70. static const float cMeshWallWidth = 2.0f;
  71. static const float cMeshWallStepStart = 0.5f;
  72. static const float cMeshWallStepEnd = 4.0f;
  73. static const int cMeshWallSegments = 25;
  74. static const RVec3 cHalfCylinderPosition(5.0f, 0, 8.0f);
  75. static const RVec3 cMeshBoxPosition(30.0f, 1.5f, 5.0f);
  76. static const RVec3 cSensorPosition(30, 0.9f, -5);
  77. void CharacterBaseTest::Initialize()
  78. {
  79. if (strcmp(sSceneName, "PerlinMesh") == 0)
  80. {
  81. // Default terrain
  82. CreateMeshTerrain();
  83. }
  84. else if (strcmp(sSceneName, "PerlinHeightField") == 0)
  85. {
  86. // Default terrain
  87. CreateHeightFieldTerrain();
  88. }
  89. else if (strcmp(sSceneName, "InitiallyIntersecting") == 0)
  90. {
  91. CreateFloor();
  92. // Create a grid of boxes that are initially intersecting with the character
  93. RefConst<Shape> box = new BoxShape(Vec3(0.1f, 0.1f, 0.1f));
  94. BodyCreationSettings settings(box, RVec3(0, 0.5f, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  95. for (int x = 0; x < 4; ++x)
  96. for (int y = 0; y <= 10; ++y)
  97. for (int z = 0; z <= 10; ++z)
  98. {
  99. settings.mPosition = RVec3(-0.5f + 0.1f * x, 0.1f + 0.1f * y, -0.5f + 0.1f * z);
  100. mBodyInterface->CreateAndAddBody(settings, EActivation::DontActivate);
  101. }
  102. }
  103. else if (strcmp(sSceneName, "ObstacleCourse") == 0)
  104. {
  105. // Default terrain
  106. CreateFloor(350.0f);
  107. {
  108. // Create ramps with different inclinations
  109. Ref<Shape> ramp = RotatedTranslatedShapeSettings(Vec3(0, 0, -2.5f), Quat::sIdentity(), new BoxShape(Vec3(1.0f, 0.05f, 2.5f))).Create().Get();
  110. for (int angle = 0; angle < 18; ++angle)
  111. 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);
  112. }
  113. {
  114. // Create wall consisting of vertical pillars
  115. // Note: Convex radius 0 because otherwise it will be a bumpy wall
  116. Ref<Shape> wall = new BoxShape(Vec3(0.1f, 2.5f, 0.1f), 0.0f);
  117. for (int z = 0; z < 30; ++z)
  118. mBodyInterface->CreateAndAddBody(BodyCreationSettings(wall, RVec3(0.0f, 2.5f, 2.0f + 0.2f * z), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  119. }
  120. {
  121. // Kinematic blocks to test interacting with moving objects
  122. Ref<Shape> kinematic = new BoxShape(Vec3(1, 0.15f, 3.0f));
  123. mRotatingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cRotatingPosition, cRotatingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  124. mRotatingWallBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(3.0f, 1, 0.15f)), cRotatingWallPosition, cRotatingWallOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  125. mRotatingAndTranslatingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cRotatingAndTranslatingPosition, cRotatingAndTranslatingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  126. mSmoothVerticallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cSmoothVerticallyMovingPosition, cSmoothVerticallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  127. mReversingVerticallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cReversingVerticallyMovingPosition, cReversingVerticallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  128. mHorizontallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cHorizontallyMovingPosition, cHorizontallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  129. }
  130. {
  131. // Conveyor belt (only works with virtual character)
  132. mConveyorBeltBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(1, 0.15f, 3.0f)), cConveyorBeltPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::Activate);
  133. }
  134. {
  135. // A rolling sphere towards the player
  136. BodyCreationSettings bcs(new SphereShape(0.2f), RVec3(0.0f, 0.2f, -1.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  137. bcs.mLinearVelocity = Vec3(0, 0, 2.0f);
  138. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  139. bcs.mMassPropertiesOverride.mMass = 10.0f;
  140. mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
  141. }
  142. {
  143. // Dynamic blocks to test player pushing blocks
  144. Ref<Shape> block = new BoxShape(Vec3::sReplicate(0.5f));
  145. for (int y = 0; y < 3; ++y)
  146. {
  147. BodyCreationSettings bcs(block, RVec3(5.0f, 0.5f + float(y), 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  148. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  149. bcs.mMassPropertiesOverride.mMass = 10.0f;
  150. mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate);
  151. }
  152. }
  153. {
  154. // Dynamic block on a static step (to test pushing block on stairs)
  155. 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);
  156. BodyCreationSettings bcs(new BoxShape(Vec3::sReplicate(0.5f)), RVec3(10.0f, 0.8f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  157. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  158. bcs.mMassPropertiesOverride.mMass = 10.0f;
  159. mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate);
  160. }
  161. {
  162. // Dynamic spheres to test player pushing stuff you can step on
  163. float h = 0.0f;
  164. for (int y = 0; y < 3; ++y)
  165. {
  166. float r = 0.4f - 0.1f * y;
  167. h += r;
  168. BodyCreationSettings bcs(new SphereShape(r), RVec3(15.0f, h, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  169. h += r;
  170. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  171. bcs.mMassPropertiesOverride.mMass = 10.0f;
  172. mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate);
  173. }
  174. }
  175. {
  176. // A seesaw to test character gravity
  177. 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);
  178. BodyCreationSettings bcs(new BoxShape(Vec3(1.0f, 0.05f, 5.0f)), RVec3(20.0f, 0.45f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  179. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  180. bcs.mMassPropertiesOverride.mMass = 10.0f;
  181. BodyID b2 = mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
  182. // Connect the parts with a hinge
  183. HingeConstraintSettings hinge;
  184. hinge.mPoint1 = hinge.mPoint2 = RVec3(20.0f, 0.4f, 0.0f);
  185. hinge.mHingeAxis1 = hinge.mHingeAxis2 = Vec3::sAxisX();
  186. mPhysicsSystem->AddConstraint(mBodyInterface->CreateConstraint(&hinge, b1, b2));
  187. }
  188. {
  189. // A board above the character to crouch and jump up against
  190. float h = 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching + 0.1f;
  191. for (int x = 0; x < 2; ++x)
  192. 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);
  193. 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);
  194. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  195. bcs.mMassPropertiesOverride.mMass = 10.0f;
  196. mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
  197. }
  198. {
  199. // A floating static block
  200. 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);
  201. }
  202. {
  203. // Create ramp
  204. BodyCreationSettings ramp(new BoxShape(Vec3(4.0f, 0.1f, 3.0f)), cRampPosition, cRampOrientation, EMotionType::Static, Layers::NON_MOVING);
  205. mBodyInterface->CreateAndAddBody(ramp, EActivation::DontActivate);
  206. // Create blocks on ramp
  207. Ref<Shape> block = new BoxShape(Vec3::sReplicate(0.5f));
  208. BodyCreationSettings bcs(block, cRampBlocksStart, cRampOrientation, EMotionType::Dynamic, Layers::MOVING);
  209. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  210. bcs.mMassPropertiesOverride.mMass = 10.0f;
  211. for (int i = 0; i < 4; ++i)
  212. {
  213. mRampBlocks.emplace_back(mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate));
  214. bcs.mPosition += cRampBlocksDelta;
  215. }
  216. }
  217. // Create three funnels with walls that are too steep to climb
  218. Ref<Shape> funnel = new BoxShape(Vec3(0.1f, 1.0f, 1.0f));
  219. for (int i = 0; i < 2; ++i)
  220. {
  221. Quat rotation = Quat::sRotation(Vec3::sAxisY(), JPH_PI * i);
  222. 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);
  223. }
  224. for (int i = 0; i < 3; ++i)
  225. {
  226. Quat rotation = Quat::sRotation(Vec3::sAxisY(), 2.0f / 3.0f * JPH_PI * i);
  227. 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);
  228. }
  229. for (int i = 0; i < 4; ++i)
  230. {
  231. Quat rotation = Quat::sRotation(Vec3::sAxisY(), 0.5f * JPH_PI * i);
  232. 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);
  233. }
  234. // Create small bumps
  235. {
  236. BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cSmallBumpHeight, 0.5f * cSmallBumpWidth), 0.0f), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  237. for (int i = 0; i < 10; ++i)
  238. {
  239. step.mPosition = cSmallBumpsPosition + Vec3(0, 0.5f * cSmallBumpHeight, cSmallBumpDelta * i);
  240. mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
  241. }
  242. }
  243. // Create large bumps
  244. {
  245. BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cLargeBumpHeight, 0.5f * cLargeBumpWidth)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  246. for (int i = 0; i < 5; ++i)
  247. {
  248. step.mPosition = cLargeBumpsPosition + Vec3(0, 0.5f * cLargeBumpHeight, cLargeBumpDelta * i);
  249. mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
  250. }
  251. }
  252. // Create stairs
  253. {
  254. BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cStairsStepHeight, 0.5f * cStairsStepHeight)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  255. for (int i = 0; i < 10; ++i)
  256. {
  257. step.mPosition = cStairsPosition + Vec3(0, cStairsStepHeight * (0.5f + i), cStairsStepHeight * i);
  258. mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
  259. }
  260. }
  261. // A wall beside the stairs
  262. 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);
  263. // Create stairs from triangles
  264. {
  265. TriangleList triangles;
  266. float rear_z = 10 * cStairsStepHeight;
  267. for (int i = 0; i < 10; ++i)
  268. {
  269. // Start of step
  270. Vec3 base(0, cStairsStepHeight * i, cStairsStepHeight * i);
  271. // Left side
  272. Vec3 b1 = base + Vec3(2.0f, 0, 0);
  273. Vec3 s1 = b1 + Vec3(0, cStairsStepHeight, 0);
  274. Vec3 p1 = s1 + Vec3(0, 0, cStairsStepHeight);
  275. // Right side
  276. Vec3 width(-4.0f, 0, 0);
  277. Vec3 b2 = b1 + width;
  278. Vec3 s2 = s1 + width;
  279. Vec3 p2 = p1 + width;
  280. triangles.push_back(Triangle(s1, b1, s2));
  281. triangles.push_back(Triangle(b1, b2, s2));
  282. triangles.push_back(Triangle(s1, p2, p1));
  283. triangles.push_back(Triangle(s1, s2, p2));
  284. // Side of stairs
  285. Vec3 rb2 = b2; rb2.SetZ(rear_z);
  286. Vec3 rs2 = s2; rs2.SetZ(rear_z);
  287. triangles.push_back(Triangle(s2, b2, rs2));
  288. triangles.push_back(Triangle(rs2, b2, rb2));
  289. p1 = p2;
  290. }
  291. MeshShapeSettings mesh(triangles);
  292. mesh.SetEmbedded();
  293. BodyCreationSettings mesh_stairs(&mesh, cMeshStairsPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  294. mBodyInterface->CreateAndAddBody(mesh_stairs, EActivation::DontActivate);
  295. }
  296. // A wall to the side and behind the stairs
  297. 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);
  298. // Create stairs with too little space between the steps
  299. {
  300. BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cNoStairsStepHeight, 0.5f * cNoStairsStepHeight)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  301. for (int i = 0; i < 10; ++i)
  302. {
  303. step.mPosition = cNoStairsPosition + Vec3(0, cNoStairsStepHeight * (0.5f + i), cNoStairsStepDelta * i);
  304. mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
  305. }
  306. }
  307. // Create stairs with too little space between the steps consisting of triangles
  308. {
  309. TriangleList triangles;
  310. for (int i = 0; i < 10; ++i)
  311. {
  312. // Start of step
  313. Vec3 base(0, cStairsStepHeight * i, cNoStairsStepDelta * i);
  314. // Left side
  315. Vec3 b1 = base - Vec3(2.0f, 0, 0);
  316. Vec3 s1 = b1 + Vec3(0, cStairsStepHeight, 0);
  317. Vec3 p1 = s1 + Vec3(0, 0, cNoStairsStepDelta);
  318. // Right side
  319. Vec3 width(4.0f, 0, 0);
  320. Vec3 b2 = b1 + width;
  321. Vec3 s2 = s1 + width;
  322. Vec3 p2 = p1 + width;
  323. triangles.push_back(Triangle(s1, s2, b1));
  324. triangles.push_back(Triangle(b1, s2, b2));
  325. triangles.push_back(Triangle(s1, p1, p2));
  326. triangles.push_back(Triangle(s1, p2, s2));
  327. p1 = p2;
  328. }
  329. MeshShapeSettings mesh(triangles);
  330. mesh.SetEmbedded();
  331. BodyCreationSettings mesh_stairs(&mesh, cMeshNoStairsPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  332. mBodyInterface->CreateAndAddBody(mesh_stairs, EActivation::DontActivate);
  333. }
  334. // Create mesh with walls at varying angles
  335. {
  336. TriangleList triangles;
  337. Vec3 p1(0.5f * cMeshWallWidth, 0, 0);
  338. Vec3 h(0, cMeshWallHeight, 0);
  339. for (int i = 0; i < cMeshWallSegments; ++i)
  340. {
  341. float delta = cMeshWallStepStart + i * (cMeshWallStepEnd - cMeshWallStepStart) / (cMeshWallSegments - 1);
  342. Vec3 p2 = Vec3((i & 1)? 0.5f * cMeshWallWidth : -0.5f * cMeshWallWidth, 0, p1.GetZ() + delta);
  343. triangles.push_back(Triangle(p1, p1 + h, p2 + h));
  344. triangles.push_back(Triangle(p1, p2 + h, p2));
  345. p1 = p2;
  346. }
  347. MeshShapeSettings mesh(triangles);
  348. mesh.SetEmbedded();
  349. BodyCreationSettings wall(&mesh, cMeshWallPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  350. mBodyInterface->CreateAndAddBody(wall, EActivation::DontActivate);
  351. }
  352. // Create a half cylinder with caps for testing contact point limit
  353. {
  354. VertexList vertices;
  355. IndexedTriangleList triangles;
  356. // The half cylinder
  357. const int cPosSegments = 2;
  358. const int cAngleSegments = 512;
  359. const float cCylinderLength = 2.0f;
  360. for (int pos = 0; pos < cPosSegments; ++pos)
  361. for (int angle = 0; angle < cAngleSegments; ++angle)
  362. {
  363. uint32 start = (uint32)vertices.size();
  364. float radius = cCharacterRadiusStanding + 0.05f;
  365. float angle_rad = (-0.5f + float(angle) / cAngleSegments) * JPH_PI;
  366. float s = Sin(angle_rad);
  367. float c = Cos(angle_rad);
  368. float x = cCylinderLength * (-0.5f + float(pos) / (cPosSegments - 1));
  369. float y = angle == 0 || angle == cAngleSegments - 1? 0.5f : (1.0f - c) * radius;
  370. float z = s * radius;
  371. vertices.push_back(Float3(x, y, z));
  372. if (pos > 0 && angle > 0)
  373. {
  374. triangles.push_back(IndexedTriangle(start, start - 1, start - cAngleSegments));
  375. triangles.push_back(IndexedTriangle(start - 1, start - cAngleSegments - 1, start - cAngleSegments));
  376. }
  377. }
  378. // Add end caps
  379. uint32 end = cAngleSegments * (cPosSegments - 1);
  380. for (int angle = 0; angle < cAngleSegments - 1; ++angle)
  381. {
  382. triangles.push_back(IndexedTriangle(0, angle + 1, angle));
  383. triangles.push_back(IndexedTriangle(end, end + angle, end + angle + 1));
  384. }
  385. MeshShapeSettings mesh(vertices, triangles);
  386. mesh.SetEmbedded();
  387. BodyCreationSettings mesh_cylinder(&mesh, cHalfCylinderPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  388. mBodyInterface->CreateAndAddBody(mesh_cylinder, EActivation::DontActivate);
  389. }
  390. // Create a box made out of polygons (character should not get stuck behind back facing side)
  391. {
  392. VertexList vertices = {
  393. Float3(-1, 1, -1),
  394. Float3( 1, 1, -1),
  395. Float3( 1, 1, 1),
  396. Float3(-1, 1, 1),
  397. Float3(-1, -1, -1),
  398. Float3( 1, -1, -1),
  399. Float3( 1, -1, 1),
  400. Float3(-1, -1, 1)
  401. };
  402. IndexedTriangleList triangles = {
  403. IndexedTriangle(0, 3, 2),
  404. IndexedTriangle(0, 2, 1),
  405. IndexedTriangle(4, 5, 6),
  406. IndexedTriangle(4, 6, 7),
  407. IndexedTriangle(0, 4, 3),
  408. IndexedTriangle(3, 4, 7),
  409. IndexedTriangle(2, 6, 5),
  410. IndexedTriangle(2, 5, 1),
  411. IndexedTriangle(3, 7, 6),
  412. IndexedTriangle(3, 6, 2),
  413. IndexedTriangle(0, 1, 5),
  414. IndexedTriangle(0, 5, 4)
  415. };
  416. MeshShapeSettings mesh(vertices, triangles);
  417. mesh.SetEmbedded();
  418. BodyCreationSettings box(&mesh, cMeshBoxPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  419. mBodyInterface->CreateAndAddBody(box, EActivation::DontActivate);
  420. }
  421. // Create a sensor.
  422. // Note that the CharacterVirtual doesn't interact with sensors, you should pair it with a Character object (see CharacterVirtual class comments)
  423. {
  424. BodyCreationSettings sensor(new BoxShape(Vec3::sReplicate(1.0f)), cSensorPosition, Quat::sIdentity(), EMotionType::Kinematic, Layers::SENSOR);
  425. sensor.mIsSensor = true;
  426. mSensorBody = mBodyInterface->CreateAndAddBody(sensor, EActivation::Activate);
  427. }
  428. }
  429. else
  430. {
  431. // Load scene
  432. Ref<PhysicsScene> scene;
  433. if (!ObjectStreamIn::sReadObject((String("Assets/") + sSceneName + ".bof").c_str(), scene))
  434. FatalError("Failed to load scene");
  435. scene->FixInvalidScales();
  436. for (BodyCreationSettings &settings : scene->GetBodies())
  437. {
  438. settings.mObjectLayer = Layers::NON_MOVING;
  439. settings.mFriction = 0.5f;
  440. }
  441. scene->CreateBodies(mPhysicsSystem);
  442. }
  443. // Create capsule shapes for all stances
  444. switch (sShapeType)
  445. {
  446. case EType::Capsule:
  447. mStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightStanding, cCharacterRadiusStanding)).Create().Get();
  448. mCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightCrouching, cCharacterRadiusCrouching)).Create().Get();
  449. break;
  450. case EType::Cylinder:
  451. mStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CylinderShape(0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, cCharacterRadiusStanding)).Create().Get();
  452. mCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new CylinderShape(0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, cCharacterRadiusCrouching)).Create().Get();
  453. break;
  454. case EType::Box:
  455. mStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new BoxShape(Vec3(cCharacterRadiusStanding, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, cCharacterRadiusStanding))).Create().Get();
  456. mCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new BoxShape(Vec3(cCharacterRadiusCrouching, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, cCharacterRadiusCrouching))).Create().Get();
  457. break;
  458. }
  459. }
  460. void CharacterBaseTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
  461. {
  462. // Update scene time
  463. mTime += inParams.mDeltaTime;
  464. // Determine controller input
  465. Vec3 control_input = Vec3::sZero();
  466. if (inParams.mKeyboard->IsKeyPressed(DIK_LEFT)) control_input.SetZ(-1);
  467. if (inParams.mKeyboard->IsKeyPressed(DIK_RIGHT)) control_input.SetZ(1);
  468. if (inParams.mKeyboard->IsKeyPressed(DIK_UP)) control_input.SetX(1);
  469. if (inParams.mKeyboard->IsKeyPressed(DIK_DOWN)) control_input.SetX(-1);
  470. if (control_input != Vec3::sZero())
  471. control_input = control_input.Normalized();
  472. // Rotate controls to align with the camera
  473. Vec3 cam_fwd = inParams.mCameraState.mForward;
  474. cam_fwd.SetY(0.0f);
  475. cam_fwd = cam_fwd.NormalizedOr(Vec3::sAxisX());
  476. Quat rotation = Quat::sFromTo(Vec3::sAxisX(), cam_fwd);
  477. control_input = rotation * control_input;
  478. // Check actions
  479. bool jump = false;
  480. bool switch_stance = false;
  481. for (int key = inParams.mKeyboard->GetFirstKey(); key != 0; key = inParams.mKeyboard->GetNextKey())
  482. {
  483. if (key == DIK_RSHIFT)
  484. switch_stance = true;
  485. else if (key == DIK_RCONTROL)
  486. jump = true;
  487. }
  488. // Animate bodies
  489. if (!mRotatingBody.IsInvalid())
  490. mBodyInterface->MoveKinematic(mRotatingBody, cRotatingPosition, Quat::sRotation(Vec3::sAxisY(), JPH_PI * Sin(mTime)), inParams.mDeltaTime);
  491. if (!mRotatingWallBody.IsInvalid())
  492. mBodyInterface->MoveKinematic(mRotatingWallBody, cRotatingWallPosition, Quat::sRotation(Vec3::sAxisY(), JPH_PI * Sin(mTime)), inParams.mDeltaTime);
  493. if (!mRotatingAndTranslatingBody.IsInvalid())
  494. mBodyInterface->MoveKinematic(mRotatingAndTranslatingBody, cRotatingAndTranslatingPosition + 5.0f * Vec3(Sin(JPH_PI * mTime), 0, Cos(JPH_PI * mTime)), Quat::sRotation(Vec3::sAxisY(), JPH_PI * Sin(mTime)), inParams.mDeltaTime);
  495. if (!mHorizontallyMovingBody.IsInvalid())
  496. mBodyInterface->MoveKinematic(mHorizontallyMovingBody, cHorizontallyMovingPosition + Vec3(3.0f * Sin(mTime), 0, 0), cHorizontallyMovingOrientation, inParams.mDeltaTime);
  497. if (!mSmoothVerticallyMovingBody.IsInvalid())
  498. mBodyInterface->MoveKinematic(mSmoothVerticallyMovingBody, cSmoothVerticallyMovingPosition + Vec3(0, 1.75f * Sin(mTime), 0), cSmoothVerticallyMovingOrientation, inParams.mDeltaTime);
  499. if (!mReversingVerticallyMovingBody.IsInvalid())
  500. {
  501. RVec3 pos = mBodyInterface->GetPosition(mReversingVerticallyMovingBody);
  502. if (pos.GetY() < cReversingVerticallyMovingPosition.GetY())
  503. mReversingVerticallyMovingVelocity = 1.0f;
  504. else if (pos.GetY() > cReversingVerticallyMovingPosition.GetY() + 5.0f)
  505. mReversingVerticallyMovingVelocity = -1.0f;
  506. mBodyInterface->MoveKinematic(mReversingVerticallyMovingBody, pos + Vec3(0, mReversingVerticallyMovingVelocity * 3.0f * inParams.mDeltaTime, 0), cReversingVerticallyMovingOrientation, inParams.mDeltaTime);
  507. }
  508. // Reset ramp blocks
  509. mRampBlocksTimeLeft -= inParams.mDeltaTime;
  510. if (mRampBlocksTimeLeft < 0.0f)
  511. {
  512. for (size_t i = 0; i < mRampBlocks.size(); ++i)
  513. {
  514. mBodyInterface->SetPositionAndRotation(mRampBlocks[i], cRampBlocksStart + float(i) * cRampBlocksDelta, cRampOrientation, EActivation::Activate);
  515. mBodyInterface->SetLinearAndAngularVelocity(mRampBlocks[i], Vec3::sZero(), Vec3::sZero());
  516. }
  517. mRampBlocksTimeLeft = cRampBlocksTime;
  518. }
  519. // Call handle input after new velocities have been set to avoid frame delay
  520. HandleInput(control_input, jump, switch_stance, inParams.mDeltaTime);
  521. }
  522. void CharacterBaseTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
  523. {
  524. inUI->CreateTextButton(inSubMenu, "Select Scene", [this, inUI]() {
  525. UIElement *scene_name = inUI->CreateMenu();
  526. for (uint i = 0; i < size(sScenes); ++i)
  527. inUI->CreateTextButton(scene_name, sScenes[i], [this, i]() { sSceneName = sScenes[i]; RestartTest(); });
  528. inUI->ShowMenu(scene_name);
  529. });
  530. inUI->CreateTextButton(inSubMenu, "Character Movement Settings", [=]() {
  531. UIElement *movement_settings = inUI->CreateMenu();
  532. inUI->CreateCheckBox(movement_settings, "Control Movement During Jump", sControlMovementDuringJump, [](UICheckBox::EState inState) { sControlMovementDuringJump = inState == UICheckBox::STATE_CHECKED; });
  533. inUI->CreateSlider(movement_settings, "Character Speed", sCharacterSpeed, 0.1f, 10.0f, 0.1f, [](float inValue) { sCharacterSpeed = inValue; });
  534. inUI->CreateSlider(movement_settings, "Character Jump Speed", sJumpSpeed, 0.1f, 10.0f, 0.1f, [](float inValue) { sJumpSpeed = inValue; });
  535. AddCharacterMovementSettings(inUI, movement_settings);
  536. inUI->ShowMenu(movement_settings);
  537. });
  538. inUI->CreateTextButton(inSubMenu, "Configuration Settings", [=]() {
  539. UIElement *configuration_settings = inUI->CreateMenu();
  540. inUI->CreateComboBox(configuration_settings, "Shape Type", { "Capsule", "Cylinder", "Box" }, (int)sShapeType, [](int inItem) { sShapeType = (EType)inItem; });
  541. AddConfigurationSettings(inUI, configuration_settings);
  542. inUI->CreateTextButton(configuration_settings, "Accept Changes", [=]() { RestartTest(); });
  543. inUI->ShowMenu(configuration_settings);
  544. });
  545. }
  546. void CharacterBaseTest::GetInitialCamera(CameraState& ioState) const
  547. {
  548. // This will become the local space offset, look down the x axis and slightly down
  549. ioState.mPos = RVec3::sZero();
  550. ioState.mForward = Vec3(10.0f, -2.0f, 0).Normalized();
  551. }
  552. RMat44 CharacterBaseTest::GetCameraPivot(float inCameraHeading, float inCameraPitch) const
  553. {
  554. // Pivot is center of character + distance behind based on the heading and pitch of the camera
  555. Vec3 fwd = Vec3(Cos(inCameraPitch) * Cos(inCameraHeading), Sin(inCameraPitch), Cos(inCameraPitch) * Sin(inCameraHeading));
  556. return RMat44::sTranslation(GetCharacterPosition() + Vec3(0, cCharacterHeightStanding + cCharacterRadiusStanding, 0) - 5.0f * fwd);
  557. }
  558. void CharacterBaseTest::SaveState(StateRecorder &inStream) const
  559. {
  560. inStream.Write(mTime);
  561. inStream.Write(mRampBlocksTimeLeft);
  562. }
  563. void CharacterBaseTest::RestoreState(StateRecorder &inStream)
  564. {
  565. inStream.Read(mTime);
  566. inStream.Read(mRampBlocksTimeLeft);
  567. }
  568. void CharacterBaseTest::DrawCharacterState(const CharacterBase *inCharacter, RMat44Arg inCharacterTransform, Vec3Arg inCharacterVelocity)
  569. {
  570. // Draw current location
  571. // 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)
  572. mDebugRenderer->DrawCoordinateSystem(inCharacterTransform, 0.1f);
  573. // Determine color
  574. CharacterBase::EGroundState ground_state = inCharacter->GetGroundState();
  575. Color color;
  576. switch (ground_state)
  577. {
  578. case CharacterBase::EGroundState::OnGround:
  579. color = Color::sGreen;
  580. break;
  581. case CharacterBase::EGroundState::OnSteepGround:
  582. color = Color::sYellow;
  583. break;
  584. case CharacterBase::EGroundState::NotSupported:
  585. color = Color::sOrange;
  586. break;
  587. case CharacterBase::EGroundState::InAir:
  588. default:
  589. color = Color::sRed;
  590. break;
  591. }
  592. // Draw the state of the ground contact
  593. if (ground_state != CharacterBase::EGroundState::InAir)
  594. {
  595. RVec3 ground_position = inCharacter->GetGroundPosition();
  596. Vec3 ground_normal = inCharacter->GetGroundNormal();
  597. Vec3 ground_velocity = inCharacter->GetGroundVelocity();
  598. // Draw ground position
  599. mDebugRenderer->DrawMarker(ground_position, Color::sRed, 0.1f);
  600. mDebugRenderer->DrawArrow(ground_position, ground_position + 2.0f * ground_normal, Color::sGreen, 0.1f);
  601. // Draw ground velocity
  602. if (!ground_velocity.IsNearZero())
  603. mDebugRenderer->DrawArrow(ground_position, ground_position + ground_velocity, Color::sBlue, 0.1f);
  604. }
  605. // Draw provided character velocity
  606. if (!inCharacterVelocity.IsNearZero())
  607. mDebugRenderer->DrawArrow(inCharacterTransform.GetTranslation(), inCharacterTransform.GetTranslation() + inCharacterVelocity, Color::sYellow, 0.1f);
  608. // Draw text info
  609. const PhysicsMaterial *ground_material = inCharacter->GetGroundMaterial();
  610. Vec3 horizontal_velocity = inCharacterVelocity;
  611. horizontal_velocity.SetY(0);
  612. 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);
  613. }