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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/Character/CharacterVirtualTest.h>
- #include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
- #include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
- #include <Layers.h>
- #include <Renderer/DebugRendererImp.h>
- #include <Application/DebugUI.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(CharacterVirtualTest)
- {
- JPH_ADD_BASE_CLASS(CharacterVirtualTest, CharacterBaseTest)
- }
- static const Vec3 cStepUpHeight = Vec3(0.0f, 0.4f, 0.0f);
- static const float cMinStepForward = 0.15f;
- void CharacterVirtualTest::Initialize()
- {
- CharacterBaseTest::Initialize();
- // Create 'player' character
- Ref<CharacterVirtualSettings> settings = new CharacterVirtualSettings();
- settings->mMaxSlopeAngle = sMaxSlopeAngle;
- settings->mMaxStrength = sMaxStrength;
- settings->mShape = mStandingShape;
- settings->mCharacterPadding = sCharacterPadding;
- settings->mPenetrationRecoverySpeed = sPenetrationRecoverySpeed;
- settings->mPredictiveContactDistance = sPredictiveContactDistance;
- mCharacter = new CharacterVirtual(settings, Vec3::sZero(), Quat::sIdentity(), mPhysicsSystem);
- mCharacter->SetListener(this);
- }
- void CharacterVirtualTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
- {
- CharacterBaseTest::PrePhysicsUpdate(inParams);
- // Draw character pre update (the sim is also drawn pre update)
- Mat44 com = mCharacter->GetCenterOfMassTransform();
- if (mCharacter->GetShape() == mStandingShape)
- {
- mDebugRenderer->DrawCapsule(com, 0.5f * cCharacterHeightStanding, cCharacterRadiusStanding, Color::sGreen, DebugRenderer::ECastShadow::Off, DebugRenderer::EDrawMode::Wireframe);
- mDebugRenderer->DrawCapsule(com, 0.5f * cCharacterHeightStanding, cCharacterRadiusStanding + mCharacter->GetCharacterPadding(), Color::sGrey, DebugRenderer::ECastShadow::Off, DebugRenderer::EDrawMode::Wireframe);
- }
- else
- {
- mDebugRenderer->DrawCapsule(com, 0.5f * cCharacterHeightCrouching, cCharacterRadiusCrouching, Color::sGreen, DebugRenderer::ECastShadow::Off, DebugRenderer::EDrawMode::Wireframe);
- mDebugRenderer->DrawCapsule(com, 0.5f * cCharacterHeightCrouching, cCharacterRadiusCrouching + mCharacter->GetCharacterPadding(), Color::sGrey, DebugRenderer::ECastShadow::Off, DebugRenderer::EDrawMode::Wireframe);
- }
- // Remember old position
- Vec3 old_position = mCharacter->GetPosition();
- // Track that on ground before the update
- bool ground_to_air = mCharacter->GetGroundState() != CharacterBase::EGroundState::InAir;
- // Update the character position (instant, do not have to wait for physics update)
- mCharacter->Update(inParams.mDeltaTime, mPhysicsSystem->GetGravity(), mPhysicsSystem->GetDefaultBroadPhaseLayerFilter(Layers::MOVING), mPhysicsSystem->GetDefaultLayerFilter(Layers::MOVING), { }, *mTempAllocator);
- // ... and that we got into air after
- if (mCharacter->GetGroundState() != CharacterBase::EGroundState::InAir)
- ground_to_air = false;
- // Allow user to turn off walk stairs algorithm
- if (sEnableWalkStairs)
- {
- // Calculate how much we wanted to move horizontally
- Vec3 desired_horizontal_step = mDesiredVelocity * inParams.mDeltaTime;
- float desired_horizontal_step_len = desired_horizontal_step.Length();
- if (desired_horizontal_step_len > 0.0f)
- {
- // Calculate how much we moved horizontally
- Vec3 achieved_horizontal_step = mCharacter->GetPosition() - old_position;
- achieved_horizontal_step.SetY(0);
- // Only count movement in the direction of the desired movement
- // (otherwise we find it ok if we're sliding downhill while we're trying to climb uphill)
- Vec3 step_forward_normalized = desired_horizontal_step / desired_horizontal_step_len;
- achieved_horizontal_step = max(0.0f, achieved_horizontal_step.Dot(step_forward_normalized)) * step_forward_normalized;
- float achieved_horizontal_step_len = achieved_horizontal_step.Length();
- // If we didn't move as far as we wanted and we're against a slope that's too steep
- if (achieved_horizontal_step_len + 1.0e-4f < desired_horizontal_step_len
- && mCharacter->CanWalkStairs(mDesiredVelocity))
- {
- // CanWalkStairs should not have returned true if we are in air
- JPH_ASSERT(!ground_to_air);
- // Calculate how much we should step forward
- Vec3 step_forward = step_forward_normalized * (desired_horizontal_step_len - achieved_horizontal_step_len);
- // Calculate how far to scan ahead for a floor
- Vec3 step_forward_test = step_forward_normalized * cMinStepForward;
- mCharacter->WalkStairs(inParams.mDeltaTime, mPhysicsSystem->GetGravity(), cStepUpHeight, step_forward, step_forward_test, Vec3::sZero(), mPhysicsSystem->GetDefaultBroadPhaseLayerFilter(Layers::MOVING), mPhysicsSystem->GetDefaultLayerFilter(Layers::MOVING), { }, *mTempAllocator);
- }
- }
- }
- // Calculate effective velocity
- Vec3 new_position = mCharacter->GetPosition();
- Vec3 velocity = (new_position - old_position) / inParams.mDeltaTime;
- if (sEnableStickToFloor)
- {
- // If we're in air for the first frame and we're not moving up, stick to the floor
- if (ground_to_air && velocity.GetY() <= 1.0e-6f)
- mCharacter->StickToFloor(Vec3(0, -0.5f, 0), mPhysicsSystem->GetDefaultBroadPhaseLayerFilter(Layers::MOVING), mPhysicsSystem->GetDefaultLayerFilter(Layers::MOVING), { }, *mTempAllocator);
- }
- // Draw state of character
- DrawCharacterState(mCharacter, mCharacter->GetWorldTransform(), velocity);
- // Draw labels on ramp blocks
- for (size_t i = 0; i < mRampBlocks.size(); ++i)
- mDebugRenderer->DrawText3D(mBodyInterface->GetPosition(mRampBlocks[i]), StringFormat("PushesPlayer: %s\nPushable: %s", (i & 1) != 0? "True" : "False", (i & 2) != 0? "True" : "False"), Color::sWhite, 0.25f);
- }
- void CharacterVirtualTest::HandleInput(Vec3Arg inMovementDirection, bool inJump, bool inSwitchStance, float inDeltaTime)
- {
- // Smooth the player input
- mDesiredVelocity = 0.25f * inMovementDirection * cCharacterSpeed + 0.75f * mDesiredVelocity;
- // True if the player intended to move
- mAllowSliding = !inMovementDirection.IsNearZero();
- // Cancel movement in opposite direction of normal when sliding
- CharacterVirtual::EGroundState ground_state = mCharacter->GetGroundState();
- Vec3 desired_velocity = mDesiredVelocity;
- if (ground_state == CharacterVirtual::EGroundState::OnSteepGround)
- {
- Vec3 normal = mCharacter->GetGroundNormal();
- normal.SetY(0.0f);
- float dot = normal.Dot(desired_velocity);
- if (dot < 0.0f)
- desired_velocity -= (dot * normal) / normal.LengthSq();
- }
- Vec3 current_vertical_velocity = Vec3(0, mCharacter->GetLinearVelocity().GetY(), 0);
- Vec3 ground_velocity = mCharacter->GetGroundVelocity();
- Vec3 new_velocity;
- if (ground_state == CharacterVirtual::EGroundState::OnGround // If on ground
- && (current_vertical_velocity.GetY() - ground_velocity.GetY()) < 0.1f) // And not moving away from ground
- {
- // Assume velocity of ground when on ground
- new_velocity = ground_velocity;
-
- // Jump
- if (inJump)
- new_velocity += Vec3(0, cJumpSpeed, 0);
- }
- else
- new_velocity = current_vertical_velocity;
- // Gravity
- new_velocity += mPhysicsSystem->GetGravity() * inDeltaTime;
- // Player input
- new_velocity += desired_velocity;
- // Update the velocity
- mCharacter->SetLinearVelocity(new_velocity);
- // Stance switch
- if (inSwitchStance)
- mCharacter->SetShape(mCharacter->GetShape() == mStandingShape? mCrouchingShape : mStandingShape, 1.5f * mPhysicsSystem->GetPhysicsSettings().mPenetrationSlop, mPhysicsSystem->GetDefaultBroadPhaseLayerFilter(Layers::MOVING), mPhysicsSystem->GetDefaultLayerFilter(Layers::MOVING), { }, *mTempAllocator);
- }
- void CharacterVirtualTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
- {
- CharacterBaseTest::CreateSettingsMenu(inUI, inSubMenu);
- inUI->CreateTextButton(inSubMenu, "Configuration Settings", [=]() {
- UIElement *configuration_settings = inUI->CreateMenu();
-
- inUI->CreateSlider(configuration_settings, "Max Slope Angle (degrees)", RadiansToDegrees(sMaxSlopeAngle), 0.0f, 90.0f, 1.0f, [](float inValue) { sMaxSlopeAngle = DegreesToRadians(inValue); });
- inUI->CreateSlider(configuration_settings, "Max Strength (N)", sMaxStrength, 0.0f, 500.0f, 1.0f, [](float inValue) { sMaxStrength = inValue; });
- inUI->CreateSlider(configuration_settings, "Character Padding", sCharacterPadding, 0.01f, 0.5f, 0.01f, [](float inValue) { sCharacterPadding = inValue; });
- inUI->CreateSlider(configuration_settings, "Penetration Recovery Speed", sPenetrationRecoverySpeed, 0.0f, 1.0f, 0.05f, [](float inValue) { sPenetrationRecoverySpeed = inValue; });
- inUI->CreateSlider(configuration_settings, "Predictive Contact Distance", sPredictiveContactDistance, 0.01f, 1.0f, 0.01f, [](float inValue) { sPredictiveContactDistance = inValue; });
- inUI->CreateCheckBox(configuration_settings, "Enable Walk Stairs", sEnableWalkStairs, [](UICheckBox::EState inState) { sEnableWalkStairs = inState == UICheckBox::STATE_CHECKED; });
- inUI->CreateCheckBox(configuration_settings, "Enable Stick To Floor", sEnableStickToFloor, [](UICheckBox::EState inState) { sEnableStickToFloor = inState == UICheckBox::STATE_CHECKED; });
- inUI->CreateTextButton(configuration_settings, "Accept Changes", [=]() { RestartTest(); });
- inUI->ShowMenu(configuration_settings);
- });
- }
- void CharacterVirtualTest::SaveState(StateRecorder &inStream) const
- {
- CharacterBaseTest::SaveState(inStream);
- mCharacter->SaveState(inStream);
- bool is_standing = mCharacter->GetShape() == mStandingShape;
- inStream.Write(is_standing);
- inStream.Write(mDesiredVelocity);
- }
- void CharacterVirtualTest::RestoreState(StateRecorder &inStream)
- {
- CharacterBaseTest::RestoreState(inStream);
- mCharacter->RestoreState(inStream);
- bool is_standing = mCharacter->GetShape() == mStandingShape; // Initialize variable for validation mode
- inStream.Read(is_standing);
- mCharacter->SetShape(is_standing? mStandingShape : mCrouchingShape, FLT_MAX, { }, { }, { }, *mTempAllocator);
- inStream.Read(mDesiredVelocity);
- }
- void CharacterVirtualTest::OnContactAdded(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, Vec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings)
- {
- // Dynamic boxes on the ramp go through all permutations
- Array<BodyID>::const_iterator i = find(mRampBlocks.begin(), mRampBlocks.end(), inBodyID2);
- if (i != mRampBlocks.end())
- {
- size_t index = i - mRampBlocks.begin();
- ioSettings.mCanPushCharacter = (index & 1) != 0;
- ioSettings.mCanReceiveImpulses = (index & 2) != 0;
- }
- // If we encounter an object that can push us, enable sliding
- if (ioSettings.mCanPushCharacter && mPhysicsSystem->GetBodyInterface().GetMotionType(inBodyID2) != EMotionType::Static)
- mAllowSliding = true;
- }
- void CharacterVirtualTest::OnContactSolve(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, Vec3Arg inContactPosition, Vec3Arg inContactNormal, Vec3Arg inContactVelocity, const PhysicsMaterial *inContactMaterial, Vec3Arg inCharacterVelocity, Vec3 &ioNewCharacterVelocity)
- {
- // Don't allow the player to slide down static not-too-steep surfaces when not actively moving and when not on a moving platform
- if (!mAllowSliding && inContactVelocity.IsNearZero() && !inCharacter->IsSlopeTooSteep(inContactNormal))
- ioNewCharacterVelocity = Vec3::sZero();
- }
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