CharacterBaseTest.cpp 32 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. #ifdef JPH_OBJECT_STREAM
  31. "Terrain1",
  32. "Terrain2",
  33. #endif // JPH_OBJECT_STREAM
  34. };
  35. const char *CharacterBaseTest::sSceneName = "ObstacleCourse";
  36. // Scene constants
  37. static const RVec3 cRotatingPosition(-5, 0.15f, 15);
  38. static const Quat cRotatingOrientation = Quat::sIdentity();
  39. static const RVec3 cRotatingWallPosition(5, 1.0f, 25.0f);
  40. static const Quat cRotatingWallOrientation = Quat::sIdentity();
  41. static const RVec3 cRotatingAndTranslatingPosition(-10, 0.15f, 27.5f);
  42. static const Quat cRotatingAndTranslatingOrientation = Quat::sIdentity();
  43. static const RVec3 cSmoothVerticallyMovingPosition(0, 2.0f, 15);
  44. static const Quat cSmoothVerticallyMovingOrientation = Quat::sIdentity();
  45. static const RVec3 cReversingVerticallyMovingPosition(0, 0.15f, 25);
  46. static const Quat cReversingVerticallyMovingOrientation = Quat::sIdentity();
  47. static const RVec3 cHorizontallyMovingPosition(5, 1, 15);
  48. static const Quat cHorizontallyMovingOrientation = Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI);
  49. static const RVec3 cConveyorBeltPosition(-10, 0.15f, 15);
  50. static const RVec3 cRampPosition(15, 2.2f, 15);
  51. static const Quat cRampOrientation = Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI);
  52. static const RVec3 cRampBlocksStart = cRampPosition + Vec3(-3.0f, 3.0f, 1.5f);
  53. static const Vec3 cRampBlocksDelta = Vec3(2.0f, 0, 0);
  54. static const float cRampBlocksTime = 5.0f;
  55. static const RVec3 cSmallBumpsPosition(-5.0f, 0, 2.5f);
  56. static const float cSmallBumpHeight = 0.05f;
  57. static const float cSmallBumpWidth = 0.01f;
  58. static const float cSmallBumpDelta = 0.5f;
  59. static const RVec3 cLargeBumpsPosition(-10.0f, 0, 2.5f);
  60. static const float cLargeBumpHeight = 0.3f;
  61. static const float cLargeBumpWidth = 0.1f;
  62. static const float cLargeBumpDelta = 2.0f;
  63. static const RVec3 cStairsPosition(-15.0f, 0, 2.5f);
  64. static const float cStairsStepHeight = 0.3f;
  65. static const RVec3 cMeshStairsPosition(-20.0f, 0, 2.5f);
  66. static const RVec3 cNoStairsPosition(-15.0f, 0, 10.0f);
  67. static const float cNoStairsStepHeight = 0.3f;
  68. static const float cNoStairsStepDelta = 0.05f;
  69. static const RVec3 cMeshNoStairsPosition(-20.0f, 0, 10.0f);
  70. static const RVec3 cMeshWallPosition(-25.0f, 0, -27.0f);
  71. static const float cMeshWallHeight = 3.0f;
  72. static const float cMeshWallWidth = 2.0f;
  73. static const float cMeshWallStepStart = 0.5f;
  74. static const float cMeshWallStepEnd = 4.0f;
  75. static const int cMeshWallSegments = 25;
  76. static const RVec3 cHalfCylinderPosition(5.0f, 0, 8.0f);
  77. static const RVec3 cMeshBoxPosition(30.0f, 1.5f, 5.0f);
  78. static const RVec3 cSensorPosition(30, 0.9f, -5);
  79. void CharacterBaseTest::Initialize()
  80. {
  81. if (strcmp(sSceneName, "PerlinMesh") == 0)
  82. {
  83. // Default terrain
  84. CreateMeshTerrain();
  85. }
  86. else if (strcmp(sSceneName, "PerlinHeightField") == 0)
  87. {
  88. // Default terrain
  89. CreateHeightFieldTerrain();
  90. }
  91. else if (strcmp(sSceneName, "InitiallyIntersecting") == 0)
  92. {
  93. CreateFloor();
  94. // Create a grid of boxes that are initially intersecting with the character
  95. RefConst<Shape> box = new BoxShape(Vec3(0.1f, 0.1f, 0.1f));
  96. BodyCreationSettings settings(box, RVec3(0, 0.5f, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  97. for (int x = 0; x < 4; ++x)
  98. for (int y = 0; y <= 10; ++y)
  99. for (int z = 0; z <= 10; ++z)
  100. {
  101. settings.mPosition = RVec3(-0.5f + 0.1f * x, 0.1f + 0.1f * y, -0.5f + 0.1f * z);
  102. mBodyInterface->CreateAndAddBody(settings, EActivation::DontActivate);
  103. }
  104. }
  105. else if (strcmp(sSceneName, "ObstacleCourse") == 0)
  106. {
  107. // Default terrain
  108. CreateFloor(350.0f);
  109. {
  110. // Create ramps with different inclinations
  111. Ref<Shape> ramp = RotatedTranslatedShapeSettings(Vec3(0, 0, -2.5f), Quat::sIdentity(), new BoxShape(Vec3(1.0f, 0.05f, 2.5f))).Create().Get();
  112. for (int angle = 0; angle < 18; ++angle)
  113. 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);
  114. }
  115. {
  116. // Create ramps with different inclinations intersecting with a steep slope
  117. Ref<Shape> ramp = RotatedTranslatedShapeSettings(Vec3(0, 0, -2.5f), Quat::sIdentity(), new BoxShape(Vec3(1.0f, 0.05f, 2.5f))).Create().Get();
  118. Ref<Shape> ramp2 = RotatedTranslatedShapeSettings(Vec3(0, 2.0f, 0), Quat::sIdentity(), new BoxShape(Vec3(0.05f, 2.0f, 1.0f))).Create().Get();
  119. for (int angle = 0; angle < 9; ++angle)
  120. {
  121. mBodyInterface->CreateAndAddBody(BodyCreationSettings(ramp, RVec3(-15.0f + angle * 2.0f, 0, -20.0f - angle * 0.1f), Quat::sRotation(Vec3::sAxisX(), DegreesToRadians(10.0f * angle)), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  122. mBodyInterface->CreateAndAddBody(BodyCreationSettings(ramp2, RVec3(-15.0f + angle * 2.0f, 0, -21.0f), Quat::sRotation(Vec3::sAxisZ(), DegreesToRadians(20.0f)), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  123. }
  124. }
  125. {
  126. // Create wall consisting of vertical pillars
  127. // Note: Convex radius 0 because otherwise it will be a bumpy wall
  128. Ref<Shape> wall = new BoxShape(Vec3(0.1f, 2.5f, 0.1f), 0.0f);
  129. for (int z = 0; z < 30; ++z)
  130. mBodyInterface->CreateAndAddBody(BodyCreationSettings(wall, RVec3(0.0f, 2.5f, 2.0f + 0.2f * z), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  131. }
  132. {
  133. // Kinematic blocks to test interacting with moving objects
  134. Ref<Shape> kinematic = new BoxShape(Vec3(1, 0.15f, 3.0f));
  135. mRotatingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cRotatingPosition, cRotatingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  136. mRotatingWallBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(3.0f, 1, 0.15f)), cRotatingWallPosition, cRotatingWallOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  137. mRotatingAndTranslatingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cRotatingAndTranslatingPosition, cRotatingAndTranslatingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  138. mSmoothVerticallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cSmoothVerticallyMovingPosition, cSmoothVerticallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  139. mReversingVerticallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cReversingVerticallyMovingPosition, cReversingVerticallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  140. mHorizontallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cHorizontallyMovingPosition, cHorizontallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  141. }
  142. {
  143. // Conveyor belt (only works with virtual character)
  144. mConveyorBeltBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(1, 0.15f, 3.0f)), cConveyorBeltPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::Activate);
  145. }
  146. {
  147. // A rolling sphere towards the player
  148. BodyCreationSettings bcs(new SphereShape(0.2f), RVec3(0.0f, 0.2f, -1.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  149. bcs.mLinearVelocity = Vec3(0, 0, 2.0f);
  150. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  151. bcs.mMassPropertiesOverride.mMass = 10.0f;
  152. mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
  153. }
  154. {
  155. // Dynamic blocks to test player pushing blocks
  156. Ref<Shape> block = new BoxShape(Vec3::sReplicate(0.5f));
  157. for (int y = 0; y < 3; ++y)
  158. {
  159. BodyCreationSettings bcs(block, RVec3(5.0f, 0.5f + float(y), 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  160. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  161. bcs.mMassPropertiesOverride.mMass = 10.0f;
  162. mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate);
  163. }
  164. }
  165. {
  166. // Dynamic block on a static step (to test pushing block on stairs)
  167. 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);
  168. BodyCreationSettings bcs(new BoxShape(Vec3::sReplicate(0.5f)), RVec3(10.0f, 0.8f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  169. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  170. bcs.mMassPropertiesOverride.mMass = 10.0f;
  171. mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate);
  172. }
  173. {
  174. // Dynamic spheres to test player pushing stuff you can step on
  175. float h = 0.0f;
  176. for (int y = 0; y < 3; ++y)
  177. {
  178. float r = 0.4f - 0.1f * y;
  179. h += r;
  180. BodyCreationSettings bcs(new SphereShape(r), RVec3(15.0f, h, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  181. h += r;
  182. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  183. bcs.mMassPropertiesOverride.mMass = 10.0f;
  184. mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate);
  185. }
  186. }
  187. {
  188. // A seesaw to test character gravity
  189. 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);
  190. BodyCreationSettings bcs(new BoxShape(Vec3(1.0f, 0.05f, 5.0f)), RVec3(20.0f, 0.45f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  191. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  192. bcs.mMassPropertiesOverride.mMass = 10.0f;
  193. BodyID b2 = mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
  194. // Connect the parts with a hinge
  195. HingeConstraintSettings hinge;
  196. hinge.mPoint1 = hinge.mPoint2 = RVec3(20.0f, 0.4f, 0.0f);
  197. hinge.mHingeAxis1 = hinge.mHingeAxis2 = Vec3::sAxisX();
  198. mPhysicsSystem->AddConstraint(mBodyInterface->CreateConstraint(&hinge, b1, b2));
  199. }
  200. {
  201. // A board above the character to crouch and jump up against
  202. float h = 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching + 0.1f;
  203. for (int x = 0; x < 2; ++x)
  204. 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);
  205. 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);
  206. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  207. bcs.mMassPropertiesOverride.mMass = 10.0f;
  208. mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
  209. }
  210. {
  211. // A floating static block
  212. 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);
  213. }
  214. {
  215. // Create ramp
  216. BodyCreationSettings ramp(new BoxShape(Vec3(4.0f, 0.1f, 3.0f)), cRampPosition, cRampOrientation, EMotionType::Static, Layers::NON_MOVING);
  217. mBodyInterface->CreateAndAddBody(ramp, EActivation::DontActivate);
  218. // Create blocks on ramp
  219. Ref<Shape> block = new BoxShape(Vec3::sReplicate(0.5f));
  220. BodyCreationSettings bcs(block, cRampBlocksStart, cRampOrientation, EMotionType::Dynamic, Layers::MOVING);
  221. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  222. bcs.mMassPropertiesOverride.mMass = 10.0f;
  223. for (int i = 0; i < 4; ++i)
  224. {
  225. mRampBlocks.emplace_back(mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate));
  226. bcs.mPosition += cRampBlocksDelta;
  227. }
  228. }
  229. // Create three funnels with walls that are too steep to climb
  230. Ref<Shape> funnel = new BoxShape(Vec3(0.1f, 1.0f, 1.0f));
  231. for (int i = 0; i < 2; ++i)
  232. {
  233. Quat rotation = Quat::sRotation(Vec3::sAxisY(), JPH_PI * i);
  234. 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);
  235. }
  236. for (int i = 0; i < 3; ++i)
  237. {
  238. Quat rotation = Quat::sRotation(Vec3::sAxisY(), 2.0f / 3.0f * JPH_PI * i);
  239. 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);
  240. }
  241. for (int i = 0; i < 4; ++i)
  242. {
  243. Quat rotation = Quat::sRotation(Vec3::sAxisY(), 0.5f * JPH_PI * i);
  244. 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);
  245. }
  246. // Create small bumps
  247. {
  248. BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cSmallBumpHeight, 0.5f * cSmallBumpWidth), 0.0f), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  249. for (int i = 0; i < 10; ++i)
  250. {
  251. step.mPosition = cSmallBumpsPosition + Vec3(0, 0.5f * cSmallBumpHeight, cSmallBumpDelta * i);
  252. mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
  253. }
  254. }
  255. // Create large bumps
  256. {
  257. BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cLargeBumpHeight, 0.5f * cLargeBumpWidth)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  258. for (int i = 0; i < 5; ++i)
  259. {
  260. step.mPosition = cLargeBumpsPosition + Vec3(0, 0.5f * cLargeBumpHeight, cLargeBumpDelta * i);
  261. mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
  262. }
  263. }
  264. // Create stairs
  265. {
  266. BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cStairsStepHeight, 0.5f * cStairsStepHeight)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  267. for (int i = 0; i < 10; ++i)
  268. {
  269. step.mPosition = cStairsPosition + Vec3(0, cStairsStepHeight * (0.5f + i), cStairsStepHeight * i);
  270. mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
  271. }
  272. }
  273. // A wall beside the stairs
  274. 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);
  275. // Create stairs from triangles
  276. {
  277. TriangleList triangles;
  278. float rear_z = 10 * cStairsStepHeight;
  279. for (int i = 0; i < 10; ++i)
  280. {
  281. // Start of step
  282. Vec3 base(0, cStairsStepHeight * i, cStairsStepHeight * i);
  283. // Left side
  284. Vec3 b1 = base + Vec3(2.0f, 0, 0);
  285. Vec3 s1 = b1 + Vec3(0, cStairsStepHeight, 0);
  286. Vec3 p1 = s1 + Vec3(0, 0, cStairsStepHeight);
  287. // Right side
  288. Vec3 width(-4.0f, 0, 0);
  289. Vec3 b2 = b1 + width;
  290. Vec3 s2 = s1 + width;
  291. Vec3 p2 = p1 + width;
  292. triangles.push_back(Triangle(s1, b1, s2));
  293. triangles.push_back(Triangle(b1, b2, s2));
  294. triangles.push_back(Triangle(s1, p2, p1));
  295. triangles.push_back(Triangle(s1, s2, p2));
  296. // Side of stairs
  297. Vec3 rb2 = b2; rb2.SetZ(rear_z);
  298. Vec3 rs2 = s2; rs2.SetZ(rear_z);
  299. triangles.push_back(Triangle(s2, b2, rs2));
  300. triangles.push_back(Triangle(rs2, b2, rb2));
  301. p1 = p2;
  302. }
  303. MeshShapeSettings mesh(triangles);
  304. mesh.SetEmbedded();
  305. BodyCreationSettings mesh_stairs(&mesh, cMeshStairsPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  306. mBodyInterface->CreateAndAddBody(mesh_stairs, EActivation::DontActivate);
  307. }
  308. // A wall to the side and behind the stairs
  309. 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);
  310. // Create stairs with too little space between the steps
  311. {
  312. BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cNoStairsStepHeight, 0.5f * cNoStairsStepHeight)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  313. for (int i = 0; i < 10; ++i)
  314. {
  315. step.mPosition = cNoStairsPosition + Vec3(0, cNoStairsStepHeight * (0.5f + i), cNoStairsStepDelta * i);
  316. mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
  317. }
  318. }
  319. // Create stairs with too little space between the steps consisting of triangles
  320. {
  321. TriangleList triangles;
  322. for (int i = 0; i < 10; ++i)
  323. {
  324. // Start of step
  325. Vec3 base(0, cStairsStepHeight * i, cNoStairsStepDelta * i);
  326. // Left side
  327. Vec3 b1 = base - Vec3(2.0f, 0, 0);
  328. Vec3 s1 = b1 + Vec3(0, cStairsStepHeight, 0);
  329. Vec3 p1 = s1 + Vec3(0, 0, cNoStairsStepDelta);
  330. // Right side
  331. Vec3 width(4.0f, 0, 0);
  332. Vec3 b2 = b1 + width;
  333. Vec3 s2 = s1 + width;
  334. Vec3 p2 = p1 + width;
  335. triangles.push_back(Triangle(s1, s2, b1));
  336. triangles.push_back(Triangle(b1, s2, b2));
  337. triangles.push_back(Triangle(s1, p1, p2));
  338. triangles.push_back(Triangle(s1, p2, s2));
  339. p1 = p2;
  340. }
  341. MeshShapeSettings mesh(triangles);
  342. mesh.SetEmbedded();
  343. BodyCreationSettings mesh_stairs(&mesh, cMeshNoStairsPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  344. mBodyInterface->CreateAndAddBody(mesh_stairs, EActivation::DontActivate);
  345. }
  346. // Create mesh with walls at varying angles
  347. {
  348. TriangleList triangles;
  349. Vec3 p1(0.5f * cMeshWallWidth, 0, 0);
  350. Vec3 h(0, cMeshWallHeight, 0);
  351. for (int i = 0; i < cMeshWallSegments; ++i)
  352. {
  353. float delta = cMeshWallStepStart + i * (cMeshWallStepEnd - cMeshWallStepStart) / (cMeshWallSegments - 1);
  354. Vec3 p2 = Vec3((i & 1)? 0.5f * cMeshWallWidth : -0.5f * cMeshWallWidth, 0, p1.GetZ() + delta);
  355. triangles.push_back(Triangle(p1, p1 + h, p2 + h));
  356. triangles.push_back(Triangle(p1, p2 + h, p2));
  357. p1 = p2;
  358. }
  359. MeshShapeSettings mesh(triangles);
  360. mesh.SetEmbedded();
  361. BodyCreationSettings wall(&mesh, cMeshWallPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  362. mBodyInterface->CreateAndAddBody(wall, EActivation::DontActivate);
  363. }
  364. // Create a half cylinder with caps for testing contact point limit
  365. {
  366. VertexList vertices;
  367. IndexedTriangleList triangles;
  368. // The half cylinder
  369. const int cPosSegments = 2;
  370. const int cAngleSegments = 512;
  371. const float cCylinderLength = 2.0f;
  372. for (int pos = 0; pos < cPosSegments; ++pos)
  373. for (int angle = 0; angle < cAngleSegments; ++angle)
  374. {
  375. uint32 start = (uint32)vertices.size();
  376. float radius = cCharacterRadiusStanding + 0.05f;
  377. float angle_rad = (-0.5f + float(angle) / cAngleSegments) * JPH_PI;
  378. float s = Sin(angle_rad);
  379. float c = Cos(angle_rad);
  380. float x = cCylinderLength * (-0.5f + float(pos) / (cPosSegments - 1));
  381. float y = angle == 0 || angle == cAngleSegments - 1? 0.5f : (1.0f - c) * radius;
  382. float z = s * radius;
  383. vertices.push_back(Float3(x, y, z));
  384. if (pos > 0 && angle > 0)
  385. {
  386. triangles.push_back(IndexedTriangle(start, start - 1, start - cAngleSegments));
  387. triangles.push_back(IndexedTriangle(start - 1, start - cAngleSegments - 1, start - cAngleSegments));
  388. }
  389. }
  390. // Add end caps
  391. uint32 end = cAngleSegments * (cPosSegments - 1);
  392. for (int angle = 0; angle < cAngleSegments - 1; ++angle)
  393. {
  394. triangles.push_back(IndexedTriangle(0, angle + 1, angle));
  395. triangles.push_back(IndexedTriangle(end, end + angle, end + angle + 1));
  396. }
  397. MeshShapeSettings mesh(std::move(vertices), std::move(triangles));
  398. mesh.SetEmbedded();
  399. BodyCreationSettings mesh_cylinder(&mesh, cHalfCylinderPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  400. mBodyInterface->CreateAndAddBody(mesh_cylinder, EActivation::DontActivate);
  401. }
  402. // Create a box made out of polygons (character should not get stuck behind back facing side)
  403. {
  404. VertexList vertices = {
  405. Float3(-1, 1, -1),
  406. Float3( 1, 1, -1),
  407. Float3( 1, 1, 1),
  408. Float3(-1, 1, 1),
  409. Float3(-1, -1, -1),
  410. Float3( 1, -1, -1),
  411. Float3( 1, -1, 1),
  412. Float3(-1, -1, 1)
  413. };
  414. IndexedTriangleList triangles = {
  415. IndexedTriangle(0, 3, 2),
  416. IndexedTriangle(0, 2, 1),
  417. IndexedTriangle(4, 5, 6),
  418. IndexedTriangle(4, 6, 7),
  419. IndexedTriangle(0, 4, 3),
  420. IndexedTriangle(3, 4, 7),
  421. IndexedTriangle(2, 6, 5),
  422. IndexedTriangle(2, 5, 1),
  423. IndexedTriangle(3, 7, 6),
  424. IndexedTriangle(3, 6, 2),
  425. IndexedTriangle(0, 1, 5),
  426. IndexedTriangle(0, 5, 4)
  427. };
  428. MeshShapeSettings mesh(std::move(vertices), std::move(triangles));
  429. mesh.SetEmbedded();
  430. BodyCreationSettings box(&mesh, cMeshBoxPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  431. mBodyInterface->CreateAndAddBody(box, EActivation::DontActivate);
  432. }
  433. // Create a sensor.
  434. // Note that the CharacterVirtual doesn't interact with sensors, you should pair it with a Character object (see CharacterVirtual class comments)
  435. {
  436. BodyCreationSettings sensor(new BoxShape(Vec3::sReplicate(1.0f)), cSensorPosition, Quat::sIdentity(), EMotionType::Kinematic, Layers::SENSOR);
  437. sensor.mIsSensor = true;
  438. mSensorBody = mBodyInterface->CreateAndAddBody(sensor, EActivation::Activate);
  439. }
  440. }
  441. #ifdef JPH_OBJECT_STREAM
  442. else
  443. {
  444. // Load scene
  445. Ref<PhysicsScene> scene;
  446. if (!ObjectStreamIn::sReadObject((String("Assets/") + sSceneName + ".bof").c_str(), scene))
  447. FatalError("Failed to load scene");
  448. scene->FixInvalidScales();
  449. for (BodyCreationSettings &settings : scene->GetBodies())
  450. {
  451. settings.mObjectLayer = Layers::NON_MOVING;
  452. settings.mFriction = 0.5f;
  453. }
  454. scene->CreateBodies(mPhysicsSystem);
  455. }
  456. #endif // JPH_OBJECT_STREAM
  457. // Create capsule shapes for all stances
  458. switch (sShapeType)
  459. {
  460. case EType::Capsule:
  461. mStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightStanding, cCharacterRadiusStanding)).Create().Get();
  462. mCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightCrouching, cCharacterRadiusCrouching)).Create().Get();
  463. break;
  464. case EType::Cylinder:
  465. mStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CylinderShape(0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, cCharacterRadiusStanding)).Create().Get();
  466. mCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new CylinderShape(0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, cCharacterRadiusCrouching)).Create().Get();
  467. break;
  468. case EType::Box:
  469. mStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new BoxShape(Vec3(cCharacterRadiusStanding, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, cCharacterRadiusStanding))).Create().Get();
  470. mCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new BoxShape(Vec3(cCharacterRadiusCrouching, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, cCharacterRadiusCrouching))).Create().Get();
  471. break;
  472. }
  473. }
  474. void CharacterBaseTest::ProcessInput(const ProcessInputParams &inParams)
  475. {
  476. // Determine controller input
  477. mControlInput = Vec3::sZero();
  478. if (inParams.mKeyboard->IsKeyPressed(DIK_LEFT)) mControlInput.SetZ(-1);
  479. if (inParams.mKeyboard->IsKeyPressed(DIK_RIGHT)) mControlInput.SetZ(1);
  480. if (inParams.mKeyboard->IsKeyPressed(DIK_UP)) mControlInput.SetX(1);
  481. if (inParams.mKeyboard->IsKeyPressed(DIK_DOWN)) mControlInput.SetX(-1);
  482. if (mControlInput != Vec3::sZero())
  483. mControlInput = mControlInput.Normalized();
  484. // Rotate controls to align with the camera
  485. Vec3 cam_fwd = inParams.mCameraState.mForward;
  486. cam_fwd.SetY(0.0f);
  487. cam_fwd = cam_fwd.NormalizedOr(Vec3::sAxisX());
  488. Quat rotation = Quat::sFromTo(Vec3::sAxisX(), cam_fwd);
  489. mControlInput = rotation * mControlInput;
  490. // Check actions
  491. mJump = inParams.mKeyboard->IsKeyPressedAndTriggered(DIK_RCONTROL, mWasJump);
  492. mSwitchStance = inParams.mKeyboard->IsKeyPressedAndTriggered(DIK_RSHIFT, mWasSwitchStance);
  493. }
  494. void CharacterBaseTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
  495. {
  496. // Update scene time
  497. mTime += inParams.mDeltaTime;
  498. // Update camera pivot
  499. mCameraPivot = GetCharacterPosition();
  500. // Animate bodies
  501. if (!mRotatingBody.IsInvalid())
  502. mBodyInterface->MoveKinematic(mRotatingBody, cRotatingPosition, Quat::sRotation(Vec3::sAxisY(), JPH_PI * Sin(mTime)), inParams.mDeltaTime);
  503. if (!mRotatingWallBody.IsInvalid())
  504. mBodyInterface->MoveKinematic(mRotatingWallBody, cRotatingWallPosition, Quat::sRotation(Vec3::sAxisY(), JPH_PI * Sin(mTime)), inParams.mDeltaTime);
  505. if (!mRotatingAndTranslatingBody.IsInvalid())
  506. 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);
  507. if (!mHorizontallyMovingBody.IsInvalid())
  508. mBodyInterface->MoveKinematic(mHorizontallyMovingBody, cHorizontallyMovingPosition + Vec3(3.0f * Sin(mTime), 0, 0), cHorizontallyMovingOrientation, inParams.mDeltaTime);
  509. if (!mSmoothVerticallyMovingBody.IsInvalid())
  510. mBodyInterface->MoveKinematic(mSmoothVerticallyMovingBody, cSmoothVerticallyMovingPosition + Vec3(0, 1.75f * Sin(mTime), 0), cSmoothVerticallyMovingOrientation, inParams.mDeltaTime);
  511. if (!mReversingVerticallyMovingBody.IsInvalid())
  512. {
  513. RVec3 pos = mBodyInterface->GetPosition(mReversingVerticallyMovingBody);
  514. if (pos.GetY() < cReversingVerticallyMovingPosition.GetY())
  515. mReversingVerticallyMovingVelocity = 1.0f;
  516. else if (pos.GetY() > cReversingVerticallyMovingPosition.GetY() + 5.0f)
  517. mReversingVerticallyMovingVelocity = -1.0f;
  518. mBodyInterface->MoveKinematic(mReversingVerticallyMovingBody, pos + Vec3(0, mReversingVerticallyMovingVelocity * 3.0f * inParams.mDeltaTime, 0), cReversingVerticallyMovingOrientation, inParams.mDeltaTime);
  519. }
  520. // Reset ramp blocks
  521. mRampBlocksTimeLeft -= inParams.mDeltaTime;
  522. if (mRampBlocksTimeLeft < 0.0f)
  523. {
  524. for (size_t i = 0; i < mRampBlocks.size(); ++i)
  525. {
  526. mBodyInterface->SetPositionAndRotation(mRampBlocks[i], cRampBlocksStart + float(i) * cRampBlocksDelta, cRampOrientation, EActivation::Activate);
  527. mBodyInterface->SetLinearAndAngularVelocity(mRampBlocks[i], Vec3::sZero(), Vec3::sZero());
  528. }
  529. mRampBlocksTimeLeft = cRampBlocksTime;
  530. }
  531. // Call handle input after new velocities have been set to avoid frame delay
  532. HandleInput(mControlInput, mJump, mSwitchStance, inParams.mDeltaTime);
  533. }
  534. void CharacterBaseTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
  535. {
  536. inUI->CreateTextButton(inSubMenu, "Select Scene", [this, inUI]() {
  537. UIElement *scene_name = inUI->CreateMenu();
  538. for (uint i = 0; i < size(sScenes); ++i)
  539. inUI->CreateTextButton(scene_name, sScenes[i], [this, i]() { sSceneName = sScenes[i]; RestartTest(); });
  540. inUI->ShowMenu(scene_name);
  541. });
  542. inUI->CreateTextButton(inSubMenu, "Character Movement Settings", [this, inUI]() {
  543. UIElement *movement_settings = inUI->CreateMenu();
  544. inUI->CreateCheckBox(movement_settings, "Control Movement During Jump", sControlMovementDuringJump, [](UICheckBox::EState inState) { sControlMovementDuringJump = inState == UICheckBox::STATE_CHECKED; });
  545. inUI->CreateSlider(movement_settings, "Character Speed", sCharacterSpeed, 0.1f, 10.0f, 0.1f, [](float inValue) { sCharacterSpeed = inValue; });
  546. inUI->CreateSlider(movement_settings, "Character Jump Speed", sJumpSpeed, 0.1f, 10.0f, 0.1f, [](float inValue) { sJumpSpeed = inValue; });
  547. AddCharacterMovementSettings(inUI, movement_settings);
  548. inUI->ShowMenu(movement_settings);
  549. });
  550. inUI->CreateTextButton(inSubMenu, "Configuration Settings", [this, inUI]() {
  551. UIElement *configuration_settings = inUI->CreateMenu();
  552. inUI->CreateComboBox(configuration_settings, "Shape Type", { "Capsule", "Cylinder", "Box" }, (int)sShapeType, [](int inItem) { sShapeType = (EType)inItem; });
  553. AddConfigurationSettings(inUI, configuration_settings);
  554. inUI->CreateTextButton(configuration_settings, "Accept Changes", [this]() { RestartTest(); });
  555. inUI->ShowMenu(configuration_settings);
  556. });
  557. }
  558. void CharacterBaseTest::GetInitialCamera(CameraState& ioState) const
  559. {
  560. // This will become the local space offset, look down the x axis and slightly down
  561. ioState.mPos = RVec3::sZero();
  562. ioState.mForward = Vec3(10.0f, -2.0f, 0).Normalized();
  563. }
  564. RMat44 CharacterBaseTest::GetCameraPivot(float inCameraHeading, float inCameraPitch) const
  565. {
  566. // Pivot is center of character + distance behind based on the heading and pitch of the camera
  567. Vec3 fwd = Vec3(Cos(inCameraPitch) * Cos(inCameraHeading), Sin(inCameraPitch), Cos(inCameraPitch) * Sin(inCameraHeading));
  568. return RMat44::sTranslation(mCameraPivot + Vec3(0, cCharacterHeightStanding + cCharacterRadiusStanding, 0) - 5.0f * fwd);
  569. }
  570. void CharacterBaseTest::SaveState(StateRecorder &inStream) const
  571. {
  572. inStream.Write(mTime);
  573. inStream.Write(mRampBlocksTimeLeft);
  574. inStream.Write(mReversingVerticallyMovingVelocity);
  575. }
  576. void CharacterBaseTest::RestoreState(StateRecorder &inStream)
  577. {
  578. inStream.Read(mTime);
  579. inStream.Read(mRampBlocksTimeLeft);
  580. inStream.Read(mReversingVerticallyMovingVelocity);
  581. }
  582. void CharacterBaseTest::SaveInputState(StateRecorder &inStream) const
  583. {
  584. inStream.Write(mControlInput);
  585. inStream.Write(mJump);
  586. inStream.Write(mSwitchStance);
  587. }
  588. void CharacterBaseTest::RestoreInputState(StateRecorder &inStream)
  589. {
  590. inStream.Read(mControlInput);
  591. inStream.Read(mJump);
  592. inStream.Read(mSwitchStance);
  593. }
  594. void CharacterBaseTest::DrawCharacterState(const CharacterBase *inCharacter, RMat44Arg inCharacterTransform, Vec3Arg inCharacterVelocity)
  595. {
  596. // Draw current location
  597. // 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)
  598. mDebugRenderer->DrawCoordinateSystem(inCharacterTransform, 0.1f);
  599. // Draw the state of the ground contact
  600. CharacterBase::EGroundState ground_state = inCharacter->GetGroundState();
  601. if (ground_state != CharacterBase::EGroundState::InAir)
  602. {
  603. RVec3 ground_position = inCharacter->GetGroundPosition();
  604. Vec3 ground_normal = inCharacter->GetGroundNormal();
  605. Vec3 ground_velocity = inCharacter->GetGroundVelocity();
  606. // Draw ground position
  607. mDebugRenderer->DrawMarker(ground_position, Color::sRed, 0.1f);
  608. mDebugRenderer->DrawArrow(ground_position, ground_position + 2.0f * ground_normal, Color::sGreen, 0.1f);
  609. // Draw ground velocity
  610. if (!ground_velocity.IsNearZero())
  611. mDebugRenderer->DrawArrow(ground_position, ground_position + ground_velocity, Color::sBlue, 0.1f);
  612. }
  613. // Draw provided character velocity
  614. if (!inCharacterVelocity.IsNearZero())
  615. mDebugRenderer->DrawArrow(inCharacterTransform.GetTranslation(), inCharacterTransform.GetTranslation() + inCharacterVelocity, Color::sYellow, 0.1f);
  616. // Draw text info
  617. const PhysicsMaterial *ground_material = inCharacter->GetGroundMaterial();
  618. Vec3 horizontal_velocity = inCharacterVelocity;
  619. horizontal_velocity.SetY(0);
  620. mDebugRenderer->DrawText3D(inCharacterTransform.GetTranslation(), StringFormat("State: %s\nMat: %s\nHorizontal Vel: %.1f m/s\nVertical Vel: %.1f m/s", CharacterBase::sToString(ground_state), ground_material->GetDebugName(), (double)horizontal_velocity.Length(), (double)inCharacterVelocity.GetY()), Color::sWhite, 0.25f);
  621. }