CharacterBaseTest.cpp 35 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. static const RVec3 cCharacterPosition(-4.0f, 0, 3.0f);
  80. static const RVec3 cCharacterVirtualPosition(-6.0f, 0, 3.0f);
  81. static const Vec3 cCharacterVelocity(0, 0, 2);
  82. CharacterBaseTest::~CharacterBaseTest()
  83. {
  84. if (mAnimatedCharacter != nullptr)
  85. mAnimatedCharacter->RemoveFromPhysicsSystem();
  86. }
  87. void CharacterBaseTest::Initialize()
  88. {
  89. // Create capsule shapes for all stances
  90. switch (sShapeType)
  91. {
  92. case EType::Capsule:
  93. mStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightStanding, cCharacterRadiusStanding)).Create().Get();
  94. mCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightCrouching, cCharacterRadiusCrouching)).Create().Get();
  95. break;
  96. case EType::Cylinder:
  97. mStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CylinderShape(0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, cCharacterRadiusStanding)).Create().Get();
  98. mCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new CylinderShape(0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, cCharacterRadiusCrouching)).Create().Get();
  99. break;
  100. case EType::Box:
  101. mStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new BoxShape(Vec3(cCharacterRadiusStanding, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, cCharacterRadiusStanding))).Create().Get();
  102. mCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new BoxShape(Vec3(cCharacterRadiusCrouching, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, cCharacterRadiusCrouching))).Create().Get();
  103. break;
  104. }
  105. if (strcmp(sSceneName, "PerlinMesh") == 0)
  106. {
  107. // Default terrain
  108. CreateMeshTerrain();
  109. }
  110. else if (strcmp(sSceneName, "PerlinHeightField") == 0)
  111. {
  112. // Default terrain
  113. CreateHeightFieldTerrain();
  114. }
  115. else if (strcmp(sSceneName, "InitiallyIntersecting") == 0)
  116. {
  117. CreateFloor();
  118. // Create a grid of boxes that are initially intersecting with the character
  119. RefConst<Shape> box = new BoxShape(Vec3(0.1f, 0.1f, 0.1f));
  120. BodyCreationSettings settings(box, RVec3(0, 0.5f, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  121. for (int x = 0; x < 4; ++x)
  122. for (int y = 0; y <= 10; ++y)
  123. for (int z = 0; z <= 10; ++z)
  124. {
  125. settings.mPosition = RVec3(-0.5f + 0.1f * x, 0.1f + 0.1f * y, -0.5f + 0.1f * z);
  126. mBodyInterface->CreateAndAddBody(settings, EActivation::DontActivate);
  127. }
  128. }
  129. else if (strcmp(sSceneName, "ObstacleCourse") == 0)
  130. {
  131. // Default terrain
  132. CreateFloor(350.0f);
  133. {
  134. // Create ramps with different inclinations
  135. Ref<Shape> ramp = RotatedTranslatedShapeSettings(Vec3(0, 0, -2.5f), Quat::sIdentity(), new BoxShape(Vec3(1.0f, 0.05f, 2.5f))).Create().Get();
  136. for (int angle = 0; angle < 18; ++angle)
  137. 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);
  138. }
  139. {
  140. // Create ramps with different inclinations intersecting with a steep slope
  141. Ref<Shape> ramp = RotatedTranslatedShapeSettings(Vec3(0, 0, -2.5f), Quat::sIdentity(), new BoxShape(Vec3(1.0f, 0.05f, 2.5f))).Create().Get();
  142. Ref<Shape> ramp2 = RotatedTranslatedShapeSettings(Vec3(0, 2.0f, 0), Quat::sIdentity(), new BoxShape(Vec3(0.05f, 2.0f, 1.0f))).Create().Get();
  143. for (int angle = 0; angle < 9; ++angle)
  144. {
  145. 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);
  146. 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);
  147. }
  148. }
  149. {
  150. // Create wall consisting of vertical pillars
  151. // Note: Convex radius 0 because otherwise it will be a bumpy wall
  152. Ref<Shape> wall = new BoxShape(Vec3(0.1f, 2.5f, 0.1f), 0.0f);
  153. for (int z = 0; z < 30; ++z)
  154. mBodyInterface->CreateAndAddBody(BodyCreationSettings(wall, RVec3(0.0f, 2.5f, 2.0f + 0.2f * z), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  155. }
  156. {
  157. // Kinematic blocks to test interacting with moving objects
  158. Ref<Shape> kinematic = new BoxShape(Vec3(1, 0.15f, 3.0f));
  159. mRotatingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cRotatingPosition, cRotatingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  160. mRotatingWallBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(3.0f, 1, 0.15f)), cRotatingWallPosition, cRotatingWallOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  161. mRotatingAndTranslatingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cRotatingAndTranslatingPosition, cRotatingAndTranslatingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  162. mSmoothVerticallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cSmoothVerticallyMovingPosition, cSmoothVerticallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  163. mReversingVerticallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cReversingVerticallyMovingPosition, cReversingVerticallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  164. mHorizontallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cHorizontallyMovingPosition, cHorizontallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  165. }
  166. {
  167. // Conveyor belt (only works with virtual character)
  168. mConveyorBeltBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(1, 0.15f, 3.0f)), cConveyorBeltPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::Activate);
  169. }
  170. {
  171. // A rolling sphere towards the player
  172. BodyCreationSettings bcs(new SphereShape(0.2f), RVec3(0.0f, 0.2f, -1.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  173. bcs.mLinearVelocity = Vec3(0, 0, 2.0f);
  174. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  175. bcs.mMassPropertiesOverride.mMass = 10.0f;
  176. mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
  177. }
  178. {
  179. // Dynamic blocks to test player pushing blocks
  180. Ref<Shape> block = new BoxShape(Vec3::sReplicate(0.5f));
  181. for (int y = 0; y < 3; ++y)
  182. {
  183. BodyCreationSettings bcs(block, RVec3(5.0f, 0.5f + float(y), 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  184. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  185. bcs.mMassPropertiesOverride.mMass = 10.0f;
  186. mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate);
  187. }
  188. }
  189. {
  190. // Dynamic block on a static step (to test pushing block on stairs)
  191. 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);
  192. BodyCreationSettings bcs(new BoxShape(Vec3::sReplicate(0.5f)), RVec3(10.0f, 0.8f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  193. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  194. bcs.mMassPropertiesOverride.mMass = 10.0f;
  195. mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate);
  196. }
  197. {
  198. // Dynamic spheres to test player pushing stuff you can step on
  199. float h = 0.0f;
  200. for (int y = 0; y < 3; ++y)
  201. {
  202. float r = 0.4f - 0.1f * y;
  203. h += r;
  204. BodyCreationSettings bcs(new SphereShape(r), RVec3(15.0f, h, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  205. h += r;
  206. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  207. bcs.mMassPropertiesOverride.mMass = 10.0f;
  208. mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate);
  209. }
  210. }
  211. {
  212. // A seesaw to test character gravity
  213. 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);
  214. BodyCreationSettings bcs(new BoxShape(Vec3(1.0f, 0.05f, 5.0f)), RVec3(20.0f, 0.45f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  215. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  216. bcs.mMassPropertiesOverride.mMass = 10.0f;
  217. BodyID b2 = mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
  218. // Connect the parts with a hinge
  219. HingeConstraintSettings hinge;
  220. hinge.mPoint1 = hinge.mPoint2 = RVec3(20.0f, 0.4f, 0.0f);
  221. hinge.mHingeAxis1 = hinge.mHingeAxis2 = Vec3::sAxisX();
  222. mPhysicsSystem->AddConstraint(mBodyInterface->CreateConstraint(&hinge, b1, b2));
  223. }
  224. {
  225. // A board above the character to crouch and jump up against
  226. float h = 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching + 0.1f;
  227. for (int x = 0; x < 2; ++x)
  228. 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);
  229. 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);
  230. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  231. bcs.mMassPropertiesOverride.mMass = 10.0f;
  232. mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
  233. }
  234. {
  235. // A floating static block
  236. 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);
  237. }
  238. {
  239. // Create ramp
  240. BodyCreationSettings ramp(new BoxShape(Vec3(4.0f, 0.1f, 3.0f)), cRampPosition, cRampOrientation, EMotionType::Static, Layers::NON_MOVING);
  241. mBodyInterface->CreateAndAddBody(ramp, EActivation::DontActivate);
  242. // Create blocks on ramp
  243. Ref<Shape> block = new BoxShape(Vec3::sReplicate(0.5f));
  244. BodyCreationSettings bcs(block, cRampBlocksStart, cRampOrientation, EMotionType::Dynamic, Layers::MOVING);
  245. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  246. bcs.mMassPropertiesOverride.mMass = 10.0f;
  247. for (int i = 0; i < 4; ++i)
  248. {
  249. mRampBlocks.emplace_back(mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate));
  250. bcs.mPosition += cRampBlocksDelta;
  251. }
  252. }
  253. // Create three funnels with walls that are too steep to climb
  254. Ref<Shape> funnel = new BoxShape(Vec3(0.1f, 1.0f, 1.0f));
  255. for (int i = 0; i < 2; ++i)
  256. {
  257. Quat rotation = Quat::sRotation(Vec3::sAxisY(), JPH_PI * i);
  258. 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);
  259. }
  260. for (int i = 0; i < 3; ++i)
  261. {
  262. Quat rotation = Quat::sRotation(Vec3::sAxisY(), 2.0f / 3.0f * JPH_PI * i);
  263. 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);
  264. }
  265. for (int i = 0; i < 4; ++i)
  266. {
  267. Quat rotation = Quat::sRotation(Vec3::sAxisY(), 0.5f * JPH_PI * i);
  268. 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);
  269. }
  270. // Create small bumps
  271. {
  272. BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cSmallBumpHeight, 0.5f * cSmallBumpWidth), 0.0f), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  273. for (int i = 0; i < 10; ++i)
  274. {
  275. step.mPosition = cSmallBumpsPosition + Vec3(0, 0.5f * cSmallBumpHeight, cSmallBumpDelta * i);
  276. mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
  277. }
  278. }
  279. // Create large bumps
  280. {
  281. BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cLargeBumpHeight, 0.5f * cLargeBumpWidth)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  282. for (int i = 0; i < 5; ++i)
  283. {
  284. step.mPosition = cLargeBumpsPosition + Vec3(0, 0.5f * cLargeBumpHeight, cLargeBumpDelta * i);
  285. mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
  286. }
  287. }
  288. // Create stairs
  289. {
  290. BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cStairsStepHeight, 0.5f * cStairsStepHeight)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  291. for (int i = 0; i < 10; ++i)
  292. {
  293. step.mPosition = cStairsPosition + Vec3(0, cStairsStepHeight * (0.5f + i), cStairsStepHeight * i);
  294. mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
  295. }
  296. }
  297. // A wall beside the stairs
  298. 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);
  299. // Create stairs from triangles
  300. {
  301. TriangleList triangles;
  302. float rear_z = 10 * cStairsStepHeight;
  303. for (int i = 0; i < 10; ++i)
  304. {
  305. // Start of step
  306. Vec3 base(0, cStairsStepHeight * i, cStairsStepHeight * i);
  307. // Left side
  308. Vec3 b1 = base + Vec3(2.0f, 0, 0);
  309. Vec3 s1 = b1 + Vec3(0, cStairsStepHeight, 0);
  310. Vec3 p1 = s1 + Vec3(0, 0, cStairsStepHeight);
  311. // Right side
  312. Vec3 width(-4.0f, 0, 0);
  313. Vec3 b2 = b1 + width;
  314. Vec3 s2 = s1 + width;
  315. Vec3 p2 = p1 + width;
  316. triangles.push_back(Triangle(s1, b1, s2));
  317. triangles.push_back(Triangle(b1, b2, s2));
  318. triangles.push_back(Triangle(s1, p2, p1));
  319. triangles.push_back(Triangle(s1, s2, p2));
  320. // Side of stairs
  321. Vec3 rb2 = b2; rb2.SetZ(rear_z);
  322. Vec3 rs2 = s2; rs2.SetZ(rear_z);
  323. triangles.push_back(Triangle(s2, b2, rs2));
  324. triangles.push_back(Triangle(rs2, b2, rb2));
  325. p1 = p2;
  326. }
  327. MeshShapeSettings mesh(triangles);
  328. mesh.SetEmbedded();
  329. BodyCreationSettings mesh_stairs(&mesh, cMeshStairsPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  330. mBodyInterface->CreateAndAddBody(mesh_stairs, EActivation::DontActivate);
  331. }
  332. // A wall to the side and behind the stairs
  333. 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);
  334. // Create stairs with too little space between the steps
  335. {
  336. BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cNoStairsStepHeight, 0.5f * cNoStairsStepHeight)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  337. for (int i = 0; i < 10; ++i)
  338. {
  339. step.mPosition = cNoStairsPosition + Vec3(0, cNoStairsStepHeight * (0.5f + i), cNoStairsStepDelta * i);
  340. mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
  341. }
  342. }
  343. // Create stairs with too little space between the steps consisting of triangles
  344. {
  345. TriangleList triangles;
  346. for (int i = 0; i < 10; ++i)
  347. {
  348. // Start of step
  349. Vec3 base(0, cStairsStepHeight * i, cNoStairsStepDelta * i);
  350. // Left side
  351. Vec3 b1 = base - Vec3(2.0f, 0, 0);
  352. Vec3 s1 = b1 + Vec3(0, cStairsStepHeight, 0);
  353. Vec3 p1 = s1 + Vec3(0, 0, cNoStairsStepDelta);
  354. // Right side
  355. Vec3 width(4.0f, 0, 0);
  356. Vec3 b2 = b1 + width;
  357. Vec3 s2 = s1 + width;
  358. Vec3 p2 = p1 + width;
  359. triangles.push_back(Triangle(s1, s2, b1));
  360. triangles.push_back(Triangle(b1, s2, b2));
  361. triangles.push_back(Triangle(s1, p1, p2));
  362. triangles.push_back(Triangle(s1, p2, s2));
  363. p1 = p2;
  364. }
  365. MeshShapeSettings mesh(triangles);
  366. mesh.SetEmbedded();
  367. BodyCreationSettings mesh_stairs(&mesh, cMeshNoStairsPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  368. mBodyInterface->CreateAndAddBody(mesh_stairs, EActivation::DontActivate);
  369. }
  370. // Create mesh with walls at varying angles
  371. {
  372. TriangleList triangles;
  373. Vec3 p1(0.5f * cMeshWallWidth, 0, 0);
  374. Vec3 h(0, cMeshWallHeight, 0);
  375. for (int i = 0; i < cMeshWallSegments; ++i)
  376. {
  377. float delta = cMeshWallStepStart + i * (cMeshWallStepEnd - cMeshWallStepStart) / (cMeshWallSegments - 1);
  378. Vec3 p2 = Vec3((i & 1)? 0.5f * cMeshWallWidth : -0.5f * cMeshWallWidth, 0, p1.GetZ() + delta);
  379. triangles.push_back(Triangle(p1, p1 + h, p2 + h));
  380. triangles.push_back(Triangle(p1, p2 + h, p2));
  381. p1 = p2;
  382. }
  383. MeshShapeSettings mesh(triangles);
  384. mesh.SetEmbedded();
  385. BodyCreationSettings wall(&mesh, cMeshWallPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  386. mBodyInterface->CreateAndAddBody(wall, EActivation::DontActivate);
  387. }
  388. // Create a half cylinder with caps for testing contact point limit
  389. {
  390. VertexList vertices;
  391. IndexedTriangleList triangles;
  392. // The half cylinder
  393. const int cPosSegments = 2;
  394. const int cAngleSegments = 512;
  395. const float cCylinderLength = 2.0f;
  396. for (int pos = 0; pos < cPosSegments; ++pos)
  397. for (int angle = 0; angle < cAngleSegments; ++angle)
  398. {
  399. uint32 start = (uint32)vertices.size();
  400. float radius = cCharacterRadiusStanding + 0.05f;
  401. float angle_rad = (-0.5f + float(angle) / cAngleSegments) * JPH_PI;
  402. float s = Sin(angle_rad);
  403. float c = Cos(angle_rad);
  404. float x = cCylinderLength * (-0.5f + float(pos) / (cPosSegments - 1));
  405. float y = angle == 0 || angle == cAngleSegments - 1? 0.5f : (1.0f - c) * radius;
  406. float z = s * radius;
  407. vertices.push_back(Float3(x, y, z));
  408. if (pos > 0 && angle > 0)
  409. {
  410. triangles.push_back(IndexedTriangle(start, start - 1, start - cAngleSegments));
  411. triangles.push_back(IndexedTriangle(start - 1, start - cAngleSegments - 1, start - cAngleSegments));
  412. }
  413. }
  414. // Add end caps
  415. uint32 end = cAngleSegments * (cPosSegments - 1);
  416. for (int angle = 0; angle < cAngleSegments - 1; ++angle)
  417. {
  418. triangles.push_back(IndexedTriangle(0, angle + 1, angle));
  419. triangles.push_back(IndexedTriangle(end, end + angle, end + angle + 1));
  420. }
  421. MeshShapeSettings mesh(std::move(vertices), std::move(triangles));
  422. mesh.SetEmbedded();
  423. BodyCreationSettings mesh_cylinder(&mesh, cHalfCylinderPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  424. mBodyInterface->CreateAndAddBody(mesh_cylinder, EActivation::DontActivate);
  425. }
  426. // Create a box made out of polygons (character should not get stuck behind back facing side)
  427. {
  428. VertexList vertices = {
  429. Float3(-1, 1, -1),
  430. Float3( 1, 1, -1),
  431. Float3( 1, 1, 1),
  432. Float3(-1, 1, 1),
  433. Float3(-1, -1, -1),
  434. Float3( 1, -1, -1),
  435. Float3( 1, -1, 1),
  436. Float3(-1, -1, 1)
  437. };
  438. IndexedTriangleList triangles = {
  439. IndexedTriangle(0, 3, 2),
  440. IndexedTriangle(0, 2, 1),
  441. IndexedTriangle(4, 5, 6),
  442. IndexedTriangle(4, 6, 7),
  443. IndexedTriangle(0, 4, 3),
  444. IndexedTriangle(3, 4, 7),
  445. IndexedTriangle(2, 6, 5),
  446. IndexedTriangle(2, 5, 1),
  447. IndexedTriangle(3, 7, 6),
  448. IndexedTriangle(3, 6, 2),
  449. IndexedTriangle(0, 1, 5),
  450. IndexedTriangle(0, 5, 4)
  451. };
  452. MeshShapeSettings mesh(std::move(vertices), std::move(triangles));
  453. mesh.SetEmbedded();
  454. BodyCreationSettings box(&mesh, cMeshBoxPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  455. mBodyInterface->CreateAndAddBody(box, EActivation::DontActivate);
  456. }
  457. // Create a sensor.
  458. // Note that the CharacterVirtual doesn't interact with sensors, you should pair it with a Character object (see CharacterVirtual class comments)
  459. {
  460. BodyCreationSettings sensor(new BoxShape(Vec3::sReplicate(1.0f)), cSensorPosition, Quat::sIdentity(), EMotionType::Kinematic, Layers::SENSOR);
  461. sensor.mIsSensor = true;
  462. mSensorBody = mBodyInterface->CreateAndAddBody(sensor, EActivation::Activate);
  463. }
  464. // Create Character
  465. {
  466. CharacterSettings settings;
  467. settings.mLayer = Layers::MOVING;
  468. settings.mShape = mStandingShape;
  469. settings.mSupportingVolume = Plane(Vec3::sAxisY(), -cCharacterRadiusStanding); // Accept contacts that touch the lower sphere of the capsule
  470. mAnimatedCharacter = new Character(&settings, cCharacterPosition, Quat::sIdentity(), 0, mPhysicsSystem);
  471. mAnimatedCharacter->AddToPhysicsSystem();
  472. }
  473. // Create CharacterVirtual
  474. {
  475. CharacterVirtualSettings settings;
  476. settings.mShape = mStandingShape;
  477. settings.mSupportingVolume = Plane(Vec3::sAxisY(), -cCharacterRadiusStanding); // Accept contacts that touch the lower sphere of the capsule
  478. mAnimatedCharacterVirtual = new CharacterVirtual(&settings, cCharacterVirtualPosition, Quat::sIdentity(), 0, mPhysicsSystem);
  479. mAnimatedCharacterVirtual->SetCharacterVsCharacterCollision(&mCharacterVsCharacterCollision);
  480. mCharacterVsCharacterCollision.Add(mAnimatedCharacterVirtual);
  481. }
  482. }
  483. #ifdef JPH_OBJECT_STREAM
  484. else
  485. {
  486. // Load scene
  487. Ref<PhysicsScene> scene;
  488. if (!ObjectStreamIn::sReadObject((String("Assets/") + sSceneName + ".bof").c_str(), scene))
  489. FatalError("Failed to load scene");
  490. scene->FixInvalidScales();
  491. for (BodyCreationSettings &settings : scene->GetBodies())
  492. {
  493. settings.mObjectLayer = Layers::NON_MOVING;
  494. settings.mFriction = 0.5f;
  495. }
  496. scene->CreateBodies(mPhysicsSystem);
  497. }
  498. #endif // JPH_OBJECT_STREAM
  499. }
  500. void CharacterBaseTest::ProcessInput(const ProcessInputParams &inParams)
  501. {
  502. // Determine controller input
  503. mControlInput = Vec3::sZero();
  504. if (inParams.mKeyboard->IsKeyPressed(DIK_LEFT)) mControlInput.SetZ(-1);
  505. if (inParams.mKeyboard->IsKeyPressed(DIK_RIGHT)) mControlInput.SetZ(1);
  506. if (inParams.mKeyboard->IsKeyPressed(DIK_UP)) mControlInput.SetX(1);
  507. if (inParams.mKeyboard->IsKeyPressed(DIK_DOWN)) mControlInput.SetX(-1);
  508. if (mControlInput != Vec3::sZero())
  509. mControlInput = mControlInput.Normalized();
  510. // Rotate controls to align with the camera
  511. Vec3 cam_fwd = inParams.mCameraState.mForward;
  512. cam_fwd.SetY(0.0f);
  513. cam_fwd = cam_fwd.NormalizedOr(Vec3::sAxisX());
  514. Quat rotation = Quat::sFromTo(Vec3::sAxisX(), cam_fwd);
  515. mControlInput = rotation * mControlInput;
  516. // Check actions
  517. mJump = inParams.mKeyboard->IsKeyPressedAndTriggered(DIK_RCONTROL, mWasJump);
  518. mSwitchStance = inParams.mKeyboard->IsKeyPressedAndTriggered(DIK_RSHIFT, mWasSwitchStance);
  519. }
  520. void CharacterBaseTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
  521. {
  522. // Update scene time
  523. mTime += inParams.mDeltaTime;
  524. // Update camera pivot
  525. mCameraPivot = GetCharacterPosition();
  526. // Animate bodies
  527. if (!mRotatingBody.IsInvalid())
  528. mBodyInterface->MoveKinematic(mRotatingBody, cRotatingPosition, Quat::sRotation(Vec3::sAxisY(), JPH_PI * Sin(mTime)), inParams.mDeltaTime);
  529. if (!mRotatingWallBody.IsInvalid())
  530. mBodyInterface->MoveKinematic(mRotatingWallBody, cRotatingWallPosition, Quat::sRotation(Vec3::sAxisY(), JPH_PI * Sin(mTime)), inParams.mDeltaTime);
  531. if (!mRotatingAndTranslatingBody.IsInvalid())
  532. 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);
  533. if (!mHorizontallyMovingBody.IsInvalid())
  534. mBodyInterface->MoveKinematic(mHorizontallyMovingBody, cHorizontallyMovingPosition + Vec3(3.0f * Sin(mTime), 0, 0), cHorizontallyMovingOrientation, inParams.mDeltaTime);
  535. if (!mSmoothVerticallyMovingBody.IsInvalid())
  536. mBodyInterface->MoveKinematic(mSmoothVerticallyMovingBody, cSmoothVerticallyMovingPosition + Vec3(0, 1.75f * Sin(mTime), 0), cSmoothVerticallyMovingOrientation, inParams.mDeltaTime);
  537. if (!mReversingVerticallyMovingBody.IsInvalid())
  538. {
  539. RVec3 pos = mBodyInterface->GetPosition(mReversingVerticallyMovingBody);
  540. if (pos.GetY() < cReversingVerticallyMovingPosition.GetY())
  541. mReversingVerticallyMovingVelocity = 1.0f;
  542. else if (pos.GetY() > cReversingVerticallyMovingPosition.GetY() + 5.0f)
  543. mReversingVerticallyMovingVelocity = -1.0f;
  544. mBodyInterface->MoveKinematic(mReversingVerticallyMovingBody, pos + Vec3(0, mReversingVerticallyMovingVelocity * 3.0f * inParams.mDeltaTime, 0), cReversingVerticallyMovingOrientation, inParams.mDeltaTime);
  545. }
  546. // Animate character
  547. if (mAnimatedCharacter != nullptr)
  548. mAnimatedCharacter->SetLinearVelocity(Sin(mTime) * cCharacterVelocity);
  549. // Animate character virtual
  550. if (mAnimatedCharacterVirtual != nullptr)
  551. {
  552. #ifdef JPH_DEBUG_RENDERER
  553. mAnimatedCharacterVirtual->GetShape()->Draw(mDebugRenderer, mAnimatedCharacterVirtual->GetCenterOfMassTransform(), Vec3::sReplicate(1.0f), Color::sOrange, false, true);
  554. #else
  555. mDebugRenderer->DrawCapsule(mAnimatedCharacterVirtual->GetCenterOfMassTransform(), 0.5f * cCharacterHeightStanding, cCharacterRadiusStanding + mAnimatedCharacterVirtual->GetCharacterPadding(), Color::sOrange, DebugRenderer::ECastShadow::Off, DebugRenderer::EDrawMode::Wireframe);
  556. #endif // JPH_DEBUG_RENDERER
  557. // Update velocity and apply gravity
  558. Vec3 velocity;
  559. if (mAnimatedCharacterVirtual->GetGroundState() == CharacterVirtual::EGroundState::OnGround)
  560. velocity = Vec3::sZero();
  561. else
  562. velocity = mAnimatedCharacterVirtual->GetLinearVelocity() * mAnimatedCharacter->GetUp() + mPhysicsSystem->GetGravity() * inParams.mDeltaTime;
  563. velocity += Sin(mTime) * cCharacterVelocity;
  564. mAnimatedCharacterVirtual->SetLinearVelocity(velocity);
  565. // Move character
  566. CharacterVirtual::ExtendedUpdateSettings update_settings;
  567. mAnimatedCharacterVirtual->ExtendedUpdate(inParams.mDeltaTime,
  568. mPhysicsSystem->GetGravity(),
  569. update_settings,
  570. mPhysicsSystem->GetDefaultBroadPhaseLayerFilter(Layers::MOVING),
  571. mPhysicsSystem->GetDefaultLayerFilter(Layers::MOVING),
  572. { },
  573. { },
  574. *mTempAllocator);
  575. }
  576. // Reset ramp blocks
  577. mRampBlocksTimeLeft -= inParams.mDeltaTime;
  578. if (mRampBlocksTimeLeft < 0.0f)
  579. {
  580. for (size_t i = 0; i < mRampBlocks.size(); ++i)
  581. {
  582. mBodyInterface->SetPositionAndRotation(mRampBlocks[i], cRampBlocksStart + float(i) * cRampBlocksDelta, cRampOrientation, EActivation::Activate);
  583. mBodyInterface->SetLinearAndAngularVelocity(mRampBlocks[i], Vec3::sZero(), Vec3::sZero());
  584. }
  585. mRampBlocksTimeLeft = cRampBlocksTime;
  586. }
  587. // Call handle input after new velocities have been set to avoid frame delay
  588. HandleInput(mControlInput, mJump, mSwitchStance, inParams.mDeltaTime);
  589. }
  590. void CharacterBaseTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
  591. {
  592. inUI->CreateTextButton(inSubMenu, "Select Scene", [this, inUI]() {
  593. UIElement *scene_name = inUI->CreateMenu();
  594. for (uint i = 0; i < size(sScenes); ++i)
  595. inUI->CreateTextButton(scene_name, sScenes[i], [this, i]() { sSceneName = sScenes[i]; RestartTest(); });
  596. inUI->ShowMenu(scene_name);
  597. });
  598. inUI->CreateTextButton(inSubMenu, "Character Movement Settings", [this, inUI]() {
  599. UIElement *movement_settings = inUI->CreateMenu();
  600. inUI->CreateCheckBox(movement_settings, "Control Movement During Jump", sControlMovementDuringJump, [](UICheckBox::EState inState) { sControlMovementDuringJump = inState == UICheckBox::STATE_CHECKED; });
  601. inUI->CreateSlider(movement_settings, "Character Speed", sCharacterSpeed, 0.1f, 10.0f, 0.1f, [](float inValue) { sCharacterSpeed = inValue; });
  602. inUI->CreateSlider(movement_settings, "Character Jump Speed", sJumpSpeed, 0.1f, 10.0f, 0.1f, [](float inValue) { sJumpSpeed = inValue; });
  603. AddCharacterMovementSettings(inUI, movement_settings);
  604. inUI->ShowMenu(movement_settings);
  605. });
  606. inUI->CreateTextButton(inSubMenu, "Configuration Settings", [this, inUI]() {
  607. UIElement *configuration_settings = inUI->CreateMenu();
  608. inUI->CreateComboBox(configuration_settings, "Shape Type", { "Capsule", "Cylinder", "Box" }, (int)sShapeType, [](int inItem) { sShapeType = (EType)inItem; });
  609. AddConfigurationSettings(inUI, configuration_settings);
  610. inUI->CreateTextButton(configuration_settings, "Accept Changes", [this]() { RestartTest(); });
  611. inUI->ShowMenu(configuration_settings);
  612. });
  613. }
  614. void CharacterBaseTest::GetInitialCamera(CameraState& ioState) const
  615. {
  616. // This will become the local space offset, look down the x axis and slightly down
  617. ioState.mPos = RVec3::sZero();
  618. ioState.mForward = Vec3(10.0f, -2.0f, 0).Normalized();
  619. }
  620. RMat44 CharacterBaseTest::GetCameraPivot(float inCameraHeading, float inCameraPitch) const
  621. {
  622. // Pivot is center of character + distance behind based on the heading and pitch of the camera
  623. Vec3 fwd = Vec3(Cos(inCameraPitch) * Cos(inCameraHeading), Sin(inCameraPitch), Cos(inCameraPitch) * Sin(inCameraHeading));
  624. return RMat44::sTranslation(mCameraPivot + Vec3(0, cCharacterHeightStanding + cCharacterRadiusStanding, 0) - 5.0f * fwd);
  625. }
  626. void CharacterBaseTest::SaveState(StateRecorder &inStream) const
  627. {
  628. inStream.Write(mTime);
  629. inStream.Write(mRampBlocksTimeLeft);
  630. inStream.Write(mReversingVerticallyMovingVelocity);
  631. if (mAnimatedCharacterVirtual != nullptr)
  632. mAnimatedCharacterVirtual->SaveState(inStream);
  633. }
  634. void CharacterBaseTest::RestoreState(StateRecorder &inStream)
  635. {
  636. inStream.Read(mTime);
  637. inStream.Read(mRampBlocksTimeLeft);
  638. inStream.Read(mReversingVerticallyMovingVelocity);
  639. if (mAnimatedCharacterVirtual != nullptr)
  640. mAnimatedCharacterVirtual->RestoreState(inStream);
  641. }
  642. void CharacterBaseTest::SaveInputState(StateRecorder &inStream) const
  643. {
  644. inStream.Write(mControlInput);
  645. inStream.Write(mJump);
  646. inStream.Write(mSwitchStance);
  647. }
  648. void CharacterBaseTest::RestoreInputState(StateRecorder &inStream)
  649. {
  650. inStream.Read(mControlInput);
  651. inStream.Read(mJump);
  652. inStream.Read(mSwitchStance);
  653. }
  654. void CharacterBaseTest::DrawCharacterState(const CharacterBase *inCharacter, RMat44Arg inCharacterTransform, Vec3Arg inCharacterVelocity)
  655. {
  656. // Draw current location
  657. // 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)
  658. mDebugRenderer->DrawCoordinateSystem(inCharacterTransform, 0.1f);
  659. // Draw the state of the ground contact
  660. CharacterBase::EGroundState ground_state = inCharacter->GetGroundState();
  661. if (ground_state != CharacterBase::EGroundState::InAir)
  662. {
  663. RVec3 ground_position = inCharacter->GetGroundPosition();
  664. Vec3 ground_normal = inCharacter->GetGroundNormal();
  665. Vec3 ground_velocity = inCharacter->GetGroundVelocity();
  666. // Draw ground position
  667. mDebugRenderer->DrawMarker(ground_position, Color::sRed, 0.1f);
  668. mDebugRenderer->DrawArrow(ground_position, ground_position + 2.0f * ground_normal, Color::sGreen, 0.1f);
  669. // Draw ground velocity
  670. if (!ground_velocity.IsNearZero())
  671. mDebugRenderer->DrawArrow(ground_position, ground_position + ground_velocity, Color::sBlue, 0.1f);
  672. }
  673. // Draw provided character velocity
  674. if (!inCharacterVelocity.IsNearZero())
  675. mDebugRenderer->DrawArrow(inCharacterTransform.GetTranslation(), inCharacterTransform.GetTranslation() + inCharacterVelocity, Color::sYellow, 0.1f);
  676. // Draw text info
  677. const PhysicsMaterial *ground_material = inCharacter->GetGroundMaterial();
  678. Vec3 horizontal_velocity = inCharacterVelocity;
  679. horizontal_velocity.SetY(0);
  680. 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);
  681. }