CharacterBaseTest.cpp 22 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #include <TestFramework.h>
  4. #include <Tests/Character/CharacterBaseTest.h>
  5. #include <Jolt/Physics/PhysicsScene.h>
  6. #include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
  7. #include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
  8. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  9. #include <Jolt/Physics/Collision/Shape/SphereShape.h>
  10. #include <Jolt/Physics/Collision/Shape/MeshShape.h>
  11. #include <Jolt/Physics/Constraints/HingeConstraint.h>
  12. #include <Jolt/Core/StringTools.h>
  13. #include <Jolt/ObjectStream/ObjectStreamIn.h>
  14. #include <Application/DebugUI.h>
  15. #include <Layers.h>
  16. #include <Utils/Log.h>
  17. #include <Renderer/DebugRendererImp.h>
  18. JPH_IMPLEMENT_RTTI_ABSTRACT(CharacterBaseTest)
  19. {
  20. JPH_ADD_BASE_CLASS(CharacterBaseTest, Test)
  21. }
  22. const char *CharacterBaseTest::sScenes[] =
  23. {
  24. "PerlinMesh",
  25. "PerlinHeightField",
  26. "ObstacleCourse",
  27. "Terrain1",
  28. "Terrain2",
  29. };
  30. const char *CharacterBaseTest::sSceneName = "ObstacleCourse";
  31. // Scene constants
  32. static const Vec3 cRotatingPosition(-5, 0.15f, 15);
  33. static const Quat cRotatingOrientation = Quat::sIdentity();
  34. static const Vec3 cVerticallyMovingPosition(0, 2.0f, 15);
  35. static const Quat cVerticallyMovingOrientation = Quat::sIdentity();
  36. static const Vec3 cHorizontallyMovingPosition(5, 1, 15);
  37. static const Quat cHorizontallyMovingOrientation = Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI);
  38. static const Vec3 cRampPosition(15, 2.2f, 15);
  39. static const Quat cRampOrientation = Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI);
  40. static const Vec3 cRampBlocksStart = cRampPosition + Vec3(-3.0f, 3.0f, 1.5f);
  41. static const Vec3 cRampBlocksDelta = Vec3(2.0f, 0, 0);
  42. static const float cRampBlocksTime = 5.0f;
  43. static const Vec3 cSmallBumpsPosition = Vec3(-5.0f, 0, 2.5f);
  44. static const float cSmallBumpHeight = 0.05f;
  45. static const float cSmallBumpWidth = 0.01f;
  46. static const float cSmallBumpDelta = 0.5f;
  47. static const Vec3 cLargeBumpsPosition = Vec3(-10.0f, 0, 2.5f);
  48. static const float cLargeBumpHeight = 0.3f;
  49. static const float cLargeBumpWidth = 0.1f;
  50. static const float cLargeBumpDelta = 2.0f;
  51. static const Vec3 cStairsPosition = Vec3(-15.0f, 0, 2.5f);
  52. static const float cStairsStepHeight = 0.3f;
  53. static const Vec3 cMeshStairsPosition = Vec3(-20.0f, 0, 2.5f);
  54. static const Vec3 cNoStairsPosition = Vec3(-15.0f, 0, 10.0f);
  55. static const float cNoStairsStepHeight = 0.3f;
  56. static const float cNoStairsStepDelta = 0.05f;
  57. static const Vec3 cMeshNoStairsPosition = Vec3(-20.0f, 0, 10.0f);
  58. static const Vec3 cMeshWallPosition = Vec3(-25.0f, 0, -27.0f);
  59. static const float cMeshWallHeight = 3.0f;
  60. static const float cMeshWallWidth = 2.0f;
  61. static const float cMeshWallStepStart = 0.5f;
  62. static const float cMeshWallStepEnd = 4.0f;
  63. static const int cMeshWallSegments = 25;
  64. void CharacterBaseTest::Initialize()
  65. {
  66. if (strcmp(sSceneName, "PerlinMesh") == 0)
  67. {
  68. // Default terrain
  69. CreateMeshTerrain();
  70. }
  71. else if (strcmp(sSceneName, "PerlinHeightField") == 0)
  72. {
  73. // Default terrain
  74. CreateHeightFieldTerrain();
  75. }
  76. else if (strcmp(sSceneName, "ObstacleCourse") == 0)
  77. {
  78. // Default terrain
  79. CreateFloor(350.0f);
  80. {
  81. // Create ramps with different inclinations
  82. Ref<Shape> ramp = RotatedTranslatedShapeSettings(Vec3(0, 0, -2.5f), Quat::sIdentity(), new BoxShape(Vec3(1.0f, 0.05f, 2.5f))).Create().Get();
  83. for (int angle = 0; angle < 18; ++angle)
  84. mBodyInterface->CreateAndAddBody(BodyCreationSettings(ramp, Vec3(-15.0f + angle * 2.0f, 0, -10.0f), Quat::sRotation(Vec3::sAxisX(), DegreesToRadians(10.0f * angle)), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  85. }
  86. {
  87. // Create wall consisting of vertical pillars
  88. // Note: Convex radius 0 because otherwise it will be a bumpy wall
  89. Ref<Shape> wall = new BoxShape(Vec3(0.1f, 2.5f, 0.1f), 0.0f);
  90. for (int z = 0; z < 30; ++z)
  91. mBodyInterface->CreateAndAddBody(BodyCreationSettings(wall, Vec3(0.0f, 2.5f, 2.0f + 0.2f * z), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  92. }
  93. {
  94. // Kinematic blocks to test interacting with moving objects
  95. Ref<Shape> kinematic = new BoxShape(Vec3(1, 0.15f, 3.0f));
  96. mRotatingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cRotatingPosition, cRotatingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  97. mVerticallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cVerticallyMovingPosition, cVerticallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  98. mHorizontallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cHorizontallyMovingPosition, cHorizontallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  99. }
  100. {
  101. // A rolling sphere towards the player
  102. BodyCreationSettings bcs(new SphereShape(0.2f), Vec3(0.0f, 0.2f, -1.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  103. bcs.mLinearVelocity = Vec3(0, 0, 2.0f);
  104. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  105. bcs.mMassPropertiesOverride.mMass = 10.0f;
  106. mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
  107. }
  108. {
  109. // Dynamic blocks to test player pushing blocks
  110. Ref<Shape> block = new BoxShape(Vec3::sReplicate(0.5f));
  111. for (int y = 0; y < 3; ++y)
  112. {
  113. BodyCreationSettings bcs(block, Vec3(5.0f, 0.5f + float(y), 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  114. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  115. bcs.mMassPropertiesOverride.mMass = 10.0f;
  116. mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate);
  117. }
  118. }
  119. {
  120. // Dynamic block on a static step (to test pushing block on stairs)
  121. mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(0.5f, 0.15f, 0.5f)), Vec3(10.0f, 0.15f, 0.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  122. BodyCreationSettings bcs(new BoxShape(Vec3::sReplicate(0.5f)), Vec3(10.0f, 0.8f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  123. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  124. bcs.mMassPropertiesOverride.mMass = 10.0f;
  125. mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate);
  126. }
  127. {
  128. // Dynamic spheres to test player pushing stuff you can step on
  129. float h = 0.0f;
  130. for (int y = 0; y < 3; ++y)
  131. {
  132. float r = 0.4f - 0.1f * y;
  133. h += r;
  134. BodyCreationSettings bcs(new SphereShape(r), Vec3(15.0f, h, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  135. h += r;
  136. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  137. bcs.mMassPropertiesOverride.mMass = 10.0f;
  138. mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate);
  139. }
  140. }
  141. {
  142. // A seesaw to test character gravity
  143. BodyID b1 = mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(1.0f, 0.2f, 0.05f)), Vec3(20.0f, 0.2f, 0.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  144. BodyCreationSettings bcs(new BoxShape(Vec3(1.0f, 0.05f, 5.0f)), Vec3(20.0f, 0.45f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  145. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  146. bcs.mMassPropertiesOverride.mMass = 10.0f;
  147. BodyID b2 = mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
  148. // Connect the parts with a hinge
  149. HingeConstraintSettings hinge;
  150. hinge.mPoint1 = hinge.mPoint2 = Vec3(20.0f, 0.4f, 0.0f);
  151. hinge.mHingeAxis1 = hinge.mHingeAxis2 = Vec3::sAxisX();
  152. mPhysicsSystem->AddConstraint(mBodyInterface->CreateConstraint(&hinge, b1, b2));
  153. }
  154. {
  155. // A board above the character to crouch and jump up against
  156. float h = 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching + 0.1f;
  157. for (int x = 0; x < 2; ++x)
  158. mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(1.0f, h, 0.05f)), Vec3(25.0f, h, x == 0? -0.95f : 0.95f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  159. BodyCreationSettings bcs(new BoxShape(Vec3(1.0f, 0.05f, 1.0f)), Vec3(25.0f, 2.0f * h + 0.05f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  160. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  161. bcs.mMassPropertiesOverride.mMass = 10.0f;
  162. mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
  163. }
  164. {
  165. // A floating static block
  166. mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.5f)), Vec3(30.0f, 1.5f, 0.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  167. }
  168. {
  169. // Create ramp
  170. BodyCreationSettings ramp(new BoxShape(Vec3(4.0f, 0.1f, 3.0f)), cRampPosition, cRampOrientation, EMotionType::Static, Layers::NON_MOVING);
  171. mBodyInterface->CreateAndAddBody(ramp, EActivation::DontActivate);
  172. // Create blocks on ramp
  173. Ref<Shape> block = new BoxShape(Vec3::sReplicate(0.5f));
  174. BodyCreationSettings bcs(block, cRampBlocksStart, cRampOrientation, EMotionType::Dynamic, Layers::MOVING);
  175. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  176. bcs.mMassPropertiesOverride.mMass = 10.0f;
  177. for (int i = 0; i < 4; ++i)
  178. {
  179. mRampBlocks.emplace_back(mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate));
  180. bcs.mPosition += cRampBlocksDelta;
  181. }
  182. }
  183. // Create three funnels with walls that are too steep to climb
  184. Ref<Shape> funnel = new BoxShape(Vec3(0.1f, 1.0f, 1.0f));
  185. for (int i = 0; i < 2; ++i)
  186. {
  187. Quat rotation = Quat::sRotation(Vec3::sAxisY(), JPH_PI * i);
  188. mBodyInterface->CreateAndAddBody(BodyCreationSettings(funnel, Vec3(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);
  189. }
  190. for (int i = 0; i < 3; ++i)
  191. {
  192. Quat rotation = Quat::sRotation(Vec3::sAxisY(), 2.0f / 3.0f * JPH_PI * i);
  193. mBodyInterface->CreateAndAddBody(BodyCreationSettings(funnel, Vec3(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);
  194. }
  195. for (int i = 0; i < 4; ++i)
  196. {
  197. Quat rotation = Quat::sRotation(Vec3::sAxisY(), 0.5f * JPH_PI * i);
  198. mBodyInterface->CreateAndAddBody(BodyCreationSettings(funnel, Vec3(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);
  199. }
  200. // Create small bumps
  201. {
  202. BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cSmallBumpHeight, 0.5f * cSmallBumpWidth), 0.0f), Vec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  203. for (int i = 0; i < 10; ++i)
  204. {
  205. step.mPosition = cSmallBumpsPosition + Vec3(0, 0.5f * cSmallBumpHeight, cSmallBumpDelta * i);
  206. mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
  207. }
  208. }
  209. // Create large bumps
  210. {
  211. BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cLargeBumpHeight, 0.5f * cLargeBumpWidth)), Vec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  212. for (int i = 0; i < 5; ++i)
  213. {
  214. step.mPosition = cLargeBumpsPosition + Vec3(0, 0.5f * cLargeBumpHeight, cLargeBumpDelta * i);
  215. mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
  216. }
  217. }
  218. // Create stairs
  219. {
  220. BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cStairsStepHeight, 0.5f * cStairsStepHeight)), Vec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  221. for (int i = 0; i < 10; ++i)
  222. {
  223. step.mPosition = cStairsPosition + Vec3(0, cStairsStepHeight * (0.5f + i), cStairsStepHeight * i);
  224. mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
  225. }
  226. }
  227. // A wall beside the stairs
  228. 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);
  229. // Create stairs from triangles
  230. {
  231. TriangleList triangles;
  232. float rear_z = 10 * cStairsStepHeight;
  233. for (int i = 0; i < 10; ++i)
  234. {
  235. // Start of step
  236. Vec3 base(0, cStairsStepHeight * i, cStairsStepHeight * i);
  237. // Left side
  238. Vec3 b1 = base + Vec3(2.0f, 0, 0);
  239. Vec3 s1 = b1 + Vec3(0, cStairsStepHeight, 0);
  240. Vec3 p1 = s1 + Vec3(0, 0, cStairsStepHeight);
  241. // Right side
  242. Vec3 width(-4.0f, 0, 0);
  243. Vec3 b2 = b1 + width;
  244. Vec3 s2 = s1 + width;
  245. Vec3 p2 = p1 + width;
  246. triangles.push_back(Triangle(s1, b1, s2));
  247. triangles.push_back(Triangle(b1, b2, s2));
  248. triangles.push_back(Triangle(s1, p2, p1));
  249. triangles.push_back(Triangle(s1, s2, p2));
  250. // Side of stairs
  251. Vec3 rb2 = b2; rb2.SetZ(rear_z);
  252. Vec3 rs2 = s2; rs2.SetZ(rear_z);
  253. triangles.push_back(Triangle(s2, b2, rs2));
  254. triangles.push_back(Triangle(rs2, b2, rb2));
  255. p1 = p2;
  256. }
  257. MeshShapeSettings mesh(triangles);
  258. mesh.SetEmbedded();
  259. BodyCreationSettings mesh_stairs(&mesh, cMeshStairsPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  260. mBodyInterface->CreateAndAddBody(mesh_stairs, EActivation::DontActivate);
  261. }
  262. // A wall to the side and behind the stairs
  263. 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);
  264. // Create stairs with too little space between the steps
  265. {
  266. BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cNoStairsStepHeight, 0.5f * cNoStairsStepHeight)), Vec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  267. for (int i = 0; i < 10; ++i)
  268. {
  269. step.mPosition = cNoStairsPosition + Vec3(0, cNoStairsStepHeight * (0.5f + i), cNoStairsStepDelta * i);
  270. mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
  271. }
  272. }
  273. // Create stairs with too little space between the steps consisting of triangles
  274. {
  275. TriangleList triangles;
  276. for (int i = 0; i < 10; ++i)
  277. {
  278. // Start of step
  279. Vec3 base(0, cStairsStepHeight * i, cNoStairsStepDelta * i);
  280. // Left side
  281. Vec3 b1 = base - Vec3(2.0f, 0, 0);
  282. Vec3 s1 = b1 + Vec3(0, cStairsStepHeight, 0);
  283. Vec3 p1 = s1 + Vec3(0, 0, cNoStairsStepDelta);
  284. // Right side
  285. Vec3 width(4.0f, 0, 0);
  286. Vec3 b2 = b1 + width;
  287. Vec3 s2 = s1 + width;
  288. Vec3 p2 = p1 + width;
  289. triangles.push_back(Triangle(s1, s2, b1));
  290. triangles.push_back(Triangle(b1, s2, b2));
  291. triangles.push_back(Triangle(s1, p1, p2));
  292. triangles.push_back(Triangle(s1, p2, s2));
  293. p1 = p2;
  294. }
  295. MeshShapeSettings mesh(triangles);
  296. mesh.SetEmbedded();
  297. BodyCreationSettings mesh_stairs(&mesh, cMeshNoStairsPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  298. mBodyInterface->CreateAndAddBody(mesh_stairs, EActivation::DontActivate);
  299. }
  300. // Create mesh with walls at varying angles
  301. {
  302. TriangleList triangles;
  303. Vec3 p1(0.5f * cMeshWallWidth, 0, 0);
  304. Vec3 h(0, cMeshWallHeight, 0);
  305. for (int i = 0; i < cMeshWallSegments; ++i)
  306. {
  307. float delta = cMeshWallStepStart + i * (cMeshWallStepEnd - cMeshWallStepStart) / (cMeshWallSegments - 1);
  308. Vec3 p2 = Vec3((i & 1)? 0.5f * cMeshWallWidth : -0.5f * cMeshWallWidth, 0, p1.GetZ() + delta);
  309. triangles.push_back(Triangle(p1, p1 + h, p2 + h));
  310. triangles.push_back(Triangle(p1, p2 + h, p2));
  311. p1 = p2;
  312. }
  313. MeshShapeSettings mesh(triangles);
  314. mesh.SetEmbedded();
  315. BodyCreationSettings wall(&mesh, cMeshWallPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  316. mBodyInterface->CreateAndAddBody(wall, EActivation::DontActivate);
  317. }
  318. }
  319. else
  320. {
  321. // Load scene
  322. Ref<PhysicsScene> scene;
  323. if (!ObjectStreamIn::sReadObject((String("Assets/") + sSceneName + ".bof").c_str(), scene))
  324. FatalError("Failed to load scene");
  325. scene->FixInvalidScales();
  326. for (BodyCreationSettings &settings : scene->GetBodies())
  327. {
  328. settings.mObjectLayer = Layers::NON_MOVING;
  329. settings.mFriction = 0.5f;
  330. }
  331. scene->CreateBodies(mPhysicsSystem);
  332. }
  333. // Create capsule shapes for all stances
  334. mStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightStanding, cCharacterRadiusStanding)).Create().Get();
  335. mCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightCrouching, cCharacterRadiusCrouching)).Create().Get();
  336. }
  337. void CharacterBaseTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
  338. {
  339. // Update scene time
  340. mTime += inParams.mDeltaTime;
  341. // Determine controller input
  342. Vec3 control_input = Vec3::sZero();
  343. if (inParams.mKeyboard->IsKeyPressed(DIK_LEFT)) control_input.SetZ(-1);
  344. if (inParams.mKeyboard->IsKeyPressed(DIK_RIGHT)) control_input.SetZ(1);
  345. if (inParams.mKeyboard->IsKeyPressed(DIK_UP)) control_input.SetX(1);
  346. if (inParams.mKeyboard->IsKeyPressed(DIK_DOWN)) control_input.SetX(-1);
  347. if (control_input != Vec3::sZero())
  348. control_input = control_input.Normalized();
  349. // Rotate controls to align with the camera
  350. Vec3 cam_fwd = inParams.mCameraState.mForward;
  351. cam_fwd.SetY(0.0f);
  352. cam_fwd = cam_fwd.NormalizedOr(Vec3::sAxisX());
  353. Quat rotation = Quat::sFromTo(Vec3::sAxisX(), cam_fwd);
  354. control_input = rotation * control_input;
  355. // Check actions
  356. bool jump = false;
  357. bool switch_stance = false;
  358. for (int key = inParams.mKeyboard->GetFirstKey(); key != 0; key = inParams.mKeyboard->GetNextKey())
  359. {
  360. if (key == DIK_RSHIFT)
  361. switch_stance = true;
  362. else if (key == DIK_RCONTROL)
  363. jump = true;
  364. }
  365. HandleInput(control_input, jump, switch_stance, inParams.mDeltaTime);
  366. // Animate bodies
  367. if (!mRotatingBody.IsInvalid())
  368. mBodyInterface->MoveKinematic(mRotatingBody, cRotatingPosition, Quat::sRotation(Vec3::sAxisY(), JPH_PI * Sin(mTime)), inParams.mDeltaTime);
  369. if (!mHorizontallyMovingBody.IsInvalid())
  370. mBodyInterface->MoveKinematic(mHorizontallyMovingBody, cHorizontallyMovingPosition + Vec3(3.0f * Sin(mTime), 0, 0), cHorizontallyMovingOrientation, inParams.mDeltaTime);
  371. if (!mVerticallyMovingBody.IsInvalid())
  372. mBodyInterface->MoveKinematic(mVerticallyMovingBody, cVerticallyMovingPosition + Vec3(0, 1.75f * Sin(mTime), 0), cVerticallyMovingOrientation, inParams.mDeltaTime);
  373. // Reset ramp blocks
  374. mRampBlocksTimeLeft -= inParams.mDeltaTime;
  375. if (mRampBlocksTimeLeft < 0.0f)
  376. {
  377. for (size_t i = 0; i < mRampBlocks.size(); ++i)
  378. {
  379. mBodyInterface->SetPositionAndRotation(mRampBlocks[i], cRampBlocksStart + float(i) * cRampBlocksDelta, cRampOrientation, EActivation::Activate);
  380. mBodyInterface->SetLinearAndAngularVelocity(mRampBlocks[i], Vec3::sZero(), Vec3::sZero());
  381. }
  382. mRampBlocksTimeLeft = cRampBlocksTime;
  383. }
  384. }
  385. void CharacterBaseTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
  386. {
  387. inUI->CreateTextButton(inSubMenu, "Select Scene", [this, inUI]() {
  388. UIElement *scene_name = inUI->CreateMenu();
  389. for (uint i = 0; i < size(sScenes); ++i)
  390. inUI->CreateTextButton(scene_name, sScenes[i], [this, i]() { sSceneName = sScenes[i]; RestartTest(); });
  391. inUI->ShowMenu(scene_name);
  392. });
  393. }
  394. void CharacterBaseTest::GetInitialCamera(CameraState& ioState) const
  395. {
  396. // This will become the local space offset, look down the x axis and slightly down
  397. ioState.mPos = Vec3::sZero();
  398. ioState.mForward = Vec3(10.0f, -2.0f, 0).Normalized();
  399. }
  400. Mat44 CharacterBaseTest::GetCameraPivot(float inCameraHeading, float inCameraPitch) const
  401. {
  402. // Pivot is center of character + distance behind based on the heading and pitch of the camera
  403. Vec3 fwd = Vec3(Cos(inCameraPitch) * Cos(inCameraHeading), Sin(inCameraPitch), Cos(inCameraPitch) * Sin(inCameraHeading));
  404. return Mat44::sTranslation(GetCharacterPosition() + Vec3(0, cCharacterHeightStanding + cCharacterRadiusStanding, 0) - 5.0f * fwd);
  405. }
  406. void CharacterBaseTest::SaveState(StateRecorder &inStream) const
  407. {
  408. inStream.Write(mTime);
  409. inStream.Write(mRampBlocksTimeLeft);
  410. }
  411. void CharacterBaseTest::RestoreState(StateRecorder &inStream)
  412. {
  413. inStream.Read(mTime);
  414. inStream.Read(mRampBlocksTimeLeft);
  415. }
  416. void CharacterBaseTest::DrawCharacterState(const CharacterBase *inCharacter, Mat44Arg inCharacterTransform, Vec3Arg inCharacterVelocity)
  417. {
  418. // Draw current location
  419. // 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)
  420. mDebugRenderer->DrawCoordinateSystem(inCharacterTransform, 0.1f);
  421. // Determine color
  422. CharacterBase::EGroundState ground_state = inCharacter->GetGroundState();
  423. Color color;
  424. switch (ground_state)
  425. {
  426. case CharacterBase::EGroundState::OnGround:
  427. color = Color::sGreen;
  428. break;
  429. case CharacterBase::EGroundState::OnSteepGround:
  430. color = Color::sYellow;
  431. break;
  432. case CharacterBase::EGroundState::NotSupported:
  433. color = Color::sOrange;
  434. break;
  435. case CharacterBase::EGroundState::InAir:
  436. default:
  437. color = Color::sRed;
  438. break;
  439. }
  440. // Draw the state of the ground contact
  441. if (ground_state != CharacterBase::EGroundState::InAir)
  442. {
  443. Vec3 ground_position = inCharacter->GetGroundPosition();
  444. Vec3 ground_normal = inCharacter->GetGroundNormal();
  445. Vec3 ground_velocity = inCharacter->GetGroundVelocity();
  446. // Draw ground position
  447. mDebugRenderer->DrawMarker(ground_position, Color::sRed, 0.1f);
  448. mDebugRenderer->DrawArrow(ground_position, ground_position + 2.0f * ground_normal, Color::sGreen, 0.1f);
  449. // Draw ground velocity
  450. if (!ground_velocity.IsNearZero())
  451. mDebugRenderer->DrawArrow(ground_position, ground_position + ground_velocity, Color::sBlue, 0.1f);
  452. }
  453. // Draw provided character velocity
  454. if (!inCharacterVelocity.IsNearZero())
  455. mDebugRenderer->DrawArrow(inCharacterTransform.GetTranslation(), inCharacterTransform.GetTranslation() + inCharacterVelocity, Color::sYellow, 0.1f);
  456. // Draw text info
  457. const PhysicsMaterial *ground_material = inCharacter->GetGroundMaterial();
  458. Vec3 horizontal_velocity = inCharacterVelocity;
  459. horizontal_velocity.SetY(0);
  460. 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);
  461. }