CharacterBaseTest.cpp 32 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688
  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #include <TestFramework.h>
  5. #include <Tests/Character/CharacterBaseTest.h>
  6. #include <Jolt/Physics/PhysicsScene.h>
  7. #include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
  8. #include <Jolt/Physics/Collision/Shape/CylinderShape.h>
  9. #include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
  10. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  11. #include <Jolt/Physics/Collision/Shape/SphereShape.h>
  12. #include <Jolt/Physics/Collision/Shape/MeshShape.h>
  13. #include <Jolt/Physics/Constraints/HingeConstraint.h>
  14. #include <Jolt/Core/StringTools.h>
  15. #include <Jolt/ObjectStream/ObjectStreamIn.h>
  16. #include <Application/DebugUI.h>
  17. #include <Layers.h>
  18. #include <Utils/Log.h>
  19. #include <Renderer/DebugRendererImp.h>
  20. JPH_IMPLEMENT_RTTI_ABSTRACT(CharacterBaseTest)
  21. {
  22. JPH_ADD_BASE_CLASS(CharacterBaseTest, Test)
  23. }
  24. const char *CharacterBaseTest::sScenes[] =
  25. {
  26. "PerlinMesh",
  27. "PerlinHeightField",
  28. "ObstacleCourse",
  29. "InitiallyIntersecting",
  30. "Terrain1",
  31. "Terrain2",
  32. };
  33. const char *CharacterBaseTest::sSceneName = "ObstacleCourse";
  34. // Scene constants
  35. static const RVec3 cRotatingPosition(-5, 0.15f, 15);
  36. static const Quat cRotatingOrientation = Quat::sIdentity();
  37. static const RVec3 cRotatingWallPosition(5, 1.0f, 25.0f);
  38. static const Quat cRotatingWallOrientation = Quat::sIdentity();
  39. static const RVec3 cRotatingAndTranslatingPosition(-10, 0.15f, 27.5f);
  40. static const Quat cRotatingAndTranslatingOrientation = Quat::sIdentity();
  41. static const RVec3 cSmoothVerticallyMovingPosition(0, 2.0f, 15);
  42. static const Quat cSmoothVerticallyMovingOrientation = Quat::sIdentity();
  43. static const RVec3 cReversingVerticallyMovingPosition(0, 0.15f, 25);
  44. static const Quat cReversingVerticallyMovingOrientation = Quat::sIdentity();
  45. static const RVec3 cHorizontallyMovingPosition(5, 1, 15);
  46. static const Quat cHorizontallyMovingOrientation = Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI);
  47. static const RVec3 cConveyorBeltPosition(-10, 0.15f, 15);
  48. static const RVec3 cRampPosition(15, 2.2f, 15);
  49. static const Quat cRampOrientation = Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI);
  50. static const RVec3 cRampBlocksStart = cRampPosition + Vec3(-3.0f, 3.0f, 1.5f);
  51. static const Vec3 cRampBlocksDelta = Vec3(2.0f, 0, 0);
  52. static const float cRampBlocksTime = 5.0f;
  53. static const RVec3 cSmallBumpsPosition(-5.0f, 0, 2.5f);
  54. static const float cSmallBumpHeight = 0.05f;
  55. static const float cSmallBumpWidth = 0.01f;
  56. static const float cSmallBumpDelta = 0.5f;
  57. static const RVec3 cLargeBumpsPosition(-10.0f, 0, 2.5f);
  58. static const float cLargeBumpHeight = 0.3f;
  59. static const float cLargeBumpWidth = 0.1f;
  60. static const float cLargeBumpDelta = 2.0f;
  61. static const RVec3 cStairsPosition(-15.0f, 0, 2.5f);
  62. static const float cStairsStepHeight = 0.3f;
  63. static const RVec3 cMeshStairsPosition(-20.0f, 0, 2.5f);
  64. static const RVec3 cNoStairsPosition(-15.0f, 0, 10.0f);
  65. static const float cNoStairsStepHeight = 0.3f;
  66. static const float cNoStairsStepDelta = 0.05f;
  67. static const RVec3 cMeshNoStairsPosition(-20.0f, 0, 10.0f);
  68. static const RVec3 cMeshWallPosition(-25.0f, 0, -27.0f);
  69. static const float cMeshWallHeight = 3.0f;
  70. static const float cMeshWallWidth = 2.0f;
  71. static const float cMeshWallStepStart = 0.5f;
  72. static const float cMeshWallStepEnd = 4.0f;
  73. static const int cMeshWallSegments = 25;
  74. static const RVec3 cHalfCylinderPosition(5.0f, 0, 8.0f);
  75. static const RVec3 cMeshBoxPosition(30.0f, 1.5f, 5.0f);
  76. static const RVec3 cSensorPosition(30, 0.9f, -5);
  77. void CharacterBaseTest::Initialize()
  78. {
  79. if (strcmp(sSceneName, "PerlinMesh") == 0)
  80. {
  81. // Default terrain
  82. CreateMeshTerrain();
  83. }
  84. else if (strcmp(sSceneName, "PerlinHeightField") == 0)
  85. {
  86. // Default terrain
  87. CreateHeightFieldTerrain();
  88. }
  89. else if (strcmp(sSceneName, "InitiallyIntersecting") == 0)
  90. {
  91. CreateFloor();
  92. // Create a grid of boxes that are initially intersecting with the character
  93. RefConst<Shape> box = new BoxShape(Vec3(0.1f, 0.1f, 0.1f));
  94. BodyCreationSettings settings(box, RVec3(0, 0.5f, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  95. for (int x = 0; x < 4; ++x)
  96. for (int y = 0; y <= 10; ++y)
  97. for (int z = 0; z <= 10; ++z)
  98. {
  99. settings.mPosition = RVec3(-0.5f + 0.1f * x, 0.1f + 0.1f * y, -0.5f + 0.1f * z);
  100. mBodyInterface->CreateAndAddBody(settings, EActivation::DontActivate);
  101. }
  102. }
  103. else if (strcmp(sSceneName, "ObstacleCourse") == 0)
  104. {
  105. // Default terrain
  106. CreateFloor(350.0f);
  107. {
  108. // Create ramps with different inclinations
  109. Ref<Shape> ramp = RotatedTranslatedShapeSettings(Vec3(0, 0, -2.5f), Quat::sIdentity(), new BoxShape(Vec3(1.0f, 0.05f, 2.5f))).Create().Get();
  110. for (int angle = 0; angle < 18; ++angle)
  111. mBodyInterface->CreateAndAddBody(BodyCreationSettings(ramp, RVec3(-15.0f + angle * 2.0f, 0, -10.0f), Quat::sRotation(Vec3::sAxisX(), DegreesToRadians(10.0f * angle)), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  112. }
  113. {
  114. // Create ramps with different inclinations intersecting with a steep slope
  115. Ref<Shape> ramp = RotatedTranslatedShapeSettings(Vec3(0, 0, -2.5f), Quat::sIdentity(), new BoxShape(Vec3(1.0f, 0.05f, 2.5f))).Create().Get();
  116. Ref<Shape> ramp2 = RotatedTranslatedShapeSettings(Vec3(0, 2.0f, 0), Quat::sIdentity(), new BoxShape(Vec3(0.05f, 2.0f, 1.0f))).Create().Get();
  117. for (int angle = 0; angle < 9; ++angle)
  118. {
  119. 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);
  120. 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);
  121. }
  122. }
  123. {
  124. // Create wall consisting of vertical pillars
  125. // Note: Convex radius 0 because otherwise it will be a bumpy wall
  126. Ref<Shape> wall = new BoxShape(Vec3(0.1f, 2.5f, 0.1f), 0.0f);
  127. for (int z = 0; z < 30; ++z)
  128. mBodyInterface->CreateAndAddBody(BodyCreationSettings(wall, RVec3(0.0f, 2.5f, 2.0f + 0.2f * z), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  129. }
  130. {
  131. // Kinematic blocks to test interacting with moving objects
  132. Ref<Shape> kinematic = new BoxShape(Vec3(1, 0.15f, 3.0f));
  133. mRotatingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cRotatingPosition, cRotatingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  134. mRotatingWallBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(3.0f, 1, 0.15f)), cRotatingWallPosition, cRotatingWallOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  135. mRotatingAndTranslatingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cRotatingAndTranslatingPosition, cRotatingAndTranslatingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  136. mSmoothVerticallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cSmoothVerticallyMovingPosition, cSmoothVerticallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  137. mReversingVerticallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cReversingVerticallyMovingPosition, cReversingVerticallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  138. mHorizontallyMovingBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(kinematic, cHorizontallyMovingPosition, cHorizontallyMovingOrientation, EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
  139. }
  140. {
  141. // Conveyor belt (only works with virtual character)
  142. mConveyorBeltBody = mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(1, 0.15f, 3.0f)), cConveyorBeltPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::Activate);
  143. }
  144. {
  145. // A rolling sphere towards the player
  146. BodyCreationSettings bcs(new SphereShape(0.2f), RVec3(0.0f, 0.2f, -1.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  147. bcs.mLinearVelocity = Vec3(0, 0, 2.0f);
  148. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  149. bcs.mMassPropertiesOverride.mMass = 10.0f;
  150. mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
  151. }
  152. {
  153. // Dynamic blocks to test player pushing blocks
  154. Ref<Shape> block = new BoxShape(Vec3::sReplicate(0.5f));
  155. for (int y = 0; y < 3; ++y)
  156. {
  157. BodyCreationSettings bcs(block, RVec3(5.0f, 0.5f + float(y), 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  158. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  159. bcs.mMassPropertiesOverride.mMass = 10.0f;
  160. mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate);
  161. }
  162. }
  163. {
  164. // Dynamic block on a static step (to test pushing block on stairs)
  165. 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);
  166. BodyCreationSettings bcs(new BoxShape(Vec3::sReplicate(0.5f)), RVec3(10.0f, 0.8f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  167. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  168. bcs.mMassPropertiesOverride.mMass = 10.0f;
  169. mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate);
  170. }
  171. {
  172. // Dynamic spheres to test player pushing stuff you can step on
  173. float h = 0.0f;
  174. for (int y = 0; y < 3; ++y)
  175. {
  176. float r = 0.4f - 0.1f * y;
  177. h += r;
  178. BodyCreationSettings bcs(new SphereShape(r), RVec3(15.0f, h, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  179. h += r;
  180. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  181. bcs.mMassPropertiesOverride.mMass = 10.0f;
  182. mBodyInterface->CreateAndAddBody(bcs, EActivation::DontActivate);
  183. }
  184. }
  185. {
  186. // A seesaw to test character gravity
  187. 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);
  188. BodyCreationSettings bcs(new BoxShape(Vec3(1.0f, 0.05f, 5.0f)), RVec3(20.0f, 0.45f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  189. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  190. bcs.mMassPropertiesOverride.mMass = 10.0f;
  191. BodyID b2 = mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
  192. // Connect the parts with a hinge
  193. HingeConstraintSettings hinge;
  194. hinge.mPoint1 = hinge.mPoint2 = RVec3(20.0f, 0.4f, 0.0f);
  195. hinge.mHingeAxis1 = hinge.mHingeAxis2 = Vec3::sAxisX();
  196. mPhysicsSystem->AddConstraint(mBodyInterface->CreateConstraint(&hinge, b1, b2));
  197. }
  198. {
  199. // A board above the character to crouch and jump up against
  200. float h = 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching + 0.1f;
  201. for (int x = 0; x < 2; ++x)
  202. 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);
  203. 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);
  204. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  205. bcs.mMassPropertiesOverride.mMass = 10.0f;
  206. mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
  207. }
  208. {
  209. // A floating static block
  210. 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);
  211. }
  212. {
  213. // Create ramp
  214. BodyCreationSettings ramp(new BoxShape(Vec3(4.0f, 0.1f, 3.0f)), cRampPosition, cRampOrientation, EMotionType::Static, Layers::NON_MOVING);
  215. mBodyInterface->CreateAndAddBody(ramp, EActivation::DontActivate);
  216. // Create blocks on ramp
  217. Ref<Shape> block = new BoxShape(Vec3::sReplicate(0.5f));
  218. BodyCreationSettings bcs(block, cRampBlocksStart, cRampOrientation, EMotionType::Dynamic, Layers::MOVING);
  219. bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  220. bcs.mMassPropertiesOverride.mMass = 10.0f;
  221. for (int i = 0; i < 4; ++i)
  222. {
  223. mRampBlocks.emplace_back(mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate));
  224. bcs.mPosition += cRampBlocksDelta;
  225. }
  226. }
  227. // Create three funnels with walls that are too steep to climb
  228. Ref<Shape> funnel = new BoxShape(Vec3(0.1f, 1.0f, 1.0f));
  229. for (int i = 0; i < 2; ++i)
  230. {
  231. Quat rotation = Quat::sRotation(Vec3::sAxisY(), JPH_PI * i);
  232. 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);
  233. }
  234. for (int i = 0; i < 3; ++i)
  235. {
  236. Quat rotation = Quat::sRotation(Vec3::sAxisY(), 2.0f / 3.0f * JPH_PI * i);
  237. 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);
  238. }
  239. for (int i = 0; i < 4; ++i)
  240. {
  241. Quat rotation = Quat::sRotation(Vec3::sAxisY(), 0.5f * JPH_PI * i);
  242. 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);
  243. }
  244. // Create small bumps
  245. {
  246. BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cSmallBumpHeight, 0.5f * cSmallBumpWidth), 0.0f), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  247. for (int i = 0; i < 10; ++i)
  248. {
  249. step.mPosition = cSmallBumpsPosition + Vec3(0, 0.5f * cSmallBumpHeight, cSmallBumpDelta * i);
  250. mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
  251. }
  252. }
  253. // Create large bumps
  254. {
  255. BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cLargeBumpHeight, 0.5f * cLargeBumpWidth)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  256. for (int i = 0; i < 5; ++i)
  257. {
  258. step.mPosition = cLargeBumpsPosition + Vec3(0, 0.5f * cLargeBumpHeight, cLargeBumpDelta * i);
  259. mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
  260. }
  261. }
  262. // Create stairs
  263. {
  264. BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cStairsStepHeight, 0.5f * cStairsStepHeight)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  265. for (int i = 0; i < 10; ++i)
  266. {
  267. step.mPosition = cStairsPosition + Vec3(0, cStairsStepHeight * (0.5f + i), cStairsStepHeight * i);
  268. mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
  269. }
  270. }
  271. // A wall beside the stairs
  272. 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);
  273. // Create stairs from triangles
  274. {
  275. TriangleList triangles;
  276. float rear_z = 10 * cStairsStepHeight;
  277. for (int i = 0; i < 10; ++i)
  278. {
  279. // Start of step
  280. Vec3 base(0, cStairsStepHeight * i, cStairsStepHeight * i);
  281. // Left side
  282. Vec3 b1 = base + Vec3(2.0f, 0, 0);
  283. Vec3 s1 = b1 + Vec3(0, cStairsStepHeight, 0);
  284. Vec3 p1 = s1 + Vec3(0, 0, cStairsStepHeight);
  285. // Right side
  286. Vec3 width(-4.0f, 0, 0);
  287. Vec3 b2 = b1 + width;
  288. Vec3 s2 = s1 + width;
  289. Vec3 p2 = p1 + width;
  290. triangles.push_back(Triangle(s1, b1, s2));
  291. triangles.push_back(Triangle(b1, b2, s2));
  292. triangles.push_back(Triangle(s1, p2, p1));
  293. triangles.push_back(Triangle(s1, s2, p2));
  294. // Side of stairs
  295. Vec3 rb2 = b2; rb2.SetZ(rear_z);
  296. Vec3 rs2 = s2; rs2.SetZ(rear_z);
  297. triangles.push_back(Triangle(s2, b2, rs2));
  298. triangles.push_back(Triangle(rs2, b2, rb2));
  299. p1 = p2;
  300. }
  301. MeshShapeSettings mesh(triangles);
  302. mesh.SetEmbedded();
  303. BodyCreationSettings mesh_stairs(&mesh, cMeshStairsPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  304. mBodyInterface->CreateAndAddBody(mesh_stairs, EActivation::DontActivate);
  305. }
  306. // A wall to the side and behind the stairs
  307. 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);
  308. // Create stairs with too little space between the steps
  309. {
  310. BodyCreationSettings step(new BoxShape(Vec3(2.0f, 0.5f * cNoStairsStepHeight, 0.5f * cNoStairsStepHeight)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  311. for (int i = 0; i < 10; ++i)
  312. {
  313. step.mPosition = cNoStairsPosition + Vec3(0, cNoStairsStepHeight * (0.5f + i), cNoStairsStepDelta * i);
  314. mBodyInterface->CreateAndAddBody(step, EActivation::DontActivate);
  315. }
  316. }
  317. // Create stairs with too little space between the steps consisting of triangles
  318. {
  319. TriangleList triangles;
  320. for (int i = 0; i < 10; ++i)
  321. {
  322. // Start of step
  323. Vec3 base(0, cStairsStepHeight * i, cNoStairsStepDelta * i);
  324. // Left side
  325. Vec3 b1 = base - Vec3(2.0f, 0, 0);
  326. Vec3 s1 = b1 + Vec3(0, cStairsStepHeight, 0);
  327. Vec3 p1 = s1 + Vec3(0, 0, cNoStairsStepDelta);
  328. // Right side
  329. Vec3 width(4.0f, 0, 0);
  330. Vec3 b2 = b1 + width;
  331. Vec3 s2 = s1 + width;
  332. Vec3 p2 = p1 + width;
  333. triangles.push_back(Triangle(s1, s2, b1));
  334. triangles.push_back(Triangle(b1, s2, b2));
  335. triangles.push_back(Triangle(s1, p1, p2));
  336. triangles.push_back(Triangle(s1, p2, s2));
  337. p1 = p2;
  338. }
  339. MeshShapeSettings mesh(triangles);
  340. mesh.SetEmbedded();
  341. BodyCreationSettings mesh_stairs(&mesh, cMeshNoStairsPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  342. mBodyInterface->CreateAndAddBody(mesh_stairs, EActivation::DontActivate);
  343. }
  344. // Create mesh with walls at varying angles
  345. {
  346. TriangleList triangles;
  347. Vec3 p1(0.5f * cMeshWallWidth, 0, 0);
  348. Vec3 h(0, cMeshWallHeight, 0);
  349. for (int i = 0; i < cMeshWallSegments; ++i)
  350. {
  351. float delta = cMeshWallStepStart + i * (cMeshWallStepEnd - cMeshWallStepStart) / (cMeshWallSegments - 1);
  352. Vec3 p2 = Vec3((i & 1)? 0.5f * cMeshWallWidth : -0.5f * cMeshWallWidth, 0, p1.GetZ() + delta);
  353. triangles.push_back(Triangle(p1, p1 + h, p2 + h));
  354. triangles.push_back(Triangle(p1, p2 + h, p2));
  355. p1 = p2;
  356. }
  357. MeshShapeSettings mesh(triangles);
  358. mesh.SetEmbedded();
  359. BodyCreationSettings wall(&mesh, cMeshWallPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  360. mBodyInterface->CreateAndAddBody(wall, EActivation::DontActivate);
  361. }
  362. // Create a half cylinder with caps for testing contact point limit
  363. {
  364. VertexList vertices;
  365. IndexedTriangleList triangles;
  366. // The half cylinder
  367. const int cPosSegments = 2;
  368. const int cAngleSegments = 512;
  369. const float cCylinderLength = 2.0f;
  370. for (int pos = 0; pos < cPosSegments; ++pos)
  371. for (int angle = 0; angle < cAngleSegments; ++angle)
  372. {
  373. uint32 start = (uint32)vertices.size();
  374. float radius = cCharacterRadiusStanding + 0.05f;
  375. float angle_rad = (-0.5f + float(angle) / cAngleSegments) * JPH_PI;
  376. float s = Sin(angle_rad);
  377. float c = Cos(angle_rad);
  378. float x = cCylinderLength * (-0.5f + float(pos) / (cPosSegments - 1));
  379. float y = angle == 0 || angle == cAngleSegments - 1? 0.5f : (1.0f - c) * radius;
  380. float z = s * radius;
  381. vertices.push_back(Float3(x, y, z));
  382. if (pos > 0 && angle > 0)
  383. {
  384. triangles.push_back(IndexedTriangle(start, start - 1, start - cAngleSegments));
  385. triangles.push_back(IndexedTriangle(start - 1, start - cAngleSegments - 1, start - cAngleSegments));
  386. }
  387. }
  388. // Add end caps
  389. uint32 end = cAngleSegments * (cPosSegments - 1);
  390. for (int angle = 0; angle < cAngleSegments - 1; ++angle)
  391. {
  392. triangles.push_back(IndexedTriangle(0, angle + 1, angle));
  393. triangles.push_back(IndexedTriangle(end, end + angle, end + angle + 1));
  394. }
  395. MeshShapeSettings mesh(std::move(vertices), std::move(triangles));
  396. mesh.SetEmbedded();
  397. BodyCreationSettings mesh_cylinder(&mesh, cHalfCylinderPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  398. mBodyInterface->CreateAndAddBody(mesh_cylinder, EActivation::DontActivate);
  399. }
  400. // Create a box made out of polygons (character should not get stuck behind back facing side)
  401. {
  402. VertexList vertices = {
  403. Float3(-1, 1, -1),
  404. Float3( 1, 1, -1),
  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. };
  412. IndexedTriangleList triangles = {
  413. IndexedTriangle(0, 3, 2),
  414. IndexedTriangle(0, 2, 1),
  415. IndexedTriangle(4, 5, 6),
  416. IndexedTriangle(4, 6, 7),
  417. IndexedTriangle(0, 4, 3),
  418. IndexedTriangle(3, 4, 7),
  419. IndexedTriangle(2, 6, 5),
  420. IndexedTriangle(2, 5, 1),
  421. IndexedTriangle(3, 7, 6),
  422. IndexedTriangle(3, 6, 2),
  423. IndexedTriangle(0, 1, 5),
  424. IndexedTriangle(0, 5, 4)
  425. };
  426. MeshShapeSettings mesh(std::move(vertices), std::move(triangles));
  427. mesh.SetEmbedded();
  428. BodyCreationSettings box(&mesh, cMeshBoxPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
  429. mBodyInterface->CreateAndAddBody(box, EActivation::DontActivate);
  430. }
  431. // Create a sensor.
  432. // Note that the CharacterVirtual doesn't interact with sensors, you should pair it with a Character object (see CharacterVirtual class comments)
  433. {
  434. BodyCreationSettings sensor(new BoxShape(Vec3::sReplicate(1.0f)), cSensorPosition, Quat::sIdentity(), EMotionType::Kinematic, Layers::SENSOR);
  435. sensor.mIsSensor = true;
  436. mSensorBody = mBodyInterface->CreateAndAddBody(sensor, EActivation::Activate);
  437. }
  438. }
  439. else
  440. {
  441. // Load scene
  442. Ref<PhysicsScene> scene;
  443. if (!ObjectStreamIn::sReadObject((String("Assets/") + sSceneName + ".bof").c_str(), scene))
  444. FatalError("Failed to load scene");
  445. scene->FixInvalidScales();
  446. for (BodyCreationSettings &settings : scene->GetBodies())
  447. {
  448. settings.mObjectLayer = Layers::NON_MOVING;
  449. settings.mFriction = 0.5f;
  450. }
  451. scene->CreateBodies(mPhysicsSystem);
  452. }
  453. // Create capsule shapes for all stances
  454. switch (sShapeType)
  455. {
  456. case EType::Capsule:
  457. mStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightStanding, cCharacterRadiusStanding)).Create().Get();
  458. mCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightCrouching, cCharacterRadiusCrouching)).Create().Get();
  459. break;
  460. case EType::Cylinder:
  461. mStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CylinderShape(0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, cCharacterRadiusStanding)).Create().Get();
  462. mCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new CylinderShape(0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, cCharacterRadiusCrouching)).Create().Get();
  463. break;
  464. case EType::Box:
  465. mStandingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new BoxShape(Vec3(cCharacterRadiusStanding, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, cCharacterRadiusStanding))).Create().Get();
  466. mCrouchingShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, 0), Quat::sIdentity(), new BoxShape(Vec3(cCharacterRadiusCrouching, 0.5f * cCharacterHeightCrouching + cCharacterRadiusCrouching, cCharacterRadiusCrouching))).Create().Get();
  467. break;
  468. }
  469. }
  470. void CharacterBaseTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
  471. {
  472. // Update scene time
  473. mTime += inParams.mDeltaTime;
  474. // Determine controller input
  475. Vec3 control_input = Vec3::sZero();
  476. if (inParams.mKeyboard->IsKeyPressed(DIK_LEFT)) control_input.SetZ(-1);
  477. if (inParams.mKeyboard->IsKeyPressed(DIK_RIGHT)) control_input.SetZ(1);
  478. if (inParams.mKeyboard->IsKeyPressed(DIK_UP)) control_input.SetX(1);
  479. if (inParams.mKeyboard->IsKeyPressed(DIK_DOWN)) control_input.SetX(-1);
  480. if (control_input != Vec3::sZero())
  481. control_input = control_input.Normalized();
  482. // Rotate controls to align with the camera
  483. Vec3 cam_fwd = inParams.mCameraState.mForward;
  484. cam_fwd.SetY(0.0f);
  485. cam_fwd = cam_fwd.NormalizedOr(Vec3::sAxisX());
  486. Quat rotation = Quat::sFromTo(Vec3::sAxisX(), cam_fwd);
  487. control_input = rotation * control_input;
  488. // Check actions
  489. bool jump = false;
  490. bool switch_stance = false;
  491. for (int key = inParams.mKeyboard->GetFirstKey(); key != 0; key = inParams.mKeyboard->GetNextKey())
  492. {
  493. if (key == DIK_RSHIFT)
  494. switch_stance = true;
  495. else if (key == DIK_RCONTROL)
  496. jump = true;
  497. }
  498. // Animate bodies
  499. if (!mRotatingBody.IsInvalid())
  500. mBodyInterface->MoveKinematic(mRotatingBody, cRotatingPosition, Quat::sRotation(Vec3::sAxisY(), JPH_PI * Sin(mTime)), inParams.mDeltaTime);
  501. if (!mRotatingWallBody.IsInvalid())
  502. mBodyInterface->MoveKinematic(mRotatingWallBody, cRotatingWallPosition, Quat::sRotation(Vec3::sAxisY(), JPH_PI * Sin(mTime)), inParams.mDeltaTime);
  503. if (!mRotatingAndTranslatingBody.IsInvalid())
  504. 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);
  505. if (!mHorizontallyMovingBody.IsInvalid())
  506. mBodyInterface->MoveKinematic(mHorizontallyMovingBody, cHorizontallyMovingPosition + Vec3(3.0f * Sin(mTime), 0, 0), cHorizontallyMovingOrientation, inParams.mDeltaTime);
  507. if (!mSmoothVerticallyMovingBody.IsInvalid())
  508. mBodyInterface->MoveKinematic(mSmoothVerticallyMovingBody, cSmoothVerticallyMovingPosition + Vec3(0, 1.75f * Sin(mTime), 0), cSmoothVerticallyMovingOrientation, inParams.mDeltaTime);
  509. if (!mReversingVerticallyMovingBody.IsInvalid())
  510. {
  511. RVec3 pos = mBodyInterface->GetPosition(mReversingVerticallyMovingBody);
  512. if (pos.GetY() < cReversingVerticallyMovingPosition.GetY())
  513. mReversingVerticallyMovingVelocity = 1.0f;
  514. else if (pos.GetY() > cReversingVerticallyMovingPosition.GetY() + 5.0f)
  515. mReversingVerticallyMovingVelocity = -1.0f;
  516. mBodyInterface->MoveKinematic(mReversingVerticallyMovingBody, pos + Vec3(0, mReversingVerticallyMovingVelocity * 3.0f * inParams.mDeltaTime, 0), cReversingVerticallyMovingOrientation, inParams.mDeltaTime);
  517. }
  518. // Reset ramp blocks
  519. mRampBlocksTimeLeft -= inParams.mDeltaTime;
  520. if (mRampBlocksTimeLeft < 0.0f)
  521. {
  522. for (size_t i = 0; i < mRampBlocks.size(); ++i)
  523. {
  524. mBodyInterface->SetPositionAndRotation(mRampBlocks[i], cRampBlocksStart + float(i) * cRampBlocksDelta, cRampOrientation, EActivation::Activate);
  525. mBodyInterface->SetLinearAndAngularVelocity(mRampBlocks[i], Vec3::sZero(), Vec3::sZero());
  526. }
  527. mRampBlocksTimeLeft = cRampBlocksTime;
  528. }
  529. // Call handle input after new velocities have been set to avoid frame delay
  530. HandleInput(control_input, jump, switch_stance, inParams.mDeltaTime);
  531. }
  532. void CharacterBaseTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
  533. {
  534. inUI->CreateTextButton(inSubMenu, "Select Scene", [this, inUI]() {
  535. UIElement *scene_name = inUI->CreateMenu();
  536. for (uint i = 0; i < size(sScenes); ++i)
  537. inUI->CreateTextButton(scene_name, sScenes[i], [this, i]() { sSceneName = sScenes[i]; RestartTest(); });
  538. inUI->ShowMenu(scene_name);
  539. });
  540. inUI->CreateTextButton(inSubMenu, "Character Movement Settings", [=]() {
  541. UIElement *movement_settings = inUI->CreateMenu();
  542. inUI->CreateCheckBox(movement_settings, "Control Movement During Jump", sControlMovementDuringJump, [](UICheckBox::EState inState) { sControlMovementDuringJump = inState == UICheckBox::STATE_CHECKED; });
  543. inUI->CreateSlider(movement_settings, "Character Speed", sCharacterSpeed, 0.1f, 10.0f, 0.1f, [](float inValue) { sCharacterSpeed = inValue; });
  544. inUI->CreateSlider(movement_settings, "Character Jump Speed", sJumpSpeed, 0.1f, 10.0f, 0.1f, [](float inValue) { sJumpSpeed = inValue; });
  545. AddCharacterMovementSettings(inUI, movement_settings);
  546. inUI->ShowMenu(movement_settings);
  547. });
  548. inUI->CreateTextButton(inSubMenu, "Configuration Settings", [=]() {
  549. UIElement *configuration_settings = inUI->CreateMenu();
  550. inUI->CreateComboBox(configuration_settings, "Shape Type", { "Capsule", "Cylinder", "Box" }, (int)sShapeType, [](int inItem) { sShapeType = (EType)inItem; });
  551. AddConfigurationSettings(inUI, configuration_settings);
  552. inUI->CreateTextButton(configuration_settings, "Accept Changes", [=]() { RestartTest(); });
  553. inUI->ShowMenu(configuration_settings);
  554. });
  555. }
  556. void CharacterBaseTest::GetInitialCamera(CameraState& ioState) const
  557. {
  558. // This will become the local space offset, look down the x axis and slightly down
  559. ioState.mPos = RVec3::sZero();
  560. ioState.mForward = Vec3(10.0f, -2.0f, 0).Normalized();
  561. }
  562. RMat44 CharacterBaseTest::GetCameraPivot(float inCameraHeading, float inCameraPitch) const
  563. {
  564. // Pivot is center of character + distance behind based on the heading and pitch of the camera
  565. Vec3 fwd = Vec3(Cos(inCameraPitch) * Cos(inCameraHeading), Sin(inCameraPitch), Cos(inCameraPitch) * Sin(inCameraHeading));
  566. return RMat44::sTranslation(GetCharacterPosition() + Vec3(0, cCharacterHeightStanding + cCharacterRadiusStanding, 0) - 5.0f * fwd);
  567. }
  568. void CharacterBaseTest::SaveState(StateRecorder &inStream) const
  569. {
  570. inStream.Write(mTime);
  571. inStream.Write(mRampBlocksTimeLeft);
  572. }
  573. void CharacterBaseTest::RestoreState(StateRecorder &inStream)
  574. {
  575. inStream.Read(mTime);
  576. inStream.Read(mRampBlocksTimeLeft);
  577. }
  578. void CharacterBaseTest::DrawCharacterState(const CharacterBase *inCharacter, RMat44Arg inCharacterTransform, Vec3Arg inCharacterVelocity)
  579. {
  580. // Draw current location
  581. // 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)
  582. mDebugRenderer->DrawCoordinateSystem(inCharacterTransform, 0.1f);
  583. // Draw the state of the ground contact
  584. CharacterBase::EGroundState ground_state = inCharacter->GetGroundState();
  585. if (ground_state != CharacterBase::EGroundState::InAir)
  586. {
  587. RVec3 ground_position = inCharacter->GetGroundPosition();
  588. Vec3 ground_normal = inCharacter->GetGroundNormal();
  589. Vec3 ground_velocity = inCharacter->GetGroundVelocity();
  590. // Draw ground position
  591. mDebugRenderer->DrawMarker(ground_position, Color::sRed, 0.1f);
  592. mDebugRenderer->DrawArrow(ground_position, ground_position + 2.0f * ground_normal, Color::sGreen, 0.1f);
  593. // Draw ground velocity
  594. if (!ground_velocity.IsNearZero())
  595. mDebugRenderer->DrawArrow(ground_position, ground_position + ground_velocity, Color::sBlue, 0.1f);
  596. }
  597. // Draw provided character velocity
  598. if (!inCharacterVelocity.IsNearZero())
  599. mDebugRenderer->DrawArrow(inCharacterTransform.GetTranslation(), inCharacterTransform.GetTranslation() + inCharacterVelocity, Color::sYellow, 0.1f);
  600. // Draw text info
  601. const PhysicsMaterial *ground_material = inCharacter->GetGroundMaterial();
  602. Vec3 horizontal_velocity = inCharacterVelocity;
  603. horizontal_velocity.SetY(0);
  604. 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);
  605. }