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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2023 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/Character/CharacterSpaceShipTest.h>
- #include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
- #include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
- #include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
- #include <Jolt/Physics/Collision/Shape/CylinderShape.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(CharacterSpaceShipTest)
- {
- JPH_ADD_BASE_CLASS(CharacterSpaceShipTest, Test)
- }
- void CharacterSpaceShipTest::Initialize()
- {
- // Dimensions of our space ship
- constexpr float cSpaceShipHeight = 2.0f;
- constexpr float cSpaceShipRingHeight = 0.2f;
- constexpr float cSpaceShipRadius = 100.0f;
- const RVec3 cShipInitialPosition(-25, 15, 0);
- // Create floor for reference
- CreateFloor();
- // Create 'player' character
- Ref<CharacterVirtualSettings> settings = new CharacterVirtualSettings();
- settings->mShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightStanding, cCharacterRadiusStanding)).Create().Get();
- settings->mSupportingVolume = Plane(Vec3::sAxisY(), -cCharacterRadiusStanding); // Accept contacts that touch the lower sphere of the capsule
- mCharacter = new CharacterVirtual(settings, cShipInitialPosition + Vec3(0, cSpaceShipHeight, 0), Quat::sIdentity(), mPhysicsSystem);
- mCharacter->SetListener(this);
- // Create the space ship
- StaticCompoundShapeSettings compound;
- compound.SetEmbedded();
- for (float h = cSpaceShipRingHeight; h < cSpaceShipHeight; h += cSpaceShipRingHeight)
- compound.AddShape(Vec3::sZero(), Quat::sIdentity(), new CylinderShape(h, sqrt(Square(cSpaceShipRadius) - Square(cSpaceShipRadius - cSpaceShipHeight - cSpaceShipRingHeight + h))));
- mSpaceShip = mBodyInterface->CreateAndAddBody(BodyCreationSettings(&compound, cShipInitialPosition, Quat::sIdentity(), EMotionType::Kinematic, Layers::MOVING), EActivation::Activate);
- mSpaceShipPrevTransform = mBodyInterface->GetCenterOfMassTransform(mSpaceShip);
- }
- void CharacterSpaceShipTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
- {
- // Update scene time
- mTime += inParams.mDeltaTime;
- // Update the character so it stays relative to the space ship
- RMat44 new_space_ship_transform = mBodyInterface->GetCenterOfMassTransform(mSpaceShip);
- mCharacter->SetPosition(new_space_ship_transform * mSpaceShipPrevTransform.Inversed() * mCharacter->GetPosition());
- // Update the character rotation and its up vector to match the new up vector of the ship
- mCharacter->SetUp(new_space_ship_transform.GetAxisY());
- mCharacter->SetRotation(new_space_ship_transform.GetRotation().GetQuaternion());
- // Draw character pre update (the sim is also drawn pre update)
- // Note that we have first updated the position so that it matches the new position of the ship
- #ifdef JPH_DEBUG_RENDERER
- mCharacter->GetShape()->Draw(mDebugRenderer, mCharacter->GetCenterOfMassTransform(), Vec3::sReplicate(1.0f), Color::sGreen, false, true);
- #endif // JPH_DEBUG_RENDERER
- // Determine controller input
- Vec3 control_input = Vec3::sZero();
- if (inParams.mKeyboard->IsKeyPressed(DIK_LEFT)) control_input.SetZ(-1);
- if (inParams.mKeyboard->IsKeyPressed(DIK_RIGHT)) control_input.SetZ(1);
- if (inParams.mKeyboard->IsKeyPressed(DIK_UP)) control_input.SetX(1);
- if (inParams.mKeyboard->IsKeyPressed(DIK_DOWN)) control_input.SetX(-1);
- if (control_input != Vec3::sZero())
- control_input = control_input.Normalized();
- // Calculate the desired velocity in local space to the ship based on the camera forward
- Vec3 cam_fwd = new_space_ship_transform.GetRotation().Multiply3x3Transposed(inParams.mCameraState.mForward);
- cam_fwd.SetY(0.0f);
- cam_fwd = cam_fwd.NormalizedOr(Vec3::sAxisX());
- Quat rotation = Quat::sFromTo(Vec3::sAxisX(), cam_fwd);
- control_input = rotation * control_input;
- // Smooth the player input in local space to the ship
- mDesiredVelocity = 0.25f * control_input * cCharacterSpeed + 0.75f * mDesiredVelocity;
- // Check jump
- bool jump = false;
- for (int key = inParams.mKeyboard->GetFirstKey(); key != 0; key = inParams.mKeyboard->GetNextKey())
- {
- if (key == DIK_RCONTROL)
- jump = true;
- }
- // Determine new character velocity
- Vec3 current_vertical_velocity = mCharacter->GetLinearVelocity().Dot(mSpaceShipPrevTransform.GetAxisY()) * mCharacter->GetUp();
- Vec3 ground_velocity = mCharacter->GetGroundVelocity();
- Vec3 new_velocity;
- if (mCharacter->GetGroundState() == CharacterVirtual::EGroundState::OnGround // If on ground
- && (current_vertical_velocity.GetY() - ground_velocity.GetY()) < 0.1f) // And not moving away from ground
- {
- // Assume velocity of ground when on ground
- new_velocity = ground_velocity;
- // Jump
- if (jump)
- new_velocity += cJumpSpeed * mCharacter->GetUp();
- }
- else
- new_velocity = current_vertical_velocity;
- // Gravity always acts relative to the ship
- Vec3 gravity = new_space_ship_transform.Multiply3x3(mPhysicsSystem->GetGravity());
- new_velocity += gravity * inParams.mDeltaTime;
- // Transform player input to world space
- new_velocity += new_space_ship_transform.Multiply3x3(mDesiredVelocity);
- // Update character velocity
- mCharacter->SetLinearVelocity(new_velocity);
- // Update the character position
- CharacterVirtual::ExtendedUpdateSettings update_settings;
- mCharacter->ExtendedUpdate(inParams.mDeltaTime,
- gravity,
- update_settings,
- mPhysicsSystem->GetDefaultBroadPhaseLayerFilter(Layers::MOVING),
- mPhysicsSystem->GetDefaultLayerFilter(Layers::MOVING),
- { },
- { },
- *mTempAllocator);
- // Update previous transform
- mSpaceShipPrevTransform = new_space_ship_transform;
- // Calculate new velocity
- UpdateShipVelocity();
- }
- void CharacterSpaceShipTest::UpdateShipVelocity()
- {
- // Make it a rocky ride...
- mSpaceShipLinearVelocity = Vec3(Sin(mTime), 0, Cos(mTime)) * 50.0f;
- mSpaceShipAngularVelocity = Vec3(Sin(2.0f * mTime), 1, Cos(2.0f * mTime)) * 0.5f;
- mBodyInterface->SetLinearAndAngularVelocity(mSpaceShip, mSpaceShipLinearVelocity, mSpaceShipAngularVelocity);
- }
- void CharacterSpaceShipTest::GetInitialCamera(CameraState& ioState) const
- {
- // This will become the local space offset, look down the x axis and slightly down
- ioState.mPos = RVec3::sZero();
- ioState.mForward = Vec3(10.0f, -2.0f, 0).Normalized();
- }
- RMat44 CharacterSpaceShipTest::GetCameraPivot(float inCameraHeading, float inCameraPitch) const
- {
- // Pivot is center of character + distance behind based on the heading and pitch of the camera
- Vec3 fwd = Vec3(Cos(inCameraPitch) * Cos(inCameraHeading), Sin(inCameraPitch), Cos(inCameraPitch) * Sin(inCameraHeading));
- return RMat44::sTranslation(mCharacter->GetPosition() + Vec3(0, cCharacterHeightStanding + cCharacterRadiusStanding, 0) - 5.0f * fwd);
- }
- void CharacterSpaceShipTest::SaveState(StateRecorder &inStream) const
- {
- mCharacter->SaveState(inStream);
- inStream.Write(mTime);
- inStream.Write(mDesiredVelocity);
- inStream.Write(mSpaceShipPrevTransform);
- }
- void CharacterSpaceShipTest::RestoreState(StateRecorder &inStream)
- {
- mCharacter->RestoreState(inStream);
- inStream.Read(mTime);
- inStream.Read(mDesiredVelocity);
- inStream.Read(mSpaceShipPrevTransform);
- // Calculate new velocity
- UpdateShipVelocity();
- }
- void CharacterSpaceShipTest::OnAdjustBodyVelocity(const CharacterVirtual *inCharacter, const Body &inBody2, Vec3 &ioLinearVelocity, Vec3 &ioAngularVelocity)
- {
- // Cancel out velocity of space ship, we move relative to this which means we don't feel any of the acceleration of the ship (= engage inertial dampeners!)
- ioLinearVelocity -= mSpaceShipLinearVelocity;
- ioAngularVelocity -= mSpaceShipAngularVelocity;
- }
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