123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121 |
- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/Character/CharacterTest.h>
- #include <Layers.h>
- #include <Renderer/DebugRendererImp.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(CharacterTest)
- {
- JPH_ADD_BASE_CLASS(CharacterTest, CharacterBaseTest)
- }
- static const float cCollisionTolerance = 0.05f;
- CharacterTest::~CharacterTest()
- {
- mCharacter->RemoveFromPhysicsSystem();
- }
- void CharacterTest::Initialize()
- {
- CharacterBaseTest::Initialize();
- // Create 'player' character
- Ref<CharacterSettings> settings = new CharacterSettings();
- settings->mMaxSlopeAngle = DegreesToRadians(45.0f);
- settings->mLayer = Layers::MOVING;
- settings->mShape = mStandingShape;
- settings->mFriction = 0.5f;
- settings->mSupportingVolume = Plane(Vec3::sAxisY(), -cCharacterRadiusStanding); // Accept contacts that touch the lower sphere of the capsule
- mCharacter = new Character(settings, RVec3::sZero(), Quat::sIdentity(), 0, mPhysicsSystem);
- mCharacter->AddToPhysicsSystem(EActivation::Activate);
- }
- void CharacterTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
- {
- CharacterBaseTest::PrePhysicsUpdate(inParams);
- // Draw state of character
- DrawCharacterState(mCharacter, mCharacter->GetWorldTransform(), mCharacter->GetLinearVelocity());
- }
- void CharacterTest::PostPhysicsUpdate(float inDeltaTime)
- {
- // Fetch the new ground properties
- mCharacter->PostSimulation(cCollisionTolerance);
- }
- void CharacterTest::SaveState(StateRecorder &inStream) const
- {
- CharacterBaseTest::SaveState(inStream);
- mCharacter->SaveState(inStream);
- bool is_standing = mCharacter->GetShape() == mStandingShape;
- inStream.Write(is_standing);
- }
- void CharacterTest::RestoreState(StateRecorder &inStream)
- {
- CharacterBaseTest::RestoreState(inStream);
- mCharacter->RestoreState(inStream);
- bool is_standing = mCharacter->GetShape() == mStandingShape; // Initialize variable for validation mode
- inStream.Read(is_standing);
- mCharacter->SetShape(is_standing? mStandingShape : mCrouchingShape, FLT_MAX);
- }
- void CharacterTest::HandleInput(Vec3Arg inMovementDirection, bool inJump, bool inSwitchStance, float inDeltaTime)
- {
- // Cancel movement in opposite direction of normal when touching something we can't walk up
- Character::EGroundState ground_state = mCharacter->GetGroundState();
- if (ground_state == Character::EGroundState::OnSteepGround
- || ground_state == Character::EGroundState::NotSupported)
- {
- Vec3 normal = mCharacter->GetGroundNormal();
- normal.SetY(0.0f);
- float dot = normal.Dot(inMovementDirection);
- if (dot < 0.0f)
- inMovementDirection -= (dot * normal) / normal.LengthSq();
- }
- // Stance switch
- if (inSwitchStance)
- mCharacter->SetShape(mCharacter->GetShape() == mStandingShape? mCrouchingShape : mStandingShape, 1.5f * mPhysicsSystem->GetPhysicsSettings().mPenetrationSlop);
- if (sControlMovementDuringJump || mCharacter->IsSupported())
- {
- // Update velocity
- Vec3 current_velocity = mCharacter->GetLinearVelocity();
- Vec3 desired_velocity = sCharacterSpeed * inMovementDirection;
- desired_velocity.SetY(current_velocity.GetY());
- Vec3 new_velocity = 0.75f * current_velocity + 0.25f * desired_velocity;
- // Jump
- if (inJump && ground_state == Character::EGroundState::OnGround)
- new_velocity += Vec3(0, sJumpSpeed, 0);
- // Update the velocity
- mCharacter->SetLinearVelocity(new_velocity);
- }
- }
- void CharacterTest::OnContactAdded(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings)
- {
- // Draw a box around the character when it enters the sensor
- if (inBody1.GetID() == mSensorBody)
- mDebugRenderer->DrawBox(inBody2.GetWorldSpaceBounds(), Color::sGreen, DebugRenderer::ECastShadow::Off, DebugRenderer::EDrawMode::Wireframe);
- else if (inBody2.GetID() == mSensorBody)
- mDebugRenderer->DrawBox(inBody1.GetWorldSpaceBounds(), Color::sGreen, DebugRenderer::ECastShadow::Off, DebugRenderer::EDrawMode::Wireframe);
- }
- void CharacterTest::OnContactPersisted(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings)
- {
- // Same behavior as contact added
- OnContactAdded(inBody1, inBody2, inManifold, ioSettings);
- }
|