123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172 |
- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- #include <Tests/Character/CharacterBaseTest.h>
- #include <Jolt/Physics/Character/CharacterVirtual.h>
- // Simple test that test the CharacterVirtual class. Allows the user to move around with the arrow keys and jump with the J button.
- class CharacterVirtualTest : public CharacterBaseTest, public CharacterContactListener
- {
- public:
- JPH_DECLARE_RTTI_VIRTUAL(JPH_NO_EXPORT, CharacterVirtualTest)
- // Initialize the test
- virtual void Initialize() override;
- // Update the test, called before the physics update
- virtual void PrePhysicsUpdate(const PreUpdateParams &inParams) override;
- // Saving / restoring state for replay
- virtual void SaveState(StateRecorder &inStream) const override;
- virtual void RestoreState(StateRecorder &inStream) override;
- /// Callback to adjust the velocity of a body as seen by the character. Can be adjusted to e.g. implement a conveyor belt or an inertial dampener system of a sci-fi space ship.
- virtual void OnAdjustBodyVelocity(const CharacterVirtual *inCharacter, const Body &inBody2, Vec3 &ioLinearVelocity, Vec3 &ioAngularVelocity) override;
- // Called whenever the character collides with a body. Returns true if the contact can push the character.
- virtual void OnContactAdded(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings) override;
- // Called whenever the character movement is solved and a constraint is hit. Allows the listener to override the resulting character velocity (e.g. by preventing sliding along certain surfaces).
- virtual void OnContactSolve(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, Vec3Arg inContactVelocity, const PhysicsMaterial *inContactMaterial, Vec3Arg inCharacterVelocity, Vec3 &ioNewCharacterVelocity) override;
- protected:
- // Get position of the character
- virtual RVec3 GetCharacterPosition() const override { return mCharacter->GetPosition(); }
- // Handle user input to the character
- virtual void HandleInput(Vec3Arg inMovementDirection, bool inJump, bool inSwitchStance, float inDeltaTime) override;
- // Add character movement settings
- virtual void AddCharacterMovementSettings(DebugUI* inUI, UIElement* inSubMenu) override;
- // Add test configuration settings
- virtual void AddConfigurationSettings(DebugUI *inUI, UIElement *inSubMenu) override;
- private:
- // Character movement settings
- static inline bool sEnableCharacterInertia = true;
- // Test configuration settings
- static inline EBackFaceMode sBackFaceMode = EBackFaceMode::CollideWithBackFaces;
- static inline float sUpRotationX = 0;
- static inline float sUpRotationZ = 0;
- static inline float sMaxSlopeAngle = DegreesToRadians(45.0f);
- static inline float sMaxStrength = 100.0f;
- static inline float sCharacterPadding = 0.02f;
- static inline float sPenetrationRecoverySpeed = 1.0f;
- static inline float sPredictiveContactDistance = 0.1f;
- static inline bool sEnableWalkStairs = true;
- static inline bool sEnableStickToFloor = true;
- // The 'player' character
- Ref<CharacterVirtual> mCharacter;
- // Smoothed value of the player input
- Vec3 mDesiredVelocity = Vec3::sZero();
- // True when the player is pressing movement controls
- bool mAllowSliding = false;
- };
|