12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879 |
- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2023 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- #include <Tests/Test.h>
- #include <Jolt/Physics/Character/CharacterVirtual.h>
- class CharacterSpaceShipTest : public Test, public CharacterContactListener
- {
- public:
- JPH_DECLARE_RTTI_VIRTUAL(JPH_NO_EXPORT, CharacterSpaceShipTest)
- // Description of the test
- virtual const char * GetDescription() const override
- {
- return "Demonstrates how a character may walk around a fast moving/accelerating sci-fi space ship that is equipped with inertial dampeners.\n"
- "Note that this is 'game physics' and not real physics, inertial dampeners only exist in the movies.\n"
- "You can walk off the ship and remain attached to the ship. A proper implementation would detect this and detach the character.";
- }
- // Initialize the test
- virtual void Initialize() override;
- // Process input
- virtual void ProcessInput(const ProcessInputParams &inParams) override;
- // Update the test, called before the physics update
- virtual void PrePhysicsUpdate(const PreUpdateParams &inParams) override;
- // Override to specify the initial camera state (local to GetCameraPivot)
- virtual void GetInitialCamera(CameraState &ioState) const override;
- // Override to specify a camera pivot point and orientation (world space)
- virtual RMat44 GetCameraPivot(float inCameraHeading, float inCameraPitch) const override;
- // Saving / restoring state for replay
- virtual void SaveState(StateRecorder &inStream) const override;
- virtual void RestoreState(StateRecorder &inStream) override;
- // Saving / restoring controller input state for replay
- virtual void SaveInputState(StateRecorder &inStream) const override;
- virtual void RestoreInputState(StateRecorder &inStream) override;
- private:
- // Calculate new ship velocity
- void UpdateShipVelocity();
- /// 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;
- // Character size
- static constexpr float cCharacterHeightStanding = 1.35f;
- static constexpr float cCharacterRadiusStanding = 0.3f;
- static constexpr float cCharacterSpeed = 6.0f;
- static constexpr float cJumpSpeed = 4.0f;
- // The 'player' character
- Ref<CharacterVirtual> mCharacter;
- // The space ship
- BodyID mSpaceShip;
- // Previous frame space ship transform
- RMat44 mSpaceShipPrevTransform;
- // Space ship velocity
- Vec3 mSpaceShipLinearVelocity;
- Vec3 mSpaceShipAngularVelocity;
- // Global time
- float mTime = 0.0f;
- // Player input
- Vec3 mDesiredVelocity = Vec3::sZero();
- bool mJump = false;
- bool mWasJump = false;
- };
|