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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- #include <Tests/Character/CharacterBaseTest.h>
- class CharacterTest : public CharacterBaseTest, public ContactListener
- {
- public:
- JPH_DECLARE_RTTI_VIRTUAL(JPH_NO_EXPORT, CharacterTest)
- // Description of the test
- virtual const char * GetDescription() const override
- {
- return "Shows the Character class. Move around with the arrow keys, Shift for crouch and Ctrl for jump.\n"
- "Note that most games should use CharacterVirtual instead of the Character class.";
- }
- // Destructor
- virtual ~CharacterTest() override;
- // Initialize the test
- virtual void Initialize() override;
- // Update the test, called before the physics update
- virtual void PrePhysicsUpdate(const PreUpdateParams &inParams) override;
- // Update the test, called after the physics update
- virtual void PostPhysicsUpdate(float inDeltaTime) override;
- // Saving / restoring state for replay
- virtual void SaveState(StateRecorder &inStream) const override;
- virtual void RestoreState(StateRecorder &inStream) override;
- // If this test implements a contact listener, it should be returned here
- virtual ContactListener *GetContactListener() override { return this; }
- // See: ContactListener
- virtual void OnContactAdded(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings) override;
- virtual void OnContactPersisted(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings) 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;
- private:
- // The 'player' character
- Ref<Character> mCharacter;
- };
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