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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2022 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include "UnitTestFramework.h"
- #include "PhysicsTestContext.h"
- #include "LoggingCharacterContactListener.h"
- #include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
- #include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
- #include <Jolt/Physics/Collision/Shape/MeshShape.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Character/CharacterVirtual.h>
- #include "Layers.h"
- TEST_SUITE("CharacterVirtualTests")
- {
- class Character : public CharacterContactListener
- {
- public:
- // Construct
- Character(PhysicsTestContext &ioContext) : mContext(ioContext) { }
- // Create the character
- void Create()
- {
- // Create capsule
- Ref<Shape> capsule = new CapsuleShape(0.5f * mHeightStanding, mRadiusStanding);
- mCharacterSettings.mShape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * mHeightStanding + mRadiusStanding, 0), Quat::sIdentity(), capsule).Create().Get();
- // Configure supporting volume
- mCharacterSettings.mSupportingVolume = Plane(Vec3::sAxisY(), -mHeightStanding); // Accept contacts that touch the lower sphere of the capsule
- // Create character
- mCharacter = new CharacterVirtual(&mCharacterSettings, mInitialPosition, Quat::sIdentity(), 0, mContext.GetSystem());
- mCharacter->SetListener(this);
- mCharacter->SetCharacterVsCharacterCollision(&mCharacterVsCharacter);
- }
- // Step the character and the world
- void Step()
- {
- // Step the world
- mContext.SimulateSingleStep();
- // Determine new basic velocity
- Vec3 current_vertical_velocity = Vec3(0, mCharacter->GetLinearVelocity().GetY(), 0);
- 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
- new_velocity += Vec3(0, mJumpSpeed, 0);
- mJumpSpeed = 0.0f;
- }
- else
- new_velocity = current_vertical_velocity;
- // Gravity
- PhysicsSystem *system = mContext.GetSystem();
- float delta_time = mContext.GetDeltaTime();
- new_velocity += system->GetGravity() * delta_time;
- // Player input
- new_velocity += mHorizontalSpeed;
- // Update character velocity
- mCharacter->SetLinearVelocity(new_velocity);
- RVec3 start_pos = GetPosition();
- // Update the character position
- TempAllocatorMalloc allocator;
- mCharacter->ExtendedUpdate(delta_time,
- system->GetGravity(),
- mUpdateSettings,
- system->GetDefaultBroadPhaseLayerFilter(Layers::MOVING),
- system->GetDefaultLayerFilter(Layers::MOVING),
- { },
- { },
- allocator);
- // Calculate effective velocity in this step
- mEffectiveVelocity = Vec3(GetPosition() - start_pos) / delta_time;
- }
- // Simulate a longer period of time
- void Simulate(float inTime)
- {
- int num_steps = (int)round(inTime / mContext.GetDeltaTime());
- for (int step = 0; step < num_steps; ++step)
- Step();
- }
- // Get the number of active contacts
- size_t GetNumContacts() const
- {
- return mCharacter->GetActiveContacts().size();
- }
- // Check if the character is in contact with another body
- bool HasCollidedWith(const BodyID &inBody) const
- {
- return mCharacter->HasCollidedWith(inBody);
- }
- // Check if the character is in contact with another character
- bool HasCollidedWith(const CharacterVirtual *inCharacter) const
- {
- return mCharacter->HasCollidedWith(inCharacter);
- }
- // Get position of character
- RVec3 GetPosition() const
- {
- return mCharacter->GetPosition();
- }
- // Configuration
- RVec3 mInitialPosition = RVec3::sZero();
- float mHeightStanding = 1.35f;
- float mRadiusStanding = 0.3f;
- CharacterVirtualSettings mCharacterSettings;
- CharacterVirtual::ExtendedUpdateSettings mUpdateSettings;
- // Character movement settings (update to control the movement of the character)
- Vec3 mHorizontalSpeed = Vec3::sZero();
- float mJumpSpeed = 0.0f; // Character will jump when not 0, will auto reset
- // The character
- Ref<CharacterVirtual> mCharacter;
- // Character vs character
- CharacterVsCharacterCollisionSimple mCharacterVsCharacter;
- // Calculated effective velocity after a step
- Vec3 mEffectiveVelocity = Vec3::sZero();
- // Log of contact events
- LoggingCharacterContactListener mContactLog;
- private:
- // CharacterContactListener callback
- virtual bool OnContactValidate(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2) override
- {
- return mContactLog.OnContactValidate(inCharacter, inBodyID2, inSubShapeID2);
- }
- virtual bool OnCharacterContactValidate(const CharacterVirtual *inCharacter, const CharacterVirtual *inOtherCharacter, const SubShapeID &inSubShapeID2) override
- {
- return mContactLog.OnCharacterContactValidate(inCharacter, inOtherCharacter, inSubShapeID2);
- }
- virtual void OnContactAdded(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings) override
- {
- mContactLog.OnContactAdded(inCharacter, inBodyID2, inSubShapeID2, inContactPosition, inContactNormal, ioSettings);
- }
- virtual void OnContactPersisted(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings) override
- {
- mContactLog.OnContactPersisted(inCharacter, inBodyID2, inSubShapeID2, inContactPosition, inContactNormal, ioSettings);
- }
- virtual void OnContactRemoved(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2) override
- {
- mContactLog.OnContactRemoved(inCharacter, inBodyID2, inSubShapeID2);
- }
- virtual void OnCharacterContactAdded(const CharacterVirtual *inCharacter, const CharacterVirtual *inOtherCharacter, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings) override
- {
- mContactLog.OnCharacterContactAdded(inCharacter, inOtherCharacter, inSubShapeID2, inContactPosition, inContactNormal, ioSettings);
- }
- virtual void OnCharacterContactPersisted(const CharacterVirtual *inCharacter, const CharacterVirtual *inOtherCharacter, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings) override
- {
- mContactLog.OnCharacterContactPersisted(inCharacter, inOtherCharacter, inSubShapeID2, inContactPosition, inContactNormal, ioSettings);
- }
- virtual void OnCharacterContactRemoved(const CharacterVirtual *inCharacter, const CharacterID &inOtherCharacterID, const SubShapeID &inSubShapeID2) override
- {
- mContactLog.OnCharacterContactRemoved(inCharacter, inOtherCharacterID, inSubShapeID2);
- }
- 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
- {
- // Don't allow sliding if the character doesn't want to move
- if (mHorizontalSpeed.IsNearZero() && inContactVelocity.IsNearZero() && !inCharacter->IsSlopeTooSteep(inContactNormal))
- ioNewCharacterVelocity = Vec3::sZero();
- }
- PhysicsTestContext & mContext;
- };
- TEST_CASE("TestFallingAndJumping")
- {
- // Create floor
- PhysicsTestContext c;
- c.CreateFloor();
- // Create character
- Character character(c);
- character.mInitialPosition = RVec3(0, 2, 0);
- character.Create();
- // After 1 step we should still be in air
- character.Step();
- CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::InAir);
- // After some time we should be on the floor
- character.Simulate(1.0f);
- CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround);
- CHECK_APPROX_EQUAL(character.GetPosition(), RVec3::sZero());
- CHECK_APPROX_EQUAL(character.mEffectiveVelocity, Vec3::sZero());
- // Jump
- character.mJumpSpeed = 1.0f;
- character.Step();
- Vec3 velocity(0, 1.0f + c.GetDeltaTime() * c.GetSystem()->GetGravity().GetY(), 0);
- CHECK_APPROX_EQUAL(character.GetPosition(), RVec3(velocity * c.GetDeltaTime()));
- CHECK_APPROX_EQUAL(character.mEffectiveVelocity, velocity);
- CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::InAir);
- // After some time we should be on the floor again
- character.Simulate(1.0f);
- CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround);
- CHECK_APPROX_EQUAL(character.GetPosition(), RVec3::sZero());
- CHECK_APPROX_EQUAL(character.mEffectiveVelocity, Vec3::sZero());
- }
- TEST_CASE("TestMovingOnSlope")
- {
- constexpr float cFloorHalfHeight = 1.0f;
- constexpr float cMovementTime = 1.5f;
- // Iterate various slope angles
- for (float slope_angle = DegreesToRadians(5.0f); slope_angle < DegreesToRadians(85.0f); slope_angle += DegreesToRadians(10.0f))
- {
- // Create sloped floor
- PhysicsTestContext c;
- Quat slope_rotation = Quat::sRotation(Vec3::sAxisZ(), slope_angle);
- c.CreateBox(RVec3::sZero(), slope_rotation, EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, Vec3(100.0f, cFloorHalfHeight, 100.0f));
- // Create character so that it is touching the slope
- Character character(c);
- float radius_and_padding = character.mRadiusStanding + character.mCharacterSettings.mCharacterPadding;
- character.mInitialPosition = RVec3(0, (radius_and_padding + cFloorHalfHeight) / Cos(slope_angle) - radius_and_padding, 0);
- character.Create();
- // Determine if the slope is too steep for the character
- bool too_steep = slope_angle > character.mCharacterSettings.mMaxSlopeAngle;
- CharacterBase::EGroundState expected_ground_state = (too_steep? CharacterBase::EGroundState::OnSteepGround : CharacterBase::EGroundState::OnGround);
- Vec3 gravity = c.GetSystem()->GetGravity();
- float time_step = c.GetDeltaTime();
- Vec3 slope_normal = slope_rotation.RotateAxisY();
- // Calculate expected position after 1 time step
- RVec3 position_after_1_step = character.mInitialPosition;
- if (too_steep)
- {
- // Apply 1 frame of gravity and cancel movement in the slope normal direction
- Vec3 velocity = gravity * time_step;
- velocity -= velocity.Dot(slope_normal) * slope_normal;
- position_after_1_step += velocity * time_step;
- }
- // After 1 step we should be on the slope
- character.Step();
- CHECK(character.mCharacter->GetGroundState() == expected_ground_state);
- CHECK_APPROX_EQUAL(character.GetPosition(), position_after_1_step, 2.0e-6f);
- // Cancel any velocity to make the calculation below easier (otherwise we have to take gravity for 1 time step into account)
- character.mCharacter->SetLinearVelocity(Vec3::sZero());
- RVec3 start_pos = character.GetPosition();
- // Start moving in X direction
- character.mHorizontalSpeed = Vec3(2.0f, 0, 0);
- character.Simulate(cMovementTime);
- CHECK(character.mCharacter->GetGroundState() == expected_ground_state);
- // Calculate resulting translation
- Vec3 translation = Vec3(character.GetPosition() - start_pos);
- // Calculate expected translation
- Vec3 expected_translation;
- if (too_steep)
- {
- // If too steep, we're just falling. Integrate using an Euler integrator.
- Vec3 velocity = Vec3::sZero();
- expected_translation = Vec3::sZero();
- int num_steps = (int)round(cMovementTime / time_step);
- for (int i = 0; i < num_steps; ++i)
- {
- velocity += gravity * time_step;
- expected_translation += velocity * time_step;
- }
- }
- else
- {
- // Every frame we apply 1 delta time * gravity which gets reset on the next update, add this to the horizontal speed
- expected_translation = (character.mHorizontalSpeed + gravity * time_step) * cMovementTime;
- }
- // Cancel movement in slope direction
- expected_translation -= expected_translation.Dot(slope_normal) * slope_normal;
- // Check that we traveled the right amount
- CHECK_APPROX_EQUAL(translation, expected_translation, 1.0e-4f);
- }
- }
- TEST_CASE("TestStickToFloor")
- {
- constexpr float cFloorHalfHeight = 1.0f;
- constexpr float cSlopeAngle = DegreesToRadians(45.0f);
- constexpr float cMovementTime = 1.5f;
- for (int mode = 0; mode < 2; ++mode)
- {
- // If this run is with 'stick to floor' enabled
- bool stick_to_floor = mode == 0;
- // Create sloped floor
- PhysicsTestContext c;
- Quat slope_rotation = Quat::sRotation(Vec3::sAxisZ(), cSlopeAngle);
- Body &floor = c.CreateBox(RVec3::sZero(), slope_rotation, EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, Vec3(100.0f, cFloorHalfHeight, 100.0f));
- // Create character so that it is touching the slope
- Character character(c);
- float radius_and_padding = character.mRadiusStanding + character.mCharacterSettings.mCharacterPadding;
- character.mInitialPosition = RVec3(0, (radius_and_padding + cFloorHalfHeight) / Cos(cSlopeAngle) - radius_and_padding, 0);
- character.mUpdateSettings.mStickToFloorStepDown = stick_to_floor? Vec3(0, -0.5f, 0) : Vec3::sZero();
- character.Create();
- // After 1 step we should be on the slope
- character.Step();
- CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround);
- CHECK(character.mContactLog.GetEntryCount() == 2);
- CHECK(character.mContactLog.Contains(LoggingCharacterContactListener::EType::ValidateBody, character.mCharacter, floor.GetID()));
- CHECK(character.mContactLog.Contains(LoggingCharacterContactListener::EType::AddBody, character.mCharacter, floor.GetID()));
- character.mContactLog.Clear();
- // Cancel any velocity to make the calculation below easier (otherwise we have to take gravity for 1 time step into account)
- character.mCharacter->SetLinearVelocity(Vec3::sZero());
- RVec3 start_pos = character.GetPosition();
- float time_step = c.GetDeltaTime();
- int num_steps = (int)round(cMovementTime / time_step);
- for (int i = 0; i < num_steps; ++i)
- {
- // Start moving down the slope at a speed high enough so that gravity will not keep us on the floor
- character.mHorizontalSpeed = Vec3(-10.0f, 0, 0);
- character.Step();
- if (stick_to_floor)
- {
- // Should stick to floor
- CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround);
- // Should have received callbacks
- CHECK(character.mContactLog.GetEntryCount() == 2);
- CHECK(character.mContactLog.Contains(LoggingCharacterContactListener::EType::ValidateBody, character.mCharacter, floor.GetID()));
- CHECK(character.mContactLog.Contains(LoggingCharacterContactListener::EType::PersistBody, character.mCharacter, floor.GetID()));
- character.mContactLog.Clear();
- }
- else
- {
- // Should be off ground
- CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::InAir);
- // Remove callbacks
- CHECK(character.mContactLog.GetEntryCount() == 1);
- CHECK(character.mContactLog.Contains(LoggingCharacterContactListener::EType::RemoveBody, character.mCharacter, floor.GetID()));
- }
- }
- // Calculate resulting translation
- Vec3 translation = Vec3(character.GetPosition() - start_pos);
- // Calculate expected translation
- Vec3 expected_translation;
- if (stick_to_floor)
- {
- // We should stick to the floor, so the vertical translation follows the slope perfectly
- expected_translation = character.mHorizontalSpeed * cMovementTime;
- expected_translation.SetY(expected_translation.GetX() * Tan(cSlopeAngle));
- }
- else
- {
- // If too steep, we're just falling. Integrate using an Euler integrator.
- Vec3 velocity = character.mHorizontalSpeed;
- expected_translation = Vec3::sZero();
- Vec3 gravity = c.GetSystem()->GetGravity();
- for (int i = 0; i < num_steps; ++i)
- {
- velocity += gravity * time_step;
- expected_translation += velocity * time_step;
- }
- }
- // Check that we traveled the right amount
- CHECK_APPROX_EQUAL(translation, expected_translation, 1.0e-4f);
- }
- }
- TEST_CASE("TestWalkStairs")
- {
- const float cStepHeight = 0.3f;
- const int cNumSteps = 10;
- // Create stairs from triangles
- TriangleList triangles;
- for (int i = 0; i < cNumSteps; ++i)
- {
- // Start of step
- Vec3 base(0, cStepHeight * i, cStepHeight * i);
- // Left side
- Vec3 b1 = base + Vec3(2.0f, 0, 0);
- Vec3 s1 = b1 + Vec3(0, cStepHeight, 0);
- Vec3 p1 = s1 + Vec3(0, 0, cStepHeight);
- // Right side
- Vec3 width(-4.0f, 0, 0);
- Vec3 b2 = b1 + width;
- Vec3 s2 = s1 + width;
- Vec3 p2 = p1 + width;
- triangles.push_back(Triangle(s1, b1, s2));
- triangles.push_back(Triangle(b1, b2, s2));
- triangles.push_back(Triangle(s1, p2, p1));
- triangles.push_back(Triangle(s1, s2, p2));
- }
- MeshShapeSettings mesh(triangles);
- mesh.SetEmbedded();
- BodyCreationSettings mesh_stairs(&mesh, RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
- // Stair stepping is very delta time sensitive, so test various update frequencies
- float frequencies[] = { 60.0f, 120.0f, 240.0f, 360.0f };
- for (float frequency : frequencies)
- {
- float time_step = 1.0f / frequency;
- PhysicsTestContext c(time_step);
- c.CreateFloor();
- c.GetBodyInterface().CreateAndAddBody(mesh_stairs, EActivation::DontActivate);
- // Create character so that it is touching the slope
- Character character(c);
- character.mInitialPosition = RVec3(0, 0, -2.0f); // Start in front of the stairs
- character.mUpdateSettings.mWalkStairsStepUp = Vec3::sZero(); // No stair walking
- character.Create();
- // Start moving towards the stairs
- character.mHorizontalSpeed = Vec3(0, 0, 4.0f);
- character.Simulate(1.0f);
- // We should have gotten stuck at the start of the stairs (can't move up)
- CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround);
- float radius_and_padding = character.mRadiusStanding + character.mCharacterSettings.mCharacterPadding;
- CHECK_APPROX_EQUAL(character.GetPosition(), RVec3(0, 0, -radius_and_padding), 1.1e-2f);
- // Enable stair walking
- character.mUpdateSettings.mWalkStairsStepUp = Vec3(0, 0.4f, 0);
- // Calculate time it should take to move up the stairs at constant speed
- float movement_time = (cNumSteps * cStepHeight + radius_and_padding) / character.mHorizontalSpeed.GetZ();
- int max_steps = int(1.5f * round(movement_time / time_step)); // In practice there is a bit of slowdown while stair stepping, so add a bit of slack
- // Step until we reach the top of the stairs
- RVec3 last_position = character.GetPosition();
- bool reached_goal = false;
- for (int i = 0; i < max_steps; ++i)
- {
- character.Step();
- // We should always be on the floor during stair stepping
- CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround);
- // Check position progression
- RVec3 position = character.GetPosition();
- CHECK_APPROX_EQUAL(position.GetX(), 0); // No movement in X
- CHECK(position.GetZ() > last_position.GetZ()); // Always moving forward
- CHECK(position.GetZ() < cNumSteps * cStepHeight); // No movement beyond stairs
- if (position.GetY() > cNumSteps * cStepHeight - 1.0e-3f)
- {
- reached_goal = true;
- break;
- }
- last_position = position;
- }
- CHECK(reached_goal);
- }
- }
- TEST_CASE("TestRotatingPlatform")
- {
- constexpr float cFloorHalfHeight = 1.0f;
- constexpr float cFloorHalfWidth = 10.0f;
- constexpr float cCharacterPosition = 0.9f * cFloorHalfWidth;
- constexpr float cAngularVelocity = 2.0f * JPH_PI;
- PhysicsTestContext c;
- // Create box
- Body &box = c.CreateBox(RVec3::sZero(), Quat::sIdentity(), EMotionType::Kinematic, EMotionQuality::Discrete, Layers::MOVING, Vec3(cFloorHalfWidth, cFloorHalfHeight, cFloorHalfWidth));
- box.SetAllowSleeping(false);
- // Create character so that it is touching the box at the
- Character character(c);
- character.mInitialPosition = RVec3(cCharacterPosition, cFloorHalfHeight, 0);
- character.Create();
- // Step to ensure the character is on the box
- character.Step();
- CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround);
- // Set the box to rotate a full circle per second
- box.SetAngularVelocity(Vec3(0, cAngularVelocity, 0));
- // Rotate and check that character stays on the box
- for (int t = 0; t < 60; ++t)
- {
- character.Step();
- CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround);
- // Note that the character moves according to the ground velocity and the ground velocity is updated at the end of the step
- // so the character is always 1 time step behind the platform. This is why we use t and not t + 1 to calculate the expected position.
- RVec3 expected_position = RMat44::sRotation(Quat::sRotation(Vec3::sAxisY(), float(t) * c.GetDeltaTime() * cAngularVelocity)) * character.mInitialPosition;
- CHECK_APPROX_EQUAL(character.GetPosition(), expected_position, 1.0e-4f);
- }
- }
- TEST_CASE("TestMovingPlatformUp")
- {
- constexpr float cFloorHalfHeight = 1.0f;
- constexpr float cFloorHalfWidth = 10.0f;
- constexpr float cLinearVelocity = 0.5f;
- PhysicsTestContext c;
- // Create box
- Body &box = c.CreateBox(RVec3::sZero(), Quat::sIdentity(), EMotionType::Kinematic, EMotionQuality::Discrete, Layers::MOVING, Vec3(cFloorHalfWidth, cFloorHalfHeight, cFloorHalfWidth));
- box.SetAllowSleeping(false);
- // Create character so that it is touching the box at the
- Character character(c);
- character.mInitialPosition = RVec3(0, cFloorHalfHeight, 0);
- character.Create();
- // Step to ensure the character is on the box
- character.Step();
- CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround);
- // Set the box to move up
- box.SetLinearVelocity(Vec3(0, cLinearVelocity, 0));
- // Check that character stays on the box
- for (int t = 0; t < 60; ++t)
- {
- character.Step();
- CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround);
- RVec3 expected_position = box.GetPosition() + character.mInitialPosition;
- CHECK_APPROX_EQUAL(character.GetPosition(), expected_position, 1.0e-2f);
- }
- // Stop box
- box.SetLinearVelocity(Vec3::sZero());
- character.Simulate(0.5f);
- // Set the box to move down
- box.SetLinearVelocity(Vec3(0, -cLinearVelocity, 0));
- // Check that character stays on the box
- for (int t = 0; t < 60; ++t)
- {
- character.Step();
- CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround);
- RVec3 expected_position = box.GetPosition() + character.mInitialPosition;
- CHECK_APPROX_EQUAL(character.GetPosition(), expected_position, 1.0e-2f);
- }
- }
- TEST_CASE("TestContactPointLimit")
- {
- PhysicsTestContext ctx;
- Body &floor = ctx.CreateFloor();
- // Create character at the origin
- Character character(ctx);
- character.mInitialPosition = RVec3(0, 1, 0);
- character.mUpdateSettings.mStickToFloorStepDown = Vec3::sZero();
- character.mUpdateSettings.mWalkStairsStepUp = Vec3::sZero();
- character.Create();
- // Radius including padding
- const float character_radius = character.mRadiusStanding + character.mCharacterSettings.mCharacterPadding;
- // Create a half cylinder with caps for testing contact point limit
- VertexList vertices;
- IndexedTriangleList triangles;
- // The half cylinder
- const int cPosSegments = 2;
- const int cAngleSegments = 768;
- const float cCylinderLength = 2.0f;
- for (int pos = 0; pos < cPosSegments; ++pos)
- for (int angle = 0; angle < cAngleSegments; ++angle)
- {
- uint32 start = (uint32)vertices.size();
- float radius = character_radius + 0.01f;
- float angle_rad = (-0.5f + float(angle) / cAngleSegments) * JPH_PI;
- float s = Sin(angle_rad);
- float c = Cos(angle_rad);
- float x = cCylinderLength * (-0.5f + float(pos) / (cPosSegments - 1));
- float y = angle == 0 || angle == cAngleSegments - 1? 0.5f : (1.0f - c) * radius;
- float z = s * radius;
- vertices.push_back(Float3(x, y, z));
- if (pos > 0 && angle > 0)
- {
- triangles.push_back(IndexedTriangle(start, start - 1, start - cAngleSegments));
- triangles.push_back(IndexedTriangle(start - 1, start - cAngleSegments - 1, start - cAngleSegments));
- }
- }
- // Add end caps
- uint32 end = cAngleSegments * (cPosSegments - 1);
- for (int angle = 0; angle < cAngleSegments - 1; ++angle)
- {
- triangles.push_back(IndexedTriangle(0, angle + 1, angle));
- triangles.push_back(IndexedTriangle(end, end + angle, end + angle + 1));
- }
- // Create test body
- MeshShapeSettings mesh(vertices, triangles);
- mesh.SetEmbedded();
- BodyCreationSettings mesh_cylinder(&mesh, character.mInitialPosition, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
- BodyID cylinder_id = ctx.GetBodyInterface().CreateAndAddBody(mesh_cylinder, EActivation::DontActivate);
- // End positions that can be reached by character
- RVec3 pos_end(0.5_r * cCylinderLength - character_radius, 1, 0);
- RVec3 neg_end(-0.5_r * cCylinderLength + character_radius, 1, 0);
- // Move towards positive cap and test if we hit the end
- character.mHorizontalSpeed = Vec3(cCylinderLength, 0, 0);
- for (int t = 0; t < 60; ++t)
- {
- character.Step();
- CHECK(character.mCharacter->GetMaxHitsExceeded());
- CHECK(character.GetNumContacts() <= character.mCharacter->GetMaxNumHits());
- CHECK(character.mCharacter->GetGroundBodyID() == cylinder_id);
- CHECK(character.mCharacter->GetGroundNormal().Dot(Vec3::sAxisY()) > 0.999f);
- }
- CHECK_APPROX_EQUAL(character.GetPosition(), pos_end, 1.0e-4f);
- // Move towards negative cap and test if we hit the end
- character.mHorizontalSpeed = Vec3(-cCylinderLength, 0, 0);
- for (int t = 0; t < 60; ++t)
- {
- character.Step();
- CHECK(character.mCharacter->GetMaxHitsExceeded());
- CHECK(character.GetNumContacts() <= character.mCharacter->GetMaxNumHits());
- CHECK(character.mCharacter->GetGroundBodyID() == cylinder_id);
- CHECK(character.mCharacter->GetGroundNormal().Dot(Vec3::sAxisY()) > 0.999f);
- }
- CHECK_APPROX_EQUAL(character.GetPosition(), neg_end, 1.0e-4f);
- // Turn off contact point reduction
- character.mCharacter->SetHitReductionCosMaxAngle(-1.0f);
- // Move towards positive cap and test that we did not reach the end
- character.mHorizontalSpeed = Vec3(cCylinderLength, 0, 0);
- for (int t = 0; t < 60; ++t)
- {
- character.Step();
- CHECK(character.mCharacter->GetMaxHitsExceeded());
- CHECK(character.GetNumContacts() == character.mCharacter->GetMaxNumHits());
- }
- RVec3 cur_pos = character.GetPosition();
- CHECK((pos_end - cur_pos).Length() > 0.01_r);
- // Move towards negative cap and test that we got stuck
- character.mHorizontalSpeed = Vec3(-cCylinderLength, 0, 0);
- for (int t = 0; t < 60; ++t)
- {
- character.Step();
- CHECK(character.mCharacter->GetMaxHitsExceeded());
- CHECK(character.GetNumContacts() == character.mCharacter->GetMaxNumHits());
- }
- CHECK(cur_pos.IsClose(character.GetPosition(), 1.0e-6f));
- // Now teleport the character next to the half cylinder
- character.mCharacter->SetPosition(RVec3(0, 0, 1));
- // Move in positive X and check that we did not exceed max hits and that we were able to move unimpeded
- character.mHorizontalSpeed = Vec3(cCylinderLength, 0, 0);
- for (int t = 0; t < 60; ++t)
- {
- character.Step();
- CHECK(!character.mCharacter->GetMaxHitsExceeded());
- CHECK(character.GetNumContacts() == 1); // We should only hit the floor
- CHECK(character.mCharacter->GetGroundBodyID() == floor.GetID());
- CHECK(character.mCharacter->GetGroundNormal().Dot(Vec3::sAxisY()) > 0.999f);
- }
- CHECK_APPROX_EQUAL(character.GetPosition(), RVec3(cCylinderLength, 0, 1), 1.0e-4f);
- }
- TEST_CASE("TestStairWalkAlongWall")
- {
- // Stair stepping is very delta time sensitive, so test various update frequencies
- float frequencies[] = { 60.0f, 120.0f, 240.0f, 360.0f };
- for (float frequency : frequencies)
- {
- float time_step = 1.0f / frequency;
- PhysicsTestContext c(time_step);
- c.CreateFloor();
- // Create character
- Character character(c);
- character.Create();
- // Create a wall
- const float cWallHalfThickness = 0.05f;
- c.GetBodyInterface().CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(50.0f, 1.0f, cWallHalfThickness)), RVec3(0, 1.0_r, Real(-character.mRadiusStanding - character.mCharacter->GetCharacterPadding() - cWallHalfThickness)), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
- // Start moving along the wall, if the stair stepping algorithm is working correctly it should not trigger and not apply extra speed to the character
- character.mHorizontalSpeed = Vec3(5.0f, 0, -1.0f);
- character.Simulate(1.0f);
- // We should have moved along the wall at the desired speed
- CHECK(character.mCharacter->GetGroundState() == CharacterBase::EGroundState::OnGround);
- CHECK_APPROX_EQUAL(character.GetPosition(), RVec3(5.0f, 0, 0), 1.0e-2f);
- }
- }
- TEST_CASE("TestInitiallyIntersecting")
- {
- PhysicsTestContext c;
- c.CreateFloor();
- // Create box that is intersecting with the character
- c.CreateBox(RVec3(-0.5f, 0.5f, 0), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, Vec3::sReplicate(0.5f));
- // Try various penetration recovery values
- for (float penetration_recovery : { 0.0f, 0.5f, 0.75f, 1.0f })
- {
- // Create character
- Character character(c);
- character.mCharacterSettings.mPenetrationRecoverySpeed = penetration_recovery;
- character.Create();
- CHECK_APPROX_EQUAL(character.GetPosition(), RVec3::sZero());
- // Total radius of character
- float radius_and_padding = character.mRadiusStanding + character.mCharacterSettings.mCharacterPadding;
- float x = 0.0f;
- for (int step = 0; step < 3; ++step)
- {
- // Calculate expected position
- x += penetration_recovery * (radius_and_padding - x);
- // Step character and check that it matches expected recovery
- character.Step();
- CHECK_APPROX_EQUAL(character.GetPosition(), RVec3(x, 0, 0));
- }
- }
- }
- TEST_CASE("TestCharacterVsCharacter")
- {
- PhysicsTestContext c;
- BodyID floor_id = c.CreateFloor().GetID();
- // Create characters with different radii and padding
- Character character1(c);
- character1.mInitialPosition = RVec3::sZero();
- character1.mRadiusStanding = 0.2f;
- character1.mCharacterSettings.mCharacterPadding = 0.04f;
- character1.Create();
- Character character2(c);
- character2.mInitialPosition = RVec3(1, 0, 0);
- character2.mRadiusStanding = 0.3f;
- character2.mCharacterSettings.mCharacterPadding = 0.03f;
- character2.Create();
- // Make both collide
- character1.mCharacterVsCharacter.Add(character2.mCharacter);
- character2.mCharacterVsCharacter.Add(character1.mCharacter);
- // Add a box behind character 2, we should never hit this
- Vec3 box_extent(0.1f, 1.0f, 1.0f);
- c.CreateBox(RVec3(1.5f, 0, 0), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, box_extent, EActivation::DontActivate);
- // Move character 1 towards character 2 so that in 1 step it will hit both character 2 and the box
- character1.mHorizontalSpeed = Vec3(600.0f, 0, 0);
- character1.Step();
- // Character 1 should have stopped at character 2
- float character1_radius = character1.mRadiusStanding + character1.mCharacterSettings.mCharacterPadding;
- float character2_radius = character2.mRadiusStanding + character2.mCharacterSettings.mCharacterPadding;
- float separation = character1_radius + character2_radius;
- RVec3 expected_colliding_with_character = character2.mInitialPosition - Vec3(separation, 0, 0);
- CHECK_APPROX_EQUAL(character1.GetPosition(), expected_colliding_with_character, 1.0e-3f);
- CHECK(character1.GetNumContacts() == 2);
- CHECK(character1.HasCollidedWith(floor_id));
- CHECK(character1.HasCollidedWith(character2.mCharacter));
- // Move character 1 back to its initial position
- character1.mCharacter->SetPosition(character1.mInitialPosition);
- character1.mCharacter->SetLinearVelocity(Vec3::sZero());
- // Now move slowly so that we will detect the collision during the normal collide shape step
- character1.mHorizontalSpeed = Vec3(1.0f, 0, 0);
- character1.Step();
- CHECK(character1.GetNumContacts() == 1);
- CHECK(character1.HasCollidedWith(floor_id));
- character1.Simulate(1.0f);
- // Character 1 should have stopped at character 2
- CHECK_APPROX_EQUAL(character1.GetPosition(), expected_colliding_with_character, 1.0e-3f);
- CHECK(character1.GetNumContacts() == 2);
- CHECK(character1.HasCollidedWith(floor_id));
- CHECK(character1.HasCollidedWith(character2.mCharacter));
- // Move character 1 back to its initial position
- character1.mCharacter->SetPosition(character1.mInitialPosition);
- character1.mCharacter->SetLinearVelocity(Vec3::sZero());
- // Add a box in between the characters
- RVec3 box_position(0.5f, 0, 0);
- BodyID box_id = c.CreateBox(box_position, Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, box_extent, EActivation::DontActivate).GetID();
- // Move character 1 so that it will step through both the box and the character in 1 time step
- character1.mHorizontalSpeed = Vec3(600.0f, 0, 0);
- character1.Step();
- // Expect that it ends up at the box
- RVec3 expected_colliding_with_box = box_position - Vec3(character1_radius + box_extent.GetX(), 0, 0);
- CHECK_APPROX_EQUAL(character1.GetPosition(), expected_colliding_with_box, 1.0e-3f);
- CHECK(character1.GetNumContacts() == 2);
- CHECK(character1.HasCollidedWith(floor_id));
- CHECK(character1.HasCollidedWith(box_id));
- // Move character 1 back to its initial position
- character1.mCharacter->SetPosition(character1.mInitialPosition);
- character1.mCharacter->SetLinearVelocity(Vec3::sZero());
- // Now move slowly so that we will detect the collision during the normal collide shape step
- character1.mHorizontalSpeed = Vec3(1.0f, 0, 0);
- character1.Step();
- CHECK(character1.GetNumContacts() == 1);
- CHECK(character1.HasCollidedWith(floor_id));
- character1.Simulate(1.0f);
- // Expect that it ends up at the box
- CHECK_APPROX_EQUAL(character1.GetPosition(), expected_colliding_with_box, 1.0e-3f);
- CHECK(character1.GetNumContacts() == 2);
- CHECK(character1.HasCollidedWith(floor_id));
- CHECK(character1.HasCollidedWith(box_id));
- }
- }
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