614 lines
12 KiB
C++
614 lines
12 KiB
C++
/*
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* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef CHARACTER_TEST_H
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#define CHARACTER_TEST_H
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struct Plane
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{
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b3Vec3 n;
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b3Vec3 p;
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};
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class CharacterController
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{
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public:
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CharacterController(b3SphereShape* shape)
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{
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m_characterShape = shape;
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m_characterBody = m_characterShape->GetBody();
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m_world = m_characterBody->GetWorld();
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m_translation.SetZero();
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m_isGrounded = false;
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UpdateGrounded();
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}
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~CharacterController()
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{
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}
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bool IsGrounded() const
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{
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return m_isGrounded;
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}
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void Move(const b3Vec3& translation)
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{
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m_translation += translation;
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}
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void Step()
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{
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Solve();
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UpdateGrounded();
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}
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private:
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b3Sphere GetCharacterSphere() const
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{
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b3Sphere sphere;
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sphere.vertex = m_characterBody->GetWorldPoint(m_characterShape->m_center);
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sphere.radius = m_characterShape->m_radius;
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return sphere;
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}
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void UpdateGrounded()
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{
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b3StackArray<b3Shape*, 32> shapes;
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CollectStaticShapes(shapes);
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b3StackArray<Plane, 32> planes;
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CollectOverlapPlanes(planes, shapes);
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m_isGrounded = false;
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for (u32 i = 0; i < planes.Count(); ++i)
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{
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Plane plane = planes[i];
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float32 cosine = b3Dot(b3Vec3_y, plane.n);
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// ~80 degrees
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const float32 kTol = 0.17f;
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if (cosine > kTol)
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{
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m_isGrounded = true;
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break;
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}
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}
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}
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void CollectStaticShapes(b3Array<b3Shape*>& shapes) const
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{
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for (b3Body* b = m_world->GetBodyList().m_head; b; b = b->GetNext())
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{
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if (b == m_characterBody)
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{
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continue;
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}
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if (b->GetType() != e_staticBody)
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{
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continue;
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}
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for (b3Shape* s = b->GetShapeList().m_head; s; s = s->GetNext())
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{
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shapes.PushBack(s);
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}
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}
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}
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void CollectOverlapPlanes(b3Array<Plane>& planes,
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const b3Array<b3Shape*>& shapes) const
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{
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b3Sphere sphere2 = GetCharacterSphere();
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for (u32 i = 0; i < shapes.Count(); ++i)
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{
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b3Shape* shape1 = shapes[i];
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b3Body* body1 = shape1->GetBody();
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b3Transform xf1 = body1->GetTransform();
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if (shape1->GetType() == e_meshShape)
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{
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b3MeshShape* meshShape1 = (b3MeshShape*)shape1;
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const b3Mesh* mesh1 = meshShape1->m_mesh;
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for (u32 j = 0; j < mesh1->triangleCount; ++j)
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{
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b3TestSphereOutput output;
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bool overlap = meshShape1->TestSphere(&output, sphere2, xf1, j);
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if (overlap)
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{
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Plane plane;
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plane.n = output.normal;
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plane.p = output.point;
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planes.PushBack(plane);
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}
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}
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}
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else
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{
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b3TestSphereOutput output;
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bool overlap = shape1->TestSphere(&output, sphere2, xf1);
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if (overlap)
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{
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Plane plane;
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plane.n = output.normal;
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plane.p = output.point;
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planes.PushBack(plane);
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}
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}
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}
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}
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void CollectSweepPlanes(b3Array<Plane>& planes,
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const b3Array<b3Shape*>& shapes,
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const b3Vec3& translation2) const
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{
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if (b3LengthSquared(translation2) < B3_EPSILON * B3_EPSILON)
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{
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return;
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}
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b3Transform xf2 = m_characterBody->GetTransform();
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b3ShapeGJKProxy proxy2;
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proxy2.Set(m_characterShape, 0);
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for (u32 i = 0; i < shapes.Count(); ++i)
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{
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b3Shape* shape1 = shapes[i];
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b3Body* body1 = shape1->GetBody();
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b3Transform xf1 = body1->GetTransform();
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if (shape1->GetType() == e_meshShape)
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{
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b3MeshShape* meshShape1 = (b3MeshShape*)shape1;
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const b3Mesh* mesh1 = meshShape1->m_mesh;
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for (u32 j = 0; j < mesh1->triangleCount; ++j)
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{
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b3ShapeGJKProxy proxy1;
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proxy1.Set(shape1, j);
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b3GJKShapeCastOutput output;
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bool hit = b3GJKShapeCast(&output, xf1, proxy1, xf2, proxy2, translation2);
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if (hit)
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{
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Plane plane;
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plane.n = output.normal;
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plane.p = output.point;
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planes.PushBack(plane);
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}
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}
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}
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else
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{
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b3ShapeGJKProxy proxy1;
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proxy1.Set(shape1, 0);
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b3GJKShapeCastOutput output;
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bool hit = b3GJKShapeCast(&output, xf1, proxy1, xf2, proxy2, translation2);
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if (hit)
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{
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Plane plane;
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plane.n = output.normal;
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plane.p = output.point;
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planes.PushBack(plane);
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}
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}
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}
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}
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b3Vec3 SolvePositionConstraints(const b3Array<Plane>& planes, const b3Vec3& position) const
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{
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b3Vec3 localCenter = m_characterBody->GetLocalCenter();
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b3Vec3 c = position;
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b3Quat q = m_characterBody->GetOrientation();
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const u32 kMaxPositionIterations = 10;
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for (u32 i = 0; i < kMaxPositionIterations; ++i)
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{
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for (u32 j = 0; j < planes.Count(); ++j)
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{
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Plane nc = planes[j];
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b3Plane plane(nc.n, nc.p);
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b3Transform xf;
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xf.rotation = b3QuatMat33(q);
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xf.position = c - b3Mul(xf.rotation, localCenter);
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b3Sphere sphere;
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sphere.vertex = b3Mul(xf, m_characterShape->m_center);
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sphere.radius = m_characterShape->m_radius;
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float32 separation = b3Distance(sphere.vertex, plane);
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if (separation > sphere.radius)
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{
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continue;
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}
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separation -= sphere.radius;
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float32 C = b3Clamp(B3_BAUMGARTE * (separation + B3_LINEAR_SLOP), -B3_MAX_LINEAR_CORRECTION, 0.0f);
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b3Vec3 normal = plane.normal;
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b3Vec3 P = C * normal;
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c -= P;
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}
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}
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return c;
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}
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void Solve()
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{
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b3StackArray<b3Shape*, 32> shapes;
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CollectStaticShapes(shapes);
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b3StackArray<Plane, 32> planes;
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CollectOverlapPlanes(planes, shapes);
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b3Vec3 startPosition = m_characterBody->GetWorldCenter();
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b3Vec3 targetPosition = startPosition + m_translation;
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m_translation.SetZero();
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b3Vec3 solvePosition = SolvePositionConstraints(planes, targetPosition);
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b3Vec3 oldSolvePosition = solvePosition;
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for (;;)
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{
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b3Vec3 translation = solvePosition - startPosition;
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CollectSweepPlanes(planes, shapes, translation);
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solvePosition = SolvePositionConstraints(planes, targetPosition);
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const float32 tolerance = 0.05f;
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if (b3DistanceSquared(oldSolvePosition, solvePosition) < tolerance * tolerance)
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{
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break;
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}
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oldSolvePosition = solvePosition;
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}
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// Update body
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b3Quat orientation = m_characterBody->GetOrientation();
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b3Vec3 axis;
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float32 angle;
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orientation.GetAxisAngle(&axis, &angle);
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m_characterBody->SetTransform(solvePosition, axis, angle);
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}
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b3World* m_world;
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b3Body* m_characterBody;
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b3SphereShape* m_characterShape;
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b3Vec3 m_translation;
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bool m_isGrounded;
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};
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class CharacterTest : public Test
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{
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public:
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CharacterTest()
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{
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{
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b3BodyDef bdef;
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b3Body* body = m_world.CreateBody(bdef);
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b3HullShape hs;
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hs.m_hull = &m_groundHull;
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b3ShapeDef sdef;
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sdef.shape = &hs;
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b3Shape* shape = body->CreateShape(sdef);
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}
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{
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b3BodyDef bdef;
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bdef.position.Set(-10.0f, 3.0f, 0.0f);
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b3Body* body = m_world.CreateBody(bdef);
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static b3BoxHull boxHull;
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boxHull.Set(2.0f, 2.0f, 5.0f);
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b3HullShape hs;
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hs.m_hull = &boxHull;
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b3ShapeDef sdef;
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sdef.shape = &hs;
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b3Shape* shape = body->CreateShape(sdef);
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}
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{
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b3BodyDef bdef;
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bdef.position.Set(-10.0f, 9.0f, 0.0f);
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b3Body* body = m_world.CreateBody(bdef);
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static b3BoxHull boxHull;
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boxHull.Set(1.0f, 4.0f, 1.0f);
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b3HullShape hs;
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hs.m_hull = &boxHull;
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b3ShapeDef sdef;
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sdef.shape = &hs;
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b3Shape* shape = body->CreateShape(sdef);
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}
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{
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b3BodyDef bdef;
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bdef.position.Set(-10.0f, 2.7f, 7.0f);
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bdef.orientation.Set(b3Vec3_x, 0.25f * B3_PI);
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b3Body* body = m_world.CreateBody(bdef);
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static b3BoxHull boxHull;
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boxHull.Set(2.0f, 0.25f, 3.0f);
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b3HullShape hs;
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hs.m_hull = &boxHull;
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b3ShapeDef sdef;
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sdef.shape = &hs;
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b3Shape* shape = body->CreateShape(sdef);
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}
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{
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b3BodyDef bdef;
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bdef.position.Set(-10.0f, 2.7f, -7.0f);
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bdef.orientation.Set(b3Vec3_x, -0.25f * B3_PI);
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b3Body* body = m_world.CreateBody(bdef);
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static b3BoxHull boxHull;
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boxHull.Set(2.0f, 0.25f, 3.0f);
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b3HullShape hs;
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hs.m_hull = &boxHull;
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b3ShapeDef sdef;
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sdef.shape = &hs;
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b3Shape* shape = body->CreateShape(sdef);
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}
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{
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b3BodyDef bdef;
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bdef.position.Set(10.0f, 3.0f, 0.0f);
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b3Body* body = m_world.CreateBody(bdef);
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static b3BoxHull boxHull;
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boxHull.Set(2.0f, 2.0f, 5.0f);
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b3HullShape hs;
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hs.m_hull = &boxHull;
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b3ShapeDef sdef;
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sdef.shape = &hs;
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b3Shape* shape = body->CreateShape(sdef);
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}
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{
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b3BodyDef bdef;
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bdef.position.Set(10.0f, 9.0f, 0.0f);
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b3Body* body = m_world.CreateBody(bdef);
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static b3BoxHull boxHull;
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boxHull.Set(1.0f, 4.0f, 1.0f);
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b3HullShape hs;
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hs.m_hull = &boxHull;
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b3ShapeDef sdef;
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sdef.shape = &hs;
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b3Shape* shape = body->CreateShape(sdef);
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}
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{
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b3BodyDef bdef;
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bdef.position.Set(10.0f, 2.7f, 7.0f);
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bdef.orientation.Set(b3Vec3_x, 0.25f * B3_PI);
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b3Body* body = m_world.CreateBody(bdef);
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static b3BoxHull boxHull;
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boxHull.Set(2.0f, 0.25f, 3.0f);
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b3HullShape hs;
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hs.m_hull = &boxHull;
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b3ShapeDef sdef;
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sdef.shape = &hs;
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b3Shape* shape = body->CreateShape(sdef);
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}
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{
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b3BodyDef bdef;
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bdef.position.Set(10.0f, 2.7f, -7.0f);
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bdef.orientation.Set(b3Vec3_x, -0.25f * B3_PI);
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b3Body* body = m_world.CreateBody(bdef);
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static b3BoxHull boxHull;
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boxHull.Set(2.0f, 0.25f, 3.0f);
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b3HullShape hs;
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hs.m_hull = &boxHull;
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b3ShapeDef sdef;
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sdef.shape = &hs;
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b3Shape* shape = body->CreateShape(sdef);
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}
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{
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b3BodyDef bdef;
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bdef.position.Set(0.0f, 4.0f, 0.0f);
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b3Body* body = m_world.CreateBody(bdef);
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static b3BoxHull boxHull;
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boxHull.Set(8.0f, 1.0f, 2.0f);
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b3HullShape hs;
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hs.m_hull = &boxHull;
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b3ShapeDef sdef;
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sdef.shape = &hs;
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b3Shape* shape = body->CreateShape(sdef);
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}
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{
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b3BodyDef bdef;
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bdef.type = b3BodyType::e_kinematicBody;
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bdef.position.Set(0.0f, 1.0f, 20.0f);
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b3Body* body = m_world.CreateBody(bdef);
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b3SphereShape sphere;
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sphere.m_center.SetZero();
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sphere.m_radius = 1.0f;
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b3ShapeDef sdef;
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sdef.shape = &sphere;
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b3SphereShape* shape = (b3SphereShape*)body->CreateShape(sdef);
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m_characterController = new CharacterController(shape);
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}
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}
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~CharacterTest()
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{
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delete m_characterController;
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}
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void Step()
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{
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g_draw->DrawString(b3Color_white, "Arrows - Walk");
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g_draw->DrawString(b3Color_white, "Space - Jump");
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float32 dt = g_testSettings->inv_hertz;
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const float32 walkSpeed = 10.0f;
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const float32 jumpSpeed = 300.0f;
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const float32 gravity = 50.0f * 9.8f;
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b3Vec3 velocity = b3Vec3_zero;
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bool isGounded = m_characterController->IsGrounded();
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if (isGounded)
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{
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extern GLFWwindow* g_window;
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bool leftDown = glfwGetKey(g_window, GLFW_KEY_LEFT);
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bool rightDown = glfwGetKey(g_window, GLFW_KEY_RIGHT);
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bool downDown = glfwGetKey(g_window, GLFW_KEY_DOWN);
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bool upDown = glfwGetKey(g_window, GLFW_KEY_UP);
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bool spaceDown = glfwGetKey(g_window, GLFW_KEY_SPACE);
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// Walk
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if (leftDown)
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{
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velocity.x -= walkSpeed;
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}
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if (rightDown)
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{
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velocity.x += walkSpeed;
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}
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if (upDown)
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{
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velocity.z -= walkSpeed;
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}
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if (downDown)
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{
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velocity.z += walkSpeed;
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}
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// Jump
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if (spaceDown)
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{
|
|
velocity.y += jumpSpeed;
|
|
}
|
|
}
|
|
|
|
// Integrate gravity
|
|
velocity.y -= dt * gravity;
|
|
|
|
// Compute translation
|
|
b3Vec3 translation = dt * velocity;
|
|
|
|
// Move character
|
|
m_characterController->Move(translation);
|
|
|
|
// Step controllers
|
|
m_characterController->Step();
|
|
|
|
// Step world
|
|
Test::Step();
|
|
}
|
|
|
|
static Test* Create()
|
|
{
|
|
return new CharacterTest();
|
|
}
|
|
|
|
CharacterController* m_characterController;
|
|
};
|
|
|
|
#endif |