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CosmicEngine/lib/All/JoltPhysics/Samples/Tests/Shapes/HeightFieldShapeTest.cpp

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <Tests/Shapes/HeightFieldShapeTest.h>
#include <External/Perlin.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Jolt/Physics/Collision/PhysicsMaterialSimple.h>
#include <Jolt/Physics/Collision/CastResult.h>
#include <Jolt/Physics/Collision/RayCast.h>
#include <Application/DebugUI.h>
#include <Utils/ReadData.h>
#include <Utils/Log.h>
#include <Utils/DebugRendererSP.h>
#include <Layers.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(HeightFieldShapeTest)
{
JPH_ADD_BASE_CLASS(HeightFieldShapeTest, Test)
}
static int sTerrainType = 0;
static const char *sTerrainTypes[] = {
"Procedural Terrain 2^N",
"Procedural Terrain 2^N + 1",
"Heightfield 1",
"Flat 2^N",
"Flat 2^N + 1",
"No Collision 2^N",
"No Collision 2^N + 1"
};
void HeightFieldShapeTest::Initialize()
{
if (sTerrainType == 0 || sTerrainType == 1)
{
const int n = sTerrainType == 0? 128 : 129;
const float cell_size = 1.0f;
const float max_height = 5.0f;
// Create height samples
mTerrainSize = n;
mTerrain.resize(n * n);
for (int y = 0; y < n; ++y)
for (int x = 0; x < n; ++x)
mTerrain[y * n + x] = max_height * PerlinNoise3(float(x) * 8.0f / n, 0, float(y) * 8.0f / n, 256, 256, 256);
// Make some holes
mTerrain[2 * n + 2] = HeightFieldShapeConstants::cNoCollisionValue;
for (int y = 4; y < 33; ++y)
for (int x = 4; x < 33; ++x)
mTerrain[y * n + x] = HeightFieldShapeConstants::cNoCollisionValue;
// Make material indices
uint8 max_material_index = 0;
mMaterialIndices.resize(Square(n - 1));
for (int y = 0; y < n - 1; ++y)
for (int x = 0; x < n - 1; ++x)
{
uint8 material_index = uint8(round((Vec3(x * cell_size, 0, y * cell_size) - Vec3(n * cell_size / 2, 0, n * cell_size / 2)).Length() / 10.0f));
max_material_index = max(max_material_index, material_index);
mMaterialIndices[y * (n - 1) + x] = material_index;
}
// Mark the corners to validate that materials and heights match
mTerrain[0] = 0.0f;
mTerrain[n - 1] = 10.0f;
mTerrain[(n - 1) * n] = 20.0f;
mTerrain[n * n - 1] = 30.0f;
mMaterialIndices[0] = 0;
mMaterialIndices[n - 2] = 1;
mMaterialIndices[(n - 2) * (n - 1)] = 2;
mMaterialIndices[Square(n - 1) - 1] = 3;
// Create materials
for (uint8 i = 0; i <= max_material_index; ++i)
mMaterials.push_back(new PhysicsMaterialSimple("Material " + ConvertToString(uint(i)), Color::sGetDistinctColor(i)));
// Determine scale and offset (deliberately apply extra offset and scale in Y direction)
mTerrainOffset = Vec3(-0.5f * cell_size * n, -2.0f, -0.5f * cell_size * n);
mTerrainScale = Vec3(cell_size, 1.5f, cell_size);
}
else if (sTerrainType == 2)
{
const int n = 1024;
const float cell_size = 0.5f;
// Get height samples
Array<uint8> data = ReadData("heightfield1.bin");
if (data.size() != sizeof(float) * n * n)
FatalError("Invalid file size");
mTerrainSize = n;
mTerrain.resize(n * n);
memcpy(mTerrain.data(), data.data(), n * n * sizeof(float));
// Determine scale and offset
mTerrainOffset = Vec3(-0.5f * cell_size * n, 0.0f, -0.5f * cell_size * n);
mTerrainScale = Vec3(cell_size, 1.0f, cell_size);
}
else if (sTerrainType == 3 || sTerrainType == 4)
{
const int n = sTerrainType == 3? 128 : 129;
const float cell_size = 1.0f;
const float height = JPH_PI;
// Determine scale and offset
mTerrainOffset = Vec3(-0.5f * cell_size * n, 0.0f, -0.5f * cell_size * n);
mTerrainScale = Vec3(cell_size, 1.0f, cell_size);
// Mark the entire terrain as single height
mTerrainSize = n;
mTerrain.resize(n * n);
for (float &v : mTerrain)
v = height;
}
else if (sTerrainType == 5 || sTerrainType == 6)
{
const int n = sTerrainType == 4? 128 : 129;
const float cell_size = 1.0f;
// Determine scale and offset
mTerrainOffset = Vec3(-0.5f * cell_size * n, 0.0f, -0.5f * cell_size * n);
mTerrainScale = Vec3(cell_size, 1.0f, cell_size);
// Mark the entire terrain as no collision
mTerrainSize = n;
mTerrain.resize(n * n);
for (float &v : mTerrain)
v = HeightFieldShapeConstants::cNoCollisionValue;
}
// Create height field
HeightFieldShapeSettings settings(mTerrain.data(), mTerrainOffset, mTerrainScale, mTerrainSize, mMaterialIndices.data(), mMaterials);
settings.mBlockSize = 1 << sBlockSizeShift;
settings.mBitsPerSample = sBitsPerSample;
mHeightField = StaticCast<HeightFieldShape>(settings.Create().Get());
mBodyInterface->CreateAndAddBody(BodyCreationSettings(mHeightField, RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
// Validate it
float max_diff = -1.0f;
uint max_diff_x = 0, max_diff_y = 0;
float min_height = FLT_MAX, max_height = -FLT_MAX, avg_diff = 0.0f;
for (uint y = 0; y < mTerrainSize; ++y)
for (uint x = 0; x < mTerrainSize; ++x)
{
float h1 = mTerrain[y * mTerrainSize + x];
if (h1 != HeightFieldShapeConstants::cNoCollisionValue)
{
h1 = mTerrainOffset.GetY() + mTerrainScale.GetY() * h1;
if (mHeightField->IsNoCollision(x, y))
FatalError("No collision where there should be");
float h2 = mHeightField->GetPosition(x, y).GetY();
float diff = abs(h2 - h1);
if (diff > max_diff)
{
max_diff = diff;
max_diff_x = x;
max_diff_y = y;
}
min_height = min(min_height, h1);
max_height = max(max_height, h1);
avg_diff += diff;
}
else
{
if (!mHeightField->IsNoCollision(x, y))
FatalError("Collision where there shouldn't be");
}
}
// Calculate relative error
float rel_error = min_height < max_height? 100.0f * max_diff / (max_height - min_height) : 0.0f;
// Max error we expect given sBitsPerSample (normally the error should be much lower because we quantize relative to the block rather than the full height)
float max_error = 0.5f * 100.0f / ((1 << sBitsPerSample) - 1);
// Calculate average
avg_diff /= mTerrainSize * mTerrainSize;
// Calculate amount of memory used
Shape::Stats stats = mHeightField->GetStats();
// Trace stats
Trace("Block size: %d, bits per sample: %d, min height: %g, max height: %g, avg diff: %g, max diff: %g at (%d, %d), relative error: %g%%, size: %u bytes", 1 << sBlockSizeShift, sBitsPerSample, (double)min_height, (double)max_height, (double)avg_diff, (double)max_diff, max_diff_x, max_diff_y, (double)rel_error, stats.mSizeBytes);
if (rel_error > max_error)
FatalError("Error too big!");
// Determine terrain height
RayCastResult result;
RVec3 start(0, 1000, 0);
Vec3 direction(0, -2000, 0);
RRayCast ray { start, direction };
if (mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, result, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::NON_MOVING), SpecifiedObjectLayerFilter(Layers::NON_MOVING)))
mHitPos = ray.GetPointOnRay(result.mFraction);
// Dynamic body
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(0.5f, 1.0f, 2.0f)), mHitPos + Vec3(0, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
}
void HeightFieldShapeTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
{
// Test the 'GetHeight' function and draw a marker on the surface
Vec3 test_pos = Vec3(inParams.mCameraState.mPos) + 10.0f * inParams.mCameraState.mForward, surface_pos;
SubShapeID sub_shape_id;
if (mHeightField->ProjectOntoSurface(test_pos, surface_pos, sub_shape_id))
{
Vec3 surface_normal = mHeightField->GetSurfaceNormal(sub_shape_id, surface_pos);
DrawMarkerSP(mDebugRenderer, surface_pos, Color::sWhite, 1.0f);
DrawArrowSP(mDebugRenderer, surface_pos, surface_pos + surface_normal, Color::sRed, 0.1f);
}
// Draw the original uncompressed terrain
if (sShowOriginalTerrain)
for (uint y = 0; y < mTerrainSize; ++y)
for (uint x = 0; x < mTerrainSize; ++x)
{
// Get original height
float h = mTerrain[y * mTerrainSize + x];
if (h == HeightFieldShapeConstants::cNoCollisionValue)
continue;
// Get original position
Vec3 original = mTerrainOffset + mTerrainScale * Vec3(float(x), h, float(y));
// Get compressed position
Vec3 compressed = mHeightField->GetPosition(x, y);
// Draw marker that is red when error is too big and green when not
const float cMaxError = 0.1f;
float error = (original - compressed).Length();
uint8 c = uint8(round(255.0f * min(error / cMaxError, 1.0f)));
DrawMarkerSP(mDebugRenderer, original, Color(c, 255 - c, 0, 255), 0.1f);
}
}
void HeightFieldShapeTest::GetInitialCamera(CameraState &ioState) const
{
// Correct camera pos for hit position
ioState.mPos += mHitPos;
}
void HeightFieldShapeTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
{
inUI->CreateTextButton(inSubMenu, "Select Terrain", [this, inUI]() {
UIElement *terrain_name = inUI->CreateMenu();
for (uint i = 0; i < size(sTerrainTypes); ++i)
inUI->CreateTextButton(terrain_name, sTerrainTypes[i], [this, i]() { sTerrainType = i; RestartTest(); });
inUI->ShowMenu(terrain_name);
});
inUI->CreateTextButton(inSubMenu, "Configuration Settings", [this, inUI]() {
UIElement *terrain_settings = inUI->CreateMenu();
inUI->CreateComboBox(terrain_settings, "Block Size", { "2", "4", "8" }, sBlockSizeShift - 1, [=](int inItem) { sBlockSizeShift = inItem + 1; });
inUI->CreateSlider(terrain_settings, "Bits Per Sample", (float)sBitsPerSample, 1.0f, 8.0f, 1.0f, [=](float inValue) { sBitsPerSample = (int)inValue; });
inUI->CreateTextButton(terrain_settings, "Accept", [this]() { RestartTest(); });
inUI->ShowMenu(terrain_settings);
});
inUI->CreateCheckBox(inSubMenu, "Show Original Terrain", sShowOriginalTerrain, [](UICheckBox::EState inState) { sShowOriginalTerrain = inState == UICheckBox::STATE_CHECKED; });
}