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CosmicEngine/lib/All/JoltPhysics/Samples/Tests/Vehicle/VehicleTest.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/Vehicle/VehicleTest.h>
#include <Jolt/Physics/Constraints/DistanceConstraint.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
#include <Jolt/Physics/Collision/Shape/MeshShape.h>
#include <Jolt/Physics/Collision/GroupFilterTable.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Jolt/Physics/PhysicsScene.h>
#include <Jolt/ObjectStream/ObjectStreamIn.h>
#include <Layers.h>
#include <Application/DebugUI.h>
#include <Utils/Log.h>
#include <Utils/AssetStream.h>
#include <Renderer/DebugRendererImp.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(VehicleTest)
{
JPH_ADD_BASE_CLASS(VehicleTest, Test)
}
const char *VehicleTest::sScenes[] =
{
"Flat",
"Flat With Slope",
"Steep Slope",
"Step",
"Dynamic Step",
"Playground",
"Loop",
#ifdef JPH_OBJECT_STREAM
"Terrain1",
#endif // JPH_OBJECT_STREAM
};
const char *VehicleTest::sSceneName = "Playground";
void VehicleTest::Initialize()
{
if (strcmp(sSceneName, "Flat") == 0)
{
// Flat test floor
Body &floor = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(1000.0f, 1.0f, 1000.0f), 0.0f), RVec3(0.0f, -1.0f, 0.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
floor.SetFriction(1.0f);
mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate);
// Load a race track to have something to assess speed and steering behavior
LoadRaceTrack("Racetracks/Zandvoort.csv");
}
else if (strcmp(sSceneName, "Flat With Slope") == 0)
{
const float cSlopeStartDistance = 100.0f;
const float cSlopeLength = 100.0f;
const float cSlopeAngle = DegreesToRadians(30.0f);
// Flat test floor
Body &floor = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(1000.0f, 1.0f, 1000.0f), 0.0f), RVec3(0.0f, -1.0f, 0.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
floor.SetFriction(1.0f);
mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate);
Body &slope_up = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(25.0f, 1.0f, cSlopeLength), 0.0f), RVec3(0.0f, cSlopeLength * Sin(cSlopeAngle) - 1.0f, cSlopeStartDistance + cSlopeLength * Cos(cSlopeAngle)), Quat::sRotation(Vec3::sAxisX(), -cSlopeAngle), EMotionType::Static, Layers::NON_MOVING));
slope_up.SetFriction(1.0f);
mBodyInterface->AddBody(slope_up.GetID(), EActivation::DontActivate);
Body &slope_down = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(25.0f, 1.0f, cSlopeLength), 0.0f), RVec3(0.0f, cSlopeLength * Sin(cSlopeAngle) - 1.0f, cSlopeStartDistance + 3.0f * cSlopeLength * Cos(cSlopeAngle)), Quat::sRotation(Vec3::sAxisX(), cSlopeAngle), EMotionType::Static, Layers::NON_MOVING));
slope_down.SetFriction(1.0f);
mBodyInterface->AddBody(slope_down.GetID(), EActivation::DontActivate);
}
else if (strcmp(sSceneName, "Steep Slope") == 0)
{
// Steep slope test floor (20 degrees = 36% grade)
Body &floor = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(1000.0f, 1.0f, 1000.0f), 0.0f), RVec3(0.0f, -1.0f, 0.0f), Quat::sRotation(Vec3::sAxisX(), DegreesToRadians(-20.0f)), EMotionType::Static, Layers::NON_MOVING));
floor.SetFriction(1.0f);
mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate);
}
else if (strcmp(sSceneName, "Step") == 0)
{
// Flat test floor
Body &floor = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(1000.0f, 1.0f, 1000.0f), 0.0f), RVec3(0.0f, -1.0f, 0.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
floor.SetFriction(1.0f);
mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate);
// A 5cm step rotated under an angle
constexpr float cStepHeight = 0.05f;
Body &step = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(5.0f, 0.5f * cStepHeight, 5.0f), 0.0f), RVec3(-2.0f, 0.5f * cStepHeight, 60.0f), Quat::sRotation(Vec3::sAxisY(), -0.3f * JPH_PI), EMotionType::Static, Layers::NON_MOVING));
step.SetFriction(1.0f);
mBodyInterface->AddBody(step.GetID(), EActivation::DontActivate);
}
else if (strcmp(sSceneName, "Dynamic Step") == 0)
{
// Flat test floor
Body &floor = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(1000.0f, 1.0f, 1000.0f), 0.0f), RVec3(0.0f, -1.0f, 0.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
floor.SetFriction(1.0f);
mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate);
// A dynamic body that acts as a step to test sleeping behavior
constexpr float cStepHeight = 0.05f;
Body &step = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(15.0f, 0.5f * cStepHeight, 15.0f), 0.0f), RVec3(-2.0f, 0.5f * cStepHeight, 30.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
step.SetFriction(1.0f);
mBodyInterface->AddBody(step.GetID(), EActivation::Activate);
}
else if (strcmp(sSceneName, "Playground") == 0)
{
// Scene with hilly terrain and some objects to drive into
Body &floor = CreateMeshTerrain();
floor.SetFriction(1.0f);
CreateBridge();
CreateWall();
CreateRubble();
}
else if (strcmp(sSceneName, "Loop") == 0)
{
CreateFloor();
TriangleList triangles;
const int cNumSegments = 100;
const float cLoopWidth = 20.0f;
const float cLoopRadius = 20.0f;
const float cLoopThickness = 0.5f;
Vec3 prev_center = Vec3::sZero();
Vec3 prev_center_bottom = Vec3::sZero();
for (int i = 0; i < cNumSegments; ++i)
{
float angle = i * 2.0f * JPH_PI / (cNumSegments - 1);
Vec3 radial(0, -Cos(angle), Sin(angle));
Vec3 center = Vec3(-i * cLoopWidth / (cNumSegments - 1), cLoopRadius, cLoopRadius) + cLoopRadius * radial;
Vec3 half_width(0.5f * cLoopWidth, 0, 0);
Vec3 center_bottom = center + cLoopThickness * radial;
if (i > 0)
{
// Top surface
triangles.push_back(Triangle(prev_center + half_width, prev_center - half_width, center - half_width));
triangles.push_back(Triangle(prev_center + half_width, center - half_width, center + half_width));
// Bottom surface
triangles.push_back(Triangle(prev_center_bottom + half_width, center_bottom - half_width, prev_center_bottom - half_width));
triangles.push_back(Triangle(prev_center_bottom + half_width, center_bottom + half_width, center_bottom - half_width));
// Sides
triangles.push_back(Triangle(prev_center + half_width, center + half_width, prev_center_bottom + half_width));
triangles.push_back(Triangle(prev_center_bottom + half_width, center + half_width, center_bottom + half_width));
triangles.push_back(Triangle(prev_center - half_width, prev_center_bottom - half_width, center - half_width));
triangles.push_back(Triangle(prev_center_bottom - half_width, center_bottom - half_width, center - half_width));
}
prev_center = center;
prev_center_bottom = center_bottom;
}
MeshShapeSettings mesh(triangles);
mesh.SetEmbedded();
Body &loop = *mBodyInterface->CreateBody(BodyCreationSettings(&mesh, RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
loop.SetFriction(1.0f);
mBodyInterface->AddBody(loop.GetID(), EActivation::Activate);
}
#ifdef JPH_OBJECT_STREAM
else
{
// Load scene
Ref<PhysicsScene> scene;
AssetStream stream(String(sSceneName) + ".bof", std::ios::in | std::ios::binary);
if (!ObjectStreamIn::sReadObject(stream.Get(), scene))
FatalError("Failed to load scene");
for (BodyCreationSettings &body : scene->GetBodies())
body.mObjectLayer = Layers::NON_MOVING;
scene->FixInvalidScales();
scene->CreateBodies(mPhysicsSystem);
}
#endif // JPH_OBJECT_STREAM
}
void VehicleTest::CreateBridge()
{
const int cChainLength = 20;
// Build a collision group filter that disables collision between adjacent bodies
Ref<GroupFilterTable> group_filter = new GroupFilterTable(cChainLength);
for (CollisionGroup::SubGroupID i = 0; i < cChainLength - 1; ++i)
group_filter->DisableCollision(i, i + 1);
Vec3 part_half_size = Vec3(2.5f, 0.25f, 1.0f);
RefConst<Shape> part_shape = new BoxShape(part_half_size);
Vec3 large_part_half_size = Vec3(2.5f, 0.25f, 22.5f);
RefConst<Shape> large_part_shape = new BoxShape(large_part_half_size);
Quat first_part_rot = Quat::sRotation(Vec3::sAxisX(), DegreesToRadians(-10.0f));
RVec3 prev_pos(-25, 7, 0);
Body *prev_part = nullptr;
for (int i = 0; i < cChainLength; ++i)
{
RVec3 pos = prev_pos + Vec3(0, 0, 2.0f * part_half_size.GetZ());
Body &part = i == 0? *mBodyInterface->CreateBody(BodyCreationSettings(large_part_shape, pos - first_part_rot * Vec3(0, large_part_half_size.GetY() - part_half_size.GetY(), large_part_half_size.GetZ() - part_half_size.GetZ()), first_part_rot, EMotionType::Static, Layers::NON_MOVING))
: *mBodyInterface->CreateBody(BodyCreationSettings(part_shape, pos, Quat::sIdentity(), i == 19? EMotionType::Static : EMotionType::Dynamic, i == 19? Layers::NON_MOVING : Layers::MOVING));
part.SetCollisionGroup(CollisionGroup(group_filter, 1, CollisionGroup::SubGroupID(i)));
part.SetFriction(1.0f);
mBodyInterface->AddBody(part.GetID(), EActivation::Activate);
if (prev_part != nullptr)
{
DistanceConstraintSettings dc;
dc.mPoint1 = prev_pos + Vec3(-part_half_size.GetX(), 0, part_half_size.GetZ());
dc.mPoint2 = pos + Vec3(-part_half_size.GetX(), 0, -part_half_size.GetZ());
mPhysicsSystem->AddConstraint(dc.Create(*prev_part, part));
dc.mPoint1 = prev_pos + Vec3(part_half_size.GetX(), 0, part_half_size.GetZ());
dc.mPoint2 = pos + Vec3(part_half_size.GetX(), 0, -part_half_size.GetZ());
mPhysicsSystem->AddConstraint(dc.Create(*prev_part, part));
}
prev_part = &part;
prev_pos = pos;
}
}
void VehicleTest::CreateWall()
{
RefConst<Shape> box_shape = new BoxShape(Vec3(0.5f, 0.5f, 0.5f));
for (int i = 0; i < 3; ++i)
for (int j = i / 2; j < 5 - (i + 1) / 2; ++j)
{
RVec3 position(2.0f + j * 1.0f + (i & 1? 0.5f : 0.0f), 2.0f + i * 1.0f, 10.0f);
mBodyInterface->CreateAndAddBody(BodyCreationSettings(box_shape, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
}
}
void VehicleTest::CreateRubble()
{
// Flat and light objects
RefConst<Shape> box_shape = new BoxShape(Vec3(0.5f, 0.1f, 0.5f));
for (int i = 0; i < 5; ++i)
for (int j = 0; j < 5; ++j)
{
RVec3 position(-5.0f + j, 2.0f + i * 0.2f, 10.0f + 0.5f * i);
mBodyInterface->CreateAndAddBody(BodyCreationSettings(box_shape, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
}
// Light convex shapes
default_random_engine random;
uniform_real_distribution<float> hull_size(0.2f, 0.4f);
for (int i = 0; i < 10; ++i)
for (int j = 0; j < 10; ++j)
{
// Create random points
Array<Vec3> points;
for (int k = 0; k < 20; ++k)
points.push_back(hull_size(random) * Vec3::sRandom(random));
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ConvexHullShapeSettings(points), RVec3(-5.0f + 0.5f * j, 2.0f, 15.0f + 0.5f * i), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
}
}
void VehicleTest::LoadRaceTrack(const char *inFileName)
{
// Open the track file
AssetStream asset_stream(inFileName, std::ios::in);
std::istream &stream = asset_stream.Get();
// Ignore header line
String line;
std::getline(stream, line);
// Read coordinates
struct Segment
{
RVec3 mCenter;
float mWidthLeft;
float mWidthRight;
};
Array<Segment> segments;
Real x, y;
float wl, wr;
char c;
RVec3 track_center = RVec3::sZero();
while (stream >> x >> c >> y >> c >> wl >> c >> wr)
{
RVec3 center(x, 0, -y);
segments.push_back({ center, wl, wr });
track_center += center;
}
if (!segments.empty())
track_center /= (float)segments.size();
// Convert to line segments
RVec3 prev_tleft = RVec3::sZero(), prev_tright = RVec3::sZero();
for (size_t i = 0; i < segments.size(); ++i)
{
const Segment &segment = segments[i];
const Segment &next_segment = segments[(i + 1) % segments.size()];
// Calculate left and right point of the track
Vec3 fwd = Vec3(next_segment.mCenter - segment.mCenter);
Vec3 right = fwd.Cross(Vec3::sAxisY()).Normalized();
RVec3 tcenter = segment.mCenter - track_center + Vec3(0, 0.1f, 0); // Put a bit above the floor to avoid z fighting
RVec3 tleft = tcenter - right * segment.mWidthLeft;
RVec3 tright = tcenter + right * segment.mWidthRight;
mTrackData.push_back({ tleft, tright });
// Connect left and right point with the previous left and right point
if (i > 0)
{
mTrackData.push_back({ prev_tleft, tleft });
mTrackData.push_back({ prev_tright, tright });
}
prev_tleft = tleft;
prev_tright = tright;
}
}
void VehicleTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
{
// Render the track
for (const Line &l : mTrackData)
mDebugRenderer->DrawLine(l.mStart, l.mEnd, Color::sBlack);
}
void VehicleTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
{
inUI->CreateTextButton(inSubMenu, "Select Scene", [this, inUI]() {
UIElement *scene_name = inUI->CreateMenu();
for (uint i = 0; i < size(sScenes); ++i)
inUI->CreateTextButton(scene_name, sScenes[i], [this, i]() { sSceneName = sScenes[i]; RestartTest(); });
inUI->ShowMenu(scene_name);
});
}