152 lines
4.7 KiB
C++
152 lines
4.7 KiB
C++
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include <TestFramework.h>
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#include <Tests/Rig/RigPileTest.h>
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#include <Jolt/Physics/PhysicsScene.h>
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#include <Jolt/Physics/Collision/RayCast.h>
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#include <Jolt/Physics/Collision/CastResult.h>
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#include <Jolt/Skeleton/Skeleton.h>
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#include <Jolt/Skeleton/SkeletalAnimation.h>
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#include <Jolt/Skeleton/SkeletonPose.h>
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#include <Jolt/Core/StringTools.h>
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#include <Jolt/ObjectStream/ObjectStreamIn.h>
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#include <Utils/RagdollLoader.h>
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#include <Application/DebugUI.h>
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#include <Layers.h>
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#include <Utils/Log.h>
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#include <Utils/AssetStream.h>
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#include <random>
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JPH_IMPLEMENT_RTTI_VIRTUAL(RigPileTest)
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{
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JPH_ADD_BASE_CLASS(RigPileTest, Test)
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}
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const char *RigPileTest::sScenes[] =
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{
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"PerlinMesh",
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"PerlinHeightField",
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"Terrain1",
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"Terrain2",
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};
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#ifdef JPH_DEBUG
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const char *RigPileTest::sSceneName = "PerlinMesh";
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int RigPileTest::sPileSize = 5;
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int RigPileTest::sNumPilesPerAxis = 2;
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#else
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const char *RigPileTest::sSceneName = "Terrain1";
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int RigPileTest::sPileSize = 10;
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int RigPileTest::sNumPilesPerAxis = 4;
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#endif
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RigPileTest::~RigPileTest()
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{
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for (Ragdoll *r : mRagdolls)
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r->RemoveFromPhysicsSystem();
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}
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void RigPileTest::Initialize()
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{
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if (strcmp(sSceneName, "PerlinMesh") == 0)
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{
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// Default terrain
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CreateMeshTerrain();
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}
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else if (strcmp(sSceneName, "PerlinHeightField") == 0)
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{
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// Default terrain
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CreateHeightFieldTerrain();
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}
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else
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{
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// Load scene
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Ref<PhysicsScene> scene;
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AssetStream stream(String(sSceneName) + ".bof", std::ios::in | std::ios::binary);
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if (!ObjectStreamIn::sReadObject(stream.Get(), scene))
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FatalError("Failed to load scene");
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for (BodyCreationSettings &body : scene->GetBodies())
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body.mObjectLayer = Layers::NON_MOVING;
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scene->FixInvalidScales();
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scene->CreateBodies(mPhysicsSystem);
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}
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// Load ragdoll
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Ref<RagdollSettings> settings = RagdollLoader::sLoad("Human.tof", EMotionType::Dynamic);
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// Load animation
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const int cAnimationCount = 4;
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Ref<SkeletalAnimation> animation[cAnimationCount];
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for (int i = 0; i < cAnimationCount; ++i)
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{
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AssetStream stream(StringFormat("Human/dead_pose%d.tof", i + 1), std::ios::in);
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if (!ObjectStreamIn::sReadObject(stream.Get(), animation[i]))
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FatalError("Could not open animation");
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}
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const float cHorizontalSeparation = 4.0f;
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const float cVerticalSeparation = 0.6f;
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// Limit the size of the piles so we don't go over 160 ragdolls
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int pile_size = min(sPileSize, 160 / Square(sNumPilesPerAxis));
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// Create piles
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default_random_engine random;
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uniform_real_distribution<float> angle(0.0f, JPH_PI);
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CollisionGroup::GroupID group_id = 1;
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for (int row = 0; row < sNumPilesPerAxis; ++row)
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for (int col = 0; col < sNumPilesPerAxis; ++col)
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{
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// Determine start location of ray
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RVec3 start = RVec3(cHorizontalSeparation * (col - (sNumPilesPerAxis - 1) / 2.0f), 100, cHorizontalSeparation * (row - (sNumPilesPerAxis - 1) / 2.0f));
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// Cast ray down to terrain
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RayCastResult hit;
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Vec3 ray_direction(0, -200, 0);
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RRayCast ray { start, ray_direction };
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if (mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, hit, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::NON_MOVING), SpecifiedObjectLayerFilter(Layers::NON_MOVING)))
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start = ray.GetPointOnRay(hit.mFraction);
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for (int i = 0; i < pile_size; ++i)
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{
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// Create ragdoll
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Ref<Ragdoll> ragdoll = settings->CreateRagdoll(group_id++, 0, mPhysicsSystem);
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// Sample pose
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SkeletonPose pose;
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pose.SetSkeleton(settings->GetSkeleton());
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animation[random() % cAnimationCount]->Sample(0.0f, pose);
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// Override root
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pose.SetRootOffset(start);
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SkeletonPose::JointState &root = pose.GetJoint(0);
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root.mTranslation = Vec3(0, cVerticalSeparation * (i + 1), 0);
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root.mRotation = Quat::sRotation(Vec3::sAxisY(), angle(random)) * root.mRotation;
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pose.CalculateJointMatrices();
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// Drive to pose
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ragdoll->SetPose(pose);
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ragdoll->DriveToPoseUsingMotors(pose);
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ragdoll->AddToPhysicsSystem(EActivation::Activate);
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mRagdolls.push_back(ragdoll);
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}
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}
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}
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void RigPileTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
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{
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inUI->CreateTextButton(inSubMenu, "Select Scene", [this, inUI]() {
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UIElement *scene_name = inUI->CreateMenu();
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for (uint i = 0; i < size(sScenes); ++i)
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inUI->CreateTextButton(scene_name, sScenes[i], [this, i]() { sSceneName = sScenes[i]; RestartTest(); });
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inUI->ShowMenu(scene_name);
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});
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inUI->CreateSlider(inSubMenu, "Num Ragdolls Per Pile", float(sPileSize), 1, 160, 1, [](float inValue) { sPileSize = (int)inValue; });
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inUI->CreateSlider(inSubMenu, "Num Piles Per Axis", float(sNumPilesPerAxis), 1, 4, 1, [](float inValue) { sNumPilesPerAxis = (int)inValue; });
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}
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