Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
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157
lib/All/JoltPhysics/Samples/Tests/Rig/SkeletonMapperTest.cpp
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157
lib/All/JoltPhysics/Samples/Tests/Rig/SkeletonMapperTest.cpp
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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/SkeletonMapperTest.h>
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#include <Jolt/Physics/StateRecorder.h>
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#include <Jolt/ObjectStream/ObjectStreamIn.h>
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#include <Renderer/DebugRendererImp.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 <Application/DebugUI.h>
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JPH_IMPLEMENT_RTTI_VIRTUAL(SkeletonMapperTest)
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{
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JPH_ADD_BASE_CLASS(SkeletonMapperTest, Test)
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}
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SkeletonMapperTest::~SkeletonMapperTest()
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{
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mRagdoll->RemoveFromPhysicsSystem();
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}
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void SkeletonMapperTest::Initialize()
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{
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// Floor
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CreateFloor();
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// Load ragdoll
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mRagdollSettings = RagdollLoader::sLoad("Human.tof", EMotionType::Dynamic);
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// Create ragdoll
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mRagdoll = mRagdollSettings->CreateRagdoll(0, 0, mPhysicsSystem);
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mRagdoll->AddToPhysicsSystem(EActivation::Activate);
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// Load neutral animation for ragdoll
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Ref<SkeletalAnimation> neutral_ragdoll;
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{
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AssetStream stream("Human/neutral.tof", std::ios::in);
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if (!ObjectStreamIn::sReadObject(stream.Get(), neutral_ragdoll))
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FatalError("Could not open neutral animation");
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}
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// Load animation skeleton
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Ref<Skeleton> animation_skeleton;
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{
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AssetStream stream("Human/skeleton_hd.tof", std::ios::in);
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if (!ObjectStreamIn::sReadObject(stream.Get(), animation_skeleton))
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FatalError("Could not open skeleton_hd");
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animation_skeleton->CalculateParentJointIndices();
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}
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// Load neutral animation
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Ref<SkeletalAnimation> neutral_animation;
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{
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AssetStream stream("Human/neutral_hd.tof", std::ios::in);
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if (!ObjectStreamIn::sReadObject(stream.Get(), neutral_animation))
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FatalError("Could not open neutral_hd animation");
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}
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// Load test animation
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{
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AssetStream stream("Human/jog_hd.tof", std::ios::in);
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if (!ObjectStreamIn::sReadObject(stream.Get(), mAnimation))
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FatalError("Could not open jog_hd animation");
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}
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// Initialize pose
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mAnimatedPose.SetSkeleton(animation_skeleton);
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mRagdollPose.SetSkeleton(mRagdollSettings->GetSkeleton());
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// Calculate neutral poses and initialize skeleton mapper
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neutral_ragdoll->Sample(0.0f, mRagdollPose);
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mRagdollPose.CalculateJointMatrices();
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neutral_animation->Sample(0.0f, mAnimatedPose);
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mAnimatedPose.CalculateJointMatrices();
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mRagdollToAnimated.Initialize(mRagdollPose.GetSkeleton(), mRagdollPose.GetJointMatrices().data(), mAnimatedPose.GetSkeleton(), mAnimatedPose.GetJointMatrices().data());
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// Optionally lock translations (this can be used to prevent ragdolls from stretching)
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// Try wildly dragging the ragdoll by the head (using spacebar) to see how the ragdoll stretches under stress
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if (sLockTranslations)
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mRagdollToAnimated.LockAllTranslations(mAnimatedPose.GetSkeleton(), mAnimatedPose.GetJointMatrices().data());
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// Calculate initial pose and set it
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CalculateRagdollPose();
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mRagdoll->SetPose(mRagdollPose);
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}
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void SkeletonMapperTest::CalculateRagdollPose()
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{
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// Sample new animated pose
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mAnimation->Sample(mTime, mAnimatedPose);
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mAnimatedPose.CalculateJointMatrices();
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// Map to ragdoll pose
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mRagdollToAnimated.MapReverse(mAnimatedPose.GetJointMatrices().data(), mRagdollPose.GetJointMatrices().data());
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mRagdollPose.CalculateJointStates();
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}
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void SkeletonMapperTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
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{
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// Update time
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mTime += inParams.mDeltaTime;
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// Drive the ragdoll pose and drive motors to reach it
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CalculateRagdollPose();
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mRagdoll->DriveToPoseUsingMotors(mRagdollPose);
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#ifdef JPH_DEBUG_RENDERER
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// Draw animated skeleton
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mAnimatedPose.Draw(*inParams.mPoseDrawSettings, mDebugRenderer);
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mDebugRenderer->DrawText3D(mAnimatedPose.GetRootOffset() + mAnimatedPose.GetJointMatrix(0).GetTranslation(), "Animated", Color::sWhite, 0.2f);
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// Draw mapped skeleton
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RMat44 offset = RMat44::sTranslation(RVec3(1.0f, 0, 0));
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mRagdollPose.Draw(*inParams.mPoseDrawSettings, mDebugRenderer, offset);
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mDebugRenderer->DrawText3D(offset * (mAnimatedPose.GetRootOffset() + mAnimatedPose.GetJointMatrix(0).GetTranslation()), "Reverse Mapped", Color::sWhite, 0.2f);
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#endif // JPH_DEBUG_RENDERER
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// Get ragdoll pose in model space
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RVec3 root_offset;
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Array<Mat44> pose1_model(mRagdollPose.GetJointCount());
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mRagdoll->GetPose(root_offset, pose1_model.data());
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// Get animated pose in local space
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Array<Mat44> pose2_local(mAnimatedPose.GetJointCount());
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mAnimatedPose.CalculateLocalSpaceJointMatrices(pose2_local.data());
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// Map ragdoll to animated pose, filling in the extra joints using the local space animated pose
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SkeletonPose pose2_world;
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pose2_world.SetSkeleton(mAnimatedPose.GetSkeleton());
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pose2_world.SetRootOffset(root_offset);
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mRagdollToAnimated.Map(pose1_model.data(), pose2_local.data(), pose2_world.GetJointMatrices().data());
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#ifdef JPH_DEBUG_RENDERER
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// Draw mapped pose
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pose2_world.Draw(*inParams.mPoseDrawSettings, mDebugRenderer, offset);
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mDebugRenderer->DrawText3D(offset * pose2_world.GetJointMatrix(1).GetTranslation(), "Mapped", Color::sWhite, 0.2f);
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#endif // JPH_DEBUG_RENDERER
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}
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void SkeletonMapperTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
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{
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inUI->CreateCheckBox(inSubMenu, "Lock Translations", sLockTranslations, [this](UICheckBox::EState inState) { sLockTranslations = inState == UICheckBox::STATE_CHECKED; RestartTest(); });
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}
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void SkeletonMapperTest::SaveState(StateRecorder &inStream) const
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{
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inStream.Write(mTime);
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}
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void SkeletonMapperTest::RestoreState(StateRecorder &inStream)
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{
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inStream.Read(mTime);
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}
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