Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer

This commit is contained in:
Tom Ray
2026-03-22 00:28:03 +01:00
parent 6695d46bcd
commit 48348936a8
1147 changed files with 214331 additions and 353 deletions

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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/TankTest.h>
#include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
#include <Jolt/Physics/Collision/RayCast.h>
#include <Jolt/Physics/Collision/CastResult.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/Shape/CylinderShape.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <Jolt/Physics/Collision/Shape/OffsetCenterOfMassShape.h>
#include <Jolt/Physics/Vehicle/TrackedVehicleController.h>
#include <Jolt/Physics/Collision/GroupFilterTable.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Application/DebugUI.h>
#include <Layers.h>
#include <Renderer/DebugRendererImp.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(TankTest)
{
JPH_ADD_BASE_CLASS(TankTest, VehicleTest)
}
TankTest::~TankTest()
{
mPhysicsSystem->RemoveStepListener(mVehicleConstraint);
}
void TankTest::Initialize()
{
VehicleTest::Initialize();
const float wheel_radius = 0.3f;
const float wheel_width = 0.1f;
const float half_vehicle_length = 3.2f;
const float half_vehicle_width = 1.7f;
const float half_vehicle_height = 0.5f;
const float suspension_min_length = 0.3f;
const float suspension_max_length = 0.5f;
const float suspension_frequency = 1.0f;
const float half_turret_width = 1.4f;
const float half_turret_length = 2.0f;
const float half_turret_height = 0.4f;
const float half_barrel_length = 1.5f;
const float barrel_radius = 0.1f;
const float barrel_rotation_offset = 0.2f;
static Vec3 wheel_pos[] = {
Vec3(0.0f, -0.0f, 2.95f),
Vec3(0.0f, -0.3f, 2.1f),
Vec3(0.0f, -0.3f, 1.4f),
Vec3(0.0f, -0.3f, 0.7f),
Vec3(0.0f, -0.3f, 0.0f),
Vec3(0.0f, -0.3f, -0.7f),
Vec3(0.0f, -0.3f, -1.4f),
Vec3(0.0f, -0.3f, -2.1f),
Vec3(0.0f, -0.0f, -2.75f),
};
// Create filter to prevent body, turret and barrel from colliding
GroupFilter *filter = new GroupFilterTable;
// Create tank body
RVec3 body_position(0, 2, 0);
RefConst<Shape> tank_body_shape = OffsetCenterOfMassShapeSettings(Vec3(0, -half_vehicle_height, 0), new BoxShape(Vec3(half_vehicle_width, half_vehicle_height, half_vehicle_length))).Create().Get();
BodyCreationSettings tank_body_settings(tank_body_shape, body_position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
tank_body_settings.mCollisionGroup.SetGroupFilter(filter);
tank_body_settings.mCollisionGroup.SetGroupID(0);
tank_body_settings.mCollisionGroup.SetSubGroupID(0);
tank_body_settings.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
tank_body_settings.mMassPropertiesOverride.mMass = 4000.0f;
mTankBody = mBodyInterface->CreateBody(tank_body_settings);
mBodyInterface->AddBody(mTankBody->GetID(), EActivation::Activate);
// Create vehicle constraint
VehicleConstraintSettings vehicle;
vehicle.mDrawConstraintSize = 0.1f;
vehicle.mMaxPitchRollAngle = DegreesToRadians(60.0f);
TrackedVehicleControllerSettings *controller = new TrackedVehicleControllerSettings;
vehicle.mController = controller;
for (int t = 0; t < 2; ++t)
{
VehicleTrackSettings &track = controller->mTracks[t];
// Last wheel is driven wheel
track.mDrivenWheel = (uint)(vehicle.mWheels.size() + size(wheel_pos) - 1);
for (uint wheel = 0; wheel < size(wheel_pos); ++wheel)
{
WheelSettingsTV *w = new WheelSettingsTV;
w->mPosition = wheel_pos[wheel];
w->mPosition.SetX(t == 0? half_vehicle_width : -half_vehicle_width);
w->mRadius = wheel_radius;
w->mWidth = wheel_width;
w->mSuspensionMinLength = suspension_min_length;
w->mSuspensionMaxLength = wheel == 0 || wheel == size(wheel_pos) - 1? suspension_min_length : suspension_max_length;
w->mSuspensionSpring.mFrequency = suspension_frequency;
// Add the wheel to the vehicle
track.mWheels.push_back((uint)vehicle.mWheels.size());
vehicle.mWheels.push_back(w);
}
}
mVehicleConstraint = new VehicleConstraint(*mTankBody, vehicle);
mVehicleConstraint->SetVehicleCollisionTester(new VehicleCollisionTesterRay(Layers::MOVING));
#ifdef JPH_DEBUG_RENDERER
static_cast<TrackedVehicleController *>(mVehicleConstraint->GetController())->SetRPMMeter(Vec3(0, 2, 0), 0.5f);
#endif // JPH_DEBUG_RENDERER
mPhysicsSystem->AddConstraint(mVehicleConstraint);
mPhysicsSystem->AddStepListener(mVehicleConstraint);
// Create turret
RVec3 turret_position = body_position + Vec3(0, half_vehicle_height + half_turret_height, 0);
BodyCreationSettings turret_body_setings(new BoxShape(Vec3(half_turret_width, half_turret_height, half_turret_length)), turret_position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
turret_body_setings.mCollisionGroup.SetGroupFilter(filter);
turret_body_setings.mCollisionGroup.SetGroupID(0);
turret_body_setings.mCollisionGroup.SetSubGroupID(0);
turret_body_setings.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
turret_body_setings.mMassPropertiesOverride.mMass = 2000.0f;
mTurretBody = mBodyInterface->CreateBody(turret_body_setings);
mBodyInterface->AddBody(mTurretBody->GetID(), EActivation::Activate);
// Attach turret to body
HingeConstraintSettings turret_hinge;
turret_hinge.mPoint1 = turret_hinge.mPoint2 = body_position + Vec3(0, half_vehicle_height, 0);
turret_hinge.mHingeAxis1 = turret_hinge.mHingeAxis2 = Vec3::sAxisY();
turret_hinge.mNormalAxis1 = turret_hinge.mNormalAxis2 = Vec3::sAxisZ();
turret_hinge.mMotorSettings = MotorSettings(0.5f, 1.0f);
mTurretHinge = static_cast<HingeConstraint *>(turret_hinge.Create(*mTankBody, *mTurretBody));
mTurretHinge->SetMotorState(EMotorState::Position);
mPhysicsSystem->AddConstraint(mTurretHinge);
// Create barrel
RVec3 barrel_position = turret_position + Vec3(0, 0, half_turret_length + half_barrel_length - barrel_rotation_offset);
BodyCreationSettings barrel_body_setings(new CylinderShape(half_barrel_length, barrel_radius), barrel_position, Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING);
barrel_body_setings.mCollisionGroup.SetGroupFilter(filter);
barrel_body_setings.mCollisionGroup.SetGroupID(0);
barrel_body_setings.mCollisionGroup.SetSubGroupID(0);
barrel_body_setings.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
barrel_body_setings.mMassPropertiesOverride.mMass = 200.0f;
mBarrelBody = mBodyInterface->CreateBody(barrel_body_setings);
mBodyInterface->AddBody(mBarrelBody->GetID(), EActivation::Activate);
// Attach barrel to turret
HingeConstraintSettings barrel_hinge;
barrel_hinge.mPoint1 = barrel_hinge.mPoint2 = barrel_position - Vec3(0, 0, half_barrel_length);
barrel_hinge.mHingeAxis1 = barrel_hinge.mHingeAxis2 = -Vec3::sAxisX();
barrel_hinge.mNormalAxis1 = barrel_hinge.mNormalAxis2 = Vec3::sAxisZ();
barrel_hinge.mLimitsMin = DegreesToRadians(-10.0f);
barrel_hinge.mLimitsMax = DegreesToRadians(40.0f);
barrel_hinge.mMotorSettings = MotorSettings(10.0f, 1.0f);
mBarrelHinge = static_cast<HingeConstraint *>(barrel_hinge.Create(*mTurretBody, *mBarrelBody));
mBarrelHinge->SetMotorState(EMotorState::Position);
mPhysicsSystem->AddConstraint(mBarrelHinge);
// Update camera pivot
mCameraPivot = mTankBody->GetPosition();
}
void TankTest::ProcessInput(const ProcessInputParams &inParams)
{
const float min_velocity_pivot_turn = 1.0f;
// Determine acceleration and brake
mForward = 0.0f;
mBrake = 0.0f;
if (inParams.mKeyboard->IsKeyPressed(EKey::RShift))
mBrake = 1.0f;
else if (inParams.mKeyboard->IsKeyPressed(EKey::Up))
mForward = 1.0f;
else if (inParams.mKeyboard->IsKeyPressed(EKey::Down))
mForward = -1.0f;
// Steering
mLeftRatio = 1.0f;
mRightRatio = 1.0f;
float velocity = (mTankBody->GetRotation().Conjugated() * mTankBody->GetLinearVelocity()).GetZ();
if (inParams.mKeyboard->IsKeyPressed(EKey::Left))
{
if (mBrake == 0.0f && mForward == 0.0f && abs(velocity) < min_velocity_pivot_turn)
{
// Pivot turn
mLeftRatio = -1.0f;
mForward = 1.0f;
}
else
mLeftRatio = 0.6f;
}
else if (inParams.mKeyboard->IsKeyPressed(EKey::Right))
{
if (mBrake == 0.0f && mForward == 0.0f && abs(velocity) < min_velocity_pivot_turn)
{
// Pivot turn
mRightRatio = -1.0f;
mForward = 1.0f;
}
else
mRightRatio = 0.6f;
}
// Check if we're reversing direction
if (mPreviousForward * mForward < 0.0f)
{
// Get vehicle velocity in local space to the body of the vehicle
if ((mForward > 0.0f && velocity < -0.1f) || (mForward < 0.0f && velocity > 0.1f))
{
// Brake while we've not stopped yet
mForward = 0.0f;
mBrake = 1.0f;
}
else
{
// When we've come to a stop, accept the new direction
mPreviousForward = mForward;
}
}
// Cast ray to find target
RRayCast ray { inParams.mCameraState.mPos, 1000.0f * inParams.mCameraState.mForward };
RayCastSettings ray_settings;
ClosestHitCollisionCollector<CastRayCollector> collector;
IgnoreMultipleBodiesFilter body_filter;
body_filter.Reserve(3);
body_filter.IgnoreBody(mTankBody->GetID());
body_filter.IgnoreBody(mTurretBody->GetID());
body_filter.IgnoreBody(mBarrelBody->GetID());
mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, ray_settings, collector, {}, {}, body_filter);
RVec3 hit_pos = collector.HadHit()? ray.GetPointOnRay(collector.mHit.mFraction) : ray.mOrigin + ray.mDirection;
mDebugRenderer->DrawMarker(hit_pos, Color::sGreen, 1.0f);
// Orient the turret towards the hit position
RMat44 turret_to_world = mTankBody->GetCenterOfMassTransform() * mTurretHinge->GetConstraintToBody1Matrix();
Vec3 hit_pos_in_turret = Vec3(turret_to_world.InversedRotationTranslation() * hit_pos);
mTurretHeading = ATan2(hit_pos_in_turret.GetZ(), hit_pos_in_turret.GetY());
// Orient barrel towards the hit position
RMat44 barrel_to_world = mTurretBody->GetCenterOfMassTransform() * mBarrelHinge->GetConstraintToBody1Matrix();
Vec3 hit_pos_in_barrel = Vec3(barrel_to_world.InversedRotationTranslation() * hit_pos);
mBarrelPitch = ATan2(hit_pos_in_barrel.GetZ(), hit_pos_in_barrel.GetY());
// If user wants to fire
mFire = inParams.mKeyboard->IsKeyPressed(EKey::Return);
}
void TankTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
{
VehicleTest::PrePhysicsUpdate(inParams);
const float bullet_radius = 0.061f; // 120 mm
const Vec3 bullet_pos = Vec3(0, 1.6f, 0);
const Vec3 bullet_velocity = Vec3(0, 400.0f, 0); // Normal exit velocities are around 1100-1700 m/s, use a lower variable as we have a limit to max velocity (See: https://tanks-encyclopedia.com/coldwar-usa-120mm-gun-tank-m1e1-abrams/)
const float bullet_mass = 40.0f; // Normal projectile weight is around 7 kg, use an increased value so the momentum is more realistic (with the lower exit velocity)
const float bullet_reload_time = 2.0f;
// Update camera pivot
mCameraPivot = mTankBody->GetPosition();
// Assure the tank stays active as we're controlling the turret with the mouse
mBodyInterface->ActivateBody(mTankBody->GetID());
// Pass the input on to the constraint
static_cast<TrackedVehicleController *>(mVehicleConstraint->GetController())->SetDriverInput(mForward, mLeftRatio, mRightRatio, mBrake);
mTurretHinge->SetTargetAngle(mTurretHeading);
mBarrelHinge->SetTargetAngle(mBarrelPitch);
// Update reload time
mReloadTime = max(0.0f, mReloadTime - inParams.mDeltaTime);
// Shoot bullet
if (mReloadTime == 0.0f && mFire)
{
// Create bullet
BodyCreationSettings bullet_creation_settings(new SphereShape(bullet_radius), mBarrelBody->GetCenterOfMassTransform() * bullet_pos, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
bullet_creation_settings.mMotionQuality = EMotionQuality::LinearCast;
bullet_creation_settings.mFriction = 1.0f;
bullet_creation_settings.mRestitution = 0.0f;
bullet_creation_settings.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
bullet_creation_settings.mMassPropertiesOverride.mMass = bullet_mass;
Body *bullet = mBodyInterface->CreateBody(bullet_creation_settings);
bullet->SetLinearVelocity(mBarrelBody->GetRotation() * bullet_velocity);
mBodyInterface->AddBody(bullet->GetID(), EActivation::Activate);
// Start reloading
mReloadTime = bullet_reload_time;
// Apply opposite impulse to turret body
mBodyInterface->AddImpulse(mTurretBody->GetID(), -bullet->GetLinearVelocity() * bullet_mass);
}
// Draw our wheels (this needs to be done in the pre update since we draw the bodies too in the state before the step)
for (uint w = 0; w < mVehicleConstraint->GetWheels().size(); ++w)
{
const WheelSettings *settings = mVehicleConstraint->GetWheels()[w]->GetSettings();
RMat44 wheel_transform = mVehicleConstraint->GetWheelWorldTransform(w, Vec3::sAxisY(), Vec3::sAxisX()); // The cylinder we draw is aligned with Y so we specify that as rotational axis
mDebugRenderer->DrawCylinder(wheel_transform, 0.5f * settings->mWidth, settings->mRadius, Color::sGreen);
}
}
void TankTest::SaveState(StateRecorder &inStream) const
{
VehicleTest::SaveState(inStream);
inStream.Write(mReloadTime);
}
void TankTest::RestoreState(StateRecorder &inStream)
{
VehicleTest::RestoreState(inStream);
inStream.Read(mReloadTime);
}
void TankTest::SaveInputState(StateRecorder &inStream) const
{
inStream.Write(mForward);
inStream.Write(mPreviousForward);
inStream.Write(mLeftRatio);
inStream.Write(mRightRatio);
inStream.Write(mBrake);
inStream.Write(mTurretHeading);
inStream.Write(mBarrelPitch);
inStream.Write(mFire);
}
void TankTest::RestoreInputState(StateRecorder &inStream)
{
inStream.Read(mForward);
inStream.Read(mPreviousForward);
inStream.Read(mLeftRatio);
inStream.Read(mRightRatio);
inStream.Read(mBrake);
inStream.Read(mTurretHeading);
inStream.Read(mBarrelPitch);
inStream.Read(mFire);
}
void TankTest::GetInitialCamera(CameraState &ioState) const
{
// Position camera behind tank
ioState.mPos = RVec3(0, 4.0f, 0);
ioState.mForward = Vec3(0, -2.0f, 10.0f).Normalized();
}
RMat44 TankTest::GetCameraPivot(float inCameraHeading, float inCameraPitch) const
{
// Pivot is center of tank + a distance away from the tank based on the heading and pitch of the camera
Vec3 fwd = Vec3(Cos(inCameraPitch) * Cos(inCameraHeading), Sin(inCameraPitch), Cos(inCameraPitch) * Sin(inCameraHeading));
return RMat44::sTranslation(mCameraPivot - 10.0f * fwd);
}