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/VehicleSixDOFTest.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/Shape/CylinderShape.h>
#include <Jolt/Physics/Collision/GroupFilterTable.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Application/DebugUI.h>
#include <Layers.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(VehicleSixDOFTest)
{
JPH_ADD_BASE_CLASS(VehicleSixDOFTest, VehicleTest)
}
void VehicleSixDOFTest::Initialize()
{
VehicleTest::Initialize();
const float half_vehicle_length = 2.0f;
const float half_vehicle_width = 0.9f;
const float half_vehicle_height = 0.2f;
const float half_wheel_height = 0.3f;
const float half_wheel_width = 0.05f;
const float half_wheel_travel = 0.5f;
Vec3 wheel_position[] =
{
Vec3(-half_vehicle_width, -half_vehicle_height, half_vehicle_length - 2.0f * half_wheel_height),
Vec3(half_vehicle_width, -half_vehicle_height, half_vehicle_length - 2.0f * half_wheel_height),
Vec3(-half_vehicle_width, -half_vehicle_height, -half_vehicle_length + 2.0f * half_wheel_height),
Vec3(half_vehicle_width, -half_vehicle_height, -half_vehicle_length + 2.0f * half_wheel_height),
};
RVec3 position(0, 2, 0);
RefConst<Shape> body_shape = new BoxShape(Vec3(half_vehicle_width, half_vehicle_height, half_vehicle_length));
Ref<CylinderShape> wheel_shape = new CylinderShape(half_wheel_width, half_wheel_height);
wheel_shape->SetDensity(1.0e4f);
// Create group filter
Ref<GroupFilterTable> group_filter = new GroupFilterTable;
// Create vehicle body
mCarBody = mBodyInterface->CreateBody(BodyCreationSettings(body_shape, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
mCarBody->SetCollisionGroup(CollisionGroup(group_filter, 0, 0));
mBodyInterface->AddBody(mCarBody->GetID(), EActivation::Activate);
// Create wheels
for (int i = 0; i < (int)EWheel::Num; ++i)
{
bool is_front = sIsFrontWheel((EWheel)i);
bool is_left = sIsLeftWheel((EWheel)i);
RVec3 wheel_pos1 = position + wheel_position[i];
RVec3 wheel_pos2 = wheel_pos1 - Vec3(0, half_wheel_travel, 0);
// Create body
Body &wheel = *mBodyInterface->CreateBody(BodyCreationSettings(wheel_shape, wheel_pos2, Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
wheel.SetFriction(1.0f);
wheel.SetCollisionGroup(CollisionGroup(group_filter, 0, 0));
mBodyInterface->AddBody(wheel.GetID(), EActivation::Activate);
// Create constraint
SixDOFConstraintSettings settings;
settings.mPosition1 = wheel_pos1;
settings.mPosition2 = wheel_pos2;
settings.mAxisX1 = settings.mAxisX2 = is_left? -Vec3::sAxisX() : Vec3::sAxisX();
settings.mAxisY1 = settings.mAxisY2 = Vec3::sAxisY();
// The suspension works in the Y translation axis only
settings.MakeFixedAxis(EAxis::TranslationX);
settings.SetLimitedAxis(EAxis::TranslationY, -half_wheel_travel, half_wheel_travel);
settings.MakeFixedAxis(EAxis::TranslationZ);
settings.mMotorSettings[EAxis::TranslationY] = MotorSettings(2.0f, 1.0f, 1.0e5f, 0.0f);
// Front wheel can rotate around the Y axis
if (is_front)
settings.SetLimitedAxis(EAxis::RotationY, -cMaxSteeringAngle, cMaxSteeringAngle);
else
settings.MakeFixedAxis(EAxis::RotationY);
// The Z axis is static
settings.MakeFixedAxis(EAxis::RotationZ);
// The main engine drives the X axis
settings.MakeFreeAxis(EAxis::RotationX);
settings.mMotorSettings[EAxis::RotationX] = MotorSettings(2.0f, 1.0f, 0.0f, 0.5e4f);
// The front wheel needs to be able to steer around the Y axis
// However the motors work in the constraint space of the wheel, and since this rotates around the
// X axis we need to drive both the Y and Z to steer
if (is_front)
settings.mMotorSettings[EAxis::RotationY] = settings.mMotorSettings[EAxis::RotationZ] = MotorSettings(10.0f, 1.0f, 0.0f, 1.0e6f);
SixDOFConstraint *wheel_constraint = static_cast<SixDOFConstraint *>(settings.Create(*mCarBody, wheel));
mPhysicsSystem->AddConstraint(wheel_constraint);
mWheels[i] = wheel_constraint;
// Drive the suspension
wheel_constraint->SetTargetPositionCS(Vec3(0, -half_wheel_travel, 0));
wheel_constraint->SetMotorState(EAxis::TranslationY, EMotorState::Position);
// The front wheels steer around the Y axis, but in constraint space of the wheel this means we need to drive
// both Y and Z (see comment above)
if (is_front)
{
wheel_constraint->SetTargetOrientationCS(Quat::sIdentity());
wheel_constraint->SetMotorState(EAxis::RotationY, EMotorState::Position);
wheel_constraint->SetMotorState(EAxis::RotationZ, EMotorState::Position);
}
}
UpdateCameraPivot();
}
void VehicleSixDOFTest::ProcessInput(const ProcessInputParams &inParams)
{
const float max_rotation_speed = 10.0f * JPH_PI;
// Determine steering and speed
mSteeringAngle = 0.0f;
mSpeed = 0.0f;
if (inParams.mKeyboard->IsKeyPressed(EKey::Left)) mSteeringAngle = cMaxSteeringAngle;
if (inParams.mKeyboard->IsKeyPressed(EKey::Right)) mSteeringAngle = -cMaxSteeringAngle;
if (inParams.mKeyboard->IsKeyPressed(EKey::Up)) mSpeed = max_rotation_speed;
if (inParams.mKeyboard->IsKeyPressed(EKey::Down)) mSpeed = -max_rotation_speed;
}
void VehicleSixDOFTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
{
VehicleTest::PrePhysicsUpdate(inParams);
UpdateCameraPivot();
// On user input, assure that the car is active
if (mSteeringAngle != 0.0f || mSpeed != 0.0f)
mBodyInterface->ActivateBody(mCarBody->GetID());
// Brake if current velocity is in the opposite direction of the desired velocity
float car_speed = mCarBody->GetLinearVelocity().Dot(mCarBody->GetRotation().RotateAxisZ());
bool brake = mSpeed != 0.0f && car_speed != 0.0f && Sign(mSpeed) != Sign(car_speed);
// Front wheels
const EWheel front_wheels[] = { EWheel::LeftFront, EWheel::RightFront };
for (EWheel w : front_wheels)
{
SixDOFConstraint *wheel_constraint = mWheels[(int)w];
if (wheel_constraint == nullptr)
continue;
// Steer front wheels
Quat steering_rotation = Quat::sRotation(Vec3::sAxisY(), mSteeringAngle);
wheel_constraint->SetTargetOrientationCS(steering_rotation);
if (brake)
{
// Brake on front wheels
wheel_constraint->SetTargetAngularVelocityCS(Vec3::sZero());
wheel_constraint->SetMotorState(EAxis::RotationX, EMotorState::Velocity);
}
else if (mSpeed != 0.0f)
{
// Front wheel drive, since the motors are applied in the constraint space of the wheel
// it is always applied on the X axis
wheel_constraint->SetTargetAngularVelocityCS(Vec3(sIsLeftWheel(w)? -mSpeed : mSpeed, 0, 0));
wheel_constraint->SetMotorState(EAxis::RotationX, EMotorState::Velocity);
}
else
{
// Free spin
wheel_constraint->SetMotorState(EAxis::RotationX, EMotorState::Off);
}
}
// Rear wheels
const EWheel rear_wheels[] = { EWheel::LeftRear, EWheel::RightRear };
for (EWheel w : rear_wheels)
{
SixDOFConstraint *wheel_constraint = mWheels[(int)w];
if (wheel_constraint == nullptr)
continue;
if (brake)
{
// Brake on rear wheels
wheel_constraint->SetTargetAngularVelocityCS(Vec3::sZero());
wheel_constraint->SetMotorState(EAxis::RotationX, EMotorState::Velocity);
}
else
{
// Free spin
wheel_constraint->SetMotorState(EAxis::RotationX, EMotorState::Off);
}
}
}
void VehicleSixDOFTest::GetInitialCamera(CameraState &ioState) const
{
// Position camera behind car
RVec3 cam_tgt = RVec3(0, 0, 5);
ioState.mPos = RVec3(0, 2.5_r, -5);
ioState.mForward = Vec3(cam_tgt - ioState.mPos).Normalized();
}
void VehicleSixDOFTest::UpdateCameraPivot()
{
// Pivot is center of car and rotates with car around Y axis only
Vec3 fwd = mCarBody->GetRotation().RotateAxisZ();
fwd.SetY(0.0f);
float len = fwd.Length();
if (len != 0.0f)
fwd /= len;
else
fwd = Vec3::sAxisZ();
Vec3 up = Vec3::sAxisY();
Vec3 right = up.Cross(fwd);
mCameraPivot = RMat44(Vec4(right, 0), Vec4(up, 0), Vec4(fwd, 0), mCarBody->GetPosition());
}
void VehicleSixDOFTest::SaveInputState(StateRecorder &inStream) const
{
inStream.Write(mSteeringAngle);
inStream.Write(mSpeed);
}
void VehicleSixDOFTest::RestoreInputState(StateRecorder &inStream)
{
inStream.Read(mSteeringAngle);
inStream.Read(mSpeed);
}