Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
This commit is contained in:
227
lib/All/JoltPhysics/Samples/Tests/Water/BoatTest.cpp
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227
lib/All/JoltPhysics/Samples/Tests/Water/BoatTest.cpp
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2024 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include <TestFramework.h>
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#include <Tests/Water/BoatTest.h>
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#include <Jolt/Core/QuickSort.h>
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#include <Jolt/Physics/Collision/Shape/BoxShape.h>
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#include <Jolt/Physics/Collision/Shape/CylinderShape.h>
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#include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
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#include <Jolt/Physics/Collision/Shape/OffsetCenterOfMassShape.h>
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#include <Jolt/Physics/Body/BodyCreationSettings.h>
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#include <Layers.h>
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#include <Renderer/DebugRendererImp.h>
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JPH_IMPLEMENT_RTTI_VIRTUAL(BoatTest)
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{
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JPH_ADD_BASE_CLASS(BoatTest, Test)
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}
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void BoatTest::Initialize()
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{
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// Create boat
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ConvexHullShapeSettings boat_hull;
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boat_hull.mPoints = {
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Vec3(-cHalfBoatTopWidth, cHalfBoatHeight, -cHalfBoatLength),
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Vec3(cHalfBoatTopWidth, cHalfBoatHeight, -cHalfBoatLength),
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Vec3(-cHalfBoatTopWidth, cHalfBoatHeight, cHalfBoatLength),
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Vec3(cHalfBoatTopWidth, cHalfBoatHeight, cHalfBoatLength),
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Vec3(-cHalfBoatBottomWidth, -cHalfBoatHeight, -cHalfBoatLength),
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Vec3(cHalfBoatBottomWidth, -cHalfBoatHeight, -cHalfBoatLength),
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Vec3(-cHalfBoatBottomWidth, -cHalfBoatHeight, cHalfBoatLength),
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Vec3(cHalfBoatBottomWidth, -cHalfBoatHeight, cHalfBoatLength),
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Vec3(0, cHalfBoatHeight, cHalfBoatLength + cBoatBowLength)
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};
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boat_hull.SetEmbedded();
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OffsetCenterOfMassShapeSettings com_offset(Vec3(0, -cHalfBoatHeight, 0), &boat_hull);
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com_offset.SetEmbedded();
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RVec3 position(0, cMaxWaterHeight + 2, 0);
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BodyCreationSettings boat(&com_offset, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
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boat.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
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boat.mMassPropertiesOverride.mMass = cBoatMass;
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mBoatBody = mBodyInterface->CreateBody(boat);
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mBodyInterface->AddBody(mBoatBody->GetID(), EActivation::Activate);
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// Create water sensor. We use this to detect which bodies entered the water (in this sample we could have assumed everything is in the water)
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BodyCreationSettings water_sensor(new BoxShape(Vec3(cWaterWidth, cMaxWaterHeight, cWaterWidth)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::SENSOR);
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water_sensor.mIsSensor = true;
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mWaterSensor = mBodyInterface->CreateAndAddBody(water_sensor, EActivation::Activate);
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// Create some barrels to float in the water
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default_random_engine random;
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BodyCreationSettings barrel(new CylinderShape(1.0f, 0.7f), RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
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barrel.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
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barrel.mMassPropertiesOverride.mMass = cBarrelMass;
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for (int i = 0; i < 10; ++i)
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{
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barrel.mPosition = RVec3(-10.0f + i * 2.0f, cMaxWaterHeight + 2, 10);
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barrel.mRotation = Quat::sRandom(random);
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mBodyInterface->CreateAndAddBody(barrel, EActivation::Activate);
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}
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UpdateCameraPivot();
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}
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void BoatTest::ProcessInput(const ProcessInputParams &inParams)
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{
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// Determine acceleration and brake
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mForward = 0.0f;
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if (inParams.mKeyboard->IsKeyPressed(EKey::Up))
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mForward = 1.0f;
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else if (inParams.mKeyboard->IsKeyPressed(EKey::Down))
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mForward = -1.0f;
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// Steering
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mRight = 0.0f;
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if (inParams.mKeyboard->IsKeyPressed(EKey::Left))
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mRight = -1.0f;
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else if (inParams.mKeyboard->IsKeyPressed(EKey::Right))
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mRight = 1.0f;
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}
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RVec3 BoatTest::GetWaterSurfacePosition(RVec3Arg inXZPosition) const
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{
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return RVec3(inXZPosition.GetX(), cMinWaterHeight + Sin(0.1f * float(inXZPosition.GetZ()) + mTime) * (cMaxWaterHeight - cMinWaterHeight), inXZPosition.GetZ());
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}
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void BoatTest::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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// Draw the water surface
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const float step = 1.0f;
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for (float z = -cWaterWidth; z < cWaterWidth; z += step)
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{
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RVec3 p1 = GetWaterSurfacePosition(RVec3(-cWaterWidth, 0, z));
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RVec3 p2 = GetWaterSurfacePosition(RVec3(-cWaterWidth, 0, z + step));
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RVec3 p3 = GetWaterSurfacePosition(RVec3(cWaterWidth, 0, z));
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RVec3 p4 = GetWaterSurfacePosition(RVec3(cWaterWidth, 0, z + step));
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mDebugRenderer->DrawTriangle(p1, p2, p3, Color::sBlue);
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mDebugRenderer->DrawTriangle(p2, p4, p3, Color::sBlue);
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}
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// Apply buoyancy to all bodies in the water
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{
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lock_guard<Mutex> lock(mBodiesInWaterMutex);
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for (const BodyID &id : mBodiesInWater)
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{
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BodyLockWrite body_lock(mPhysicsSystem->GetBodyLockInterface(), id);
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Body &body = body_lock.GetBody();
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if (body.IsActive())
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{
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// Use center of mass position to determine water surface position (you could test multiple points on the actual shape of the boat to get a more accurate result)
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RVec3 surface_position = GetWaterSurfacePosition(body.GetCenterOfMassPosition());
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// Crude way of approximating the surface normal
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RVec3 p2 = GetWaterSurfacePosition(body.GetCenterOfMassPosition() + Vec3(0, 0, 1));
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RVec3 p3 = GetWaterSurfacePosition(body.GetCenterOfMassPosition() + Vec3(1, 0, 0));
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Vec3 surface_normal = Vec3(p2 - surface_position).Cross(Vec3(p3 - surface_position)).Normalized();
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// Determine buoyancy and drag
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float buoyancy, linear_drag, angular_drag;
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if (id == mBoatBody->GetID())
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{
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buoyancy = cBoatBuoyancy;
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linear_drag = cBoatLinearDrag;
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angular_drag = cBoatAngularDrag;
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}
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else
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{
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buoyancy = cBarrelBuoyancy;
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linear_drag = cBarrelLinearDrag;
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angular_drag = cBarrelAngularDrag;
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}
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// Apply buoyancy to the body
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body.ApplyBuoyancyImpulse(surface_position, surface_normal, buoyancy, linear_drag, angular_drag, Vec3::sZero(), mPhysicsSystem->GetGravity(), inParams.mDeltaTime);
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}
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}
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}
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// On user input, assure that the boat is active
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if (mRight != 0.0f || mForward != 0.0f)
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mBodyInterface->ActivateBody(mBoatBody->GetID());
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// Apply forces to rear of boat where the propeller would be but only when the propeller is under water
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RVec3 propeller_position = mBoatBody->GetWorldTransform() * Vec3(0, -cHalfBoatHeight, -cHalfBoatLength);
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RVec3 propeller_surface_position = GetWaterSurfacePosition(propeller_position);
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if (propeller_surface_position.GetY() > propeller_position.GetY())
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{
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Vec3 forward = mBoatBody->GetRotation().RotateAxisZ();
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Vec3 right = mBoatBody->GetRotation().RotateAxisX();
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mBoatBody->AddImpulse((forward * mForward * cForwardAcceleration + right * Sign(mForward) * mRight * cSteerAcceleration) * cBoatMass * inParams.mDeltaTime, propeller_position);
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}
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UpdateCameraPivot();
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}
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void BoatTest::SaveInputState(StateRecorder &inStream) const
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{
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inStream.Write(mForward);
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inStream.Write(mRight);
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}
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void BoatTest::RestoreInputState(StateRecorder &inStream)
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{
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inStream.Read(mForward);
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inStream.Read(mRight);
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}
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void BoatTest::SaveState(StateRecorder &inStream) const
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{
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inStream.Write(mTime);
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inStream.Write(mBodiesInWater);
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}
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void BoatTest::RestoreState(StateRecorder &inStream)
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{
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inStream.Read(mTime);
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inStream.Read(mBodiesInWater);
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}
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void BoatTest::GetInitialCamera(CameraState &ioState) const
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{
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// Position camera behind boat
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RVec3 cam_tgt = RVec3(0, 0, 5);
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ioState.mPos = RVec3(0, 5, -10);
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ioState.mForward = Vec3(cam_tgt - ioState.mPos).Normalized();
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}
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void BoatTest::UpdateCameraPivot()
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{
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// Pivot is center of boat and rotates with boat around Y axis only
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Vec3 fwd = mBoatBody->GetRotation().RotateAxisZ();
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fwd.SetY(0.0f);
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float len = fwd.Length();
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if (len != 0.0f)
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fwd /= len;
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else
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fwd = Vec3::sAxisZ();
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Vec3 up = Vec3::sAxisY();
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Vec3 right = up.Cross(fwd);
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mCameraPivot = RMat44(Vec4(right, 0), Vec4(up, 0), Vec4(fwd, 0), mBoatBody->GetPosition());
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}
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void BoatTest::OnContactAdded(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings)
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{
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// When a body enters the water add it to the list of bodies in the water
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lock_guard<Mutex> lock(mBodiesInWaterMutex);
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if (inBody1.GetID() == mWaterSensor)
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mBodiesInWater.push_back(inBody2.GetID());
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else if (inBody2.GetID() == mWaterSensor)
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mBodiesInWater.push_back(inBody1.GetID());
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QuickSort(mBodiesInWater.begin(), mBodiesInWater.end()); // Sort to make deterministic (OnContactAdded is called from multiple threads and the order is not guaranteed)
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}
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void BoatTest::OnContactRemoved(const SubShapeIDPair &inSubShapePair)
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{
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// When a body leaves the water remove it from the list of bodies in the water
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lock_guard<Mutex> lock(mBodiesInWaterMutex);
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if (inSubShapePair.GetBody1ID() == mWaterSensor)
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mBodiesInWater.erase(std::find(mBodiesInWater.begin(), mBodiesInWater.end(), inSubShapePair.GetBody2ID()));
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else if (inSubShapePair.GetBody2ID() == mWaterSensor)
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mBodiesInWater.erase(std::find(mBodiesInWater.begin(), mBodiesInWater.end(), inSubShapePair.GetBody1ID()));
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}
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88
lib/All/JoltPhysics/Samples/Tests/Water/BoatTest.h
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88
lib/All/JoltPhysics/Samples/Tests/Water/BoatTest.h
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2024 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <Tests/Test.h>
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#include <Jolt/Physics/Collision/ContactListener.h>
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class BoatTest : public Test, public ContactListener
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{
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public:
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JPH_DECLARE_RTTI_VIRTUAL(JPH_NO_EXPORT, BoatTest)
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// Description of the test
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virtual const char * GetDescription() const override
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{
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return "Shows how a boat could be constructed and how waves could be simulated.";
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}
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// If this test implements a contact listener, it should be returned here
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virtual ContactListener * GetContactListener() override { return this; }
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// See: Test
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virtual void Initialize() override;
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virtual void ProcessInput(const ProcessInputParams &inParams) override;
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virtual void PrePhysicsUpdate(const PreUpdateParams &inParams) override;
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virtual void SaveInputState(StateRecorder &inStream) const override;
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virtual void RestoreInputState(StateRecorder &inStream) override;
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virtual void SaveState(StateRecorder &inStream) const override;
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virtual void RestoreState(StateRecorder &inStream) override;
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virtual void GetInitialCamera(CameraState &ioState) const override;
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virtual RMat44 GetCameraPivot(float inCameraHeading, float inCameraPitch) const override { return mCameraPivot; }
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// See: ContactListener
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virtual void OnContactAdded(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings) override;
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virtual void OnContactRemoved(const SubShapeIDPair &inSubShapePair) override;
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private:
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void UpdateCameraPivot();
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// Determines the water surface position at a given XZ position
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RVec3 GetWaterSurfacePosition(RVec3Arg inXZPosition) const;
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// Configuration
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static constexpr float cMaxWaterHeight = 5.0f;
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static constexpr float cMinWaterHeight = 3.0f;
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static constexpr float cWaterWidth = 100.0f;
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static constexpr float cHalfBoatLength = 4.0f;
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static constexpr float cHalfBoatTopWidth = 1.5f;
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static constexpr float cHalfBoatBottomWidth = 1.2f;
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static constexpr float cBoatBowLength = 2.0f;
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static constexpr float cHalfBoatHeight = 0.75f;
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static constexpr float cBoatMass = 1000.0f;
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static constexpr float cBoatBuoyancy = 3.0f;
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static constexpr float cBoatLinearDrag = 0.5f;
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static constexpr float cBoatAngularDrag = 0.7f;
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static constexpr float cBarrelMass = 50.0f;
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static constexpr float cBarrelBuoyancy = 1.5f;
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static constexpr float cBarrelLinearDrag = 0.5f;
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static constexpr float cBarrelAngularDrag = 0.1f;
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static constexpr float cForwardAcceleration = 15.0f;
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static constexpr float cSteerAcceleration = 1.5f;
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// The boat
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Body * mBoatBody;
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// The sensor that detects objects in the water
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BodyID mWaterSensor;
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// The camera pivot, recorded before the physics update to align with the drawn world
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RMat44 mCameraPivot = RMat44::sIdentity();
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// Keeping track of which bodies are in the water
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Mutex mBodiesInWaterMutex;
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BodyIDVector mBodiesInWater;
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// Time
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float mTime = 0.0f;
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// Player input
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float mForward = 0.0f;
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float mRight = 0.0f;
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};
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133
lib/All/JoltPhysics/Samples/Tests/Water/WaterShapeTest.cpp
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133
lib/All/JoltPhysics/Samples/Tests/Water/WaterShapeTest.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/Water/WaterShapeTest.h>
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#include <Jolt/Physics/Body/BodyCreationSettings.h>
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#include <Jolt/Physics/Collision/Shape/BoxShape.h>
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#include <Jolt/Physics/Collision/Shape/SphereShape.h>
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#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
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#include <Jolt/Physics/Collision/Shape/MutableCompoundShape.h>
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#include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
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#include <Jolt/Physics/Collision/Shape/ScaledShape.h>
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#include <Jolt/Physics/Collision/Shape/OffsetCenterOfMassShape.h>
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#include <Layers.h>
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#include <Renderer/DebugRendererImp.h>
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JPH_IMPLEMENT_RTTI_VIRTUAL(WaterShapeTest)
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{
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JPH_ADD_BASE_CLASS(WaterShapeTest, Test)
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}
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void WaterShapeTest::Initialize()
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{
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CreateFloor();
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// Create scaled box
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BodyID body_id = mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShape(new BoxShape(Vec3(1.0f, 2.0f, 2.5f)), Vec3(0.5f, 0.6f, -0.7f)), RVec3(-10, 20, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING))->GetID();
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mBodyInterface->AddBody(body_id, EActivation::Activate);
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// Create box
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body_id = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(1.0f, 2.0f, 2.5f)), RVec3(-7, 20, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING))->GetID();
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mBodyInterface->AddBody(body_id, EActivation::Activate);
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// Create sphere
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body_id = mBodyInterface->CreateBody(BodyCreationSettings(new SphereShape(2.0f), RVec3(-3, 20, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING))->GetID();
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mBodyInterface->AddBody(body_id, EActivation::Activate);
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// Create static compound
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Ref<StaticCompoundShapeSettings> static_compound = new StaticCompoundShapeSettings;
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static_compound->AddShape(Vec3(2.0f, 0, 0), Quat::sIdentity(), new SphereShape(2.0f));
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static_compound->AddShape(Vec3(-1.0f, 0, 0), Quat::sIdentity(), new SphereShape(1.0f));
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body_id = mBodyInterface->CreateBody(BodyCreationSettings(static_compound, RVec3(3, 20, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING))->GetID();
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mBodyInterface->AddBody(body_id, EActivation::Activate);
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// Create tetrahedron
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Array<Vec3> tetrahedron;
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tetrahedron.push_back(Vec3(-2, 0, -2));
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tetrahedron.push_back(Vec3(0, 0, 2));
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tetrahedron.push_back(Vec3(2, 0, -2));
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tetrahedron.push_back(Vec3(0, -2, 0));
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Ref<ConvexHullShapeSettings> tetrahedron_shape = new ConvexHullShapeSettings(tetrahedron);
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body_id = mBodyInterface->CreateBody(BodyCreationSettings(tetrahedron_shape, RVec3(10, 20, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING))->GetID();
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mBodyInterface->AddBody(body_id, EActivation::Activate);
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// Non-uniform scaled tetrahedron
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body_id = mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(tetrahedron_shape, Vec3(1, -1.5f, 2.0f)), RVec3(15, 20, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING))->GetID();
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mBodyInterface->AddBody(body_id, EActivation::Activate);
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// Create convex hull box
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Array<Vec3> box;
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box.push_back(Vec3(1.5f, 1.0f, 0.5f));
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box.push_back(Vec3(-1.5f, 1.0f, 0.5f));
|
||||
box.push_back(Vec3(1.5f, -1.0f, 0.5f));
|
||||
box.push_back(Vec3(-1.5f, -1.0f, 0.5f));
|
||||
box.push_back(Vec3(1.5f, 1.0f, -0.5f));
|
||||
box.push_back(Vec3(-1.5f, 1.0f, -0.5f));
|
||||
box.push_back(Vec3(1.5f, -1.0f, -0.5f));
|
||||
box.push_back(Vec3(-1.5f, -1.0f, -0.5f));
|
||||
body_id = mBodyInterface->CreateBody(BodyCreationSettings(new ConvexHullShapeSettings(box), RVec3(18, 20, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING))->GetID();
|
||||
mBodyInterface->AddBody(body_id, EActivation::Activate);
|
||||
|
||||
// Create random convex shape
|
||||
default_random_engine random;
|
||||
uniform_real_distribution<float> hull_size(0.1f, 1.9f);
|
||||
Array<Vec3> points;
|
||||
for (int j = 0; j < 20; ++j)
|
||||
points.push_back(hull_size(random) * Vec3::sRandom(random));
|
||||
body_id = mBodyInterface->CreateBody(BodyCreationSettings(new ConvexHullShapeSettings(points), RVec3(21, 20, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING))->GetID();
|
||||
mBodyInterface->AddBody(body_id, EActivation::Activate);
|
||||
|
||||
// Create mutable compound
|
||||
Ref<MutableCompoundShapeSettings> mutable_compound = new MutableCompoundShapeSettings;
|
||||
mutable_compound->AddShape(Vec3(1.0f, 0, 0), Quat::sIdentity(), new BoxShape(Vec3(0.5f, 0.75f, 1.0f)));
|
||||
mutable_compound->AddShape(Vec3(-1.0f, 0, 0), Quat::sIdentity(), new SphereShape(1.0f));
|
||||
|
||||
body_id = mBodyInterface->CreateBody(BodyCreationSettings(mutable_compound, RVec3(25, 20, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING))->GetID();
|
||||
mBodyInterface->AddBody(body_id, EActivation::Activate);
|
||||
|
||||
// Create box with center of mass offset
|
||||
body_id = mBodyInterface->CreateBody(BodyCreationSettings(new OffsetCenterOfMassShapeSettings(Vec3(-1.0f, 0.0f, 0.0f), new BoxShape(Vec3(2.0f, 0.25f, 0.25f))), RVec3(30, 20, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING))->GetID();
|
||||
mBodyInterface->AddBody(body_id, EActivation::Activate);
|
||||
}
|
||||
|
||||
void WaterShapeTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
|
||||
{
|
||||
// Draw the water surface 5mm below actual surface to avoid z fighting with intersection shapes
|
||||
RVec3 surface_point = RVec3(0, 10, 0);
|
||||
for (int i = -20; i <= 20; ++i)
|
||||
{
|
||||
mDebugRenderer->DrawLine(surface_point + Vec3(5.0f * i, 0, -100), surface_point + Vec3(5.0f * i, 0, 100), Color::sBlue);
|
||||
mDebugRenderer->DrawLine(surface_point + Vec3(-100, 0, 5.0f * i), surface_point + Vec3(100, 0, 5.0f * i), Color::sBlue);
|
||||
}
|
||||
|
||||
// Broadphase results, will apply buoyancy to any body that intersects with the water volume
|
||||
class MyCollector : public CollideShapeBodyCollector
|
||||
{
|
||||
public:
|
||||
MyCollector(PhysicsSystem *inSystem, RVec3Arg inSurfacePosition, Vec3Arg inSurfaceNormal, float inDeltaTime) : mSystem(inSystem), mSurfacePosition(inSurfacePosition), mSurfaceNormal(inSurfaceNormal), mDeltaTime(inDeltaTime) { }
|
||||
|
||||
virtual void AddHit(const BodyID &inBodyID) override
|
||||
{
|
||||
BodyLockWrite lock(mSystem->GetBodyLockInterface(), inBodyID);
|
||||
Body &body = lock.GetBody();
|
||||
if (body.IsActive())
|
||||
body.ApplyBuoyancyImpulse(mSurfacePosition, mSurfaceNormal, 1.1f, 0.3f, 0.05f, Vec3::sZero(), mSystem->GetGravity(), mDeltaTime);
|
||||
}
|
||||
|
||||
private:
|
||||
PhysicsSystem * mSystem;
|
||||
RVec3 mSurfacePosition;
|
||||
Vec3 mSurfaceNormal;
|
||||
float mDeltaTime;
|
||||
};
|
||||
MyCollector collector(mPhysicsSystem, surface_point, Vec3::sAxisY(), inParams.mDeltaTime);
|
||||
|
||||
// Apply buoyancy to all bodies that intersect with the water
|
||||
AABox water_box(-Vec3(100, 100, 100), Vec3(100, 0, 100));
|
||||
water_box.Translate(Vec3(surface_point));
|
||||
mPhysicsSystem->GetBroadPhaseQuery().CollideAABox(water_box, collector, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::MOVING), SpecifiedObjectLayerFilter(Layers::MOVING));
|
||||
}
|
||||
25
lib/All/JoltPhysics/Samples/Tests/Water/WaterShapeTest.h
Normal file
25
lib/All/JoltPhysics/Samples/Tests/Water/WaterShapeTest.h
Normal file
@@ -0,0 +1,25 @@
|
||||
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
|
||||
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
|
||||
// SPDX-License-Identifier: MIT
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <Tests/Test.h>
|
||||
|
||||
class WaterShapeTest : public Test
|
||||
{
|
||||
public:
|
||||
JPH_DECLARE_RTTI_VIRTUAL(JPH_NO_EXPORT, WaterShapeTest)
|
||||
|
||||
// Description of the test
|
||||
virtual const char * GetDescription() const override
|
||||
{
|
||||
return "Shows buoyancy of various shapes.";
|
||||
}
|
||||
|
||||
// Initialize the test
|
||||
virtual void Initialize() override;
|
||||
|
||||
// Update the test, called before the physics update
|
||||
virtual void PrePhysicsUpdate(const PreUpdateParams &inParams) override;
|
||||
};
|
||||
Reference in New Issue
Block a user