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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
// Jolt includes
#include <Jolt/Physics/Ragdoll/Ragdoll.h>
#include <Jolt/Physics/PhysicsScene.h>
#include <Jolt/Physics/Collision/CastResult.h>
#include <Jolt/Physics/Collision/RayCast.h>
#include <Jolt/ObjectStream/ObjectStreamIn.h>
// Local includes
#include "PerformanceTestScene.h"
#include "Layers.h"
#ifdef JPH_OBJECT_STREAM
// A scene that loads a part of a Horizon Zero Dawn level and drops many ragdolls on the terrain (motors enabled)
class RagdollScene : public PerformanceTestScene
{
public:
RagdollScene(int inNumPilesPerAxis, int inPileSize, float inVerticalSeparation) : mNumPilesPerAxis(inNumPilesPerAxis), mPileSize(inPileSize), mVerticalSeparation(inVerticalSeparation) { }
virtual const char * GetName() const override
{
return mNumPilesPerAxis == 1? "RagdollSinglePile" : "Ragdoll";
}
virtual bool Load(const String &inAssetPath) override
{
// Load ragdoll
if (!ObjectStreamIn::sReadObject((inAssetPath + "Human.tof").c_str(), mRagdollSettings))
{
cerr << "Unable to load ragdoll" << endl;
return false;
}
for (BodyCreationSettings &body : mRagdollSettings->mParts)
body.mObjectLayer = Layers::MOVING;
// Init ragdoll
mRagdollSettings->GetSkeleton()->CalculateParentJointIndices();
mRagdollSettings->Stabilize();
mRagdollSettings->CalculateBodyIndexToConstraintIndex();
mRagdollSettings->CalculateConstraintIndexToBodyIdxPair();
// Load animation
if (!ObjectStreamIn::sReadObject((inAssetPath + "Human/dead_pose1.tof").c_str(), mAnimation))
{
cerr << "Unable to load animation" << endl;
return false;
}
// Sample pose
mPose.SetSkeleton(mRagdollSettings->GetSkeleton());
mAnimation->Sample(0.0f, mPose);
// Read the background scene
if (!ObjectStreamIn::sReadObject((inAssetPath + "terrain2.bof").c_str(), mBackground))
{
cerr << "Unable to load terrain" << endl;
return false;
}
for (BodyCreationSettings &body : mBackground->GetBodies())
body.mObjectLayer = Layers::NON_MOVING;
mBackground->FixInvalidScales();
return true;
}
virtual void StartTest(PhysicsSystem &inPhysicsSystem, EMotionQuality inMotionQuality) override
{
// Test configuration
const Real cHorizontalSeparation = 4.0_r;
// Set motion quality on ragdoll
for (BodyCreationSettings &body : mRagdollSettings->mParts)
body.mMotionQuality = inMotionQuality;
// Add background geometry
mBackground->CreateBodies(&inPhysicsSystem);
// Create ragdoll piles
CollisionGroup::GroupID group_id = 1;
for (int row = 0; row < mNumPilesPerAxis; ++row)
for (int col = 0; col < mNumPilesPerAxis; ++col)
{
// Determine start location of ray
RVec3 start(cHorizontalSeparation * (col - (mNumPilesPerAxis - 1) / 2.0_r), 100, cHorizontalSeparation * (row - (mNumPilesPerAxis - 1) / 2.0_r));
// Cast ray down to terrain
RayCastResult hit;
Vec3 ray_direction(0, -200, 0);
RRayCast ray { start, ray_direction };
if (inPhysicsSystem.GetNarrowPhaseQuery().CastRay(ray, hit, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::NON_MOVING), SpecifiedObjectLayerFilter(Layers::NON_MOVING)))
start = ray.GetPointOnRay(hit.mFraction);
for (int i = 0; i < mPileSize; ++i)
{
// Create ragdoll
Ref<Ragdoll> ragdoll = mRagdollSettings->CreateRagdoll(group_id++, 0, &inPhysicsSystem);
// Override root
SkeletonPose pose_copy = mPose;
pose_copy.SetRootOffset(start);
SkeletonPose::JointState &root = pose_copy.GetJoint(0);
root.mTranslation = Vec3(0, mVerticalSeparation * (i + 1), 0);
float angle = 2.0f * JPH_PI * float(i) / float(mPileSize);
root.mRotation = Quat::sRotation(Vec3::sAxisY(), angle) * root.mRotation;
pose_copy.CalculateJointMatrices();
// Drive to pose
ragdoll->SetPose(pose_copy);
ragdoll->DriveToPoseUsingMotors(pose_copy);
ragdoll->AddToPhysicsSystem(EActivation::Activate);
// Keep reference
mRagdolls.push_back(ragdoll);
}
}
}
virtual void StopTest(PhysicsSystem &inPhysicsSystem) override
{
// Remove ragdolls
for (Ragdoll *ragdoll : mRagdolls)
ragdoll->RemoveFromPhysicsSystem();
mRagdolls.clear();
}
private:
int mNumPilesPerAxis;
int mPileSize;
float mVerticalSeparation;
Ref<RagdollSettings> mRagdollSettings;
Ref<SkeletalAnimation> mAnimation;
SkeletonPose mPose;
Ref<PhysicsScene> mBackground;
Array<Ref<Ragdoll>> mRagdolls;
};
#endif // JPH_OBJECT_STREAM