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CosmicEngine/lib/All/JoltPhysics/Samples/Tests/General/LoadSaveSceneTest.cpp

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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/General/LoadSaveSceneTest.h>
#include <External/Perlin.h>
#include <Jolt/ObjectStream/ObjectStreamOut.h>
#include <Jolt/ObjectStream/ObjectStreamIn.h>
#include <Jolt/Physics/Collision/Shape/MeshShape.h>
#include <Jolt/Physics/Collision/Shape/ScaledShape.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
#include <Jolt/Physics/Collision/Shape/TaperedCapsuleShape.h>
#include <Jolt/Physics/Collision/Shape/CylinderShape.h>
#include <Jolt/Physics/Collision/Shape/TaperedCylinderShape.h>
#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
#include <Jolt/Physics/Collision/Shape/MutableCompoundShape.h>
#include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
#include <Jolt/Physics/Collision/Shape/HeightFieldShape.h>
#include <Jolt/Physics/Collision/Shape/TriangleShape.h>
#include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
#include <Jolt/Physics/Collision/Shape/EmptyShape.h>
#include <Jolt/Physics/Collision/PhysicsMaterialSimple.h>
#include <Jolt/Physics/Constraints/DistanceConstraint.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Layers.h>
#include <Utils/Log.h>
#include <Utils/SoftBodyCreator.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(LoadSaveSceneTest)
{
JPH_ADD_BASE_CLASS(LoadSaveSceneTest, Test)
}
static const float cMaxHeight = 4.0f;
static MeshShapeSettings *sCreateMesh()
{
const int n = 10;
const float cell_size = 2.0f;
// Create heights
float heights[n + 1][n + 1];
for (int x = 0; x <= n; ++x)
for (int z = 0; z <= n; ++z)
heights[x][z] = cMaxHeight * PerlinNoise3(float(x) / n, 0, float(z) / n, 256, 256, 256);
// Create 'wall' around grid
for (int x = 0; x <= n; ++x)
{
heights[x][0] += 2.0f;
heights[x][n] += 2.0f;
}
for (int y = 1; y < n; ++y)
{
heights[0][y] += 2.0f;
heights[n][y] += 2.0f;
}
// Create regular grid of triangles
uint32 max_material_index = 0;
TriangleList triangles;
for (int x = 0; x < n; ++x)
for (int z = 0; z < n; ++z)
{
float center = n * cell_size / 2;
float x1 = cell_size * x - center;
float z1 = cell_size * z - center;
float x2 = x1 + cell_size;
float z2 = z1 + cell_size;
Float3 v1 = Float3(x1, heights[x][z], z1);
Float3 v2 = Float3(x2, heights[x + 1][z], z1);
Float3 v3 = Float3(x1, heights[x][z + 1], z2);
Float3 v4 = Float3(x2, heights[x + 1][z + 1], z2);
uint32 material_index = uint32((Vec3(v1) + Vec3(v2) + Vec3(v3) + Vec3(v4)).Length() / 4.0f / cell_size);
max_material_index = max(max_material_index, material_index);
triangles.push_back(Triangle(v1, v3, v4, material_index));
triangles.push_back(Triangle(v1, v4, v2, material_index));
}
// Create materials
PhysicsMaterialList materials;
for (uint i = 0; i <= max_material_index; ++i)
materials.push_back(new PhysicsMaterialSimple("Mesh Material " + ConvertToString(i), Color::sGetDistinctColor(i)));
return new MeshShapeSettings(triangles, std::move(materials));
}
static HeightFieldShapeSettings *sCreateHeightField()
{
const int n = 32;
const float cell_size = 1.0f;
// Create height samples
float heights[n * n];
for (int y = 0; y < n; ++y)
for (int x = 0; x < n; ++x)
heights[y * n + x] = cMaxHeight * PerlinNoise3(float(x) / n, 0, float(y) / n, 256, 256, 256);
// Make a hole
heights[2 * n + 2] = HeightFieldShapeConstants::cNoCollisionValue;
// Make material indices
uint8 max_material_index = 0;
uint8 material_indices[Square(n - 1)];
for (int y = 0; y < n - 1; ++y)
for (int x = 0; x < n - 1; ++x)
{
uint8 material_index = uint8(round((Vec3(x * cell_size, 0, y * cell_size) - Vec3(n * cell_size / 2, 0, n * cell_size / 2)).Length() / 10.0f));
max_material_index = max(max_material_index, material_index);
material_indices[y * (n - 1) + x] = material_index;
}
// Create materials
PhysicsMaterialList materials;
for (uint8 i = 0; i <= max_material_index; ++i)
materials.push_back(new PhysicsMaterialSimple("HeightField Material " + ConvertToString(uint(i)), Color::sGetDistinctColor(i)));
// Create height field
return new HeightFieldShapeSettings(heights, Vec3(-0.5f * cell_size * n, 0.0f, -0.5f * cell_size * n), Vec3(cell_size, 1.0f, cell_size), n, material_indices, materials);
}
Ref<PhysicsScene> LoadSaveSceneTest::sCreateScene()
{
int color = 0;
auto next_color = [&color]() { return Color::sGetDistinctColor(color++); };
RVec3 pos(0, cMaxHeight, 0);
auto next_pos = [&pos]() { pos += RVec3(0, 1.0f, 0); return pos; };
// Create scene
Ref<PhysicsScene> scene = new PhysicsScene();
// A scaled mesh floor
scene->AddBody(BodyCreationSettings(new ScaledShapeSettings(sCreateMesh(), Vec3(2.5f, 1.0f, 1.5f)), RVec3(0, 0, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
// A heightfield floor
scene->AddBody(BodyCreationSettings(sCreateHeightField(), RVec3(50, 0, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
// Some simple primitives
scene->AddBody(BodyCreationSettings(new TriangleShapeSettings(Vec3(-2, 0, 0), Vec3(0, 1, 0), Vec3(2, 0, 0), 0.0f, new PhysicsMaterialSimple("Triangle Material", next_color())), next_pos(), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), EMotionType::Static, Layers::NON_MOVING));
scene->AddBody(BodyCreationSettings(new SphereShapeSettings(0.2f, new PhysicsMaterialSimple("Sphere Material", next_color())), next_pos(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
scene->AddBody(BodyCreationSettings(new BoxShapeSettings(Vec3(0.2f, 0.2f, 0.4f), 0.01f, new PhysicsMaterialSimple("Box Material", next_color())), next_pos(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
scene->AddBody(BodyCreationSettings(new CapsuleShapeSettings(1.5f, 0.2f, new PhysicsMaterialSimple("Capsule Material", next_color())), next_pos(), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
scene->AddBody(BodyCreationSettings(new TaperedCapsuleShapeSettings(0.5f, 0.1f, 0.2f, new PhysicsMaterialSimple("Tapered Capsule Material", next_color())), next_pos(), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
scene->AddBody(BodyCreationSettings(new CylinderShapeSettings(0.5f, 0.2f, cDefaultConvexRadius, new PhysicsMaterialSimple("Cylinder Material", next_color())), next_pos(), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
scene->AddBody(BodyCreationSettings(new TaperedCylinderShapeSettings(0.5f, 0.2f, 0.4f, cDefaultConvexRadius, new PhysicsMaterialSimple("Tapered Cylinder Material", next_color())), next_pos(), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
scene->AddBody(BodyCreationSettings(new TaperedCylinderShapeSettings(0.5f, 0.4f, 0.0f, 0.0f, new PhysicsMaterialSimple("Cone Material", next_color())), next_pos(), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
scene->AddBody(BodyCreationSettings(new EmptyShapeSettings(), next_pos(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
// Compound with sub compound and rotation
StaticCompoundShapeSettings *sub_compound = new StaticCompoundShapeSettings();
sub_compound->AddShape(Vec3(0, 0.5f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new BoxShapeSettings(Vec3(0.5f, 0.1f, 0.2f), cDefaultConvexRadius, new PhysicsMaterialSimple("Compound Box Material", next_color())));
sub_compound->AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new CylinderShapeSettings(0.5f, 0.2f, cDefaultConvexRadius, new PhysicsMaterialSimple("Compound Cylinder Material", next_color())));
sub_compound->AddShape(Vec3(0, 0, 0.5f), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), new TaperedCapsuleShapeSettings(0.5f, 0.1f, 0.2f, new PhysicsMaterialSimple("Compound Tapered Capsule Material", next_color())));
StaticCompoundShapeSettings *compound_shape = new StaticCompoundShapeSettings();
compound_shape->AddShape(Vec3(0, 0, 0), Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), sub_compound);
compound_shape->AddShape(Vec3(0, -0.1f, 0), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), -0.75f * JPH_PI), sub_compound);
scene->AddBody(BodyCreationSettings(compound_shape, next_pos(), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
// Convex hull shape
Array<Vec3> tetrahedron;
tetrahedron.push_back(Vec3(-0.5f, 0, -0.5f));
tetrahedron.push_back(Vec3(0, 0, 0.5f));
tetrahedron.push_back(Vec3(0.5f, 0, -0.5f));
tetrahedron.push_back(Vec3(0, -0.5f, 0));
Ref<ConvexHullShapeSettings> convex_hull = new ConvexHullShapeSettings(tetrahedron, cDefaultConvexRadius, new PhysicsMaterialSimple("Convex Hull Material", next_color()));
scene->AddBody(BodyCreationSettings(convex_hull, next_pos(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
// Rotated convex hull
scene->AddBody(BodyCreationSettings(new RotatedTranslatedShapeSettings(Vec3::sReplicate(0.5f), Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), convex_hull), next_pos(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
// Mutable compound
MutableCompoundShapeSettings *mutable_compound = new MutableCompoundShapeSettings();
mutable_compound->AddShape(Vec3(0, 0.5f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new BoxShapeSettings(Vec3(0.5f, 0.1f, 0.2f), cDefaultConvexRadius, new PhysicsMaterialSimple("MutableCompound Box Material", next_color())));
mutable_compound->AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new CapsuleShapeSettings(0.5f, 0.1f, new PhysicsMaterialSimple("MutableCompound Capsule Material", next_color())));
mutable_compound->AddShape(Vec3(0, 0, 0.5f), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), new TaperedCapsuleShapeSettings(0.5f, 0.2f, 0.1f, new PhysicsMaterialSimple("MutableCompound Tapered Capsule Material", next_color())));
scene->AddBody(BodyCreationSettings(mutable_compound, next_pos(), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
// Connect the first two dynamic bodies with a distance constraint
DistanceConstraintSettings *dist_constraint = new DistanceConstraintSettings();
dist_constraint->mSpace = EConstraintSpace::LocalToBodyCOM;
scene->AddConstraint(dist_constraint, 3, 4);
// Add soft body cube
Ref<SoftBodySharedSettings> sb_cube_settings = SoftBodySharedSettings::sCreateCube(5, 0.2f);
sb_cube_settings->mMaterials = { new PhysicsMaterialSimple("Soft Body Cube Material", next_color()) };
SoftBodyCreationSettings sb_cube(sb_cube_settings, next_pos(), Quat::sIdentity(), Layers::MOVING);
scene->AddSoftBody(sb_cube);
// Add the same shape again to test sharing
sb_cube.mPosition = next_pos();
scene->AddSoftBody(sb_cube);
// Add soft body sphere
Ref<SoftBodySharedSettings> sb_sphere_settings = SoftBodyCreator::CreateSphere(0.5f);
sb_sphere_settings->mMaterials = { new PhysicsMaterialSimple("Soft Body Sphere Material", next_color()) };
SoftBodyCreationSettings sb_sphere(sb_sphere_settings, next_pos(), Quat::sIdentity(), Layers::MOVING);
sb_sphere.mPressure = 2000.0f;
scene->AddSoftBody(sb_sphere);
return scene;
}
void LoadSaveSceneTest::Initialize()
{
#ifdef JPH_OBJECT_STREAM
Ref<PhysicsScene> scene = sCreateScene();
stringstream data;
// Write scene
if (!ObjectStreamOut::sWriteObject(data, ObjectStream::EStreamType::Text, *scene))
FatalError("Failed to save scene");
// Clear scene
scene = nullptr;
// Read scene back in
if (!ObjectStreamIn::sReadObject(data, scene))
FatalError("Failed to load scene");
// Ensure that the soft body shared settings have been optimized (this is not saved to a text file)
for (SoftBodyCreationSettings &soft_body : scene->GetSoftBodies())
const_cast<SoftBodySharedSettings *>(soft_body.mSettings.GetPtr())->Optimize();
// Instantiate scene
scene->CreateBodies(mPhysicsSystem);
#endif // JPH_OBJECT_STREAM
}