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CosmicEngine/lib/All/JoltPhysics/Samples/Tests/Vehicle/VehicleStressTest.cpp

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6.4 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2023 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <Tests/Vehicle/VehicleStressTest.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Vehicle/WheeledVehicleController.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Layers.h>
#include <Renderer/DebugRendererImp.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(VehicleStressTest)
{
JPH_ADD_BASE_CLASS(VehicleStressTest, VehicleTest)
}
VehicleStressTest::~VehicleStressTest()
{
for (Ref<VehicleConstraint> &c : mVehicles)
mPhysicsSystem->RemoveStepListener(c);
}
void VehicleStressTest::Initialize()
{
CreateMeshTerrain();
// Create walls so the vehicles don't fall off
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(50.0f, 5.0f, 0.5f)), RVec3(0, 0, -50), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(50.0f, 5.0f, 0.5f)), RVec3(0, 0, 50), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(0.5f, 5.0f, 50.0f)), RVec3(-50, 0, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(0.5f, 5.0f, 50.0f)), RVec3(50, 0, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
const float wheel_radius = 0.3f;
const float wheel_width = 0.1f;
const float half_vehicle_length = 2.0f;
const float half_vehicle_width = 0.9f;
const float half_vehicle_height = 0.2f;
const float max_steering_angle = DegreesToRadians(30.0f);
// Create vehicle body
RefConst<Shape> car_shape = new BoxShape(Vec3(half_vehicle_width, half_vehicle_height, half_vehicle_length));
BodyCreationSettings car_body_settings(car_shape, RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
car_body_settings.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
car_body_settings.mMassPropertiesOverride.mMass = 1500.0f;
// Create vehicle constraint
VehicleConstraintSettings vehicle;
// Wheels, left front
WheelSettingsWV *w1 = new WheelSettingsWV;
w1->mPosition = Vec3(half_vehicle_width, -0.9f * half_vehicle_height, half_vehicle_length - 2.0f * wheel_radius);
w1->mMaxSteerAngle = max_steering_angle;
w1->mMaxHandBrakeTorque = 0.0f; // Front wheel doesn't have hand brake
// Right front
WheelSettingsWV *w2 = new WheelSettingsWV;
w2->mPosition = Vec3(-half_vehicle_width, -0.9f * half_vehicle_height, half_vehicle_length - 2.0f * wheel_radius);
w2->mMaxSteerAngle = max_steering_angle;
w2->mMaxHandBrakeTorque = 0.0f; // Front wheel doesn't have hand brake
// Left rear
WheelSettingsWV *w3 = new WheelSettingsWV;
w3->mPosition = Vec3(half_vehicle_width, -0.9f * half_vehicle_height, -half_vehicle_length + 2.0f * wheel_radius);
w3->mMaxSteerAngle = 0.0f;
// Right rear
WheelSettingsWV *w4 = new WheelSettingsWV;
w4->mPosition = Vec3(-half_vehicle_width, -0.9f * half_vehicle_height, -half_vehicle_length + 2.0f * wheel_radius);
w4->mMaxSteerAngle = 0.0f;
vehicle.mWheels = { w1, w2, w3, w4 };
for (WheelSettings *w : vehicle.mWheels)
{
w->mRadius = wheel_radius;
w->mWidth = wheel_width;
}
// Controller
WheeledVehicleControllerSettings *controller = new WheeledVehicleControllerSettings;
vehicle.mController = controller;
vehicle.mMaxPitchRollAngle = DegreesToRadians(60.0f);
// Differential
controller->mDifferentials.resize(1);
controller->mDifferentials[0].mLeftWheel = 0;
controller->mDifferentials[0].mRightWheel = 1;
for (int x = 0; x < 15; ++x)
for (int y = 0; y < 15; ++y)
{
// Create body
car_body_settings.mPosition = RVec3(-28.0f + x * 4.0f, 2.0f, -35.0f + y * 5.0f);
Body *car_body = mBodyInterface->CreateBody(car_body_settings);
mBodyInterface->AddBody(car_body->GetID(), EActivation::Activate);
// Create constraint
VehicleConstraint *c = new VehicleConstraint(*car_body, vehicle);
c->SetNumStepsBetweenCollisionTestActive(2); // Only test collision every other step to speed up simulation
c->SetNumStepsBetweenCollisionTestInactive(0); // Disable collision testing when inactive
// Set the collision tester
VehicleCollisionTester *tester = new VehicleCollisionTesterRay(Layers::MOVING);
c->SetVehicleCollisionTester(tester);
// Add the vehicle
mPhysicsSystem->AddConstraint(c);
mPhysicsSystem->AddStepListener(c);
mVehicles.push_back(c);
}
}
void VehicleStressTest::ProcessInput(const ProcessInputParams &inParams)
{
// Determine acceleration and brake
mForward = 0.0f;
if (inParams.mKeyboard->IsKeyPressed(EKey::Up))
mForward = 1.0f;
else if (inParams.mKeyboard->IsKeyPressed(EKey::Down))
mForward = -1.0f;
// Steering
mRight = 0.0f;
if (inParams.mKeyboard->IsKeyPressed(EKey::Left))
mRight = -1.0f;
else if (inParams.mKeyboard->IsKeyPressed(EKey::Right))
mRight = 1.0f;
// Hand brake will cancel gas pedal
mHandBrake = 0.0f;
if (inParams.mKeyboard->IsKeyPressed(EKey::Z))
{
mForward = 0.0f;
mHandBrake = 1.0f;
}
}
void VehicleStressTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
{
for (VehicleConstraint *c : mVehicles)
{
// On user input, assure that the car is active
if (mRight != 0.0f || mForward != 0.0f)
mBodyInterface->ActivateBody(c->GetVehicleBody()->GetID());
// Pass the input on to the constraint
WheeledVehicleController *controller = static_cast<WheeledVehicleController *>(c->GetController());
controller->SetDriverInput(mForward, mRight, 0.0f, mHandBrake);
// 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 < 4; ++w)
{
const WheelSettings *settings = c->GetWheels()[w]->GetSettings();
RMat44 wheel_transform = c->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 VehicleStressTest::SaveInputState(StateRecorder &inStream) const
{
inStream.Write(mForward);
inStream.Write(mRight);
inStream.Write(mHandBrake);
}
void VehicleStressTest::RestoreInputState(StateRecorder &inStream)
{
inStream.Read(mForward);
inStream.Read(mRight);
inStream.Read(mHandBrake);
}