173 lines
6.4 KiB
C++
173 lines
6.4 KiB
C++
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
|
|
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
|
|
// SPDX-License-Identifier: MIT
|
|
|
|
#include <TestFramework.h>
|
|
|
|
#include <Tests/Shapes/MutableCompoundShapeTest.h>
|
|
#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
|
|
#include <Jolt/Physics/Collision/Shape/MutableCompoundShape.h>
|
|
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
|
|
#include <Jolt/Physics/Collision/Shape/TaperedCapsuleShape.h>
|
|
#include <Jolt/Physics/Collision/Shape/CylinderShape.h>
|
|
#include <Jolt/Physics/Body/BodyCreationSettings.h>
|
|
#include <Jolt/Core/StreamWrapper.h>
|
|
#include <Layers.h>
|
|
|
|
JPH_IMPLEMENT_RTTI_VIRTUAL(MutableCompoundShapeTest)
|
|
{
|
|
JPH_ADD_BASE_CLASS(MutableCompoundShapeTest, Test)
|
|
}
|
|
|
|
void MutableCompoundShapeTest::Initialize()
|
|
{
|
|
// Floor (extra thick because we can randomly add sub shapes that then may stick out underneath the floor and cause objects to be pushed through)
|
|
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(100.0f, 10.0f, 100.0f), 0.0f), RVec3(0.0f, -10.0f, 0.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
|
|
|
|
// Compound with sub compound and rotation
|
|
StaticCompoundShapeSettings sub_compound_settings;
|
|
sub_compound_settings.AddShape(Vec3(0, 1.5f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new BoxShape(Vec3(1.5f, 0.25f, 0.2f)));
|
|
sub_compound_settings.AddShape(Vec3(1.5f, 0, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new CylinderShape(1.5f, 0.2f));
|
|
sub_compound_settings.AddShape(Vec3(0, 0, 1.5f), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), new TaperedCapsuleShapeSettings(1.5f, 0.25f, 0.2f));
|
|
mSubCompound = sub_compound_settings.Create().Get();
|
|
|
|
for (int i = 0; i < 10; ++i)
|
|
{
|
|
// Create a mutable compound per body and fill it up with 2 shapes initially
|
|
Ref<MutableCompoundShapeSettings> compound_shape = new MutableCompoundShapeSettings;
|
|
compound_shape->AddShape(Vec3::sZero(), Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), mSubCompound);
|
|
compound_shape->AddShape(Vec3::sZero(), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), -0.75f * JPH_PI), mSubCompound);
|
|
|
|
// Create a body
|
|
BodyID body_id = mBodyInterface->CreateAndAddBody(BodyCreationSettings(compound_shape, RVec3(0, 10.0f + 5.0f * i, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
|
|
mBodyIDs.push_back(body_id);
|
|
}
|
|
}
|
|
|
|
void MutableCompoundShapeTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
|
|
{
|
|
BodyInterface &no_lock = mPhysicsSystem->GetBodyInterfaceNoLock();
|
|
|
|
uniform_real_distribution<float> roll_distribution(0, 1);
|
|
|
|
for (BodyID id : mBodyIDs)
|
|
{
|
|
BodyLockWrite lock(mPhysicsSystem->GetBodyLockInterface(), id);
|
|
if (lock.Succeeded())
|
|
{
|
|
Body &body = lock.GetBody();
|
|
|
|
// Get the shape
|
|
MutableCompoundShape *shape = static_cast<MutableCompoundShape *>(const_cast<Shape *>(body.GetShape()));
|
|
|
|
// Remember center of mass from before changes
|
|
Vec3 old_com = shape->GetCenterOfMass();
|
|
|
|
// Consistently seeded random engine so that bodies move in a predictable way
|
|
default_random_engine consistent_random;
|
|
|
|
// Simulate an engine data structure with strided positions/rotations
|
|
struct PositionRotation
|
|
{
|
|
Vec3 mPosition;
|
|
Quat mRotation;
|
|
};
|
|
Array<PositionRotation> pos_rot;
|
|
|
|
// Animate sub shapes
|
|
uint count = shape->GetNumSubShapes();
|
|
for (uint i = 0; i < count; ++i)
|
|
{
|
|
const CompoundShape::SubShape &sub_shape = shape->GetSubShape(i);
|
|
pos_rot.push_back({ Vec3::sZero(), (Quat::sRotation(Vec3::sRandom(consistent_random), DegreesToRadians(10.0f) * inParams.mDeltaTime) * sub_shape.GetRotation()).Normalized() });
|
|
}
|
|
|
|
// Set the new rotations/orientations on the sub shapes
|
|
shape->ModifyShapes(0, count, &pos_rot.front().mPosition, &pos_rot.front().mRotation, sizeof(PositionRotation), sizeof(PositionRotation));
|
|
|
|
// Initialize frame dependent random number generator
|
|
// Note: Explicitly using the Mersenne Twister random generator as on some platforms you get the seed back as the first random number
|
|
mt19937 frame_random(mFrameNumber++);
|
|
|
|
// Roll the dice
|
|
float roll = roll_distribution(frame_random);
|
|
if (roll < 0.001f && count > 1)
|
|
{
|
|
// Remove a random shape
|
|
uniform_int_distribution<uint> index_distribution(0, count - 1);
|
|
shape->RemoveShape(index_distribution(frame_random));
|
|
}
|
|
else if (roll < 0.002f && count < 10)
|
|
{
|
|
// Add a shape in a random rotation
|
|
shape->AddShape(Vec3::sZero(), Quat::sRandom(frame_random), mSubCompound);
|
|
}
|
|
|
|
// Ensure that the center of mass is updated
|
|
shape->AdjustCenterOfMass();
|
|
|
|
// Since we're already locking the body, we don't need to lock it again
|
|
// We always update the mass properties of the shape because we're reorienting them every frame
|
|
no_lock.NotifyShapeChanged(id, old_com, true, EActivation::Activate);
|
|
}
|
|
}
|
|
}
|
|
|
|
void MutableCompoundShapeTest::SaveState(StateRecorder &inStream) const
|
|
{
|
|
inStream.Write(mFrameNumber);
|
|
|
|
for (BodyID id : mBodyIDs)
|
|
{
|
|
BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), id);
|
|
if (lock.Succeeded())
|
|
{
|
|
const Body &body = lock.GetBody();
|
|
|
|
// Write the shape as a binary string
|
|
stringstream data;
|
|
StreamOutWrapper stream_out(data);
|
|
body.GetShape()->SaveBinaryState(stream_out);
|
|
inStream.Write(data.str());
|
|
}
|
|
}
|
|
}
|
|
|
|
void MutableCompoundShapeTest::RestoreState(StateRecorder &inStream)
|
|
{
|
|
inStream.Read(mFrameNumber);
|
|
|
|
for (BodyID id : mBodyIDs)
|
|
{
|
|
BodyLockWrite lock(mPhysicsSystem->GetBodyLockInterface(), id);
|
|
if (lock.Succeeded())
|
|
{
|
|
Body &body = lock.GetBody();
|
|
|
|
// Read the shape as a binary string
|
|
string str;
|
|
if (inStream.IsValidating())
|
|
{
|
|
stringstream data;
|
|
StreamOutWrapper stream_out(data);
|
|
body.GetShape()->SaveBinaryState(stream_out);
|
|
str = data.str();
|
|
}
|
|
inStream.Read(str);
|
|
|
|
// Deserialize the shape
|
|
stringstream data(str);
|
|
StreamInWrapper stream_in(data);
|
|
Shape::ShapeResult result = Shape::sRestoreFromBinaryState(stream_in);
|
|
MutableCompoundShape *shape = StaticCast<MutableCompoundShape>(result.Get());
|
|
|
|
// Restore the pointers to the sub compound
|
|
ShapeList sub_shapes(shape->GetNumSubShapes(), mSubCompound);
|
|
shape->RestoreSubShapeState(sub_shapes.data(), (uint)sub_shapes.size());
|
|
|
|
// Update the shape (we're under lock protection, so use the no lock interface)
|
|
mPhysicsSystem->GetBodyInterfaceNoLock().SetShape(id, shape, false, EActivation::DontActivate);
|
|
}
|
|
}
|
|
}
|