test_physics.cpp 19 KB

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  1. /*************************************************************************/
  2. /* test_physics.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
  9. /* */
  10. /* Permission is hereby granted, free of charge, to any person obtaining */
  11. /* a copy of this software and associated documentation files (the */
  12. /* "Software"), to deal in the Software without restriction, including */
  13. /* without limitation the rights to use, copy, modify, merge, publish, */
  14. /* distribute, sublicense, and/or sell copies of the Software, and to */
  15. /* permit persons to whom the Software is furnished to do so, subject to */
  16. /* the following conditions: */
  17. /* */
  18. /* The above copyright notice and this permission notice shall be */
  19. /* included in all copies or substantial portions of the Software. */
  20. /* */
  21. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  22. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  23. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  24. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  25. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  26. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  27. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  28. /*************************************************************************/
  29. #include "test_physics.h"
  30. #include "servers/visual_server.h"
  31. #include "servers/physics_server.h"
  32. #include "os/main_loop.h"
  33. #include "math_funcs.h"
  34. #include "print_string.h"
  35. #include "map.h"
  36. #include "os/os.h"
  37. #include "quick_hull.h"
  38. class TestPhysicsMainLoop : public MainLoop {
  39. GDCLASS( TestPhysicsMainLoop, MainLoop );
  40. enum {
  41. LINK_COUNT = 20,
  42. };
  43. RID test_cube;
  44. RID plane;
  45. RID sphere;
  46. RID light;
  47. RID camera;
  48. RID mover;
  49. RID scenario;
  50. RID space;
  51. RID character;
  52. float ofs_x,ofs_y;
  53. Point2 joy_direction;
  54. List<RID> bodies;
  55. Map<PhysicsServer::ShapeType,RID> type_shape_map;
  56. Map<PhysicsServer::ShapeType,RID> type_mesh_map;
  57. void body_changed_transform(Object *p_state, RID p_visual_instance) {
  58. PhysicsDirectBodyState *state = (PhysicsDirectBodyState*)p_state;
  59. VisualServer *vs=VisualServer::get_singleton();
  60. Transform t=state->get_transform();
  61. //t.basis.scale( Vector3(1.0,0.5,0.2) );
  62. vs->instance_set_transform(p_visual_instance,t);
  63. }
  64. bool quit;
  65. protected:
  66. static void _bind_methods() {
  67. ClassDB::bind_method("body_changed_transform",&TestPhysicsMainLoop::body_changed_transform);
  68. }
  69. RID create_body(PhysicsServer::ShapeType p_shape, PhysicsServer::BodyMode p_body,const Transform p_location,bool p_active_default=true,const Transform&p_shape_xform=Transform()) {
  70. VisualServer *vs=VisualServer::get_singleton();
  71. PhysicsServer * ps = PhysicsServer::get_singleton();
  72. RID mesh_instance = vs->instance_create2(type_mesh_map[p_shape],scenario);
  73. RID body = ps->body_create(p_body,!p_active_default);
  74. ps->body_set_space(body,space);
  75. ps->body_set_param(body,PhysicsServer::BODY_PARAM_BOUNCE,0.0);
  76. //todo set space
  77. ps->body_add_shape(body,type_shape_map[p_shape]);
  78. ps->body_set_force_integration_callback(body,this,"body_changed_transform",mesh_instance);
  79. ps->body_set_state( body, PhysicsServer::BODY_STATE_TRANSFORM,p_location);
  80. bodies.push_back(body);
  81. if (p_body==PhysicsServer::BODY_MODE_STATIC) {
  82. vs->instance_set_transform(mesh_instance,p_location);
  83. }
  84. return body;
  85. }
  86. RID create_static_plane(const Plane& p_plane) {
  87. PhysicsServer * ps = PhysicsServer::get_singleton();
  88. RID plane_shape = ps->shape_create(PhysicsServer::SHAPE_PLANE);;
  89. ps->shape_set_data( plane_shape, p_plane );
  90. RID b = ps->body_create( PhysicsServer::BODY_MODE_STATIC );
  91. ps->body_set_space(b,space);
  92. //todo set space
  93. ps->body_add_shape(b, plane_shape);
  94. return b;
  95. }
  96. void configure_body(RID p_body,float p_mass, float p_friction, float p_bounce) {
  97. PhysicsServer * ps = PhysicsServer::get_singleton();
  98. ps->body_set_param( p_body, PhysicsServer::BODY_PARAM_MASS, p_mass );
  99. ps->body_set_param( p_body, PhysicsServer::BODY_PARAM_FRICTION, p_friction );
  100. ps->body_set_param( p_body, PhysicsServer::BODY_PARAM_BOUNCE, p_bounce );
  101. }
  102. void init_shapes() {
  103. VisualServer *vs=VisualServer::get_singleton();
  104. PhysicsServer * ps = PhysicsServer::get_singleton();
  105. /* SPHERE SHAPE */
  106. RID sphere_mesh = vs->make_sphere_mesh(10,20,0.5);
  107. type_mesh_map[PhysicsServer::SHAPE_SPHERE]=sphere_mesh;
  108. RID sphere_shape=ps->shape_create(PhysicsServer::SHAPE_SPHERE);
  109. ps->shape_set_data( sphere_shape, 0.5 );
  110. type_shape_map[PhysicsServer::SHAPE_SPHERE]=sphere_shape;
  111. /* BOX SHAPE */
  112. DVector<Plane> box_planes = Geometry::build_box_planes(Vector3(0.5,0.5,0.5));
  113. RID box_mesh = vs->mesh_create();
  114. Geometry::MeshData box_data = Geometry::build_convex_mesh(box_planes);
  115. vs->mesh_add_surface_from_mesh_data(box_mesh,box_data);
  116. type_mesh_map[PhysicsServer::SHAPE_BOX]=box_mesh;
  117. RID box_shape=ps->shape_create(PhysicsServer::SHAPE_BOX);
  118. ps->shape_set_data( box_shape, Vector3(0.5,0.5,0.5) );
  119. type_shape_map[PhysicsServer::SHAPE_BOX]=box_shape;
  120. /* CAPSULE SHAPE */
  121. DVector<Plane> capsule_planes = Geometry::build_capsule_planes(0.5,0.7,12,Vector3::AXIS_Z);
  122. RID capsule_mesh = vs->mesh_create();
  123. Geometry::MeshData capsule_data = Geometry::build_convex_mesh(capsule_planes);
  124. vs->mesh_add_surface_from_mesh_data(capsule_mesh,capsule_data);
  125. type_mesh_map[PhysicsServer::SHAPE_CAPSULE]=capsule_mesh;
  126. RID capsule_shape=ps->shape_create(PhysicsServer::SHAPE_CAPSULE);
  127. Dictionary capsule_params;
  128. capsule_params["radius"]=0.5;
  129. capsule_params["height"]=1.4;
  130. ps->shape_set_data( capsule_shape, capsule_params );
  131. type_shape_map[PhysicsServer::SHAPE_CAPSULE]=capsule_shape;
  132. /* CONVEX SHAPE */
  133. DVector<Plane> convex_planes = Geometry::build_cylinder_planes(0.5,0.7,5,Vector3::AXIS_Z);
  134. RID convex_mesh = vs->mesh_create();
  135. Geometry::MeshData convex_data = Geometry::build_convex_mesh(convex_planes);
  136. QuickHull::build(convex_data.vertices,convex_data);
  137. vs->mesh_add_surface_from_mesh_data(convex_mesh,convex_data);
  138. type_mesh_map[PhysicsServer::SHAPE_CONVEX_POLYGON]=convex_mesh;
  139. RID convex_shape=ps->shape_create(PhysicsServer::SHAPE_CONVEX_POLYGON);
  140. ps->shape_set_data( convex_shape, convex_data.vertices );
  141. type_shape_map[PhysicsServer::SHAPE_CONVEX_POLYGON]=convex_shape;
  142. }
  143. void make_trimesh(Vector<Vector3> p_faces,const Transform& p_xform=Transform()) {
  144. VisualServer *vs=VisualServer::get_singleton();
  145. PhysicsServer * ps = PhysicsServer::get_singleton();
  146. RID trimesh_shape = ps->shape_create(PhysicsServer::SHAPE_CONCAVE_POLYGON);
  147. ps->shape_set_data(trimesh_shape, p_faces);
  148. p_faces=ps->shape_get_data(trimesh_shape); // optimized one
  149. Vector<Vector3> normals; // for drawing
  150. for (int i=0;i<p_faces.size()/3;i++) {
  151. Plane p( p_faces[i*3+0],p_faces[i*3+1], p_faces[i*3+2] );
  152. normals.push_back(p.normal);
  153. normals.push_back(p.normal);
  154. normals.push_back(p.normal);
  155. }
  156. RID trimesh_mesh = vs->mesh_create();
  157. Array d;
  158. d.resize(VS::ARRAY_MAX);
  159. d[VS::ARRAY_VERTEX]=p_faces;
  160. d[VS::ARRAY_NORMAL]=normals;
  161. vs->mesh_add_surface_from_arrays(trimesh_mesh, VS::PRIMITIVE_TRIANGLES, d );
  162. //vs->material_set_flag( trimesh_mat, VisualServer::MATERIAL_FLAG_UNSHADED,true);
  163. RID triins = vs->instance_create2(trimesh_mesh,scenario);
  164. RID tribody = ps->body_create( PhysicsServer::BODY_MODE_STATIC);
  165. ps->body_set_space(tribody,space);
  166. //todo set space
  167. ps->body_add_shape(tribody, trimesh_shape);
  168. Transform tritrans = p_xform;
  169. ps->body_set_state( tribody, PhysicsServer::BODY_STATE_TRANSFORM, tritrans );
  170. vs->instance_set_transform( triins, tritrans );
  171. //RID trimesh_material = vs->fixed_material_create();
  172. //vs->material_generate( trimesh_material, Color(0.2,0.4,0.6) );
  173. //vs->mesh_surface_set_material( trimesh_mesh, 0, trimesh_material );
  174. }
  175. void make_grid(int p_width,int p_height,float p_cellsize,float p_cellheight,const Transform& p_xform=Transform()) {
  176. Vector< Vector< float > > grid;
  177. grid.resize(p_width);
  178. for (int i=0;i<p_width;i++) {
  179. grid[i].resize(p_height);
  180. for (int j=0;j<p_height;j++) {
  181. grid[i][j]=1.0+Math::random(-p_cellheight, p_cellheight );
  182. }
  183. }
  184. Vector<Vector3> faces;
  185. for (int i=1;i<p_width;i++) {
  186. for (int j=1;j<p_height;j++) {
  187. #define MAKE_VERTEX(m_x,m_z)\
  188. faces.push_back( Vector3( (m_x-p_width/2)*p_cellsize, grid[m_x][m_z], (m_z-p_height/2)*p_cellsize ) )
  189. MAKE_VERTEX(i,j-1);
  190. MAKE_VERTEX(i,j);
  191. MAKE_VERTEX(i-1,j);
  192. MAKE_VERTEX(i-1,j-1);
  193. MAKE_VERTEX(i,j-1);
  194. MAKE_VERTEX(i-1,j);
  195. }
  196. }
  197. make_trimesh(faces,p_xform);
  198. }
  199. public:
  200. virtual void input_event(const InputEvent& p_event) {
  201. if (p_event.type==InputEvent::MOUSE_MOTION && p_event.mouse_motion.button_mask&4) {
  202. ofs_y-=p_event.mouse_motion.relative_y/200.0;
  203. ofs_x+=p_event.mouse_motion.relative_x/200.0;
  204. }
  205. if (p_event.type==InputEvent::MOUSE_MOTION && p_event.mouse_motion.button_mask&1) {
  206. float y=-p_event.mouse_motion.relative_y/20.0;
  207. float x=p_event.mouse_motion.relative_x/20.0;
  208. if (mover.is_valid()) {
  209. PhysicsServer * ps = PhysicsServer::get_singleton();
  210. Transform t = ps->body_get_state(mover,PhysicsServer::BODY_STATE_TRANSFORM);
  211. t.origin+=Vector3(x,y,0);
  212. ps->body_set_state(mover,PhysicsServer::BODY_STATE_TRANSFORM,t);
  213. }
  214. }
  215. if (p_event.type == InputEvent::JOYSTICK_MOTION) {
  216. if (p_event.joy_motion.axis == 0) {
  217. joy_direction.x = p_event.joy_motion.axis_value;
  218. };
  219. if (p_event.joy_motion.axis == 1) {
  220. joy_direction.y = p_event.joy_motion.axis_value;
  221. };
  222. };
  223. }
  224. virtual void request_quit() {
  225. quit=true;
  226. }
  227. virtual void init() {
  228. ofs_x=ofs_y=0;
  229. init_shapes();
  230. PhysicsServer *ps = PhysicsServer::get_singleton();
  231. space=ps->space_create();
  232. ps->space_set_active(space,true);
  233. VisualServer *vs=VisualServer::get_singleton();
  234. /* LIGHT */
  235. RID lightaux = vs->light_create( VisualServer::LIGHT_DIRECTIONAL );
  236. //vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
  237. scenario = vs->scenario_create();
  238. vs->light_set_shadow(lightaux,true);
  239. light = vs->instance_create2( lightaux,scenario );
  240. Transform t;
  241. t.rotate(Vector3(1.0,0,0),0.6);
  242. vs->instance_set_transform(light,t);
  243. /* CAMERA */
  244. camera = vs->camera_create();
  245. RID viewport = vs->viewport_create();
  246. vs->viewport_attach_camera( viewport, camera );
  247. vs->viewport_attach_to_screen(viewport);
  248. vs->viewport_set_scenario( viewport, scenario );
  249. vs->camera_set_perspective(camera,60,0.1,40.0);
  250. vs->camera_set_transform(camera,Transform( Matrix3(), Vector3(0,9,12)));
  251. //vs->scenario_set_debug(scenario,VS::SCENARIO_DEBUG_WIREFRAME);
  252. Transform gxf;
  253. gxf.basis.scale(Vector3(1.4,0.4,1.4));
  254. gxf.origin=Vector3(-2,1,-2);
  255. make_grid(5,5,2.5,1,gxf);
  256. // create_body(PhysicsServer::SHAPE_BOX,PhysicsServer::BODY_MODE_STATIC,gxf);
  257. //create_static_plane( Plane( Vector3(0,1,0), -2) );
  258. // test_joint();
  259. test_fall();
  260. //test_joint();
  261. /*
  262. Vector<Vector3> faces;
  263. faces.push_back( Vector3(10,0,-5) );
  264. faces.push_back( Vector3(0,0,10) );
  265. faces.push_back( Vector3(-10,-0.2,-5) );
  266. make_trimesh(faces);
  267. */
  268. /* Make Trimesh */
  269. quit=false;
  270. return;
  271. #if 0
  272. #define GRID_SIZE 5
  273. float grid[GRID_SIZE][GRID_SIZE];
  274. for (int i=0;i<GRID_SIZE;i++) {
  275. for (int j=0;j<GRID_SIZE;j++) {
  276. grid[j][i]=Math::random(0.0, 1.0 );
  277. }
  278. }
  279. Vector<Vector3> faces;
  280. for (int i=1;i<GRID_SIZE;i++) {
  281. for (int j=1;j<GRID_SIZE;j++) {
  282. #define MAKE_VERTEX(m_x,m_z)\
  283. faces.push_back( Vector3( m_x-GRID_SIZE/2.0, grid[m_x][m_z], m_z-GRID_SIZE/2.0 )*3.0 )
  284. MAKE_VERTEX(i,j-1);
  285. MAKE_VERTEX(i,j);
  286. MAKE_VERTEX(i-1,j);
  287. MAKE_VERTEX(i-1,j-1);
  288. MAKE_VERTEX(i,j-1);
  289. MAKE_VERTEX(i-1,j);
  290. }
  291. }
  292. /*
  293. faces.clear();
  294. faces.push_back( Vector3(0,0,-5) );
  295. faces.push_back( Vector3(1,0,-1) );
  296. faces.push_back( Vector3(-1,-0,-1) );
  297. */
  298. RID trimesh_shape = ps->shape_create();
  299. ps->shape_set_data(trimesh_shape, PhysicsServer::SHAPE_CONCAVE_POLYGON,faces);
  300. faces=ps->shape_get_shape(trimesh_shape, 0);
  301. Vector<Vector3> normals; // for drawing
  302. for (int i=0;i<faces.size()/3;i++) {
  303. Plane p( faces[i*3+0],faces[i*3+1], faces[i*3+2] );
  304. normals.push_back(p.normal);
  305. normals.push_back(p.normal);
  306. normals.push_back(p.normal);
  307. }
  308. RID trimesh_mesh = vs->mesh_create();
  309. vs->mesh_add_surface(trimesh_mesh, VS::PRIMITIVE_TRIANGLES, VS::ARRAY_FORMAT_VERTEX|VS::ARRAY_FORMAT_NORMAL, faces.size() );
  310. vs->mesh_surface_set_array(trimesh_mesh,0,VS::ARRAY_VERTEX, faces );
  311. vs->mesh_surface_set_array(trimesh_mesh,0,VS::ARRAY_NORMAL, normals );
  312. RID trimesh_mat = vs->fixed_material_create();
  313. vs->material_generate( trimesh_mat, Color(1.0,0.5,0.3) );
  314. vs->mesh_surface_set_material( trimesh_mesh, 0, trimesh_mat );
  315. RID triins = vs->instance_create2(trimesh_mesh);
  316. RID tribody = ps->body_create( PhysicsServer::BODY_MODE_STATIC, trimesh_shape);
  317. Transform tritrans = Transform( Matrix3(), Vector3(0,0,-2) );
  318. ps->body_set_state( tribody, PhysicsServer::BODY_STATE_TRANSFORM, tritrans );
  319. vs->instance_set_transform( triins, tritrans );
  320. RID trimesh_material = vs->fixed_material_create();
  321. vs->material_generate( trimesh_material, Color(0.2,0.4,0.6) );
  322. vs->mesh_surface_set_material( trimesh_mesh, 0, trimesh_material );
  323. #endif
  324. }
  325. virtual bool iteration(float p_time) {
  326. if (mover.is_valid()) {
  327. static float joy_speed = 10;
  328. PhysicsServer * ps = PhysicsServer::get_singleton();
  329. Transform t = ps->body_get_state(mover,PhysicsServer::BODY_STATE_TRANSFORM);
  330. t.origin+=Vector3(joy_speed * joy_direction.x * p_time, -joy_speed * joy_direction.y * p_time,0);
  331. ps->body_set_state(mover,PhysicsServer::BODY_STATE_TRANSFORM,t);
  332. };
  333. Transform cameratr;
  334. cameratr.rotate(Vector3(0,1,0),ofs_x);
  335. cameratr.rotate(Vector3(1,0,0),-ofs_y);
  336. cameratr.translate(Vector3(0,2,8));
  337. VisualServer *vs=VisualServer::get_singleton();
  338. vs->camera_set_transform(camera,cameratr);
  339. return quit;
  340. }
  341. virtual void finish() {
  342. }
  343. void test_joint() {
  344. #if 0
  345. PhysicsServer * ps = PhysicsServer::get_singleton();
  346. mover = create_body(PhysicsServer::SHAPE_BOX,PhysicsServer::BODY_MODE_STATIC,Transform(Matrix3(),Vector3(0,0,-24)));
  347. RID b = create_body(PhysicsServer::SHAPE_CAPSULE,PhysicsServer::BODY_MODE_RIGID,Transform());
  348. ps->joint_create_double_pin(b,Vector3(0,0,1.0),mover,Vector3(0,0,0));
  349. ps->body_add_collision_exception(mover,b);
  350. List<String> cmdline = OS::get_singleton()->get_cmdline_args();
  351. int link_count = LINK_COUNT;
  352. if (cmdline.size() > 0 && cmdline[cmdline.size()-1].to_int()) {
  353. link_count = cmdline[cmdline.size()-1].to_int();
  354. };
  355. for(int i=0;i<link_count;i++) {
  356. RID c = create_body(PhysicsServer::SHAPE_CAPSULE,PhysicsServer::BODY_MODE_RIGID,Transform());
  357. ps->joint_create_double_pin(b,Vector3(0,0,-0.7),c,Vector3(0,0,0.7));
  358. ps->body_add_collision_exception(c,b);
  359. b=c;
  360. }
  361. create_static_plane(Plane(Vector3(0,1,0),-8));
  362. #endif
  363. }
  364. void test_hinge() {
  365. #if 0
  366. PhysicsServer * ps = PhysicsServer::get_singleton();
  367. mover = create_body(PhysicsServer::SHAPE_BOX,PhysicsServer::BODY_MODE_STATIC,Transform(Matrix3(),Vector3(0,0,-24)));
  368. RID b = create_body(PhysicsServer::SHAPE_BOX,PhysicsServer::BODY_MODE_RIGID,Transform());
  369. ps->joint_create_double_hinge(b,Transform(Matrix3(),Vector3(1,1,1.0)),mover,Transform(Matrix3(),Vector3(0,0,0)));
  370. ps->body_add_collision_exception(mover,b);
  371. /*
  372. for(int i=0;i<20;i++) {
  373. RID c = create_body(PhysicsServer::SHAPE_CAPSULE,PhysicsServer::BODY_MODE_RIGID,Transform());
  374. ps->joint_create_double_hinge(b,Transform(Matrix3(),Vector3(0,0,-0.7)),c,Transform(Matrix3(),Vector3(0,0,0.7)));
  375. ps->body_add_collision_exception(c,b);
  376. b=c;
  377. }
  378. */
  379. //create_static_plane(Plane(Vector3(0,1,0),-8));
  380. #endif
  381. }
  382. void test_character() {
  383. VisualServer *vs=VisualServer::get_singleton();
  384. PhysicsServer * ps = PhysicsServer::get_singleton();
  385. DVector<Plane> capsule_planes = Geometry::build_capsule_planes(0.5,1,12,5,Vector3::AXIS_Y);
  386. RID capsule_mesh = vs->mesh_create();
  387. Geometry::MeshData capsule_data = Geometry::build_convex_mesh(capsule_planes);
  388. vs->mesh_add_surface_from_mesh_data(capsule_mesh,capsule_data);
  389. type_mesh_map[PhysicsServer::SHAPE_CAPSULE]=capsule_mesh;
  390. RID capsule_shape=ps->shape_create(PhysicsServer::SHAPE_CAPSULE);
  391. Dictionary capsule_params;
  392. capsule_params["radius"]=0.5;
  393. capsule_params["height"]=1;
  394. Transform shape_xform;
  395. shape_xform.rotate(Vector3(1,0,0),Math_PI/2.0);
  396. //shape_xform.origin=Vector3(1,1,1);
  397. ps->shape_set_data( capsule_shape, capsule_params);
  398. RID mesh_instance = vs->instance_create2(capsule_mesh,scenario);
  399. character = ps->body_create(PhysicsServer::BODY_MODE_CHARACTER);
  400. ps->body_set_space(character,space);
  401. //todo add space
  402. ps->body_add_shape(character,capsule_shape);
  403. ps->body_set_force_integration_callback(character,this,"body_changed_transform",mesh_instance);
  404. ps->body_set_state( character, PhysicsServer::BODY_STATE_TRANSFORM,Transform(Matrix3(),Vector3(-2,5,-2)));
  405. bodies.push_back(character);
  406. }
  407. void test_fall() {
  408. for (int i=0;i<35;i++) {
  409. static const PhysicsServer::ShapeType shape_idx[]={
  410. PhysicsServer::SHAPE_CAPSULE,
  411. PhysicsServer::SHAPE_BOX,
  412. PhysicsServer::SHAPE_SPHERE,
  413. PhysicsServer::SHAPE_CONVEX_POLYGON
  414. };
  415. PhysicsServer::ShapeType type=shape_idx[i%4];
  416. //type=PhysicsServer::SHAPE_CONVEX_POLYGON;
  417. Transform t;
  418. t.origin=Vector3(0.0*i,3.5+1.1*i,0.7+0.0*i);
  419. //t.origin=Vector3(-0.7+0.0*i,0.5+4.1*i,0);
  420. t.basis.rotate(Vector3(0.2,-1,0),Math_PI/2*0.6);
  421. //t.basis.rotate(Vector3(0,-1,0),Math_PI/4*i);
  422. //t.basis.rotate(Vector3(0,-1,0),Math_PI/4*i);
  423. //t.basis.rotate(Vector3(-1,0,0),Math_PI/4*i);
  424. create_body(type,PhysicsServer::BODY_MODE_RIGID,t);
  425. //RID b = create_body(type,i==0?PhysicsServer::BODY_MODE_STATIC:PhysicsServer::BODY_MODE_RIGID,t);
  426. }
  427. create_static_plane( Plane( Vector3(0,1,0), -1) );
  428. /*
  429. create_static_plane( Plane( Vector3(1,0,0), -2) );
  430. create_static_plane( Plane( Vector3(-1,0,0), -2) );
  431. create_static_plane( Plane( Vector3(0,0,1), -2) );
  432. create_static_plane( Plane( Vector3(0,0,-1), -2) );
  433. */
  434. }
  435. void test_activate() {
  436. create_body(PhysicsServer::SHAPE_BOX,PhysicsServer::BODY_MODE_RIGID,Transform(Matrix3(),Vector3(0,2,0)),true);
  437. //create_body(PhysicsServer::SHAPE_SPHERE,PhysicsServer::BODY_MODE_RIGID,Transform(Matrix3(),Vector3(0,6,0)),true);
  438. create_static_plane( Plane( Vector3(0,1,0), -1) );
  439. }
  440. virtual bool idle(float p_time) {
  441. return false;
  442. }
  443. TestPhysicsMainLoop() {
  444. }
  445. };
  446. namespace TestPhysics {
  447. MainLoop* test() {
  448. return memnew( TestPhysicsMainLoop );
  449. }
  450. }