test_physics_3d.cpp 15 KB

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  1. /*************************************************************************/
  2. /* test_physics_3d.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "test_physics_3d.h"
  31. #include "core/math/math_funcs.h"
  32. #include "core/math/quick_hull.h"
  33. #include "core/os/main_loop.h"
  34. #include "core/os/os.h"
  35. #include "core/string/print_string.h"
  36. #include "core/templates/map.h"
  37. #include "servers/display_server.h"
  38. #include "servers/physics_server_3d.h"
  39. #include "servers/rendering_server.h"
  40. class TestPhysics3DMainLoop : public MainLoop {
  41. GDCLASS(TestPhysics3DMainLoop, MainLoop);
  42. enum {
  43. LINK_COUNT = 20,
  44. };
  45. RID test_cube;
  46. RID plane;
  47. RID sphere;
  48. RID light;
  49. RID camera;
  50. RID mover;
  51. RID scenario;
  52. RID space;
  53. RID character;
  54. real_t ofs_x, ofs_y;
  55. Point2 joy_direction;
  56. List<RID> bodies;
  57. Map<PhysicsServer3D::ShapeType, RID> type_shape_map;
  58. Map<PhysicsServer3D::ShapeType, RID> type_mesh_map;
  59. void body_changed_transform(Object *p_state, RID p_visual_instance) {
  60. PhysicsDirectBodyState3D *state = (PhysicsDirectBodyState3D *)p_state;
  61. RenderingServer *vs = RenderingServer::get_singleton();
  62. Transform t = state->get_transform();
  63. vs->instance_set_transform(p_visual_instance, t);
  64. }
  65. bool quit;
  66. protected:
  67. static void _bind_methods() {
  68. ClassDB::bind_method("body_changed_transform", &TestPhysics3DMainLoop::body_changed_transform);
  69. }
  70. RID create_body(PhysicsServer3D::ShapeType p_shape, PhysicsServer3D::BodyMode p_body, const Transform p_location, bool p_active_default = true, const Transform &p_shape_xform = Transform()) {
  71. RenderingServer *vs = RenderingServer::get_singleton();
  72. PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
  73. RID mesh_instance = vs->instance_create2(type_mesh_map[p_shape], scenario);
  74. RID body = ps->body_create();
  75. ps->body_set_mode(body, p_body);
  76. ps->body_set_state(body, PhysicsServer3D::BODY_STATE_SLEEPING, !p_active_default);
  77. ps->body_set_space(body, space);
  78. ps->body_set_param(body, PhysicsServer3D::BODY_PARAM_BOUNCE, 0.0);
  79. //todo set space
  80. ps->body_add_shape(body, type_shape_map[p_shape]);
  81. ps->body_set_force_integration_callback(body, this, "body_changed_transform", mesh_instance);
  82. ps->body_set_state(body, PhysicsServer3D::BODY_STATE_TRANSFORM, p_location);
  83. bodies.push_back(body);
  84. if (p_body == PhysicsServer3D::BODY_MODE_STATIC) {
  85. vs->instance_set_transform(mesh_instance, p_location);
  86. }
  87. return body;
  88. }
  89. RID create_static_plane(const Plane &p_plane) {
  90. PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
  91. RID world_margin_shape = ps->shape_create(PhysicsServer3D::SHAPE_PLANE);
  92. ps->shape_set_data(world_margin_shape, p_plane);
  93. RID b = ps->body_create();
  94. ps->body_set_mode(b, PhysicsServer3D::BODY_MODE_STATIC);
  95. ps->body_set_space(b, space);
  96. //todo set space
  97. ps->body_add_shape(b, world_margin_shape);
  98. return b;
  99. }
  100. void configure_body(RID p_body, real_t p_mass, real_t p_friction, real_t p_bounce) {
  101. PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
  102. ps->body_set_param(p_body, PhysicsServer3D::BODY_PARAM_MASS, p_mass);
  103. ps->body_set_param(p_body, PhysicsServer3D::BODY_PARAM_FRICTION, p_friction);
  104. ps->body_set_param(p_body, PhysicsServer3D::BODY_PARAM_BOUNCE, p_bounce);
  105. }
  106. void initialize_shapes() {
  107. RenderingServer *vs = RenderingServer::get_singleton();
  108. PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
  109. /* SPHERE SHAPE */
  110. RID sphere_mesh = vs->make_sphere_mesh(10, 20, 0.5);
  111. type_mesh_map[PhysicsServer3D::SHAPE_SPHERE] = sphere_mesh;
  112. RID sphere_shape = ps->shape_create(PhysicsServer3D::SHAPE_SPHERE);
  113. ps->shape_set_data(sphere_shape, 0.5);
  114. type_shape_map[PhysicsServer3D::SHAPE_SPHERE] = sphere_shape;
  115. /* BOX SHAPE */
  116. Vector<Plane> box_planes = Geometry3D::build_box_planes(Vector3(0.5, 0.5, 0.5));
  117. RID box_mesh = vs->mesh_create();
  118. Geometry3D::MeshData box_data = Geometry3D::build_convex_mesh(box_planes);
  119. vs->mesh_add_surface_from_mesh_data(box_mesh, box_data);
  120. type_mesh_map[PhysicsServer3D::SHAPE_BOX] = box_mesh;
  121. RID box_shape = ps->shape_create(PhysicsServer3D::SHAPE_BOX);
  122. ps->shape_set_data(box_shape, Vector3(0.5, 0.5, 0.5));
  123. type_shape_map[PhysicsServer3D::SHAPE_BOX] = box_shape;
  124. /* CAPSULE SHAPE */
  125. Vector<Plane> capsule_planes = Geometry3D::build_capsule_planes(0.5, 0.7, 12, Vector3::AXIS_Z);
  126. RID capsule_mesh = vs->mesh_create();
  127. Geometry3D::MeshData capsule_data = Geometry3D::build_convex_mesh(capsule_planes);
  128. vs->mesh_add_surface_from_mesh_data(capsule_mesh, capsule_data);
  129. type_mesh_map[PhysicsServer3D::SHAPE_CAPSULE] = capsule_mesh;
  130. RID capsule_shape = ps->shape_create(PhysicsServer3D::SHAPE_CAPSULE);
  131. Dictionary capsule_params;
  132. capsule_params["radius"] = 0.5;
  133. capsule_params["height"] = 1.4;
  134. ps->shape_set_data(capsule_shape, capsule_params);
  135. type_shape_map[PhysicsServer3D::SHAPE_CAPSULE] = capsule_shape;
  136. /* CONVEX SHAPE */
  137. Vector<Plane> convex_planes = Geometry3D::build_cylinder_planes(0.5, 0.7, 5, Vector3::AXIS_Z);
  138. RID convex_mesh = vs->mesh_create();
  139. Geometry3D::MeshData convex_data = Geometry3D::build_convex_mesh(convex_planes);
  140. QuickHull::build(convex_data.vertices, convex_data);
  141. vs->mesh_add_surface_from_mesh_data(convex_mesh, convex_data);
  142. type_mesh_map[PhysicsServer3D::SHAPE_CONVEX_POLYGON] = convex_mesh;
  143. RID convex_shape = ps->shape_create(PhysicsServer3D::SHAPE_CONVEX_POLYGON);
  144. ps->shape_set_data(convex_shape, convex_data.vertices);
  145. type_shape_map[PhysicsServer3D::SHAPE_CONVEX_POLYGON] = convex_shape;
  146. }
  147. void make_trimesh(Vector<Vector3> p_faces, const Transform &p_xform = Transform()) {
  148. RenderingServer *vs = RenderingServer::get_singleton();
  149. PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
  150. RID trimesh_shape = ps->shape_create(PhysicsServer3D::SHAPE_CONCAVE_POLYGON);
  151. ps->shape_set_data(trimesh_shape, p_faces);
  152. p_faces = ps->shape_get_data(trimesh_shape); // optimized one
  153. Vector<Vector3> normals; // for drawing
  154. for (int i = 0; i < p_faces.size() / 3; i++) {
  155. Plane p(p_faces[i * 3 + 0], p_faces[i * 3 + 1], p_faces[i * 3 + 2]);
  156. normals.push_back(p.normal);
  157. normals.push_back(p.normal);
  158. normals.push_back(p.normal);
  159. }
  160. RID trimesh_mesh = vs->mesh_create();
  161. Array d;
  162. d.resize(RS::ARRAY_MAX);
  163. d[RS::ARRAY_VERTEX] = p_faces;
  164. d[RS::ARRAY_NORMAL] = normals;
  165. vs->mesh_add_surface_from_arrays(trimesh_mesh, RS::PRIMITIVE_TRIANGLES, d);
  166. RID triins = vs->instance_create2(trimesh_mesh, scenario);
  167. RID tribody = ps->body_create();
  168. ps->body_set_mode(tribody, PhysicsServer3D::BODY_MODE_STATIC);
  169. ps->body_set_space(tribody, space);
  170. //todo set space
  171. ps->body_add_shape(tribody, trimesh_shape);
  172. Transform tritrans = p_xform;
  173. ps->body_set_state(tribody, PhysicsServer3D::BODY_STATE_TRANSFORM, tritrans);
  174. vs->instance_set_transform(triins, tritrans);
  175. }
  176. void make_grid(int p_width, int p_height, real_t p_cellsize, real_t p_cellheight, const Transform &p_xform = Transform()) {
  177. Vector<Vector<real_t>> grid;
  178. grid.resize(p_width);
  179. for (int i = 0; i < p_width; i++) {
  180. grid.write[i].resize(p_height);
  181. for (int j = 0; j < p_height; j++) {
  182. grid.write[i].write[j] = 1.0 + Math::random(-p_cellheight, p_cellheight);
  183. }
  184. }
  185. Vector<Vector3> faces;
  186. for (int i = 1; i < p_width; i++) {
  187. for (int j = 1; j < p_height; j++) {
  188. #define MAKE_VERTEX(m_x, m_z) \
  189. faces.push_back(Vector3((m_x - p_width / 2) * p_cellsize, grid[m_x][m_z], (m_z - p_height / 2) * p_cellsize))
  190. MAKE_VERTEX(i, j - 1);
  191. MAKE_VERTEX(i, j);
  192. MAKE_VERTEX(i - 1, j);
  193. MAKE_VERTEX(i - 1, j - 1);
  194. MAKE_VERTEX(i, j - 1);
  195. MAKE_VERTEX(i - 1, j);
  196. }
  197. }
  198. make_trimesh(faces, p_xform);
  199. }
  200. public:
  201. virtual void input_event(const Ref<InputEvent> &p_event) {
  202. Ref<InputEventMouseMotion> mm = p_event;
  203. if (mm.is_valid() && mm->get_button_mask() & 4) {
  204. ofs_y -= mm->get_relative().y / 200.0;
  205. ofs_x += mm->get_relative().x / 200.0;
  206. }
  207. if (mm.is_valid() && mm->get_button_mask() & 1) {
  208. real_t y = -mm->get_relative().y / 20.0;
  209. real_t x = mm->get_relative().x / 20.0;
  210. if (mover.is_valid()) {
  211. PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
  212. Transform t = ps->body_get_state(mover, PhysicsServer3D::BODY_STATE_TRANSFORM);
  213. t.origin += Vector3(x, y, 0);
  214. ps->body_set_state(mover, PhysicsServer3D::BODY_STATE_TRANSFORM, t);
  215. }
  216. }
  217. }
  218. virtual void request_quit() {
  219. quit = true;
  220. }
  221. virtual void initialize() override {
  222. ofs_x = ofs_y = 0;
  223. initialize_shapes();
  224. PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
  225. space = ps->space_create();
  226. ps->space_set_active(space, true);
  227. RenderingServer *vs = RenderingServer::get_singleton();
  228. /* LIGHT */
  229. RID lightaux = vs->directional_light_create();
  230. scenario = vs->scenario_create();
  231. vs->light_set_shadow(lightaux, true);
  232. light = vs->instance_create2(lightaux, scenario);
  233. Transform t;
  234. t.rotate(Vector3(1.0, 0, 0), 0.6);
  235. vs->instance_set_transform(light, t);
  236. /* CAMERA */
  237. camera = vs->camera_create();
  238. RID viewport = vs->viewport_create();
  239. Size2i screen_size = DisplayServer::get_singleton()->window_get_size();
  240. vs->viewport_set_size(viewport, screen_size.x, screen_size.y);
  241. vs->viewport_attach_to_screen(viewport, Rect2(Vector2(), screen_size));
  242. vs->viewport_set_active(viewport, true);
  243. vs->viewport_attach_camera(viewport, camera);
  244. vs->viewport_set_scenario(viewport, scenario);
  245. vs->camera_set_perspective(camera, 60, 0.1, 40.0);
  246. vs->camera_set_transform(camera, Transform(Basis(), Vector3(0, 9, 12)));
  247. Transform gxf;
  248. gxf.basis.scale(Vector3(1.4, 0.4, 1.4));
  249. gxf.origin = Vector3(-2, 1, -2);
  250. make_grid(5, 5, 2.5, 1, gxf);
  251. test_fall();
  252. quit = false;
  253. }
  254. virtual bool physics_process(float p_time) override {
  255. if (mover.is_valid()) {
  256. static real_t joy_speed = 10;
  257. PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
  258. Transform t = ps->body_get_state(mover, PhysicsServer3D::BODY_STATE_TRANSFORM);
  259. t.origin += Vector3(joy_speed * joy_direction.x * p_time, -joy_speed * joy_direction.y * p_time, 0);
  260. ps->body_set_state(mover, PhysicsServer3D::BODY_STATE_TRANSFORM, t);
  261. };
  262. Transform cameratr;
  263. cameratr.rotate(Vector3(0, 1, 0), ofs_x);
  264. cameratr.rotate(Vector3(1, 0, 0), -ofs_y);
  265. cameratr.translate(Vector3(0, 2, 8));
  266. RenderingServer *vs = RenderingServer::get_singleton();
  267. vs->camera_set_transform(camera, cameratr);
  268. return quit;
  269. }
  270. virtual void finalize() override {
  271. }
  272. void test_joint() {
  273. }
  274. void test_hinge() {
  275. }
  276. void test_character() {
  277. RenderingServer *vs = RenderingServer::get_singleton();
  278. PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
  279. Vector<Plane> capsule_planes = Geometry3D::build_capsule_planes(0.5, 1, 12, 5, Vector3::AXIS_Y);
  280. RID capsule_mesh = vs->mesh_create();
  281. Geometry3D::MeshData capsule_data = Geometry3D::build_convex_mesh(capsule_planes);
  282. vs->mesh_add_surface_from_mesh_data(capsule_mesh, capsule_data);
  283. type_mesh_map[PhysicsServer3D::SHAPE_CAPSULE] = capsule_mesh;
  284. RID capsule_shape = ps->shape_create(PhysicsServer3D::SHAPE_CAPSULE);
  285. Dictionary capsule_params;
  286. capsule_params["radius"] = 0.5;
  287. capsule_params["height"] = 1;
  288. Transform shape_xform;
  289. shape_xform.rotate(Vector3(1, 0, 0), Math_PI / 2.0);
  290. //shape_xform.origin=Vector3(1,1,1);
  291. ps->shape_set_data(capsule_shape, capsule_params);
  292. RID mesh_instance = vs->instance_create2(capsule_mesh, scenario);
  293. character = ps->body_create();
  294. ps->body_set_mode(character, PhysicsServer3D::BODY_MODE_CHARACTER);
  295. ps->body_set_space(character, space);
  296. //todo add space
  297. ps->body_add_shape(character, capsule_shape);
  298. ps->body_set_force_integration_callback(character, this, "body_changed_transform", mesh_instance);
  299. ps->body_set_state(character, PhysicsServer3D::BODY_STATE_TRANSFORM, Transform(Basis(), Vector3(-2, 5, -2)));
  300. bodies.push_back(character);
  301. }
  302. void test_fall() {
  303. for (int i = 0; i < 35; i++) {
  304. static const PhysicsServer3D::ShapeType shape_idx[] = {
  305. PhysicsServer3D::SHAPE_CAPSULE,
  306. PhysicsServer3D::SHAPE_BOX,
  307. PhysicsServer3D::SHAPE_SPHERE,
  308. PhysicsServer3D::SHAPE_CONVEX_POLYGON
  309. };
  310. PhysicsServer3D::ShapeType type = shape_idx[i % 4];
  311. Transform t;
  312. t.origin = Vector3(0.0 * i, 3.5 + 1.1 * i, 0.7 + 0.0 * i);
  313. t.basis.rotate(Vector3(0.2, -1, 0), Math_PI / 2 * 0.6);
  314. create_body(type, PhysicsServer3D::BODY_MODE_RIGID, t);
  315. }
  316. create_static_plane(Plane(Vector3(0, 1, 0), -1));
  317. }
  318. void test_activate() {
  319. create_body(PhysicsServer3D::SHAPE_BOX, PhysicsServer3D::BODY_MODE_RIGID, Transform(Basis(), Vector3(0, 2, 0)), true);
  320. create_static_plane(Plane(Vector3(0, 1, 0), -1));
  321. }
  322. virtual bool process(float p_time) override {
  323. return false;
  324. }
  325. TestPhysics3DMainLoop() {
  326. }
  327. };
  328. namespace TestPhysics3D {
  329. MainLoop *test() {
  330. return memnew(TestPhysics3DMainLoop);
  331. }
  332. } // namespace TestPhysics3D