test_physics.cpp 14 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439
  1. /*************************************************************************/
  2. /* test_physics.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 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.h"
  31. #include "core/map.h"
  32. #include "core/math/math_funcs.h"
  33. #include "core/math/quick_hull.h"
  34. #include "core/os/main_loop.h"
  35. #include "core/os/os.h"
  36. #include "core/print_string.h"
  37. #include "servers/display_server.h"
  38. #include "servers/physics_server_3d.h"
  39. #include "servers/rendering_server.h"
  40. class TestPhysicsMainLoop : public MainLoop {
  41. GDCLASS(TestPhysicsMainLoop, 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. float 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", &TestPhysicsMainLoop::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(p_body, !p_active_default);
  75. ps->body_set_space(body, space);
  76. ps->body_set_param(body, PhysicsServer3D::BODY_PARAM_BOUNCE, 0.0);
  77. //todo set space
  78. ps->body_add_shape(body, type_shape_map[p_shape]);
  79. ps->body_set_force_integration_callback(body, this, "body_changed_transform", mesh_instance);
  80. ps->body_set_state(body, PhysicsServer3D::BODY_STATE_TRANSFORM, p_location);
  81. bodies.push_back(body);
  82. if (p_body == PhysicsServer3D::BODY_MODE_STATIC) {
  83. vs->instance_set_transform(mesh_instance, p_location);
  84. }
  85. return body;
  86. }
  87. RID create_static_plane(const Plane &p_plane) {
  88. PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
  89. RID world_margin_shape = ps->shape_create(PhysicsServer3D::SHAPE_PLANE);
  90. ps->shape_set_data(world_margin_shape, p_plane);
  91. RID b = ps->body_create(PhysicsServer3D::BODY_MODE_STATIC);
  92. ps->body_set_space(b, space);
  93. //todo set space
  94. ps->body_add_shape(b, world_margin_shape);
  95. return b;
  96. }
  97. void configure_body(RID p_body, float p_mass, float p_friction, float p_bounce) {
  98. PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
  99. ps->body_set_param(p_body, PhysicsServer3D::BODY_PARAM_MASS, p_mass);
  100. ps->body_set_param(p_body, PhysicsServer3D::BODY_PARAM_FRICTION, p_friction);
  101. ps->body_set_param(p_body, PhysicsServer3D::BODY_PARAM_BOUNCE, p_bounce);
  102. }
  103. void init_shapes() {
  104. RenderingServer *vs = RenderingServer::get_singleton();
  105. PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
  106. /* SPHERE SHAPE */
  107. RID sphere_mesh = vs->make_sphere_mesh(10, 20, 0.5);
  108. type_mesh_map[PhysicsServer3D::SHAPE_SPHERE] = sphere_mesh;
  109. RID sphere_shape = ps->shape_create(PhysicsServer3D::SHAPE_SPHERE);
  110. ps->shape_set_data(sphere_shape, 0.5);
  111. type_shape_map[PhysicsServer3D::SHAPE_SPHERE] = sphere_shape;
  112. /* BOX SHAPE */
  113. Vector<Plane> box_planes = Geometry::build_box_planes(Vector3(0.5, 0.5, 0.5));
  114. RID box_mesh = vs->mesh_create();
  115. Geometry::MeshData box_data = Geometry::build_convex_mesh(box_planes);
  116. vs->mesh_add_surface_from_mesh_data(box_mesh, box_data);
  117. type_mesh_map[PhysicsServer3D::SHAPE_BOX] = box_mesh;
  118. RID box_shape = ps->shape_create(PhysicsServer3D::SHAPE_BOX);
  119. ps->shape_set_data(box_shape, Vector3(0.5, 0.5, 0.5));
  120. type_shape_map[PhysicsServer3D::SHAPE_BOX] = box_shape;
  121. /* CAPSULE SHAPE */
  122. Vector<Plane> capsule_planes = Geometry::build_capsule_planes(0.5, 0.7, 12, Vector3::AXIS_Z);
  123. RID capsule_mesh = vs->mesh_create();
  124. Geometry::MeshData capsule_data = Geometry::build_convex_mesh(capsule_planes);
  125. vs->mesh_add_surface_from_mesh_data(capsule_mesh, capsule_data);
  126. type_mesh_map[PhysicsServer3D::SHAPE_CAPSULE] = capsule_mesh;
  127. RID capsule_shape = ps->shape_create(PhysicsServer3D::SHAPE_CAPSULE);
  128. Dictionary capsule_params;
  129. capsule_params["radius"] = 0.5;
  130. capsule_params["height"] = 1.4;
  131. ps->shape_set_data(capsule_shape, capsule_params);
  132. type_shape_map[PhysicsServer3D::SHAPE_CAPSULE] = capsule_shape;
  133. /* CONVEX SHAPE */
  134. Vector<Plane> convex_planes = Geometry::build_cylinder_planes(0.5, 0.7, 5, Vector3::AXIS_Z);
  135. RID convex_mesh = vs->mesh_create();
  136. Geometry::MeshData convex_data = Geometry::build_convex_mesh(convex_planes);
  137. QuickHull::build(convex_data.vertices, convex_data);
  138. vs->mesh_add_surface_from_mesh_data(convex_mesh, convex_data);
  139. type_mesh_map[PhysicsServer3D::SHAPE_CONVEX_POLYGON] = convex_mesh;
  140. RID convex_shape = ps->shape_create(PhysicsServer3D::SHAPE_CONVEX_POLYGON);
  141. ps->shape_set_data(convex_shape, convex_data.vertices);
  142. type_shape_map[PhysicsServer3D::SHAPE_CONVEX_POLYGON] = convex_shape;
  143. }
  144. void make_trimesh(Vector<Vector3> p_faces, const Transform &p_xform = Transform()) {
  145. RenderingServer *vs = RenderingServer::get_singleton();
  146. PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
  147. RID trimesh_shape = ps->shape_create(PhysicsServer3D::SHAPE_CONCAVE_POLYGON);
  148. ps->shape_set_data(trimesh_shape, p_faces);
  149. p_faces = ps->shape_get_data(trimesh_shape); // optimized one
  150. Vector<Vector3> normals; // for drawing
  151. for (int i = 0; i < p_faces.size() / 3; i++) {
  152. Plane p(p_faces[i * 3 + 0], p_faces[i * 3 + 1], p_faces[i * 3 + 2]);
  153. normals.push_back(p.normal);
  154. normals.push_back(p.normal);
  155. normals.push_back(p.normal);
  156. }
  157. RID trimesh_mesh = vs->mesh_create();
  158. Array d;
  159. d.resize(RS::ARRAY_MAX);
  160. d[RS::ARRAY_VERTEX] = p_faces;
  161. d[RS::ARRAY_NORMAL] = normals;
  162. vs->mesh_add_surface_from_arrays(trimesh_mesh, RS::PRIMITIVE_TRIANGLES, d);
  163. RID triins = vs->instance_create2(trimesh_mesh, scenario);
  164. RID tribody = ps->body_create(PhysicsServer3D::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, PhysicsServer3D::BODY_STATE_TRANSFORM, tritrans);
  170. vs->instance_set_transform(triins, tritrans);
  171. }
  172. void make_grid(int p_width, int p_height, float p_cellsize, float p_cellheight, const Transform &p_xform = Transform()) {
  173. Vector<Vector<float>> grid;
  174. grid.resize(p_width);
  175. for (int i = 0; i < p_width; i++) {
  176. grid.write[i].resize(p_height);
  177. for (int j = 0; j < p_height; j++) {
  178. grid.write[i].write[j] = 1.0 + Math::random(-p_cellheight, p_cellheight);
  179. }
  180. }
  181. Vector<Vector3> faces;
  182. for (int i = 1; i < p_width; i++) {
  183. for (int j = 1; j < p_height; j++) {
  184. #define MAKE_VERTEX(m_x, m_z) \
  185. faces.push_back(Vector3((m_x - p_width / 2) * p_cellsize, grid[m_x][m_z], (m_z - p_height / 2) * p_cellsize))
  186. MAKE_VERTEX(i, j - 1);
  187. MAKE_VERTEX(i, j);
  188. MAKE_VERTEX(i - 1, j);
  189. MAKE_VERTEX(i - 1, j - 1);
  190. MAKE_VERTEX(i, j - 1);
  191. MAKE_VERTEX(i - 1, j);
  192. }
  193. }
  194. make_trimesh(faces, p_xform);
  195. }
  196. public:
  197. virtual void input_event(const Ref<InputEvent> &p_event) {
  198. Ref<InputEventMouseMotion> mm = p_event;
  199. if (mm.is_valid() && mm->get_button_mask() & 4) {
  200. ofs_y -= mm->get_relative().y / 200.0;
  201. ofs_x += mm->get_relative().x / 200.0;
  202. }
  203. if (mm.is_valid() && mm->get_button_mask() & 1) {
  204. float y = -mm->get_relative().y / 20.0;
  205. float x = mm->get_relative().x / 20.0;
  206. if (mover.is_valid()) {
  207. PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
  208. Transform t = ps->body_get_state(mover, PhysicsServer3D::BODY_STATE_TRANSFORM);
  209. t.origin += Vector3(x, y, 0);
  210. ps->body_set_state(mover, PhysicsServer3D::BODY_STATE_TRANSFORM, t);
  211. }
  212. }
  213. }
  214. virtual void request_quit() {
  215. quit = true;
  216. }
  217. virtual void init() {
  218. ofs_x = ofs_y = 0;
  219. init_shapes();
  220. PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
  221. space = ps->space_create();
  222. ps->space_set_active(space, true);
  223. RenderingServer *vs = RenderingServer::get_singleton();
  224. /* LIGHT */
  225. RID lightaux = vs->directional_light_create();
  226. scenario = vs->scenario_create();
  227. vs->light_set_shadow(lightaux, true);
  228. light = vs->instance_create2(lightaux, scenario);
  229. Transform t;
  230. t.rotate(Vector3(1.0, 0, 0), 0.6);
  231. vs->instance_set_transform(light, t);
  232. /* CAMERA */
  233. camera = vs->camera_create();
  234. RID viewport = vs->viewport_create();
  235. Size2i screen_size = DisplayServer::get_singleton()->window_get_size();
  236. vs->viewport_set_size(viewport, screen_size.x, screen_size.y);
  237. vs->viewport_attach_to_screen(viewport, Rect2(Vector2(), screen_size));
  238. vs->viewport_set_active(viewport, true);
  239. vs->viewport_attach_camera(viewport, camera);
  240. vs->viewport_set_scenario(viewport, scenario);
  241. vs->camera_set_perspective(camera, 60, 0.1, 40.0);
  242. vs->camera_set_transform(camera, Transform(Basis(), Vector3(0, 9, 12)));
  243. Transform gxf;
  244. gxf.basis.scale(Vector3(1.4, 0.4, 1.4));
  245. gxf.origin = Vector3(-2, 1, -2);
  246. make_grid(5, 5, 2.5, 1, gxf);
  247. test_fall();
  248. quit = false;
  249. }
  250. virtual bool iteration(float p_time) {
  251. if (mover.is_valid()) {
  252. static float joy_speed = 10;
  253. PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
  254. Transform t = ps->body_get_state(mover, PhysicsServer3D::BODY_STATE_TRANSFORM);
  255. t.origin += Vector3(joy_speed * joy_direction.x * p_time, -joy_speed * joy_direction.y * p_time, 0);
  256. ps->body_set_state(mover, PhysicsServer3D::BODY_STATE_TRANSFORM, t);
  257. };
  258. Transform cameratr;
  259. cameratr.rotate(Vector3(0, 1, 0), ofs_x);
  260. cameratr.rotate(Vector3(1, 0, 0), -ofs_y);
  261. cameratr.translate(Vector3(0, 2, 8));
  262. RenderingServer *vs = RenderingServer::get_singleton();
  263. vs->camera_set_transform(camera, cameratr);
  264. return quit;
  265. }
  266. virtual void finish() {
  267. }
  268. void test_joint() {
  269. }
  270. void test_hinge() {
  271. }
  272. void test_character() {
  273. RenderingServer *vs = RenderingServer::get_singleton();
  274. PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
  275. Vector<Plane> capsule_planes = Geometry::build_capsule_planes(0.5, 1, 12, 5, Vector3::AXIS_Y);
  276. RID capsule_mesh = vs->mesh_create();
  277. Geometry::MeshData capsule_data = Geometry::build_convex_mesh(capsule_planes);
  278. vs->mesh_add_surface_from_mesh_data(capsule_mesh, capsule_data);
  279. type_mesh_map[PhysicsServer3D::SHAPE_CAPSULE] = capsule_mesh;
  280. RID capsule_shape = ps->shape_create(PhysicsServer3D::SHAPE_CAPSULE);
  281. Dictionary capsule_params;
  282. capsule_params["radius"] = 0.5;
  283. capsule_params["height"] = 1;
  284. Transform shape_xform;
  285. shape_xform.rotate(Vector3(1, 0, 0), Math_PI / 2.0);
  286. //shape_xform.origin=Vector3(1,1,1);
  287. ps->shape_set_data(capsule_shape, capsule_params);
  288. RID mesh_instance = vs->instance_create2(capsule_mesh, scenario);
  289. character = ps->body_create(PhysicsServer3D::BODY_MODE_CHARACTER);
  290. ps->body_set_space(character, space);
  291. //todo add space
  292. ps->body_add_shape(character, capsule_shape);
  293. ps->body_set_force_integration_callback(character, this, "body_changed_transform", mesh_instance);
  294. ps->body_set_state(character, PhysicsServer3D::BODY_STATE_TRANSFORM, Transform(Basis(), Vector3(-2, 5, -2)));
  295. bodies.push_back(character);
  296. }
  297. void test_fall() {
  298. for (int i = 0; i < 35; i++) {
  299. static const PhysicsServer3D::ShapeType shape_idx[] = {
  300. PhysicsServer3D::SHAPE_CAPSULE,
  301. PhysicsServer3D::SHAPE_BOX,
  302. PhysicsServer3D::SHAPE_SPHERE,
  303. PhysicsServer3D::SHAPE_CONVEX_POLYGON
  304. };
  305. PhysicsServer3D::ShapeType type = shape_idx[i % 4];
  306. Transform t;
  307. t.origin = Vector3(0.0 * i, 3.5 + 1.1 * i, 0.7 + 0.0 * i);
  308. t.basis.rotate(Vector3(0.2, -1, 0), Math_PI / 2 * 0.6);
  309. create_body(type, PhysicsServer3D::BODY_MODE_RIGID, t);
  310. }
  311. create_static_plane(Plane(Vector3(0, 1, 0), -1));
  312. }
  313. void test_activate() {
  314. create_body(PhysicsServer3D::SHAPE_BOX, PhysicsServer3D::BODY_MODE_RIGID, Transform(Basis(), Vector3(0, 2, 0)), true);
  315. create_static_plane(Plane(Vector3(0, 1, 0), -1));
  316. }
  317. virtual bool idle(float p_time) {
  318. return false;
  319. }
  320. TestPhysicsMainLoop() {
  321. }
  322. };
  323. namespace TestPhysics {
  324. MainLoop *test() {
  325. return memnew(TestPhysicsMainLoop);
  326. }
  327. } // namespace TestPhysics