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