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+// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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+// SPDX-FileCopyrightText: 2024 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/Water/BoatTest.h>
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+#include <Jolt/Physics/Collision/Shape/BoxShape.h>
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+#include <Jolt/Physics/Collision/Shape/CylinderShape.h>
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+#include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
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+#include <Jolt/Physics/Collision/Shape/OffsetCenterOfMassShape.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(BoatTest)
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+{
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+ JPH_ADD_BASE_CLASS(BoatTest, Test)
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+}
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+
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+void BoatTest::Initialize()
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+{
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+ // Create boat
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+ ConvexHullShapeSettings boat_hull;
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+ boat_hull.mPoints = {
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+ Vec3(-cHalfBoatTopWidth, cHalfBoatHeight, -cHalfBoatLength),
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+ Vec3(cHalfBoatTopWidth, cHalfBoatHeight, -cHalfBoatLength),
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+ Vec3(-cHalfBoatTopWidth, cHalfBoatHeight, cHalfBoatLength),
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+ Vec3(cHalfBoatTopWidth, cHalfBoatHeight, cHalfBoatLength),
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+ Vec3(-cHalfBoatBottomWidth, -cHalfBoatHeight, -cHalfBoatLength),
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+ Vec3(cHalfBoatBottomWidth, -cHalfBoatHeight, -cHalfBoatLength),
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+ Vec3(-cHalfBoatBottomWidth, -cHalfBoatHeight, cHalfBoatLength),
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+ Vec3(cHalfBoatBottomWidth, -cHalfBoatHeight, cHalfBoatLength),
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+ Vec3(0, cHalfBoatHeight, cHalfBoatLength + cBoatBowLength)
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+ };
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+ boat_hull.SetEmbedded();
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+ OffsetCenterOfMassShapeSettings com_offset(Vec3(0, -cHalfBoatHeight, 0), &boat_hull);
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+ com_offset.SetEmbedded();
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+ RVec3 position(0, cMaxWaterHeight + 2, 0);
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+ BodyCreationSettings boat(&com_offset, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
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+ boat.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
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+ boat.mMassPropertiesOverride.mMass = cBoatMass;
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+ mBoatBody = mBodyInterface->CreateBody(boat);
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+ mBodyInterface->AddBody(mBoatBody->GetID(), EActivation::Activate);
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+
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+ // Create water sensor. We use this to detect which bodies entered the water (in this sample we could have assumed everything is in the water)
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+ BodyCreationSettings water_sensor(new BoxShape(Vec3(cWaterWidth, cMaxWaterHeight, cWaterWidth)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::SENSOR);
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+ water_sensor.mIsSensor = true;
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+ mWaterSensor = mBodyInterface->CreateAndAddBody(water_sensor, EActivation::Activate);
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+
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+ // Create some barrels to float in the water
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+ default_random_engine random;
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+ BodyCreationSettings barrel(new CylinderShape(1.0f, 0.7f), RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
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+ barrel.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
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+ barrel.mMassPropertiesOverride.mMass = cBarrelMass;
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+ for (int i = 0; i < 10; ++i)
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+ {
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+ barrel.mPosition = RVec3(-10.0f + i * 2.0f, cMaxWaterHeight + 2, 10);
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+ barrel.mRotation = Quat::sRandom(random);
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+ mBodyInterface->CreateAndAddBody(barrel, EActivation::Activate);
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+ }
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+
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+ UpdateCameraPivot();
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+}
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+
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+void BoatTest::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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+
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+RVec3 BoatTest::GetWaterSurfacePosition(RVec3Arg inXZPosition) const
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+{
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+ return RVec3(inXZPosition.GetX(), cMinWaterHeight + Sin(0.1f * float(inXZPosition.GetZ()) + mTime) * (cMaxWaterHeight - cMinWaterHeight), inXZPosition.GetZ());
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+}
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+
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+void BoatTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
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+{
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+ // Update time
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+ mTime += inParams.mDeltaTime;
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+
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+ // Draw the water surface
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+ const float step = 1.0f;
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+ for (float z = -cWaterWidth; z < cWaterWidth; z += step)
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+ {
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+ RVec3 p1 = GetWaterSurfacePosition(RVec3(-cWaterWidth, 0, z));
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+ RVec3 p2 = GetWaterSurfacePosition(RVec3(-cWaterWidth, 0, z + step));
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+ RVec3 p3 = GetWaterSurfacePosition(RVec3(cWaterWidth, 0, z));
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+ RVec3 p4 = GetWaterSurfacePosition(RVec3(cWaterWidth, 0, z + step));
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+ mDebugRenderer->DrawTriangle(p1, p2, p3, Color::sBlue);
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+ mDebugRenderer->DrawTriangle(p2, p4, p3, Color::sBlue);
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+ }
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+
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+ // Apply buoyancy to all bodies in the water
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+ {
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+ lock_guard<Mutex> lock(mBodiesInWaterMutex);
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+ for (const BodyID &id : mBodiesInWater)
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+ {
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+ BodyLockWrite body_lock(mPhysicsSystem->GetBodyLockInterface(), id);
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+ Body &body = body_lock.GetBody();
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+ if (body.IsActive())
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+ {
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+ // Use center of mass position to determine water surface position (you could test multiple points on the actual shape of the boat to get a more accurate result)
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+ RVec3 surface_position = GetWaterSurfacePosition(body.GetCenterOfMassPosition());
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+
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+ // Crude way of approximating the surface normal
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+ RVec3 p2 = GetWaterSurfacePosition(body.GetCenterOfMassPosition() + Vec3(0, 0, 1));
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+ RVec3 p3 = GetWaterSurfacePosition(body.GetCenterOfMassPosition() + Vec3(1, 0, 0));
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+ Vec3 surface_normal = Vec3(p2 - surface_position).Cross(Vec3(p3 - surface_position)).Normalized();
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+
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+ // Determine buoyancy and drag
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+ float buoyancy, linear_drag, angular_drag;
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+ if (id == mBoatBody->GetID())
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+ {
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+ buoyancy = cBoatBuoyancy;
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+ linear_drag = cBoatLinearDrag;
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+ angular_drag = cBoatAngularDrag;
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+ }
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+ else
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+ {
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+ buoyancy = cBarrelBuoyancy;
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+ linear_drag = cBarrelLinearDrag;
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+ angular_drag = cBarrelAngularDrag;
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+ }
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+
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+ // Apply buoyancy to the body
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+ body.ApplyBuoyancyImpulse(surface_position, surface_normal, buoyancy, linear_drag, angular_drag, Vec3::sZero(), mPhysicsSystem->GetGravity(), inParams.mDeltaTime);
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+ }
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+ }
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+ }
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+
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+ // On user input, assure that the boat is active
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+ if (mRight != 0.0f || mForward != 0.0f)
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+ mBodyInterface->ActivateBody(mBoatBody->GetID());
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+
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+ // Apply forces to rear of boat where the propeller would be but only when the propeller is under water
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+ RVec3 propeller_position = mBoatBody->GetWorldTransform() * Vec3(0, -cHalfBoatHeight, -cHalfBoatLength);
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+ RVec3 propeller_surface_position = GetWaterSurfacePosition(propeller_position);
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+ if (propeller_surface_position.GetY() > propeller_position.GetY())
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+ {
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+ Vec3 forward = mBoatBody->GetRotation().RotateAxisZ();
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+ Vec3 right = mBoatBody->GetRotation().RotateAxisX();
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+ mBoatBody->AddImpulse((forward * mForward * cForwardAcceleration + right * Sign(mForward) * mRight * cSteerAcceleration) * cBoatMass * inParams.mDeltaTime, propeller_position);
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+ }
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+
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+ UpdateCameraPivot();
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+}
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+
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+void BoatTest::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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+}
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+
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+void BoatTest::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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+}
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+
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+void BoatTest::SaveState(StateRecorder &inStream) const
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+{
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+ inStream.Write(mTime);
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+ inStream.Write(mBodiesInWater);
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+}
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+
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+void BoatTest::RestoreState(StateRecorder &inStream)
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+{
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+ inStream.Read(mTime);
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+ inStream.Read(mBodiesInWater);
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+}
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+
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+void BoatTest::GetInitialCamera(CameraState &ioState) const
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+{
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+ // Position camera behind boat
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+ RVec3 cam_tgt = RVec3(0, 0, 5);
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+ ioState.mPos = RVec3(0, 5, -10);
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+ ioState.mForward = Vec3(cam_tgt - ioState.mPos).Normalized();
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+}
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+
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+void BoatTest::UpdateCameraPivot()
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+{
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+ // Pivot is center of boat and rotates with boat around Y axis only
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+ Vec3 fwd = mBoatBody->GetRotation().RotateAxisZ();
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+ fwd.SetY(0.0f);
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+ float len = fwd.Length();
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+ if (len != 0.0f)
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+ fwd /= len;
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+ else
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+ fwd = Vec3::sAxisZ();
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+ Vec3 up = Vec3::sAxisY();
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+ Vec3 right = up.Cross(fwd);
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+ mCameraPivot = RMat44(Vec4(right, 0), Vec4(up, 0), Vec4(fwd, 0), mBoatBody->GetPosition());
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+}
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+
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+void BoatTest::OnContactAdded(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings)
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+{
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+ // When a body enters the water add it to the list of bodies in the water
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+ lock_guard<Mutex> lock(mBodiesInWaterMutex);
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+ if (inBody1.GetID() == mWaterSensor)
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+ mBodiesInWater.push_back(inBody2.GetID());
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+ else if (inBody2.GetID() == mWaterSensor)
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+ mBodiesInWater.push_back(inBody1.GetID());
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+}
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+
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+void BoatTest::OnContactRemoved(const SubShapeIDPair &inSubShapePair)
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+{
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+ // When a body leaves the water remove it from the list of bodies in the water
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+ lock_guard<Mutex> lock(mBodiesInWaterMutex);
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+ if (inSubShapePair.GetBody1ID() == mWaterSensor)
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+ mBodiesInWater.erase(std::find(mBodiesInWater.begin(), mBodiesInWater.end(), inSubShapePair.GetBody2ID()));
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+ else if (inSubShapePair.GetBody2ID() == mWaterSensor)
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+ mBodiesInWater.erase(std::find(mBodiesInWater.begin(), mBodiesInWater.end(), inSubShapePair.GetBody1ID()));
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+}
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