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+// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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+// SPDX-FileCopyrightText: 2025 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/Rig/SoftKeyframedRigTest.h>
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+#include <Jolt/Physics/Collision/Shape/BoxShape.h>
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+#include <Jolt/Physics/StateRecorder.h>
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+#include <Jolt/ObjectStream/ObjectStreamIn.h>
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+#include <Application/DebugUI.h>
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+#include <Layers.h>
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+#include <Utils/Log.h>
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+#include <Utils/AssetStream.h>
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+
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+JPH_IMPLEMENT_RTTI_VIRTUAL(SoftKeyframedRigTest)
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+{
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+ JPH_ADD_BASE_CLASS(SoftKeyframedRigTest, Test)
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+}
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+
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+SoftKeyframedRigTest::~SoftKeyframedRigTest()
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+{
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+ mRagdoll->RemoveFromPhysicsSystem();
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+}
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+
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+void SoftKeyframedRigTest::Initialize()
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+{
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+ // Floor
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+ CreateFloor();
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+
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+ // Wall
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+ RefConst<Shape> box_shape = new BoxShape(Vec3(0.2f, 0.2f, 0.2f), 0.01f);
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+ for (int i = 0; i < 3; ++i)
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+ for (int j = i / 2; j < 10 - (i + 1) / 2; ++j)
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+ {
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+ RVec3 position(-2.0f + j * 0.4f + (i & 1? 0.2f : 0.0f), 0.2f + i * 0.4f, -2.0f);
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+ mBodyInterface->CreateAndAddBody(BodyCreationSettings(box_shape, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::DontActivate);
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+ }
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+
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+ // Bar to hit head against
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+ mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(2.0f, 0.1f, 0.1f), 0.01f), RVec3(0, 1.5f, -2.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
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+
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+ // Load ragdoll
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+ mRagdollSettings = RagdollLoader::sLoad("Human.tof", EMotionType::Dynamic);
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+
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+ // Limit max velocity of the bodies to avoid excessive jittering when the head hits the bar
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+ // Note that this also limits how fast an animation can be and as a result you can see
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+ // the ragdolls lag behind when the animation loops.
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+ // Note that the velocity doesn't need to be limited at body level, it can also be done
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+ // by calculating the needed velocities and clamping them instead of calling DriveToPoseUsingKinematics.
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+ for (BodyCreationSettings &bcs : mRagdollSettings->mParts)
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+ bcs.mMaxLinearVelocity = 10.0f;
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+
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+ // Create ragdoll
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+ mRagdoll = mRagdollSettings->CreateRagdoll(0, 0, mPhysicsSystem);
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+ mRagdoll->AddToPhysicsSystem(EActivation::Activate);
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+
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+ // Load animation
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+ AssetStream stream("Human/walk.tof", std::ios::in);
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+ if (!ObjectStreamIn::sReadObject(stream.Get(), mAnimation))
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+ FatalError("Could not open animation");
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+
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+ // Initialize pose
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+ mPose.SetSkeleton(mRagdollSettings->GetSkeleton());
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+
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+ // Position ragdoll
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+ mAnimation->Sample(0.0f, mPose);
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+ mPose.CalculateJointMatrices();
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+ mRagdoll->SetPose(mPose);
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+}
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+
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+void SoftKeyframedRigTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
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+{
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+ // Sample previous pose and draw it (ragdoll should have achieved this position)
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+ mAnimation->Sample(mTime, mPose);
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+ mPose.CalculateJointMatrices();
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+#ifdef JPH_DEBUG_RENDERER
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+ mPose.Draw(*inParams.mPoseDrawSettings, mDebugRenderer);
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+#endif // JPH_DEBUG_RENDERER
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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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+ // Sample new pose
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+ mAnimation->Sample(mTime, mPose);
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+ mPose.CalculateJointMatrices();
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+
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+ // Drive the ragdoll by setting velocities
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+ mRagdoll->DriveToPoseUsingKinematics(mPose, inParams.mDeltaTime);
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+
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+ // Cancel gravity that will be applied in the next step
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+ mRagdoll->AddLinearVelocity(mPhysicsSystem->GetGravity() * inParams.mDeltaTime);
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+}
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+
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+void SoftKeyframedRigTest::SaveState(StateRecorder &inStream) const
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+{
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+ inStream.Write(mTime);
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+}
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+
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+void SoftKeyframedRigTest::RestoreState(StateRecorder &inStream)
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+{
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+ inStream.Read(mTime);
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+}
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