// SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include JPH_IMPLEMENT_RTTI_VIRTUAL(LoadSaveSceneTest) { JPH_ADD_BASE_CLASS(LoadSaveSceneTest, Test) } static const float cMaxHeight = 4.0f; static MeshShapeSettings *sCreateMesh() { const int n = 10; const float cell_size = 2.0f; // Create heights float heights[n + 1][n + 1]; for (int x = 0; x <= n; ++x) for (int z = 0; z <= n; ++z) heights[x][z] = cMaxHeight * PerlinNoise3(float(x) / n, 0, float(z) / n, 256, 256, 256); // Create 'wall' around grid for (int x = 0; x <= n; ++x) { heights[x][0] += 2.0f; heights[x][n] += 2.0f; } for (int y = 1; y < n; ++y) { heights[0][y] += 2.0f; heights[n][y] += 2.0f; } // Create regular grid of triangles uint32 max_material_index = 0; TriangleList triangles; for (int x = 0; x < n; ++x) for (int z = 0; z < n; ++z) { float center = n * cell_size / 2; float x1 = cell_size * x - center; float z1 = cell_size * z - center; float x2 = x1 + cell_size; float z2 = z1 + cell_size; Float3 v1 = Float3(x1, heights[x][z], z1); Float3 v2 = Float3(x2, heights[x + 1][z], z1); Float3 v3 = Float3(x1, heights[x][z + 1], z2); Float3 v4 = Float3(x2, heights[x + 1][z + 1], z2); uint32 material_index = uint32((Vec3(v1) + Vec3(v2) + Vec3(v3) + Vec3(v4)).Length() / 4.0f / cell_size); max_material_index = max(max_material_index, material_index); triangles.push_back(Triangle(v1, v3, v4, material_index)); triangles.push_back(Triangle(v1, v4, v2, material_index)); } // Create materials PhysicsMaterialList materials; for (uint i = 0; i <= max_material_index; ++i) materials.push_back(new PhysicsMaterialSimple("Mesh Material " + ConvertToString(i), Color::sGetDistinctColor(i))); return new MeshShapeSettings(triangles, materials); } static HeightFieldShapeSettings *sCreateHeightField() { const int n = 32; const float cell_size = 1.0f; // Create height samples float heights[n * n]; for (int y = 0; y < n; ++y) for (int x = 0; x < n; ++x) heights[y * n + x] = cMaxHeight * PerlinNoise3(float(x) / n, 0, float(y) / n, 256, 256, 256); // Make a hole heights[2 * n + 2] = HeightFieldShapeConstants::cNoCollisionValue; // Make material indices uint8 max_material_index = 0; uint8 material_indices[Square(n - 1)]; for (int y = 0; y < n - 1; ++y) for (int x = 0; x < n - 1; ++x) { uint8 material_index = uint8(round((Vec3(x * cell_size, 0, y * cell_size) - Vec3(n * cell_size / 2, 0, n * cell_size / 2)).Length() / 10.0f)); max_material_index = max(max_material_index, material_index); material_indices[y * (n - 1) + x] = material_index; } // Create materials PhysicsMaterialList materials; for (uint8 i = 0; i <= max_material_index; ++i) materials.push_back(new PhysicsMaterialSimple("HeightField Material " + ConvertToString(uint(i)), Color::sGetDistinctColor(i))); // Create height field return new HeightFieldShapeSettings(heights, Vec3(-0.5f * cell_size * n, 0.0f, -0.5f * cell_size * n), Vec3(cell_size, 1.0f, cell_size), n, material_indices, materials); } Ref LoadSaveSceneTest::sCreateScene() { // Create scene Ref scene = new PhysicsScene(); // A scaled mesh floor scene->AddBody(BodyCreationSettings(new ScaledShapeSettings(sCreateMesh(), Vec3(2.5f, 1.0f, 1.5f)), Vec3(0, 0, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING)); // A heightfield floor scene->AddBody(BodyCreationSettings(sCreateHeightField(), Vec3(50, 0, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING)); // Some simple primitives scene->AddBody(BodyCreationSettings(new TriangleShapeSettings(Vec3(-2, 0, 0), Vec3(0, 1, 0), Vec3(2, 0, 0), 0.0f, new PhysicsMaterialSimple("Triangle Material", Color::sGetDistinctColor(0))), Vec3(0, cMaxHeight, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), EMotionType::Static, Layers::NON_MOVING)); scene->AddBody(BodyCreationSettings(new SphereShapeSettings(0.2f, new PhysicsMaterialSimple("Sphere Material", Color::sGetDistinctColor(1))), Vec3(0, cMaxHeight + 1.0f, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING)); scene->AddBody(BodyCreationSettings(new BoxShapeSettings(Vec3(0.2f, 0.2f, 0.4f), 0.01f, new PhysicsMaterialSimple("Box Material", Color::sGetDistinctColor(2))), Vec3(0, cMaxHeight + 2.0f, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING)); scene->AddBody(BodyCreationSettings(new CapsuleShapeSettings(1.5f, 0.2f, new PhysicsMaterialSimple("Capsule Material", Color::sGetDistinctColor(3))), Vec3(0, cMaxHeight + 3.0f, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING)); scene->AddBody(BodyCreationSettings(new TaperedCapsuleShapeSettings(0.5f, 0.1f, 0.2f, new PhysicsMaterialSimple("Tapered Capsule Material", Color::sGetDistinctColor(4))), Vec3(0, cMaxHeight + 4.0f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING)); scene->AddBody(BodyCreationSettings(new CylinderShapeSettings(0.5f, 0.2f, cDefaultConvexRadius, new PhysicsMaterialSimple("Cylinder Material", Color::sGetDistinctColor(5))), Vec3(0, cMaxHeight + 5.0f, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING)); // Compound with sub compound and rotation StaticCompoundShapeSettings *sub_compound = new StaticCompoundShapeSettings(); sub_compound->AddShape(Vec3(0, 0.5f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new BoxShapeSettings(Vec3(0.5f, 0.1f, 0.2f), cDefaultConvexRadius, new PhysicsMaterialSimple("Compound Box Material", Color::sGetDistinctColor(6)))); sub_compound->AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new CylinderShapeSettings(0.5f, 0.2f, cDefaultConvexRadius, new PhysicsMaterialSimple("Compound Cylinder Material", Color::sGetDistinctColor(7)))); sub_compound->AddShape(Vec3(0, 0, 0.5f), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), new TaperedCapsuleShapeSettings(0.5f, 0.1f, 0.2f, new PhysicsMaterialSimple("Compound Tapered Capsule Material", Color::sGetDistinctColor(8)))); StaticCompoundShapeSettings *compound_shape = new StaticCompoundShapeSettings(); compound_shape->AddShape(Vec3(0, 0, 0), Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), sub_compound); compound_shape->AddShape(Vec3(0, -0.1f, 0), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), -0.75f * JPH_PI), sub_compound); scene->AddBody(BodyCreationSettings(compound_shape, Vec3(0, cMaxHeight + 6.0f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING)); // Convex hull shape vector tetrahedron; tetrahedron.push_back(Vec3(-0.5f, 0, -0.5f)); tetrahedron.push_back(Vec3(0, 0, 0.5f)); tetrahedron.push_back(Vec3(0.5f, 0, -0.5f)); tetrahedron.push_back(Vec3(0, -0.5f, 0)); Ref convex_hull = new ConvexHullShapeSettings(tetrahedron, cDefaultConvexRadius, new PhysicsMaterialSimple("Convex Hull Material", Color::sGetDistinctColor(9))); scene->AddBody(BodyCreationSettings(convex_hull, Vec3(0, cMaxHeight + 7.0f, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING)); // Rotated convex hull scene->AddBody(BodyCreationSettings(new RotatedTranslatedShapeSettings(Vec3::sReplicate(0.5f), Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), convex_hull), Vec3(0, cMaxHeight + 8.0f, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING)); // Mutable compound MutableCompoundShapeSettings *mutable_compound = new MutableCompoundShapeSettings(); mutable_compound->AddShape(Vec3(0, 0.5f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new BoxShapeSettings(Vec3(0.5f, 0.1f, 0.2f), cDefaultConvexRadius, new PhysicsMaterialSimple("MutableCompound Box Material", Color::sGetDistinctColor(10)))); mutable_compound->AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new CapsuleShapeSettings(0.5f, 0.1f, new PhysicsMaterialSimple("MutableCompound Capsule Material", Color::sGetDistinctColor(11)))); mutable_compound->AddShape(Vec3(0, 0, 0.5f), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), new TaperedCapsuleShapeSettings(0.5f, 0.2f, 0.1f, new PhysicsMaterialSimple("MutableCompound Tapered Capsule Material", Color::sGetDistinctColor(12)))); scene->AddBody(BodyCreationSettings(mutable_compound, Vec3(0, cMaxHeight + 9.0f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING)); // Connect the first two dynamic bodies with a distance constraint DistanceConstraintSettings *dist_constraint = new DistanceConstraintSettings(); dist_constraint->mSpace = EConstraintSpace::LocalToBodyCOM; scene->AddConstraint(dist_constraint, 3, 4); return scene; } void LoadSaveSceneTest::Initialize() { Ref scene = sCreateScene(); stringstream data; // Write scene if (!ObjectStreamOut::sWriteObject(data, ObjectStream::EStreamType::Text, *scene)) FatalError("Failed to save scene"); // Clear scene scene = nullptr; // Read scene back in if (!ObjectStreamIn::sReadObject(data, scene)) FatalError("Failed to load scene"); // Instantiate scene scene->CreateBodies(mPhysicsSystem); }