// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2024 Jorrit Rouwe // SPDX-License-Identifier: MIT #include #include #include #include #include #include #include #include #include #include JPH_IMPLEMENT_RTTI_VIRTUAL(BoatTest) { JPH_ADD_BASE_CLASS(BoatTest, Test) } void BoatTest::Initialize() { // Create boat ConvexHullShapeSettings boat_hull; boat_hull.mPoints = { Vec3(-cHalfBoatTopWidth, cHalfBoatHeight, -cHalfBoatLength), Vec3(cHalfBoatTopWidth, cHalfBoatHeight, -cHalfBoatLength), Vec3(-cHalfBoatTopWidth, cHalfBoatHeight, cHalfBoatLength), Vec3(cHalfBoatTopWidth, cHalfBoatHeight, cHalfBoatLength), Vec3(-cHalfBoatBottomWidth, -cHalfBoatHeight, -cHalfBoatLength), Vec3(cHalfBoatBottomWidth, -cHalfBoatHeight, -cHalfBoatLength), Vec3(-cHalfBoatBottomWidth, -cHalfBoatHeight, cHalfBoatLength), Vec3(cHalfBoatBottomWidth, -cHalfBoatHeight, cHalfBoatLength), Vec3(0, cHalfBoatHeight, cHalfBoatLength + cBoatBowLength) }; boat_hull.SetEmbedded(); OffsetCenterOfMassShapeSettings com_offset(Vec3(0, -cHalfBoatHeight, 0), &boat_hull); com_offset.SetEmbedded(); RVec3 position(0, cMaxWaterHeight + 2, 0); BodyCreationSettings boat(&com_offset, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING); boat.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia; boat.mMassPropertiesOverride.mMass = cBoatMass; mBoatBody = mBodyInterface->CreateBody(boat); mBodyInterface->AddBody(mBoatBody->GetID(), EActivation::Activate); // 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) BodyCreationSettings water_sensor(new BoxShape(Vec3(cWaterWidth, cMaxWaterHeight, cWaterWidth)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::SENSOR); water_sensor.mIsSensor = true; mWaterSensor = mBodyInterface->CreateAndAddBody(water_sensor, EActivation::Activate); // Create some barrels to float in the water default_random_engine random; BodyCreationSettings barrel(new CylinderShape(1.0f, 0.7f), RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING); barrel.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia; barrel.mMassPropertiesOverride.mMass = cBarrelMass; for (int i = 0; i < 10; ++i) { barrel.mPosition = RVec3(-10.0f + i * 2.0f, cMaxWaterHeight + 2, 10); barrel.mRotation = Quat::sRandom(random); mBodyInterface->CreateAndAddBody(barrel, EActivation::Activate); } UpdateCameraPivot(); } void BoatTest::ProcessInput(const ProcessInputParams &inParams) { // Determine acceleration and brake mForward = 0.0f; if (inParams.mKeyboard->IsKeyPressed(EKey::Up)) mForward = 1.0f; else if (inParams.mKeyboard->IsKeyPressed(EKey::Down)) mForward = -1.0f; // Steering mRight = 0.0f; if (inParams.mKeyboard->IsKeyPressed(EKey::Left)) mRight = -1.0f; else if (inParams.mKeyboard->IsKeyPressed(EKey::Right)) mRight = 1.0f; } RVec3 BoatTest::GetWaterSurfacePosition(RVec3Arg inXZPosition) const { return RVec3(inXZPosition.GetX(), cMinWaterHeight + Sin(0.1f * float(inXZPosition.GetZ()) + mTime) * (cMaxWaterHeight - cMinWaterHeight), inXZPosition.GetZ()); } void BoatTest::PrePhysicsUpdate(const PreUpdateParams &inParams) { // Update time mTime += inParams.mDeltaTime; // Draw the water surface const float step = 1.0f; for (float z = -cWaterWidth; z < cWaterWidth; z += step) { RVec3 p1 = GetWaterSurfacePosition(RVec3(-cWaterWidth, 0, z)); RVec3 p2 = GetWaterSurfacePosition(RVec3(-cWaterWidth, 0, z + step)); RVec3 p3 = GetWaterSurfacePosition(RVec3(cWaterWidth, 0, z)); RVec3 p4 = GetWaterSurfacePosition(RVec3(cWaterWidth, 0, z + step)); mDebugRenderer->DrawTriangle(p1, p2, p3, Color::sBlue); mDebugRenderer->DrawTriangle(p2, p4, p3, Color::sBlue); } // Apply buoyancy to all bodies in the water { lock_guard lock(mBodiesInWaterMutex); for (const BodyID &id : mBodiesInWater) { BodyLockWrite body_lock(mPhysicsSystem->GetBodyLockInterface(), id); Body &body = body_lock.GetBody(); if (body.IsActive()) { // 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) RVec3 surface_position = GetWaterSurfacePosition(body.GetCenterOfMassPosition()); // Crude way of approximating the surface normal RVec3 p2 = GetWaterSurfacePosition(body.GetCenterOfMassPosition() + Vec3(0, 0, 1)); RVec3 p3 = GetWaterSurfacePosition(body.GetCenterOfMassPosition() + Vec3(1, 0, 0)); Vec3 surface_normal = Vec3(p2 - surface_position).Cross(Vec3(p3 - surface_position)).Normalized(); // Determine buoyancy and drag float buoyancy, linear_drag, angular_drag; if (id == mBoatBody->GetID()) { buoyancy = cBoatBuoyancy; linear_drag = cBoatLinearDrag; angular_drag = cBoatAngularDrag; } else { buoyancy = cBarrelBuoyancy; linear_drag = cBarrelLinearDrag; angular_drag = cBarrelAngularDrag; } // Apply buoyancy to the body body.ApplyBuoyancyImpulse(surface_position, surface_normal, buoyancy, linear_drag, angular_drag, Vec3::sZero(), mPhysicsSystem->GetGravity(), inParams.mDeltaTime); } } } // On user input, assure that the boat is active if (mRight != 0.0f || mForward != 0.0f) mBodyInterface->ActivateBody(mBoatBody->GetID()); // Apply forces to rear of boat where the propeller would be but only when the propeller is under water RVec3 propeller_position = mBoatBody->GetWorldTransform() * Vec3(0, -cHalfBoatHeight, -cHalfBoatLength); RVec3 propeller_surface_position = GetWaterSurfacePosition(propeller_position); if (propeller_surface_position.GetY() > propeller_position.GetY()) { Vec3 forward = mBoatBody->GetRotation().RotateAxisZ(); Vec3 right = mBoatBody->GetRotation().RotateAxisX(); mBoatBody->AddImpulse((forward * mForward * cForwardAcceleration + right * Sign(mForward) * mRight * cSteerAcceleration) * cBoatMass * inParams.mDeltaTime, propeller_position); } UpdateCameraPivot(); } void BoatTest::SaveInputState(StateRecorder &inStream) const { inStream.Write(mForward); inStream.Write(mRight); } void BoatTest::RestoreInputState(StateRecorder &inStream) { inStream.Read(mForward); inStream.Read(mRight); } void BoatTest::SaveState(StateRecorder &inStream) const { inStream.Write(mTime); inStream.Write(mBodiesInWater); } void BoatTest::RestoreState(StateRecorder &inStream) { inStream.Read(mTime); inStream.Read(mBodiesInWater); } void BoatTest::GetInitialCamera(CameraState &ioState) const { // Position camera behind boat RVec3 cam_tgt = RVec3(0, 0, 5); ioState.mPos = RVec3(0, 5, -10); ioState.mForward = Vec3(cam_tgt - ioState.mPos).Normalized(); } void BoatTest::UpdateCameraPivot() { // Pivot is center of boat and rotates with boat around Y axis only Vec3 fwd = mBoatBody->GetRotation().RotateAxisZ(); fwd.SetY(0.0f); float len = fwd.Length(); if (len != 0.0f) fwd /= len; else fwd = Vec3::sAxisZ(); Vec3 up = Vec3::sAxisY(); Vec3 right = up.Cross(fwd); mCameraPivot = RMat44(Vec4(right, 0), Vec4(up, 0), Vec4(fwd, 0), mBoatBody->GetPosition()); } void BoatTest::OnContactAdded(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings) { // When a body enters the water add it to the list of bodies in the water lock_guard lock(mBodiesInWaterMutex); if (inBody1.GetID() == mWaterSensor) mBodiesInWater.push_back(inBody2.GetID()); else if (inBody2.GetID() == mWaterSensor) mBodiesInWater.push_back(inBody1.GetID()); QuickSort(mBodiesInWater.begin(), mBodiesInWater.end()); // Sort to make deterministic (OnContactAdded is called from multiple threads and the order is not guaranteed) } void BoatTest::OnContactRemoved(const SubShapeIDPair &inSubShapePair) { // When a body leaves the water remove it from the list of bodies in the water lock_guard lock(mBodiesInWaterMutex); if (inSubShapePair.GetBody1ID() == mWaterSensor) mBodiesInWater.erase(std::find(mBodiesInWater.begin(), mBodiesInWater.end(), inSubShapePair.GetBody2ID())); else if (inSubShapePair.GetBody2ID() == mWaterSensor) mBodiesInWater.erase(std::find(mBodiesInWater.begin(), mBodiesInWater.end(), inSubShapePair.GetBody1ID())); }