// SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once // Jolt includes #include #include #include #include #include // Local includes #include "PerformanceTestScene.h" #include "Layers.h" // A scene that loads a part of a Horizon Zero Dawn level and drops many ragdolls on the terrain (motors enabled) class RagdollScene : public PerformanceTestScene { public: virtual const char * GetName() const override { return "Ragdoll"; } virtual bool Load() override { // Load ragdoll if (!ObjectStreamIn::sReadObject("Assets/Human.tof", mRagdollSettings)) { cerr << "Unable to load ragdoll" << endl; return false; } for (BodyCreationSettings &body : mRagdollSettings->mParts) body.mObjectLayer = Layers::MOVING; // Init ragdoll mRagdollSettings->GetSkeleton()->CalculateParentJointIndices(); mRagdollSettings->Stabilize(); mRagdollSettings->CalculateBodyIndexToConstraintIndex(); mRagdollSettings->CalculateConstraintIndexToBodyIdxPair(); // Load animation if (!ObjectStreamIn::sReadObject("Assets/Human/dead_pose1.tof", mAnimation)) { cerr << "Unable to load animation" << endl; return false; } // Sample pose mPose.SetSkeleton(mRagdollSettings->GetSkeleton()); mAnimation->Sample(0.0f, mPose); // Read the background scene if (!ObjectStreamIn::sReadObject("Assets/terrain2.bof", mBackground)) { cerr << "Unable to load terrain" << endl; return false; } for (BodyCreationSettings &body : mBackground->GetBodies()) body.mObjectLayer = Layers::NON_MOVING; mBackground->FixInvalidScales(); return true; } virtual void StartTest(PhysicsSystem &inPhysicsSystem, EMotionQuality inMotionQuality) override { // Test configuration const float cHorizontalSeparation = 4.0f; const float cVerticalSeparation = 0.6f; #ifdef _DEBUG const int cPileSize = 5; const int cNumRows = 2; const int cNumCols = 2; #else const int cPileSize = 10; const int cNumRows = 4; const int cNumCols = 4; #endif // Set motion quality on ragdoll for (BodyCreationSettings &body : mRagdollSettings->mParts) body.mMotionQuality = inMotionQuality; // Add background geometry mBackground->CreateBodies(&inPhysicsSystem); // Create ragdoll piles mt19937 random; uniform_real_distribution angle(0.0f, JPH_PI); CollisionGroup::GroupID group_id = 1; for (int row = 0; row < cNumRows; ++row) for (int col = 0; col < cNumCols; ++col) { // Determine start location of ray Vec3 start = Vec3(cHorizontalSeparation * (col - (cNumCols - 1) / 2.0f), 100, cHorizontalSeparation * (row - (cNumRows - 1) / 2.0f)); // Cast ray down to terrain RayCastResult hit; Vec3 ray_direction(0, -200, 0); RayCast ray { start, ray_direction }; if (inPhysicsSystem.GetNarrowPhaseQuery().CastRay(ray, hit, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::NON_MOVING), SpecifiedObjectLayerFilter(Layers::NON_MOVING))) start = start + hit.mFraction * ray_direction; for (int i = 0; i < cPileSize; ++i) { // Create ragdoll Ref ragdoll = mRagdollSettings->CreateRagdoll(group_id++, 0, &inPhysicsSystem); // Override root SkeletonPose pose_copy = mPose; SkeletonPose::JointState &root = pose_copy.GetJoint(0); root.mTranslation = start + Vec3(0, cVerticalSeparation * (i + 1), 0); root.mRotation = Quat::sRotation(Vec3::sAxisY(), angle(random)) * root.mRotation; pose_copy.CalculateJointMatrices(); // Drive to pose ragdoll->SetPose(pose_copy); ragdoll->DriveToPoseUsingMotors(pose_copy); ragdoll->AddToPhysicsSystem(EActivation::Activate); // Keep reference mRagdolls.push_back(ragdoll); } } } virtual void StopTest(PhysicsSystem &inPhysicsSystem) override { // Remove ragdolls for (Ragdoll *ragdoll : mRagdolls) ragdoll->RemoveFromPhysicsSystem(); mRagdolls.clear(); } private: Ref mRagdollSettings; Ref mAnimation; SkeletonPose mPose; Ref mBackground; Array> mRagdolls; };