// SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #include #include #include #include #include #include #include #include #include #include #include #include JPH_IMPLEMENT_RTTI_VIRTUAL(VehicleTest) { JPH_ADD_BASE_CLASS(VehicleTest, Test) } const char *VehicleTest::sScenes[] = { "Flat", "Steep Slope", "Playground", "Terrain1", }; const char *VehicleTest::sSceneName = "Playground"; void VehicleTest::Initialize() { if (strcmp(sSceneName, "Flat") == 0) { // Flat test floor Body &floor = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(1000.0f, 1.0f, 1000.0f), 0.0f), Vec3(0.0f, -1.0f, 0.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING)); floor.SetFriction(1.0f); mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate); } else if (strcmp(sSceneName, "Steep Slope") == 0) { // Steep slope test floor (20 degrees = 36% grade) Body &floor = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(1000.0f, 1.0f, 1000.0f), 0.0f), Vec3(0.0f, -1.0f, 0.0f), Quat::sRotation(Vec3::sAxisX(), DegreesToRadians(-20.0f)), EMotionType::Static, Layers::NON_MOVING)); floor.SetFriction(1.0f); mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate); } else if (strcmp(sSceneName, "Playground") == 0) { // Scene with hilly terrain and some objects to drive into Body &floor = CreateMeshTerrain(); floor.SetFriction(1.0f); CreateBridge(); CreateWall(); CreateRubble(); } else { // Load scene Ref scene; if (!ObjectStreamIn::sReadObject((String("Assets/") + sSceneName + ".bof").c_str(), scene)) FatalError("Failed to load scene"); for (BodyCreationSettings &body : scene->GetBodies()) body.mObjectLayer = Layers::NON_MOVING; scene->FixInvalidScales(); scene->CreateBodies(mPhysicsSystem); } } void VehicleTest::CreateBridge() { const int cChainLength = 20; // Build a collision group filter that disables collision between adjacent bodies Ref group_filter = new GroupFilterTable(cChainLength); for (CollisionGroup::SubGroupID i = 0; i < cChainLength - 1; ++i) group_filter->DisableCollision(i, i + 1); Vec3 part_half_size = Vec3(2.5f, 0.25f, 1.0f); RefConst part_shape = new BoxShape(part_half_size); Vec3 large_part_half_size = Vec3(2.5f, 0.25f, 22.5f); RefConst large_part_shape = new BoxShape(large_part_half_size); Quat first_part_rot = Quat::sRotation(Vec3::sAxisX(), DegreesToRadians(-10.0f)); Vec3 prev_pos = Vec3(-25, 7, 0); Body *prev_part = nullptr; for (int i = 0; i < cChainLength; ++i) { Vec3 pos = prev_pos + Vec3(0, 0, 2.0f * part_half_size.GetZ()); Body &part = i == 0? *mBodyInterface->CreateBody(BodyCreationSettings(large_part_shape, pos - first_part_rot * Vec3(0, large_part_half_size.GetY() - part_half_size.GetY(), large_part_half_size.GetZ() - part_half_size.GetZ()), first_part_rot, EMotionType::Static, Layers::NON_MOVING)) : *mBodyInterface->CreateBody(BodyCreationSettings(part_shape, pos, Quat::sIdentity(), i == 19? EMotionType::Static : EMotionType::Dynamic, i == 19? Layers::NON_MOVING : Layers::MOVING)); part.SetCollisionGroup(CollisionGroup(group_filter, 1, CollisionGroup::SubGroupID(i))); part.SetFriction(1.0f); mBodyInterface->AddBody(part.GetID(), EActivation::Activate); if (prev_part != nullptr) { DistanceConstraintSettings dc; dc.mPoint1 = prev_pos + Vec3(-part_half_size.GetX(), 0, part_half_size.GetZ()); dc.mPoint2 = pos + Vec3(-part_half_size.GetX(), 0, -part_half_size.GetZ()); mPhysicsSystem->AddConstraint(dc.Create(*prev_part, part)); dc.mPoint1 = prev_pos + Vec3(part_half_size.GetX(), 0, part_half_size.GetZ()); dc.mPoint2 = pos + Vec3(part_half_size.GetX(), 0, -part_half_size.GetZ()); mPhysicsSystem->AddConstraint(dc.Create(*prev_part, part)); } prev_part = ∂ prev_pos = pos; } } void VehicleTest::CreateWall() { RefConst box_shape = new BoxShape(Vec3(0.5f, 0.5f, 0.5f)); for (int i = 0; i < 3; ++i) for (int j = i / 2; j < 5 - (i + 1) / 2; ++j) { Vec3 position(2.0f + j * 1.0f + (i & 1? 0.5f : 0.0f), 2.0f + i * 1.0f, 10.0f); mBodyInterface->CreateAndAddBody(BodyCreationSettings(box_shape, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate); } } void VehicleTest::CreateRubble() { // Flat and light objects RefConst box_shape = new BoxShape(Vec3(0.5f, 0.1f, 0.5f)); for (int i = 0; i < 5; ++i) for (int j = 0; j < 5; ++j) { Vec3 position(-5.0f + j, 2.0f + i * 0.2f, 10.0f + 0.5f * i); mBodyInterface->CreateAndAddBody(BodyCreationSettings(box_shape, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate); } // Light convex shapes default_random_engine random; uniform_real_distribution hull_size(0.2f, 0.4f); for (int i = 0; i < 10; ++i) for (int j = 0; j < 10; ++j) { // Create random points Array points; for (int k = 0; k < 20; ++k) points.push_back(hull_size(random) * Vec3::sRandom(random)); mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ConvexHullShapeSettings(points), Vec3(-5.0f + 0.5f * j, 2.0f, 15.0f + 0.5f * i), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate); } } void VehicleTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu) { inUI->CreateTextButton(inSubMenu, "Select Scene", [this, inUI]() { UIElement *scene_name = inUI->CreateMenu(); for (uint i = 0; i < size(sScenes); ++i) inUI->CreateTextButton(scene_name, sScenes[i], [this, i]() { sSceneName = sScenes[i]; RestartTest(); }); inUI->ShowMenu(scene_name); }); }