// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #include #include #include #include #include #include #include #include #include #include #include #include #include JPH_IMPLEMENT_RTTI_VIRTUAL(HeightFieldShapeTest) { JPH_ADD_BASE_CLASS(HeightFieldShapeTest, Test) } static int sTerrainType = 0; static const char *sTerrainTypes[] = { "Procedural Terrain 2^N", "Procedural Terrain 2^N + 1", "Heightfield 1", "Flat 2^N", "Flat 2^N + 1", "No Collision 2^N", "No Collision 2^N + 1" }; void HeightFieldShapeTest::Initialize() { if (sTerrainType == 0 || sTerrainType == 1) { const int n = sTerrainType == 0? 128 : 129; const float cell_size = 1.0f; const float max_height = 5.0f; // Create height samples mTerrainSize = n; mTerrain.resize(n * n); for (int y = 0; y < n; ++y) for (int x = 0; x < n; ++x) mTerrain[y * n + x] = max_height * PerlinNoise3(float(x) * 8.0f / n, 0, float(y) * 8.0f / n, 256, 256, 256); // Make some holes mTerrain[2 * n + 2] = HeightFieldShapeConstants::cNoCollisionValue; for (int y = 4; y < 33; ++y) for (int x = 4; x < 33; ++x) mTerrain[y * n + x] = HeightFieldShapeConstants::cNoCollisionValue; // Make material indices uint8 max_material_index = 0; mMaterialIndices.resize(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); mMaterialIndices[y * (n - 1) + x] = material_index; } // Mark the corners to validate that materials and heights match mTerrain[0] = 0.0f; mTerrain[n - 1] = 10.0f; mTerrain[(n - 1) * n] = 20.0f; mTerrain[n * n - 1] = 30.0f; mMaterialIndices[0] = 0; mMaterialIndices[n - 2] = 1; mMaterialIndices[(n - 2) * (n - 1)] = 2; mMaterialIndices[Square(n - 1) - 1] = 3; // Create materials for (uint8 i = 0; i <= max_material_index; ++i) mMaterials.push_back(new PhysicsMaterialSimple("Material " + ConvertToString(uint(i)), Color::sGetDistinctColor(i))); // Determine scale and offset (deliberately apply extra offset and scale in Y direction) mTerrainOffset = Vec3(-0.5f * cell_size * n, -2.0f, -0.5f * cell_size * n); mTerrainScale = Vec3(cell_size, 1.5f, cell_size); } else if (sTerrainType == 2) { const int n = 1024; const float cell_size = 0.5f; // Get height samples Array data = ReadData("Assets/heightfield1.bin"); if (data.size() != sizeof(float) * n * n) FatalError("Invalid file size"); mTerrainSize = n; mTerrain.resize(n * n); memcpy(mTerrain.data(), data.data(), n * n * sizeof(float)); // Determine scale and offset mTerrainOffset = Vec3(-0.5f * cell_size * n, 0.0f, -0.5f * cell_size * n); mTerrainScale = Vec3(cell_size, 1.0f, cell_size); } else if (sTerrainType == 3 || sTerrainType == 4) { const int n = sTerrainType == 3? 128 : 129; const float cell_size = 1.0f; const float height = JPH_PI; // Determine scale and offset mTerrainOffset = Vec3(-0.5f * cell_size * n, 0.0f, -0.5f * cell_size * n); mTerrainScale = Vec3(cell_size, 1.0f, cell_size); // Mark the entire terrain as single height mTerrainSize = n; mTerrain.resize(n * n); for (float &v : mTerrain) v = height; } else if (sTerrainType == 5 || sTerrainType == 6) { const int n = sTerrainType == 4? 128 : 129; const float cell_size = 1.0f; // Determine scale and offset mTerrainOffset = Vec3(-0.5f * cell_size * n, 0.0f, -0.5f * cell_size * n); mTerrainScale = Vec3(cell_size, 1.0f, cell_size); // Mark the entire terrain as no collision mTerrainSize = n; mTerrain.resize(n * n); for (float &v : mTerrain) v = HeightFieldShapeConstants::cNoCollisionValue; } // Create height field HeightFieldShapeSettings settings(mTerrain.data(), mTerrainOffset, mTerrainScale, mTerrainSize, mMaterialIndices.data(), mMaterials); settings.mBlockSize = 1 << sBlockSizeShift; settings.mBitsPerSample = sBitsPerSample; mHeightField = static_cast(settings.Create().Get().GetPtr()); Body &terrain = *mBodyInterface->CreateBody(BodyCreationSettings(mHeightField, RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING)); mBodyInterface->AddBody(terrain.GetID(), EActivation::DontActivate); // Validate it float max_diff = -1.0f; uint max_diff_x = 0, max_diff_y = 0; float min_height = FLT_MAX, max_height = -FLT_MAX, avg_diff = 0.0f; for (uint y = 0; y < mTerrainSize; ++y) for (uint x = 0; x < mTerrainSize; ++x) { float h1 = mTerrain[y * mTerrainSize + x]; if (h1 != HeightFieldShapeConstants::cNoCollisionValue) { h1 = mTerrainOffset.GetY() + mTerrainScale.GetY() * h1; if (mHeightField->IsNoCollision(x, y)) FatalError("No collision where there should be"); float h2 = mHeightField->GetPosition(x, y).GetY(); float diff = abs(h2 - h1); if (diff > max_diff) { max_diff = diff; max_diff_x = x; max_diff_y = y; } min_height = min(min_height, h1); max_height = max(max_height, h1); avg_diff += diff; } else { if (!mHeightField->IsNoCollision(x, y)) FatalError("Collision where there shouldn't be"); } } // Calculate relative error float rel_error = min_height < max_height? 100.0f * max_diff / (max_height - min_height) : 0.0f; // Max error we expect given sBitsPerSample (normally the error should be much lower because we quantize relative to the block rather than the full height) float max_error = 0.5f * 100.0f / ((1 << sBitsPerSample) - 1); // Calculate average avg_diff /= mTerrainSize * mTerrainSize; // Calculate amount of memory used Shape::Stats stats = mHeightField->GetStats(); // Trace stats Trace("Block size: %d, bits per sample: %d, min height: %g, max height: %g, avg diff: %g, max diff: %g at (%d, %d), relative error: %g%%, size: %u bytes", 1 << sBlockSizeShift, sBitsPerSample, (double)min_height, (double)max_height, (double)avg_diff, (double)max_diff, max_diff_x, max_diff_y, (double)rel_error, stats.mSizeBytes); if (rel_error > max_error) FatalError("Error too big!"); // Determine terrain height RayCastResult result; RVec3 start(0, 1000, 0); Vec3 direction(0, -2000, 0); RRayCast ray { start, direction }; if (mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, result, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::NON_MOVING), SpecifiedObjectLayerFilter(Layers::NON_MOVING))) mHitPos = ray.GetPointOnRay(result.mFraction); // Dynamic body Body &body1 = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(0.5f, 1.0f, 2.0f)), mHitPos + Vec3(0, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING)); mBodyInterface->AddBody(body1.GetID(), EActivation::Activate); } void HeightFieldShapeTest::PrePhysicsUpdate(const PreUpdateParams &inParams) { // Test the 'GetHeight' function and draw a marker on the surface Vec3 test_pos = Vec3(inParams.mCameraState.mPos) + 10.0f * inParams.mCameraState.mForward, surface_pos; SubShapeID sub_shape_id; if (mHeightField->ProjectOntoSurface(test_pos, surface_pos, sub_shape_id)) { Vec3 surface_normal = mHeightField->GetSurfaceNormal(sub_shape_id, surface_pos); DrawMarkerSP(mDebugRenderer, surface_pos, Color::sWhite, 1.0f); DrawArrowSP(mDebugRenderer, surface_pos, surface_pos + surface_normal, Color::sRed, 0.1f); } // Draw the original uncompressed terrain if (sShowOriginalTerrain) for (uint y = 0; y < mTerrainSize; ++y) for (uint x = 0; x < mTerrainSize; ++x) { // Get original height float h = mTerrain[y * mTerrainSize + x]; if (h == HeightFieldShapeConstants::cNoCollisionValue) continue; // Get original position Vec3 original = mTerrainOffset + mTerrainScale * Vec3(float(x), h, float(y)); // Get compressed position Vec3 compressed = mHeightField->GetPosition(x, y); // Draw marker that is red when error is too big and green when not const float cMaxError = 0.1f; float error = (original - compressed).Length(); uint8 c = uint8(round(255.0f * min(error / cMaxError, 1.0f))); DrawMarkerSP(mDebugRenderer, original, Color(c, 255 - c, 0, 255), 0.1f); } } void HeightFieldShapeTest::GetInitialCamera(CameraState &ioState) const { // Correct camera pos for hit position ioState.mPos += mHitPos; } void HeightFieldShapeTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu) { inUI->CreateTextButton(inSubMenu, "Select Terrain", [this, inUI]() { UIElement *terrain_name = inUI->CreateMenu(); for (uint i = 0; i < size(sTerrainTypes); ++i) inUI->CreateTextButton(terrain_name, sTerrainTypes[i], [this, i]() { sTerrainType = i; RestartTest(); }); inUI->ShowMenu(terrain_name); }); inUI->CreateTextButton(inSubMenu, "Configuration Settings", [this, inUI]() { UIElement *terrain_settings = inUI->CreateMenu(); inUI->CreateComboBox(terrain_settings, "Block Size", { "2", "4", "8" }, sBlockSizeShift - 1, [=](int inItem) { sBlockSizeShift = inItem + 1; }); inUI->CreateSlider(terrain_settings, "Bits Per Sample", (float)sBitsPerSample, 1.0f, 8.0f, 1.0f, [=](float inValue) { sBitsPerSample = (int)inValue; }); inUI->CreateTextButton(terrain_settings, "Accept", [this]() { RestartTest(); }); inUI->ShowMenu(terrain_settings); }); inUI->CreateCheckBox(inSubMenu, "Show Original Terrain", sShowOriginalTerrain, [](UICheckBox::EState inState) { sShowOriginalTerrain = inState == UICheckBox::STATE_CHECKED; }); }