// 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(VehicleTest) { JPH_ADD_BASE_CLASS(VehicleTest, Test) } const char *VehicleTest::sScenes[] = { "Flat", "Flat With Slope", "Steep Slope", "Step", "Dynamic Step", "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), RVec3(0.0f, -1.0f, 0.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING)); floor.SetFriction(1.0f); mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate); // Load a race track to have something to assess speed and steering behavior LoadRaceTrack("Assets/Racetracks/Zandvoort.csv"); } else if (strcmp(sSceneName, "Flat With Slope") == 0) { const float cSlopeStartDistance = 100.0f; const float cSlopeLength = 100.0f; const float cSlopeAngle = DegreesToRadians(30.0f); // Flat test floor Body &floor = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(1000.0f, 1.0f, 1000.0f), 0.0f), RVec3(0.0f, -1.0f, 0.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING)); floor.SetFriction(1.0f); mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate); Body &slope_up = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(25.0f, 1.0f, cSlopeLength), 0.0f), RVec3(0.0f, cSlopeLength * Sin(cSlopeAngle) - 1.0f, cSlopeStartDistance + cSlopeLength * Cos(cSlopeAngle)), Quat::sRotation(Vec3::sAxisX(), -cSlopeAngle), EMotionType::Static, Layers::NON_MOVING)); slope_up.SetFriction(1.0f); mBodyInterface->AddBody(slope_up.GetID(), EActivation::DontActivate); Body &slope_down = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(25.0f, 1.0f, cSlopeLength), 0.0f), RVec3(0.0f, cSlopeLength * Sin(cSlopeAngle) - 1.0f, cSlopeStartDistance + 3.0f * cSlopeLength * Cos(cSlopeAngle)), Quat::sRotation(Vec3::sAxisX(), cSlopeAngle), EMotionType::Static, Layers::NON_MOVING)); slope_down.SetFriction(1.0f); mBodyInterface->AddBody(slope_down.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), RVec3(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, "Step") == 0) { // Flat test floor Body &floor = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(1000.0f, 1.0f, 1000.0f), 0.0f), RVec3(0.0f, -1.0f, 0.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING)); floor.SetFriction(1.0f); mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate); // A 5cm step rotated under an angle constexpr float cStepHeight = 0.05f; Body &step = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(5.0f, 0.5f * cStepHeight, 5.0f), 0.0f), RVec3(-2.0f, 0.5f * cStepHeight, 60.0f), Quat::sRotation(Vec3::sAxisY(), -0.3f * JPH_PI), EMotionType::Static, Layers::NON_MOVING)); step.SetFriction(1.0f); mBodyInterface->AddBody(step.GetID(), EActivation::DontActivate); } else if (strcmp(sSceneName, "Dynamic Step") == 0) { // Flat test floor Body &floor = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(1000.0f, 1.0f, 1000.0f), 0.0f), RVec3(0.0f, -1.0f, 0.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING)); floor.SetFriction(1.0f); mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate); // A dynamic body that acts as a step to test sleeping behavior constexpr float cStepHeight = 0.05f; Body &step = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(15.0f, 0.5f * cStepHeight, 15.0f), 0.0f), RVec3(-2.0f, 0.5f * cStepHeight, 30.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING)); step.SetFriction(1.0f); mBodyInterface->AddBody(step.GetID(), EActivation::Activate); } 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)); RVec3 prev_pos(-25, 7, 0); Body *prev_part = nullptr; for (int i = 0; i < cChainLength; ++i) { RVec3 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) { RVec3 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) { RVec3 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), RVec3(-5.0f + 0.5f * j, 2.0f, 15.0f + 0.5f * i), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate); } } void VehicleTest::LoadRaceTrack(const char *inFileName) { // Open the track file std::ifstream stream; stream.open(inFileName, std::ifstream::in); if (!stream.is_open()) return; // Ignore header line String line; std::getline(stream, line); // Read coordinates struct Segment { RVec3 mCenter; float mWidthLeft; float mWidthRight; }; Array segments; Real x, y; float wl, wr; char c; RVec3 track_center = RVec3::sZero(); while (stream >> x >> c >> y >> c >> wl >> c >> wr) { RVec3 center(x, 0, -y); segments.push_back({ center, wl, wr }); track_center += center; } if (!segments.empty()) track_center /= (float)segments.size(); // Convert to line segments RVec3 prev_tleft = RVec3::sZero(), prev_tright = RVec3::sZero(); for (size_t i = 0; i < segments.size(); ++i) { const Segment &segment = segments[i]; const Segment &next_segment = segments[(i + 1) % segments.size()]; // Calculate left and right point of the track Vec3 fwd = Vec3(next_segment.mCenter - segment.mCenter); Vec3 right = fwd.Cross(Vec3::sAxisY()).Normalized(); RVec3 tcenter = segment.mCenter - track_center + Vec3(0, 0.1f, 0); // Put a bit above the floor to avoid z fighting RVec3 tleft = tcenter - right * segment.mWidthLeft; RVec3 tright = tcenter + right * segment.mWidthRight; mTrackData.push_back({ tleft, tright }); // Connect left and right point with the previous left and right point if (i > 0) { mTrackData.push_back({ prev_tleft, tleft }); mTrackData.push_back({ prev_tright, tright }); } prev_tleft = tleft; prev_tright = tright; } } void VehicleTest::PrePhysicsUpdate(const PreUpdateParams &inParams) { // Render the track for (const Line &l : mTrackData) mDebugRenderer->DrawLine(l.mStart, l.mEnd, Color::sBlack); } 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); }); }