LoadSaveSceneTest.cpp 10 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #include <TestFramework.h>
  4. #include <Tests/General/LoadSaveSceneTest.h>
  5. #include <Math/Perlin.h>
  6. #include <Jolt/ObjectStream/ObjectStreamOut.h>
  7. #include <Jolt/ObjectStream/ObjectStreamIn.h>
  8. #include <Jolt/Physics/Collision/Shape/MeshShape.h>
  9. #include <Jolt/Physics/Collision/Shape/ScaledShape.h>
  10. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  11. #include <Jolt/Physics/Collision/Shape/SphereShape.h>
  12. #include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
  13. #include <Jolt/Physics/Collision/Shape/CylinderShape.h>
  14. #include <Jolt/Physics/Collision/Shape/TaperedCapsuleShape.h>
  15. #include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
  16. #include <Jolt/Physics/Collision/Shape/MutableCompoundShape.h>
  17. #include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
  18. #include <Jolt/Physics/Collision/Shape/HeightFieldShape.h>
  19. #include <Jolt/Physics/Collision/Shape/TriangleShape.h>
  20. #include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
  21. #include <Jolt/Physics/Collision/PhysicsMaterialSimple.h>
  22. #include <Jolt/Physics/Constraints/DistanceConstraint.h>
  23. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  24. #include <Layers.h>
  25. #include <Utils/Log.h>
  26. JPH_IMPLEMENT_RTTI_VIRTUAL(LoadSaveSceneTest)
  27. {
  28. JPH_ADD_BASE_CLASS(LoadSaveSceneTest, Test)
  29. }
  30. static const float cMaxHeight = 4.0f;
  31. static MeshShapeSettings *sCreateMesh()
  32. {
  33. const int n = 10;
  34. const float cell_size = 2.0f;
  35. // Create heights
  36. float heights[n + 1][n + 1];
  37. for (int x = 0; x <= n; ++x)
  38. for (int z = 0; z <= n; ++z)
  39. heights[x][z] = cMaxHeight * PerlinNoise3(float(x) / n, 0, float(z) / n, 256, 256, 256);
  40. // Create 'wall' around grid
  41. for (int x = 0; x <= n; ++x)
  42. {
  43. heights[x][0] += 2.0f;
  44. heights[x][n] += 2.0f;
  45. }
  46. for (int y = 1; y < n; ++y)
  47. {
  48. heights[0][y] += 2.0f;
  49. heights[n][y] += 2.0f;
  50. }
  51. // Create regular grid of triangles
  52. uint32 max_material_index = 0;
  53. TriangleList triangles;
  54. for (int x = 0; x < n; ++x)
  55. for (int z = 0; z < n; ++z)
  56. {
  57. float center = n * cell_size / 2;
  58. float x1 = cell_size * x - center;
  59. float z1 = cell_size * z - center;
  60. float x2 = x1 + cell_size;
  61. float z2 = z1 + cell_size;
  62. Float3 v1 = Float3(x1, heights[x][z], z1);
  63. Float3 v2 = Float3(x2, heights[x + 1][z], z1);
  64. Float3 v3 = Float3(x1, heights[x][z + 1], z2);
  65. Float3 v4 = Float3(x2, heights[x + 1][z + 1], z2);
  66. uint32 material_index = uint32((Vec3(v1) + Vec3(v2) + Vec3(v3) + Vec3(v4)).Length() / 4.0f / cell_size);
  67. max_material_index = max(max_material_index, material_index);
  68. triangles.push_back(Triangle(v1, v3, v4, material_index));
  69. triangles.push_back(Triangle(v1, v4, v2, material_index));
  70. }
  71. // Create materials
  72. PhysicsMaterialList materials;
  73. for (uint i = 0; i <= max_material_index; ++i)
  74. materials.push_back(new PhysicsMaterialSimple("Mesh Material " + ConvertToString(i), Color::sGetDistinctColor(i)));
  75. return new MeshShapeSettings(triangles, materials);
  76. }
  77. static HeightFieldShapeSettings *sCreateHeightField()
  78. {
  79. const int n = 32;
  80. const float cell_size = 1.0f;
  81. // Create height samples
  82. float heights[n * n];
  83. for (int y = 0; y < n; ++y)
  84. for (int x = 0; x < n; ++x)
  85. heights[y * n + x] = cMaxHeight * PerlinNoise3(float(x) / n, 0, float(y) / n, 256, 256, 256);
  86. // Make a hole
  87. heights[2 * n + 2] = HeightFieldShapeConstants::cNoCollisionValue;
  88. // Make material indices
  89. uint8 max_material_index = 0;
  90. uint8 material_indices[Square(n - 1)];
  91. for (int y = 0; y < n - 1; ++y)
  92. for (int x = 0; x < n - 1; ++x)
  93. {
  94. 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));
  95. max_material_index = max(max_material_index, material_index);
  96. material_indices[y * (n - 1) + x] = material_index;
  97. }
  98. // Create materials
  99. PhysicsMaterialList materials;
  100. for (uint8 i = 0; i <= max_material_index; ++i)
  101. materials.push_back(new PhysicsMaterialSimple("HeightField Material " + ConvertToString(uint(i)), Color::sGetDistinctColor(i)));
  102. // Create height field
  103. return new HeightFieldShapeSettings(heights, Vec3(-0.5f * cell_size * n, 0.0f, -0.5f * cell_size * n), Vec3(cell_size, 1.0f, cell_size), n, material_indices, materials);
  104. }
  105. Ref<PhysicsScene> LoadSaveSceneTest::sCreateScene()
  106. {
  107. // Create scene
  108. Ref<PhysicsScene> scene = new PhysicsScene();
  109. // A scaled mesh floor
  110. scene->AddBody(BodyCreationSettings(new ScaledShapeSettings(sCreateMesh(), Vec3(2.5f, 1.0f, 1.5f)), Vec3(0, 0, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  111. // A heightfield floor
  112. scene->AddBody(BodyCreationSettings(sCreateHeightField(), Vec3(50, 0, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  113. // Some simple primitives
  114. scene->AddBody(BodyCreationSettings(new TriangleShapeSettings(Vec3(-2, 0, 0), Vec3(0, 1, 0), Vec3(2, 0, 0), 0.0f, new PhysicsMaterialSimple("Triangle Material", Color::sGetDistinctColor(0))), Vec3(0, cMaxHeight, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), EMotionType::Static, Layers::NON_MOVING));
  115. scene->AddBody(BodyCreationSettings(new SphereShapeSettings(0.2f, new PhysicsMaterialSimple("Sphere Material", Color::sGetDistinctColor(1))), Vec3(0, cMaxHeight + 1.0f, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  116. scene->AddBody(BodyCreationSettings(new BoxShapeSettings(Vec3(0.2f, 0.2f, 0.4f), 0.01f, new PhysicsMaterialSimple("Box Material", Color::sGetDistinctColor(2))), Vec3(0, cMaxHeight + 2.0f, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  117. scene->AddBody(BodyCreationSettings(new CapsuleShapeSettings(1.5f, 0.2f, new PhysicsMaterialSimple("Capsule Material", Color::sGetDistinctColor(3))), Vec3(0, cMaxHeight + 3.0f, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
  118. scene->AddBody(BodyCreationSettings(new TaperedCapsuleShapeSettings(0.5f, 0.1f, 0.2f, new PhysicsMaterialSimple("Tapered Capsule Material", Color::sGetDistinctColor(4))), Vec3(0, cMaxHeight + 4.0f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
  119. scene->AddBody(BodyCreationSettings(new CylinderShapeSettings(0.5f, 0.2f, cDefaultConvexRadius, new PhysicsMaterialSimple("Cylinder Material", Color::sGetDistinctColor(5))), Vec3(0, cMaxHeight + 5.0f, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
  120. // Compound with sub compound and rotation
  121. StaticCompoundShapeSettings *sub_compound = new StaticCompoundShapeSettings();
  122. sub_compound->AddShape(Vec3(0, 0.5f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new BoxShapeSettings(Vec3(0.5f, 0.1f, 0.2f), cDefaultConvexRadius, new PhysicsMaterialSimple("Compound Box Material", Color::sGetDistinctColor(6))));
  123. sub_compound->AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new CylinderShapeSettings(0.5f, 0.2f, cDefaultConvexRadius, new PhysicsMaterialSimple("Compound Cylinder Material", Color::sGetDistinctColor(7))));
  124. sub_compound->AddShape(Vec3(0, 0, 0.5f), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), new TaperedCapsuleShapeSettings(0.5f, 0.1f, 0.2f, new PhysicsMaterialSimple("Compound Tapered Capsule Material", Color::sGetDistinctColor(8))));
  125. StaticCompoundShapeSettings *compound_shape = new StaticCompoundShapeSettings();
  126. compound_shape->AddShape(Vec3(0, 0, 0), Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), sub_compound);
  127. compound_shape->AddShape(Vec3(0, -0.1f, 0), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), -0.75f * JPH_PI), sub_compound);
  128. scene->AddBody(BodyCreationSettings(compound_shape, Vec3(0, cMaxHeight + 6.0f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
  129. // Convex hull shape
  130. vector<Vec3> tetrahedron;
  131. tetrahedron.push_back(Vec3(-0.5f, 0, -0.5f));
  132. tetrahedron.push_back(Vec3(0, 0, 0.5f));
  133. tetrahedron.push_back(Vec3(0.5f, 0, -0.5f));
  134. tetrahedron.push_back(Vec3(0, -0.5f, 0));
  135. Ref<ConvexHullShapeSettings> convex_hull = new ConvexHullShapeSettings(tetrahedron, cDefaultConvexRadius, new PhysicsMaterialSimple("Convex Hull Material", Color::sGetDistinctColor(9)));
  136. scene->AddBody(BodyCreationSettings(convex_hull, Vec3(0, cMaxHeight + 7.0f, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  137. // Rotated convex hull
  138. scene->AddBody(BodyCreationSettings(new RotatedTranslatedShapeSettings(Vec3::sReplicate(0.5f), Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), convex_hull), Vec3(0, cMaxHeight + 8.0f, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  139. // Mutable compound
  140. MutableCompoundShapeSettings *mutable_compound = new MutableCompoundShapeSettings();
  141. mutable_compound->AddShape(Vec3(0, 0.5f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new BoxShapeSettings(Vec3(0.5f, 0.1f, 0.2f), cDefaultConvexRadius, new PhysicsMaterialSimple("MutableCompound Box Material", Color::sGetDistinctColor(10))));
  142. mutable_compound->AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new CapsuleShapeSettings(0.5f, 0.1f, new PhysicsMaterialSimple("MutableCompound Capsule Material", Color::sGetDistinctColor(11))));
  143. mutable_compound->AddShape(Vec3(0, 0, 0.5f), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), new TaperedCapsuleShapeSettings(0.5f, 0.2f, 0.1f, new PhysicsMaterialSimple("MutableCompound Tapered Capsule Material", Color::sGetDistinctColor(12))));
  144. scene->AddBody(BodyCreationSettings(mutable_compound, Vec3(0, cMaxHeight + 9.0f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
  145. // Connect the first two dynamic bodies with a distance constraint
  146. DistanceConstraintSettings *dist_constraint = new DistanceConstraintSettings();
  147. dist_constraint->mSpace = EConstraintSpace::LocalToBodyCOM;
  148. scene->AddConstraint(dist_constraint, 3, 4);
  149. return scene;
  150. }
  151. void LoadSaveSceneTest::Initialize()
  152. {
  153. Ref<PhysicsScene> scene = sCreateScene();
  154. stringstream data;
  155. // Write scene
  156. if (!ObjectStreamOut::sWriteObject(data, ObjectStream::EStreamType::Text, *scene))
  157. FatalError("Failed to save scene");
  158. // Clear scene
  159. scene = nullptr;
  160. // Read scene back in
  161. if (!ObjectStreamIn::sReadObject(data, scene))
  162. FatalError("Failed to load scene");
  163. // Instantiate scene
  164. scene->CreateBodies(mPhysicsSystem);
  165. }