LoadSaveSceneTest.cpp 12 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #include <TestFramework.h>
  5. #include <Tests/General/LoadSaveSceneTest.h>
  6. #include <Math/Perlin.h>
  7. #include <Jolt/ObjectStream/ObjectStreamOut.h>
  8. #include <Jolt/ObjectStream/ObjectStreamIn.h>
  9. #include <Jolt/Physics/Collision/Shape/MeshShape.h>
  10. #include <Jolt/Physics/Collision/Shape/ScaledShape.h>
  11. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  12. #include <Jolt/Physics/Collision/Shape/SphereShape.h>
  13. #include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
  14. #include <Jolt/Physics/Collision/Shape/TaperedCapsuleShape.h>
  15. #include <Jolt/Physics/Collision/Shape/CylinderShape.h>
  16. #include <Jolt/Physics/Collision/Shape/TaperedCylinderShape.h>
  17. #include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
  18. #include <Jolt/Physics/Collision/Shape/MutableCompoundShape.h>
  19. #include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
  20. #include <Jolt/Physics/Collision/Shape/HeightFieldShape.h>
  21. #include <Jolt/Physics/Collision/Shape/TriangleShape.h>
  22. #include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
  23. #include <Jolt/Physics/Collision/PhysicsMaterialSimple.h>
  24. #include <Jolt/Physics/Constraints/DistanceConstraint.h>
  25. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  26. #include <Layers.h>
  27. #include <Utils/Log.h>
  28. #include <Utils/SoftBodyCreator.h>
  29. JPH_IMPLEMENT_RTTI_VIRTUAL(LoadSaveSceneTest)
  30. {
  31. JPH_ADD_BASE_CLASS(LoadSaveSceneTest, Test)
  32. }
  33. static const float cMaxHeight = 4.0f;
  34. static MeshShapeSettings *sCreateMesh()
  35. {
  36. const int n = 10;
  37. const float cell_size = 2.0f;
  38. // Create heights
  39. float heights[n + 1][n + 1];
  40. for (int x = 0; x <= n; ++x)
  41. for (int z = 0; z <= n; ++z)
  42. heights[x][z] = cMaxHeight * PerlinNoise3(float(x) / n, 0, float(z) / n, 256, 256, 256);
  43. // Create 'wall' around grid
  44. for (int x = 0; x <= n; ++x)
  45. {
  46. heights[x][0] += 2.0f;
  47. heights[x][n] += 2.0f;
  48. }
  49. for (int y = 1; y < n; ++y)
  50. {
  51. heights[0][y] += 2.0f;
  52. heights[n][y] += 2.0f;
  53. }
  54. // Create regular grid of triangles
  55. uint32 max_material_index = 0;
  56. TriangleList triangles;
  57. for (int x = 0; x < n; ++x)
  58. for (int z = 0; z < n; ++z)
  59. {
  60. float center = n * cell_size / 2;
  61. float x1 = cell_size * x - center;
  62. float z1 = cell_size * z - center;
  63. float x2 = x1 + cell_size;
  64. float z2 = z1 + cell_size;
  65. Float3 v1 = Float3(x1, heights[x][z], z1);
  66. Float3 v2 = Float3(x2, heights[x + 1][z], z1);
  67. Float3 v3 = Float3(x1, heights[x][z + 1], z2);
  68. Float3 v4 = Float3(x2, heights[x + 1][z + 1], z2);
  69. uint32 material_index = uint32((Vec3(v1) + Vec3(v2) + Vec3(v3) + Vec3(v4)).Length() / 4.0f / cell_size);
  70. max_material_index = max(max_material_index, material_index);
  71. triangles.push_back(Triangle(v1, v3, v4, material_index));
  72. triangles.push_back(Triangle(v1, v4, v2, material_index));
  73. }
  74. // Create materials
  75. PhysicsMaterialList materials;
  76. for (uint i = 0; i <= max_material_index; ++i)
  77. materials.push_back(new PhysicsMaterialSimple("Mesh Material " + ConvertToString(i), Color::sGetDistinctColor(i)));
  78. return new MeshShapeSettings(triangles, std::move(materials));
  79. }
  80. static HeightFieldShapeSettings *sCreateHeightField()
  81. {
  82. const int n = 32;
  83. const float cell_size = 1.0f;
  84. // Create height samples
  85. float heights[n * n];
  86. for (int y = 0; y < n; ++y)
  87. for (int x = 0; x < n; ++x)
  88. heights[y * n + x] = cMaxHeight * PerlinNoise3(float(x) / n, 0, float(y) / n, 256, 256, 256);
  89. // Make a hole
  90. heights[2 * n + 2] = HeightFieldShapeConstants::cNoCollisionValue;
  91. // Make material indices
  92. uint8 max_material_index = 0;
  93. uint8 material_indices[Square(n - 1)];
  94. for (int y = 0; y < n - 1; ++y)
  95. for (int x = 0; x < n - 1; ++x)
  96. {
  97. 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));
  98. max_material_index = max(max_material_index, material_index);
  99. material_indices[y * (n - 1) + x] = material_index;
  100. }
  101. // Create materials
  102. PhysicsMaterialList materials;
  103. for (uint8 i = 0; i <= max_material_index; ++i)
  104. materials.push_back(new PhysicsMaterialSimple("HeightField Material " + ConvertToString(uint(i)), Color::sGetDistinctColor(i)));
  105. // Create height field
  106. 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);
  107. }
  108. Ref<PhysicsScene> LoadSaveSceneTest::sCreateScene()
  109. {
  110. int color = 0;
  111. auto next_color = [&color]() { return Color::sGetDistinctColor(color++); };
  112. RVec3 pos(0, cMaxHeight, 0);
  113. auto next_pos = [&pos]() { pos += RVec3(0, 1.0f, 0); return pos; };
  114. // Create scene
  115. Ref<PhysicsScene> scene = new PhysicsScene();
  116. // A scaled mesh floor
  117. scene->AddBody(BodyCreationSettings(new ScaledShapeSettings(sCreateMesh(), Vec3(2.5f, 1.0f, 1.5f)), RVec3(0, 0, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  118. // A heightfield floor
  119. scene->AddBody(BodyCreationSettings(sCreateHeightField(), RVec3(50, 0, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  120. // Some simple primitives
  121. scene->AddBody(BodyCreationSettings(new TriangleShapeSettings(Vec3(-2, 0, 0), Vec3(0, 1, 0), Vec3(2, 0, 0), 0.0f, new PhysicsMaterialSimple("Triangle Material", next_color())), next_pos(), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), EMotionType::Static, Layers::NON_MOVING));
  122. scene->AddBody(BodyCreationSettings(new SphereShapeSettings(0.2f, new PhysicsMaterialSimple("Sphere Material", next_color())), next_pos(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  123. scene->AddBody(BodyCreationSettings(new BoxShapeSettings(Vec3(0.2f, 0.2f, 0.4f), 0.01f, new PhysicsMaterialSimple("Box Material", next_color())), next_pos(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  124. scene->AddBody(BodyCreationSettings(new CapsuleShapeSettings(1.5f, 0.2f, new PhysicsMaterialSimple("Capsule Material", next_color())), next_pos(), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
  125. scene->AddBody(BodyCreationSettings(new TaperedCapsuleShapeSettings(0.5f, 0.1f, 0.2f, new PhysicsMaterialSimple("Tapered Capsule Material", next_color())), next_pos(), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
  126. scene->AddBody(BodyCreationSettings(new CylinderShapeSettings(0.5f, 0.2f, cDefaultConvexRadius, new PhysicsMaterialSimple("Cylinder Material", next_color())), next_pos(), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
  127. scene->AddBody(BodyCreationSettings(new TaperedCylinderShapeSettings(0.5f, 0.2f, 0.4f, cDefaultConvexRadius, new PhysicsMaterialSimple("Tapered Cylinder Material", next_color())), next_pos(), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
  128. scene->AddBody(BodyCreationSettings(new TaperedCylinderShapeSettings(0.5f, 0.4f, 0.0f, 0.0f, new PhysicsMaterialSimple("Cone Material", next_color())), next_pos(), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
  129. // Compound with sub compound and rotation
  130. StaticCompoundShapeSettings *sub_compound = new StaticCompoundShapeSettings();
  131. 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", next_color())));
  132. 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", next_color())));
  133. 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", next_color())));
  134. StaticCompoundShapeSettings *compound_shape = new StaticCompoundShapeSettings();
  135. 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);
  136. 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);
  137. scene->AddBody(BodyCreationSettings(compound_shape, next_pos(), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
  138. // Convex hull shape
  139. Array<Vec3> tetrahedron;
  140. tetrahedron.push_back(Vec3(-0.5f, 0, -0.5f));
  141. tetrahedron.push_back(Vec3(0, 0, 0.5f));
  142. tetrahedron.push_back(Vec3(0.5f, 0, -0.5f));
  143. tetrahedron.push_back(Vec3(0, -0.5f, 0));
  144. Ref<ConvexHullShapeSettings> convex_hull = new ConvexHullShapeSettings(tetrahedron, cDefaultConvexRadius, new PhysicsMaterialSimple("Convex Hull Material", next_color()));
  145. scene->AddBody(BodyCreationSettings(convex_hull, next_pos(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  146. // Rotated convex hull
  147. scene->AddBody(BodyCreationSettings(new RotatedTranslatedShapeSettings(Vec3::sReplicate(0.5f), Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), convex_hull), next_pos(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  148. // Mutable compound
  149. MutableCompoundShapeSettings *mutable_compound = new MutableCompoundShapeSettings();
  150. 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", next_color())));
  151. 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", next_color())));
  152. 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", next_color())));
  153. scene->AddBody(BodyCreationSettings(mutable_compound, next_pos(), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
  154. // Connect the first two dynamic bodies with a distance constraint
  155. DistanceConstraintSettings *dist_constraint = new DistanceConstraintSettings();
  156. dist_constraint->mSpace = EConstraintSpace::LocalToBodyCOM;
  157. scene->AddConstraint(dist_constraint, 3, 4);
  158. // Add soft body cube
  159. Ref<SoftBodySharedSettings> sb_cube_settings = SoftBodyCreator::CreateCube(5, 0.2f);
  160. sb_cube_settings->mMaterials = { new PhysicsMaterialSimple("Soft Body Cube Material", next_color()) };
  161. SoftBodyCreationSettings sb_cube(sb_cube_settings, next_pos(), Quat::sIdentity(), Layers::MOVING);
  162. scene->AddSoftBody(sb_cube);
  163. // Add the same shape again to test sharing
  164. sb_cube.mPosition = next_pos();
  165. scene->AddSoftBody(sb_cube);
  166. // Add soft body sphere
  167. Ref<SoftBodySharedSettings> sb_sphere_settings = SoftBodyCreator::CreateSphere(0.5f);
  168. sb_sphere_settings->mMaterials = { new PhysicsMaterialSimple("Soft Body Sphere Material", next_color()) };
  169. SoftBodyCreationSettings sb_sphere(sb_sphere_settings, next_pos(), Quat::sIdentity(), Layers::MOVING);
  170. sb_sphere.mPressure = 2000.0f;
  171. scene->AddSoftBody(sb_sphere);
  172. return scene;
  173. }
  174. void LoadSaveSceneTest::Initialize()
  175. {
  176. #ifdef JPH_OBJECT_STREAM
  177. Ref<PhysicsScene> scene = sCreateScene();
  178. stringstream data;
  179. // Write scene
  180. if (!ObjectStreamOut::sWriteObject(data, ObjectStream::EStreamType::Text, *scene))
  181. FatalError("Failed to save scene");
  182. // Clear scene
  183. scene = nullptr;
  184. // Read scene back in
  185. if (!ObjectStreamIn::sReadObject(data, scene))
  186. FatalError("Failed to load scene");
  187. // Ensure that the soft body shared settings have been optimized (this is not saved to a text file)
  188. for (SoftBodyCreationSettings &soft_body : scene->GetSoftBodies())
  189. const_cast<SoftBodySharedSettings *>(soft_body.mSettings.GetPtr())->Optimize();
  190. // Instantiate scene
  191. scene->CreateBodies(mPhysicsSystem);
  192. #endif // JPH_OBJECT_STREAM
  193. }