VehicleTest.cpp 8.7 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/Vehicle/VehicleTest.h>
  6. #include <Jolt/Physics/Constraints/DistanceConstraint.h>
  7. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  8. #include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
  9. #include <Jolt/Physics/Collision/GroupFilterTable.h>
  10. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  11. #include <Jolt/Physics/PhysicsScene.h>
  12. #include <Jolt/ObjectStream/ObjectStreamIn.h>
  13. #include <Layers.h>
  14. #include <Application/DebugUI.h>
  15. #include <Utils/Log.h>
  16. #include <Renderer/DebugRendererImp.h>
  17. JPH_IMPLEMENT_RTTI_VIRTUAL(VehicleTest)
  18. {
  19. JPH_ADD_BASE_CLASS(VehicleTest, Test)
  20. }
  21. const char *VehicleTest::sScenes[] =
  22. {
  23. "Flat",
  24. "Steep Slope",
  25. "Step",
  26. "Playground",
  27. "Terrain1",
  28. };
  29. const char *VehicleTest::sSceneName = "Playground";
  30. void VehicleTest::Initialize()
  31. {
  32. if (strcmp(sSceneName, "Flat") == 0)
  33. {
  34. // Flat test floor
  35. 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));
  36. floor.SetFriction(1.0f);
  37. mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate);
  38. // Load a race track to have something to assess speed and steering behavior
  39. LoadRaceTrack("Assets/Racetracks/Zandvoort.csv");
  40. }
  41. else if (strcmp(sSceneName, "Steep Slope") == 0)
  42. {
  43. // Steep slope test floor (20 degrees = 36% grade)
  44. 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));
  45. floor.SetFriction(1.0f);
  46. mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate);
  47. }
  48. else if (strcmp(sSceneName, "Step") == 0)
  49. {
  50. // Flat test floor
  51. 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));
  52. floor.SetFriction(1.0f);
  53. mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate);
  54. // A 5cm step rotated under an angle
  55. constexpr float cStepHeight = 0.05f;
  56. 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));
  57. step.SetFriction(1.0f);
  58. mBodyInterface->AddBody(step.GetID(), EActivation::DontActivate);
  59. }
  60. else if (strcmp(sSceneName, "Playground") == 0)
  61. {
  62. // Scene with hilly terrain and some objects to drive into
  63. Body &floor = CreateMeshTerrain();
  64. floor.SetFriction(1.0f);
  65. CreateBridge();
  66. CreateWall();
  67. CreateRubble();
  68. }
  69. else
  70. {
  71. // Load scene
  72. Ref<PhysicsScene> scene;
  73. if (!ObjectStreamIn::sReadObject((String("Assets/") + sSceneName + ".bof").c_str(), scene))
  74. FatalError("Failed to load scene");
  75. for (BodyCreationSettings &body : scene->GetBodies())
  76. body.mObjectLayer = Layers::NON_MOVING;
  77. scene->FixInvalidScales();
  78. scene->CreateBodies(mPhysicsSystem);
  79. }
  80. }
  81. void VehicleTest::CreateBridge()
  82. {
  83. const int cChainLength = 20;
  84. // Build a collision group filter that disables collision between adjacent bodies
  85. Ref<GroupFilterTable> group_filter = new GroupFilterTable(cChainLength);
  86. for (CollisionGroup::SubGroupID i = 0; i < cChainLength - 1; ++i)
  87. group_filter->DisableCollision(i, i + 1);
  88. Vec3 part_half_size = Vec3(2.5f, 0.25f, 1.0f);
  89. RefConst<Shape> part_shape = new BoxShape(part_half_size);
  90. Vec3 large_part_half_size = Vec3(2.5f, 0.25f, 22.5f);
  91. RefConst<Shape> large_part_shape = new BoxShape(large_part_half_size);
  92. Quat first_part_rot = Quat::sRotation(Vec3::sAxisX(), DegreesToRadians(-10.0f));
  93. RVec3 prev_pos(-25, 7, 0);
  94. Body *prev_part = nullptr;
  95. for (int i = 0; i < cChainLength; ++i)
  96. {
  97. RVec3 pos = prev_pos + Vec3(0, 0, 2.0f * part_half_size.GetZ());
  98. 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))
  99. : *mBodyInterface->CreateBody(BodyCreationSettings(part_shape, pos, Quat::sIdentity(), i == 19? EMotionType::Static : EMotionType::Dynamic, i == 19? Layers::NON_MOVING : Layers::MOVING));
  100. part.SetCollisionGroup(CollisionGroup(group_filter, 1, CollisionGroup::SubGroupID(i)));
  101. part.SetFriction(1.0f);
  102. mBodyInterface->AddBody(part.GetID(), EActivation::Activate);
  103. if (prev_part != nullptr)
  104. {
  105. DistanceConstraintSettings dc;
  106. dc.mPoint1 = prev_pos + Vec3(-part_half_size.GetX(), 0, part_half_size.GetZ());
  107. dc.mPoint2 = pos + Vec3(-part_half_size.GetX(), 0, -part_half_size.GetZ());
  108. mPhysicsSystem->AddConstraint(dc.Create(*prev_part, part));
  109. dc.mPoint1 = prev_pos + Vec3(part_half_size.GetX(), 0, part_half_size.GetZ());
  110. dc.mPoint2 = pos + Vec3(part_half_size.GetX(), 0, -part_half_size.GetZ());
  111. mPhysicsSystem->AddConstraint(dc.Create(*prev_part, part));
  112. }
  113. prev_part = &part;
  114. prev_pos = pos;
  115. }
  116. }
  117. void VehicleTest::CreateWall()
  118. {
  119. RefConst<Shape> box_shape = new BoxShape(Vec3(0.5f, 0.5f, 0.5f));
  120. for (int i = 0; i < 3; ++i)
  121. for (int j = i / 2; j < 5 - (i + 1) / 2; ++j)
  122. {
  123. RVec3 position(2.0f + j * 1.0f + (i & 1? 0.5f : 0.0f), 2.0f + i * 1.0f, 10.0f);
  124. mBodyInterface->CreateAndAddBody(BodyCreationSettings(box_shape, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
  125. }
  126. }
  127. void VehicleTest::CreateRubble()
  128. {
  129. // Flat and light objects
  130. RefConst<Shape> box_shape = new BoxShape(Vec3(0.5f, 0.1f, 0.5f));
  131. for (int i = 0; i < 5; ++i)
  132. for (int j = 0; j < 5; ++j)
  133. {
  134. RVec3 position(-5.0f + j, 2.0f + i * 0.2f, 10.0f + 0.5f * i);
  135. mBodyInterface->CreateAndAddBody(BodyCreationSettings(box_shape, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
  136. }
  137. // Light convex shapes
  138. default_random_engine random;
  139. uniform_real_distribution<float> hull_size(0.2f, 0.4f);
  140. for (int i = 0; i < 10; ++i)
  141. for (int j = 0; j < 10; ++j)
  142. {
  143. // Create random points
  144. Array<Vec3> points;
  145. for (int k = 0; k < 20; ++k)
  146. points.push_back(hull_size(random) * Vec3::sRandom(random));
  147. 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);
  148. }
  149. }
  150. void VehicleTest::LoadRaceTrack(const char *inFileName)
  151. {
  152. // Open the track file
  153. std::ifstream stream;
  154. stream.open(inFileName, std::ifstream::in);
  155. if (!stream.is_open())
  156. return;
  157. // Ignore header line
  158. String line;
  159. std::getline(stream, line);
  160. // Read coordinates
  161. struct Segment
  162. {
  163. RVec3 mCenter;
  164. float mWidthLeft;
  165. float mWidthRight;
  166. };
  167. Array<Segment> segments;
  168. Real x, y;
  169. float wl, wr;
  170. char c;
  171. RVec3 track_center = RVec3::sZero();
  172. while (stream >> x >> c >> y >> c >> wl >> c >> wr)
  173. {
  174. RVec3 center(x, 0, -y);
  175. segments.push_back({ center, wl, wr });
  176. track_center += center;
  177. }
  178. if (!segments.empty())
  179. track_center /= (float)segments.size();
  180. // Convert to line segments
  181. RVec3 prev_tleft = RVec3::sZero(), prev_tright = RVec3::sZero();
  182. for (size_t i = 0; i < segments.size(); ++i)
  183. {
  184. const Segment &segment = segments[i];
  185. const Segment &next_segment = segments[(i + 1) % segments.size()];
  186. // Calculate left and right point of the track
  187. Vec3 fwd = Vec3(next_segment.mCenter - segment.mCenter);
  188. Vec3 right = fwd.Cross(Vec3::sAxisY()).Normalized();
  189. RVec3 tcenter = segment.mCenter - track_center + Vec3(0, 0.1f, 0); // Put a bit above the floor to avoid z fighting
  190. RVec3 tleft = tcenter - right * segment.mWidthLeft;
  191. RVec3 tright = tcenter + right * segment.mWidthRight;
  192. mTrackData.push_back({ tleft, tright });
  193. // Connect left and right point with the previous left and right point
  194. if (i > 0)
  195. {
  196. mTrackData.push_back({ prev_tleft, tleft });
  197. mTrackData.push_back({ prev_tright, tright });
  198. }
  199. prev_tleft = tleft;
  200. prev_tright = tright;
  201. }
  202. }
  203. void VehicleTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
  204. {
  205. // Render the track
  206. for (const Line &l : mTrackData)
  207. mDebugRenderer->DrawLine(l.mStart, l.mEnd, Color::sBlack);
  208. }
  209. void VehicleTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
  210. {
  211. inUI->CreateTextButton(inSubMenu, "Select Scene", [this, inUI]() {
  212. UIElement *scene_name = inUI->CreateMenu();
  213. for (uint i = 0; i < size(sScenes); ++i)
  214. inUI->CreateTextButton(scene_name, sScenes[i], [this, i]() { sSceneName = sScenes[i]; RestartTest(); });
  215. inUI->ShowMenu(scene_name);
  216. });
  217. }