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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2024 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/Water/BoatTest.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/Shape/CylinderShape.h>
- #include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
- #include <Jolt/Physics/Collision/Shape/OffsetCenterOfMassShape.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- #include <Renderer/DebugRendererImp.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(BoatTest)
- {
- JPH_ADD_BASE_CLASS(BoatTest, Test)
- }
- void BoatTest::Initialize()
- {
- // Create boat
- ConvexHullShapeSettings boat_hull;
- boat_hull.mPoints = {
- Vec3(-cHalfBoatTopWidth, cHalfBoatHeight, -cHalfBoatLength),
- Vec3(cHalfBoatTopWidth, cHalfBoatHeight, -cHalfBoatLength),
- Vec3(-cHalfBoatTopWidth, cHalfBoatHeight, cHalfBoatLength),
- Vec3(cHalfBoatTopWidth, cHalfBoatHeight, cHalfBoatLength),
- Vec3(-cHalfBoatBottomWidth, -cHalfBoatHeight, -cHalfBoatLength),
- Vec3(cHalfBoatBottomWidth, -cHalfBoatHeight, -cHalfBoatLength),
- Vec3(-cHalfBoatBottomWidth, -cHalfBoatHeight, cHalfBoatLength),
- Vec3(cHalfBoatBottomWidth, -cHalfBoatHeight, cHalfBoatLength),
- Vec3(0, cHalfBoatHeight, cHalfBoatLength + cBoatBowLength)
- };
- boat_hull.SetEmbedded();
- OffsetCenterOfMassShapeSettings com_offset(Vec3(0, -cHalfBoatHeight, 0), &boat_hull);
- com_offset.SetEmbedded();
- RVec3 position(0, cMaxWaterHeight + 2, 0);
- BodyCreationSettings boat(&com_offset, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
- boat.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
- boat.mMassPropertiesOverride.mMass = cBoatMass;
- mBoatBody = mBodyInterface->CreateBody(boat);
- mBodyInterface->AddBody(mBoatBody->GetID(), EActivation::Activate);
- // Create water sensor. We use this to detect which bodies entered the water (in this sample we could have assumed everything is in the water)
- BodyCreationSettings water_sensor(new BoxShape(Vec3(cWaterWidth, cMaxWaterHeight, cWaterWidth)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::SENSOR);
- water_sensor.mIsSensor = true;
- mWaterSensor = mBodyInterface->CreateAndAddBody(water_sensor, EActivation::Activate);
- // Create some barrels to float in the water
- default_random_engine random;
- BodyCreationSettings barrel(new CylinderShape(1.0f, 0.7f), RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
- barrel.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
- barrel.mMassPropertiesOverride.mMass = cBarrelMass;
- for (int i = 0; i < 10; ++i)
- {
- barrel.mPosition = RVec3(-10.0f + i * 2.0f, cMaxWaterHeight + 2, 10);
- barrel.mRotation = Quat::sRandom(random);
- mBodyInterface->CreateAndAddBody(barrel, EActivation::Activate);
- }
- UpdateCameraPivot();
- }
- void BoatTest::ProcessInput(const ProcessInputParams &inParams)
- {
- // Determine acceleration and brake
- mForward = 0.0f;
- if (inParams.mKeyboard->IsKeyPressed(DIK_UP))
- mForward = 1.0f;
- else if (inParams.mKeyboard->IsKeyPressed(DIK_DOWN))
- mForward = -1.0f;
- // Steering
- mRight = 0.0f;
- if (inParams.mKeyboard->IsKeyPressed(DIK_LEFT))
- mRight = -1.0f;
- else if (inParams.mKeyboard->IsKeyPressed(DIK_RIGHT))
- mRight = 1.0f;
- }
- RVec3 BoatTest::GetWaterSurfacePosition(RVec3Arg inXZPosition) const
- {
- return RVec3(inXZPosition.GetX(), cMinWaterHeight + Sin(0.1f * float(inXZPosition.GetZ()) + mTime) * (cMaxWaterHeight - cMinWaterHeight), inXZPosition.GetZ());
- }
- void BoatTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
- {
- // Update time
- mTime += inParams.mDeltaTime;
- // Draw the water surface
- const float step = 1.0f;
- for (float z = -cWaterWidth; z < cWaterWidth; z += step)
- {
- RVec3 p1 = GetWaterSurfacePosition(RVec3(-cWaterWidth, 0, z));
- RVec3 p2 = GetWaterSurfacePosition(RVec3(-cWaterWidth, 0, z + step));
- RVec3 p3 = GetWaterSurfacePosition(RVec3(cWaterWidth, 0, z));
- RVec3 p4 = GetWaterSurfacePosition(RVec3(cWaterWidth, 0, z + step));
- mDebugRenderer->DrawTriangle(p1, p2, p3, Color::sBlue);
- mDebugRenderer->DrawTriangle(p2, p4, p3, Color::sBlue);
- }
- // Apply buoyancy to all bodies in the water
- {
- lock_guard<Mutex> lock(mBodiesInWaterMutex);
- for (const BodyID &id : mBodiesInWater)
- {
- BodyLockWrite body_lock(mPhysicsSystem->GetBodyLockInterface(), id);
- Body &body = body_lock.GetBody();
- if (body.IsActive())
- {
- // Use center of mass position to determine water surface position (you could test multiple points on the actual shape of the boat to get a more accurate result)
- RVec3 surface_position = GetWaterSurfacePosition(body.GetCenterOfMassPosition());
- // Crude way of approximating the surface normal
- RVec3 p2 = GetWaterSurfacePosition(body.GetCenterOfMassPosition() + Vec3(0, 0, 1));
- RVec3 p3 = GetWaterSurfacePosition(body.GetCenterOfMassPosition() + Vec3(1, 0, 0));
- Vec3 surface_normal = Vec3(p2 - surface_position).Cross(Vec3(p3 - surface_position)).Normalized();
- // Determine buoyancy and drag
- float buoyancy, linear_drag, angular_drag;
- if (id == mBoatBody->GetID())
- {
- buoyancy = cBoatBuoyancy;
- linear_drag = cBoatLinearDrag;
- angular_drag = cBoatAngularDrag;
- }
- else
- {
- buoyancy = cBarrelBuoyancy;
- linear_drag = cBarrelLinearDrag;
- angular_drag = cBarrelAngularDrag;
- }
- // Apply buoyancy to the body
- body.ApplyBuoyancyImpulse(surface_position, surface_normal, buoyancy, linear_drag, angular_drag, Vec3::sZero(), mPhysicsSystem->GetGravity(), inParams.mDeltaTime);
- }
- }
- }
- // On user input, assure that the boat is active
- if (mRight != 0.0f || mForward != 0.0f)
- mBodyInterface->ActivateBody(mBoatBody->GetID());
- // Apply forces to rear of boat where the propeller would be but only when the propeller is under water
- RVec3 propeller_position = mBoatBody->GetWorldTransform() * Vec3(0, -cHalfBoatHeight, -cHalfBoatLength);
- RVec3 propeller_surface_position = GetWaterSurfacePosition(propeller_position);
- if (propeller_surface_position.GetY() > propeller_position.GetY())
- {
- Vec3 forward = mBoatBody->GetRotation().RotateAxisZ();
- Vec3 right = mBoatBody->GetRotation().RotateAxisX();
- mBoatBody->AddImpulse((forward * mForward * cForwardAcceleration + right * Sign(mForward) * mRight * cSteerAcceleration) * cBoatMass * inParams.mDeltaTime, propeller_position);
- }
- UpdateCameraPivot();
- }
- void BoatTest::SaveInputState(StateRecorder &inStream) const
- {
- inStream.Write(mForward);
- inStream.Write(mRight);
- }
- void BoatTest::RestoreInputState(StateRecorder &inStream)
- {
- inStream.Read(mForward);
- inStream.Read(mRight);
- }
- void BoatTest::SaveState(StateRecorder &inStream) const
- {
- inStream.Write(mTime);
- inStream.Write(mBodiesInWater);
- }
- void BoatTest::RestoreState(StateRecorder &inStream)
- {
- inStream.Read(mTime);
- inStream.Read(mBodiesInWater);
- }
- void BoatTest::GetInitialCamera(CameraState &ioState) const
- {
- // Position camera behind boat
- RVec3 cam_tgt = RVec3(0, 0, 5);
- ioState.mPos = RVec3(0, 5, -10);
- ioState.mForward = Vec3(cam_tgt - ioState.mPos).Normalized();
- }
- void BoatTest::UpdateCameraPivot()
- {
- // Pivot is center of boat and rotates with boat around Y axis only
- Vec3 fwd = mBoatBody->GetRotation().RotateAxisZ();
- fwd.SetY(0.0f);
- float len = fwd.Length();
- if (len != 0.0f)
- fwd /= len;
- else
- fwd = Vec3::sAxisZ();
- Vec3 up = Vec3::sAxisY();
- Vec3 right = up.Cross(fwd);
- mCameraPivot = RMat44(Vec4(right, 0), Vec4(up, 0), Vec4(fwd, 0), mBoatBody->GetPosition());
- }
- void BoatTest::OnContactAdded(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings)
- {
- // When a body enters the water add it to the list of bodies in the water
- lock_guard<Mutex> lock(mBodiesInWaterMutex);
- if (inBody1.GetID() == mWaterSensor)
- mBodiesInWater.push_back(inBody2.GetID());
- else if (inBody2.GetID() == mWaterSensor)
- mBodiesInWater.push_back(inBody1.GetID());
- }
- void BoatTest::OnContactRemoved(const SubShapeIDPair &inSubShapePair)
- {
- // When a body leaves the water remove it from the list of bodies in the water
- lock_guard<Mutex> lock(mBodiesInWaterMutex);
- if (inSubShapePair.GetBody1ID() == mWaterSensor)
- mBodiesInWater.erase(std::find(mBodiesInWater.begin(), mBodiesInWater.end(), inSubShapePair.GetBody2ID()));
- else if (inSubShapePair.GetBody2ID() == mWaterSensor)
- mBodiesInWater.erase(std::find(mBodiesInWater.begin(), mBodiesInWater.end(), inSubShapePair.GetBody1ID()));
- }
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