VehicleTest.cpp 10 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. "Flat With Slope",
  25. "Steep Slope",
  26. "Step",
  27. "Playground",
  28. "Terrain1",
  29. };
  30. const char *VehicleTest::sSceneName = "Playground";
  31. void VehicleTest::Initialize()
  32. {
  33. if (strcmp(sSceneName, "Flat") == 0)
  34. {
  35. // Flat test floor
  36. 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));
  37. floor.SetFriction(1.0f);
  38. mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate);
  39. // Load a race track to have something to assess speed and steering behavior
  40. LoadRaceTrack("Assets/Racetracks/Zandvoort.csv");
  41. }
  42. else if (strcmp(sSceneName, "Flat With Slope") == 0)
  43. {
  44. const float cSlopeStartDistance = 100.0f;
  45. const float cSlopeLength = 100.0f;
  46. const float cSlopeAngle = DegreesToRadians(30.0f);
  47. // Flat test floor
  48. 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));
  49. floor.SetFriction(1.0f);
  50. mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate);
  51. 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));
  52. slope_up.SetFriction(1.0f);
  53. mBodyInterface->AddBody(slope_up.GetID(), EActivation::DontActivate);
  54. 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));
  55. slope_down.SetFriction(1.0f);
  56. mBodyInterface->AddBody(slope_down.GetID(), EActivation::DontActivate);
  57. }
  58. else if (strcmp(sSceneName, "Steep Slope") == 0)
  59. {
  60. // Steep slope test floor (20 degrees = 36% grade)
  61. 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));
  62. floor.SetFriction(1.0f);
  63. mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate);
  64. }
  65. else if (strcmp(sSceneName, "Step") == 0)
  66. {
  67. // Flat test floor
  68. 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));
  69. floor.SetFriction(1.0f);
  70. mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate);
  71. // A 5cm step rotated under an angle
  72. constexpr float cStepHeight = 0.05f;
  73. 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));
  74. step.SetFriction(1.0f);
  75. mBodyInterface->AddBody(step.GetID(), EActivation::DontActivate);
  76. }
  77. else if (strcmp(sSceneName, "Playground") == 0)
  78. {
  79. // Scene with hilly terrain and some objects to drive into
  80. Body &floor = CreateMeshTerrain();
  81. floor.SetFriction(1.0f);
  82. CreateBridge();
  83. CreateWall();
  84. CreateRubble();
  85. }
  86. else
  87. {
  88. // Load scene
  89. Ref<PhysicsScene> scene;
  90. if (!ObjectStreamIn::sReadObject((String("Assets/") + sSceneName + ".bof").c_str(), scene))
  91. FatalError("Failed to load scene");
  92. for (BodyCreationSettings &body : scene->GetBodies())
  93. body.mObjectLayer = Layers::NON_MOVING;
  94. scene->FixInvalidScales();
  95. scene->CreateBodies(mPhysicsSystem);
  96. }
  97. }
  98. void VehicleTest::CreateBridge()
  99. {
  100. const int cChainLength = 20;
  101. // Build a collision group filter that disables collision between adjacent bodies
  102. Ref<GroupFilterTable> group_filter = new GroupFilterTable(cChainLength);
  103. for (CollisionGroup::SubGroupID i = 0; i < cChainLength - 1; ++i)
  104. group_filter->DisableCollision(i, i + 1);
  105. Vec3 part_half_size = Vec3(2.5f, 0.25f, 1.0f);
  106. RefConst<Shape> part_shape = new BoxShape(part_half_size);
  107. Vec3 large_part_half_size = Vec3(2.5f, 0.25f, 22.5f);
  108. RefConst<Shape> large_part_shape = new BoxShape(large_part_half_size);
  109. Quat first_part_rot = Quat::sRotation(Vec3::sAxisX(), DegreesToRadians(-10.0f));
  110. RVec3 prev_pos(-25, 7, 0);
  111. Body *prev_part = nullptr;
  112. for (int i = 0; i < cChainLength; ++i)
  113. {
  114. RVec3 pos = prev_pos + Vec3(0, 0, 2.0f * part_half_size.GetZ());
  115. 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))
  116. : *mBodyInterface->CreateBody(BodyCreationSettings(part_shape, pos, Quat::sIdentity(), i == 19? EMotionType::Static : EMotionType::Dynamic, i == 19? Layers::NON_MOVING : Layers::MOVING));
  117. part.SetCollisionGroup(CollisionGroup(group_filter, 1, CollisionGroup::SubGroupID(i)));
  118. part.SetFriction(1.0f);
  119. mBodyInterface->AddBody(part.GetID(), EActivation::Activate);
  120. if (prev_part != nullptr)
  121. {
  122. DistanceConstraintSettings dc;
  123. dc.mPoint1 = prev_pos + Vec3(-part_half_size.GetX(), 0, part_half_size.GetZ());
  124. dc.mPoint2 = pos + Vec3(-part_half_size.GetX(), 0, -part_half_size.GetZ());
  125. mPhysicsSystem->AddConstraint(dc.Create(*prev_part, part));
  126. dc.mPoint1 = prev_pos + Vec3(part_half_size.GetX(), 0, part_half_size.GetZ());
  127. dc.mPoint2 = pos + Vec3(part_half_size.GetX(), 0, -part_half_size.GetZ());
  128. mPhysicsSystem->AddConstraint(dc.Create(*prev_part, part));
  129. }
  130. prev_part = &part;
  131. prev_pos = pos;
  132. }
  133. }
  134. void VehicleTest::CreateWall()
  135. {
  136. RefConst<Shape> box_shape = new BoxShape(Vec3(0.5f, 0.5f, 0.5f));
  137. for (int i = 0; i < 3; ++i)
  138. for (int j = i / 2; j < 5 - (i + 1) / 2; ++j)
  139. {
  140. RVec3 position(2.0f + j * 1.0f + (i & 1? 0.5f : 0.0f), 2.0f + i * 1.0f, 10.0f);
  141. mBodyInterface->CreateAndAddBody(BodyCreationSettings(box_shape, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
  142. }
  143. }
  144. void VehicleTest::CreateRubble()
  145. {
  146. // Flat and light objects
  147. RefConst<Shape> box_shape = new BoxShape(Vec3(0.5f, 0.1f, 0.5f));
  148. for (int i = 0; i < 5; ++i)
  149. for (int j = 0; j < 5; ++j)
  150. {
  151. RVec3 position(-5.0f + j, 2.0f + i * 0.2f, 10.0f + 0.5f * i);
  152. mBodyInterface->CreateAndAddBody(BodyCreationSettings(box_shape, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
  153. }
  154. // Light convex shapes
  155. default_random_engine random;
  156. uniform_real_distribution<float> hull_size(0.2f, 0.4f);
  157. for (int i = 0; i < 10; ++i)
  158. for (int j = 0; j < 10; ++j)
  159. {
  160. // Create random points
  161. Array<Vec3> points;
  162. for (int k = 0; k < 20; ++k)
  163. points.push_back(hull_size(random) * Vec3::sRandom(random));
  164. 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);
  165. }
  166. }
  167. void VehicleTest::LoadRaceTrack(const char *inFileName)
  168. {
  169. // Open the track file
  170. std::ifstream stream;
  171. stream.open(inFileName, std::ifstream::in);
  172. if (!stream.is_open())
  173. return;
  174. // Ignore header line
  175. String line;
  176. std::getline(stream, line);
  177. // Read coordinates
  178. struct Segment
  179. {
  180. RVec3 mCenter;
  181. float mWidthLeft;
  182. float mWidthRight;
  183. };
  184. Array<Segment> segments;
  185. Real x, y;
  186. float wl, wr;
  187. char c;
  188. RVec3 track_center = RVec3::sZero();
  189. while (stream >> x >> c >> y >> c >> wl >> c >> wr)
  190. {
  191. RVec3 center(x, 0, -y);
  192. segments.push_back({ center, wl, wr });
  193. track_center += center;
  194. }
  195. if (!segments.empty())
  196. track_center /= (float)segments.size();
  197. // Convert to line segments
  198. RVec3 prev_tleft = RVec3::sZero(), prev_tright = RVec3::sZero();
  199. for (size_t i = 0; i < segments.size(); ++i)
  200. {
  201. const Segment &segment = segments[i];
  202. const Segment &next_segment = segments[(i + 1) % segments.size()];
  203. // Calculate left and right point of the track
  204. Vec3 fwd = Vec3(next_segment.mCenter - segment.mCenter);
  205. Vec3 right = fwd.Cross(Vec3::sAxisY()).Normalized();
  206. RVec3 tcenter = segment.mCenter - track_center + Vec3(0, 0.1f, 0); // Put a bit above the floor to avoid z fighting
  207. RVec3 tleft = tcenter - right * segment.mWidthLeft;
  208. RVec3 tright = tcenter + right * segment.mWidthRight;
  209. mTrackData.push_back({ tleft, tright });
  210. // Connect left and right point with the previous left and right point
  211. if (i > 0)
  212. {
  213. mTrackData.push_back({ prev_tleft, tleft });
  214. mTrackData.push_back({ prev_tright, tright });
  215. }
  216. prev_tleft = tleft;
  217. prev_tright = tright;
  218. }
  219. }
  220. void VehicleTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
  221. {
  222. // Render the track
  223. for (const Line &l : mTrackData)
  224. mDebugRenderer->DrawLine(l.mStart, l.mEnd, Color::sBlack);
  225. }
  226. void VehicleTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
  227. {
  228. inUI->CreateTextButton(inSubMenu, "Select Scene", [this, inUI]() {
  229. UIElement *scene_name = inUI->CreateMenu();
  230. for (uint i = 0; i < size(sScenes); ++i)
  231. inUI->CreateTextButton(scene_name, sScenes[i], [this, i]() { sSceneName = sScenes[i]; RestartTest(); });
  232. inUI->ShowMenu(scene_name);
  233. });
  234. }