RigPileTest.cpp 4.1 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #include <TestFramework.h>
  4. #include <Tests/Rig/RigPileTest.h>
  5. #include <Jolt/Physics/PhysicsScene.h>
  6. #include <Jolt/Physics/Collision/RayCast.h>
  7. #include <Jolt/Physics/Collision/CastResult.h>
  8. #include <Jolt/Skeleton/Skeleton.h>
  9. #include <Jolt/Skeleton/SkeletalAnimation.h>
  10. #include <Jolt/Skeleton/SkeletonPose.h>
  11. #include <Utils/RagdollLoader.h>
  12. #include <Jolt/Core/StringTools.h>
  13. #include <Application/DebugUI.h>
  14. #include <Layers.h>
  15. #include <Utils/Log.h>
  16. #include <random>
  17. JPH_IMPLEMENT_RTTI_VIRTUAL(RigPileTest)
  18. {
  19. JPH_ADD_BASE_CLASS(RigPileTest, Test)
  20. }
  21. const char *RigPileTest::sScenes[] =
  22. {
  23. "PerlinMesh",
  24. "PerlinHeightField",
  25. "Terrain1",
  26. "Terrain2",
  27. };
  28. #ifdef _DEBUG
  29. const char *RigPileTest::sSceneName = "PerlinMesh";
  30. #else
  31. const char *RigPileTest::sSceneName = "Terrain1";
  32. #endif
  33. RigPileTest::~RigPileTest()
  34. {
  35. for (Ragdoll *r : mRagdolls)
  36. r->RemoveFromPhysicsSystem();
  37. }
  38. void RigPileTest::Initialize()
  39. {
  40. if (strcmp(sSceneName, "PerlinMesh") == 0)
  41. {
  42. // Default terrain
  43. CreateMeshTerrain();
  44. }
  45. else if (strcmp(sSceneName, "PerlinHeightField") == 0)
  46. {
  47. // Default terrain
  48. CreateHeightFieldTerrain();
  49. }
  50. else
  51. {
  52. // Load scene
  53. Ref<PhysicsScene> scene;
  54. if (!ObjectStreamIn::sReadObject((string("Assets/") + sSceneName + ".bof").c_str(), scene))
  55. FatalError("Failed to load scene");
  56. for (BodyCreationSettings &body : scene->GetBodies())
  57. body.mObjectLayer = Layers::NON_MOVING;
  58. scene->FixInvalidScales();
  59. scene->CreateBodies(mPhysicsSystem);
  60. }
  61. // Load ragdoll
  62. Ref<RagdollSettings> settings = RagdollLoader::sLoad("Assets/Human.tof", EMotionType::Dynamic);
  63. // Load animation
  64. const int cAnimationCount = 4;
  65. Ref<SkeletalAnimation> animation[cAnimationCount];
  66. for (int i = 0; i < cAnimationCount; ++i)
  67. {
  68. if (!ObjectStreamIn::sReadObject(StringFormat("Assets/Human/Dead_Pose%d.tof", i + 1).c_str(), animation[i]))
  69. FatalError("Could not open animation");
  70. }
  71. const float cHorizontalSeparation = 4.0f;
  72. const float cVerticalSeparation = 0.6f;
  73. #ifdef _DEBUG
  74. const int cPileSize = 5;
  75. const int cNumRows = 2;
  76. const int cNumCols = 2;
  77. #else
  78. const int cPileSize = 10;
  79. const int cNumRows = 4;
  80. const int cNumCols = 4;
  81. #endif
  82. // Create piles
  83. default_random_engine random;
  84. uniform_real_distribution<float> angle(0.0f, JPH_PI);
  85. CollisionGroup::GroupID group_id = 1;
  86. for (int row = 0; row < cNumRows; ++row)
  87. for (int col = 0; col < cNumCols; ++col)
  88. {
  89. // Determine start location of ray
  90. Vec3 start = Vec3(cHorizontalSeparation * (col - (cNumCols - 1) / 2.0f), 100, cHorizontalSeparation * (row - (cNumRows - 1) / 2.0f));
  91. // Cast ray down to terrain
  92. RayCastResult hit;
  93. Vec3 ray_direction(0, -200, 0);
  94. RayCast ray { start, ray_direction };
  95. if (mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, hit, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::NON_MOVING), SpecifiedObjectLayerFilter(Layers::NON_MOVING)))
  96. start = start + hit.mFraction * ray_direction;
  97. for (int i = 0; i < cPileSize; ++i)
  98. {
  99. // Create ragdoll
  100. Ref<Ragdoll> ragdoll = settings->CreateRagdoll(group_id++, 0, mPhysicsSystem);
  101. // Sample pose
  102. SkeletonPose pose;
  103. pose.SetSkeleton(settings->GetSkeleton());
  104. animation[random() % cAnimationCount]->Sample(0.0f, pose);
  105. // Override root
  106. SkeletonPose::JointState &root = pose.GetJoint(0);
  107. root.mTranslation = start + Vec3(0, cVerticalSeparation * (i + 1), 0);
  108. root.mRotation = Quat::sRotation(Vec3::sAxisY(), angle(random)) * root.mRotation;
  109. pose.CalculateJointMatrices();
  110. // Drive to pose
  111. ragdoll->SetPose(pose);
  112. ragdoll->DriveToPoseUsingMotors(pose);
  113. ragdoll->AddToPhysicsSystem(EActivation::Activate);
  114. mRagdolls.push_back(ragdoll);
  115. }
  116. }
  117. }
  118. void RigPileTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
  119. {
  120. inUI->CreateTextButton(inSubMenu, "Select Scene", [this, inUI]() {
  121. UIElement *scene_name = inUI->CreateMenu();
  122. for (uint i = 0; i < size(sScenes); ++i)
  123. inUI->CreateTextButton(scene_name, sScenes[i], [this, i]() { sSceneName = sScenes[i]; RestartTest(); });
  124. inUI->ShowMenu(scene_name);
  125. });
  126. }