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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/General/SensorTest.h>
- #include <Physics/Collision/Shape/BoxShape.h>
- #include <Physics/Collision/Shape/SphereShape.h>
- #include <Physics/Body/BodyCreationSettings.h>
- #include <Utils/RagdollLoader.h>
- #include <Utils/Log.h>
- #include <Layers.h>
- #include <Renderer/DebugRendererImp.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(SensorTest)
- {
- JPH_ADD_BASE_CLASS(SensorTest, Test)
- }
- SensorTest::~SensorTest()
- {
- // Destroy the ragdoll
- mRagdoll->RemoveFromPhysicsSystem();
- mRagdoll = nullptr;
- }
- void SensorTest::Initialize()
- {
- // Floor
- CreateFloor();
- // Sensor
- BodyCreationSettings sensor_settings(new SphereShape(10.0f), Vec3(0, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
- sensor_settings.mIsSensor = true;
- Body &sensor = *mBodyInterface->CreateBody(sensor_settings);
- JPH_IF_DEBUG(sensor.SetDebugName("Sensor");)
- mSensorID = sensor.GetID();
- mBodyInterface->AddBody(mSensorID, EActivation::DontActivate);
- // Dynamic bodies
- for (int i = 0; i < 10; ++i)
- {
- Body &body = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(0.1f, 0.5f, 0.2f)), Vec3(-15.0f + i * 3.0f, 25, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- JPH_IF_DEBUG(body.SetDebugName("Body " + ConvertToString(i)));
- mBodyInterface->AddBody(body.GetID(), EActivation::Activate);
- }
- // Load ragdoll
- Ref<RagdollSettings> ragdoll_settings = RagdollLoader::sLoad("Assets/Human.tof", EMotionType::Dynamic);
- if (ragdoll_settings == nullptr)
- FatalError("Could not load ragdoll");
- // Load animation
- Ref<SkeletalAnimation> animation;
- if (!ObjectStreamIn::sReadObject("Assets/Human/Dead_Pose1.tof", animation))
- FatalError("Could not open animation");
- // Create pose
- SkeletonPose ragdoll_pose;
- ragdoll_pose.SetSkeleton(ragdoll_settings->GetSkeleton());
- animation->Sample(0.0f, ragdoll_pose);
- SkeletonPose::JointState &root = ragdoll_pose.GetJoint(0);
- root.mTranslation = Vec3(0, 30, 0);
- ragdoll_pose.CalculateJointMatrices();
- // Create ragdoll
- mRagdoll = ragdoll_settings->CreateRagdoll(1, nullptr, mPhysicsSystem);
- mRagdoll->SetPose(ragdoll_pose);
- mRagdoll->AddToPhysicsSystem(EActivation::Activate);
- // Create kinematic body
- BodyCreationSettings kinematic_settings(new BoxShape(Vec3(0.25f, 0.5f, 1.0f)), Vec3(-15, 10, 0), Quat::sIdentity(), EMotionType::Kinematic, Layers::MOVING);
- Body &kinematic = *mBodyInterface->CreateBody(kinematic_settings);
- mKinematicBodyID = kinematic.GetID();
- mBodyInterface->AddBody(kinematic.GetID(), EActivation::Activate);
- }
- void SensorTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
- {
- // Update time
- mTime += inParams.mDeltaTime;
- // Move kinematic body
- Vec3 kinematic_pos = Vec3(-15.0f * cos(mTime), 10, 0);
- mBodyInterface->MoveKinematic(mKinematicBodyID, kinematic_pos, Quat::sIdentity(), inParams.mDeltaTime);
- // Draw if the kinematic body is in the sensor
- if (mKinematicBodyInSensor)
- mDebugRenderer->DrawWireBox(mBodyInterface->GetTransformedShape(mKinematicBodyID).GetWorldSpaceBounds(), Color::sRed);
- // Apply forces to dynamic bodies in sensor
- lock_guard lock(mMutex);
- Vec3 center(0, 10, 0);
- float centrifugal_force = 10.0f;
- Vec3 gravity = mPhysicsSystem->GetGravity();
-
- for (const BodyAndCount &body_and_count : mBodiesInSensor)
- {
- BodyLockWrite body_lock(mPhysicsSystem->GetBodyLockInterface(), body_and_count.mBodyID);
- if (body_lock.Succeeded())
- {
- Body &body = body_lock.GetBody();
- // Calculate centrifugal acceleration
- Vec3 acceleration = center - body.GetPosition();
- float length = acceleration.Length();
- if (length > 0.0f)
- acceleration *= centrifugal_force / length;
- else
- acceleration = Vec3::sZero();
- // Draw acceleration
- mDebugRenderer->DrawArrow(body.GetPosition(), body.GetPosition() + acceleration, Color::sGreen, 0.1f);
- // Cancel gravity
- acceleration -= gravity;
- // Apply as force
- body.AddForce(acceleration / body.GetMotionProperties()->GetInverseMass());
- }
- }
- }
- void SensorTest::OnContactAdded(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings)
- {
- // Check which body is the sensor
- BodyID body_id;
- if (inBody1.GetID() == mSensorID)
- body_id = inBody2.GetID();
- else if (inBody2.GetID() == mSensorID)
- body_id = inBody1.GetID();
- else
- return;
- lock_guard lock(mMutex);
- if (body_id == mKinematicBodyID)
- {
- JPH_ASSERT(!mKinematicBodyInSensor);
- mKinematicBodyInSensor = true;
- }
- else
- {
- // Add to list and make sure that the list remains sorted for determinism (contacts can be added from multiple threads)
- BodyAndCount body_and_count { body_id, 1 };
- BodiesInSensor::iterator b = lower_bound(mBodiesInSensor.begin(), mBodiesInSensor.end(), body_and_count);
- if (b != mBodiesInSensor.end() && b->mBodyID == body_id)
- {
- // This is the right body, increment reference
- b->mCount++;
- return;
- }
- mBodiesInSensor.insert(b, body_and_count);
- }
- }
- void SensorTest::OnContactRemoved(const SubShapeIDPair &inSubShapePair)
- {
- // Check which body is the sensor
- BodyID body_id;
- if (inSubShapePair.GetBody1ID() == mSensorID)
- body_id = inSubShapePair.GetBody2ID();
- else if (inSubShapePair.GetBody2ID() == mSensorID)
- body_id = inSubShapePair.GetBody1ID();
- else
- return;
- lock_guard lock(mMutex);
- if (body_id == mKinematicBodyID)
- {
- JPH_ASSERT(mKinematicBodyInSensor);
- mKinematicBodyInSensor = false;
- }
- else
- {
- // Remove from list
- BodyAndCount body_and_count { body_id, 1 };
- BodiesInSensor::iterator b = lower_bound(mBodiesInSensor.begin(), mBodiesInSensor.end(), body_and_count);
- if (b != mBodiesInSensor.end() && b->mBodyID == body_id)
- {
- // This is the right body, increment reference
- JPH_ASSERT(b->mCount > 0);
- b->mCount--;
- // When last reference remove from the list
- if (b->mCount == 0)
- mBodiesInSensor.erase(b);
- return;
- }
- JPH_ASSERT(false, "Body pair not found");
- }
- }
- void SensorTest::SaveState(StateRecorder &inStream) const
- {
- inStream.Write(mTime);
- inStream.Write(mBodiesInSensor);
- inStream.Write(mKinematicBodyInSensor);
- }
- void SensorTest::RestoreState(StateRecorder &inStream)
- {
- inStream.Read(mTime);
- inStream.Read(mBodiesInSensor);
- inStream.Read(mKinematicBodyInSensor);
- }
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