RigPileTest.cpp 4.7 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/Rig/RigPileTest.h>
  6. #include <Jolt/Physics/PhysicsScene.h>
  7. #include <Jolt/Physics/Collision/RayCast.h>
  8. #include <Jolt/Physics/Collision/CastResult.h>
  9. #include <Jolt/Skeleton/Skeleton.h>
  10. #include <Jolt/Skeleton/SkeletalAnimation.h>
  11. #include <Jolt/Skeleton/SkeletonPose.h>
  12. #include <Jolt/Core/StringTools.h>
  13. #include <Jolt/ObjectStream/ObjectStreamIn.h>
  14. #include <Utils/RagdollLoader.h>
  15. #include <Application/DebugUI.h>
  16. #include <Layers.h>
  17. #include <Utils/Log.h>
  18. #include <Utils/AssetStream.h>
  19. #include <random>
  20. JPH_IMPLEMENT_RTTI_VIRTUAL(RigPileTest)
  21. {
  22. JPH_ADD_BASE_CLASS(RigPileTest, Test)
  23. }
  24. const char *RigPileTest::sScenes[] =
  25. {
  26. "PerlinMesh",
  27. "PerlinHeightField",
  28. "Terrain1",
  29. "Terrain2",
  30. };
  31. #ifdef JPH_DEBUG
  32. const char *RigPileTest::sSceneName = "PerlinMesh";
  33. int RigPileTest::sPileSize = 5;
  34. int RigPileTest::sNumPilesPerAxis = 2;
  35. #else
  36. const char *RigPileTest::sSceneName = "Terrain1";
  37. int RigPileTest::sPileSize = 10;
  38. int RigPileTest::sNumPilesPerAxis = 4;
  39. #endif
  40. RigPileTest::~RigPileTest()
  41. {
  42. for (Ragdoll *r : mRagdolls)
  43. r->RemoveFromPhysicsSystem();
  44. }
  45. void RigPileTest::Initialize()
  46. {
  47. if (strcmp(sSceneName, "PerlinMesh") == 0)
  48. {
  49. // Default terrain
  50. CreateMeshTerrain();
  51. }
  52. else if (strcmp(sSceneName, "PerlinHeightField") == 0)
  53. {
  54. // Default terrain
  55. CreateHeightFieldTerrain();
  56. }
  57. else
  58. {
  59. // Load scene
  60. Ref<PhysicsScene> scene;
  61. AssetStream stream(String(sSceneName) + ".bof", std::ios::in | std::ios::binary);
  62. if (!ObjectStreamIn::sReadObject(stream.Get(), scene))
  63. FatalError("Failed to load scene");
  64. for (BodyCreationSettings &body : scene->GetBodies())
  65. body.mObjectLayer = Layers::NON_MOVING;
  66. scene->FixInvalidScales();
  67. scene->CreateBodies(mPhysicsSystem);
  68. }
  69. // Load ragdoll
  70. Ref<RagdollSettings> settings = RagdollLoader::sLoad("Human.tof", EMotionType::Dynamic);
  71. // Load animation
  72. const int cAnimationCount = 4;
  73. Ref<SkeletalAnimation> animation[cAnimationCount];
  74. for (int i = 0; i < cAnimationCount; ++i)
  75. {
  76. AssetStream stream(StringFormat("Human/dead_pose%d.tof", i + 1), std::ios::in);
  77. if (!ObjectStreamIn::sReadObject(stream.Get(), animation[i]))
  78. FatalError("Could not open animation");
  79. }
  80. const float cHorizontalSeparation = 4.0f;
  81. const float cVerticalSeparation = 0.6f;
  82. // Limit the size of the piles so we don't go over 160 ragdolls
  83. int pile_size = min(sPileSize, 160 / Square(sNumPilesPerAxis));
  84. // Create piles
  85. default_random_engine random;
  86. uniform_real_distribution<float> angle(0.0f, JPH_PI);
  87. CollisionGroup::GroupID group_id = 1;
  88. for (int row = 0; row < sNumPilesPerAxis; ++row)
  89. for (int col = 0; col < sNumPilesPerAxis; ++col)
  90. {
  91. // Determine start location of ray
  92. RVec3 start = RVec3(cHorizontalSeparation * (col - (sNumPilesPerAxis - 1) / 2.0f), 100, cHorizontalSeparation * (row - (sNumPilesPerAxis - 1) / 2.0f));
  93. // Cast ray down to terrain
  94. RayCastResult hit;
  95. Vec3 ray_direction(0, -200, 0);
  96. RRayCast ray { start, ray_direction };
  97. if (mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, hit, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::NON_MOVING), SpecifiedObjectLayerFilter(Layers::NON_MOVING)))
  98. start = ray.GetPointOnRay(hit.mFraction);
  99. for (int i = 0; i < pile_size; ++i)
  100. {
  101. // Create ragdoll
  102. Ref<Ragdoll> ragdoll = settings->CreateRagdoll(group_id++, 0, mPhysicsSystem);
  103. // Sample pose
  104. SkeletonPose pose;
  105. pose.SetSkeleton(settings->GetSkeleton());
  106. animation[random() % cAnimationCount]->Sample(0.0f, pose);
  107. // Override root
  108. pose.SetRootOffset(start);
  109. SkeletonPose::JointState &root = pose.GetJoint(0);
  110. root.mTranslation = Vec3(0, cVerticalSeparation * (i + 1), 0);
  111. root.mRotation = Quat::sRotation(Vec3::sAxisY(), angle(random)) * root.mRotation;
  112. pose.CalculateJointMatrices();
  113. // Drive to pose
  114. ragdoll->SetPose(pose);
  115. ragdoll->DriveToPoseUsingMotors(pose);
  116. ragdoll->AddToPhysicsSystem(EActivation::Activate);
  117. mRagdolls.push_back(ragdoll);
  118. }
  119. }
  120. }
  121. void RigPileTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
  122. {
  123. inUI->CreateTextButton(inSubMenu, "Select Scene", [this, inUI]() {
  124. UIElement *scene_name = inUI->CreateMenu();
  125. for (uint i = 0; i < size(sScenes); ++i)
  126. inUI->CreateTextButton(scene_name, sScenes[i], [this, i]() { sSceneName = sScenes[i]; RestartTest(); });
  127. inUI->ShowMenu(scene_name);
  128. });
  129. inUI->CreateSlider(inSubMenu, "Num Ragdolls Per Pile", float(sPileSize), 1, 160, 1, [](float inValue) { sPileSize = (int)inValue; });
  130. inUI->CreateSlider(inSubMenu, "Num Piles Per Axis", float(sNumPilesPerAxis), 1, 4, 1, [](float inValue) { sNumPilesPerAxis = (int)inValue; });
  131. }