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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/Vehicle/VehicleConstraintTest.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/Shape/OffsetCenterOfMassShape.h>
- #include <Jolt/Physics/Vehicle/WheeledVehicleController.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Application/DebugUI.h>
- #include <Layers.h>
- #include <Renderer/DebugRendererImp.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(VehicleConstraintTest)
- {
- JPH_ADD_BASE_CLASS(VehicleConstraintTest, VehicleTest)
- }
- VehicleConstraintTest::~VehicleConstraintTest()
- {
- mPhysicsSystem->RemoveStepListener(mVehicleConstraint);
- }
- void VehicleConstraintTest::Initialize()
- {
- VehicleTest::Initialize();
- const float wheel_radius = 0.3f;
- const float wheel_width = 0.1f;
- const float half_vehicle_length = 2.0f;
- const float half_vehicle_width = 0.9f;
- const float half_vehicle_height = 0.2f;
- // Create collision testers
- mTesters[0] = new VehicleCollisionTesterRay(Layers::MOVING);
- mTesters[1] = new VehicleCollisionTesterCastSphere(Layers::MOVING, 0.5f * wheel_width);
- mTesters[2] = new VehicleCollisionTesterCastCylinder(Layers::MOVING);
- // Create vehicle body
- RVec3 position(0, 2, 0);
- RefConst<Shape> car_shape = OffsetCenterOfMassShapeSettings(Vec3(0, -half_vehicle_height, 0), new BoxShape(Vec3(half_vehicle_width, half_vehicle_height, half_vehicle_length))).Create().Get();
- BodyCreationSettings car_body_settings(car_shape, position, Quat::sRotation(Vec3::sAxisZ(), sInitialRollAngle), EMotionType::Dynamic, Layers::MOVING);
- car_body_settings.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
- car_body_settings.mMassPropertiesOverride.mMass = 1500.0f;
- mCarBody = mBodyInterface->CreateBody(car_body_settings);
- mBodyInterface->AddBody(mCarBody->GetID(), EActivation::Activate);
- // Create vehicle constraint
- VehicleConstraintSettings vehicle;
- vehicle.mDrawConstraintSize = 0.1f;
- vehicle.mMaxPitchRollAngle = sMaxRollAngle;
- // Suspension direction
- Vec3 front_suspension_dir = Vec3(Tan(sFrontSuspensionSidewaysAngle), -1, Tan(sFrontSuspensionForwardAngle)).Normalized();
- Vec3 front_steering_axis = Vec3(-Tan(sFrontKingPinAngle), 1, -Tan(sFrontCasterAngle)).Normalized();
- Vec3 front_wheel_up = Vec3(Sin(sFrontCamber), Cos(sFrontCamber), 0);
- Vec3 front_wheel_forward = Vec3(-Sin(sFrontToe), 0, Cos(sFrontToe));
- Vec3 rear_suspension_dir = Vec3(Tan(sRearSuspensionSidewaysAngle), -1, Tan(sRearSuspensionForwardAngle)).Normalized();
- Vec3 rear_steering_axis = Vec3(-Tan(sRearKingPinAngle), 1, -Tan(sRearCasterAngle)).Normalized();
- Vec3 rear_wheel_up = Vec3(Sin(sRearCamber), Cos(sRearCamber), 0);
- Vec3 rear_wheel_forward = Vec3(-Sin(sRearToe), 0, Cos(sRearToe));
- Vec3 flip_x(-1, 1, 1);
- // Wheels, left front
- WheelSettingsWV *w1 = new WheelSettingsWV;
- w1->mPosition = Vec3(half_vehicle_width, -0.9f * half_vehicle_height, half_vehicle_length - 2.0f * wheel_radius);
- w1->mSuspensionDirection = front_suspension_dir;
- w1->mSteeringAxis = front_steering_axis;
- w1->mWheelUp = front_wheel_up;
- w1->mWheelForward = front_wheel_forward;
- w1->mSuspensionMinLength = sFrontSuspensionMinLength;
- w1->mSuspensionMaxLength = sFrontSuspensionMaxLength;
- w1->mSuspensionSpring.mFrequency = sFrontSuspensionFrequency;
- w1->mSuspensionSpring.mDamping = sFrontSuspensionDamping;
- w1->mMaxSteerAngle = sMaxSteeringAngle;
- w1->mMaxHandBrakeTorque = 0.0f; // Front wheel doesn't have hand brake
- // Right front
- WheelSettingsWV *w2 = new WheelSettingsWV;
- w2->mPosition = Vec3(-half_vehicle_width, -0.9f * half_vehicle_height, half_vehicle_length - 2.0f * wheel_radius);
- w2->mSuspensionDirection = flip_x * front_suspension_dir;
- w2->mSteeringAxis = flip_x * front_steering_axis;
- w2->mWheelUp = flip_x * front_wheel_up;
- w2->mWheelForward = flip_x * front_wheel_forward;
- w2->mSuspensionMinLength = sFrontSuspensionMinLength;
- w2->mSuspensionMaxLength = sFrontSuspensionMaxLength;
- w2->mSuspensionSpring.mFrequency = sFrontSuspensionFrequency;
- w2->mSuspensionSpring.mDamping = sFrontSuspensionDamping;
- w2->mMaxSteerAngle = sMaxSteeringAngle;
- w2->mMaxHandBrakeTorque = 0.0f; // Front wheel doesn't have hand brake
- // Left rear
- WheelSettingsWV *w3 = new WheelSettingsWV;
- w3->mPosition = Vec3(half_vehicle_width, -0.9f * half_vehicle_height, -half_vehicle_length + 2.0f * wheel_radius);
- w3->mSuspensionDirection = rear_suspension_dir;
- w3->mSteeringAxis = rear_steering_axis;
- w3->mWheelUp = rear_wheel_up;
- w3->mWheelForward = rear_wheel_forward;
- w3->mSuspensionMinLength = sRearSuspensionMinLength;
- w3->mSuspensionMaxLength = sRearSuspensionMaxLength;
- w3->mSuspensionSpring.mFrequency = sRearSuspensionFrequency;
- w3->mSuspensionSpring.mDamping = sRearSuspensionDamping;
- w3->mMaxSteerAngle = 0.0f;
- // Right rear
- WheelSettingsWV *w4 = new WheelSettingsWV;
- w4->mPosition = Vec3(-half_vehicle_width, -0.9f * half_vehicle_height, -half_vehicle_length + 2.0f * wheel_radius);
- w4->mSuspensionDirection = flip_x * rear_suspension_dir;
- w4->mSteeringAxis = flip_x * rear_steering_axis;
- w4->mWheelUp = flip_x * rear_wheel_up;
- w4->mWheelForward = flip_x * rear_wheel_forward;
- w4->mSuspensionMinLength = sRearSuspensionMinLength;
- w4->mSuspensionMaxLength = sRearSuspensionMaxLength;
- w4->mSuspensionSpring.mFrequency = sRearSuspensionFrequency;
- w4->mSuspensionSpring.mDamping = sRearSuspensionDamping;
- w4->mMaxSteerAngle = 0.0f;
- vehicle.mWheels = { w1, w2, w3, w4 };
- for (WheelSettings *w : vehicle.mWheels)
- {
- w->mRadius = wheel_radius;
- w->mWidth = wheel_width;
- }
- WheeledVehicleControllerSettings *controller = new WheeledVehicleControllerSettings;
- vehicle.mController = controller;
- // Differential
- controller->mDifferentials.resize(sFourWheelDrive? 2 : 1);
- controller->mDifferentials[0].mLeftWheel = 0;
- controller->mDifferentials[0].mRightWheel = 1;
- if (sFourWheelDrive)
- {
- controller->mDifferentials[1].mLeftWheel = 2;
- controller->mDifferentials[1].mRightWheel = 3;
- // Split engine torque
- controller->mDifferentials[0].mEngineTorqueRatio = controller->mDifferentials[1].mEngineTorqueRatio = 0.5f;
- }
- // Anti rollbars
- if (sAntiRollbar)
- {
- vehicle.mAntiRollBars.resize(2);
- vehicle.mAntiRollBars[0].mLeftWheel = 0;
- vehicle.mAntiRollBars[0].mRightWheel = 1;
- vehicle.mAntiRollBars[1].mLeftWheel = 2;
- vehicle.mAntiRollBars[1].mRightWheel = 3;
- }
- mVehicleConstraint = new VehicleConstraint(*mCarBody, vehicle);
- mPhysicsSystem->AddConstraint(mVehicleConstraint);
- mPhysicsSystem->AddStepListener(mVehicleConstraint);
- }
- void VehicleConstraintTest::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;
- // Check if we're reversing direction
- mBrake = 0.0f;
- if (mPreviousForward * mForward < 0.0f)
- {
- // Get vehicle velocity in local space to the body of the vehicle
- float velocity = (mCarBody->GetRotation().Conjugated() * mCarBody->GetLinearVelocity()).GetZ();
- if ((mForward > 0.0f && velocity < -0.1f) || (mForward < 0.0f && velocity > 0.1f))
- {
- // Brake while we've not stopped yet
- mForward = 0.0f;
- mBrake = 1.0f;
- }
- else
- {
- // When we've come to a stop, accept the new direction
- mPreviousForward = mForward;
- }
- }
- // Hand brake will cancel gas pedal
- mHandBrake = 0.0f;
- if (inParams.mKeyboard->IsKeyPressed(DIK_Z))
- {
- mForward = 0.0f;
- mHandBrake = 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;
- }
- void VehicleConstraintTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
- {
- VehicleTest::PrePhysicsUpdate(inParams);
- // On user input, assure that the car is active
- if (mRight != 0.0f || mForward != 0.0f || mBrake != 0.0f || mHandBrake != 0.0f)
- mBodyInterface->ActivateBody(mCarBody->GetID());
- WheeledVehicleController *controller = static_cast<WheeledVehicleController *>(mVehicleConstraint->GetController());
- // Update vehicle statistics
- controller->GetEngine().mMaxTorque = sMaxEngineTorque;
- controller->GetTransmission().mClutchStrength = sClutchStrength;
- // Set slip ratios to the same for everything
- float limited_slip_ratio = sLimitedSlipDifferentials? 1.4f : FLT_MAX;
- controller->SetDifferentialLimitedSlipRatio(limited_slip_ratio);
- for (VehicleDifferentialSettings &d : controller->GetDifferentials())
- d.mLimitedSlipRatio = limited_slip_ratio;
- // Pass the input on to the constraint
- controller->SetDriverInput(mForward, mRight, mBrake, mHandBrake);
- // Set the collision tester
- mVehicleConstraint->SetVehicleCollisionTester(mTesters[sCollisionMode]);
- // Draw our wheels (this needs to be done in the pre update since we draw the bodies too in the state before the step)
- for (uint w = 0; w < 4; ++w)
- {
- const WheelSettings *settings = mVehicleConstraint->GetWheels()[w]->GetSettings();
- RMat44 wheel_transform = mVehicleConstraint->GetWheelWorldTransform(w, Vec3::sAxisY(), Vec3::sAxisX()); // The cyclinder we draw is aligned with Y so we specify that as rotational axis
- mDebugRenderer->DrawCylinder(wheel_transform, 0.5f * settings->mWidth, settings->mRadius, Color::sGreen);
- }
- }
- void VehicleConstraintTest::SaveInputState(StateRecorder &inStream) const
- {
- inStream.Write(mForward);
- inStream.Write(mPreviousForward);
- inStream.Write(mRight);
- inStream.Write(mBrake);
- inStream.Write(mHandBrake);
- }
- void VehicleConstraintTest::RestoreInputState(StateRecorder &inStream)
- {
- inStream.Read(mForward);
- inStream.Read(mPreviousForward);
- inStream.Read(mRight);
- inStream.Read(mBrake);
- inStream.Read(mHandBrake);
- }
- void VehicleConstraintTest::GetInitialCamera(CameraState &ioState) const
- {
- // Position camera behind car
- RVec3 cam_tgt = RVec3(0, 0, 5);
- ioState.mPos = RVec3(0, 2.5f, -5);
- ioState.mForward = Vec3(cam_tgt - ioState.mPos).Normalized();
- }
- RMat44 VehicleConstraintTest::GetCameraPivot(float inCameraHeading, float inCameraPitch) const
- {
- // Pivot is center of car and rotates with car around Y axis only
- Vec3 fwd = mCarBody->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);
- return RMat44(Vec4(right, 0), Vec4(up, 0), Vec4(fwd, 0), mCarBody->GetPosition());
- }
- void VehicleConstraintTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
- {
- VehicleTest::CreateSettingsMenu(inUI, inSubMenu);
- inUI->CreateSlider(inSubMenu, "Initial Roll Angle", RadiansToDegrees(sInitialRollAngle), 0.0f, 90.0f, 1.0f, [](float inValue) { sInitialRollAngle = DegreesToRadians(inValue); });
- inUI->CreateSlider(inSubMenu, "Max Roll Angle", RadiansToDegrees(sMaxRollAngle), 0.0f, 90.0f, 1.0f, [](float inValue) { sMaxRollAngle = DegreesToRadians(inValue); });
- inUI->CreateSlider(inSubMenu, "Max Steering Angle", RadiansToDegrees(sMaxSteeringAngle), 0.0f, 90.0f, 1.0f, [](float inValue) { sMaxSteeringAngle = DegreesToRadians(inValue); });
- inUI->CreateComboBox(inSubMenu, "Collision Mode", { "Ray", "Cast Sphere", "Cast Cylinder" }, sCollisionMode, [](int inItem) { sCollisionMode = inItem; });
- inUI->CreateCheckBox(inSubMenu, "4 Wheel Drive", sFourWheelDrive, [](UICheckBox::EState inState) { sFourWheelDrive = inState == UICheckBox::STATE_CHECKED; });
- inUI->CreateCheckBox(inSubMenu, "Anti Rollbars", sAntiRollbar, [](UICheckBox::EState inState) { sAntiRollbar = inState == UICheckBox::STATE_CHECKED; });
- inUI->CreateCheckBox(inSubMenu, "Limited Slip Differentials", sLimitedSlipDifferentials, [](UICheckBox::EState inState) { sLimitedSlipDifferentials = inState == UICheckBox::STATE_CHECKED; });
- inUI->CreateSlider(inSubMenu, "Max Engine Torque", float(sMaxEngineTorque), 100.0f, 2000.0f, 10.0f, [](float inValue) { sMaxEngineTorque = inValue; });
- inUI->CreateSlider(inSubMenu, "Clutch Strength", float(sClutchStrength), 1.0f, 40.0f, 1.0f, [](float inValue) { sClutchStrength = inValue; });
- inUI->CreateSlider(inSubMenu, "Front Caster Angle", RadiansToDegrees(sFrontCasterAngle), -89.0f, 89.0f, 1.0f, [](float inValue) { sFrontCasterAngle = DegreesToRadians(inValue); });
- inUI->CreateSlider(inSubMenu, "Front King Pin Angle", RadiansToDegrees(sFrontKingPinAngle), -89.0f, 89.0f, 1.0f, [](float inValue) { sFrontKingPinAngle = DegreesToRadians(inValue); });
- inUI->CreateSlider(inSubMenu, "Front Camber", RadiansToDegrees(sFrontCamber), -89.0f, 89.0f, 1.0f, [](float inValue) { sFrontCamber = DegreesToRadians(inValue); });
- inUI->CreateSlider(inSubMenu, "Front Toe", RadiansToDegrees(sFrontToe), -89.0f, 89.0f, 1.0f, [](float inValue) { sFrontToe = DegreesToRadians(inValue); });
- inUI->CreateSlider(inSubMenu, "Front Suspension Forward Angle", RadiansToDegrees(sFrontSuspensionForwardAngle), -89.0f, 89.0f, 1.0f, [](float inValue) { sFrontSuspensionForwardAngle = DegreesToRadians(inValue); });
- inUI->CreateSlider(inSubMenu, "Front Suspension Sideways Angle", RadiansToDegrees(sFrontSuspensionSidewaysAngle), -89.0f, 89.0f, 1.0f, [](float inValue) { sFrontSuspensionSidewaysAngle = DegreesToRadians(inValue); });
- inUI->CreateSlider(inSubMenu, "Front Suspension Min Length", sFrontSuspensionMinLength, 0.0f, 3.0f, 0.01f, [](float inValue) { sFrontSuspensionMinLength = inValue; });
- inUI->CreateSlider(inSubMenu, "Front Suspension Max Length", sFrontSuspensionMaxLength, 0.0f, 3.0f, 0.01f, [](float inValue) { sFrontSuspensionMaxLength = inValue; });
- inUI->CreateSlider(inSubMenu, "Front Suspension Frequency", sFrontSuspensionFrequency, 0.1f, 5.0f, 0.01f, [](float inValue) { sFrontSuspensionFrequency = inValue; });
- inUI->CreateSlider(inSubMenu, "Front Suspension Damping", sFrontSuspensionDamping, 0.0f, 2.0f, 0.01f, [](float inValue) { sFrontSuspensionDamping = inValue; });
- inUI->CreateSlider(inSubMenu, "Rear Caster Angle", RadiansToDegrees(sRearCasterAngle), -89.0f, 89.0f, 1.0f, [](float inValue) { sRearCasterAngle = DegreesToRadians(inValue); });
- inUI->CreateSlider(inSubMenu, "Rear King Pin Angle", RadiansToDegrees(sRearKingPinAngle), -89.0f, 89.0f, 1.0f, [](float inValue) { sRearKingPinAngle = DegreesToRadians(inValue); });
- inUI->CreateSlider(inSubMenu, "Rear Camber", RadiansToDegrees(sRearCamber), -89.0f, 89.0f, 1.0f, [](float inValue) { sRearCamber = DegreesToRadians(inValue); });
- inUI->CreateSlider(inSubMenu, "Rear Toe", RadiansToDegrees(sRearToe), -89.0f, 89.0f, 1.0f, [](float inValue) { sRearToe = DegreesToRadians(inValue); });
- inUI->CreateSlider(inSubMenu, "Rear Suspension Forward Angle", RadiansToDegrees(sRearSuspensionForwardAngle), -89.0f, 89.0f, 1.0f, [](float inValue) { sRearSuspensionForwardAngle = DegreesToRadians(inValue); });
- inUI->CreateSlider(inSubMenu, "Rear Suspension Sideways Angle", RadiansToDegrees(sRearSuspensionSidewaysAngle), -89.0f, 89.0f, 1.0f, [](float inValue) { sRearSuspensionSidewaysAngle = DegreesToRadians(inValue); });
- inUI->CreateSlider(inSubMenu, "Rear Suspension Min Length", sRearSuspensionMinLength, 0.0f, 3.0f, 0.01f, [](float inValue) { sRearSuspensionMinLength = inValue; });
- inUI->CreateSlider(inSubMenu, "Rear Suspension Max Length", sRearSuspensionMaxLength, 0.0f, 3.0f, 0.01f, [](float inValue) { sRearSuspensionMaxLength = inValue; });
- inUI->CreateSlider(inSubMenu, "Rear Suspension Frequency", sRearSuspensionFrequency, 0.1f, 5.0f, 0.01f, [](float inValue) { sRearSuspensionFrequency = inValue; });
- inUI->CreateSlider(inSubMenu, "Rear Suspension Damping", sRearSuspensionDamping, 0.0f, 2.0f, 0.01f, [](float inValue) { sRearSuspensionDamping = inValue; });
- inUI->CreateTextButton(inSubMenu, "Accept", [this]() { RestartTest(); });
- }
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