RigPileTest.cpp 4.0 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 <Physics/PhysicsScene.h>
  6. #include <Physics/Collision/RayCast.h>
  7. #include <Physics/Collision/CastResult.h>
  8. #include <Skeleton/Skeleton.h>
  9. #include <Skeleton/SkeletalAnimation.h>
  10. #include <Skeleton/SkeletonPose.h>
  11. #include <Utils/RagdollLoader.h>
  12. #include <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. scene->FixInvalidScales();
  57. scene->CreateBodies(mPhysicsSystem);
  58. }
  59. // Load ragdoll
  60. Ref<RagdollSettings> settings = RagdollLoader::sLoad("Assets/Human.tof", EMotionType::Dynamic);
  61. // Load animation
  62. const int cAnimationCount = 4;
  63. Ref<SkeletalAnimation> animation[cAnimationCount];
  64. for (int i = 0; i < cAnimationCount; ++i)
  65. {
  66. if (!ObjectStreamIn::sReadObject(StringFormat("Assets/Human/Dead_Pose%d.tof", i + 1).c_str(), animation[i]))
  67. FatalError("Could not open animation");
  68. }
  69. const float cHorizontalSeparation = 4.0f;
  70. const float cVerticalSeparation = 0.6f;
  71. #ifdef _DEBUG
  72. const int cPileSize = 5;
  73. const int cNumRows = 2;
  74. const int cNumCols = 2;
  75. #else
  76. const int cPileSize = 10;
  77. const int cNumRows = 4;
  78. const int cNumCols = 4;
  79. #endif
  80. // Create piles
  81. default_random_engine random;
  82. uniform_real_distribution<float> angle(0.0f, JPH_PI);
  83. CollisionGroup::GroupID group_id = 1;
  84. for (int row = 0; row < cNumRows; ++row)
  85. for (int col = 0; col < cNumCols; ++col)
  86. {
  87. // Determine start location of ray
  88. Vec3 start = Vec3(cHorizontalSeparation * (col - (cNumCols - 1) / 2.0f), 100, cHorizontalSeparation * (row - (cNumRows - 1) / 2.0f));
  89. // Cast ray down to terrain
  90. RayCastResult hit;
  91. Vec3 ray_direction(0, -200, 0);
  92. RayCast ray { start, ray_direction };
  93. if (mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, hit, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::NON_MOVING), SpecifiedObjectLayerFilter(Layers::NON_MOVING)))
  94. start = start + hit.mFraction * ray_direction;
  95. for (int i = 0; i < cPileSize; ++i)
  96. {
  97. // Create ragdoll
  98. Ref<Ragdoll> ragdoll = settings->CreateRagdoll(group_id++, nullptr, mPhysicsSystem);
  99. // Sample pose
  100. SkeletonPose pose;
  101. pose.SetSkeleton(settings->GetSkeleton());
  102. animation[random() % cAnimationCount]->Sample(0.0f, pose);
  103. // Override root
  104. SkeletonPose::JointState &root = pose.GetJoint(0);
  105. root.mTranslation = start + Vec3(0, cVerticalSeparation * (i + 1), 0);
  106. root.mRotation = Quat::sRotation(Vec3::sAxisY(), angle(random)) * root.mRotation;
  107. pose.CalculateJointMatrices();
  108. // Drive to pose
  109. ragdoll->SetPose(pose);
  110. ragdoll->DriveToPoseUsingMotors(pose);
  111. ragdoll->AddToPhysicsSystem(EActivation::Activate);
  112. mRagdolls.push_back(ragdoll);
  113. }
  114. }
  115. }
  116. void RigPileTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
  117. {
  118. inUI->CreateTextButton(inSubMenu, "Select Scene", [this, inUI]() {
  119. UIElement *scene_name = inUI->CreateMenu();
  120. for (uint i = 0; i < size(sScenes); ++i)
  121. inUI->CreateTextButton(scene_name, sScenes[i], [this, i]() { sSceneName = sScenes[i]; RestartTest(); });
  122. inUI->ShowMenu(scene_name);
  123. });
  124. }