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