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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/Rig/RigPileTest.h>
- #include <Jolt/Physics/PhysicsScene.h>
- #include <Jolt/Physics/Collision/RayCast.h>
- #include <Jolt/Physics/Collision/CastResult.h>
- #include <Jolt/Skeleton/Skeleton.h>
- #include <Jolt/Skeleton/SkeletalAnimation.h>
- #include <Jolt/Skeleton/SkeletonPose.h>
- #include <Jolt/Core/StringTools.h>
- #include <Jolt/ObjectStream/ObjectStreamIn.h>
- #include <Utils/RagdollLoader.h>
- #include <Application/DebugUI.h>
- #include <Layers.h>
- #include <Utils/Log.h>
- #include <random>
- JPH_IMPLEMENT_RTTI_VIRTUAL(RigPileTest)
- {
- JPH_ADD_BASE_CLASS(RigPileTest, Test)
- }
- const char *RigPileTest::sScenes[] =
- {
- "PerlinMesh",
- "PerlinHeightField",
- "Terrain1",
- "Terrain2",
- };
- #ifdef _DEBUG
- const char *RigPileTest::sSceneName = "PerlinMesh";
- #else
- const char *RigPileTest::sSceneName = "Terrain1";
- #endif
- RigPileTest::~RigPileTest()
- {
- for (Ragdoll *r : mRagdolls)
- r->RemoveFromPhysicsSystem();
- }
- void RigPileTest::Initialize()
- {
- if (strcmp(sSceneName, "PerlinMesh") == 0)
- {
- // Default terrain
- CreateMeshTerrain();
- }
- else if (strcmp(sSceneName, "PerlinHeightField") == 0)
- {
- // Default terrain
- CreateHeightFieldTerrain();
- }
- else
- {
- // Load scene
- Ref<PhysicsScene> scene;
- if (!ObjectStreamIn::sReadObject((String("Assets/") + sSceneName + ".bof").c_str(), scene))
- FatalError("Failed to load scene");
- for (BodyCreationSettings &body : scene->GetBodies())
- body.mObjectLayer = Layers::NON_MOVING;
- scene->FixInvalidScales();
- scene->CreateBodies(mPhysicsSystem);
- }
- // Load ragdoll
- Ref<RagdollSettings> settings = RagdollLoader::sLoad("Assets/Human.tof", EMotionType::Dynamic);
- // Load animation
- const int cAnimationCount = 4;
- Ref<SkeletalAnimation> animation[cAnimationCount];
- for (int i = 0; i < cAnimationCount; ++i)
- {
- if (!ObjectStreamIn::sReadObject(StringFormat("Assets/Human/Dead_Pose%d.tof", i + 1).c_str(), animation[i]))
- FatalError("Could not open animation");
- }
- const float cHorizontalSeparation = 4.0f;
- const float cVerticalSeparation = 0.6f;
- #ifdef _DEBUG
- const int cPileSize = 5;
- const int cNumRows = 2;
- const int cNumCols = 2;
- #else
- const int cPileSize = 10;
- const int cNumRows = 4;
- const int cNumCols = 4;
- #endif
- // Create piles
- default_random_engine random;
- uniform_real_distribution<float> angle(0.0f, JPH_PI);
- CollisionGroup::GroupID group_id = 1;
- for (int row = 0; row < cNumRows; ++row)
- for (int col = 0; col < cNumCols; ++col)
- {
- // Determine start location of ray
- Vec3 start = Vec3(cHorizontalSeparation * (col - (cNumCols - 1) / 2.0f), 100, cHorizontalSeparation * (row - (cNumRows - 1) / 2.0f));
- // Cast ray down to terrain
- RayCastResult hit;
- Vec3 ray_direction(0, -200, 0);
- RayCast ray { start, ray_direction };
- if (mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, hit, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::NON_MOVING), SpecifiedObjectLayerFilter(Layers::NON_MOVING)))
- start = start + hit.mFraction * ray_direction;
- for (int i = 0; i < cPileSize; ++i)
- {
- // Create ragdoll
- Ref<Ragdoll> ragdoll = settings->CreateRagdoll(group_id++, 0, mPhysicsSystem);
-
- // Sample pose
- SkeletonPose pose;
- pose.SetSkeleton(settings->GetSkeleton());
- animation[random() % cAnimationCount]->Sample(0.0f, pose);
- // Override root
- SkeletonPose::JointState &root = pose.GetJoint(0);
- root.mTranslation = start + Vec3(0, cVerticalSeparation * (i + 1), 0);
- root.mRotation = Quat::sRotation(Vec3::sAxisY(), angle(random)) * root.mRotation;
- pose.CalculateJointMatrices();
- // Drive to pose
- ragdoll->SetPose(pose);
- ragdoll->DriveToPoseUsingMotors(pose);
- ragdoll->AddToPhysicsSystem(EActivation::Activate);
- mRagdolls.push_back(ragdoll);
- }
- }
- }
- void RigPileTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
- {
- inUI->CreateTextButton(inSubMenu, "Select Scene", [this, inUI]() {
- UIElement *scene_name = inUI->CreateMenu();
- for (uint i = 0; i < size(sScenes); ++i)
- inUI->CreateTextButton(scene_name, sScenes[i], [this, i]() { sSceneName = sScenes[i]; RestartTest(); });
- inUI->ShowMenu(scene_name);
- });
- }
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