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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/Vehicle/TankTest.h>
- #include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
- #include <Jolt/Physics/Collision/RayCast.h>
- #include <Jolt/Physics/Collision/CastResult.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/Shape/CylinderShape.h>
- #include <Jolt/Physics/Collision/Shape/SphereShape.h>
- #include <Jolt/Physics/Collision/Shape/OffsetCenterOfMassShape.h>
- #include <Jolt/Physics/Vehicle/TrackedVehicleController.h>
- #include <Jolt/Physics/Collision/GroupFilterTable.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Application/DebugUI.h>
- #include <Layers.h>
- #include <Renderer/DebugRendererImp.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(TankTest)
- {
- JPH_ADD_BASE_CLASS(TankTest, VehicleTest)
- }
- TankTest::~TankTest()
- {
- mPhysicsSystem->RemoveStepListener(mVehicleConstraint);
- }
- void TankTest::Initialize()
- {
- VehicleTest::Initialize();
- const float wheel_radius = 0.3f;
- const float wheel_width = 0.1f;
- const float half_vehicle_length = 3.2f;
- const float half_vehicle_width = 1.7f;
- const float half_vehicle_height = 0.5f;
- const float suspension_min_length = 0.3f;
- const float suspension_max_length = 0.5f;
- const float suspension_frequency = 1.0f;
- const float half_turret_width = 1.4f;
- const float half_turret_length = 2.0f;
- const float half_turret_height = 0.4f;
- const float half_barrel_length = 1.5f;
- const float barrel_radius = 0.1f;
- const float barrel_rotation_offset = 0.2f;
- static Vec3 wheel_pos[] = {
- Vec3(0.0f, -0.0f, 2.95f),
- Vec3(0.0f, -0.3f, 2.1f),
- Vec3(0.0f, -0.3f, 1.4f),
- Vec3(0.0f, -0.3f, 0.7f),
- Vec3(0.0f, -0.3f, 0.0f),
- Vec3(0.0f, -0.3f, -0.7f),
- Vec3(0.0f, -0.3f, -1.4f),
- Vec3(0.0f, -0.3f, -2.1f),
- Vec3(0.0f, -0.0f, -2.75f),
- };
- // Create filter to prevent body, turret and barrel from colliding
- GroupFilter *filter = new GroupFilterTable;
- // Create tank body
- Vec3 body_position(0, 2, 0);
- RefConst<Shape> tank_body_shape = OffsetCenterOfMassShapeSettings(Vec3(0, -half_vehicle_height, 0), new BoxShape(Vec3(half_vehicle_width, half_vehicle_height, half_vehicle_length))).Create().Get();
- BodyCreationSettings tank_body_settings(tank_body_shape, body_position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
- tank_body_settings.mCollisionGroup.SetGroupFilter(filter);
- tank_body_settings.mCollisionGroup.SetGroupID(0);
- tank_body_settings.mCollisionGroup.SetSubGroupID(0);
- tank_body_settings.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
- tank_body_settings.mMassPropertiesOverride.mMass = 4000.0f;
- mTankBody = mBodyInterface->CreateBody(tank_body_settings);
- mBodyInterface->AddBody(mTankBody->GetID(), EActivation::Activate);
- // Create vehicle constraint
- VehicleConstraintSettings vehicle;
- vehicle.mDrawConstraintSize = 0.1f;
- vehicle.mMaxPitchRollAngle = DegreesToRadians(60.0f);
- TrackedVehicleControllerSettings *controller = new TrackedVehicleControllerSettings;
- vehicle.mController = controller;
- for (int t = 0; t < 2; ++t)
- {
- VehicleTrackSettings &track = controller->mTracks[t];
- // Last wheel is driven wheel
- track.mDrivenWheel = (uint)(vehicle.mWheels.size() + size(wheel_pos) - 1);
- for (uint wheel = 0; wheel < size(wheel_pos); ++wheel)
- {
- WheelSettingsTV *w = new WheelSettingsTV;
- w->mPosition = wheel_pos[wheel];
- w->mPosition.SetX(t == 0? half_vehicle_width : -half_vehicle_width);
- w->mRadius = wheel_radius;
- w->mWidth = wheel_width;
- w->mSuspensionMinLength = suspension_min_length;
- w->mSuspensionMaxLength = wheel == 0 || wheel == size(wheel_pos) - 1? suspension_min_length : suspension_max_length;
- w->mSuspensionFrequency = suspension_frequency;
- // Add the wheel to the vehicle
- track.mWheels.push_back((uint)vehicle.mWheels.size());
- vehicle.mWheels.push_back(w);
- }
- }
- mVehicleConstraint = new VehicleConstraint(*mTankBody, vehicle);
- mVehicleConstraint->SetVehicleCollisionTester(new VehicleCollisionTesterRay(Layers::MOVING));
- #ifdef JPH_DEBUG_RENDERER
- static_cast<TrackedVehicleController *>(mVehicleConstraint->GetController())->SetRPMMeter(Vec3(0, 2, 0), 0.5f);
- #endif // JPH_DEBUG_RENDERER
- mPhysicsSystem->AddConstraint(mVehicleConstraint);
- mPhysicsSystem->AddStepListener(mVehicleConstraint);
- // Create turret
- Vec3 turret_position = body_position + Vec3(0, half_vehicle_height + half_turret_height, 0);
- BodyCreationSettings turret_body_setings(new BoxShape(Vec3(half_turret_width, half_turret_height, half_turret_length)), turret_position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
- turret_body_setings.mCollisionGroup.SetGroupFilter(filter);
- turret_body_setings.mCollisionGroup.SetGroupID(0);
- turret_body_setings.mCollisionGroup.SetSubGroupID(0);
- turret_body_setings.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
- turret_body_setings.mMassPropertiesOverride.mMass = 2000.0f;
- mTurretBody = mBodyInterface->CreateBody(turret_body_setings);
- mBodyInterface->AddBody(mTurretBody->GetID(), EActivation::Activate);
- // Attach turret to body
- HingeConstraintSettings turret_hinge;
- turret_hinge.mPoint1 = turret_hinge.mPoint2 = body_position + Vec3(0, half_vehicle_height, 0);
- turret_hinge.mHingeAxis1 = turret_hinge.mHingeAxis2 = Vec3::sAxisY();
- turret_hinge.mNormalAxis1 = turret_hinge.mNormalAxis2 = Vec3::sAxisZ();
- turret_hinge.mMotorSettings = MotorSettings(0.5f, 1.0f);
- mTurretHinge = static_cast<HingeConstraint *>(turret_hinge.Create(*mTankBody, *mTurretBody));
- mTurretHinge->SetMotorState(EMotorState::Position);
- mPhysicsSystem->AddConstraint(mTurretHinge);
- // Create barrel
- Vec3 barrel_position = turret_position + Vec3(0, 0, half_turret_length + half_barrel_length - barrel_rotation_offset);
- BodyCreationSettings barrel_body_setings(new CylinderShape(half_barrel_length, barrel_radius), barrel_position, Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING);
- barrel_body_setings.mCollisionGroup.SetGroupFilter(filter);
- barrel_body_setings.mCollisionGroup.SetGroupID(0);
- barrel_body_setings.mCollisionGroup.SetSubGroupID(0);
- barrel_body_setings.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
- barrel_body_setings.mMassPropertiesOverride.mMass = 200.0f;
- mBarrelBody = mBodyInterface->CreateBody(barrel_body_setings);
- mBodyInterface->AddBody(mBarrelBody->GetID(), EActivation::Activate);
- // Attach barrel to turret
- HingeConstraintSettings barrel_hinge;
- barrel_hinge.mPoint1 = barrel_hinge.mPoint2 = barrel_position - Vec3(0, 0, half_barrel_length);
- barrel_hinge.mHingeAxis1 = barrel_hinge.mHingeAxis2 = -Vec3::sAxisX();
- barrel_hinge.mNormalAxis1 = barrel_hinge.mNormalAxis2 = Vec3::sAxisZ();
- barrel_hinge.mLimitsMin = DegreesToRadians(-10.0f);
- barrel_hinge.mLimitsMax = DegreesToRadians(40.0f);
- barrel_hinge.mMotorSettings = MotorSettings(10.0f, 1.0f);
- mBarrelHinge = static_cast<HingeConstraint *>(barrel_hinge.Create(*mTurretBody, *mBarrelBody));
- mBarrelHinge->SetMotorState(EMotorState::Position);
- mPhysicsSystem->AddConstraint(mBarrelHinge);
- }
- void TankTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
- {
- const float min_velocity_pivot_turn = 1.0f;
- const float bullet_radius = 0.061f; // 120 mm
- const Vec3 bullet_pos = Vec3(0, 1.6f, 0);
- const Vec3 bullet_velocity = Vec3(0, 400.0f, 0); // Normal exit velocities are around 1100-1700 m/s, use a lower variable as we have a limit to max velocity (See: https://tanks-encyclopedia.com/coldwar-usa-120mm-gun-tank-m1e1-abrams/)
- const float bullet_mass = 40.0f; // Normal projectile weight is around 7 kg, use an increased value so the momentum is more realistic (with the lower exit velocity)
- const float bullet_reload_time = 2.0f;
- // Determine acceleration and brake
- float forward = 0.0f, left_ratio = 1.0f, right_ratio = 1.0f, brake = 0.0f;
- if (inParams.mKeyboard->IsKeyPressed(DIK_RSHIFT))
- brake = 1.0f;
- else if (inParams.mKeyboard->IsKeyPressed(DIK_UP))
- forward = 1.0f;
- else if (inParams.mKeyboard->IsKeyPressed(DIK_DOWN))
- forward = -1.0f;
- // Steering
- float velocity = (mTankBody->GetRotation().Conjugated() * mTankBody->GetLinearVelocity()).GetZ();
- if (inParams.mKeyboard->IsKeyPressed(DIK_LEFT))
- {
- if (brake == 0.0f && forward == 0.0f && abs(velocity) < min_velocity_pivot_turn)
- {
- // Pivot turn
- left_ratio = -1.0f;
- forward = 1.0f;
- }
- else
- left_ratio = 0.6f;
- }
- else if (inParams.mKeyboard->IsKeyPressed(DIK_RIGHT))
- {
- if (brake == 0.0f && forward == 0.0f && abs(velocity) < min_velocity_pivot_turn)
- {
- // Pivot turn
- right_ratio = -1.0f;
- forward = 1.0f;
- }
- else
- right_ratio = 0.6f;
- }
- // Check if we're reversing direction
- if (mPreviousForward * forward < 0.0f)
- {
- // Get vehicle velocity in local space to the body of the vehicle
- if ((forward > 0.0f && velocity < -0.1f) || (forward < 0.0f && velocity > 0.1f))
- {
- // Brake while we've not stopped yet
- forward = 0.0f;
- brake = 1.0f;
- }
- else
- {
- // When we've come to a stop, accept the new direction
- mPreviousForward = forward;
- }
- }
- // Assure the tank stays active as we're controlling the turret with the mouse
- mBodyInterface->ActivateBody(mTankBody->GetID());
- // Pass the input on to the constraint
- static_cast<TrackedVehicleController *>(mVehicleConstraint->GetController())->SetDriverInput(forward, left_ratio, right_ratio, brake);
- // Cast ray to find target
- RayCast ray { inParams.mCameraState.mPos, 1000.0f * inParams.mCameraState.mForward };
- RayCastSettings ray_settings;
- ClosestHitCollisionCollector<CastRayCollector> collector;
- IgnoreMultipleBodiesFilter body_filter;
- body_filter.Reserve(3);
- body_filter.IgnoreBody(mTankBody->GetID());
- body_filter.IgnoreBody(mTurretBody->GetID());
- body_filter.IgnoreBody(mBarrelBody->GetID());
- mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, ray_settings, collector, {}, {}, body_filter);
- Vec3 hit_pos = collector.HadHit()? inParams.mCameraState.mPos + collector.mHit.mFraction * ray.mDirection : inParams.mCameraState.mPos + ray.mDirection;
- mDebugRenderer->DrawMarker(hit_pos, Color::sGreen, 1.0f);
- // Orient the turret towards the hit position
- Mat44 turret_to_world = mTankBody->GetCenterOfMassTransform() * mTurretHinge->GetConstraintToBody1Matrix();
- Vec3 hit_pos_in_turret = turret_to_world.InversedRotationTranslation() * hit_pos;
- float heading = ATan2(hit_pos_in_turret.GetZ(), hit_pos_in_turret.GetY());
- mTurretHinge->SetTargetAngle(heading);
- // Orient barrel towards the hit position
- Mat44 barrel_to_world = mTurretBody->GetCenterOfMassTransform() * mBarrelHinge->GetConstraintToBody1Matrix();
- Vec3 hit_pos_in_barrel = barrel_to_world.InversedRotationTranslation() * hit_pos;
- float pitch = ATan2(hit_pos_in_barrel.GetZ(), hit_pos_in_barrel.GetY());
- mBarrelHinge->SetTargetAngle(pitch);
- // Update reload time
- mReloadTime = max(0.0f, mReloadTime - inParams.mDeltaTime);
- // Shoot bullet
- if (mReloadTime == 0.0f && inParams.mKeyboard->IsKeyPressed(DIK_RETURN))
- {
- // Create bullet
- BodyCreationSettings bullet_creation_settings(new SphereShape(bullet_radius), mBarrelBody->GetCenterOfMassTransform() * bullet_pos, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
- bullet_creation_settings.mMotionQuality = EMotionQuality::LinearCast;
- bullet_creation_settings.mFriction = 1.0f;
- bullet_creation_settings.mRestitution = 0.0f;
- bullet_creation_settings.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
- bullet_creation_settings.mMassPropertiesOverride.mMass = bullet_mass;
- Body *bullet = mBodyInterface->CreateBody(bullet_creation_settings);
- bullet->SetLinearVelocity(mBarrelBody->GetRotation() * bullet_velocity);
- mBodyInterface->AddBody(bullet->GetID(), EActivation::Activate);
- // Start reloading
- mReloadTime = bullet_reload_time;
- // Apply opposite impulse to turret body
- mBodyInterface->AddImpulse(mTurretBody->GetID(), -bullet->GetLinearVelocity() * bullet_mass);
- }
- // 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 < mVehicleConstraint->GetWheels().size(); ++w)
- {
- const WheelSettings *settings = mVehicleConstraint->GetWheels()[w]->GetSettings();
- Mat44 wheel_transform = mVehicleConstraint->GetWheelWorldTransform(w, Vec3::sAxisY(), Vec3::sAxisX()); // The cylinder 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 TankTest::GetInitialCamera(CameraState &ioState) const
- {
- // Position camera behind tank
- ioState.mPos = Vec3(0, 4.0f, 0);
- ioState.mForward = Vec3(0, -2.0f, 10.0f).Normalized();
- }
- Mat44 TankTest::GetCameraPivot(float inCameraHeading, float inCameraPitch) const
- {
- // Pivot is center of tank + a distance away from the tank based on the heading and pitch of the camera
- Vec3 fwd = Vec3(Cos(inCameraPitch) * Cos(inCameraHeading), Sin(inCameraPitch), Cos(inCameraPitch) * Sin(inCameraHeading));
- return Mat44::sTranslation(mTankBody->GetPosition() - 10.0f * fwd);
- }
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