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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/Vehicle/VehicleSixDOFTest.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/Shape/CylinderShape.h>
- #include <Jolt/Physics/Collision/GroupFilterTable.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Application/DebugUI.h>
- #include <Layers.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(VehicleSixDOFTest)
- {
- JPH_ADD_BASE_CLASS(VehicleSixDOFTest, VehicleTest)
- }
- void VehicleSixDOFTest::Initialize()
- {
- VehicleTest::Initialize();
- const float half_vehicle_length = 2.0f;
- const float half_vehicle_width = 0.9f;
- const float half_vehicle_height = 0.2f;
- const float half_wheel_height = 0.3f;
- const float half_wheel_width = 0.05f;
- const float half_wheel_travel = 0.5f;
- Vec3 wheel_position[] =
- {
- Vec3(-half_vehicle_width, -half_vehicle_height, half_vehicle_length - 2.0f * half_wheel_height),
- Vec3(half_vehicle_width, -half_vehicle_height, half_vehicle_length - 2.0f * half_wheel_height),
- Vec3(-half_vehicle_width, -half_vehicle_height, -half_vehicle_length + 2.0f * half_wheel_height),
- Vec3(half_vehicle_width, -half_vehicle_height, -half_vehicle_length + 2.0f * half_wheel_height),
- };
- Vec3 position(0, 2, 0);
- RefConst<Shape> body_shape = new BoxShape(Vec3(half_vehicle_width, half_vehicle_height, half_vehicle_length));
- Ref<CylinderShape> wheel_shape = new CylinderShape(half_wheel_width, half_wheel_height);
- wheel_shape->SetDensity(1.0e4f);
- // Create group filter
- Ref<GroupFilterTable> group_filter = new GroupFilterTable;
- // Create vehicle body
- mCarBody = mBodyInterface->CreateBody(BodyCreationSettings(body_shape, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- mCarBody->SetCollisionGroup(CollisionGroup(group_filter, 0, 0));
- mBodyInterface->AddBody(mCarBody->GetID(), EActivation::Activate);
- // Create wheels
- for (int i = 0; i < (int)EWheel::Num; ++i)
- {
- bool is_front = sIsFrontWheel((EWheel)i);
- bool is_left = sIsLeftWheel((EWheel)i);
- Vec3 wheel_pos1 = position + wheel_position[i];
- Vec3 wheel_pos2 = wheel_pos1 - Vec3(0, half_wheel_travel, 0);
- // Create body
- Body &wheel = *mBodyInterface->CreateBody(BodyCreationSettings(wheel_shape, wheel_pos2, Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
- wheel.SetFriction(1.0f);
- wheel.SetCollisionGroup(CollisionGroup(group_filter, 0, 0));
- mBodyInterface->AddBody(wheel.GetID(), EActivation::Activate);
- // Create constraint
- SixDOFConstraintSettings settings;
- settings.mPosition1 = wheel_pos1;
- settings.mPosition2 = wheel_pos2;
- settings.mAxisX1 = settings.mAxisX2 = is_left? -Vec3::sAxisX() : Vec3::sAxisX();
- settings.mAxisY1 = settings.mAxisY2 = Vec3::sAxisY();
- // The suspension works in the Y translation axis only
- settings.MakeFixedAxis(EAxis::TranslationX);
- settings.SetLimitedAxis(EAxis::TranslationY, -half_wheel_travel, half_wheel_travel);
- settings.MakeFixedAxis(EAxis::TranslationZ);
- settings.mMotorSettings[EAxis::TranslationY] = MotorSettings(2.0f, 1.0f, 1.0e5f, 0.0f);
- // Front wheel can rotate around the Y axis
- if (is_front)
- settings.SetLimitedAxis(EAxis::RotationY, -cMaxSteeringAngle, cMaxSteeringAngle);
- else
- settings.MakeFixedAxis(EAxis::RotationY);
- // The Z axis is static
- settings.MakeFixedAxis(EAxis::RotationZ);
- // The main engine drives the X axis
- settings.MakeFreeAxis(EAxis::RotationX);
- settings.mMotorSettings[EAxis::RotationX] = MotorSettings(2.0f, 1.0f, 0.0f, 0.5e4f);
- // The front wheel needs to be able to steer around the Y axis
- // However the motors work in the constraint space of the wheel, and since this rotates around the
- // X axis we need to drive both the Y and Z to steer
- if (is_front)
- settings.mMotorSettings[EAxis::RotationY] = settings.mMotorSettings[EAxis::RotationZ] = MotorSettings(10.0f, 1.0f, 0.0f, 1.0e6f);
-
- SixDOFConstraint *wheel_constraint = static_cast<SixDOFConstraint *>(settings.Create(*mCarBody, wheel));
- mPhysicsSystem->AddConstraint(wheel_constraint);
- mWheels[i] = wheel_constraint;
- // Drive the suspension
- wheel_constraint->SetTargetPositionCS(Vec3(0, -half_wheel_travel, 0));
- wheel_constraint->SetMotorState(EAxis::TranslationY, EMotorState::Position);
- // The front wheels steer around the Y axis, but in constraint space of the wheel this means we need to drive
- // both Y and Z (see comment above)
- if (is_front)
- {
- wheel_constraint->SetTargetOrientationCS(Quat::sIdentity());
- wheel_constraint->SetMotorState(EAxis::RotationY, EMotorState::Position);
- wheel_constraint->SetMotorState(EAxis::RotationZ, EMotorState::Position);
- }
- }
- }
- void VehicleSixDOFTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
- {
- const float max_rotation_speed = 10.0f * JPH_PI;
- // Determine steering and speed
- float steering_angle = 0.0f, speed = 0.0f;
- if (inParams.mKeyboard->IsKeyPressed(DIK_LEFT)) steering_angle = cMaxSteeringAngle;
- if (inParams.mKeyboard->IsKeyPressed(DIK_RIGHT)) steering_angle = -cMaxSteeringAngle;
- if (inParams.mKeyboard->IsKeyPressed(DIK_UP)) speed = max_rotation_speed;
- if (inParams.mKeyboard->IsKeyPressed(DIK_DOWN)) speed = -max_rotation_speed;
- // On user input, assure that the car is active
- if (steering_angle != 0.0f || speed != 0.0f)
- mBodyInterface->ActivateBody(mCarBody->GetID());
- // Brake if current velocity is in the opposite direction of the desired velocity
- float car_speed = mCarBody->GetLinearVelocity().Dot(mCarBody->GetRotation().RotateAxisZ());
- bool brake = speed != 0.0f && car_speed != 0.0f && Sign(speed) != Sign(car_speed);
- // Front wheels
- const EWheel front_wheels[] = { EWheel::LeftFront, EWheel::RightFront };
- for (EWheel w : front_wheels)
- {
- SixDOFConstraint *wheel_constraint = mWheels[(int)w];
- if (wheel_constraint == nullptr)
- continue;
- // Steer front wheels
- Quat steering_rotation = Quat::sRotation(Vec3::sAxisY(), steering_angle);
- wheel_constraint->SetTargetOrientationCS(steering_rotation);
- if (brake)
- {
- // Brake on front wheels
- wheel_constraint->SetTargetAngularVelocityCS(Vec3::sZero());
- wheel_constraint->SetMotorState(EAxis::RotationX, EMotorState::Velocity);
- }
- else if (speed != 0.0f)
- {
- // Front wheel drive, since the motors are applied in the constraint space of the wheel
- // it is always applied on the X axis
- wheel_constraint->SetTargetAngularVelocityCS(Vec3(sIsLeftWheel(w)? -speed : speed, 0, 0));
- wheel_constraint->SetMotorState(EAxis::RotationX, EMotorState::Velocity);
- }
- else
- {
- // Free spin
- wheel_constraint->SetMotorState(EAxis::RotationX, EMotorState::Off);
- }
- }
- // Rear wheels
- const EWheel rear_wheels[] = { EWheel::LeftRear, EWheel::RightRear };
- for (EWheel w : rear_wheels)
- {
- SixDOFConstraint *wheel_constraint = mWheels[(int)w];
- if (wheel_constraint == nullptr)
- continue;
- if (brake)
- {
- // Brake on rear wheels
- wheel_constraint->SetTargetAngularVelocityCS(Vec3::sZero());
- wheel_constraint->SetMotorState(EAxis::RotationX, EMotorState::Velocity);
- }
- else
- {
- // Free spin
- wheel_constraint->SetMotorState(EAxis::RotationX, EMotorState::Off);
- }
- }
- }
- void VehicleSixDOFTest::GetInitialCamera(CameraState &ioState) const
- {
- // Position camera behind car
- Vec3 cam_tgt = Vec3(0, 0, 5);
- ioState.mPos = Vec3(0, 2.5f, -5);
- ioState.mForward = (cam_tgt - ioState.mPos).Normalized();
- }
- Mat44 VehicleSixDOFTest::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 Mat44(Vec4(right, 0), Vec4(up, 0), Vec4(fwd, 0), Vec4(mCarBody->GetPosition(), 1.0f));
- }
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