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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include "UnitTestFramework.h"
- #include "PhysicsTestContext.h"
- #include <Jolt/Physics/Collision/RayCast.h>
- #include <Jolt/Physics/Collision/CastResult.h>
- #include <Jolt/Physics/Collision/Shape/HeightFieldShape.h>
- #include <Jolt/Physics/Collision/PhysicsMaterialSimple.h>
- TEST_SUITE("HeightFieldShapeTests")
- {
- static void sRandomizeMaterials(HeightFieldShapeSettings &ioSettings, uint inMaxMaterials)
- {
- // Create materials
- for (uint i = 0; i < inMaxMaterials; ++i)
- ioSettings.mMaterials.push_back(new PhysicsMaterialSimple("Material " + ConvertToString(i), Color::sGetDistinctColor(i)));
-
- if (inMaxMaterials > 1)
- {
- // Make random material indices
- UnitTestRandom random;
- uniform_int_distribution<uint> index_distribution(0, inMaxMaterials - 1);
- ioSettings.mMaterialIndices.resize(Square(ioSettings.mSampleCount - 1));
- for (uint y = 0; y < ioSettings.mSampleCount - 1; ++y)
- for (uint x = 0; x < ioSettings.mSampleCount - 1; ++x)
- ioSettings.mMaterialIndices[y * (ioSettings.mSampleCount - 1) + x] = uint8(index_distribution(random));
- }
- }
- static Ref<HeightFieldShape> sValidateGetPosition(const HeightFieldShapeSettings &inSettings, float inMaxError)
- {
- // Create shape
- Ref<HeightFieldShape> shape = static_cast<HeightFieldShape *>(inSettings.Create().Get().GetPtr());
- // Validate it
- float max_diff = -1.0f;
- for (uint y = 0; y < inSettings.mSampleCount; ++y)
- for (uint x = 0; x < inSettings.mSampleCount; ++x)
- {
- // Perform a raycast from above the height field on this location
- RayCast ray { inSettings.mOffset + inSettings.mScale * Vec3((float)x, 100.0f, (float)y), inSettings.mScale.GetY() * Vec3(0, -200, 0) };
- RayCastResult hit;
- shape->CastRay(ray, SubShapeIDCreator(), hit);
- // Get original (unscaled) height
- float height = inSettings.mHeightSamples[y * inSettings.mSampleCount + x];
- if (height != HeightFieldShapeConstants::cNoCollisionValue)
- {
- // Check there is collision
- CHECK(!shape->IsNoCollision(x, y));
- // Calculate position
- Vec3 original_pos = inSettings.mOffset + inSettings.mScale * Vec3((float)x, height, (float)y);
- // Calculate position from the shape
- Vec3 shape_pos = shape->GetPosition(x, y);
- // Calculate delta
- float diff = (original_pos - shape_pos).Length();
- max_diff = max(max_diff, diff);
- // Materials are defined on the triangle, not on the sample points
- if (x < inSettings.mSampleCount - 1 && y < inSettings.mSampleCount - 1)
- {
- const PhysicsMaterial *m1 = PhysicsMaterial::sDefault;
- if (!inSettings.mMaterialIndices.empty())
- m1 = inSettings.mMaterials[inSettings.mMaterialIndices[y * (inSettings.mSampleCount - 1) + x]];
- else if (!inSettings.mMaterials.empty())
- m1 = inSettings.mMaterials.front();
- const PhysicsMaterial *m2 = shape->GetMaterial(x, y);
- CHECK(m1 == m2);
- }
- // Don't test borders, the ray may or may not hit
- if (x > 0 && y > 0 && x < inSettings.mSampleCount - 1 && y < inSettings.mSampleCount - 1)
- {
- // Check that the ray hit the height field
- Vec3 hit_pos = ray.mOrigin + ray.mDirection * hit.mFraction;
- CHECK_APPROX_EQUAL(hit_pos, shape_pos, 1.0e-3f);
- }
- }
- else
- {
- // Should be no collision here
- CHECK(shape->IsNoCollision(x, y));
- // Ray should not have given a hit
- CHECK(hit.mFraction > 1.0f);
- }
- }
- // Check error
- CHECK(max_diff <= inMaxError);
- return shape;
- }
- TEST_CASE("TestPlane")
- {
- // Create flat plane with offset and scale
- HeightFieldShapeSettings settings;
- settings.mOffset = Vec3(3, 5, 7);
- settings.mScale = Vec3(9, 13, 17);
- settings.mSampleCount = 32;
- settings.mBitsPerSample = 1;
- settings.mBlockSize = 4;
- settings.mHeightSamples.resize(Square(settings.mSampleCount));
- for (float &h : settings.mHeightSamples)
- h = 1.0f;
- // Make some random holes
- UnitTestRandom random;
- uniform_int_distribution<uint> index_distribution(0, (uint)settings.mHeightSamples.size() - 1);
- for (int i = 0; i < 10; ++i)
- settings.mHeightSamples[index_distribution(random)] = HeightFieldShapeConstants::cNoCollisionValue;
- // We should be able to encode a flat plane in 1 bit
- CHECK(settings.CalculateBitsPerSampleForError(0.0f) == 1);
- sRandomizeMaterials(settings, 256);
- sValidateGetPosition(settings, 0.0f);
- }
-
- TEST_CASE("TestPlaneCloseToOrigin")
- {
- // Create flat plane very close to origin, this tests that we don't introduce a quantization error on a flat plane
- HeightFieldShapeSettings settings;
- settings.mSampleCount = 32;
- settings.mBitsPerSample = 1;
- settings.mBlockSize = 4;
- settings.mHeightSamples.resize(Square(settings.mSampleCount));
- for (float &h : settings.mHeightSamples)
- h = 1.0e-6f;
- // We should be able to encode a flat plane in 1 bit
- CHECK(settings.CalculateBitsPerSampleForError(0.0f) == 1);
- sRandomizeMaterials(settings, 50);
- sValidateGetPosition(settings, 0.0f);
- }
- TEST_CASE("TestRandomHeightField")
- {
- const float cMinHeight = -5.0f;
- const float cMaxHeight = 10.0f;
- UnitTestRandom random;
- uniform_real_distribution<float> height_distribution(cMinHeight, cMaxHeight);
- // Create height field with random samples
- HeightFieldShapeSettings settings;
- settings.mOffset = Vec3(0.3f, 0.5f, 0.7f);
- settings.mScale = Vec3(1.1f, 1.2f, 1.3f);
- settings.mSampleCount = 32;
- settings.mBitsPerSample = 8;
- settings.mBlockSize = 4;
- settings.mHeightSamples.resize(Square(settings.mSampleCount));
- for (float &h : settings.mHeightSamples)
- h = height_distribution(random);
- // Check if bits per sample is ok
- for (uint32 bits_per_sample = 1; bits_per_sample <= 8; ++bits_per_sample)
- {
- // Calculate maximum error you can get if you quantize using bits_per_sample.
- // We ignore the fact that we have range blocks that give much better compression, although
- // with random input data there shouldn't be much benefit of that.
- float max_error = 0.5f * (cMaxHeight - cMinHeight) / ((1 << bits_per_sample) - 1);
- uint32 calculated_bits_per_sample = settings.CalculateBitsPerSampleForError(max_error);
- CHECK(calculated_bits_per_sample <= bits_per_sample);
- }
- sRandomizeMaterials(settings, 1);
- sValidateGetPosition(settings, settings.mScale.GetY() * (cMaxHeight - cMinHeight) / ((1 << settings.mBitsPerSample) - 1));
- }
- TEST_CASE("TestEmptyHeightField")
- {
- // Create height field with no collision
- HeightFieldShapeSettings settings;
- settings.mSampleCount = 32;
- settings.mHeightSamples.resize(Square(settings.mSampleCount));
- for (float &h : settings.mHeightSamples)
- h = HeightFieldShapeConstants::cNoCollisionValue;
- // This should use the minimum amount of bits
- CHECK(settings.CalculateBitsPerSampleForError(0.0f) == 1);
- sRandomizeMaterials(settings, 50);
- Ref<HeightFieldShape> shape = sValidateGetPosition(settings, 0.0f);
- // Check that we allocated the minimum amount of memory
- Shape::Stats stats = shape->GetStats();
- CHECK(stats.mNumTriangles == 0);
- CHECK(stats.mSizeBytes == sizeof(HeightFieldShape));
- }
- }
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