LoadSaveSceneTest.cpp 10 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #include <TestFramework.h>
  5. #include <Tests/General/LoadSaveSceneTest.h>
  6. #include <Math/Perlin.h>
  7. #include <Jolt/ObjectStream/ObjectStreamOut.h>
  8. #include <Jolt/ObjectStream/ObjectStreamIn.h>
  9. #include <Jolt/Physics/Collision/Shape/MeshShape.h>
  10. #include <Jolt/Physics/Collision/Shape/ScaledShape.h>
  11. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  12. #include <Jolt/Physics/Collision/Shape/SphereShape.h>
  13. #include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
  14. #include <Jolt/Physics/Collision/Shape/CylinderShape.h>
  15. #include <Jolt/Physics/Collision/Shape/TaperedCapsuleShape.h>
  16. #include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
  17. #include <Jolt/Physics/Collision/Shape/MutableCompoundShape.h>
  18. #include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
  19. #include <Jolt/Physics/Collision/Shape/HeightFieldShape.h>
  20. #include <Jolt/Physics/Collision/Shape/TriangleShape.h>
  21. #include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
  22. #include <Jolt/Physics/Collision/PhysicsMaterialSimple.h>
  23. #include <Jolt/Physics/Constraints/DistanceConstraint.h>
  24. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  25. #include <Layers.h>
  26. #include <Utils/Log.h>
  27. JPH_IMPLEMENT_RTTI_VIRTUAL(LoadSaveSceneTest)
  28. {
  29. JPH_ADD_BASE_CLASS(LoadSaveSceneTest, Test)
  30. }
  31. static const float cMaxHeight = 4.0f;
  32. static MeshShapeSettings *sCreateMesh()
  33. {
  34. const int n = 10;
  35. const float cell_size = 2.0f;
  36. // Create heights
  37. float heights[n + 1][n + 1];
  38. for (int x = 0; x <= n; ++x)
  39. for (int z = 0; z <= n; ++z)
  40. heights[x][z] = cMaxHeight * PerlinNoise3(float(x) / n, 0, float(z) / n, 256, 256, 256);
  41. // Create 'wall' around grid
  42. for (int x = 0; x <= n; ++x)
  43. {
  44. heights[x][0] += 2.0f;
  45. heights[x][n] += 2.0f;
  46. }
  47. for (int y = 1; y < n; ++y)
  48. {
  49. heights[0][y] += 2.0f;
  50. heights[n][y] += 2.0f;
  51. }
  52. // Create regular grid of triangles
  53. uint32 max_material_index = 0;
  54. TriangleList triangles;
  55. for (int x = 0; x < n; ++x)
  56. for (int z = 0; z < n; ++z)
  57. {
  58. float center = n * cell_size / 2;
  59. float x1 = cell_size * x - center;
  60. float z1 = cell_size * z - center;
  61. float x2 = x1 + cell_size;
  62. float z2 = z1 + cell_size;
  63. Float3 v1 = Float3(x1, heights[x][z], z1);
  64. Float3 v2 = Float3(x2, heights[x + 1][z], z1);
  65. Float3 v3 = Float3(x1, heights[x][z + 1], z2);
  66. Float3 v4 = Float3(x2, heights[x + 1][z + 1], z2);
  67. uint32 material_index = uint32((Vec3(v1) + Vec3(v2) + Vec3(v3) + Vec3(v4)).Length() / 4.0f / cell_size);
  68. max_material_index = max(max_material_index, material_index);
  69. triangles.push_back(Triangle(v1, v3, v4, material_index));
  70. triangles.push_back(Triangle(v1, v4, v2, material_index));
  71. }
  72. // Create materials
  73. PhysicsMaterialList materials;
  74. for (uint i = 0; i <= max_material_index; ++i)
  75. materials.push_back(new PhysicsMaterialSimple("Mesh Material " + ConvertToString(i), Color::sGetDistinctColor(i)));
  76. return new MeshShapeSettings(triangles, materials);
  77. }
  78. static HeightFieldShapeSettings *sCreateHeightField()
  79. {
  80. const int n = 32;
  81. const float cell_size = 1.0f;
  82. // Create height samples
  83. float heights[n * n];
  84. for (int y = 0; y < n; ++y)
  85. for (int x = 0; x < n; ++x)
  86. heights[y * n + x] = cMaxHeight * PerlinNoise3(float(x) / n, 0, float(y) / n, 256, 256, 256);
  87. // Make a hole
  88. heights[2 * n + 2] = HeightFieldShapeConstants::cNoCollisionValue;
  89. // Make material indices
  90. uint8 max_material_index = 0;
  91. uint8 material_indices[Square(n - 1)];
  92. for (int y = 0; y < n - 1; ++y)
  93. for (int x = 0; x < n - 1; ++x)
  94. {
  95. uint8 material_index = uint8(round((Vec3(x * cell_size, 0, y * cell_size) - Vec3(n * cell_size / 2, 0, n * cell_size / 2)).Length() / 10.0f));
  96. max_material_index = max(max_material_index, material_index);
  97. material_indices[y * (n - 1) + x] = material_index;
  98. }
  99. // Create materials
  100. PhysicsMaterialList materials;
  101. for (uint8 i = 0; i <= max_material_index; ++i)
  102. materials.push_back(new PhysicsMaterialSimple("HeightField Material " + ConvertToString(uint(i)), Color::sGetDistinctColor(i)));
  103. // Create height field
  104. return new HeightFieldShapeSettings(heights, Vec3(-0.5f * cell_size * n, 0.0f, -0.5f * cell_size * n), Vec3(cell_size, 1.0f, cell_size), n, material_indices, materials);
  105. }
  106. Ref<PhysicsScene> LoadSaveSceneTest::sCreateScene()
  107. {
  108. // Create scene
  109. Ref<PhysicsScene> scene = new PhysicsScene();
  110. // A scaled mesh floor
  111. scene->AddBody(BodyCreationSettings(new ScaledShapeSettings(sCreateMesh(), Vec3(2.5f, 1.0f, 1.5f)), RVec3(0, 0, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  112. // A heightfield floor
  113. scene->AddBody(BodyCreationSettings(sCreateHeightField(), RVec3(50, 0, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  114. // Some simple primitives
  115. scene->AddBody(BodyCreationSettings(new TriangleShapeSettings(Vec3(-2, 0, 0), Vec3(0, 1, 0), Vec3(2, 0, 0), 0.0f, new PhysicsMaterialSimple("Triangle Material", Color::sGetDistinctColor(0))), RVec3(0, cMaxHeight, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), EMotionType::Static, Layers::NON_MOVING));
  116. scene->AddBody(BodyCreationSettings(new SphereShapeSettings(0.2f, new PhysicsMaterialSimple("Sphere Material", Color::sGetDistinctColor(1))), RVec3(0, cMaxHeight + 1.0f, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  117. scene->AddBody(BodyCreationSettings(new BoxShapeSettings(Vec3(0.2f, 0.2f, 0.4f), 0.01f, new PhysicsMaterialSimple("Box Material", Color::sGetDistinctColor(2))), RVec3(0, cMaxHeight + 2.0f, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  118. scene->AddBody(BodyCreationSettings(new CapsuleShapeSettings(1.5f, 0.2f, new PhysicsMaterialSimple("Capsule Material", Color::sGetDistinctColor(3))), RVec3(0, cMaxHeight + 3.0f, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
  119. scene->AddBody(BodyCreationSettings(new TaperedCapsuleShapeSettings(0.5f, 0.1f, 0.2f, new PhysicsMaterialSimple("Tapered Capsule Material", Color::sGetDistinctColor(4))), RVec3(0, cMaxHeight + 4.0f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
  120. scene->AddBody(BodyCreationSettings(new CylinderShapeSettings(0.5f, 0.2f, cDefaultConvexRadius, new PhysicsMaterialSimple("Cylinder Material", Color::sGetDistinctColor(5))), RVec3(0, cMaxHeight + 5.0f, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
  121. // Compound with sub compound and rotation
  122. StaticCompoundShapeSettings *sub_compound = new StaticCompoundShapeSettings();
  123. sub_compound->AddShape(Vec3(0, 0.5f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new BoxShapeSettings(Vec3(0.5f, 0.1f, 0.2f), cDefaultConvexRadius, new PhysicsMaterialSimple("Compound Box Material", Color::sGetDistinctColor(6))));
  124. sub_compound->AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new CylinderShapeSettings(0.5f, 0.2f, cDefaultConvexRadius, new PhysicsMaterialSimple("Compound Cylinder Material", Color::sGetDistinctColor(7))));
  125. sub_compound->AddShape(Vec3(0, 0, 0.5f), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), new TaperedCapsuleShapeSettings(0.5f, 0.1f, 0.2f, new PhysicsMaterialSimple("Compound Tapered Capsule Material", Color::sGetDistinctColor(8))));
  126. StaticCompoundShapeSettings *compound_shape = new StaticCompoundShapeSettings();
  127. compound_shape->AddShape(Vec3(0, 0, 0), Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), sub_compound);
  128. compound_shape->AddShape(Vec3(0, -0.1f, 0), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), -0.75f * JPH_PI), sub_compound);
  129. scene->AddBody(BodyCreationSettings(compound_shape, RVec3(0, cMaxHeight + 6.0f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
  130. // Convex hull shape
  131. Array<Vec3> tetrahedron;
  132. tetrahedron.push_back(Vec3(-0.5f, 0, -0.5f));
  133. tetrahedron.push_back(Vec3(0, 0, 0.5f));
  134. tetrahedron.push_back(Vec3(0.5f, 0, -0.5f));
  135. tetrahedron.push_back(Vec3(0, -0.5f, 0));
  136. Ref<ConvexHullShapeSettings> convex_hull = new ConvexHullShapeSettings(tetrahedron, cDefaultConvexRadius, new PhysicsMaterialSimple("Convex Hull Material", Color::sGetDistinctColor(9)));
  137. scene->AddBody(BodyCreationSettings(convex_hull, RVec3(0, cMaxHeight + 7.0f, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  138. // Rotated convex hull
  139. scene->AddBody(BodyCreationSettings(new RotatedTranslatedShapeSettings(Vec3::sReplicate(0.5f), Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), convex_hull), RVec3(0, cMaxHeight + 8.0f, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  140. // Mutable compound
  141. MutableCompoundShapeSettings *mutable_compound = new MutableCompoundShapeSettings();
  142. mutable_compound->AddShape(Vec3(0, 0.5f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new BoxShapeSettings(Vec3(0.5f, 0.1f, 0.2f), cDefaultConvexRadius, new PhysicsMaterialSimple("MutableCompound Box Material", Color::sGetDistinctColor(10))));
  143. mutable_compound->AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new CapsuleShapeSettings(0.5f, 0.1f, new PhysicsMaterialSimple("MutableCompound Capsule Material", Color::sGetDistinctColor(11))));
  144. mutable_compound->AddShape(Vec3(0, 0, 0.5f), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), new TaperedCapsuleShapeSettings(0.5f, 0.2f, 0.1f, new PhysicsMaterialSimple("MutableCompound Tapered Capsule Material", Color::sGetDistinctColor(12))));
  145. scene->AddBody(BodyCreationSettings(mutable_compound, RVec3(0, cMaxHeight + 9.0f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
  146. // Connect the first two dynamic bodies with a distance constraint
  147. DistanceConstraintSettings *dist_constraint = new DistanceConstraintSettings();
  148. dist_constraint->mSpace = EConstraintSpace::LocalToBodyCOM;
  149. scene->AddConstraint(dist_constraint, 3, 4);
  150. return scene;
  151. }
  152. void LoadSaveSceneTest::Initialize()
  153. {
  154. Ref<PhysicsScene> scene = sCreateScene();
  155. stringstream data;
  156. // Write scene
  157. if (!ObjectStreamOut::sWriteObject(data, ObjectStream::EStreamType::Text, *scene))
  158. FatalError("Failed to save scene");
  159. // Clear scene
  160. scene = nullptr;
  161. // Read scene back in
  162. if (!ObjectStreamIn::sReadObject(data, scene))
  163. FatalError("Failed to load scene");
  164. // Instantiate scene
  165. scene->CreateBodies(mPhysicsSystem);
  166. }