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RagdollScene.h 4.4 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. #pragma once
  5. // Jolt includes
  6. #include <Jolt/Physics/Ragdoll/Ragdoll.h>
  7. #include <Jolt/Physics/PhysicsScene.h>
  8. #include <Jolt/Physics/Collision/CastResult.h>
  9. #include <Jolt/Physics/Collision/RayCast.h>
  10. #include <Jolt/ObjectStream/ObjectStreamIn.h>
  11. // Local includes
  12. #include "PerformanceTestScene.h"
  13. #include "Layers.h"
  14. // A scene that loads a part of a Horizon Zero Dawn level and drops many ragdolls on the terrain (motors enabled)
  15. class RagdollScene : public PerformanceTestScene
  16. {
  17. public:
  18. RagdollScene(int inNumPilesPerAxis, int inPileSize, float inVerticalSeparation) : mNumPilesPerAxis(inNumPilesPerAxis), mPileSize(inPileSize), mVerticalSeparation(inVerticalSeparation) { }
  19. virtual const char * GetName() const override
  20. {
  21. return mNumPilesPerAxis == 1? "RagdollSinglePile" : "Ragdoll";
  22. }
  23. virtual bool Load() override
  24. {
  25. // Load ragdoll
  26. if (!ObjectStreamIn::sReadObject("Assets/Human.tof", mRagdollSettings))
  27. {
  28. cerr << "Unable to load ragdoll" << endl;
  29. return false;
  30. }
  31. for (BodyCreationSettings &body : mRagdollSettings->mParts)
  32. body.mObjectLayer = Layers::MOVING;
  33. // Init ragdoll
  34. mRagdollSettings->GetSkeleton()->CalculateParentJointIndices();
  35. mRagdollSettings->Stabilize();
  36. mRagdollSettings->CalculateBodyIndexToConstraintIndex();
  37. mRagdollSettings->CalculateConstraintIndexToBodyIdxPair();
  38. // Load animation
  39. if (!ObjectStreamIn::sReadObject("Assets/Human/dead_pose1.tof", mAnimation))
  40. {
  41. cerr << "Unable to load animation" << endl;
  42. return false;
  43. }
  44. // Sample pose
  45. mPose.SetSkeleton(mRagdollSettings->GetSkeleton());
  46. mAnimation->Sample(0.0f, mPose);
  47. // Read the background scene
  48. if (!ObjectStreamIn::sReadObject("Assets/terrain2.bof", mBackground))
  49. {
  50. cerr << "Unable to load terrain" << endl;
  51. return false;
  52. }
  53. for (BodyCreationSettings &body : mBackground->GetBodies())
  54. body.mObjectLayer = Layers::NON_MOVING;
  55. mBackground->FixInvalidScales();
  56. return true;
  57. }
  58. virtual void StartTest(PhysicsSystem &inPhysicsSystem, EMotionQuality inMotionQuality) override
  59. {
  60. // Test configuration
  61. const Real cHorizontalSeparation = 4.0_r;
  62. // Set motion quality on ragdoll
  63. for (BodyCreationSettings &body : mRagdollSettings->mParts)
  64. body.mMotionQuality = inMotionQuality;
  65. // Add background geometry
  66. mBackground->CreateBodies(&inPhysicsSystem);
  67. // Create ragdoll piles
  68. mt19937 random;
  69. uniform_real_distribution<float> angle(0.0f, JPH_PI);
  70. CollisionGroup::GroupID group_id = 1;
  71. for (int row = 0; row < mNumPilesPerAxis; ++row)
  72. for (int col = 0; col < mNumPilesPerAxis; ++col)
  73. {
  74. // Determine start location of ray
  75. RVec3 start(cHorizontalSeparation * (col - (mNumPilesPerAxis - 1) / 2.0_r), 100, cHorizontalSeparation * (row - (mNumPilesPerAxis - 1) / 2.0_r));
  76. // Cast ray down to terrain
  77. RayCastResult hit;
  78. Vec3 ray_direction(0, -200, 0);
  79. RRayCast ray { start, ray_direction };
  80. if (inPhysicsSystem.GetNarrowPhaseQuery().CastRay(ray, hit, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::NON_MOVING), SpecifiedObjectLayerFilter(Layers::NON_MOVING)))
  81. start = ray.GetPointOnRay(hit.mFraction);
  82. for (int i = 0; i < mPileSize; ++i)
  83. {
  84. // Create ragdoll
  85. Ref<Ragdoll> ragdoll = mRagdollSettings->CreateRagdoll(group_id++, 0, &inPhysicsSystem);
  86. // Override root
  87. SkeletonPose pose_copy = mPose;
  88. pose_copy.SetRootOffset(start);
  89. SkeletonPose::JointState &root = pose_copy.GetJoint(0);
  90. root.mTranslation = Vec3(0, mVerticalSeparation * (i + 1), 0);
  91. root.mRotation = Quat::sRotation(Vec3::sAxisY(), angle(random)) * root.mRotation;
  92. pose_copy.CalculateJointMatrices();
  93. // Drive to pose
  94. ragdoll->SetPose(pose_copy);
  95. ragdoll->DriveToPoseUsingMotors(pose_copy);
  96. ragdoll->AddToPhysicsSystem(EActivation::Activate);
  97. // Keep reference
  98. mRagdolls.push_back(ragdoll);
  99. }
  100. }
  101. }
  102. virtual void StopTest(PhysicsSystem &inPhysicsSystem) override
  103. {
  104. // Remove ragdolls
  105. for (Ragdoll *ragdoll : mRagdolls)
  106. ragdoll->RemoveFromPhysicsSystem();
  107. mRagdolls.clear();
  108. }
  109. private:
  110. int mNumPilesPerAxis;
  111. int mPileSize;
  112. float mVerticalSeparation;
  113. Ref<RagdollSettings> mRagdollSettings;
  114. Ref<SkeletalAnimation> mAnimation;
  115. SkeletonPose mPose;
  116. Ref<PhysicsScene> mBackground;
  117. Array<Ref<Ragdoll>> mRagdolls;
  118. };