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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/General/SensorTest.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/Shape/SphereShape.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Jolt/ObjectStream/ObjectStreamIn.h>
- #include <Utils/RagdollLoader.h>
- #include <Utils/Log.h>
- #include <Layers.h>
- #include <Renderer/DebugRendererImp.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(SensorTest)
- {
- JPH_ADD_BASE_CLASS(SensorTest, Test)
- }
- SensorTest::~SensorTest()
- {
- // Destroy the ragdoll
- mRagdoll->RemoveFromPhysicsSystem();
- mRagdoll = nullptr;
- }
- void SensorTest::Initialize()
- {
- // Floor
- CreateFloor(400.0f);
- {
- // A static sensor that attrects dynamic bodies that enter its area
- BodyCreationSettings sensor_settings(new SphereShape(10.0f), RVec3(0, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::SENSOR);
- sensor_settings.mIsSensor = true;
- mSensorID[StaticAttractor] = mBodyInterface->CreateAndAddBody(sensor_settings, EActivation::DontActivate);
- }
- {
- // A static sensor that only detects active bodies
- BodyCreationSettings sensor_settings(new BoxShape(Vec3::sReplicate(5.0f)), RVec3(-10, 5.1f, 0), Quat::sIdentity(), EMotionType::Static, Layers::SENSOR);
- sensor_settings.mIsSensor = true;
- mSensorID[StaticSensor] = mBodyInterface->CreateAndAddBody(sensor_settings, EActivation::DontActivate);
- }
- {
- // A kinematic sensor that also detects sleeping bodies
- BodyCreationSettings sensor_settings(new BoxShape(Vec3::sReplicate(5.0f)), RVec3(10, 5.1f, 0), Quat::sIdentity(), EMotionType::Kinematic, Layers::SENSOR);
- sensor_settings.mIsSensor = true;
- mSensorID[KinematicSensor] = mBodyInterface->CreateAndAddBody(sensor_settings, EActivation::Activate);
- }
- {
- // A kinematic sensor that also detects static bodies
- BodyCreationSettings sensor_settings(new BoxShape(Vec3::sReplicate(5.0f)), RVec3(25, 5.1f, 0), Quat::sIdentity(), EMotionType::Kinematic, Layers::MOVING); // Put in a layer that collides with static
- sensor_settings.mIsSensor = true;
- sensor_settings.mSensorDetectsStatic = true;
- mSensorID[SensorDetectingStatic] = mBodyInterface->CreateAndAddBody(sensor_settings, EActivation::Activate);
- }
- // Dynamic bodies
- for (int i = 0; i < 15; ++i)
- mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(0.1f, 0.5f, 0.2f)), RVec3(-15.0f + i * 3.0f, 25, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
- // Static bodies
- RVec3 static_positions[] = { RVec3(-14, 1, 4), RVec3(6, 1, 4), RVec3(21, 1, 4) };
- for (const RVec3 &p : static_positions)
- mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.5f)), p, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::Activate);
- // Load ragdoll
- Ref<RagdollSettings> ragdoll_settings = RagdollLoader::sLoad("Assets/Human.tof", EMotionType::Dynamic);
- if (ragdoll_settings == nullptr)
- FatalError("Could not load ragdoll");
- // Load animation
- Ref<SkeletalAnimation> animation;
- if (!ObjectStreamIn::sReadObject("Assets/Human/Dead_Pose1.tof", animation))
- FatalError("Could not open animation");
- // Create pose
- SkeletonPose ragdoll_pose;
- ragdoll_pose.SetSkeleton(ragdoll_settings->GetSkeleton());
- animation->Sample(0.0f, ragdoll_pose);
- ragdoll_pose.SetRootOffset(RVec3(0, 30, 0));
- ragdoll_pose.CalculateJointMatrices();
- // Create ragdoll
- mRagdoll = ragdoll_settings->CreateRagdoll(1, 0, mPhysicsSystem);
- mRagdoll->SetPose(ragdoll_pose);
- mRagdoll->AddToPhysicsSystem(EActivation::Activate);
- // Create kinematic body
- BodyCreationSettings kinematic_settings(new BoxShape(Vec3(0.25f, 0.5f, 1.0f)), RVec3(-20, 10, 0), Quat::sIdentity(), EMotionType::Kinematic, Layers::MOVING);
- Body &kinematic = *mBodyInterface->CreateBody(kinematic_settings);
- mKinematicBodyID = kinematic.GetID();
- mBodyInterface->AddBody(kinematic.GetID(), EActivation::Activate);
- }
- void SensorTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
- {
- // Update time
- mTime += inParams.mDeltaTime;
- // Move kinematic body
- RVec3 kinematic_pos = RVec3(-20.0f * Cos(mTime), 10, 0);
- mBodyInterface->MoveKinematic(mKinematicBodyID, kinematic_pos, Quat::sIdentity(), inParams.mDeltaTime);
- // Draw if body is in sensor
- Color sensor_color[] = { Color::sRed, Color::sGreen, Color::sBlue, Color::sPurple };
- for (int sensor = 0; sensor < NumSensors; ++sensor)
- for (const BodyAndCount &body_and_count : mBodiesInSensor[sensor])
- {
- AABox bounds = mBodyInterface->GetTransformedShape(body_and_count.mBodyID).GetWorldSpaceBounds();
- bounds.ExpandBy(Vec3::sReplicate(0.01f * sensor));
- mDebugRenderer->DrawWireBox(bounds, sensor_color[sensor]);
- }
- // Apply forces to dynamic bodies in sensor
- lock_guard lock(mMutex);
- RVec3 center(0, 10, 0);
- float centrifugal_force = 10.0f;
- Vec3 gravity = mPhysicsSystem->GetGravity();
- for (const BodyAndCount &body_and_count : mBodiesInSensor[StaticAttractor])
- {
- BodyLockWrite body_lock(mPhysicsSystem->GetBodyLockInterface(), body_and_count.mBodyID);
- if (body_lock.Succeeded())
- {
- Body &body = body_lock.GetBody();
- if (body.IsKinematic())
- continue;
- // Calculate centrifugal acceleration
- Vec3 acceleration = Vec3(center - body.GetPosition());
- float length = acceleration.Length();
- if (length > 0.0f)
- acceleration *= centrifugal_force / length;
- else
- acceleration = Vec3::sZero();
- // Draw acceleration
- mDebugRenderer->DrawArrow(body.GetPosition(), body.GetPosition() + acceleration, Color::sGreen, 0.1f);
- // Cancel gravity
- acceleration -= gravity;
- // Apply as force
- body.AddForce(acceleration / body.GetMotionProperties()->GetInverseMass());
- }
- }
- }
- void SensorTest::OnContactAdded(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings)
- {
- for (int sensor = 0; sensor < NumSensors; ++sensor)
- {
- BodyID sensor_id = mSensorID[sensor];
- // Check which body is the sensor
- BodyID body_id;
- if (inBody1.GetID() == sensor_id)
- body_id = inBody2.GetID();
- else if (inBody2.GetID() == sensor_id)
- body_id = inBody1.GetID();
- else
- continue;
- lock_guard lock(mMutex);
- // Add to list and make sure that the list remains sorted for determinism (contacts can be added from multiple threads)
- BodyAndCount body_and_count { body_id, 1 };
- BodiesInSensor &bodies_in_sensor = mBodiesInSensor[sensor];
- BodiesInSensor::iterator b = lower_bound(bodies_in_sensor.begin(), bodies_in_sensor.end(), body_and_count);
- if (b != bodies_in_sensor.end() && b->mBodyID == body_id)
- {
- // This is the right body, increment reference
- b->mCount++;
- return;
- }
- bodies_in_sensor.insert(b, body_and_count);
- }
- }
- void SensorTest::OnContactRemoved(const SubShapeIDPair &inSubShapePair)
- {
- for (int sensor = 0; sensor < NumSensors; ++sensor)
- {
- BodyID sensor_id = mSensorID[sensor];
- // Check which body is the sensor
- BodyID body_id;
- if (inSubShapePair.GetBody1ID() == sensor_id)
- body_id = inSubShapePair.GetBody2ID();
- else if (inSubShapePair.GetBody2ID() == sensor_id)
- body_id = inSubShapePair.GetBody1ID();
- else
- continue;
- lock_guard lock(mMutex);
- // Remove from list
- BodyAndCount body_and_count { body_id, 1 };
- BodiesInSensor &bodies_in_sensor = mBodiesInSensor[sensor];
- BodiesInSensor::iterator b = lower_bound(bodies_in_sensor.begin(), bodies_in_sensor.end(), body_and_count);
- if (b != bodies_in_sensor.end() && b->mBodyID == body_id)
- {
- // This is the right body, increment reference
- JPH_ASSERT(b->mCount > 0);
- b->mCount--;
- // When last reference remove from the list
- if (b->mCount == 0)
- bodies_in_sensor.erase(b);
- return;
- }
- JPH_ASSERT(false, "Body pair not found");
- }
- }
- void SensorTest::SaveState(StateRecorder &inStream) const
- {
- inStream.Write(mTime);
- for (const BodiesInSensor &b : mBodiesInSensor)
- inStream.Write(b);
- }
- void SensorTest::RestoreState(StateRecorder &inStream)
- {
- inStream.Read(mTime);
- for (BodiesInSensor &b : mBodiesInSensor)
- inStream.Read(b);
- }
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