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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2023 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/Vehicle/MotorcycleTest.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/Shape/OffsetCenterOfMassShape.h>
- #include <Jolt/Physics/Vehicle/MotorcycleController.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Application/DebugUI.h>
- #include <Layers.h>
- #include <Renderer/DebugRendererImp.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(MotorcycleTest)
- {
- JPH_ADD_BASE_CLASS(MotorcycleTest, VehicleTest)
- }
- MotorcycleTest::~MotorcycleTest()
- {
- mPhysicsSystem->RemoveStepListener(mVehicleConstraint);
- }
- void MotorcycleTest::Initialize()
- {
- VehicleTest::Initialize();
- // Loosely based on: https://www.whitedogbikes.com/whitedogblog/yamaha-xj-900-specs/
- const float back_wheel_radius = 0.31f;
- const float back_wheel_width = 0.05f;
- const float back_wheel_pos_z = -0.75f;
- const float back_suspension_min_length = 0.3f;
- const float back_suspension_max_length = 0.5f;
- const float back_suspension_freq = 2.0f;
- const float back_brake_torque = 250.0f;
- const float front_wheel_radius = 0.31f;
- const float front_wheel_width = 0.05f;
- const float front_wheel_pos_z = 0.75f;
- const float front_suspension_min_length = 0.3f;
- const float front_suspension_max_length = 0.5f;
- const float front_suspension_freq = 1.5f;
- const float front_brake_torque = 500.0f;
- const float half_vehicle_length = 0.4f;
- const float half_vehicle_width = 0.2f;
- const float half_vehicle_height = 0.3f;
- const float max_steering_angle = DegreesToRadians(30);
- // Angle of the front suspension
- const float caster_angle = DegreesToRadians(30);
- // Create vehicle body
- RVec3 position(0, 2, 0);
- RefConst<Shape> motorcycle_shape = OffsetCenterOfMassShapeSettings(Vec3(0, -half_vehicle_height, 0), new BoxShape(Vec3(half_vehicle_width, half_vehicle_height, half_vehicle_length))).Create().Get();
- BodyCreationSettings motorcycle_body_settings(motorcycle_shape, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
- motorcycle_body_settings.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
- motorcycle_body_settings.mMassPropertiesOverride.mMass = 240.0f;
- mMotorcycleBody = mBodyInterface->CreateBody(motorcycle_body_settings);
- mBodyInterface->AddBody(mMotorcycleBody->GetID(), EActivation::Activate);
- // Create vehicle constraint
- VehicleConstraintSettings vehicle;
- vehicle.mDrawConstraintSize = 0.1f;
- vehicle.mMaxPitchRollAngle = DegreesToRadians(60.0f);
- // Wheels
- WheelSettingsWV *front = new WheelSettingsWV;
- front->mPosition = Vec3(0.0f, -0.9f * half_vehicle_height, front_wheel_pos_z);
- front->mMaxSteerAngle = max_steering_angle;
- front->mSuspensionDirection = Vec3(0, -1, Tan(caster_angle)).Normalized();
- front->mSteeringAxis = -front->mSuspensionDirection;
- front->mRadius = front_wheel_radius;
- front->mWidth = front_wheel_width;
- front->mSuspensionMinLength = front_suspension_min_length;
- front->mSuspensionMaxLength = front_suspension_max_length;
- front->mSuspensionSpring.mFrequency = front_suspension_freq;
- front->mMaxBrakeTorque = front_brake_torque;
- WheelSettingsWV *back = new WheelSettingsWV;
- back->mPosition = Vec3(0.0f, -0.9f * half_vehicle_height, back_wheel_pos_z);
- back->mMaxSteerAngle = 0.0f;
- back->mRadius = back_wheel_radius;
- back->mWidth = back_wheel_width;
- back->mSuspensionMinLength = back_suspension_min_length;
- back->mSuspensionMaxLength = back_suspension_max_length;
- back->mSuspensionSpring.mFrequency = back_suspension_freq;
- back->mMaxBrakeTorque = back_brake_torque;
- if (sOverrideFrontSuspensionForcePoint)
- {
- front->mEnableSuspensionForcePoint = true;
- front->mSuspensionForcePoint = front->mPosition + front->mSuspensionDirection * front->mSuspensionMinLength;
- }
- if (sOverrideRearSuspensionForcePoint)
- {
- back->mEnableSuspensionForcePoint = true;
- back->mSuspensionForcePoint = back->mPosition + back->mSuspensionDirection * back->mSuspensionMinLength;
- }
- vehicle.mWheels = { front, back };
- MotorcycleControllerSettings *controller = new MotorcycleControllerSettings;
- controller->mEngine.mMaxTorque = 150.0f;
- controller->mEngine.mMinRPM = 1000.0f;
- controller->mEngine.mMaxRPM = 10000.0f;
- controller->mTransmission.mShiftDownRPM = 2000.0f;
- controller->mTransmission.mShiftUpRPM = 8000.0f;
- controller->mTransmission.mGearRatios = { 2.27f, 1.63f, 1.3f, 1.09f, 0.96f, 0.88f }; // From: https://www.blocklayer.com/rpm-gear-bikes
- controller->mTransmission.mReverseGearRatios = { -4.0f };
- controller->mTransmission.mClutchStrength = 2.0f;
- vehicle.mController = controller;
- // Differential (not really applicable to a motorcycle but we need one anyway to drive it)
- controller->mDifferentials.resize(1);
- controller->mDifferentials[0].mLeftWheel = -1;
- controller->mDifferentials[0].mRightWheel = 1;
- controller->mDifferentials[0].mDifferentialRatio = 1.93f * 40.0f / 16.0f; // Combining primary and final drive (back divided by front sprockets) from: https://www.blocklayer.com/rpm-gear-bikes
- mVehicleConstraint = new VehicleConstraint(*mMotorcycleBody, vehicle);
- mVehicleConstraint->SetVehicleCollisionTester(new VehicleCollisionTesterCastCylinder(Layers::MOVING, 1.0f)); // Use half wheel width as convex radius so we get a rounded cylinder
- mPhysicsSystem->AddConstraint(mVehicleConstraint);
- mPhysicsSystem->AddStepListener(mVehicleConstraint);
- UpdateCameraPivot();
- }
- void MotorcycleTest::ProcessInput(const ProcessInputParams &inParams)
- {
- // Determine acceleration and brake
- mForward = 0.0f;
- mBrake = 0.0f;
- if (inParams.mKeyboard->IsKeyPressed(DIK_Z))
- mBrake = 1.0f;
- else if (inParams.mKeyboard->IsKeyPressed(DIK_UP))
- mForward = 1.0f;
- else if (inParams.mKeyboard->IsKeyPressed(DIK_DOWN))
- mForward = -1.0f;
- // Check if we're reversing direction
- if (mPreviousForward * mForward < 0.0f)
- {
- // Get vehicle velocity in local space to the body of the vehicle
- float velocity = (mMotorcycleBody->GetRotation().Conjugated() * mMotorcycleBody->GetLinearVelocity()).GetZ();
- if ((mForward > 0.0f && velocity < -0.1f) || (mForward < 0.0f && velocity > 0.1f))
- {
- // Brake while we've not stopped yet
- mForward = 0.0f;
- mBrake = 1.0f;
- }
- else
- {
- // When we've come to a stop, accept the new direction
- mPreviousForward = mForward;
- }
- }
- // Steering
- float right = 0.0f;
- if (inParams.mKeyboard->IsKeyPressed(DIK_LEFT))
- right = -1.0f;
- else if (inParams.mKeyboard->IsKeyPressed(DIK_RIGHT))
- right = 1.0f;
- const float steer_speed = 4.0f;
- if (right > mRight)
- mRight = min(mRight + steer_speed * inParams.mDeltaTime, right);
- else if (right < mRight)
- mRight = max(mRight - steer_speed * inParams.mDeltaTime, right);
- // When leaned, we don't want to use the brakes fully as we'll spin out
- if (mBrake > 0.0f)
- {
- Vec3 world_up = -mPhysicsSystem->GetGravity().Normalized();
- Vec3 up = mMotorcycleBody->GetRotation() * mVehicleConstraint->GetLocalUp();
- Vec3 fwd = mMotorcycleBody->GetRotation() * mVehicleConstraint->GetLocalForward();
- float sin_lean_angle = abs(world_up.Cross(up).Dot(fwd));
- float brake_multiplier = Square(1.0f - sin_lean_angle);
- mBrake *= brake_multiplier;
- }
- }
- void MotorcycleTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
- {
- VehicleTest::PrePhysicsUpdate(inParams);
- UpdateCameraPivot();
- // On user input, assure that the motorcycle is active
- if (mRight != 0.0f || mForward != 0.0f || mBrake != 0.0f)
- mBodyInterface->ActivateBody(mMotorcycleBody->GetID());
- // Pass the input on to the constraint
- MotorcycleController *controller = static_cast<MotorcycleController *>(mVehicleConstraint->GetController());
- controller->SetDriverInput(mForward, mRight, mBrake, false);
- controller->EnableLeanController(sEnableLeanController);
- // Draw our wheels (this needs to be done in the pre update since we draw the bodies too in the state before the step)
- for (uint w = 0; w < 2; ++w)
- {
- const WheelSettings *settings = mVehicleConstraint->GetWheels()[w]->GetSettings();
- RMat44 wheel_transform = mVehicleConstraint->GetWheelWorldTransform(w, Vec3::sAxisY(), Vec3::sAxisX()); // The cylinder we draw is aligned with Y so we specify that as rotational axis
- mDebugRenderer->DrawCylinder(wheel_transform, 0.5f * settings->mWidth, settings->mRadius, Color::sGreen);
- }
- }
- void MotorcycleTest::SaveInputState(StateRecorder &inStream) const
- {
- inStream.Write(mForward);
- inStream.Write(mPreviousForward);
- inStream.Write(mRight);
- inStream.Write(mBrake);
- }
- void MotorcycleTest::RestoreInputState(StateRecorder &inStream)
- {
- inStream.Read(mForward);
- inStream.Read(mPreviousForward);
- inStream.Read(mRight);
- inStream.Read(mBrake);
- }
- void MotorcycleTest::GetInitialCamera(CameraState &ioState) const
- {
- // Position camera behind motorcycle
- RVec3 cam_tgt = RVec3(0, 0, 5);
- ioState.mPos = RVec3(0, 2.5f, -5);
- ioState.mForward = Vec3(cam_tgt - ioState.mPos).Normalized();
- }
- void MotorcycleTest::UpdateCameraPivot()
- {
- // Pivot is center of motorcycle and rotates with motorcycle around Y axis only
- Vec3 fwd = mMotorcycleBody->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);
- mCameraPivot = RMat44(Vec4(right, 0), Vec4(up, 0), Vec4(fwd, 0), mMotorcycleBody->GetPosition());
- }
- void MotorcycleTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
- {
- VehicleTest::CreateSettingsMenu(inUI, inSubMenu);
- inUI->CreateCheckBox(inSubMenu, "Override Front Suspension Force Point", sOverrideFrontSuspensionForcePoint, [](UICheckBox::EState inState) { sOverrideFrontSuspensionForcePoint = inState == UICheckBox::STATE_CHECKED; });
- inUI->CreateCheckBox(inSubMenu, "Override Rear Suspension Force Point", sOverrideRearSuspensionForcePoint, [](UICheckBox::EState inState) { sOverrideRearSuspensionForcePoint = inState == UICheckBox::STATE_CHECKED; });
- inUI->CreateCheckBox(inSubMenu, "Enable Lean Controller", sEnableLeanController, [](UICheckBox::EState inState) { sEnableLeanController = inState == UICheckBox::STATE_CHECKED; });
- inUI->CreateTextButton(inSubMenu, "Accept", [this]() { RestartTest(); });
- }
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