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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/VehicleStressTest.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Vehicle/WheeledVehicleController.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- #include <Renderer/DebugRendererImp.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(VehicleStressTest)
- {
- JPH_ADD_BASE_CLASS(VehicleStressTest, VehicleTest)
- }
- VehicleStressTest::~VehicleStressTest()
- {
- for (Ref<VehicleConstraint> &c : mVehicles)
- mPhysicsSystem->RemoveStepListener(c);
- }
- void VehicleStressTest::Initialize()
- {
- CreateMeshTerrain();
- // Create walls so the vehicles don't fall off
- mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(50.0f, 5.0f, 0.5f)), RVec3(0, 0, -50), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
- mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(50.0f, 5.0f, 0.5f)), RVec3(0, 0, 50), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
- mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(0.5f, 5.0f, 50.0f)), RVec3(-50, 0, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
- mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(0.5f, 5.0f, 50.0f)), RVec3(50, 0, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
- const float wheel_radius = 0.3f;
- const float wheel_width = 0.1f;
- const float half_vehicle_length = 2.0f;
- const float half_vehicle_width = 0.9f;
- const float half_vehicle_height = 0.2f;
- const float max_steering_angle = DegreesToRadians(30.0f);
- // Create vehicle body
- RefConst<Shape> car_shape = new BoxShape(Vec3(half_vehicle_width, half_vehicle_height, half_vehicle_length));
- BodyCreationSettings car_body_settings(car_shape, RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
- car_body_settings.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
- car_body_settings.mMassPropertiesOverride.mMass = 1500.0f;
- // Create vehicle constraint
- VehicleConstraintSettings vehicle;
- // Wheels, left front
- WheelSettingsWV *w1 = new WheelSettingsWV;
- w1->mPosition = Vec3(half_vehicle_width, -0.9f * half_vehicle_height, half_vehicle_length - 2.0f * wheel_radius);
- w1->mMaxSteerAngle = max_steering_angle;
- w1->mMaxHandBrakeTorque = 0.0f; // Front wheel doesn't have hand brake
- // Right front
- WheelSettingsWV *w2 = new WheelSettingsWV;
- w2->mPosition = Vec3(-half_vehicle_width, -0.9f * half_vehicle_height, half_vehicle_length - 2.0f * wheel_radius);
- w2->mMaxSteerAngle = max_steering_angle;
- w2->mMaxHandBrakeTorque = 0.0f; // Front wheel doesn't have hand brake
- // Left rear
- WheelSettingsWV *w3 = new WheelSettingsWV;
- w3->mPosition = Vec3(half_vehicle_width, -0.9f * half_vehicle_height, -half_vehicle_length + 2.0f * wheel_radius);
- w3->mMaxSteerAngle = 0.0f;
- // Right rear
- WheelSettingsWV *w4 = new WheelSettingsWV;
- w4->mPosition = Vec3(-half_vehicle_width, -0.9f * half_vehicle_height, -half_vehicle_length + 2.0f * wheel_radius);
- w4->mMaxSteerAngle = 0.0f;
- vehicle.mWheels = { w1, w2, w3, w4 };
- for (WheelSettings *w : vehicle.mWheels)
- {
- w->mRadius = wheel_radius;
- w->mWidth = wheel_width;
- }
- // Controller
- WheeledVehicleControllerSettings *controller = new WheeledVehicleControllerSettings;
- vehicle.mController = controller;
- vehicle.mMaxPitchRollAngle = DegreesToRadians(60.0f);
- // Differential
- controller->mDifferentials.resize(1);
- controller->mDifferentials[0].mLeftWheel = 0;
- controller->mDifferentials[0].mRightWheel = 1;
- for (int x = 0; x < 15; ++x)
- for (int y = 0; y < 15; ++y)
- {
- // Create body
- car_body_settings.mPosition = RVec3(-28.0f + x * 4.0f, 2.0f, -35.0f + y * 5.0f);
- Body *car_body = mBodyInterface->CreateBody(car_body_settings);
- mBodyInterface->AddBody(car_body->GetID(), EActivation::Activate);
- // Create constraint
- VehicleConstraint *c = new VehicleConstraint(*car_body, vehicle);
- c->SetNumStepsBetweenCollisionTestActive(2); // Only test collision every other step to speed up simulation
- c->SetNumStepsBetweenCollisionTestInactive(0); // Disable collision testing when inactive
- // Set the collision tester
- VehicleCollisionTester *tester = new VehicleCollisionTesterRay(Layers::MOVING);
- c->SetVehicleCollisionTester(tester);
- // Add the vehicle
- mPhysicsSystem->AddConstraint(c);
- mPhysicsSystem->AddStepListener(c);
- mVehicles.push_back(c);
- }
- }
- void VehicleStressTest::ProcessInput(const ProcessInputParams &inParams)
- {
- // Determine acceleration and brake
- mForward = 0.0f;
- if (inParams.mKeyboard->IsKeyPressed(DIK_UP))
- mForward = 1.0f;
- else if (inParams.mKeyboard->IsKeyPressed(DIK_DOWN))
- mForward = -1.0f;
- // Steering
- mRight = 0.0f;
- if (inParams.mKeyboard->IsKeyPressed(DIK_LEFT))
- mRight = -1.0f;
- else if (inParams.mKeyboard->IsKeyPressed(DIK_RIGHT))
- mRight = 1.0f;
- // Hand brake will cancel gas pedal
- mHandBrake = 0.0f;
- if (inParams.mKeyboard->IsKeyPressed(DIK_Z))
- {
- mForward = 0.0f;
- mHandBrake = 1.0f;
- }
- }
- void VehicleStressTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
- {
- for (VehicleConstraint *c : mVehicles)
- {
- // On user input, assure that the car is active
- if (mRight != 0.0f || mForward != 0.0f)
- mBodyInterface->ActivateBody(c->GetVehicleBody()->GetID());
- // Pass the input on to the constraint
- WheeledVehicleController *controller = static_cast<WheeledVehicleController *>(c->GetController());
- controller->SetDriverInput(mForward, mRight, 0.0f, mHandBrake);
- // 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 < 4; ++w)
- {
- const WheelSettings *settings = c->GetWheels()[w]->GetSettings();
- RMat44 wheel_transform = c->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 VehicleStressTest::SaveInputState(StateRecorder &inStream) const
- {
- inStream.Write(mForward);
- inStream.Write(mRight);
- inStream.Write(mHandBrake);
- }
- void VehicleStressTest::RestoreInputState(StateRecorder &inStream)
- {
- inStream.Read(mForward);
- inStream.Read(mRight);
- inStream.Read(mHandBrake);
- }
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