VehicleTest.cpp 11 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/Vehicle/VehicleTest.h>
  6. #include <Jolt/Physics/Constraints/DistanceConstraint.h>
  7. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  8. #include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
  9. #include <Jolt/Physics/Collision/GroupFilterTable.h>
  10. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  11. #include <Jolt/Physics/PhysicsScene.h>
  12. #include <Jolt/ObjectStream/ObjectStreamIn.h>
  13. #include <Layers.h>
  14. #include <Application/DebugUI.h>
  15. #include <Utils/Log.h>
  16. #include <Renderer/DebugRendererImp.h>
  17. JPH_IMPLEMENT_RTTI_VIRTUAL(VehicleTest)
  18. {
  19. JPH_ADD_BASE_CLASS(VehicleTest, Test)
  20. }
  21. const char *VehicleTest::sScenes[] =
  22. {
  23. "Flat",
  24. "Flat With Slope",
  25. "Steep Slope",
  26. "Step",
  27. "Dynamic Step",
  28. "Playground",
  29. "Terrain1",
  30. };
  31. const char *VehicleTest::sSceneName = "Playground";
  32. void VehicleTest::Initialize()
  33. {
  34. if (strcmp(sSceneName, "Flat") == 0)
  35. {
  36. // Flat test floor
  37. Body &floor = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(1000.0f, 1.0f, 1000.0f), 0.0f), RVec3(0.0f, -1.0f, 0.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  38. floor.SetFriction(1.0f);
  39. mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate);
  40. // Load a race track to have something to assess speed and steering behavior
  41. LoadRaceTrack("Assets/Racetracks/Zandvoort.csv");
  42. }
  43. else if (strcmp(sSceneName, "Flat With Slope") == 0)
  44. {
  45. const float cSlopeStartDistance = 100.0f;
  46. const float cSlopeLength = 100.0f;
  47. const float cSlopeAngle = DegreesToRadians(30.0f);
  48. // Flat test floor
  49. Body &floor = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(1000.0f, 1.0f, 1000.0f), 0.0f), RVec3(0.0f, -1.0f, 0.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  50. floor.SetFriction(1.0f);
  51. mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate);
  52. Body &slope_up = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(25.0f, 1.0f, cSlopeLength), 0.0f), RVec3(0.0f, cSlopeLength * Sin(cSlopeAngle) - 1.0f, cSlopeStartDistance + cSlopeLength * Cos(cSlopeAngle)), Quat::sRotation(Vec3::sAxisX(), -cSlopeAngle), EMotionType::Static, Layers::NON_MOVING));
  53. slope_up.SetFriction(1.0f);
  54. mBodyInterface->AddBody(slope_up.GetID(), EActivation::DontActivate);
  55. Body &slope_down = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(25.0f, 1.0f, cSlopeLength), 0.0f), RVec3(0.0f, cSlopeLength * Sin(cSlopeAngle) - 1.0f, cSlopeStartDistance + 3.0f * cSlopeLength * Cos(cSlopeAngle)), Quat::sRotation(Vec3::sAxisX(), cSlopeAngle), EMotionType::Static, Layers::NON_MOVING));
  56. slope_down.SetFriction(1.0f);
  57. mBodyInterface->AddBody(slope_down.GetID(), EActivation::DontActivate);
  58. }
  59. else if (strcmp(sSceneName, "Steep Slope") == 0)
  60. {
  61. // Steep slope test floor (20 degrees = 36% grade)
  62. Body &floor = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(1000.0f, 1.0f, 1000.0f), 0.0f), RVec3(0.0f, -1.0f, 0.0f), Quat::sRotation(Vec3::sAxisX(), DegreesToRadians(-20.0f)), EMotionType::Static, Layers::NON_MOVING));
  63. floor.SetFriction(1.0f);
  64. mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate);
  65. }
  66. else if (strcmp(sSceneName, "Step") == 0)
  67. {
  68. // Flat test floor
  69. Body &floor = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(1000.0f, 1.0f, 1000.0f), 0.0f), RVec3(0.0f, -1.0f, 0.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  70. floor.SetFriction(1.0f);
  71. mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate);
  72. // A 5cm step rotated under an angle
  73. constexpr float cStepHeight = 0.05f;
  74. Body &step = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(5.0f, 0.5f * cStepHeight, 5.0f), 0.0f), RVec3(-2.0f, 0.5f * cStepHeight, 60.0f), Quat::sRotation(Vec3::sAxisY(), -0.3f * JPH_PI), EMotionType::Static, Layers::NON_MOVING));
  75. step.SetFriction(1.0f);
  76. mBodyInterface->AddBody(step.GetID(), EActivation::DontActivate);
  77. }
  78. else if (strcmp(sSceneName, "Dynamic Step") == 0)
  79. {
  80. // Flat test floor
  81. Body &floor = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(1000.0f, 1.0f, 1000.0f), 0.0f), RVec3(0.0f, -1.0f, 0.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  82. floor.SetFriction(1.0f);
  83. mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate);
  84. // A dynamic body that acts as a step to test sleeping behavior
  85. constexpr float cStepHeight = 0.05f;
  86. Body &step = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(15.0f, 0.5f * cStepHeight, 15.0f), 0.0f), RVec3(-2.0f, 0.5f * cStepHeight, 30.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  87. step.SetFriction(1.0f);
  88. mBodyInterface->AddBody(step.GetID(), EActivation::Activate);
  89. }
  90. else if (strcmp(sSceneName, "Playground") == 0)
  91. {
  92. // Scene with hilly terrain and some objects to drive into
  93. Body &floor = CreateMeshTerrain();
  94. floor.SetFriction(1.0f);
  95. CreateBridge();
  96. CreateWall();
  97. CreateRubble();
  98. }
  99. else
  100. {
  101. // Load scene
  102. Ref<PhysicsScene> scene;
  103. if (!ObjectStreamIn::sReadObject((String("Assets/") + sSceneName + ".bof").c_str(), scene))
  104. FatalError("Failed to load scene");
  105. for (BodyCreationSettings &body : scene->GetBodies())
  106. body.mObjectLayer = Layers::NON_MOVING;
  107. scene->FixInvalidScales();
  108. scene->CreateBodies(mPhysicsSystem);
  109. }
  110. }
  111. void VehicleTest::CreateBridge()
  112. {
  113. const int cChainLength = 20;
  114. // Build a collision group filter that disables collision between adjacent bodies
  115. Ref<GroupFilterTable> group_filter = new GroupFilterTable(cChainLength);
  116. for (CollisionGroup::SubGroupID i = 0; i < cChainLength - 1; ++i)
  117. group_filter->DisableCollision(i, i + 1);
  118. Vec3 part_half_size = Vec3(2.5f, 0.25f, 1.0f);
  119. RefConst<Shape> part_shape = new BoxShape(part_half_size);
  120. Vec3 large_part_half_size = Vec3(2.5f, 0.25f, 22.5f);
  121. RefConst<Shape> large_part_shape = new BoxShape(large_part_half_size);
  122. Quat first_part_rot = Quat::sRotation(Vec3::sAxisX(), DegreesToRadians(-10.0f));
  123. RVec3 prev_pos(-25, 7, 0);
  124. Body *prev_part = nullptr;
  125. for (int i = 0; i < cChainLength; ++i)
  126. {
  127. RVec3 pos = prev_pos + Vec3(0, 0, 2.0f * part_half_size.GetZ());
  128. Body &part = i == 0? *mBodyInterface->CreateBody(BodyCreationSettings(large_part_shape, pos - first_part_rot * Vec3(0, large_part_half_size.GetY() - part_half_size.GetY(), large_part_half_size.GetZ() - part_half_size.GetZ()), first_part_rot, EMotionType::Static, Layers::NON_MOVING))
  129. : *mBodyInterface->CreateBody(BodyCreationSettings(part_shape, pos, Quat::sIdentity(), i == 19? EMotionType::Static : EMotionType::Dynamic, i == 19? Layers::NON_MOVING : Layers::MOVING));
  130. part.SetCollisionGroup(CollisionGroup(group_filter, 1, CollisionGroup::SubGroupID(i)));
  131. part.SetFriction(1.0f);
  132. mBodyInterface->AddBody(part.GetID(), EActivation::Activate);
  133. if (prev_part != nullptr)
  134. {
  135. DistanceConstraintSettings dc;
  136. dc.mPoint1 = prev_pos + Vec3(-part_half_size.GetX(), 0, part_half_size.GetZ());
  137. dc.mPoint2 = pos + Vec3(-part_half_size.GetX(), 0, -part_half_size.GetZ());
  138. mPhysicsSystem->AddConstraint(dc.Create(*prev_part, part));
  139. dc.mPoint1 = prev_pos + Vec3(part_half_size.GetX(), 0, part_half_size.GetZ());
  140. dc.mPoint2 = pos + Vec3(part_half_size.GetX(), 0, -part_half_size.GetZ());
  141. mPhysicsSystem->AddConstraint(dc.Create(*prev_part, part));
  142. }
  143. prev_part = &part;
  144. prev_pos = pos;
  145. }
  146. }
  147. void VehicleTest::CreateWall()
  148. {
  149. RefConst<Shape> box_shape = new BoxShape(Vec3(0.5f, 0.5f, 0.5f));
  150. for (int i = 0; i < 3; ++i)
  151. for (int j = i / 2; j < 5 - (i + 1) / 2; ++j)
  152. {
  153. RVec3 position(2.0f + j * 1.0f + (i & 1? 0.5f : 0.0f), 2.0f + i * 1.0f, 10.0f);
  154. mBodyInterface->CreateAndAddBody(BodyCreationSettings(box_shape, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
  155. }
  156. }
  157. void VehicleTest::CreateRubble()
  158. {
  159. // Flat and light objects
  160. RefConst<Shape> box_shape = new BoxShape(Vec3(0.5f, 0.1f, 0.5f));
  161. for (int i = 0; i < 5; ++i)
  162. for (int j = 0; j < 5; ++j)
  163. {
  164. RVec3 position(-5.0f + j, 2.0f + i * 0.2f, 10.0f + 0.5f * i);
  165. mBodyInterface->CreateAndAddBody(BodyCreationSettings(box_shape, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
  166. }
  167. // Light convex shapes
  168. default_random_engine random;
  169. uniform_real_distribution<float> hull_size(0.2f, 0.4f);
  170. for (int i = 0; i < 10; ++i)
  171. for (int j = 0; j < 10; ++j)
  172. {
  173. // Create random points
  174. Array<Vec3> points;
  175. for (int k = 0; k < 20; ++k)
  176. points.push_back(hull_size(random) * Vec3::sRandom(random));
  177. mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ConvexHullShapeSettings(points), RVec3(-5.0f + 0.5f * j, 2.0f, 15.0f + 0.5f * i), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
  178. }
  179. }
  180. void VehicleTest::LoadRaceTrack(const char *inFileName)
  181. {
  182. // Open the track file
  183. std::ifstream stream;
  184. stream.open(inFileName, std::ifstream::in);
  185. if (!stream.is_open())
  186. return;
  187. // Ignore header line
  188. String line;
  189. std::getline(stream, line);
  190. // Read coordinates
  191. struct Segment
  192. {
  193. RVec3 mCenter;
  194. float mWidthLeft;
  195. float mWidthRight;
  196. };
  197. Array<Segment> segments;
  198. Real x, y;
  199. float wl, wr;
  200. char c;
  201. RVec3 track_center = RVec3::sZero();
  202. while (stream >> x >> c >> y >> c >> wl >> c >> wr)
  203. {
  204. RVec3 center(x, 0, -y);
  205. segments.push_back({ center, wl, wr });
  206. track_center += center;
  207. }
  208. if (!segments.empty())
  209. track_center /= (float)segments.size();
  210. // Convert to line segments
  211. RVec3 prev_tleft = RVec3::sZero(), prev_tright = RVec3::sZero();
  212. for (size_t i = 0; i < segments.size(); ++i)
  213. {
  214. const Segment &segment = segments[i];
  215. const Segment &next_segment = segments[(i + 1) % segments.size()];
  216. // Calculate left and right point of the track
  217. Vec3 fwd = Vec3(next_segment.mCenter - segment.mCenter);
  218. Vec3 right = fwd.Cross(Vec3::sAxisY()).Normalized();
  219. RVec3 tcenter = segment.mCenter - track_center + Vec3(0, 0.1f, 0); // Put a bit above the floor to avoid z fighting
  220. RVec3 tleft = tcenter - right * segment.mWidthLeft;
  221. RVec3 tright = tcenter + right * segment.mWidthRight;
  222. mTrackData.push_back({ tleft, tright });
  223. // Connect left and right point with the previous left and right point
  224. if (i > 0)
  225. {
  226. mTrackData.push_back({ prev_tleft, tleft });
  227. mTrackData.push_back({ prev_tright, tright });
  228. }
  229. prev_tleft = tleft;
  230. prev_tright = tright;
  231. }
  232. }
  233. void VehicleTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
  234. {
  235. // Render the track
  236. for (const Line &l : mTrackData)
  237. mDebugRenderer->DrawLine(l.mStart, l.mEnd, Color::sBlack);
  238. }
  239. void VehicleTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
  240. {
  241. inUI->CreateTextButton(inSubMenu, "Select Scene", [this, inUI]() {
  242. UIElement *scene_name = inUI->CreateMenu();
  243. for (uint i = 0; i < size(sScenes); ++i)
  244. inUI->CreateTextButton(scene_name, sScenes[i], [this, i]() { sSceneName = sScenes[i]; RestartTest(); });
  245. inUI->ShowMenu(scene_name);
  246. });
  247. }