RagdollScene.h 4.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145
  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. #ifdef JPH_OBJECT_STREAM
  15. // A scene that loads a part of a Horizon Zero Dawn level and drops many ragdolls on the terrain (motors enabled)
  16. class RagdollScene : public PerformanceTestScene
  17. {
  18. public:
  19. RagdollScene(int inNumPilesPerAxis, int inPileSize, float inVerticalSeparation) : mNumPilesPerAxis(inNumPilesPerAxis), mPileSize(inPileSize), mVerticalSeparation(inVerticalSeparation) { }
  20. virtual const char * GetName() const override
  21. {
  22. return mNumPilesPerAxis == 1? "RagdollSinglePile" : "Ragdoll";
  23. }
  24. virtual bool Load() override
  25. {
  26. // Load ragdoll
  27. if (!ObjectStreamIn::sReadObject("Assets/Human.tof", mRagdollSettings))
  28. {
  29. cerr << "Unable to load ragdoll" << endl;
  30. return false;
  31. }
  32. for (BodyCreationSettings &body : mRagdollSettings->mParts)
  33. body.mObjectLayer = Layers::MOVING;
  34. // Init ragdoll
  35. mRagdollSettings->GetSkeleton()->CalculateParentJointIndices();
  36. mRagdollSettings->Stabilize();
  37. mRagdollSettings->CalculateBodyIndexToConstraintIndex();
  38. mRagdollSettings->CalculateConstraintIndexToBodyIdxPair();
  39. // Load animation
  40. if (!ObjectStreamIn::sReadObject("Assets/Human/dead_pose1.tof", mAnimation))
  41. {
  42. cerr << "Unable to load animation" << endl;
  43. return false;
  44. }
  45. // Sample pose
  46. mPose.SetSkeleton(mRagdollSettings->GetSkeleton());
  47. mAnimation->Sample(0.0f, mPose);
  48. // Read the background scene
  49. if (!ObjectStreamIn::sReadObject("Assets/terrain2.bof", mBackground))
  50. {
  51. cerr << "Unable to load terrain" << endl;
  52. return false;
  53. }
  54. for (BodyCreationSettings &body : mBackground->GetBodies())
  55. body.mObjectLayer = Layers::NON_MOVING;
  56. mBackground->FixInvalidScales();
  57. return true;
  58. }
  59. virtual void StartTest(PhysicsSystem &inPhysicsSystem, EMotionQuality inMotionQuality) override
  60. {
  61. // Test configuration
  62. const Real cHorizontalSeparation = 4.0_r;
  63. // Set motion quality on ragdoll
  64. for (BodyCreationSettings &body : mRagdollSettings->mParts)
  65. body.mMotionQuality = inMotionQuality;
  66. // Add background geometry
  67. mBackground->CreateBodies(&inPhysicsSystem);
  68. // Create ragdoll piles
  69. mt19937 random;
  70. uniform_real_distribution<float> angle(0.0f, JPH_PI);
  71. CollisionGroup::GroupID group_id = 1;
  72. for (int row = 0; row < mNumPilesPerAxis; ++row)
  73. for (int col = 0; col < mNumPilesPerAxis; ++col)
  74. {
  75. // Determine start location of ray
  76. RVec3 start(cHorizontalSeparation * (col - (mNumPilesPerAxis - 1) / 2.0_r), 100, cHorizontalSeparation * (row - (mNumPilesPerAxis - 1) / 2.0_r));
  77. // Cast ray down to terrain
  78. RayCastResult hit;
  79. Vec3 ray_direction(0, -200, 0);
  80. RRayCast ray { start, ray_direction };
  81. if (inPhysicsSystem.GetNarrowPhaseQuery().CastRay(ray, hit, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::NON_MOVING), SpecifiedObjectLayerFilter(Layers::NON_MOVING)))
  82. start = ray.GetPointOnRay(hit.mFraction);
  83. for (int i = 0; i < mPileSize; ++i)
  84. {
  85. // Create ragdoll
  86. Ref<Ragdoll> ragdoll = mRagdollSettings->CreateRagdoll(group_id++, 0, &inPhysicsSystem);
  87. // Override root
  88. SkeletonPose pose_copy = mPose;
  89. pose_copy.SetRootOffset(start);
  90. SkeletonPose::JointState &root = pose_copy.GetJoint(0);
  91. root.mTranslation = Vec3(0, mVerticalSeparation * (i + 1), 0);
  92. root.mRotation = Quat::sRotation(Vec3::sAxisY(), angle(random)) * root.mRotation;
  93. pose_copy.CalculateJointMatrices();
  94. // Drive to pose
  95. ragdoll->SetPose(pose_copy);
  96. ragdoll->DriveToPoseUsingMotors(pose_copy);
  97. ragdoll->AddToPhysicsSystem(EActivation::Activate);
  98. // Keep reference
  99. mRagdolls.push_back(ragdoll);
  100. }
  101. }
  102. }
  103. virtual void StopTest(PhysicsSystem &inPhysicsSystem) override
  104. {
  105. // Remove ragdolls
  106. for (Ragdoll *ragdoll : mRagdolls)
  107. ragdoll->RemoveFromPhysicsSystem();
  108. mRagdolls.clear();
  109. }
  110. private:
  111. int mNumPilesPerAxis;
  112. int mPileSize;
  113. float mVerticalSeparation;
  114. Ref<RagdollSettings> mRagdollSettings;
  115. Ref<SkeletalAnimation> mAnimation;
  116. SkeletonPose mPose;
  117. Ref<PhysicsScene> mBackground;
  118. Array<Ref<Ragdoll>> mRagdolls;
  119. };
  120. #endif // JPH_OBJECT_STREAM