VehicleConstraintTest.cpp 17 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/VehicleConstraintTest.h>
  6. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  7. #include <Jolt/Physics/Collision/Shape/SphereShape.h>
  8. #include <Jolt/Physics/Collision/Shape/OffsetCenterOfMassShape.h>
  9. #include <Jolt/Physics/Collision/ShapeCast.h>
  10. #include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
  11. #include <Jolt/Physics/Vehicle/WheeledVehicleController.h>
  12. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  13. #include <Application/DebugUI.h>
  14. #include <Layers.h>
  15. #include <Renderer/DebugRendererImp.h>
  16. JPH_IMPLEMENT_RTTI_VIRTUAL(VehicleConstraintTest)
  17. {
  18. JPH_ADD_BASE_CLASS(VehicleConstraintTest, VehicleTest)
  19. }
  20. VehicleConstraintTest::~VehicleConstraintTest()
  21. {
  22. mPhysicsSystem->RemoveStepListener(mVehicleConstraint);
  23. }
  24. void VehicleConstraintTest::Initialize()
  25. {
  26. VehicleTest::Initialize();
  27. const float wheel_radius = 0.3f;
  28. const float wheel_width = 0.1f;
  29. const float half_vehicle_length = 2.0f;
  30. const float half_vehicle_width = 0.9f;
  31. const float half_vehicle_height = 0.2f;
  32. // Create collision testers
  33. mTesters[0] = new VehicleCollisionTesterRay(Layers::MOVING);
  34. mTesters[1] = new VehicleCollisionTesterCastSphere(Layers::MOVING, 0.5f * wheel_width);
  35. mTesters[2] = new VehicleCollisionTesterCastCylinder(Layers::MOVING);
  36. // Create vehicle body
  37. RVec3 position(0, 2, 0);
  38. RefConst<Shape> car_shape = OffsetCenterOfMassShapeSettings(Vec3(0, -half_vehicle_height, 0), new BoxShape(Vec3(half_vehicle_width, half_vehicle_height, half_vehicle_length))).Create().Get();
  39. BodyCreationSettings car_body_settings(car_shape, position, Quat::sRotation(Vec3::sAxisZ(), sInitialRollAngle), EMotionType::Dynamic, Layers::MOVING);
  40. car_body_settings.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
  41. car_body_settings.mMassPropertiesOverride.mMass = 1500.0f;
  42. mCarBody = mBodyInterface->CreateBody(car_body_settings);
  43. mBodyInterface->AddBody(mCarBody->GetID(), EActivation::Activate);
  44. // Create vehicle constraint
  45. VehicleConstraintSettings vehicle;
  46. vehicle.mDrawConstraintSize = 0.1f;
  47. vehicle.mMaxPitchRollAngle = sMaxRollAngle;
  48. // Suspension direction
  49. Vec3 front_suspension_dir = Vec3(Tan(sFrontSuspensionSidewaysAngle), -1, Tan(sFrontSuspensionForwardAngle)).Normalized();
  50. Vec3 front_steering_axis = Vec3(-Tan(sFrontKingPinAngle), 1, -Tan(sFrontCasterAngle)).Normalized();
  51. Vec3 front_wheel_up = Vec3(Sin(sFrontCamber), Cos(sFrontCamber), 0);
  52. Vec3 front_wheel_forward = Vec3(-Sin(sFrontToe), 0, Cos(sFrontToe));
  53. Vec3 rear_suspension_dir = Vec3(Tan(sRearSuspensionSidewaysAngle), -1, Tan(sRearSuspensionForwardAngle)).Normalized();
  54. Vec3 rear_steering_axis = Vec3(-Tan(sRearKingPinAngle), 1, -Tan(sRearCasterAngle)).Normalized();
  55. Vec3 rear_wheel_up = Vec3(Sin(sRearCamber), Cos(sRearCamber), 0);
  56. Vec3 rear_wheel_forward = Vec3(-Sin(sRearToe), 0, Cos(sRearToe));
  57. Vec3 flip_x(-1, 1, 1);
  58. // Wheels, left front
  59. WheelSettingsWV *w1 = new WheelSettingsWV;
  60. w1->mPosition = Vec3(half_vehicle_width, -0.9f * half_vehicle_height, half_vehicle_length - 2.0f * wheel_radius);
  61. w1->mSuspensionDirection = front_suspension_dir;
  62. w1->mSteeringAxis = front_steering_axis;
  63. w1->mWheelUp = front_wheel_up;
  64. w1->mWheelForward = front_wheel_forward;
  65. w1->mSuspensionMinLength = sFrontSuspensionMinLength;
  66. w1->mSuspensionMaxLength = sFrontSuspensionMaxLength;
  67. w1->mSuspensionSpring.mFrequency = sFrontSuspensionFrequency;
  68. w1->mSuspensionSpring.mDamping = sFrontSuspensionDamping;
  69. w1->mMaxSteerAngle = sMaxSteeringAngle;
  70. w1->mMaxHandBrakeTorque = 0.0f; // Front wheel doesn't have hand brake
  71. // Right front
  72. WheelSettingsWV *w2 = new WheelSettingsWV;
  73. w2->mPosition = Vec3(-half_vehicle_width, -0.9f * half_vehicle_height, half_vehicle_length - 2.0f * wheel_radius);
  74. w2->mSuspensionDirection = flip_x * front_suspension_dir;
  75. w2->mSteeringAxis = flip_x * front_steering_axis;
  76. w2->mWheelUp = flip_x * front_wheel_up;
  77. w2->mWheelForward = flip_x * front_wheel_forward;
  78. w2->mSuspensionMinLength = sFrontSuspensionMinLength;
  79. w2->mSuspensionMaxLength = sFrontSuspensionMaxLength;
  80. w2->mSuspensionSpring.mFrequency = sFrontSuspensionFrequency;
  81. w2->mSuspensionSpring.mDamping = sFrontSuspensionDamping;
  82. w2->mMaxSteerAngle = sMaxSteeringAngle;
  83. w2->mMaxHandBrakeTorque = 0.0f; // Front wheel doesn't have hand brake
  84. // Left rear
  85. WheelSettingsWV *w3 = new WheelSettingsWV;
  86. w3->mPosition = Vec3(half_vehicle_width, -0.9f * half_vehicle_height, -half_vehicle_length + 2.0f * wheel_radius);
  87. w3->mSuspensionDirection = rear_suspension_dir;
  88. w3->mSteeringAxis = rear_steering_axis;
  89. w3->mWheelUp = rear_wheel_up;
  90. w3->mWheelForward = rear_wheel_forward;
  91. w3->mSuspensionMinLength = sRearSuspensionMinLength;
  92. w3->mSuspensionMaxLength = sRearSuspensionMaxLength;
  93. w3->mSuspensionSpring.mFrequency = sRearSuspensionFrequency;
  94. w3->mSuspensionSpring.mDamping = sRearSuspensionDamping;
  95. w3->mMaxSteerAngle = 0.0f;
  96. // Right rear
  97. WheelSettingsWV *w4 = new WheelSettingsWV;
  98. w4->mPosition = Vec3(-half_vehicle_width, -0.9f * half_vehicle_height, -half_vehicle_length + 2.0f * wheel_radius);
  99. w4->mSuspensionDirection = flip_x * rear_suspension_dir;
  100. w4->mSteeringAxis = flip_x * rear_steering_axis;
  101. w4->mWheelUp = flip_x * rear_wheel_up;
  102. w4->mWheelForward = flip_x * rear_wheel_forward;
  103. w4->mSuspensionMinLength = sRearSuspensionMinLength;
  104. w4->mSuspensionMaxLength = sRearSuspensionMaxLength;
  105. w4->mSuspensionSpring.mFrequency = sRearSuspensionFrequency;
  106. w4->mSuspensionSpring.mDamping = sRearSuspensionDamping;
  107. w4->mMaxSteerAngle = 0.0f;
  108. vehicle.mWheels = { w1, w2, w3, w4 };
  109. for (WheelSettings *w : vehicle.mWheels)
  110. {
  111. w->mRadius = wheel_radius;
  112. w->mWidth = wheel_width;
  113. }
  114. WheeledVehicleControllerSettings *controller = new WheeledVehicleControllerSettings;
  115. vehicle.mController = controller;
  116. // Differential
  117. controller->mDifferentials.resize(sFourWheelDrive? 2 : 1);
  118. controller->mDifferentials[0].mLeftWheel = 0;
  119. controller->mDifferentials[0].mRightWheel = 1;
  120. if (sFourWheelDrive)
  121. {
  122. controller->mDifferentials[1].mLeftWheel = 2;
  123. controller->mDifferentials[1].mRightWheel = 3;
  124. // Split engine torque
  125. controller->mDifferentials[0].mEngineTorqueRatio = controller->mDifferentials[1].mEngineTorqueRatio = 0.5f;
  126. }
  127. // Anti rollbars
  128. if (sAntiRollbar)
  129. {
  130. vehicle.mAntiRollBars.resize(2);
  131. vehicle.mAntiRollBars[0].mLeftWheel = 0;
  132. vehicle.mAntiRollBars[0].mRightWheel = 1;
  133. vehicle.mAntiRollBars[1].mLeftWheel = 2;
  134. vehicle.mAntiRollBars[1].mRightWheel = 3;
  135. }
  136. mVehicleConstraint = new VehicleConstraint(*mCarBody, vehicle);
  137. // The vehicle settings were tweaked with a buggy implementation of the longitudinal tire impulses, this meant that PhysicsSettings::mNumVelocitySteps times more impulse
  138. // could be applied than intended. To keep the behavior of the vehicle the same we increase the max longitudinal impulse by the same factor. In a future version the vehicle
  139. // will be retweaked.
  140. static_cast<WheeledVehicleController *>(mVehicleConstraint->GetController())->SetTireMaxImpulseCallback(
  141. [](uint, float &outLongitudinalImpulse, float &outLateralImpulse, float inSuspensionImpulse, float inLongitudinalFriction, float inLateralFriction, float, float, float)
  142. {
  143. outLongitudinalImpulse = 10.0f * inLongitudinalFriction * inSuspensionImpulse;
  144. outLateralImpulse = inLateralFriction * inSuspensionImpulse;
  145. });
  146. mPhysicsSystem->AddConstraint(mVehicleConstraint);
  147. mPhysicsSystem->AddStepListener(mVehicleConstraint);
  148. UpdateCameraPivot();
  149. }
  150. void VehicleConstraintTest::ProcessInput(const ProcessInputParams &inParams)
  151. {
  152. // Determine acceleration and brake
  153. mForward = 0.0f;
  154. if (inParams.mKeyboard->IsKeyPressed(EKey::Up))
  155. mForward = 1.0f;
  156. else if (inParams.mKeyboard->IsKeyPressed(EKey::Down))
  157. mForward = -1.0f;
  158. // Check if we're reversing direction
  159. mBrake = 0.0f;
  160. if (mPreviousForward * mForward < 0.0f)
  161. {
  162. // Get vehicle velocity in local space to the body of the vehicle
  163. float velocity = (mCarBody->GetRotation().Conjugated() * mCarBody->GetLinearVelocity()).GetZ();
  164. if ((mForward > 0.0f && velocity < -0.1f) || (mForward < 0.0f && velocity > 0.1f))
  165. {
  166. // Brake while we've not stopped yet
  167. mForward = 0.0f;
  168. mBrake = 1.0f;
  169. }
  170. else
  171. {
  172. // When we've come to a stop, accept the new direction
  173. mPreviousForward = mForward;
  174. }
  175. }
  176. // Hand brake will cancel gas pedal
  177. mHandBrake = 0.0f;
  178. if (inParams.mKeyboard->IsKeyPressed(EKey::Z))
  179. {
  180. mForward = 0.0f;
  181. mHandBrake = 1.0f;
  182. }
  183. // Steering
  184. mRight = 0.0f;
  185. if (inParams.mKeyboard->IsKeyPressed(EKey::Left))
  186. mRight = -1.0f;
  187. else if (inParams.mKeyboard->IsKeyPressed(EKey::Right))
  188. mRight = 1.0f;
  189. }
  190. void VehicleConstraintTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
  191. {
  192. VehicleTest::PrePhysicsUpdate(inParams);
  193. UpdateCameraPivot();
  194. // On user input, assure that the car is active
  195. if (mRight != 0.0f || mForward != 0.0f || mBrake != 0.0f || mHandBrake != 0.0f)
  196. mBodyInterface->ActivateBody(mCarBody->GetID());
  197. WheeledVehicleController *controller = static_cast<WheeledVehicleController *>(mVehicleConstraint->GetController());
  198. // Update vehicle statistics
  199. controller->GetEngine().mMaxTorque = sMaxEngineTorque;
  200. controller->GetTransmission().mClutchStrength = sClutchStrength;
  201. // Set slip ratios to the same for everything
  202. float limited_slip_ratio = sLimitedSlipDifferentials? 1.4f : FLT_MAX;
  203. controller->SetDifferentialLimitedSlipRatio(limited_slip_ratio);
  204. for (VehicleDifferentialSettings &d : controller->GetDifferentials())
  205. d.mLimitedSlipRatio = limited_slip_ratio;
  206. // Pass the input on to the constraint
  207. controller->SetDriverInput(mForward, mRight, mBrake, mHandBrake);
  208. // Set the collision tester
  209. mVehicleConstraint->SetVehicleCollisionTester(mTesters[sCollisionMode]);
  210. if (sOverrideGravity)
  211. {
  212. // When overriding gravity is requested, we cast a sphere downwards (opposite to the previous up position) and use the contact normal as the new gravity direction
  213. SphereShape sphere(0.5f);
  214. sphere.SetEmbedded();
  215. RShapeCast shape_cast(&sphere, Vec3::sOne(), RMat44::sTranslation(mCarBody->GetPosition()), -3.0f * mVehicleConstraint->GetWorldUp());
  216. ShapeCastSettings settings;
  217. ClosestHitCollisionCollector<CastShapeCollector> collector;
  218. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, mCarBody->GetPosition(), collector, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::NON_MOVING), SpecifiedObjectLayerFilter(Layers::NON_MOVING));
  219. if (collector.HadHit())
  220. mVehicleConstraint->OverrideGravity(9.81f * collector.mHit.mPenetrationAxis.Normalized());
  221. else
  222. mVehicleConstraint->ResetGravityOverride();
  223. }
  224. // Draw our wheels (this needs to be done in the pre update since we draw the bodies too in the state before the step)
  225. for (uint w = 0; w < 4; ++w)
  226. {
  227. const WheelSettings *settings = mVehicleConstraint->GetWheels()[w]->GetSettings();
  228. 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
  229. mDebugRenderer->DrawCylinder(wheel_transform, 0.5f * settings->mWidth, settings->mRadius, Color::sGreen);
  230. }
  231. }
  232. void VehicleConstraintTest::SaveInputState(StateRecorder &inStream) const
  233. {
  234. inStream.Write(mForward);
  235. inStream.Write(mPreviousForward);
  236. inStream.Write(mRight);
  237. inStream.Write(mBrake);
  238. inStream.Write(mHandBrake);
  239. }
  240. void VehicleConstraintTest::RestoreInputState(StateRecorder &inStream)
  241. {
  242. inStream.Read(mForward);
  243. inStream.Read(mPreviousForward);
  244. inStream.Read(mRight);
  245. inStream.Read(mBrake);
  246. inStream.Read(mHandBrake);
  247. }
  248. void VehicleConstraintTest::GetInitialCamera(CameraState &ioState) const
  249. {
  250. // Position camera behind car
  251. RVec3 cam_tgt = RVec3(0, 0, 5);
  252. ioState.mPos = RVec3(0, 2.5f, -5);
  253. ioState.mForward = Vec3(cam_tgt - ioState.mPos).Normalized();
  254. }
  255. void VehicleConstraintTest::UpdateCameraPivot()
  256. {
  257. // Pivot is center of car and rotates with car around Y axis only
  258. Vec3 fwd = mCarBody->GetRotation().RotateAxisZ();
  259. fwd.SetY(0.0f);
  260. float len = fwd.Length();
  261. if (len != 0.0f)
  262. fwd /= len;
  263. else
  264. fwd = Vec3::sAxisZ();
  265. Vec3 up = Vec3::sAxisY();
  266. Vec3 right = up.Cross(fwd);
  267. mCameraPivot = RMat44(Vec4(right, 0), Vec4(up, 0), Vec4(fwd, 0), mCarBody->GetPosition());
  268. }
  269. void VehicleConstraintTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
  270. {
  271. VehicleTest::CreateSettingsMenu(inUI, inSubMenu);
  272. inUI->CreateSlider(inSubMenu, "Initial Roll Angle", RadiansToDegrees(sInitialRollAngle), 0.0f, 90.0f, 1.0f, [](float inValue) { sInitialRollAngle = DegreesToRadians(inValue); });
  273. inUI->CreateSlider(inSubMenu, "Max Roll Angle", RadiansToDegrees(sMaxRollAngle), 0.0f, 90.0f, 1.0f, [](float inValue) { sMaxRollAngle = DegreesToRadians(inValue); });
  274. inUI->CreateSlider(inSubMenu, "Max Steering Angle", RadiansToDegrees(sMaxSteeringAngle), 0.0f, 90.0f, 1.0f, [](float inValue) { sMaxSteeringAngle = DegreesToRadians(inValue); });
  275. inUI->CreateComboBox(inSubMenu, "Collision Mode", { "Ray", "Cast Sphere", "Cast Cylinder" }, sCollisionMode, [](int inItem) { sCollisionMode = inItem; });
  276. inUI->CreateCheckBox(inSubMenu, "4 Wheel Drive", sFourWheelDrive, [](UICheckBox::EState inState) { sFourWheelDrive = inState == UICheckBox::STATE_CHECKED; });
  277. inUI->CreateCheckBox(inSubMenu, "Anti Rollbars", sAntiRollbar, [](UICheckBox::EState inState) { sAntiRollbar = inState == UICheckBox::STATE_CHECKED; });
  278. inUI->CreateCheckBox(inSubMenu, "Limited Slip Differentials", sLimitedSlipDifferentials, [](UICheckBox::EState inState) { sLimitedSlipDifferentials = inState == UICheckBox::STATE_CHECKED; });
  279. inUI->CreateCheckBox(inSubMenu, "Override Gravity", sOverrideGravity, [](UICheckBox::EState inState) { sOverrideGravity = inState == UICheckBox::STATE_CHECKED; });
  280. inUI->CreateSlider(inSubMenu, "Max Engine Torque", float(sMaxEngineTorque), 100.0f, 2000.0f, 10.0f, [](float inValue) { sMaxEngineTorque = inValue; });
  281. inUI->CreateSlider(inSubMenu, "Clutch Strength", float(sClutchStrength), 1.0f, 40.0f, 1.0f, [](float inValue) { sClutchStrength = inValue; });
  282. inUI->CreateSlider(inSubMenu, "Front Caster Angle", RadiansToDegrees(sFrontCasterAngle), -89.0f, 89.0f, 1.0f, [](float inValue) { sFrontCasterAngle = DegreesToRadians(inValue); });
  283. inUI->CreateSlider(inSubMenu, "Front King Pin Angle", RadiansToDegrees(sFrontKingPinAngle), -89.0f, 89.0f, 1.0f, [](float inValue) { sFrontKingPinAngle = DegreesToRadians(inValue); });
  284. inUI->CreateSlider(inSubMenu, "Front Camber", RadiansToDegrees(sFrontCamber), -89.0f, 89.0f, 1.0f, [](float inValue) { sFrontCamber = DegreesToRadians(inValue); });
  285. inUI->CreateSlider(inSubMenu, "Front Toe", RadiansToDegrees(sFrontToe), -89.0f, 89.0f, 1.0f, [](float inValue) { sFrontToe = DegreesToRadians(inValue); });
  286. inUI->CreateSlider(inSubMenu, "Front Suspension Forward Angle", RadiansToDegrees(sFrontSuspensionForwardAngle), -89.0f, 89.0f, 1.0f, [](float inValue) { sFrontSuspensionForwardAngle = DegreesToRadians(inValue); });
  287. inUI->CreateSlider(inSubMenu, "Front Suspension Sideways Angle", RadiansToDegrees(sFrontSuspensionSidewaysAngle), -89.0f, 89.0f, 1.0f, [](float inValue) { sFrontSuspensionSidewaysAngle = DegreesToRadians(inValue); });
  288. inUI->CreateSlider(inSubMenu, "Front Suspension Min Length", sFrontSuspensionMinLength, 0.0f, 3.0f, 0.01f, [](float inValue) { sFrontSuspensionMinLength = inValue; });
  289. inUI->CreateSlider(inSubMenu, "Front Suspension Max Length", sFrontSuspensionMaxLength, 0.0f, 3.0f, 0.01f, [](float inValue) { sFrontSuspensionMaxLength = inValue; });
  290. inUI->CreateSlider(inSubMenu, "Front Suspension Frequency", sFrontSuspensionFrequency, 0.1f, 5.0f, 0.01f, [](float inValue) { sFrontSuspensionFrequency = inValue; });
  291. inUI->CreateSlider(inSubMenu, "Front Suspension Damping", sFrontSuspensionDamping, 0.0f, 2.0f, 0.01f, [](float inValue) { sFrontSuspensionDamping = inValue; });
  292. inUI->CreateSlider(inSubMenu, "Rear Caster Angle", RadiansToDegrees(sRearCasterAngle), -89.0f, 89.0f, 1.0f, [](float inValue) { sRearCasterAngle = DegreesToRadians(inValue); });
  293. inUI->CreateSlider(inSubMenu, "Rear King Pin Angle", RadiansToDegrees(sRearKingPinAngle), -89.0f, 89.0f, 1.0f, [](float inValue) { sRearKingPinAngle = DegreesToRadians(inValue); });
  294. inUI->CreateSlider(inSubMenu, "Rear Camber", RadiansToDegrees(sRearCamber), -89.0f, 89.0f, 1.0f, [](float inValue) { sRearCamber = DegreesToRadians(inValue); });
  295. inUI->CreateSlider(inSubMenu, "Rear Toe", RadiansToDegrees(sRearToe), -89.0f, 89.0f, 1.0f, [](float inValue) { sRearToe = DegreesToRadians(inValue); });
  296. inUI->CreateSlider(inSubMenu, "Rear Suspension Forward Angle", RadiansToDegrees(sRearSuspensionForwardAngle), -89.0f, 89.0f, 1.0f, [](float inValue) { sRearSuspensionForwardAngle = DegreesToRadians(inValue); });
  297. inUI->CreateSlider(inSubMenu, "Rear Suspension Sideways Angle", RadiansToDegrees(sRearSuspensionSidewaysAngle), -89.0f, 89.0f, 1.0f, [](float inValue) { sRearSuspensionSidewaysAngle = DegreesToRadians(inValue); });
  298. inUI->CreateSlider(inSubMenu, "Rear Suspension Min Length", sRearSuspensionMinLength, 0.0f, 3.0f, 0.01f, [](float inValue) { sRearSuspensionMinLength = inValue; });
  299. inUI->CreateSlider(inSubMenu, "Rear Suspension Max Length", sRearSuspensionMaxLength, 0.0f, 3.0f, 0.01f, [](float inValue) { sRearSuspensionMaxLength = inValue; });
  300. inUI->CreateSlider(inSubMenu, "Rear Suspension Frequency", sRearSuspensionFrequency, 0.1f, 5.0f, 0.01f, [](float inValue) { sRearSuspensionFrequency = inValue; });
  301. inUI->CreateSlider(inSubMenu, "Rear Suspension Damping", sRearSuspensionDamping, 0.0f, 2.0f, 0.01f, [](float inValue) { sRearSuspensionDamping = inValue; });
  302. inUI->CreateTextButton(inSubMenu, "Accept", [this]() { RestartTest(); });
  303. }