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2026-09-16 14:07:40 +08:00

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <Tests/General/SensorTest.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Jolt/ObjectStream/ObjectStreamIn.h>
#include <Utils/RagdollLoader.h>
#include <Utils/Log.h>
#include <Utils/AssetStream.h>
#include <Layers.h>
#include <Renderer/DebugRendererImp.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(SensorTest)
{
JPH_ADD_BASE_CLASS(SensorTest, Test)
}
SensorTest::~SensorTest()
{
// Destroy the ragdoll
mRagdoll->RemoveFromPhysicsSystem();
mRagdoll = nullptr;
}
void SensorTest::Initialize()
{
// Floor
CreateFloor(400.0f);
{
// A static sensor that attracts dynamic bodies that enter its area
BodyCreationSettings sensor_settings(new SphereShape(10.0f), RVec3(0, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::SENSOR);
sensor_settings.mIsSensor = true;
mSensorID[StaticAttractor] = mBodyInterface->CreateAndAddBody(sensor_settings, EActivation::DontActivate);
SetBodyLabel(mSensorID[StaticAttractor], "Static sensor that attracts dynamic bodies");
}
{
// A static sensor that only detects active bodies
BodyCreationSettings sensor_settings(new BoxShape(Vec3::sReplicate(5.0f)), RVec3(-10, 5.1f, 0), Quat::sIdentity(), EMotionType::Static, Layers::SENSOR);
sensor_settings.mIsSensor = true;
mSensorID[StaticSensor] = mBodyInterface->CreateAndAddBody(sensor_settings, EActivation::DontActivate);
SetBodyLabel(mSensorID[StaticSensor], "Static sensor that detects active dynamic bodies");
}
{
// A kinematic sensor that also detects sleeping bodies
BodyCreationSettings sensor_settings(new BoxShape(Vec3::sReplicate(5.0f)), RVec3(10, 5.1f, 0), Quat::sIdentity(), EMotionType::Kinematic, Layers::SENSOR);
sensor_settings.mIsSensor = true;
mSensorID[KinematicSensor] = mBodyInterface->CreateAndAddBody(sensor_settings, EActivation::Activate);
SetBodyLabel(mSensorID[KinematicSensor], "Kinematic sensor that also detects sleeping bodies");
}
{
// A kinematic sensor that also detects static bodies
BodyCreationSettings sensor_settings(new BoxShape(Vec3::sReplicate(5.0f)), RVec3(25, 5.1f, 0), Quat::sIdentity(), EMotionType::Kinematic, Layers::MOVING); // Put in a layer that collides with static
sensor_settings.mIsSensor = true;
sensor_settings.mCollideKinematicVsNonDynamic = true;
mSensorID[SensorDetectingStatic] = mBodyInterface->CreateAndAddBody(sensor_settings, EActivation::Activate);
SetBodyLabel(mSensorID[SensorDetectingStatic], "Kinematic sensor that also detects sleeping and static bodies");
}
// Dynamic bodies
for (int i = 0; i < 15; ++i)
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(0.1f, 0.5f, 0.2f)), RVec3(-15.0f + i * 3.0f, 25, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
// Static bodies
RVec3 static_positions[] = { RVec3(-14, 1, 4), RVec3(6, 1, 4), RVec3(21, 1, 4) };
for (const RVec3 &p : static_positions)
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.5f)), p, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::Activate);
#ifdef JPH_OBJECT_STREAM
// Load ragdoll
Ref<RagdollSettings> ragdoll_settings = RagdollLoader::sLoad("Human.tof", EMotionType::Dynamic);
if (ragdoll_settings == nullptr)
FatalError("Could not load ragdoll");
#else
Ref<RagdollSettings> ragdoll_settings = RagdollLoader::sCreate();
#endif // JPH_OBJECT_STREAM
// Create pose
SkeletonPose ragdoll_pose;
ragdoll_pose.SetSkeleton(ragdoll_settings->GetSkeleton());
{
#ifdef JPH_OBJECT_STREAM
Ref<SkeletalAnimation> animation;
AssetStream stream("Human/dead_pose1.tof", std::ios::in);
if (!ObjectStreamIn::sReadObject(stream.Get(), animation))
FatalError("Could not open animation");
animation->Sample(0.0f, ragdoll_pose);
#else
Ref<Ragdoll> temp_ragdoll = ragdoll_settings->CreateRagdoll(0, 0, mPhysicsSystem);
temp_ragdoll->GetPose(ragdoll_pose);
ragdoll_pose.CalculateJointStates();
#endif // JPH_OBJECT_STREAM
}
ragdoll_pose.SetRootOffset(RVec3(0, 30, 0));
ragdoll_pose.CalculateJointMatrices();
// Create ragdoll
mRagdoll = ragdoll_settings->CreateRagdoll(1, 0, mPhysicsSystem);
mRagdoll->SetPose(ragdoll_pose);
mRagdoll->AddToPhysicsSystem(EActivation::Activate);
// Create kinematic body
BodyCreationSettings kinematic_settings(new BoxShape(Vec3(0.25f, 0.5f, 1.0f)), RVec3(-20, 10, 0), Quat::sIdentity(), EMotionType::Kinematic, Layers::MOVING);
Body &kinematic = *mBodyInterface->CreateBody(kinematic_settings);
mKinematicBodyID = kinematic.GetID();
mBodyInterface->AddBody(kinematic.GetID(), EActivation::Activate);
}
void SensorTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
{
// Update time
mTime += inParams.mDeltaTime;
// Move kinematic body
RVec3 kinematic_pos = RVec3(-20.0f * Cos(mTime), 10, 0);
mBodyInterface->MoveKinematic(mKinematicBodyID, kinematic_pos, Quat::sIdentity(), inParams.mDeltaTime);
// Draw if body is in sensor
Color sensor_color[] = { Color::sRed, Color::sGreen, Color::sBlue, Color::sPurple };
for (int sensor = 0; sensor < NumSensors; ++sensor)
for (const BodyAndCount &body_and_count : mBodiesInSensor[sensor])
{
AABox bounds = mBodyInterface->GetTransformedShape(body_and_count.mBodyID).GetWorldSpaceBounds();
bounds.ExpandBy(Vec3::sReplicate(0.01f * sensor));
mDebugRenderer->DrawWireBox(bounds, sensor_color[sensor]);
}
// Apply forces to dynamic bodies in sensor
lock_guard lock(mMutex);
RVec3 center(0, 10, 0);
float centrifugal_force = 10.0f;
Vec3 gravity = mPhysicsSystem->GetGravity();
for (const BodyAndCount &body_and_count : mBodiesInSensor[StaticAttractor])
{
BodyLockWrite body_lock(mPhysicsSystem->GetBodyLockInterface(), body_and_count.mBodyID);
if (body_lock.Succeeded())
{
Body &body = body_lock.GetBody();
if (body.IsKinematic())
continue;
// Calculate centrifugal acceleration
Vec3 acceleration = Vec3(center - body.GetPosition());
float length = acceleration.Length();
if (length > 0.0f)
acceleration *= centrifugal_force / length;
else
acceleration = Vec3::sZero();
// Draw acceleration
mDebugRenderer->DrawArrow(body.GetPosition(), body.GetPosition() + acceleration, Color::sGreen, 0.1f);
// Cancel gravity
acceleration -= gravity;
// Apply as force
body.AddForce(acceleration / body.GetMotionProperties()->GetInverseMass());
}
}
}
void SensorTest::OnContactAdded(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings)
{
for (int sensor = 0; sensor < NumSensors; ++sensor)
{
BodyID sensor_id = mSensorID[sensor];
// Check which body is the sensor
BodyID body_id;
if (inBody1.GetID() == sensor_id)
body_id = inBody2.GetID();
else if (inBody2.GetID() == sensor_id)
body_id = inBody1.GetID();
else
continue;
lock_guard lock(mMutex);
// Add to list and make sure that the list remains sorted for determinism (contacts can be added from multiple threads)
BodyAndCount body_and_count { body_id, 1 };
BodiesInSensor &bodies_in_sensor = mBodiesInSensor[sensor];
BodiesInSensor::iterator b = lower_bound(bodies_in_sensor.begin(), bodies_in_sensor.end(), body_and_count);
if (b != bodies_in_sensor.end() && b->mBodyID == body_id)
{
// This is the right body, increment reference
b->mCount++;
return;
}
bodies_in_sensor.insert(b, body_and_count);
}
}
void SensorTest::OnContactRemoved(const SubShapeIDPair &inSubShapePair)
{
for (int sensor = 0; sensor < NumSensors; ++sensor)
{
BodyID sensor_id = mSensorID[sensor];
// Check which body is the sensor
BodyID body_id;
if (inSubShapePair.GetBody1ID() == sensor_id)
body_id = inSubShapePair.GetBody2ID();
else if (inSubShapePair.GetBody2ID() == sensor_id)
body_id = inSubShapePair.GetBody1ID();
else
continue;
lock_guard lock(mMutex);
// Remove from list
BodyAndCount body_and_count { body_id, 1 };
BodiesInSensor &bodies_in_sensor = mBodiesInSensor[sensor];
BodiesInSensor::iterator b = lower_bound(bodies_in_sensor.begin(), bodies_in_sensor.end(), body_and_count);
if (b != bodies_in_sensor.end() && b->mBodyID == body_id)
{
// This is the right body, increment reference
JPH_ASSERT(b->mCount > 0);
b->mCount--;
// When last reference remove from the list
if (b->mCount == 0)
bodies_in_sensor.erase(b);
return;
}
JPH_ASSERT(false, "Body pair not found");
}
}
void SensorTest::SaveState(StateRecorder &inStream) const
{
inStream.Write(mTime);
for (const BodiesInSensor &b : mBodiesInSensor)
inStream.Write(b);
}
void SensorTest::RestoreState(StateRecorder &inStream)
{
inStream.Read(mTime);
for (BodiesInSensor &b : mBodiesInSensor)
inStream.Read(b);
}