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+/*************************************************************************/
+/* test_physics_3d.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "test_physics_3d.h"
+
+#include "core/map.h"
+#include "core/math/math_funcs.h"
+#include "core/math/quick_hull.h"
+#include "core/os/main_loop.h"
+#include "core/os/os.h"
+#include "core/print_string.h"
+#include "servers/display_server.h"
+#include "servers/physics_server_3d.h"
+#include "servers/rendering_server.h"
+
+class TestPhysics3DMainLoop : public MainLoop {
+ GDCLASS(TestPhysics3DMainLoop, MainLoop);
+
+ enum {
+ LINK_COUNT = 20,
+ };
+
+ RID test_cube;
+
+ RID plane;
+ RID sphere;
+ RID light;
+ RID camera;
+ RID mover;
+ RID scenario;
+ RID space;
+
+ RID character;
+
+ float ofs_x, ofs_y;
+
+ Point2 joy_direction;
+
+ List<RID> bodies;
+ Map<PhysicsServer3D::ShapeType, RID> type_shape_map;
+ Map<PhysicsServer3D::ShapeType, RID> type_mesh_map;
+
+ void body_changed_transform(Object *p_state, RID p_visual_instance) {
+ PhysicsDirectBodyState3D *state = (PhysicsDirectBodyState3D *)p_state;
+ RenderingServer *vs = RenderingServer::get_singleton();
+ Transform t = state->get_transform();
+ vs->instance_set_transform(p_visual_instance, t);
+ }
+
+ bool quit;
+
+protected:
+ static void _bind_methods() {
+ ClassDB::bind_method("body_changed_transform", &TestPhysics3DMainLoop::body_changed_transform);
+ }
+
+ RID create_body(PhysicsServer3D::ShapeType p_shape, PhysicsServer3D::BodyMode p_body, const Transform p_location, bool p_active_default = true, const Transform &p_shape_xform = Transform()) {
+ RenderingServer *vs = RenderingServer::get_singleton();
+ PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
+
+ RID mesh_instance = vs->instance_create2(type_mesh_map[p_shape], scenario);
+ RID body = ps->body_create(p_body, !p_active_default);
+ ps->body_set_space(body, space);
+ ps->body_set_param(body, PhysicsServer3D::BODY_PARAM_BOUNCE, 0.0);
+ //todo set space
+ ps->body_add_shape(body, type_shape_map[p_shape]);
+ ps->body_set_force_integration_callback(body, this, "body_changed_transform", mesh_instance);
+
+ ps->body_set_state(body, PhysicsServer3D::BODY_STATE_TRANSFORM, p_location);
+ bodies.push_back(body);
+
+ if (p_body == PhysicsServer3D::BODY_MODE_STATIC) {
+ vs->instance_set_transform(mesh_instance, p_location);
+ }
+ return body;
+ }
+
+ RID create_static_plane(const Plane &p_plane) {
+ PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
+
+ RID world_margin_shape = ps->shape_create(PhysicsServer3D::SHAPE_PLANE);
+ ps->shape_set_data(world_margin_shape, p_plane);
+
+ RID b = ps->body_create(PhysicsServer3D::BODY_MODE_STATIC);
+ ps->body_set_space(b, space);
+ //todo set space
+ ps->body_add_shape(b, world_margin_shape);
+ return b;
+ }
+
+ void configure_body(RID p_body, float p_mass, float p_friction, float p_bounce) {
+ PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
+ ps->body_set_param(p_body, PhysicsServer3D::BODY_PARAM_MASS, p_mass);
+ ps->body_set_param(p_body, PhysicsServer3D::BODY_PARAM_FRICTION, p_friction);
+ ps->body_set_param(p_body, PhysicsServer3D::BODY_PARAM_BOUNCE, p_bounce);
+ }
+
+ void init_shapes() {
+ RenderingServer *vs = RenderingServer::get_singleton();
+ PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
+
+ /* SPHERE SHAPE */
+ RID sphere_mesh = vs->make_sphere_mesh(10, 20, 0.5);
+ type_mesh_map[PhysicsServer3D::SHAPE_SPHERE] = sphere_mesh;
+
+ RID sphere_shape = ps->shape_create(PhysicsServer3D::SHAPE_SPHERE);
+ ps->shape_set_data(sphere_shape, 0.5);
+ type_shape_map[PhysicsServer3D::SHAPE_SPHERE] = sphere_shape;
+
+ /* BOX SHAPE */
+
+ Vector<Plane> box_planes = Geometry3D::build_box_planes(Vector3(0.5, 0.5, 0.5));
+ RID box_mesh = vs->mesh_create();
+ Geometry3D::MeshData box_data = Geometry3D::build_convex_mesh(box_planes);
+ vs->mesh_add_surface_from_mesh_data(box_mesh, box_data);
+ type_mesh_map[PhysicsServer3D::SHAPE_BOX] = box_mesh;
+
+ RID box_shape = ps->shape_create(PhysicsServer3D::SHAPE_BOX);
+ ps->shape_set_data(box_shape, Vector3(0.5, 0.5, 0.5));
+ type_shape_map[PhysicsServer3D::SHAPE_BOX] = box_shape;
+
+ /* CAPSULE SHAPE */
+
+ Vector<Plane> capsule_planes = Geometry3D::build_capsule_planes(0.5, 0.7, 12, Vector3::AXIS_Z);
+
+ RID capsule_mesh = vs->mesh_create();
+ Geometry3D::MeshData capsule_data = Geometry3D::build_convex_mesh(capsule_planes);
+ vs->mesh_add_surface_from_mesh_data(capsule_mesh, capsule_data);
+
+ type_mesh_map[PhysicsServer3D::SHAPE_CAPSULE] = capsule_mesh;
+
+ RID capsule_shape = ps->shape_create(PhysicsServer3D::SHAPE_CAPSULE);
+ Dictionary capsule_params;
+ capsule_params["radius"] = 0.5;
+ capsule_params["height"] = 1.4;
+ ps->shape_set_data(capsule_shape, capsule_params);
+ type_shape_map[PhysicsServer3D::SHAPE_CAPSULE] = capsule_shape;
+
+ /* CONVEX SHAPE */
+
+ Vector<Plane> convex_planes = Geometry3D::build_cylinder_planes(0.5, 0.7, 5, Vector3::AXIS_Z);
+
+ RID convex_mesh = vs->mesh_create();
+ Geometry3D::MeshData convex_data = Geometry3D::build_convex_mesh(convex_planes);
+ QuickHull::build(convex_data.vertices, convex_data);
+ vs->mesh_add_surface_from_mesh_data(convex_mesh, convex_data);
+
+ type_mesh_map[PhysicsServer3D::SHAPE_CONVEX_POLYGON] = convex_mesh;
+
+ RID convex_shape = ps->shape_create(PhysicsServer3D::SHAPE_CONVEX_POLYGON);
+ ps->shape_set_data(convex_shape, convex_data.vertices);
+ type_shape_map[PhysicsServer3D::SHAPE_CONVEX_POLYGON] = convex_shape;
+ }
+
+ void make_trimesh(Vector<Vector3> p_faces, const Transform &p_xform = Transform()) {
+ RenderingServer *vs = RenderingServer::get_singleton();
+ PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
+ RID trimesh_shape = ps->shape_create(PhysicsServer3D::SHAPE_CONCAVE_POLYGON);
+ ps->shape_set_data(trimesh_shape, p_faces);
+ p_faces = ps->shape_get_data(trimesh_shape); // optimized one
+ Vector<Vector3> normals; // for drawing
+ for (int i = 0; i < p_faces.size() / 3; i++) {
+ Plane p(p_faces[i * 3 + 0], p_faces[i * 3 + 1], p_faces[i * 3 + 2]);
+ normals.push_back(p.normal);
+ normals.push_back(p.normal);
+ normals.push_back(p.normal);
+ }
+
+ RID trimesh_mesh = vs->mesh_create();
+ Array d;
+ d.resize(RS::ARRAY_MAX);
+ d[RS::ARRAY_VERTEX] = p_faces;
+ d[RS::ARRAY_NORMAL] = normals;
+ vs->mesh_add_surface_from_arrays(trimesh_mesh, RS::PRIMITIVE_TRIANGLES, d);
+
+ RID triins = vs->instance_create2(trimesh_mesh, scenario);
+
+ RID tribody = ps->body_create(PhysicsServer3D::BODY_MODE_STATIC);
+ ps->body_set_space(tribody, space);
+ //todo set space
+ ps->body_add_shape(tribody, trimesh_shape);
+ Transform tritrans = p_xform;
+ ps->body_set_state(tribody, PhysicsServer3D::BODY_STATE_TRANSFORM, tritrans);
+ vs->instance_set_transform(triins, tritrans);
+ }
+
+ void make_grid(int p_width, int p_height, float p_cellsize, float p_cellheight, const Transform &p_xform = Transform()) {
+ Vector<Vector<float>> grid;
+
+ grid.resize(p_width);
+
+ for (int i = 0; i < p_width; i++) {
+ grid.write[i].resize(p_height);
+
+ for (int j = 0; j < p_height; j++) {
+ grid.write[i].write[j] = 1.0 + Math::random(-p_cellheight, p_cellheight);
+ }
+ }
+
+ Vector<Vector3> faces;
+
+ for (int i = 1; i < p_width; i++) {
+ for (int j = 1; j < p_height; j++) {
+#define MAKE_VERTEX(m_x, m_z) \
+ faces.push_back(Vector3((m_x - p_width / 2) * p_cellsize, grid[m_x][m_z], (m_z - p_height / 2) * p_cellsize))
+
+ MAKE_VERTEX(i, j - 1);
+ MAKE_VERTEX(i, j);
+ MAKE_VERTEX(i - 1, j);
+
+ MAKE_VERTEX(i - 1, j - 1);
+ MAKE_VERTEX(i, j - 1);
+ MAKE_VERTEX(i - 1, j);
+ }
+ }
+
+ make_trimesh(faces, p_xform);
+ }
+
+public:
+ virtual void input_event(const Ref<InputEvent> &p_event) {
+ Ref<InputEventMouseMotion> mm = p_event;
+ if (mm.is_valid() && mm->get_button_mask() & 4) {
+ ofs_y -= mm->get_relative().y / 200.0;
+ ofs_x += mm->get_relative().x / 200.0;
+ }
+
+ if (mm.is_valid() && mm->get_button_mask() & 1) {
+ float y = -mm->get_relative().y / 20.0;
+ float x = mm->get_relative().x / 20.0;
+
+ if (mover.is_valid()) {
+ PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
+ Transform t = ps->body_get_state(mover, PhysicsServer3D::BODY_STATE_TRANSFORM);
+ t.origin += Vector3(x, y, 0);
+
+ ps->body_set_state(mover, PhysicsServer3D::BODY_STATE_TRANSFORM, t);
+ }
+ }
+ }
+
+ virtual void request_quit() {
+ quit = true;
+ }
+ virtual void init() override {
+ ofs_x = ofs_y = 0;
+ init_shapes();
+
+ PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
+ space = ps->space_create();
+ ps->space_set_active(space, true);
+
+ RenderingServer *vs = RenderingServer::get_singleton();
+
+ /* LIGHT */
+ RID lightaux = vs->directional_light_create();
+ scenario = vs->scenario_create();
+ vs->light_set_shadow(lightaux, true);
+ light = vs->instance_create2(lightaux, scenario);
+ Transform t;
+ t.rotate(Vector3(1.0, 0, 0), 0.6);
+ vs->instance_set_transform(light, t);
+
+ /* CAMERA */
+
+ camera = vs->camera_create();
+
+ RID viewport = vs->viewport_create();
+ Size2i screen_size = DisplayServer::get_singleton()->window_get_size();
+ vs->viewport_set_size(viewport, screen_size.x, screen_size.y);
+ vs->viewport_attach_to_screen(viewport, Rect2(Vector2(), screen_size));
+ vs->viewport_set_active(viewport, true);
+ vs->viewport_attach_camera(viewport, camera);
+ vs->viewport_set_scenario(viewport, scenario);
+
+ vs->camera_set_perspective(camera, 60, 0.1, 40.0);
+ vs->camera_set_transform(camera, Transform(Basis(), Vector3(0, 9, 12)));
+
+ Transform gxf;
+ gxf.basis.scale(Vector3(1.4, 0.4, 1.4));
+ gxf.origin = Vector3(-2, 1, -2);
+ make_grid(5, 5, 2.5, 1, gxf);
+ test_fall();
+ quit = false;
+ }
+ virtual bool iteration(float p_time) override {
+ if (mover.is_valid()) {
+ static float joy_speed = 10;
+ PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
+ Transform t = ps->body_get_state(mover, PhysicsServer3D::BODY_STATE_TRANSFORM);
+ t.origin += Vector3(joy_speed * joy_direction.x * p_time, -joy_speed * joy_direction.y * p_time, 0);
+ ps->body_set_state(mover, PhysicsServer3D::BODY_STATE_TRANSFORM, t);
+ };
+
+ Transform cameratr;
+ cameratr.rotate(Vector3(0, 1, 0), ofs_x);
+ cameratr.rotate(Vector3(1, 0, 0), -ofs_y);
+ cameratr.translate(Vector3(0, 2, 8));
+ RenderingServer *vs = RenderingServer::get_singleton();
+ vs->camera_set_transform(camera, cameratr);
+
+ return quit;
+ }
+ virtual void finish() override {
+ }
+
+ void test_joint() {
+ }
+
+ void test_hinge() {
+ }
+
+ void test_character() {
+ RenderingServer *vs = RenderingServer::get_singleton();
+ PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
+
+ Vector<Plane> capsule_planes = Geometry3D::build_capsule_planes(0.5, 1, 12, 5, Vector3::AXIS_Y);
+
+ RID capsule_mesh = vs->mesh_create();
+ Geometry3D::MeshData capsule_data = Geometry3D::build_convex_mesh(capsule_planes);
+ vs->mesh_add_surface_from_mesh_data(capsule_mesh, capsule_data);
+ type_mesh_map[PhysicsServer3D::SHAPE_CAPSULE] = capsule_mesh;
+
+ RID capsule_shape = ps->shape_create(PhysicsServer3D::SHAPE_CAPSULE);
+ Dictionary capsule_params;
+ capsule_params["radius"] = 0.5;
+ capsule_params["height"] = 1;
+ Transform shape_xform;
+ shape_xform.rotate(Vector3(1, 0, 0), Math_PI / 2.0);
+ //shape_xform.origin=Vector3(1,1,1);
+ ps->shape_set_data(capsule_shape, capsule_params);
+
+ RID mesh_instance = vs->instance_create2(capsule_mesh, scenario);
+ character = ps->body_create(PhysicsServer3D::BODY_MODE_CHARACTER);
+ ps->body_set_space(character, space);
+ //todo add space
+ ps->body_add_shape(character, capsule_shape);
+
+ ps->body_set_force_integration_callback(character, this, "body_changed_transform", mesh_instance);
+
+ ps->body_set_state(character, PhysicsServer3D::BODY_STATE_TRANSFORM, Transform(Basis(), Vector3(-2, 5, -2)));
+ bodies.push_back(character);
+ }
+
+ void test_fall() {
+ for (int i = 0; i < 35; i++) {
+ static const PhysicsServer3D::ShapeType shape_idx[] = {
+ PhysicsServer3D::SHAPE_CAPSULE,
+ PhysicsServer3D::SHAPE_BOX,
+ PhysicsServer3D::SHAPE_SPHERE,
+ PhysicsServer3D::SHAPE_CONVEX_POLYGON
+ };
+
+ PhysicsServer3D::ShapeType type = shape_idx[i % 4];
+
+ Transform t;
+
+ t.origin = Vector3(0.0 * i, 3.5 + 1.1 * i, 0.7 + 0.0 * i);
+ t.basis.rotate(Vector3(0.2, -1, 0), Math_PI / 2 * 0.6);
+
+ create_body(type, PhysicsServer3D::BODY_MODE_RIGID, t);
+ }
+
+ create_static_plane(Plane(Vector3(0, 1, 0), -1));
+ }
+
+ void test_activate() {
+ create_body(PhysicsServer3D::SHAPE_BOX, PhysicsServer3D::BODY_MODE_RIGID, Transform(Basis(), Vector3(0, 2, 0)), true);
+ create_static_plane(Plane(Vector3(0, 1, 0), -1));
+ }
+
+ virtual bool idle(float p_time) override {
+ return false;
+ }
+
+ TestPhysics3DMainLoop() {
+ }
+};
+
+namespace TestPhysics3D {
+
+MainLoop *test() {
+ return memnew(TestPhysics3DMainLoop);
+}
+
+} // namespace TestPhysics3D