/*************************************************************************/ /* test_physics.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */ /* */ /* 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.h" #include "servers/visual_server.h" #include "servers/physics_server.h" #include "os/main_loop.h" #include "math_funcs.h" #include "print_string.h" #include "map.h" #include "os/os.h" #include "quick_hull.h" class TestPhysicsMainLoop : public MainLoop { GDCLASS( TestPhysicsMainLoop, 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 bodies; Map type_shape_map; Map type_mesh_map; void body_changed_transform(Object *p_state, RID p_visual_instance) { PhysicsDirectBodyState *state = (PhysicsDirectBodyState*)p_state; VisualServer *vs=VisualServer::get_singleton(); Transform t=state->get_transform(); //t.basis.scale( Vector3(1.0,0.5,0.2) ); vs->instance_set_transform(p_visual_instance,t); } bool quit; protected: static void _bind_methods() { ClassDB::bind_method("body_changed_transform",&TestPhysicsMainLoop::body_changed_transform); } RID create_body(PhysicsServer::ShapeType p_shape, PhysicsServer::BodyMode p_body,const Transform p_location,bool p_active_default=true,const Transform&p_shape_xform=Transform()) { VisualServer *vs=VisualServer::get_singleton(); PhysicsServer * ps = PhysicsServer::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,PhysicsServer::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, PhysicsServer::BODY_STATE_TRANSFORM,p_location); bodies.push_back(body); if (p_body==PhysicsServer::BODY_MODE_STATIC) { vs->instance_set_transform(mesh_instance,p_location); } return body; } RID create_static_plane(const Plane& p_plane) { PhysicsServer * ps = PhysicsServer::get_singleton(); RID plane_shape = ps->shape_create(PhysicsServer::SHAPE_PLANE); ps->shape_set_data( plane_shape, p_plane ); RID b = ps->body_create( PhysicsServer::BODY_MODE_STATIC ); ps->body_set_space(b,space); //todo set space ps->body_add_shape(b, plane_shape); return b; } void configure_body(RID p_body,float p_mass, float p_friction, float p_bounce) { PhysicsServer * ps = PhysicsServer::get_singleton(); ps->body_set_param( p_body, PhysicsServer::BODY_PARAM_MASS, p_mass ); ps->body_set_param( p_body, PhysicsServer::BODY_PARAM_FRICTION, p_friction ); ps->body_set_param( p_body, PhysicsServer::BODY_PARAM_BOUNCE, p_bounce ); } void init_shapes() { VisualServer *vs=VisualServer::get_singleton(); PhysicsServer * ps = PhysicsServer::get_singleton(); /* SPHERE SHAPE */ RID sphere_mesh = vs->make_sphere_mesh(10,20,0.5); type_mesh_map[PhysicsServer::SHAPE_SPHERE]=sphere_mesh; RID sphere_shape=ps->shape_create(PhysicsServer::SHAPE_SPHERE); ps->shape_set_data( sphere_shape, 0.5 ); type_shape_map[PhysicsServer::SHAPE_SPHERE]=sphere_shape; /* BOX SHAPE */ PoolVector box_planes = Geometry::build_box_planes(Vector3(0.5,0.5,0.5)); RID box_mesh = vs->mesh_create(); Geometry::MeshData box_data = Geometry::build_convex_mesh(box_planes); vs->mesh_add_surface_from_mesh_data(box_mesh,box_data); type_mesh_map[PhysicsServer::SHAPE_BOX]=box_mesh; RID box_shape=ps->shape_create(PhysicsServer::SHAPE_BOX); ps->shape_set_data( box_shape, Vector3(0.5,0.5,0.5) ); type_shape_map[PhysicsServer::SHAPE_BOX]=box_shape; /* CAPSULE SHAPE */ PoolVector capsule_planes = Geometry::build_capsule_planes(0.5,0.7,12,Vector3::AXIS_Z); RID capsule_mesh = vs->mesh_create(); Geometry::MeshData capsule_data = Geometry::build_convex_mesh(capsule_planes); vs->mesh_add_surface_from_mesh_data(capsule_mesh,capsule_data); type_mesh_map[PhysicsServer::SHAPE_CAPSULE]=capsule_mesh; RID capsule_shape=ps->shape_create(PhysicsServer::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[PhysicsServer::SHAPE_CAPSULE]=capsule_shape; /* CONVEX SHAPE */ PoolVector convex_planes = Geometry::build_cylinder_planes(0.5,0.7,5,Vector3::AXIS_Z); RID convex_mesh = vs->mesh_create(); Geometry::MeshData convex_data = Geometry::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[PhysicsServer::SHAPE_CONVEX_POLYGON]=convex_mesh; RID convex_shape=ps->shape_create(PhysicsServer::SHAPE_CONVEX_POLYGON); ps->shape_set_data( convex_shape, convex_data.vertices ); type_shape_map[PhysicsServer::SHAPE_CONVEX_POLYGON]=convex_shape; } void make_trimesh(Vector p_faces,const Transform& p_xform=Transform()) { VisualServer *vs=VisualServer::get_singleton(); PhysicsServer * ps = PhysicsServer::get_singleton(); RID trimesh_shape = ps->shape_create(PhysicsServer::SHAPE_CONCAVE_POLYGON); ps->shape_set_data(trimesh_shape, p_faces); p_faces=ps->shape_get_data(trimesh_shape); // optimized one Vector normals; // for drawing for (int i=0;imesh_create(); Array d; d.resize(VS::ARRAY_MAX); d[VS::ARRAY_VERTEX]=p_faces; d[VS::ARRAY_NORMAL]=normals; vs->mesh_add_surface_from_arrays(trimesh_mesh, VS::PRIMITIVE_TRIANGLES, d ); //vs->material_set_flag( trimesh_mat, VisualServer::MATERIAL_FLAG_UNSHADED,true); RID triins = vs->instance_create2(trimesh_mesh,scenario); RID tribody = ps->body_create( PhysicsServer::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, PhysicsServer::BODY_STATE_TRANSFORM, tritrans ); vs->instance_set_transform( triins, tritrans ); //RID trimesh_material = vs->fixed_material_create(); //vs->material_generate( trimesh_material, Color(0.2,0.4,0.6) ); //vs->mesh_surface_set_material( trimesh_mesh, 0, trimesh_material ); } 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 faces; for (int i=1;ibody_get_state(mover,PhysicsServer::BODY_STATE_TRANSFORM); t.origin+=Vector3(x,y,0); ps->body_set_state(mover,PhysicsServer::BODY_STATE_TRANSFORM,t); } } if (p_event.type == InputEvent::JOYPAD_MOTION) { if (p_event.joy_motion.axis == 0) { joy_direction.x = p_event.joy_motion.axis_value; }; if (p_event.joy_motion.axis == 1) { joy_direction.y = p_event.joy_motion.axis_value; }; }; } virtual void request_quit() { quit=true; } virtual void init() { ofs_x=ofs_y=0; init_shapes(); PhysicsServer *ps = PhysicsServer::get_singleton(); space=ps->space_create(); ps->space_set_active(space,true); VisualServer *vs=VisualServer::get_singleton(); /* LIGHT */ RID lightaux = vs->light_create( VisualServer::LIGHT_DIRECTIONAL ); //vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) ); 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 = OS::get_singleton()->get_window_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))); //vs->scenario_set_debug(scenario,VS::SCENARIO_DEBUG_WIREFRAME); 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); //create_body(PhysicsServer::SHAPE_BOX,PhysicsServer::BODY_MODE_STATIC,gxf); //create_static_plane( Plane( Vector3(0,1,0), -2) ); //test_joint(); test_fall(); //test_joint(); /* Vector faces; faces.push_back( Vector3(10,0,-5) ); faces.push_back( Vector3(0,0,10) ); faces.push_back( Vector3(-10,-0.2,-5) ); make_trimesh(faces); */ /* Make Trimesh */ quit=false; return; #if 0 #define GRID_SIZE 5 float grid[GRID_SIZE][GRID_SIZE]; for (int i=0;i faces; for (int i=1;ishape_create(); ps->shape_set_data(trimesh_shape, PhysicsServer::SHAPE_CONCAVE_POLYGON,faces); faces=ps->shape_get_shape(trimesh_shape, 0); Vector normals; // for drawing for (int i=0;imesh_create(); vs->mesh_add_surface(trimesh_mesh, VS::PRIMITIVE_TRIANGLES, VS::ARRAY_FORMAT_VERTEX|VS::ARRAY_FORMAT_NORMAL, faces.size() ); vs->mesh_surface_set_array(trimesh_mesh,0,VS::ARRAY_VERTEX, faces ); vs->mesh_surface_set_array(trimesh_mesh,0,VS::ARRAY_NORMAL, normals ); RID trimesh_mat = vs->fixed_material_create(); vs->material_generate( trimesh_mat, Color(1.0,0.5,0.3) ); vs->mesh_surface_set_material( trimesh_mesh, 0, trimesh_mat ); RID triins = vs->instance_create2(trimesh_mesh); RID tribody = ps->body_create( PhysicsServer::BODY_MODE_STATIC, trimesh_shape); Transform tritrans = Transform( Basis(), Vector3(0,0,-2) ); ps->body_set_state( tribody, PhysicsServer::BODY_STATE_TRANSFORM, tritrans ); vs->instance_set_transform( triins, tritrans ); RID trimesh_material = vs->fixed_material_create(); vs->material_generate( trimesh_material, Color(0.2,0.4,0.6) ); vs->mesh_surface_set_material( trimesh_mesh, 0, trimesh_material ); #endif } virtual bool iteration(float p_time) { if (mover.is_valid()) { static float joy_speed = 10; PhysicsServer * ps = PhysicsServer::get_singleton(); Transform t = ps->body_get_state(mover,PhysicsServer::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,PhysicsServer::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)); VisualServer *vs=VisualServer::get_singleton(); vs->camera_set_transform(camera,cameratr); return quit; } virtual void finish() { } void test_joint() { #if 0 PhysicsServer * ps = PhysicsServer::get_singleton(); mover = create_body(PhysicsServer::SHAPE_BOX,PhysicsServer::BODY_MODE_STATIC,Transform(Basis(),Vector3(0,0,-24))); RID b = create_body(PhysicsServer::SHAPE_CAPSULE,PhysicsServer::BODY_MODE_RIGID,Transform()); ps->joint_create_double_pin(b,Vector3(0,0,1.0),mover,Vector3(0,0,0)); ps->body_add_collision_exception(mover,b); List cmdline = OS::get_singleton()->get_cmdline_args(); int link_count = LINK_COUNT; if (cmdline.size() > 0 && cmdline[cmdline.size()-1].to_int()) { link_count = cmdline[cmdline.size()-1].to_int(); }; for(int i=0;ijoint_create_double_pin(b,Vector3(0,0,-0.7),c,Vector3(0,0,0.7)); ps->body_add_collision_exception(c,b); b=c; } create_static_plane(Plane(Vector3(0,1,0),-8)); #endif } void test_hinge() { #if 0 PhysicsServer * ps = PhysicsServer::get_singleton(); mover = create_body(PhysicsServer::SHAPE_BOX,PhysicsServer::BODY_MODE_STATIC,Transform(Basis(),Vector3(0,0,-24))); RID b = create_body(PhysicsServer::SHAPE_BOX,PhysicsServer::BODY_MODE_RIGID,Transform()); ps->joint_create_double_hinge(b,Transform(Basis(),Vector3(1,1,1.0)),mover,Transform(Basis(),Vector3(0,0,0))); ps->body_add_collision_exception(mover,b); /* for(int i=0;i<20;i++) { RID c = create_body(PhysicsServer::SHAPE_CAPSULE,PhysicsServer::BODY_MODE_RIGID,Transform()); ps->joint_create_double_hinge(b,Transform(Basis(),Vector3(0,0,-0.7)),c,Transform(Basis(),Vector3(0,0,0.7))); ps->body_add_collision_exception(c,b); b=c; } */ //create_static_plane(Plane(Vector3(0,1,0),-8)); #endif } void test_character() { VisualServer *vs=VisualServer::get_singleton(); PhysicsServer * ps = PhysicsServer::get_singleton(); PoolVector capsule_planes = Geometry::build_capsule_planes(0.5,1,12,5,Vector3::AXIS_Y); RID capsule_mesh = vs->mesh_create(); Geometry::MeshData capsule_data = Geometry::build_convex_mesh(capsule_planes); vs->mesh_add_surface_from_mesh_data(capsule_mesh,capsule_data); type_mesh_map[PhysicsServer::SHAPE_CAPSULE]=capsule_mesh; RID capsule_shape=ps->shape_create(PhysicsServer::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(PhysicsServer::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, PhysicsServer::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 PhysicsServer::ShapeType shape_idx[]={ PhysicsServer::SHAPE_CAPSULE, PhysicsServer::SHAPE_BOX, PhysicsServer::SHAPE_SPHERE, PhysicsServer::SHAPE_CONVEX_POLYGON }; PhysicsServer::ShapeType type=shape_idx[i%4]; //type=PhysicsServer::SHAPE_CONVEX_POLYGON; Transform t; t.origin=Vector3(0.0*i,3.5+1.1*i,0.7+0.0*i); //t.origin=Vector3(-0.7+0.0*i,0.5+4.1*i,0); t.basis.rotate(Vector3(0.2,-1,0),Math_PI/2*0.6); //t.basis.rotate(Vector3(0,-1,0),Math_PI/4*i); //t.basis.rotate(Vector3(0,-1,0),Math_PI/4*i); //t.basis.rotate(Vector3(-1,0,0),Math_PI/4*i); create_body(type,PhysicsServer::BODY_MODE_RIGID,t); //RID b = create_body(type,i==0?PhysicsServer::BODY_MODE_STATIC:PhysicsServer::BODY_MODE_RIGID,t); } create_static_plane( Plane( Vector3(0,1,0), -1) ); /* create_static_plane( Plane( Vector3(1,0,0), -2) ); create_static_plane( Plane( Vector3(-1,0,0), -2) ); create_static_plane( Plane( Vector3(0,0,1), -2) ); create_static_plane( Plane( Vector3(0,0,-1), -2) ); */ } void test_activate() { create_body(PhysicsServer::SHAPE_BOX,PhysicsServer::BODY_MODE_RIGID,Transform(Basis(),Vector3(0,2,0)),true); //create_body(PhysicsServer::SHAPE_SPHERE,PhysicsServer::BODY_MODE_RIGID,Transform(Basis(),Vector3(0,6,0)),true); create_static_plane( Plane( Vector3(0,1,0), -1) ); } virtual bool idle(float p_time) { return false; } TestPhysicsMainLoop() { } }; namespace TestPhysics { MainLoop* test() { return memnew( TestPhysicsMainLoop ); } }