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		cfa06f0f76
		
	
	
	
	
		
			
			Removed _direct_state_changed bindings Affects 2D and 3D nodes Callbacks now use Callable Tests were changed accordingly
		
			
				
	
	
		
			415 lines
		
	
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			415 lines
		
	
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  test_physics_3d.cpp                                                  */
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| /*************************************************************************/
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| /*                       This file is part of:                           */
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| /*                           GODOT ENGINE                                */
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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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| /*                                                                       */
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| /* Permission is hereby granted, free of charge, to any person obtaining */
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| /* a copy of this software and associated documentation files (the       */
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| /* "Software"), to deal in the Software without restriction, including   */
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| /* without limitation the rights to use, copy, modify, merge, publish,   */
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| /* distribute, sublicense, and/or sell copies of the Software, and to    */
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| /* permit persons to whom the Software is furnished to do so, subject to */
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| /* the following conditions:                                             */
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| /*                                                                       */
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| /* The above copyright notice and this permission notice shall be        */
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| /* included in all copies or substantial portions of the Software.       */
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| /*                                                                       */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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| /*************************************************************************/
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| 
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| #include "test_physics_3d.h"
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| 
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| #include "core/math/math_funcs.h"
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| #include "core/math/quick_hull.h"
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| #include "core/os/main_loop.h"
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| #include "core/os/os.h"
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| #include "core/string/print_string.h"
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| #include "core/templates/map.h"
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| #include "servers/display_server.h"
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| #include "servers/physics_server_3d.h"
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| #include "servers/rendering_server.h"
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| 
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| class TestPhysics3DMainLoop : public MainLoop {
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| 	GDCLASS(TestPhysics3DMainLoop, MainLoop);
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| 
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| 	enum {
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| 		LINK_COUNT = 20,
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| 	};
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| 
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| 	RID test_cube;
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| 
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| 	RID plane;
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| 	RID sphere;
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| 	RID light;
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| 	RID camera;
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| 	RID mover;
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| 	RID scenario;
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| 	RID space;
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| 
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| 	RID character;
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| 
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| 	real_t ofs_x, ofs_y;
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| 
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| 	Point2 joy_direction;
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| 
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| 	List<RID> bodies;
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| 	Map<PhysicsServer3D::ShapeType, RID> type_shape_map;
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| 	Map<PhysicsServer3D::ShapeType, RID> type_mesh_map;
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| 
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| 	void body_changed_transform(Object *p_state, RID p_visual_instance) {
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| 		PhysicsDirectBodyState3D *state = (PhysicsDirectBodyState3D *)p_state;
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| 		RenderingServer *vs = RenderingServer::get_singleton();
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| 		Transform t = state->get_transform();
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| 		vs->instance_set_transform(p_visual_instance, t);
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| 	}
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| 
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| 	bool quit;
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| 
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| protected:
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| 	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()) {
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| 		RenderingServer *vs = RenderingServer::get_singleton();
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| 		PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
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| 
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| 		RID mesh_instance = vs->instance_create2(type_mesh_map[p_shape], scenario);
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| 		RID body = ps->body_create();
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| 		ps->body_set_mode(body, p_body);
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| 		ps->body_set_state(body, PhysicsServer3D::BODY_STATE_SLEEPING, !p_active_default);
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| 		ps->body_set_space(body, space);
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| 		ps->body_set_param(body, PhysicsServer3D::BODY_PARAM_BOUNCE, 0.0);
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| 		//todo set space
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| 		ps->body_add_shape(body, type_shape_map[p_shape]);
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| 		ps->body_set_force_integration_callback(body, callable_mp(this, &TestPhysics3DMainLoop::body_changed_transform), mesh_instance);
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| 
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| 		ps->body_set_state(body, PhysicsServer3D::BODY_STATE_TRANSFORM, p_location);
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| 		bodies.push_back(body);
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| 
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| 		if (p_body == PhysicsServer3D::BODY_MODE_STATIC) {
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| 			vs->instance_set_transform(mesh_instance, p_location);
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| 		}
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| 		return body;
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| 	}
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| 
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| 	RID create_static_plane(const Plane &p_plane) {
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| 		PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
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| 
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| 		RID world_margin_shape = ps->shape_create(PhysicsServer3D::SHAPE_PLANE);
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| 		ps->shape_set_data(world_margin_shape, p_plane);
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| 
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| 		RID b = ps->body_create();
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| 		ps->body_set_mode(b, PhysicsServer3D::BODY_MODE_STATIC);
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| 
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| 		ps->body_set_space(b, space);
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| 		//todo set space
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| 		ps->body_add_shape(b, world_margin_shape);
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| 		return b;
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| 	}
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| 
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| 	void configure_body(RID p_body, real_t p_mass, real_t p_friction, real_t p_bounce) {
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| 		PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
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| 		ps->body_set_param(p_body, PhysicsServer3D::BODY_PARAM_MASS, p_mass);
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| 		ps->body_set_param(p_body, PhysicsServer3D::BODY_PARAM_FRICTION, p_friction);
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| 		ps->body_set_param(p_body, PhysicsServer3D::BODY_PARAM_BOUNCE, p_bounce);
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| 	}
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| 
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| 	void initialize_shapes() {
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| 		RenderingServer *vs = RenderingServer::get_singleton();
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| 		PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
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| 
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| 		/* SPHERE SHAPE */
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| 		RID sphere_mesh = vs->make_sphere_mesh(10, 20, 0.5);
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| 		type_mesh_map[PhysicsServer3D::SHAPE_SPHERE] = sphere_mesh;
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| 
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| 		RID sphere_shape = ps->shape_create(PhysicsServer3D::SHAPE_SPHERE);
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| 		ps->shape_set_data(sphere_shape, 0.5);
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| 		type_shape_map[PhysicsServer3D::SHAPE_SPHERE] = sphere_shape;
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| 
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| 		/* BOX SHAPE */
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| 
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| 		Vector<Plane> box_planes = Geometry3D::build_box_planes(Vector3(0.5, 0.5, 0.5));
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| 		RID box_mesh = vs->mesh_create();
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| 		Geometry3D::MeshData box_data = Geometry3D::build_convex_mesh(box_planes);
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| 		vs->mesh_add_surface_from_mesh_data(box_mesh, box_data);
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| 		type_mesh_map[PhysicsServer3D::SHAPE_BOX] = box_mesh;
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| 
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| 		RID box_shape = ps->shape_create(PhysicsServer3D::SHAPE_BOX);
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| 		ps->shape_set_data(box_shape, Vector3(0.5, 0.5, 0.5));
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| 		type_shape_map[PhysicsServer3D::SHAPE_BOX] = box_shape;
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| 
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| 		/* CAPSULE SHAPE */
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| 
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| 		Vector<Plane> capsule_planes = Geometry3D::build_capsule_planes(0.5, 0.7, 12, Vector3::AXIS_Z);
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| 
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| 		RID capsule_mesh = vs->mesh_create();
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| 		Geometry3D::MeshData capsule_data = Geometry3D::build_convex_mesh(capsule_planes);
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| 		vs->mesh_add_surface_from_mesh_data(capsule_mesh, capsule_data);
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| 
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| 		type_mesh_map[PhysicsServer3D::SHAPE_CAPSULE] = capsule_mesh;
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| 
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| 		RID capsule_shape = ps->shape_create(PhysicsServer3D::SHAPE_CAPSULE);
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| 		Dictionary capsule_params;
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| 		capsule_params["radius"] = 0.5;
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| 		capsule_params["height"] = 1.4;
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| 		ps->shape_set_data(capsule_shape, capsule_params);
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| 		type_shape_map[PhysicsServer3D::SHAPE_CAPSULE] = capsule_shape;
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| 
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| 		/* CONVEX SHAPE */
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| 
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| 		Vector<Plane> convex_planes = Geometry3D::build_cylinder_planes(0.5, 0.7, 5, Vector3::AXIS_Z);
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| 
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| 		RID convex_mesh = vs->mesh_create();
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| 		Geometry3D::MeshData convex_data = Geometry3D::build_convex_mesh(convex_planes);
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| 		QuickHull::build(convex_data.vertices, convex_data);
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| 		vs->mesh_add_surface_from_mesh_data(convex_mesh, convex_data);
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| 
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| 		type_mesh_map[PhysicsServer3D::SHAPE_CONVEX_POLYGON] = convex_mesh;
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| 
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| 		RID convex_shape = ps->shape_create(PhysicsServer3D::SHAPE_CONVEX_POLYGON);
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| 		ps->shape_set_data(convex_shape, convex_data.vertices);
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| 		type_shape_map[PhysicsServer3D::SHAPE_CONVEX_POLYGON] = convex_shape;
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| 	}
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| 
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| 	void make_trimesh(Vector<Vector3> p_faces, const Transform &p_xform = Transform()) {
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| 		RenderingServer *vs = RenderingServer::get_singleton();
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| 		PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
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| 		RID trimesh_shape = ps->shape_create(PhysicsServer3D::SHAPE_CONCAVE_POLYGON);
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| 		Dictionary trimesh_params;
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| 		trimesh_params["faces"] = p_faces;
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| 		trimesh_params["backface_collision"] = false;
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| 		ps->shape_set_data(trimesh_shape, trimesh_params);
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| 		Vector<Vector3> normals; // for drawing
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| 		for (int i = 0; i < p_faces.size() / 3; i++) {
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| 			Plane p(p_faces[i * 3 + 0], p_faces[i * 3 + 1], p_faces[i * 3 + 2]);
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| 			normals.push_back(p.normal);
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| 			normals.push_back(p.normal);
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| 			normals.push_back(p.normal);
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| 		}
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| 
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| 		RID trimesh_mesh = vs->mesh_create();
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| 		Array d;
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| 		d.resize(RS::ARRAY_MAX);
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| 		d[RS::ARRAY_VERTEX] = p_faces;
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| 		d[RS::ARRAY_NORMAL] = normals;
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| 		vs->mesh_add_surface_from_arrays(trimesh_mesh, RS::PRIMITIVE_TRIANGLES, d);
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| 
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| 		RID triins = vs->instance_create2(trimesh_mesh, scenario);
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| 
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| 		RID tribody = ps->body_create();
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| 		ps->body_set_mode(tribody, PhysicsServer3D::BODY_MODE_STATIC);
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| 		ps->body_set_space(tribody, space);
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| 		//todo set space
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| 		ps->body_add_shape(tribody, trimesh_shape);
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| 		Transform tritrans = p_xform;
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| 		ps->body_set_state(tribody, PhysicsServer3D::BODY_STATE_TRANSFORM, tritrans);
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| 		vs->instance_set_transform(triins, tritrans);
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| 	}
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| 
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| 	void make_grid(int p_width, int p_height, real_t p_cellsize, real_t p_cellheight, const Transform &p_xform = Transform()) {
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| 		Vector<Vector<real_t>> grid;
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| 
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| 		grid.resize(p_width);
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| 
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| 		for (int i = 0; i < p_width; i++) {
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| 			grid.write[i].resize(p_height);
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| 
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| 			for (int j = 0; j < p_height; j++) {
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| 				grid.write[i].write[j] = 1.0 + Math::random(-p_cellheight, p_cellheight);
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| 			}
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| 		}
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| 
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| 		Vector<Vector3> faces;
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| 
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| 		for (int i = 1; i < p_width; i++) {
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| 			for (int j = 1; j < p_height; j++) {
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| #define MAKE_VERTEX(m_x, m_z) \
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| 	faces.push_back(Vector3((m_x - p_width / 2) * p_cellsize, grid[m_x][m_z], (m_z - p_height / 2) * p_cellsize))
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| 
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| 				MAKE_VERTEX(i, j - 1);
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| 				MAKE_VERTEX(i, j);
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| 				MAKE_VERTEX(i - 1, j);
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| 
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| 				MAKE_VERTEX(i - 1, j - 1);
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| 				MAKE_VERTEX(i, j - 1);
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| 				MAKE_VERTEX(i - 1, j);
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| 			}
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| 		}
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| 
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| 		make_trimesh(faces, p_xform);
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| 	}
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| 
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| public:
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| 	virtual void input_event(const Ref<InputEvent> &p_event) {
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| 		Ref<InputEventMouseMotion> mm = p_event;
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| 		if (mm.is_valid() && mm->get_button_mask() & 4) {
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| 			ofs_y -= mm->get_relative().y / 200.0;
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| 			ofs_x += mm->get_relative().x / 200.0;
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| 		}
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| 
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| 		if (mm.is_valid() && mm->get_button_mask() & 1) {
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| 			real_t y = -mm->get_relative().y / 20.0;
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| 			real_t x = mm->get_relative().x / 20.0;
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| 
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| 			if (mover.is_valid()) {
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| 				PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
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| 				Transform t = ps->body_get_state(mover, PhysicsServer3D::BODY_STATE_TRANSFORM);
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| 				t.origin += Vector3(x, y, 0);
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| 
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| 				ps->body_set_state(mover, PhysicsServer3D::BODY_STATE_TRANSFORM, t);
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| 			}
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| 		}
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| 	}
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| 
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| 	virtual void request_quit() {
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| 		quit = true;
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| 	}
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| 	virtual void initialize() override {
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| 		ofs_x = ofs_y = 0;
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| 		initialize_shapes();
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| 
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| 		PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
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| 		space = ps->space_create();
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| 		ps->space_set_active(space, true);
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| 
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| 		RenderingServer *vs = RenderingServer::get_singleton();
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| 
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| 		/* LIGHT */
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| 		RID lightaux = vs->directional_light_create();
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| 		scenario = vs->scenario_create();
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| 		vs->light_set_shadow(lightaux, true);
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| 		light = vs->instance_create2(lightaux, scenario);
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| 		Transform t;
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| 		t.rotate(Vector3(1.0, 0, 0), 0.6);
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| 		vs->instance_set_transform(light, t);
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| 
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| 		/* CAMERA */
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| 
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| 		camera = vs->camera_create();
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| 
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| 		RID viewport = vs->viewport_create();
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| 		Size2i screen_size = DisplayServer::get_singleton()->window_get_size();
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| 		vs->viewport_set_size(viewport, screen_size.x, screen_size.y);
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| 		vs->viewport_attach_to_screen(viewport, Rect2(Vector2(), screen_size));
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| 		vs->viewport_set_active(viewport, true);
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| 		vs->viewport_attach_camera(viewport, camera);
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| 		vs->viewport_set_scenario(viewport, scenario);
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| 
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| 		vs->camera_set_perspective(camera, 60, 0.1, 40.0);
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| 		vs->camera_set_transform(camera, Transform(Basis(), Vector3(0, 9, 12)));
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| 
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| 		Transform gxf;
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| 		gxf.basis.scale(Vector3(1.4, 0.4, 1.4));
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| 		gxf.origin = Vector3(-2, 1, -2);
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| 		make_grid(5, 5, 2.5, 1, gxf);
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| 		test_fall();
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| 		quit = false;
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| 	}
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| 	virtual bool physics_process(float p_time) override {
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| 		if (mover.is_valid()) {
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| 			static real_t joy_speed = 10;
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| 			PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
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| 			Transform t = ps->body_get_state(mover, PhysicsServer3D::BODY_STATE_TRANSFORM);
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| 			t.origin += Vector3(joy_speed * joy_direction.x * p_time, -joy_speed * joy_direction.y * p_time, 0);
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| 			ps->body_set_state(mover, PhysicsServer3D::BODY_STATE_TRANSFORM, t);
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| 		};
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| 
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| 		Transform cameratr;
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| 		cameratr.rotate(Vector3(0, 1, 0), ofs_x);
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| 		cameratr.rotate(Vector3(1, 0, 0), -ofs_y);
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| 		cameratr.translate(Vector3(0, 2, 8));
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| 		RenderingServer *vs = RenderingServer::get_singleton();
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| 		vs->camera_set_transform(camera, cameratr);
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| 
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| 		return quit;
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| 	}
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| 	virtual void finalize() override {
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| 	}
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| 
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| 	void test_joint() {
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| 	}
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| 
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| 	void test_hinge() {
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| 	}
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| 
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| 	void test_character() {
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| 		RenderingServer *vs = RenderingServer::get_singleton();
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| 		PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
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| 
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| 		Vector<Plane> capsule_planes = Geometry3D::build_capsule_planes(0.5, 1, 12, 5, Vector3::AXIS_Y);
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| 
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| 		RID capsule_mesh = vs->mesh_create();
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| 		Geometry3D::MeshData capsule_data = Geometry3D::build_convex_mesh(capsule_planes);
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| 		vs->mesh_add_surface_from_mesh_data(capsule_mesh, capsule_data);
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| 		type_mesh_map[PhysicsServer3D::SHAPE_CAPSULE] = capsule_mesh;
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| 
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| 		RID capsule_shape = ps->shape_create(PhysicsServer3D::SHAPE_CAPSULE);
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| 		Dictionary capsule_params;
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| 		capsule_params["radius"] = 0.5;
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| 		capsule_params["height"] = 1;
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| 		Transform shape_xform;
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| 		shape_xform.rotate(Vector3(1, 0, 0), Math_PI / 2.0);
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| 		//shape_xform.origin=Vector3(1,1,1);
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| 		ps->shape_set_data(capsule_shape, capsule_params);
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| 
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| 		RID mesh_instance = vs->instance_create2(capsule_mesh, scenario);
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| 		character = ps->body_create();
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| 		ps->body_set_mode(character, PhysicsServer3D::BODY_MODE_CHARACTER);
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| 		ps->body_set_space(character, space);
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| 		//todo add space
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| 		ps->body_add_shape(character, capsule_shape);
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| 		ps->body_set_force_integration_callback(character, callable_mp(this, &TestPhysics3DMainLoop::body_changed_transform), mesh_instance);
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| 
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| 		ps->body_set_state(character, PhysicsServer3D::BODY_STATE_TRANSFORM, Transform(Basis(), Vector3(-2, 5, -2)));
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| 		bodies.push_back(character);
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| 	}
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| 
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| 	void test_fall() {
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| 		for (int i = 0; i < 35; i++) {
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| 			static const PhysicsServer3D::ShapeType shape_idx[] = {
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| 				PhysicsServer3D::SHAPE_CAPSULE,
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| 				PhysicsServer3D::SHAPE_BOX,
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| 				PhysicsServer3D::SHAPE_SPHERE,
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| 				PhysicsServer3D::SHAPE_CONVEX_POLYGON
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| 			};
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| 
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| 			PhysicsServer3D::ShapeType type = shape_idx[i % 4];
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| 
 | |
| 			Transform t;
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| 
 | |
| 			t.origin = Vector3(0.0 * i, 3.5 + 1.1 * i, 0.7 + 0.0 * i);
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| 			t.basis.rotate(Vector3(0.2, -1, 0), Math_PI / 2 * 0.6);
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| 
 | |
| 			create_body(type, PhysicsServer3D::BODY_MODE_RIGID, t);
 | |
| 		}
 | |
| 
 | |
| 		create_static_plane(Plane(Vector3(0, 1, 0), -1));
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| 	}
 | |
| 
 | |
| 	void test_activate() {
 | |
| 		create_body(PhysicsServer3D::SHAPE_BOX, PhysicsServer3D::BODY_MODE_RIGID, Transform(Basis(), Vector3(0, 2, 0)), true);
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| 		create_static_plane(Plane(Vector3(0, 1, 0), -1));
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| 	}
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| 
 | |
| 	virtual bool process(float p_time) override {
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| 		return false;
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| 	}
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| 
 | |
| 	TestPhysics3DMainLoop() {
 | |
| 	}
 | |
| };
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| 
 | |
| namespace TestPhysics3D {
 | |
| 
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| MainLoop *test() {
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| 	return memnew(TestPhysics3DMainLoop);
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| }
 | |
| } // namespace TestPhysics3D
 |