// Copyright Epic Games, Inc. All Rights Reserved. #include "GeometryCollection/GeometryCollectionTestSimulation.h" #include "GeometryCollection/GeometryCollectionTestUtility.h" #include "GeometryCollection/GeometryCollectionTestFramework.h" #include "GeometryCollection/GeometryCollection.h" #include "GeometryCollection/GeometryCollectionUtility.h" #include "GeometryCollection/TransformCollection.h" #include "UObject/Package.h" #include "UObject/UObjectGlobals.h" #include "GeometryCollectionProxyData.h" #include "GeometryCollection/GeometryCollectionSimulationTypes.h" #include "PhysicsProxy/PhysicsProxies.h" #include "Chaos/ErrorReporter.h" #include "ChaosSolversModule.h" #include "PBDRigidsSolver.h" #include "HeadlessChaosTestUtility.h" #define SMALL_THRESHOLD 1e-4 // #TODO Lots of duplication in here, anyone making solver or object changes // has to go and fix up so many callsites here and they're all pretty much // Identical. The similar code should be pulled out namespace GeometryCollectionTest { using namespace ChaosTest; TYPED_TEST(AllTraits, GeometryCollection_RigidBodies_SingleFallingUnderGravity) { using Traits = TypeParam; TGeometryCollectionWrapper* Collection = TNewSimulationObject::Init()->template As>(); TFramework UnitTest; UnitTest.AddSimulationObject(Collection); UnitTest.Initialize(); UnitTest.Advance(); { // test results EXPECT_LT(FMath::Abs(Collection->RestCollection->Transform[0].GetTranslation().Z), SMALL_THRESHOLD); // rest never touched EXPECT_EQ(Collection->DynamicCollection->Transform.Num(), 1); // simulated is falling EXPECT_LT(Collection->DynamicCollection->Transform[0].GetTranslation().Z, 0.f); EXPECT_NEAR(Collection->DynamicCollection->Transform[0].GetTranslation().Z, -980.f * UnitTest.Dt * UnitTest.Dt, 1e-2);// we seem to be twice gravity } } TYPED_TEST(AllTraits, GeometryCollection_RigidBodies_SingleBodyCollidingWithGroundPlane) { using Traits = TypeParam; FReal Scale = 100.0f; CreationParameters Params; Params.ImplicitType = EImplicitTypeEnum::Chaos_Implicit_Box; Params.SimplicialType = ESimplicialType::Chaos_Simplicial_Box; FVector BoxScale(Scale); Params.GeomTransform.SetScale3D(BoxScale); // Box dimensions TGeometryCollectionWrapper* Collection = TNewSimulationObject::Init(Params)->template As>(); RigidBodyWrapper* Floor = TNewSimulationObject::Init()->template As(); TFramework UnitTest; UnitTest.AddSimulationObject(Collection); UnitTest.AddSimulationObject(Floor); UnitTest.Initialize(); for (int i = 0; i < 10; i++) UnitTest.Advance(); { EXPECT_LT(FMath::Abs(Collection->RestCollection->Transform[0].GetTranslation().Z), SMALL_THRESHOLD); EXPECT_EQ(Collection->DynamicCollection->Transform.Num(), 1); EXPECT_LT(FMath::Abs(Collection->DynamicCollection->Transform[0].GetTranslation().Z - Scale), SMALL_THRESHOLD); } } TYPED_TEST(AllTraits, GeometryCollection_RigidBodies_SingleSphereCollidingWithSolverFloor) { using Traits = TypeParam; FVector Scale(0.5f); CreationParameters Params; Params.ImplicitType = EImplicitTypeEnum::Chaos_Implicit_Sphere; Params.GeomTransform.SetScale3D(Scale); // Sphere radius TGeometryCollectionWrapper* Collection = TNewSimulationObject::Init(Params)->template As>(); RigidBodyWrapper* Floor = TNewSimulationObject::Init()->template As(); TFramework UnitTest; UnitTest.AddSimulationObject(Collection); UnitTest.AddSimulationObject(Floor); UnitTest.Initialize(); for (int i = 0; i < 10; i++) UnitTest.Advance(); { // test results EXPECT_LT(FMath::Abs(Collection->RestCollection->Transform[0].GetTranslation().Z), SMALL_THRESHOLD); EXPECT_EQ(Collection->DynamicCollection->Transform.Num(), 1); EXPECT_LT(FMath::Abs(Collection->DynamicCollection->Transform[0].GetTranslation().Z) - Scale[0], SMALL_THRESHOLD); } } TYPED_TEST(AllTraits, GeometryCollection_RigidBodies_SingleCubeIntersectingWithSolverFloor) { using Traits = TypeParam; FVector Scale(100.0f); CreationParameters Params; Params.ImplicitType = EImplicitTypeEnum::Chaos_Implicit_Box; Params.SimplicialType = ESimplicialType::Chaos_Simplicial_Box; Params.GeomTransform.SetScale3D(Scale); // Sphere radius TGeometryCollectionWrapper* Collection = TNewSimulationObject::Init(Params)->template As>(); RigidBodyWrapper* Floor = TNewSimulationObject::Init()->template As(); TFramework UnitTest; UnitTest.AddSimulationObject(Collection); UnitTest.AddSimulationObject(Floor); UnitTest.Initialize(); for (int i = 0; i < 10; i++) { UnitTest.Advance(); } { EXPECT_LT(FMath::Abs(Collection->RestCollection->Transform[0].GetTranslation().Z), SMALL_THRESHOLD); EXPECT_EQ(Collection->DynamicCollection->Transform.Num(), 1); EXPECT_LT(FMath::Abs(Collection->DynamicCollection->Transform[0].GetTranslation().Z - Scale[0]), SMALL_THRESHOLD); } } TYPED_TEST(AllTraits, GeometryCollection_RigidBodies_SingleKinematicBody) { using Traits = TypeParam; CreationParameters Params; Params.DynamicState = EObjectStateTypeEnum::Chaos_Object_Kinematic; TGeometryCollectionWrapper* Collection = TNewSimulationObject::Init(Params)->template As>(); TFramework UnitTest; UnitTest.AddSimulationObject(Collection); UnitTest.Initialize(); for (int i = 0; i < 3; i++) UnitTest.Advance(); { TManagedArray& Transform = Collection->DynamicCollection->Transform; EXPECT_EQ(Transform.Num(), 1); //UE_LOG(LogTest, Verbose, TEXT("Position : (%3.5f,%3.5f,%3.5f)"), Transform[0].GetTranslation().X, Transform[0].GetTranslation().Y, Transform[0].GetTranslation().Z); EXPECT_EQ(Transform[0].GetTranslation().Z, 0.f); EXPECT_EQ(Collection->DynamicCollection->DynamicState[0], (int32)EObjectStateTypeEnum::Chaos_Object_Kinematic); } } TYPED_TEST(AllTraits, GeometryCollection_RigidBodies_SleepingDontMove) { using Traits = TypeParam; CreationParameters Params; Params.DynamicState = EObjectStateTypeEnum::Chaos_Object_Sleeping; Params.ImplicitType = EImplicitTypeEnum::Chaos_Implicit_Box; float InitialStartHeight = 5.0f; Params.RootTransform.SetLocation(FVector(0.f, 0.f, InitialStartHeight)); TGeometryCollectionWrapper* SleepingCollection = TNewSimulationObject::Init(Params)->template As>(); TFramework UnitTest; UnitTest.AddSimulationObject(SleepingCollection); UnitTest.Initialize(); const auto& Transform0 = SleepingCollection->DynamicCollection->Transform[0]; for (int i = 0; i < 3; i++) { UnitTest.Advance(); //UE_LOG(LogTest, Verbose, TEXT("Position[0] : (%3.5f,%3.5f,%3.5f)"), Transform0.GetTranslation().X, Transform0.GetTranslation().Y, Transform0.GetTranslation().Z); } { // particle doesn't fall due to sleeping state EXPECT_EQ(SleepingCollection->DynamicCollection->DynamicState[0], (int32)EObjectStateTypeEnum::Chaos_Object_Sleeping); EXPECT_LT(FMath::Abs(SleepingCollection->DynamicCollection->Transform[0].GetTranslation().Z - InitialStartHeight), SMALL_THRESHOLD); } } TYPED_TEST(AllTraits, GeometryCollection_RigidBodies_SleepingActivation) { using Traits = TypeParam; CreationParameters Params; Params.SimplicialType = ESimplicialType::Chaos_Simplicial_Box; Params.ImplicitType = EImplicitTypeEnum::Chaos_Implicit_Box; Params.DynamicState = EObjectStateTypeEnum::Chaos_Object_Dynamic; Params.RootTransform.SetLocation(FVector(0.f, 0.f, 15.f)); TGeometryCollectionWrapper* MovingCollection = TNewSimulationObject::Init(Params)->template As>(); float InitialStartHeight = 5.0f; Params.DynamicState = EObjectStateTypeEnum::Chaos_Object_Sleeping; Params.RootTransform.SetLocation(FVector(0.f, 0.f, InitialStartHeight)); TGeometryCollectionWrapper* SleepingCollection = TNewSimulationObject::Init(Params)->template As>(); TFramework UnitTest; UnitTest.AddSimulationObject(SleepingCollection); UnitTest.AddSimulationObject(MovingCollection); UnitTest.Initialize(); const auto& Transform0 = MovingCollection->DynamicCollection->Transform[0]; const auto& Transform1 = SleepingCollection->DynamicCollection->Transform[0]; for (int i = 0; i < 15; i++) { UnitTest.Advance(); //UE_LOG(LogTest, Verbose, TEXT("Position[0] : (%3.5f,%3.5f,%3.5f)"), Transform0.GetTranslation().X, Transform0.GetTranslation().Y, Transform0.GetTranslation().Z); //UE_LOG(LogTest, Verbose, TEXT("Position[1] : (%3.5f,%3.5f,%3.5f)"), Transform1.GetTranslation().X, Transform1.GetTranslation().Y, Transform1.GetTranslation().Z); } { // Is now dynamic and has moved from initial position EXPECT_EQ(SleepingCollection->DynamicCollection->DynamicState[0], (int32)EObjectStateTypeEnum::Chaos_Object_Dynamic); EXPECT_LT(Transform0.GetTranslation().Z, InitialStartHeight - 2.0f); } } TYPED_TEST(AllTraits, GeometryCollection_RigidBodies_CollisionGroup) { using Traits = TypeParam; /* TUniquePtr PhysicalMaterial = nullptr; TSharedPtr RestCollection = nullptr; TSharedPtr DynamicCollection = nullptr; // // Rigid Body Setup // auto RestInitFunc = [](TSharedPtr& RestCollection) { RestCollection->AppendGeometry(*GeometryCollection::MakeCubeElement(FTransform(FVector(0, 0, 210.0)), FVector(100.0))); RestCollection->AppendGeometry(*GeometryCollection::MakeCubeElement(FTransform(FVector(0, 0, 320.0)), FVector(100.0))); RestCollection->AppendGeometry(*GeometryCollection::MakeCubeElement(FTransform(FVector(0, 0, 430.0)), FVector(100.0))); }; ////InitCollectionsParameters InitParams = { FTransform(FVector(0, 0, 100.0)), FVector(100.0), RestInitFunc, (int32)EObjectStateTypeEnum::Chaos_Object_Kinematic }; //InitCollections(PhysicalMaterial, RestCollection, DynamicCollection, InitParams); // // Solver setup // auto CustomFunc = [&RestCollection, &DynamicCollection, &PhysicalMaterial](FSimulationParameters& InParams) { InParams.Shared.SizeSpecificData[0].ImplicitType = EImplicitTypeEnum::Chaos_Implicit_Box; }; FGeometryCollectionPhysicsProxy* PhysObject = RigidBodySetup(PhysicalMaterial, RestCollection, DynamicCollection, CustomFunc); PhysObject->SetCollisionParticlesPerObjectFraction( 1.0 ); Chaos::FPBDRigidsSolver* Solver = FChaosSolversModule::GetModule()->CreateSolver(nullptr, ESolverFlags::Standalone); #if CHAOS_PARTICLEHANDLE_TODO Solver->RegisterObject(PhysObject); #endif //Solver->SetHasFloor(true); Solver->SetEnabled(true); //PhysObject->ActivateBodies(); Solver->AdvanceSolverBy(1 / 24.); #if TODO_REIMPLEMENT_GET_RIGID_PARTICLES Chaos::TPBDRigidParticles& Particles = Solver->GetRigidParticles(); for (int Frame = 1; Frame < 200; Frame++) { Solver->AdvanceSolverBy(1 / 24.); //FinalizeSolver(*Solver); if (Frame == 1) { Particles.CollisionGroup(0)= 0; Particles.CollisionGroup(1)= 1; Particles.CollisionGroup(2)= 1; Particles.CollisionGroup(3)= 3; Particles.CollisionGroup(4)= -1; } if (Frame == 13) { EXPECT_LT(FMath::Abs(Particles.X(0).Z), SMALL_NUMBER); EXPECT_LT(FMath::Abs(Particles.X(1).Z - 50.f), 10.f); EXPECT_LT(FMath::Abs(Particles.X(2).Z - 150.f), 10.f); } if( Frame == 30 ) { EXPECT_LT(FMath::Abs(Particles.X(0).Z), SMALL_NUMBER); EXPECT_LT(FMath::Abs(Particles.X(1).Z - 50.f), 10.f); EXPECT_LT(FMath::Abs(Particles.X(2).Z - 150.f), 10.f); EXPECT_GT(Particles.X(3).Z, 50.f); EXPECT_LT(Particles.X(4).Z, -100); } if (Frame == 31) { Particles.CollisionGroup(0) = 0; Particles.CollisionGroup(1) = -1; Particles.CollisionGroup(2) = 1; Particles.CollisionGroup(3) = -1; Particles.CollisionGroup(4) = -1; } } EXPECT_LT(FMath::Abs(Particles.X(0).Z), SMALL_NUMBER); EXPECT_LT(Particles.X(1).Z, -10000); EXPECT_GT(Particles.X(2).Z, 50.0); EXPECT_LT(Particles.X(3).Z, -10000); EXPECT_LT(Particles.X(4).Z, -10000); #endif FChaosSolversModule::GetModule()->DestroySolver(Solver); delete PhysObject; */ } TYPED_TEST(AllTraits, GeometryCollection_TestImplicitCollisionGeometry) { using Traits = TypeParam; typedef Chaos::TVector Vec; CreationParameters Params; Params.SimplicialType = ESimplicialType::Chaos_Simplicial_GriddleBox; Params.ImplicitType = EImplicitTypeEnum::Chaos_Implicit_LevelSet; Params.CollisionType = ECollisionTypeEnum::Chaos_Surface_Volumetric; TGeometryCollectionWrapper* Collection = TNewSimulationObject::Init( Params)->template As>(); const TManagedArray>>& Simplicials = Collection->RestCollection->template GetAttribute>>( FGeometryDynamicCollection::SimplicialsAttribute, FTransformCollection::TransformGroup); EXPECT_EQ(Simplicials.Num(), 1); const Chaos::TBVHParticles& Simplicial = *Simplicials[0]; const TManagedArray& Implicits = Collection->RestCollection->template GetAttribute( FGeometryDynamicCollection::ImplicitsAttribute, FTransformCollection::TransformGroup); EXPECT_EQ(Implicits.Num(), 1); check(Implicits[0]); const Chaos::FImplicitObject& Implicit = *Implicits[0]; // Ensure all simplicial particles are on the surface of the implicit shape. check(Implicit.GetType() == Chaos::ImplicitObjectType::LevelSet); const Chaos::TLevelSet* LevelSet = static_cast*>(&Implicit); const FReal DxSize = LevelSet->GetGrid().Dx().Size(); FReal MinX = TNumericLimits::Max(); FReal MinY = TNumericLimits::Max(); FReal MinZ = TNumericLimits::Max(); FReal MaxX = -TNumericLimits::Max(); FReal MaxY = -TNumericLimits::Max(); FReal MaxZ = -TNumericLimits::Max(); for (uint32 Idx = 0; Idx < Simplicial.Size(); ++Idx) { const FReal phi = Implicit.SignedDistance(Simplicial.X(Idx)); EXPECT_LT(FMath::Abs(phi), DxSize); //EXPECT_LT(FMath::Abs(phi), 0.01f); const auto& Pos = Simplicial.X(Idx); MinX = MinX < Pos[0] ? MinX : Pos[0]; MinY = MinY < Pos[1] ? MinY : Pos[1]; MinZ = MinZ < Pos[2] ? MinZ : Pos[2]; MaxX = MaxX > Pos[0] ? MaxX : Pos[0]; MaxY = MaxY > Pos[1] ? MaxY : Pos[1]; MaxZ = MaxZ > Pos[2] ? MaxZ : Pos[2]; } // Make sure the geometry occupies a volume. check(MinX < MaxX); check(MinY < MaxY); check(MinZ < MaxZ); // Cast a ray through the level set, and make sure it's as we expect. for(float x = 2*MinX; x < 2*MaxX; x += (MaxX-MinX)/10) { Vec Normal; const FReal phi = Implicit.PhiWithNormal(Vec(x, 0, 0), Normal); if (x < MinX || MaxX < x) { check(phi >= -0.01f); EXPECT_GT(phi, -0.01f); } else { check(phi <= 0.01f); EXPECT_LT(phi, 0.01f); } if (x < MinX/4) { EXPECT_LT((Normal-Vec(-1,0,0)).Size(), KINDA_SMALL_NUMBER); } else if (x > MaxX/4) { EXPECT_LT((Normal - Vec(1, 0, 0)).Size(), KINDA_SMALL_NUMBER); } } } }