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UnrealEngine/Engine/Source/Programs/HeadlessChaos/Private/GeometryCollection/GeometryCollectionTestSimulation.cpp
2025-05-18 13:04:45 +08:00

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19 KiB
C++

// 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
#define MEDIUM_THRESHOLD 1e-1
// #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;
GTEST_TEST(AllTraits, GeometryCollection_RigidBodies_SingleFallingUnderGravity)
{
FGeometryCollectionWrapper* Collection = TNewSimulationObject<GeometryType::GeometryCollectionWithSingleRigid>::Init()->template As<FGeometryCollectionWrapper>();
FFramework 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->GetNumTransforms(), 1); // simulated is falling
EXPECT_LT(Collection->DynamicCollection->GetTransform(0).GetTranslation().Z, 0.f);
EXPECT_NEAR(Collection->DynamicCollection->GetTransform(0).GetTranslation().Z, -980.f * UnitTest.Dt * UnitTest.Dt, 1e-2);// we seem to be twice gravity
}
}
GTEST_TEST(AllTraits, GeometryCollection_RigidBodies_SingleBodyCollidingWithGroundPlane)
{
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
Params.GeomTransform.SetLocation(0.99f * Scale * FVector::UpVector); // Don't start too deep in penetration or the pushout is too aggressive
FGeometryCollectionWrapper* Collection = TNewSimulationObject<GeometryType::GeometryCollectionWithSingleRigid>::Init(Params)->template As<FGeometryCollectionWrapper>();
RigidBodyWrapper* Floor = TNewSimulationObject<GeometryType::RigidFloor>::Init()->template As<RigidBodyWrapper>();
FFramework 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->GetNumTransforms(), 1);
EXPECT_LT(FMath::Abs(Collection->DynamicCollection->GetTransform(0).GetTranslation().Z - 0.1f * Scale), MEDIUM_THRESHOLD * Scale);
}
}
GTEST_TEST(AllTraits, GeometryCollection_RigidBodies_SingleSphereCollidingWithSolverFloor)
{
FVector Scale(0.5f);
CreationParameters Params;
Params.ImplicitType = EImplicitTypeEnum::Chaos_Implicit_Sphere;
Params.GeomTransform.SetScale3D(Scale); // Sphere radius
FGeometryCollectionWrapper* Collection =
TNewSimulationObject<GeometryType::GeometryCollectionWithSingleRigid>::Init(Params)->template As<FGeometryCollectionWrapper>();
RigidBodyWrapper* Floor =
TNewSimulationObject<GeometryType::RigidFloor>::Init()->template As<RigidBodyWrapper>();
FFramework 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->GetNumTransforms(), 1);
EXPECT_LT(FMath::Abs(Collection->DynamicCollection->GetTransform(0).GetTranslation().Z) - Scale[0], SMALL_THRESHOLD);
}
}
GTEST_TEST(AllTraits, GeometryCollection_RigidBodies_SingleCubeIntersectingWithSolverFloor)
{
FVector Scale(100.0f);
CreationParameters Params; Params.ImplicitType = EImplicitTypeEnum::Chaos_Implicit_Box; Params.SimplicialType = ESimplicialType::Chaos_Simplicial_Box;
Params.GeomTransform.SetScale3D(Scale); // Box size
Params.GeomTransform.SetLocation(0.99f * Scale * FVector::UpVector); // Don't start too deep in penetration or the pushout is too aggressive
FGeometryCollectionWrapper* Collection = TNewSimulationObject<GeometryType::GeometryCollectionWithSingleRigid>::Init(Params)->template As<FGeometryCollectionWrapper>();
RigidBodyWrapper* Floor = TNewSimulationObject<GeometryType::RigidFloor>::Init()->template As<RigidBodyWrapper>();
FFramework 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->GetNumTransforms(), 1);
EXPECT_LT(FMath::Abs(Collection->DynamicCollection->GetTransform(0).GetTranslation().Z - 0.1f * Scale[0]), MEDIUM_THRESHOLD * Scale[0]);
}
}
GTEST_TEST(AllTraits, GeometryCollection_RigidBodies_SingleKinematicBody)
{
CreationParameters Params; Params.DynamicState = EObjectStateTypeEnum::Chaos_Object_Kinematic;
FGeometryCollectionWrapper* Collection = TNewSimulationObject<GeometryType::GeometryCollectionWithSingleRigid>::Init(Params)->template As<FGeometryCollectionWrapper>();
FFramework UnitTest;
UnitTest.AddSimulationObject(Collection);
UnitTest.Initialize();
for (int i = 0; i < 3; i++)
UnitTest.Advance();
{
EXPECT_EQ(Collection->DynamicCollection->GetNumTransforms(), 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(Collection->DynamicCollection->GetTransform(0).GetTranslation().Z, 0.f);
EXPECT_EQ(Collection->DynamicCollection->DynamicState[0], (int32)EObjectStateTypeEnum::Chaos_Object_Kinematic);
}
}
GTEST_TEST(AllTraits, GeometryCollection_RigidBodies_SleepingDontMove)
{
CreationParameters Params;
Params.DynamicState = EObjectStateTypeEnum::Chaos_Object_Sleeping;
Params.ImplicitType = EImplicitTypeEnum::Chaos_Implicit_Box;
FReal InitialStartHeight = 5.0;
Params.RootTransform.SetLocation(FVector(0.f, 0.f, InitialStartHeight));
FGeometryCollectionWrapper* SleepingCollection = TNewSimulationObject<GeometryType::GeometryCollectionWithSingleRigid>::Init(Params)->template As<FGeometryCollectionWrapper>();
FFramework UnitTest;
UnitTest.AddSimulationObject(SleepingCollection);
UnitTest.Initialize();
const auto& Transform0 = SleepingCollection->DynamicCollection->GetTransform(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->GetTransform(0).GetTranslation().Z - InitialStartHeight), SMALL_THRESHOLD);
}
}
GTEST_TEST(AllTraits, GeometryCollection_RigidBodies_SleepingActivation)
{
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));
FGeometryCollectionWrapper* MovingCollection = TNewSimulationObject<GeometryType::GeometryCollectionWithSingleRigid>::Init(Params)->template As<FGeometryCollectionWrapper>();
FReal InitialStartHeight = 5.0;
Params.DynamicState = EObjectStateTypeEnum::Chaos_Object_Sleeping;
Params.RootTransform.SetLocation(FVector(0.f, 0.f, InitialStartHeight));
FGeometryCollectionWrapper* SleepingCollection = TNewSimulationObject<GeometryType::GeometryCollectionWithSingleRigid>::Init(Params)->template As<FGeometryCollectionWrapper>();
FFramework UnitTest;
UnitTest.AddSimulationObject(SleepingCollection);
UnitTest.AddSimulationObject(MovingCollection);
UnitTest.Initialize();
for (int i = 0; i < 15; i++)
{
UnitTest.Advance();
//const auto& Transform0 = MovingCollection->DynamicCollection->GetTransform(0);
//const auto& Transform1 = SleepingCollection->DynamicCollection->GetTransform(0);
//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(MovingCollection->DynamicCollection->GetTransform(0).GetTranslation().Z, InitialStartHeight - 2.0f);
}
}
GTEST_TEST(AllTraits, GeometryCollection_RigidBodies_Enabling)
{
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));
FGeometryCollectionWrapper* MovingCollection = TNewSimulationObject<GeometryType::GeometryCollectionWithSingleRigid>::Init(Params)->template As<FGeometryCollectionWrapper>();
FFramework UnitTest;
UnitTest.AddSimulationObject(MovingCollection);
UnitTest.Initialize();
for (int i = 0; i < 5; i++)
{
UnitTest.Advance();
EXPECT_EQ(MovingCollection->DynamicCollection->DynamicState[0], (int32)EObjectStateTypeEnum::Chaos_Object_Dynamic);
EXPECT_LT(MovingCollection->DynamicCollection->GetTransform(0).GetTranslation().Z, 15.0f);
}
// Disabled particle
MovingCollection->PhysObject->DisableParticles_External({ 0 });
FReal CurrentPosition = MovingCollection->DynamicCollection->GetTransform(0).GetTranslation().Z;
for (int i = 0; i < 5; i++)
{
UnitTest.Advance();
EXPECT_EQ(MovingCollection->DynamicCollection->DynamicState[0], (int32)EObjectStateTypeEnum::Chaos_Object_Dynamic);
EXPECT_EQ(MovingCollection->DynamicCollection->GetTransform(0).GetTranslation().Z, CurrentPosition);
}
}
// CollisionGroup == 0 : Collide With Everything Except CollisionGroup=-1
// CollisionGroup == -1 : Collide With Nothing Including CollisionGroup=0
// CollisionGroup_A == CollisionGroup_B : Collide With Each Other
// CollisionGroup_A != CollisionGroup_B : Don't Collide With Each Other
// @todo(chaos): this test does not work with levelsets because the do not support manifolds
// and therefore do not stack.
GTEST_TEST(AllTraits, DISABLED_GeometryCollection_RigidBodies_CollisionGroup)
{
FFramework UnitTest;
TSharedPtr<FGeometryCollection> RestCollection;
RestCollection = GeometryCollection::MakeCubeElement(FTransform(FVector(0.f, 0.f, 210.f)), FVector(100.0));
RestCollection->AppendGeometry(*GeometryCollection::MakeCubeElement(FTransform(FVector(0.f, 0.f, 320.f)), FVector(100.0)));
RestCollection->AppendGeometry(*GeometryCollection::MakeCubeElement(FTransform(FVector(0.f, 0.f, 430.f)), FVector(100.0)));
RestCollection->AppendGeometry(*GeometryCollection::MakeCubeElement(FTransform(FVector(0.f, 0.f, 540.f)), FVector(100.0)));
RestCollection->AppendGeometry(*GeometryCollection::MakeCubeElement(FTransform(FVector(0.f, 0.f, 650.f)), FVector(100.0)));
CreationParameters Params;
Params.RestCollection = RestCollection;
Params.ImplicitType = EImplicitTypeEnum::Chaos_Implicit_Box;
// I think there is suppose to be one more input param, but not sure what it is for...
FGeometryCollectionWrapper* Collection = TNewSimulationObject<GeometryType::GeometryCollectionWithSuppliedRestCollection>::Init(Params)->template As<FGeometryCollectionWrapper>();
RigidBodyWrapper* Floor = TNewSimulationObject<GeometryType::RigidFloor>::Init()->template As<RigidBodyWrapper>();
UnitTest.AddSimulationObject(Collection);
UnitTest.AddSimulationObject(Floor);
UnitTest.Initialize();
UnitTest.Advance();
// testing...
for (int Frame = 1; Frame < 200; Frame++)
{
if (Frame == 1)
{
// Object 0 collides with everything except Object 4
// Objects 1,2 collide with each other and Object 0 plus the ground
// Object 3 collides with Object 0 plus the ground
// Object 4 collides with nothing
// We should end up with 2 stacks on the ground (0,1,2), (0,3) and one free-falling object (4)
Collection->PhysObject->GetSolverClusterHandle_Internal(0)->SetCollisionGroup(0);
Collection->PhysObject->GetSolverClusterHandle_Internal(1)->SetCollisionGroup(1);
Collection->PhysObject->GetSolverClusterHandle_Internal(2)->SetCollisionGroup(1);
Collection->PhysObject->GetSolverClusterHandle_Internal(3)->SetCollisionGroup(3);
Collection->PhysObject->GetSolverClusterHandle_Internal(4)->SetCollisionGroup(-1);
EXPECT_TRUE(Collection->DynamicCollection->GetTransform(0).GetRotation() == FQuat4f::Identity); // Can use defaulted zero rotation to indicate that the
EXPECT_TRUE(Collection->DynamicCollection->GetTransform(1).GetRotation() == FQuat4f::Identity); // rigid has not been affected. Should we though??
EXPECT_TRUE(Collection->DynamicCollection->GetTransform(2).GetRotation() == FQuat4f::Identity);
EXPECT_TRUE(Collection->DynamicCollection->GetTransform(3).GetRotation() == FQuat4f::Identity);
EXPECT_TRUE(Collection->DynamicCollection->GetTransform(4).GetRotation() == FQuat4f::Identity);
}
if (Frame == 100)
{
EXPECT_NEAR(Collection->DynamicCollection->GetTransform(0).GetTranslation().Z, 50.0f, 1.0f);
EXPECT_NEAR(Collection->DynamicCollection->GetTransform(1).GetTranslation().Z, 150.0f, 1.0f);
EXPECT_NEAR(Collection->DynamicCollection->GetTransform(2).GetTranslation().Z, 250.0f, 1.0f);
EXPECT_FALSE(Collection->DynamicCollection->GetTransform(0).GetRotation() == FQuat4f::Identity);
EXPECT_FALSE(Collection->DynamicCollection->GetTransform(1).GetRotation() == FQuat4f::Identity);
EXPECT_FALSE(Collection->DynamicCollection->GetTransform(2).GetRotation() == FQuat4f::Identity);
EXPECT_FALSE(Collection->DynamicCollection->GetTransform(3).GetRotation() == FQuat4f::Identity);
EXPECT_TRUE(Collection->DynamicCollection->GetTransform(4).GetRotation() == FQuat4f::Identity);
}
UnitTest.Advance();
}
EXPECT_NEAR(Collection->DynamicCollection->GetTransform(0).GetTranslation().Z, 50.0f, 1.0f);
EXPECT_NEAR(Collection->DynamicCollection->GetTransform(1).GetTranslation().Z, 150.0f, 1.0f);
EXPECT_NEAR(Collection->DynamicCollection->GetTransform(2).GetTranslation().Z, 250.0f, 1.0f);
EXPECT_NEAR(Collection->DynamicCollection->GetTransform(3).GetTranslation().Z, 150.0f, 1.0f);
EXPECT_FALSE(Collection->DynamicCollection->GetTransform(3).GetRotation() == FQuat4f::Identity);
EXPECT_TRUE(Collection->DynamicCollection->GetTransform(4).GetRotation() == FQuat4f::Identity); // Phased through everything, good.
EXPECT_LT(Collection->DynamicCollection->GetTransform(4).GetTranslation().Z, -100.0f);
Collection->PhysObject->GetSolverClusterHandle_Internal(0)->SetCollisionGroup(-1);
for (int i = 0; i < 50; i++) { UnitTest.Advance(); }
EXPECT_LT(Collection->DynamicCollection->GetTransform(0).GetTranslation().Z, -100.0f);
}
GTEST_TEST(AllTraits, GeometryCollection_TestImplicitCollisionGeometry)
{
typedef Chaos::FVec3 Vec;
CreationParameters Params;
Params.SimplicialType = ESimplicialType::Chaos_Simplicial_GriddleBox;
Params.ImplicitType = EImplicitTypeEnum::Chaos_Implicit_LevelSet;
Params.CollisionType = ECollisionTypeEnum::Chaos_Surface_Volumetric;
FGeometryCollectionWrapper* Collection =
TNewSimulationObject<GeometryType::GeometryCollectionWithSingleRigid>::Init(
Params)->template As<FGeometryCollectionWrapper>();
const TManagedArray<TUniquePtr<Chaos::FBVHParticles>>& Simplicials =
Collection->RestCollection->template GetAttribute<TUniquePtr<Chaos::FBVHParticles>>(
FGeometryDynamicCollection::SimplicialsAttribute, FTransformCollection::TransformGroup);
EXPECT_EQ(Simplicials.Num(), 1);
const Chaos::FBVHParticles& Simplicial = *Simplicials[0];
const TManagedArray<Chaos::FImplicitObjectPtr>& Implicits =
Collection->RestCollection->template GetAttribute<Chaos::FImplicitObjectPtr>(
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::FLevelSet* LevelSet = static_cast<const Chaos::FLevelSet*>(&Implicit);
const FReal DxSize = LevelSet->GetGrid().Dx().Size();
FReal MinX = TNumericLimits<FReal>::Max();
FReal MinY = TNumericLimits<FReal>::Max();
FReal MinZ = TNumericLimits<FReal>::Max();
FReal MaxX = -TNumericLimits<FReal>::Max();
FReal MaxY = -TNumericLimits<FReal>::Max();
FReal MaxZ = -TNumericLimits<FReal>::Max();
for (uint32 Idx = 0; Idx < Simplicial.Size(); ++Idx)
{
const FReal phi = Implicit.SignedDistance(Simplicial.GetX(Idx));
EXPECT_LT(FMath::Abs(phi), DxSize);
//EXPECT_LT(FMath::Abs(phi), 0.01f);
const auto& Pos = Simplicial.GetX(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(FReal 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);
}
}
}
}