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+// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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+// SPDX-License-Identifier: MIT
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+
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+// Jolt includes
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+#include <Jolt.h>
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+#include <RegisterTypes.h>
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+#include <Core/TempAllocator.h>
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+#include <Core/JobSystemThreadPool.h>
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+#include <Physics/PhysicsSettings.h>
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+#include <Physics/PhysicsSystem.h>
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+#include <Physics/Ragdoll/Ragdoll.h>
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+#include <Physics/PhysicsScene.h>
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+#include <Physics/Collision/CastResult.h>
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+#include <Physics/Collision/RayCast.h>
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+
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+// STL includes
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+#include <iostream>
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+#include <thread>
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+#include <chrono>
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+
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+using namespace JPH;
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+using namespace std;
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+
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+namespace Layers
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+{
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+ static constexpr uint8 NON_MOVING = 0;
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+ static constexpr uint8 MOVING = 1;
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+ static constexpr uint8 NUM_LAYERS = 2;
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+};
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+
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+bool MyObjectCanCollide(ObjectLayer inObject1, ObjectLayer inObject2)
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+{
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+ switch (inObject1)
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+ {
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+ case Layers::NON_MOVING:
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+ return inObject2 == Layers::MOVING; // Non moving only collides with moving
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+ case Layers::MOVING:
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+ return true; // Moving collides with everything
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+ default:
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+ JPH_ASSERT(false);
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+ return false;
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+ }
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+};
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+
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+namespace BroadPhaseLayers
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+{
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+ static constexpr BroadPhaseLayer NON_MOVING(0);
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+ static constexpr BroadPhaseLayer MOVING(1);
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+};
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+
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+bool MyBroadPhaseCanCollide(ObjectLayer inLayer1, BroadPhaseLayer inLayer2)
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+{
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+ switch (inLayer1)
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+ {
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+ case Layers::NON_MOVING:
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+ return inLayer2 == BroadPhaseLayers::MOVING;
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+ case Layers::MOVING:
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+ return true;
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+ default:
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+ JPH_ASSERT(false);
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+ return false;
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+ }
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+}
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+
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+// Test configuration
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+const float cHorizontalSeparation = 4.0f;
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+const float cVerticalSeparation = 0.6f;
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+#ifdef _DEBUG
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+ const int cPileSize = 5;
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+ const int cNumRows = 2;
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+ const int cNumCols = 2;
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+#else
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+ const int cPileSize = 10;
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+ const int cNumRows = 4;
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+ const int cNumCols = 4;
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+#endif
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+const float cDeltaTime = 1.0f / 60.0f;
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+
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+// Program entry point
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+int main(int argc, char** argv)
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+{
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+ // Register all Jolt physics types
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+ RegisterTypes();
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+
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+ // Create temp allocator
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+ TempAllocatorImpl temp_allocator(10 * 1024 * 1024);
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+
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+ // Load ragdoll
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+ Ref<RagdollSettings> ragdoll_settings;
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+ if (!ObjectStreamIn::sReadObject("Assets/Human.tof", ragdoll_settings))
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+ {
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+ cerr << "Unable to load ragdoll" << endl;
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+ return 1;
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+ }
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+ for (BodyCreationSettings &body : ragdoll_settings->mParts)
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+ body.mObjectLayer = Layers::MOVING;
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+
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+ // Init ragdoll
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+ ragdoll_settings->GetSkeleton()->CalculateParentJointIndices();
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+ ragdoll_settings->Stabilize();
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+ ragdoll_settings->CalculateBodyIndexToConstraintIndex();
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+ ragdoll_settings->CalculateConstraintIndexToBodyIdxPair();
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+
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+ // Load animation
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+ Ref<SkeletalAnimation> animation;
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+ if (!ObjectStreamIn::sReadObject("Assets/Human/dead_pose1.tof", animation))
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+ {
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+ cerr << "Unable to load animation" << endl;
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+ return 1;
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+ }
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+
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+ // Sample pose
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+ SkeletonPose pose;
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+ pose.SetSkeleton(ragdoll_settings->GetSkeleton());
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+ animation->Sample(0.0f, pose);
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+
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+ // Read the scene
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+ Ref<PhysicsScene> scene;
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+ if (!ObjectStreamIn::sReadObject("Assets/terrain2.bof", scene))
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+ {
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+ cerr << "Unable to load terrain" << endl;
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+ return 1;
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+ }
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+ for (BodyCreationSettings &body : scene->GetBodies())
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+ body.mObjectLayer = Layers::NON_MOVING;
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+ scene->FixInvalidScales();
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+
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+ // Create mapping table from object layer to broadphase layer
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+ ObjectToBroadPhaseLayer object_to_broadphase;
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+ object_to_broadphase.resize(Layers::NUM_LAYERS);
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+ object_to_broadphase[Layers::NON_MOVING] = BroadPhaseLayers::NON_MOVING;
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+ object_to_broadphase[Layers::MOVING] = BroadPhaseLayers::MOVING;
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+
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+ // Start profiling this thread
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+ JPH_PROFILE_THREAD_START("Main");
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+
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+ // Trace header
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+ cout << "Motion Quality, Thread Count, Time (s), Iterations, Hash" << endl;
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+
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+ // Iterate motion qualities
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+ for (uint mq = 0; mq < 2; ++mq)
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+ {
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+ // Determine motion quality
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+ EMotionQuality motion_quality = mq == 0? EMotionQuality::Discrete : EMotionQuality::LinearCast;
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+ string motion_quality_str = mq == 0? "Discrete" : "LinearCast";
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+
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+ // Set motion quality on ragdoll
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+ for (BodyCreationSettings &body : ragdoll_settings->mParts)
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+ body.mMotionQuality = motion_quality;
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+
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+ // Test thread permutations
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+ for (uint num_threads = 0; num_threads < thread::hardware_concurrency(); ++num_threads)
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+ {
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+ // Create job system with desired number of threads
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+ JobSystemThreadPool job_system(cMaxPhysicsJobs, cMaxPhysicsBarriers, num_threads);
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+
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+ // Create physics system
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+ PhysicsSystem physics_system;
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+ physics_system.Init(10240, 0, 65536, 10240, object_to_broadphase, MyBroadPhaseCanCollide, MyObjectCanCollide);
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+
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+ // Add background geometry
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+ scene->CreateBodies(&physics_system);
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+
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+ // Create ragdoll piles
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+ vector<Ref<Ragdoll>> ragdolls;
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+ mt19937 random;
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+ uniform_real_distribution<float> angle(0.0f, JPH_PI);
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+ CollisionGroup::GroupID group_id = 1;
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+ for (int row = 0; row < cNumRows; ++row)
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+ for (int col = 0; col < cNumCols; ++col)
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+ {
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+ // Determine start location of ray
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+ Vec3 start = Vec3(cHorizontalSeparation * (col - (cNumCols - 1) / 2.0f), 100, cHorizontalSeparation * (row - (cNumRows - 1) / 2.0f));
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+
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+ // Cast ray down to terrain
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+ RayCastResult hit;
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+ Vec3 ray_direction(0, -200, 0);
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+ RayCast ray { start, ray_direction };
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+ if (physics_system.GetNarrowPhaseQuery().CastRay(ray, hit, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::NON_MOVING), SpecifiedObjectLayerFilter(Layers::NON_MOVING)))
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+ start = start + hit.mFraction * ray_direction;
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+
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+ for (int i = 0; i < cPileSize; ++i)
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+ {
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+ // Create ragdoll
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+ Ref<Ragdoll> ragdoll = ragdoll_settings->CreateRagdoll(group_id++, nullptr, &physics_system);
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+
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+ // Override root
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+ SkeletonPose pose_copy = pose;
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+ SkeletonPose::JointState &root = pose_copy.GetJoint(0);
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+ root.mTranslation = start + Vec3(0, cVerticalSeparation * (i + 1), 0);
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+ root.mRotation = Quat::sRotation(Vec3::sAxisY(), angle(random)) * root.mRotation;
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+ pose_copy.CalculateJointMatrices();
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+
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+ // Drive to pose
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+ ragdoll->SetPose(pose_copy);
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+ ragdoll->DriveToPoseUsingMotors(pose_copy);
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+ ragdoll->AddToPhysicsSystem(EActivation::Activate);
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+
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+ // Keep reference
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+ ragdolls.push_back(ragdoll);
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+ }
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+ }
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+
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+ // Calculate total amount of ragdoll bodies
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+ uint num_bodies = uint(ragdolls.size() * ragdolls[0]->GetBodyCount());
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+
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+ chrono::nanoseconds total_duration(0);
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+ uint iterations = 0;
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+
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+ // Step the world until half of the bodies are sleeping
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+ while (physics_system.GetNumActiveBodies() > num_bodies / 2)
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+ {
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+ JPH_PROFILE_NEXTFRAME();
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+
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+ // Start measuring
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+ chrono::high_resolution_clock::time_point clock_start = chrono::high_resolution_clock::now();
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+
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+ // Do a physics step
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+ physics_system.Update(cDeltaTime, 1, 1, &temp_allocator, &job_system);
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+
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+ // Stop measuring
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+ chrono::high_resolution_clock::time_point clock_end = chrono::high_resolution_clock::now();
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+ total_duration += chrono::duration_cast<chrono::nanoseconds>(clock_end - clock_start);
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+
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+ // Increment step count
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+ ++iterations;
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+
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+ // Dump profile information every 100 iterations
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+ if (iterations % 100 == 0)
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+ {
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+ JPH_PROFILE_DUMP();
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+ }
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+ }
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+
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+ // Calculate hash of all positions and rotations of the bodies
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+ size_t hash = 0;
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+ BodyInterface &bi = physics_system.GetBodyInterfaceNoLock();
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+ for (Ragdoll *ragdoll : ragdolls)
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+ for (BodyID id : ragdoll->GetBodyIDs())
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+ {
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+ Vec3 pos = bi.GetPosition(id);
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+ Quat rot = bi.GetRotation(id);
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+ hash_combine(hash, pos.GetX(), pos.GetY(), pos.GetZ(), rot.GetX(), rot.GetY(), rot.GetZ(), rot.GetW());
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+ }
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+
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+ // Remove ragdolls
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+ for (Ragdoll *ragdoll : ragdolls)
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+ ragdoll->RemoveFromPhysicsSystem();
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+
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+ // Trace stat line
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+ cout << motion_quality_str << ", " << num_threads + 1 << ", " << 1.0e-9 * total_duration.count() << ", " << iterations << ", " << hash << endl;
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+ }
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+ }
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+
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+ // End profiling this thread
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+ JPH_PROFILE_THREAD_END();
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+
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+ return 0;
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+}
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