// SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT // Jolt includes #include #include #include #include #include #include #include #include #include #include // STL includes #include #include #include using namespace JPH; using namespace std; namespace Layers { static constexpr uint8 NON_MOVING = 0; static constexpr uint8 MOVING = 1; static constexpr uint8 NUM_LAYERS = 2; }; bool MyObjectCanCollide(ObjectLayer inObject1, ObjectLayer inObject2) { switch (inObject1) { case Layers::NON_MOVING: return inObject2 == Layers::MOVING; // Non moving only collides with moving case Layers::MOVING: return true; // Moving collides with everything default: JPH_ASSERT(false); return false; } }; namespace BroadPhaseLayers { static constexpr BroadPhaseLayer NON_MOVING(0); static constexpr BroadPhaseLayer MOVING(1); }; bool MyBroadPhaseCanCollide(ObjectLayer inLayer1, BroadPhaseLayer inLayer2) { switch (inLayer1) { case Layers::NON_MOVING: return inLayer2 == BroadPhaseLayers::MOVING; case Layers::MOVING: return true; default: JPH_ASSERT(false); return false; } } // Test configuration const float cHorizontalSeparation = 4.0f; const float cVerticalSeparation = 0.6f; #ifdef _DEBUG const int cPileSize = 5; const int cNumRows = 2; const int cNumCols = 2; #else const int cPileSize = 10; const int cNumRows = 4; const int cNumCols = 4; #endif const float cDeltaTime = 1.0f / 60.0f; // Program entry point int main(int argc, char** argv) { // Register all Jolt physics types RegisterTypes(); // Create temp allocator TempAllocatorImpl temp_allocator(10 * 1024 * 1024); // Load ragdoll Ref ragdoll_settings; if (!ObjectStreamIn::sReadObject("Assets/Human.tof", ragdoll_settings)) { cerr << "Unable to load ragdoll" << endl; return 1; } for (BodyCreationSettings &body : ragdoll_settings->mParts) body.mObjectLayer = Layers::MOVING; // Init ragdoll ragdoll_settings->GetSkeleton()->CalculateParentJointIndices(); ragdoll_settings->Stabilize(); ragdoll_settings->CalculateBodyIndexToConstraintIndex(); ragdoll_settings->CalculateConstraintIndexToBodyIdxPair(); // Load animation Ref animation; if (!ObjectStreamIn::sReadObject("Assets/Human/dead_pose1.tof", animation)) { cerr << "Unable to load animation" << endl; return 1; } // Sample pose SkeletonPose pose; pose.SetSkeleton(ragdoll_settings->GetSkeleton()); animation->Sample(0.0f, pose); // Read the scene Ref scene; if (!ObjectStreamIn::sReadObject("Assets/terrain2.bof", scene)) { cerr << "Unable to load terrain" << endl; return 1; } for (BodyCreationSettings &body : scene->GetBodies()) { body.mObjectLayer = Layers::NON_MOVING; body.mAllowSleeping = false; } scene->FixInvalidScales(); // Create mapping table from object layer to broadphase layer ObjectToBroadPhaseLayer object_to_broadphase; object_to_broadphase.resize(Layers::NUM_LAYERS); object_to_broadphase[Layers::NON_MOVING] = BroadPhaseLayers::NON_MOVING; object_to_broadphase[Layers::MOVING] = BroadPhaseLayers::MOVING; // Start profiling this thread JPH_PROFILE_THREAD_START("Main"); // Trace header cout << "Motion Quality, Thread Count, Steps / Second, Hash" << endl; constexpr uint cMaxSteps = 500; // Iterate motion qualities for (uint mq = 0; mq < 2; ++mq) { // Determine motion quality EMotionQuality motion_quality = mq == 0? EMotionQuality::Discrete : EMotionQuality::LinearCast; string motion_quality_str = mq == 0? "Discrete" : "LinearCast"; // Set motion quality on ragdoll for (BodyCreationSettings &body : ragdoll_settings->mParts) body.mMotionQuality = motion_quality; // Test thread permutations for (uint num_threads = 0; num_threads < thread::hardware_concurrency(); ++num_threads) { // Create job system with desired number of threads JobSystemThreadPool job_system(cMaxPhysicsJobs, cMaxPhysicsBarriers, num_threads); // Create physics system PhysicsSystem physics_system; physics_system.Init(10240, 0, 65536, 10240, object_to_broadphase, MyBroadPhaseCanCollide, MyObjectCanCollide); // Add background geometry scene->CreateBodies(&physics_system); // Create ragdoll piles vector> ragdolls; mt19937 random; uniform_real_distribution angle(0.0f, JPH_PI); CollisionGroup::GroupID group_id = 1; for (int row = 0; row < cNumRows; ++row) for (int col = 0; col < cNumCols; ++col) { // Determine start location of ray Vec3 start = Vec3(cHorizontalSeparation * (col - (cNumCols - 1) / 2.0f), 100, cHorizontalSeparation * (row - (cNumRows - 1) / 2.0f)); // Cast ray down to terrain RayCastResult hit; Vec3 ray_direction(0, -200, 0); RayCast ray { start, ray_direction }; if (physics_system.GetNarrowPhaseQuery().CastRay(ray, hit, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::NON_MOVING), SpecifiedObjectLayerFilter(Layers::NON_MOVING))) start = start + hit.mFraction * ray_direction; for (int i = 0; i < cPileSize; ++i) { // Create ragdoll Ref ragdoll = ragdoll_settings->CreateRagdoll(group_id++, nullptr, &physics_system); // Override root SkeletonPose pose_copy = pose; SkeletonPose::JointState &root = pose_copy.GetJoint(0); root.mTranslation = start + Vec3(0, cVerticalSeparation * (i + 1), 0); root.mRotation = Quat::sRotation(Vec3::sAxisY(), angle(random)) * root.mRotation; pose_copy.CalculateJointMatrices(); // Drive to pose ragdoll->SetPose(pose_copy); ragdoll->DriveToPoseUsingMotors(pose_copy); ragdoll->AddToPhysicsSystem(EActivation::Activate); // Keep reference ragdolls.push_back(ragdoll); } } chrono::nanoseconds total_duration(0); // Step the world for a fixed amount of iterations for (uint iterations = 0; iterations < cMaxSteps; ++iterations) { JPH_PROFILE_NEXTFRAME(); // Start measuring chrono::high_resolution_clock::time_point clock_start = chrono::high_resolution_clock::now(); // Do a physics step physics_system.Update(cDeltaTime, 1, 1, &temp_allocator, &job_system); // Stop measuring chrono::high_resolution_clock::time_point clock_end = chrono::high_resolution_clock::now(); total_duration += chrono::duration_cast(clock_end - clock_start); // Dump profile information every 100 iterations if (iterations % 100 == 0) { JPH_PROFILE_DUMP(ToLower(motion_quality_str) + "_th" + ConvertToString(num_threads + 1) + "_it" + ConvertToString(iterations)); } } // Calculate hash of all positions and rotations of the bodies size_t hash = 0; BodyInterface &bi = physics_system.GetBodyInterfaceNoLock(); for (Ragdoll *ragdoll : ragdolls) for (BodyID id : ragdoll->GetBodyIDs()) { Vec3 pos = bi.GetPosition(id); Quat rot = bi.GetRotation(id); hash_combine(hash, pos.GetX(), pos.GetY(), pos.GetZ(), rot.GetX(), rot.GetY(), rot.GetZ(), rot.GetW()); } // Remove ragdolls for (Ragdoll *ragdoll : ragdolls) ragdoll->RemoveFromPhysicsSystem(); // Trace stat line cout << motion_quality_str << ", " << num_threads + 1 << ", " << double(cMaxSteps) / (1.0e-9 * total_duration.count()) << ", " << hash << endl; } } // End profiling this thread JPH_PROFILE_THREAD_END(); return 0; }