// SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include JPH_IMPLEMENT_RTTI_VIRTUAL(HighSpeedTest) { JPH_ADD_BASE_CLASS(HighSpeedTest, Test) } const char *HighSpeedTest::sScenes[] = { "Simple", "Convex Hull On Large Triangles", "Convex Hull On Terrain1", }; int HighSpeedTest::sSelectedScene = 0; void HighSpeedTest::CreateDominoBlocks(Vec3Arg inOffset, int inNumWalls, float inDensity, float inRadius) { BodyCreationSettings box_settings; Ref box_shape = new BoxShape(Vec3(0.9f, 1.0f, 0.1f)); box_shape->SetDensity(inDensity); // Make box more heavy so the bouncing ball keeps a higher velocity box_settings.SetShape(box_shape); box_settings.mObjectLayer = Layers::MOVING; // U shaped set of thin boxes for (int i = 0; i < inNumWalls; ++i) { box_settings.mPosition = inOffset + Vec3(2.0f * i, 1, -1.1f - inRadius); mBodyInterface->CreateAndAddBody(box_settings, EActivation::DontActivate); box_settings.mPosition = inOffset + Vec3(2.0f * i, 1, +1.1f + inRadius); mBodyInterface->CreateAndAddBody(box_settings, EActivation::DontActivate); } box_settings.mPosition = inOffset + Vec3(-1.1f - inRadius, 1, 0); box_settings.mRotation = Quat::sRotation(Vec3::sAxisY(), 0.5f * JPH_PI); mBodyInterface->CreateAndAddBody(box_settings, EActivation::DontActivate); } void HighSpeedTest::CreateDynamicObject(Vec3Arg inPosition, Vec3Arg inVelocity, Shape *inShape, EMotionQuality inMotionQuality) { BodyCreationSettings creation_settings; creation_settings.SetShape(inShape); creation_settings.mFriction = 0.0f; creation_settings.mRestitution = 1.0f; creation_settings.mLinearDamping = 0.0f; creation_settings.mAngularDamping = 0.0f; creation_settings.mMotionQuality = inMotionQuality; creation_settings.mObjectLayer = Layers::MOVING; creation_settings.mPosition = inPosition; Body &body = *mBodyInterface->CreateBody(creation_settings); body.SetLinearVelocity(inVelocity); mBodyInterface->AddBody(body.GetID(), inVelocity.IsNearZero()? EActivation::DontActivate : EActivation::Activate); } void HighSpeedTest::CreateSimpleScene() { // Floor CreateFloor(); const float radius = 0.1f; const int num_walls = 5; const float density = 2000.0f; const float speed = 240.0f; Vec3 offset(0, 0, -30); { // U shaped set of thin walls TriangleList triangles; for (int i = 0; i < num_walls; ++i) { triangles.push_back(Triangle(Float3(2.0f*i-1,0,-1-radius), Float3(2.0f*i+1,0,-1-radius), Float3(2.0f*i,2,-1-radius))); triangles.push_back(Triangle(Float3(2.0f*i-1,0,1+radius), Float3(2.0f*i,2,1+radius), Float3(2.0f*i+1,0,1+radius))); } triangles.push_back(Triangle(Float3(-1-radius,0,-1), Float3(-1-radius,2,0), Float3(-1-radius,0,1))); Body &walls = *mBodyInterface->CreateBody(BodyCreationSettings(new MeshShapeSettings(triangles), offset, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING)); walls.SetRestitution(1.0f); walls.SetFriction(0.0f); mBodyInterface->AddBody(walls.GetID(), EActivation::DontActivate); // Fast moving sphere against mesh CreateDynamicObject(offset + Vec3(2.0f * num_walls - 1, 1, 0), Vec3(-speed, 0, -speed), new SphereShape(radius)); } offset += Vec3(0, 0, 5); { // Create wall of domino blocks CreateDominoBlocks(offset, num_walls, density, radius); // Fast moving sphere against domino blocks CreateDynamicObject(offset + Vec3(2.0f * num_walls - 1, 1, 0), Vec3(-speed, 0, -speed), new SphereShape(radius)); } offset += Vec3(0, 0, 5); { // Create wall of domino blocks CreateDominoBlocks(offset, num_walls, density, radius); // Fast moving scaled box against domino blocks CreateDynamicObject(offset + Vec3(2.0f * num_walls - 1, 1, 0), Vec3(-speed, 0, -speed), new ScaledShape(new BoxShape(Vec3::sReplicate(0.5f * radius), 0.01f), Vec3::sReplicate(2.0f))); } offset += Vec3(0, 0, 5); { // Fast moving box stuck in ground moving, one moving up, one moving down CreateDynamicObject(offset + Vec3(-1, 0, 0), Vec3(0, speed, 0), new BoxShape(Vec3::sReplicate(radius))); CreateDynamicObject(offset + Vec3(1, 0, 0), Vec3(0, -speed, 0), new BoxShape(Vec3::sReplicate(radius))); } offset += Vec3(0, 0, 5); { // Single shape that has 4 walls to surround fast moving sphere BodyCreationSettings enclosing_settings; Ref box_shape = new BoxShapeSettings(Vec3(1.0f, 1.0f, 0.1f)); Ref enclosing_shape = new StaticCompoundShapeSettings(); enclosing_shape->AddShape(Vec3(0, 0, 1), Quat::sIdentity(), box_shape); enclosing_shape->AddShape(Vec3(0, 0, -1), Quat::sIdentity(), box_shape); enclosing_shape->AddShape(Vec3(1, 0, 0), Quat::sRotation(Vec3::sAxisY(), 0.5f * JPH_PI), box_shape); enclosing_shape->AddShape(Vec3(-1, 0, 0), Quat::sRotation(Vec3::sAxisY(), 0.5f * JPH_PI), box_shape); enclosing_settings.SetShapeSettings(enclosing_shape); enclosing_settings.mMotionType = EMotionType::Kinematic; enclosing_settings.mObjectLayer = Layers::MOVING; enclosing_settings.mPosition = offset + Vec3(0, 1, 0); Body &enclosing = *mBodyInterface->CreateBody(enclosing_settings); mBodyInterface->AddBody(enclosing.GetID(), EActivation::Activate); // Fast moving sphere in box CreateDynamicObject(offset + Vec3(0, 0.5f, 0), Vec3(-speed, 0, -0.5f * speed), new SphereShape(radius)); } offset += Vec3(0, 0, 5); { // Two boxes on a collision course CreateDynamicObject(offset + Vec3(1, 0.5f, 0), Vec3(-speed, 0, 0), new BoxShape(Vec3::sReplicate(radius))); CreateDynamicObject(offset + Vec3(-1, 0.5f, 0), Vec3(speed, 0, 0), new BoxShape(Vec3::sReplicate(radius))); } offset += Vec3(0, 0, 5); { // Two boxes on a collision course, off center CreateDynamicObject(offset + Vec3(1, 0.5f, 0), Vec3(-speed, 0, 0), new BoxShape(Vec3::sReplicate(radius))); CreateDynamicObject(offset + Vec3(-1, 0.5f, radius), Vec3(speed, 0, 0), new BoxShape(Vec3::sReplicate(radius))); } offset += Vec3(0, 0, 5); { // Two boxes on a collision course, one discrete CreateDynamicObject(offset + Vec3(1, 0.5f, 0), Vec3(-speed, 0, 0), new BoxShape(Vec3::sReplicate(radius))); CreateDynamicObject(offset + Vec3(-1, 0.5f, 0), Vec3(60.0f, 0, 0), new BoxShape(Vec3::sReplicate(radius)), EMotionQuality::Discrete); } offset += Vec3(0, 0, 5); { // Two boxes on a collision course, one inactive CreateDynamicObject(offset + Vec3(1, 0.5f, 0), Vec3(-speed, 0, 0), new BoxShape(Vec3::sReplicate(radius))); CreateDynamicObject(offset + Vec3(0, 0.5f, 0), Vec3::sZero(), new BoxShape(Vec3::sReplicate(radius))); } offset += Vec3(0, 0, 5); { // Two boxes on a collision course, one inactive and discrete CreateDynamicObject(offset + Vec3(1, 0.5f, 0), Vec3(-speed, 0, 0), new BoxShape(Vec3::sReplicate(radius))); CreateDynamicObject(offset + Vec3(0, 0.5f, 0), Vec3::sZero(), new BoxShape(Vec3::sReplicate(radius)), EMotionQuality::Discrete); } offset += Vec3(0, 0, 5); { // Create long thin shape BoxShapeSettings box_settings(Vec3(0.05f, 0.8f, 0.03f), 0.015f); box_settings.SetEmbedded(); BodyCreationSettings body_settings(&box_settings, offset + Vec3(0, 1, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING); body_settings.mMotionQuality = EMotionQuality::LinearCast; body_settings.mRestitution = 0.0f; body_settings.mFriction = 1.0f; Body &body = *mPhysicsSystem->GetBodyInterface().CreateBody(body_settings); body.SetLinearVelocity(Vec3(0, -100.0f, 0)); mPhysicsSystem->GetBodyInterface().AddBody(body.GetID(), EActivation::Activate); } offset += Vec3(0, 0, 5); { // Create long thin shape under 45 degrees BoxShapeSettings box_settings(Vec3(0.05f, 0.8f, 0.03f), 0.015f); box_settings.SetEmbedded(); BodyCreationSettings body_settings(&box_settings, offset + Vec3(0, 1, 0), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI), EMotionType::Dynamic, Layers::MOVING); body_settings.mMotionQuality = EMotionQuality::LinearCast; body_settings.mRestitution = 0.0f; body_settings.mFriction = 1.0f; Body &body = *mPhysicsSystem->GetBodyInterface().CreateBody(body_settings); body.SetLinearVelocity(Vec3(0, -100.0f, 0)); mPhysicsSystem->GetBodyInterface().AddBody(body.GetID(), EActivation::Activate); } offset += Vec3(0, 0, 5); { // Create long thin shape with restitution BoxShapeSettings box_settings(Vec3(0.05f, 0.8f, 0.03f), 0.015f); box_settings.SetEmbedded(); BodyCreationSettings body_settings(&box_settings, offset + Vec3(0, 1, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING); body_settings.mMotionQuality = EMotionQuality::LinearCast; body_settings.mRestitution = 1.0f; body_settings.mFriction = 1.0f; Body &body = *mPhysicsSystem->GetBodyInterface().CreateBody(body_settings); body.SetLinearVelocity(Vec3(0, -100.0f, 0)); mPhysicsSystem->GetBodyInterface().AddBody(body.GetID(), EActivation::Activate); } offset += Vec3(0, 0, 5); { // Create long thin shape under 45 degrees with restitution BoxShapeSettings box_settings(Vec3(0.05f, 0.8f, 0.03f), 0.015f); box_settings.SetEmbedded(); BodyCreationSettings body_settings(&box_settings, offset + Vec3(0, 1, 0), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI), EMotionType::Dynamic, Layers::MOVING); body_settings.mMotionQuality = EMotionQuality::LinearCast; body_settings.mRestitution = 1.0f; body_settings.mFriction = 1.0f; Body &body = *mPhysicsSystem->GetBodyInterface().CreateBody(body_settings); body.SetLinearVelocity(Vec3(0, -100.0f, 0)); mPhysicsSystem->GetBodyInterface().AddBody(body.GetID(), EActivation::Activate); } } void HighSpeedTest::CreateFastSmallConvexObjects() { // Create small convex hull Array vertices = { Vec3(-0.044661f, 0.001230f, 0.003877f), Vec3(-0.024743f, -0.042562f, 0.003877f), Vec3(-0.012336f, -0.021073f, 0.048484f), Vec3(0.016066f, 0.028121f, -0.049904f), Vec3(-0.023734f, 0.043275f, -0.024153f), Vec3(0.020812f, 0.036341f, -0.019530f), Vec3(0.012495f, 0.021936f, 0.045288f), Vec3(0.026750f, 0.001230f, 0.049273f), Vec3(0.045495f, 0.001230f, -0.022077f), Vec3(0.022193f, -0.036274f, -0.021126f), Vec3(0.022781f, -0.037291f, 0.029558f), Vec3(0.014691f, -0.023280f, 0.052897f), Vec3(-0.012187f, -0.020815f, -0.040214f), Vec3(0.000541f, 0.001230f, -0.056224f), Vec3(-0.039882f, 0.001230f, -0.019461f), Vec3(0.000541f, 0.001230f, 0.056022f), Vec3(-0.020614f, -0.035411f, -0.020551f), Vec3(-0.019485f, 0.035916f, 0.027001f), Vec3(-0.023968f, 0.043680f, 0.003877f), Vec3(-0.020051f, 0.001230f, 0.039543f), Vec3(0.026213f, 0.001230f, -0.040589f), Vec3(-0.010797f, 0.020868f, 0.043152f), Vec3(-0.012378f, 0.023607f, -0.040876f) }; ConvexHullShapeSettings convex_settings(vertices); convex_settings.SetEmbedded(); BodyCreationSettings body_settings(&convex_settings, Vec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING); body_settings.mMotionQuality = EMotionQuality::LinearCast; // Create many instances with high velocity default_random_engine rnd; uniform_real_distribution restitution_distrib(0.0f, 0.1f); uniform_real_distribution velocity_distrib(-10.0f, 10.0f); for (int x = -25; x < 25; ++x) for (int y = -25 ; y < 25; ++y) { // Cast a ray to find the terrain Vec3 origin(float(x), 100.0f, float(y)); Vec3 direction(0, -100.0f, 0); RayCastResult hit; if (mPhysicsSystem->GetNarrowPhaseQuery().CastRay({ origin, direction }, hit, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::NON_MOVING), SpecifiedObjectLayerFilter(Layers::NON_MOVING))) { // Place 10m above terrain body_settings.mPosition = origin + hit.mFraction * direction + Vec3(0, 10.0f, 0); body_settings.mRotation = Quat::sRandom(rnd); body_settings.mRestitution = restitution_distrib(rnd); Body &body = *mPhysicsSystem->GetBodyInterface().CreateBody(body_settings); body.SetLinearVelocity(Vec3(velocity_distrib(rnd), -100.0f, velocity_distrib(rnd))); mPhysicsSystem->GetBodyInterface().AddBody(body.GetID(), EActivation::Activate); } } } void HighSpeedTest::CreateConvexOnLargeTriangles() { // Create floor CreateLargeTriangleFloor(); CreateFastSmallConvexObjects(); } void HighSpeedTest::CreateConvexOnTerrain1() { // Load scene Ref scene; if (!ObjectStreamIn::sReadObject("Assets/terrain1.bof", scene)) FatalError("Failed to load scene"); for (BodyCreationSettings &body : scene->GetBodies()) body.mObjectLayer = Layers::NON_MOVING; scene->FixInvalidScales(); scene->CreateBodies(mPhysicsSystem); CreateFastSmallConvexObjects(); } void HighSpeedTest::Initialize() { switch (sSelectedScene) { case 0: CreateSimpleScene(); break; case 1: CreateConvexOnLargeTriangles(); break; case 2: CreateConvexOnTerrain1(); break; default: JPH_ASSERT(false); break; } } void HighSpeedTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu) { inUI->CreateTextButton(inSubMenu, "Select Scene", [this, inUI]() { UIElement *scene_name = inUI->CreateMenu(); for (uint i = 0; i < size(sScenes); ++i) inUI->CreateTextButton(scene_name, sScenes[i], [this, i]() { sSelectedScene = i; RestartTest(); }); inUI->ShowMenu(scene_name); }); }