SamplesApp.cpp 104 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #include <TestFramework.h>
  5. #include <SamplesApp.h>
  6. #include <Application/EntryPoint.h>
  7. #include <Jolt/Core/JobSystemThreadPool.h>
  8. #include <Jolt/Core/JobSystemSingleThreaded.h>
  9. #include <Jolt/Core/TempAllocator.h>
  10. #include <Jolt/Core/StreamWrapper.h>
  11. #include <Jolt/Core/StringTools.h>
  12. #include <Jolt/Geometry/OrientedBox.h>
  13. #include <Jolt/Physics/PhysicsSystem.h>
  14. #include <Jolt/Physics/StateRecorderImpl.h>
  15. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  16. #include <Jolt/Physics/SoftBody/SoftBodyMotionProperties.h>
  17. #include <Jolt/Physics/SoftBody/SoftBodyCreationSettings.h>
  18. #include <Jolt/Physics/PhysicsScene.h>
  19. #include <Jolt/Physics/Collision/RayCast.h>
  20. #include <Jolt/Physics/Collision/ShapeCast.h>
  21. #include <Jolt/Physics/Collision/CastResult.h>
  22. #include <Jolt/Physics/Collision/CollidePointResult.h>
  23. #include <Jolt/Physics/Collision/AABoxCast.h>
  24. #include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
  25. #include <Jolt/Physics/Collision/Shape/HeightFieldShape.h>
  26. #include <Jolt/Physics/Collision/Shape/MeshShape.h>
  27. #include <Jolt/Physics/Collision/Shape/SphereShape.h>
  28. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  29. #include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
  30. #include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
  31. #include <Jolt/Physics/Collision/Shape/TaperedCapsuleShape.h>
  32. #include <Jolt/Physics/Collision/Shape/CylinderShape.h>
  33. #include <Jolt/Physics/Collision/Shape/TriangleShape.h>
  34. #include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
  35. #include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
  36. #include <Jolt/Physics/Collision/Shape/MutableCompoundShape.h>
  37. #include <Jolt/Physics/Collision/Shape/ScaledShape.h>
  38. #include <Jolt/Physics/Collision/NarrowPhaseStats.h>
  39. #include <Jolt/Physics/Constraints/DistanceConstraint.h>
  40. #include <Jolt/Physics/Constraints/PulleyConstraint.h>
  41. #include <Jolt/Physics/Character/CharacterVirtual.h>
  42. #include <Utils/Log.h>
  43. #include <Utils/ShapeCreator.h>
  44. #include <Utils/CustomMemoryHook.h>
  45. #include <Utils/SoftBodyCreator.h>
  46. #include <Renderer/DebugRendererImp.h>
  47. JPH_SUPPRESS_WARNINGS_STD_BEGIN
  48. #include <fstream>
  49. JPH_SUPPRESS_WARNINGS_STD_END
  50. //-----------------------------------------------------------------------------
  51. // RTTI definitions
  52. //-----------------------------------------------------------------------------
  53. struct TestNameAndRTTI
  54. {
  55. const char * mName;
  56. const RTTI * mRTTI;
  57. };
  58. struct TestCategory
  59. {
  60. const char * mName;
  61. TestNameAndRTTI * mTests;
  62. size_t mNumTests;
  63. };
  64. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SimpleTest)
  65. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, StackTest)
  66. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, WallTest)
  67. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PyramidTest)
  68. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, IslandTest)
  69. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, FunnelTest)
  70. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, FrictionTest)
  71. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, FrictionPerTriangleTest)
  72. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConveyorBeltTest)
  73. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, GravityFactorTest)
  74. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, RestitutionTest)
  75. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, DampingTest)
  76. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, KinematicTest)
  77. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ContactManifoldTest)
  78. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ManifoldReductionTest)
  79. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CenterOfMassTest)
  80. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, HeavyOnLightTest)
  81. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, HighSpeedTest)
  82. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ChangeMotionQualityTest)
  83. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ChangeMotionTypeTest)
  84. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ChangeShapeTest)
  85. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ChangeObjectLayerTest)
  86. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, LoadSaveSceneTest)
  87. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, LoadSaveBinaryTest)
  88. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, BigVsSmallTest)
  89. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ActiveEdgesTest)
  90. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, EnhancedInternalEdgeRemovalTest)
  91. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, MultithreadedTest)
  92. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ContactListenerTest)
  93. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ModifyMassTest)
  94. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ActivateDuringUpdateTest)
  95. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SensorTest)
  96. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, DynamicMeshTest)
  97. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, TwoDFunnelTest)
  98. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, AllowedDOFsTest)
  99. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ShapeFilterTest)
  100. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, GyroscopicForceTest)
  101. static TestNameAndRTTI sGeneralTests[] =
  102. {
  103. { "Simple", JPH_RTTI(SimpleTest) },
  104. { "Stack", JPH_RTTI(StackTest) },
  105. { "Wall", JPH_RTTI(WallTest) },
  106. { "Pyramid", JPH_RTTI(PyramidTest) },
  107. { "Island", JPH_RTTI(IslandTest) },
  108. { "Funnel", JPH_RTTI(FunnelTest) },
  109. { "2D Funnel", JPH_RTTI(TwoDFunnelTest) },
  110. { "Friction", JPH_RTTI(FrictionTest) },
  111. { "Friction (Per Triangle)", JPH_RTTI(FrictionPerTriangleTest) },
  112. { "Conveyor Belt", JPH_RTTI(ConveyorBeltTest) },
  113. { "Gravity Factor", JPH_RTTI(GravityFactorTest) },
  114. { "Restitution", JPH_RTTI(RestitutionTest) },
  115. { "Damping", JPH_RTTI(DampingTest) },
  116. { "Kinematic", JPH_RTTI(KinematicTest) },
  117. { "Contact Manifold", JPH_RTTI(ContactManifoldTest) },
  118. { "Manifold Reduction", JPH_RTTI(ManifoldReductionTest) },
  119. { "Center Of Mass", JPH_RTTI(CenterOfMassTest) },
  120. { "Heavy On Light", JPH_RTTI(HeavyOnLightTest) },
  121. { "High Speed", JPH_RTTI(HighSpeedTest) },
  122. { "Change Motion Quality", JPH_RTTI(ChangeMotionQualityTest) },
  123. { "Change Motion Type", JPH_RTTI(ChangeMotionTypeTest) },
  124. { "Change Shape", JPH_RTTI(ChangeShapeTest) },
  125. { "Change Object Layer", JPH_RTTI(ChangeObjectLayerTest) },
  126. { "Load/Save Scene", JPH_RTTI(LoadSaveSceneTest) },
  127. { "Load/Save Binary", JPH_RTTI(LoadSaveBinaryTest) },
  128. { "Big vs Small", JPH_RTTI(BigVsSmallTest) },
  129. { "Active Edges", JPH_RTTI(ActiveEdgesTest) },
  130. { "Enhanced Internal Edge Removal", JPH_RTTI(EnhancedInternalEdgeRemovalTest) },
  131. { "Multithreaded", JPH_RTTI(MultithreadedTest) },
  132. { "Contact Listener", JPH_RTTI(ContactListenerTest) },
  133. { "Modify Mass", JPH_RTTI(ModifyMassTest) },
  134. { "Activate During Update", JPH_RTTI(ActivateDuringUpdateTest) },
  135. { "Sensor", JPH_RTTI(SensorTest) },
  136. { "Dynamic Mesh", JPH_RTTI(DynamicMeshTest) },
  137. { "Allowed Degrees of Freedom", JPH_RTTI(AllowedDOFsTest) },
  138. { "Shape Filter", JPH_RTTI(ShapeFilterTest) },
  139. { "Gyroscopic Force", JPH_RTTI(GyroscopicForceTest) },
  140. };
  141. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, DistanceConstraintTest)
  142. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, FixedConstraintTest)
  143. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConeConstraintTest)
  144. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SwingTwistConstraintTest)
  145. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SixDOFConstraintTest)
  146. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, HingeConstraintTest)
  147. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PoweredHingeConstraintTest)
  148. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PointConstraintTest)
  149. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SliderConstraintTest)
  150. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PoweredSliderConstraintTest)
  151. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SpringTest)
  152. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConstraintSingularityTest)
  153. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConstraintPriorityTest)
  154. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PoweredSwingTwistConstraintTest)
  155. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SwingTwistConstraintFrictionTest)
  156. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PathConstraintTest)
  157. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, RackAndPinionConstraintTest)
  158. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, GearConstraintTest)
  159. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PulleyConstraintTest)
  160. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConstraintVsCOMChangeTest)
  161. static TestNameAndRTTI sConstraintTests[] =
  162. {
  163. { "Point Constraint", JPH_RTTI(PointConstraintTest) },
  164. { "Distance Constraint", JPH_RTTI(DistanceConstraintTest) },
  165. { "Hinge Constraint", JPH_RTTI(HingeConstraintTest) },
  166. { "Powered Hinge Constraint", JPH_RTTI(PoweredHingeConstraintTest) },
  167. { "Slider Constraint", JPH_RTTI(SliderConstraintTest) },
  168. { "Powered Slider Constraint", JPH_RTTI(PoweredSliderConstraintTest) },
  169. { "Fixed Constraint", JPH_RTTI(FixedConstraintTest) },
  170. { "Cone Constraint", JPH_RTTI(ConeConstraintTest) },
  171. { "Swing Twist Constraint", JPH_RTTI(SwingTwistConstraintTest) },
  172. { "Powered Swing Twist Constraint", JPH_RTTI(PoweredSwingTwistConstraintTest) },
  173. { "Swing Twist Constraint Friction", JPH_RTTI(SwingTwistConstraintFrictionTest) },
  174. { "Six DOF Constraint", JPH_RTTI(SixDOFConstraintTest) },
  175. { "Path Constraint", JPH_RTTI(PathConstraintTest) },
  176. { "Rack And Pinion Constraint", JPH_RTTI(RackAndPinionConstraintTest) },
  177. { "Gear Constraint", JPH_RTTI(GearConstraintTest) },
  178. { "Pulley Constraint", JPH_RTTI(PulleyConstraintTest) },
  179. { "Spring", JPH_RTTI(SpringTest) },
  180. { "Constraint Singularity", JPH_RTTI(ConstraintSingularityTest) },
  181. { "Constraint vs Center Of Mass Change",JPH_RTTI(ConstraintVsCOMChangeTest) },
  182. { "Constraint Priority", JPH_RTTI(ConstraintPriorityTest) },
  183. };
  184. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, BoxShapeTest)
  185. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SphereShapeTest)
  186. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, TaperedCapsuleShapeTest)
  187. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CapsuleShapeTest)
  188. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CylinderShapeTest)
  189. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, StaticCompoundShapeTest)
  190. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, MutableCompoundShapeTest)
  191. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, TriangleShapeTest)
  192. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConvexHullShapeTest)
  193. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, MeshShapeTest)
  194. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, HeightFieldShapeTest)
  195. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, DeformedHeightFieldShapeTest)
  196. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, RotatedTranslatedShapeTest)
  197. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, OffsetCenterOfMassShapeTest)
  198. static TestNameAndRTTI sShapeTests[] =
  199. {
  200. { "Sphere Shape", JPH_RTTI(SphereShapeTest) },
  201. { "Box Shape", JPH_RTTI(BoxShapeTest) },
  202. { "Capsule Shape", JPH_RTTI(CapsuleShapeTest) },
  203. { "Tapered Capsule Shape", JPH_RTTI(TaperedCapsuleShapeTest) },
  204. { "Cylinder Shape", JPH_RTTI(CylinderShapeTest) },
  205. { "Convex Hull Shape", JPH_RTTI(ConvexHullShapeTest) },
  206. { "Mesh Shape", JPH_RTTI(MeshShapeTest) },
  207. { "Height Field Shape", JPH_RTTI(HeightFieldShapeTest) },
  208. { "Deformed Height Field Shape", JPH_RTTI(DeformedHeightFieldShapeTest) },
  209. { "Static Compound Shape", JPH_RTTI(StaticCompoundShapeTest) },
  210. { "Mutable Compound Shape", JPH_RTTI(MutableCompoundShapeTest) },
  211. { "Triangle Shape", JPH_RTTI(TriangleShapeTest) },
  212. { "Rotated Translated Shape", JPH_RTTI(RotatedTranslatedShapeTest) },
  213. { "Offset Center Of Mass Shape", JPH_RTTI(OffsetCenterOfMassShapeTest) }
  214. };
  215. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledSphereShapeTest)
  216. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledBoxShapeTest)
  217. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledCapsuleShapeTest)
  218. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledTaperedCapsuleShapeTest)
  219. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledCylinderShapeTest)
  220. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledConvexHullShapeTest)
  221. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledMeshShapeTest)
  222. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledHeightFieldShapeTest)
  223. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledStaticCompoundShapeTest)
  224. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledMutableCompoundShapeTest)
  225. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledTriangleShapeTest)
  226. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledOffsetCenterOfMassShapeTest)
  227. static TestNameAndRTTI sScaledShapeTests[] =
  228. {
  229. { "Sphere Shape", JPH_RTTI(ScaledSphereShapeTest) },
  230. { "Box Shape", JPH_RTTI(ScaledBoxShapeTest) },
  231. { "Capsule Shape", JPH_RTTI(ScaledCapsuleShapeTest) },
  232. { "Tapered Capsule Shape", JPH_RTTI(ScaledTaperedCapsuleShapeTest) },
  233. { "Cylinder Shape", JPH_RTTI(ScaledCylinderShapeTest) },
  234. { "Convex Hull Shape", JPH_RTTI(ScaledConvexHullShapeTest) },
  235. { "Mesh Shape", JPH_RTTI(ScaledMeshShapeTest) },
  236. { "Height Field Shape", JPH_RTTI(ScaledHeightFieldShapeTest) },
  237. { "Static Compound Shape", JPH_RTTI(ScaledStaticCompoundShapeTest) },
  238. { "Mutable Compound Shape", JPH_RTTI(ScaledMutableCompoundShapeTest) },
  239. { "Triangle Shape", JPH_RTTI(ScaledTriangleShapeTest) },
  240. { "Offset Center Of Mass Shape", JPH_RTTI(ScaledOffsetCenterOfMassShapeTest) }
  241. };
  242. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CreateRigTest)
  243. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, LoadRigTest)
  244. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, KinematicRigTest)
  245. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PoweredRigTest)
  246. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, RigPileTest)
  247. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, LoadSaveRigTest)
  248. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, LoadSaveBinaryRigTest)
  249. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SkeletonMapperTest)
  250. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, BigWorldTest)
  251. static TestNameAndRTTI sRigTests[] =
  252. {
  253. { "Create Rig", JPH_RTTI(CreateRigTest) },
  254. { "Load Rig", JPH_RTTI(LoadRigTest) },
  255. { "Load / Save Rig", JPH_RTTI(LoadSaveRigTest) },
  256. { "Load / Save Binary Rig", JPH_RTTI(LoadSaveBinaryRigTest) },
  257. { "Kinematic Rig", JPH_RTTI(KinematicRigTest) },
  258. { "Powered Rig", JPH_RTTI(PoweredRigTest) },
  259. { "Skeleton Mapper", JPH_RTTI(SkeletonMapperTest) },
  260. { "Rig Pile", JPH_RTTI(RigPileTest) },
  261. { "Big World", JPH_RTTI(BigWorldTest) }
  262. };
  263. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CharacterTest)
  264. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CharacterVirtualTest)
  265. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CharacterSpaceShipTest)
  266. static TestNameAndRTTI sCharacterTests[] =
  267. {
  268. { "Character", JPH_RTTI(CharacterTest) },
  269. { "Character Virtual", JPH_RTTI(CharacterVirtualTest) },
  270. { "Character Virtual vs Space Ship", JPH_RTTI(CharacterSpaceShipTest) },
  271. };
  272. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, WaterShapeTest)
  273. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, BoatTest)
  274. static TestNameAndRTTI sWaterTests[] =
  275. {
  276. { "Shapes", JPH_RTTI(WaterShapeTest) },
  277. { "Boat", JPH_RTTI(BoatTest) },
  278. };
  279. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, VehicleSixDOFTest)
  280. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, VehicleConstraintTest)
  281. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, MotorcycleTest)
  282. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, TankTest)
  283. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, VehicleStressTest)
  284. static TestNameAndRTTI sVehicleTests[] =
  285. {
  286. { "Car (VehicleConstraint)", JPH_RTTI(VehicleConstraintTest) },
  287. { "Motorcycle (VehicleConstraint)", JPH_RTTI(MotorcycleTest) },
  288. { "Tank (VehicleConstraint)", JPH_RTTI(TankTest) },
  289. { "Car (SixDOFConstraint)", JPH_RTTI(VehicleSixDOFTest) },
  290. { "Vehicle Stress Test", JPH_RTTI(VehicleStressTest) },
  291. };
  292. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyShapesTest)
  293. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyFrictionTest)
  294. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyRestitutionTest)
  295. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyPressureTest)
  296. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyGravityFactorTest)
  297. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyKinematicTest)
  298. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyUpdatePositionTest)
  299. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyStressTest)
  300. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyVsFastMovingTest)
  301. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyVertexRadiusTest)
  302. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyContactListenerTest)
  303. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyCustomUpdateTest)
  304. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyLRAConstraintTest)
  305. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodySkinnedConstraintTest)
  306. static TestNameAndRTTI sSoftBodyTests[] =
  307. {
  308. { "Soft Body vs Shapes", JPH_RTTI(SoftBodyShapesTest) },
  309. { "Soft Body vs Fast Moving", JPH_RTTI(SoftBodyVsFastMovingTest) },
  310. { "Soft Body Friction", JPH_RTTI(SoftBodyFrictionTest) },
  311. { "Soft Body Restitution", JPH_RTTI(SoftBodyRestitutionTest) },
  312. { "Soft Body Pressure", JPH_RTTI(SoftBodyPressureTest) },
  313. { "Soft Body Gravity Factor", JPH_RTTI(SoftBodyGravityFactorTest) },
  314. { "Soft Body Kinematic", JPH_RTTI(SoftBodyKinematicTest) },
  315. { "Soft Body Update Position", JPH_RTTI(SoftBodyUpdatePositionTest) },
  316. { "Soft Body Stress Test", JPH_RTTI(SoftBodyStressTest) },
  317. { "Soft Body Vertex Radius Test", JPH_RTTI(SoftBodyVertexRadiusTest) },
  318. { "Soft Body Contact Listener", JPH_RTTI(SoftBodyContactListenerTest) },
  319. { "Soft Body Custom Update", JPH_RTTI(SoftBodyCustomUpdateTest) },
  320. { "Soft Body LRA Constraint", JPH_RTTI(SoftBodyLRAConstraintTest) },
  321. { "Soft Body Skinned Constraint", JPH_RTTI(SoftBodySkinnedConstraintTest) }
  322. };
  323. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, BroadPhaseCastRayTest)
  324. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, BroadPhaseInsertionTest)
  325. static TestNameAndRTTI sBroadPhaseTests[] =
  326. {
  327. { "Cast Ray", JPH_RTTI(BroadPhaseCastRayTest) },
  328. { "Insertion", JPH_RTTI(BroadPhaseInsertionTest) }
  329. };
  330. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, InteractivePairsTest)
  331. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, EPATest)
  332. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ClosestPointTest)
  333. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConvexHullTest)
  334. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConvexHullShrinkTest)
  335. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, RandomRayTest)
  336. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CapsuleVsBoxTest)
  337. static TestNameAndRTTI sConvexCollisionTests[] =
  338. {
  339. { "Interactive Pairs", JPH_RTTI(InteractivePairsTest) },
  340. { "EPA Test", JPH_RTTI(EPATest) },
  341. { "Closest Point", JPH_RTTI(ClosestPointTest) },
  342. { "Convex Hull", JPH_RTTI(ConvexHullTest) },
  343. { "Convex Hull Shrink", JPH_RTTI(ConvexHullShrinkTest) },
  344. { "Random Ray", JPH_RTTI(RandomRayTest) },
  345. { "Capsule Vs Box", JPH_RTTI(CapsuleVsBoxTest) }
  346. };
  347. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, LoadSnapshotTest)
  348. static TestNameAndRTTI sTools[] =
  349. {
  350. { "Load Snapshot", JPH_RTTI(LoadSnapshotTest) },
  351. };
  352. static TestCategory sAllCategories[] =
  353. {
  354. { "General", sGeneralTests, size(sGeneralTests) },
  355. { "Shapes", sShapeTests, size(sShapeTests) },
  356. { "Scaled Shapes", sScaledShapeTests, size(sScaledShapeTests) },
  357. { "Constraints", sConstraintTests, size(sConstraintTests) },
  358. { "Rig", sRigTests, size(sRigTests) },
  359. { "Character", sCharacterTests, size(sCharacterTests) },
  360. { "Water", sWaterTests, size(sWaterTests) },
  361. { "Vehicle", sVehicleTests, size(sVehicleTests) },
  362. { "Soft Body", sSoftBodyTests, size(sSoftBodyTests) },
  363. { "Broad Phase", sBroadPhaseTests, size(sBroadPhaseTests) },
  364. { "Convex Collision", sConvexCollisionTests, size(sConvexCollisionTests) },
  365. { "Tools", sTools, size(sTools) }
  366. };
  367. //-----------------------------------------------------------------------------
  368. // Configuration
  369. //-----------------------------------------------------------------------------
  370. static constexpr uint cNumBodies = 10240;
  371. static constexpr uint cNumBodyMutexes = 0; // Autodetect
  372. static constexpr uint cMaxBodyPairs = 65536;
  373. static constexpr uint cMaxContactConstraints = 20480;
  374. SamplesApp::SamplesApp()
  375. {
  376. // Limit the render frequency to our simulation frequency so we don't play back the simulation too fast
  377. // Note that if the simulation frequency > vsync frequency the simulation will slow down as we want
  378. // to visualize every simulation step. When the simulation frequency is lower than the vsync frequency
  379. // we will not render a new frame every frame as we want to show the result of the sim and not an interpolated version.
  380. SetRenderFrequency(mUpdateFrequency);
  381. // Allocate temp memory
  382. #ifdef JPH_DISABLE_TEMP_ALLOCATOR
  383. mTempAllocator = new TempAllocatorMalloc();
  384. #else
  385. mTempAllocator = new TempAllocatorImpl(32 * 1024 * 1024);
  386. #endif
  387. // Create job system
  388. mJobSystem = new JobSystemThreadPool(cMaxPhysicsJobs, cMaxPhysicsBarriers, mMaxConcurrentJobs - 1);
  389. // Create single threaded job system for validating
  390. mJobSystemValidating = new JobSystemSingleThreaded(cMaxPhysicsJobs);
  391. {
  392. // Disable allocation checking
  393. DisableCustomMemoryHook dcmh;
  394. // Create UI
  395. UIElement *main_menu = mDebugUI->CreateMenu();
  396. mDebugUI->CreateTextButton(main_menu, "Select Test", [this]() {
  397. UIElement *tests = mDebugUI->CreateMenu();
  398. for (TestCategory &c : sAllCategories)
  399. {
  400. mDebugUI->CreateTextButton(tests, c.mName, [this, &c]() {
  401. UIElement *category = mDebugUI->CreateMenu();
  402. for (uint j = 0; j < c.mNumTests; ++j)
  403. mDebugUI->CreateTextButton(category, c.mTests[j].mName, [this, &c, j]() { StartTest(c.mTests[j].mRTTI); });
  404. mDebugUI->ShowMenu(category);
  405. });
  406. }
  407. mDebugUI->ShowMenu(tests);
  408. });
  409. mTestSettingsButton = mDebugUI->CreateTextButton(main_menu, "Test Settings", [this](){
  410. UIElement *test_settings = mDebugUI->CreateMenu();
  411. mTest->CreateSettingsMenu(mDebugUI, test_settings);
  412. mDebugUI->ShowMenu(test_settings);
  413. });
  414. mDebugUI->CreateTextButton(main_menu, "Restart Test (R)", [this]() { StartTest(mTestClass); });
  415. mDebugUI->CreateTextButton(main_menu, "Run All Tests", [this]() { RunAllTests(); });
  416. mNextTestButton = mDebugUI->CreateTextButton(main_menu, "Next Test (N)", [this]() { NextTest(); });
  417. mNextTestButton->SetDisabled(true);
  418. mDebugUI->CreateTextButton(main_menu, "Take Snapshot", [this]() { TakeSnapshot(); });
  419. mDebugUI->CreateTextButton(main_menu, "Take And Reload Snapshot", [this]() { TakeAndReloadSnapshot(); });
  420. mDebugUI->CreateTextButton(main_menu, "Physics Settings", [this]() {
  421. UIElement *phys_settings = mDebugUI->CreateMenu();
  422. mDebugUI->CreateSlider(phys_settings, "Max Concurrent Jobs", float(mMaxConcurrentJobs), 1, float(thread::hardware_concurrency()), 1, [this](float inValue) { mMaxConcurrentJobs = (int)inValue; });
  423. mDebugUI->CreateSlider(phys_settings, "Gravity (m/s^2)", -mPhysicsSystem->GetGravity().GetY(), 0.0f, 20.0f, 1.0f, [this](float inValue) { mPhysicsSystem->SetGravity(Vec3(0, -inValue, 0)); });
  424. mDebugUI->CreateSlider(phys_settings, "Update Frequency (Hz)", mUpdateFrequency, 7.5f, 300.0f, 2.5f, [this](float inValue) { mUpdateFrequency = inValue; SetRenderFrequency(mUpdateFrequency); });
  425. mDebugUI->CreateSlider(phys_settings, "Num Collision Steps", float(mCollisionSteps), 1.0f, 4.0f, 1.0f, [this](float inValue) { mCollisionSteps = int(inValue); });
  426. mDebugUI->CreateSlider(phys_settings, "Num Velocity Steps", float(mPhysicsSettings.mNumVelocitySteps), 0, 30, 1, [this](float inValue) { mPhysicsSettings.mNumVelocitySteps = int(round(inValue)); mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  427. mDebugUI->CreateSlider(phys_settings, "Num Position Steps", float(mPhysicsSettings.mNumPositionSteps), 0, 30, 1, [this](float inValue) { mPhysicsSettings.mNumPositionSteps = int(round(inValue)); mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  428. mDebugUI->CreateSlider(phys_settings, "Baumgarte Stabilization Factor", mPhysicsSettings.mBaumgarte, 0.01f, 1.0f, 0.05f, [this](float inValue) { mPhysicsSettings.mBaumgarte = inValue; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  429. mDebugUI->CreateSlider(phys_settings, "Speculative Contact Distance (m)", mPhysicsSettings.mSpeculativeContactDistance, 0.0f, 0.1f, 0.005f, [this](float inValue) { mPhysicsSettings.mSpeculativeContactDistance = inValue; });
  430. mDebugUI->CreateSlider(phys_settings, "Penetration Slop (m)", mPhysicsSettings.mPenetrationSlop, 0.0f, 0.1f, 0.005f, [this](float inValue) { mPhysicsSettings.mPenetrationSlop = inValue; });
  431. mDebugUI->CreateSlider(phys_settings, "Linear Cast Threshold", mPhysicsSettings.mLinearCastThreshold, 0.0f, 1.0f, 0.05f, [this](float inValue) { mPhysicsSettings.mLinearCastThreshold = inValue; });
  432. mDebugUI->CreateSlider(phys_settings, "Min Velocity For Restitution (m/s)", mPhysicsSettings.mMinVelocityForRestitution, 0.0f, 10.0f, 0.1f, [this](float inValue) { mPhysicsSettings.mMinVelocityForRestitution = inValue; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  433. mDebugUI->CreateSlider(phys_settings, "Time Before Sleep (s)", mPhysicsSettings.mTimeBeforeSleep, 0.1f, 1.0f, 0.1f, [this](float inValue) { mPhysicsSettings.mTimeBeforeSleep = inValue; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  434. mDebugUI->CreateSlider(phys_settings, "Point Velocity Sleep Threshold (m/s)", mPhysicsSettings.mPointVelocitySleepThreshold, 0.01f, 1.0f, 0.01f, [this](float inValue) { mPhysicsSettings.mPointVelocitySleepThreshold = inValue; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  435. #if defined(_DEBUG) && !defined(JPH_DISABLE_CUSTOM_ALLOCATOR) && !defined(JPH_COMPILER_MINGW)
  436. mDebugUI->CreateCheckBox(phys_settings, "Enable Checking Memory Hook", IsCustomMemoryHookEnabled(), [](UICheckBox::EState inState) { EnableCustomMemoryHook(inState == UICheckBox::STATE_CHECKED); });
  437. #endif
  438. mDebugUI->CreateCheckBox(phys_settings, "Deterministic Simulation", mPhysicsSettings.mDeterministicSimulation, [this](UICheckBox::EState inState) { mPhysicsSettings.mDeterministicSimulation = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  439. mDebugUI->CreateCheckBox(phys_settings, "Constraint Warm Starting", mPhysicsSettings.mConstraintWarmStart, [this](UICheckBox::EState inState) { mPhysicsSettings.mConstraintWarmStart = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  440. mDebugUI->CreateCheckBox(phys_settings, "Use Body Pair Contact Cache", mPhysicsSettings.mUseBodyPairContactCache, [this](UICheckBox::EState inState) { mPhysicsSettings.mUseBodyPairContactCache = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  441. mDebugUI->CreateCheckBox(phys_settings, "Contact Manifold Reduction", mPhysicsSettings.mUseManifoldReduction, [this](UICheckBox::EState inState) { mPhysicsSettings.mUseManifoldReduction = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  442. mDebugUI->CreateCheckBox(phys_settings, "Use Large Island Splitter", mPhysicsSettings.mUseLargeIslandSplitter, [this](UICheckBox::EState inState) { mPhysicsSettings.mUseLargeIslandSplitter = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  443. mDebugUI->CreateCheckBox(phys_settings, "Allow Sleeping", mPhysicsSettings.mAllowSleeping, [this](UICheckBox::EState inState) { mPhysicsSettings.mAllowSleeping = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  444. mDebugUI->CreateCheckBox(phys_settings, "Check Active Triangle Edges", mPhysicsSettings.mCheckActiveEdges, [this](UICheckBox::EState inState) { mPhysicsSettings.mCheckActiveEdges = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  445. mDebugUI->CreateCheckBox(phys_settings, "Record State For Playback", mRecordState, [this](UICheckBox::EState inState) { mRecordState = inState == UICheckBox::STATE_CHECKED; });
  446. mDebugUI->CreateCheckBox(phys_settings, "Check Determinism", mCheckDeterminism, [this](UICheckBox::EState inState) { mCheckDeterminism = inState == UICheckBox::STATE_CHECKED; });
  447. mDebugUI->CreateCheckBox(phys_settings, "Install Contact Listener", mInstallContactListener, [this](UICheckBox::EState inState) { mInstallContactListener = inState == UICheckBox::STATE_CHECKED; StartTest(mTestClass); });
  448. mDebugUI->ShowMenu(phys_settings);
  449. });
  450. #ifdef JPH_DEBUG_RENDERER
  451. mDebugUI->CreateTextButton(main_menu, "Drawing Options", [this]() {
  452. UIElement *drawing_options = mDebugUI->CreateMenu();
  453. mDebugUI->CreateCheckBox(drawing_options, "Draw Shapes (H)", mBodyDrawSettings.mDrawShape, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawShape = inState == UICheckBox::STATE_CHECKED; });
  454. mDebugUI->CreateCheckBox(drawing_options, "Draw Shapes Wireframe (Alt+W)", mBodyDrawSettings.mDrawShapeWireframe, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawShapeWireframe = inState == UICheckBox::STATE_CHECKED; });
  455. mDebugUI->CreateComboBox(drawing_options, "Draw Shape Color", { "Instance", "Shape Type", "Motion Type", "Sleep", "Island", "Material" }, (int)mBodyDrawSettings.mDrawShapeColor, [this](int inItem) { mBodyDrawSettings.mDrawShapeColor = (BodyManager::EShapeColor)inItem; });
  456. mDebugUI->CreateCheckBox(drawing_options, "Draw GetSupport + Cvx Radius (Shift+H)", mBodyDrawSettings.mDrawGetSupportFunction, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawGetSupportFunction = inState == UICheckBox::STATE_CHECKED; });
  457. mDebugUI->CreateCheckBox(drawing_options, "Draw Shapes Using GetTrianglesStart/Next (Alt+H)", mDrawGetTriangles, [this](UICheckBox::EState inState) { mDrawGetTriangles = inState == UICheckBox::STATE_CHECKED; });
  458. mDebugUI->CreateCheckBox(drawing_options, "Draw GetSupport Direction", mBodyDrawSettings.mDrawSupportDirection, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSupportDirection = inState == UICheckBox::STATE_CHECKED; mBodyDrawSettings.mDrawGetSupportFunction |= mBodyDrawSettings.mDrawSupportDirection; });
  459. mDebugUI->CreateCheckBox(drawing_options, "Draw GetSupportingFace (Shift+F)", mBodyDrawSettings.mDrawGetSupportingFace, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawGetSupportingFace = inState == UICheckBox::STATE_CHECKED; });
  460. mDebugUI->CreateCheckBox(drawing_options, "Draw Constraints (C)", mDrawConstraints, [this](UICheckBox::EState inState) { mDrawConstraints = inState == UICheckBox::STATE_CHECKED; });
  461. mDebugUI->CreateCheckBox(drawing_options, "Draw Constraint Limits (L)", mDrawConstraintLimits, [this](UICheckBox::EState inState) { mDrawConstraintLimits = inState == UICheckBox::STATE_CHECKED; });
  462. mDebugUI->CreateCheckBox(drawing_options, "Draw Constraint Reference Frame", mDrawConstraintReferenceFrame, [this](UICheckBox::EState inState) { mDrawConstraintReferenceFrame = inState == UICheckBox::STATE_CHECKED; });
  463. mDebugUI->CreateCheckBox(drawing_options, "Draw Contact Point (1)", ContactConstraintManager::sDrawContactPoint, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawContactPoint = inState == UICheckBox::STATE_CHECKED; });
  464. mDebugUI->CreateCheckBox(drawing_options, "Draw Supporting Faces (2)", ContactConstraintManager::sDrawSupportingFaces, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawSupportingFaces = inState == UICheckBox::STATE_CHECKED; });
  465. mDebugUI->CreateCheckBox(drawing_options, "Draw Contact Point Reduction (3)", ContactConstraintManager::sDrawContactPointReduction, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawContactPointReduction = inState == UICheckBox::STATE_CHECKED; });
  466. mDebugUI->CreateCheckBox(drawing_options, "Draw Contact Manifolds (M)", ContactConstraintManager::sDrawContactManifolds, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawContactManifolds = inState == UICheckBox::STATE_CHECKED; });
  467. mDebugUI->CreateCheckBox(drawing_options, "Draw Motion Quality Linear Cast", PhysicsSystem::sDrawMotionQualityLinearCast, [](UICheckBox::EState inState) { PhysicsSystem::sDrawMotionQualityLinearCast = inState == UICheckBox::STATE_CHECKED; });
  468. mDebugUI->CreateCheckBox(drawing_options, "Draw Bounding Boxes", mBodyDrawSettings.mDrawBoundingBox, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawBoundingBox = inState == UICheckBox::STATE_CHECKED; });
  469. mDebugUI->CreateCheckBox(drawing_options, "Draw Physics System Bounds", mDrawPhysicsSystemBounds, [this](UICheckBox::EState inState) { mDrawPhysicsSystemBounds = inState == UICheckBox::STATE_CHECKED; });
  470. mDebugUI->CreateCheckBox(drawing_options, "Draw Center of Mass Transforms", mBodyDrawSettings.mDrawCenterOfMassTransform, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawCenterOfMassTransform = inState == UICheckBox::STATE_CHECKED; });
  471. mDebugUI->CreateCheckBox(drawing_options, "Draw World Transforms", mBodyDrawSettings.mDrawWorldTransform, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawWorldTransform = inState == UICheckBox::STATE_CHECKED; });
  472. mDebugUI->CreateCheckBox(drawing_options, "Draw Velocity", mBodyDrawSettings.mDrawVelocity, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawVelocity = inState == UICheckBox::STATE_CHECKED; });
  473. mDebugUI->CreateCheckBox(drawing_options, "Draw Sleep Stats", mBodyDrawSettings.mDrawSleepStats, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSleepStats = inState == UICheckBox::STATE_CHECKED; });
  474. mDebugUI->CreateCheckBox(drawing_options, "Draw Mass and Inertia (I)", mBodyDrawSettings.mDrawMassAndInertia, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawMassAndInertia = inState == UICheckBox::STATE_CHECKED; });
  475. mDebugUI->CreateCheckBox(drawing_options, "Draw Joints", mPoseDrawSettings.mDrawJoints, [this](UICheckBox::EState inState) { mPoseDrawSettings.mDrawJoints = inState == UICheckBox::STATE_CHECKED; });
  476. mDebugUI->CreateCheckBox(drawing_options, "Draw Joint Orientations", mPoseDrawSettings.mDrawJointOrientations, [this](UICheckBox::EState inState) { mPoseDrawSettings.mDrawJointOrientations = inState == UICheckBox::STATE_CHECKED; });
  477. mDebugUI->CreateCheckBox(drawing_options, "Draw Joint Names", mPoseDrawSettings.mDrawJointNames, [this](UICheckBox::EState inState) { mPoseDrawSettings.mDrawJointNames = inState == UICheckBox::STATE_CHECKED; });
  478. mDebugUI->CreateCheckBox(drawing_options, "Draw Convex Hull Shape Face Outlines", ConvexHullShape::sDrawFaceOutlines, [](UICheckBox::EState inState) { ConvexHullShape::sDrawFaceOutlines = inState == UICheckBox::STATE_CHECKED; });
  479. mDebugUI->CreateCheckBox(drawing_options, "Draw Mesh Shape Triangle Groups", MeshShape::sDrawTriangleGroups, [](UICheckBox::EState inState) { MeshShape::sDrawTriangleGroups = inState == UICheckBox::STATE_CHECKED; });
  480. mDebugUI->CreateCheckBox(drawing_options, "Draw Mesh Shape Triangle Outlines", MeshShape::sDrawTriangleOutlines, [](UICheckBox::EState inState) { MeshShape::sDrawTriangleOutlines = inState == UICheckBox::STATE_CHECKED; });
  481. mDebugUI->CreateCheckBox(drawing_options, "Draw Height Field Shape Triangle Outlines", HeightFieldShape::sDrawTriangleOutlines, [](UICheckBox::EState inState) { HeightFieldShape::sDrawTriangleOutlines = inState == UICheckBox::STATE_CHECKED; });
  482. mDebugUI->CreateCheckBox(drawing_options, "Draw Submerged Volumes", Shape::sDrawSubmergedVolumes, [](UICheckBox::EState inState) { Shape::sDrawSubmergedVolumes = inState == UICheckBox::STATE_CHECKED; });
  483. mDebugUI->CreateCheckBox(drawing_options, "Draw Character Virtual Constraints", CharacterVirtual::sDrawConstraints, [](UICheckBox::EState inState) { CharacterVirtual::sDrawConstraints = inState == UICheckBox::STATE_CHECKED; });
  484. mDebugUI->CreateCheckBox(drawing_options, "Draw Character Virtual Walk Stairs", CharacterVirtual::sDrawWalkStairs, [](UICheckBox::EState inState) { CharacterVirtual::sDrawWalkStairs = inState == UICheckBox::STATE_CHECKED; });
  485. mDebugUI->CreateCheckBox(drawing_options, "Draw Character Virtual Stick To Floor", CharacterVirtual::sDrawStickToFloor, [](UICheckBox::EState inState) { CharacterVirtual::sDrawStickToFloor = inState == UICheckBox::STATE_CHECKED; });
  486. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body Vertices", mBodyDrawSettings.mDrawSoftBodyVertices, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodyVertices = inState == UICheckBox::STATE_CHECKED; });
  487. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body Vertex Velocities", mBodyDrawSettings.mDrawSoftBodyVertexVelocities, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodyVertexVelocities = inState == UICheckBox::STATE_CHECKED; });
  488. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body Edge Constraints", mBodyDrawSettings.mDrawSoftBodyEdgeConstraints, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodyEdgeConstraints = inState == UICheckBox::STATE_CHECKED; });
  489. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body Volume Constraints", mBodyDrawSettings.mDrawSoftBodyVolumeConstraints, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodyVolumeConstraints = inState == UICheckBox::STATE_CHECKED; });
  490. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body Skin Constraints", mBodyDrawSettings.mDrawSoftBodySkinConstraints, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodySkinConstraints = inState == UICheckBox::STATE_CHECKED; });
  491. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body LRA Constraints", mBodyDrawSettings.mDrawSoftBodyLRAConstraints, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodyLRAConstraints = inState == UICheckBox::STATE_CHECKED; });
  492. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body Predicted Bounds", mBodyDrawSettings.mDrawSoftBodyPredictedBounds, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodyPredictedBounds = inState == UICheckBox::STATE_CHECKED; });
  493. mDebugUI->ShowMenu(drawing_options);
  494. });
  495. #endif // JPH_DEBUG_RENDERER
  496. mDebugUI->CreateTextButton(main_menu, "Mouse Probe", [this]() {
  497. UIElement *probe_options = mDebugUI->CreateMenu();
  498. mDebugUI->CreateComboBox(probe_options, "Mode", { "Pick", "Ray", "RayCollector", "CollidePoint", "CollideShape", "CastShape", "CollideSoftBody", "TransfShape", "GetTriangles", "BP Ray", "BP Box", "BP Sphere", "BP Point", "BP OBox", "BP Cast Box" }, (int)mProbeMode, [this](int inItem) { mProbeMode = (EProbeMode)inItem; });
  499. mDebugUI->CreateComboBox(probe_options, "Shape", { "Sphere", "Box", "ConvexHull", "Capsule", "TaperedCapsule", "Cylinder", "Triangle", "RotatedTranslated", "StaticCompound", "StaticCompound2", "MutableCompound", "Mesh" }, (int)mProbeShape, [this](int inItem) { mProbeShape = (EProbeShape)inItem; });
  500. mDebugUI->CreateCheckBox(probe_options, "Scale Shape", mScaleShape, [this](UICheckBox::EState inState) { mScaleShape = inState == UICheckBox::STATE_CHECKED; });
  501. mDebugUI->CreateSlider(probe_options, "Scale X", mShapeScale.GetX(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShapeScale.SetX(inValue); });
  502. mDebugUI->CreateSlider(probe_options, "Scale Y", mShapeScale.GetY(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShapeScale.SetY(inValue); });
  503. mDebugUI->CreateSlider(probe_options, "Scale Z", mShapeScale.GetZ(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShapeScale.SetZ(inValue); });
  504. mDebugUI->CreateComboBox(probe_options, "Back Face Cull", { "On", "Off" }, (int)mBackFaceMode, [this](int inItem) { mBackFaceMode = (EBackFaceMode)inItem; });
  505. mDebugUI->CreateComboBox(probe_options, "Active Edge Mode", { "Only Active", "All" }, (int)mActiveEdgeMode, [this](int inItem) { mActiveEdgeMode = (EActiveEdgeMode)inItem; });
  506. mDebugUI->CreateComboBox(probe_options, "Collect Faces Mode", { "Collect Faces", "No Faces" }, (int)mCollectFacesMode, [this](int inItem) { mCollectFacesMode = (ECollectFacesMode)inItem; });
  507. mDebugUI->CreateSlider(probe_options, "Max Separation Distance", mMaxSeparationDistance, 0.0f, 5.0f, 0.1f, [this](float inValue) { mMaxSeparationDistance = inValue; });
  508. mDebugUI->CreateCheckBox(probe_options, "Treat Convex As Solid", mTreatConvexAsSolid, [this](UICheckBox::EState inState) { mTreatConvexAsSolid = inState == UICheckBox::STATE_CHECKED; });
  509. mDebugUI->CreateCheckBox(probe_options, "Return Deepest Point", mReturnDeepestPoint, [this](UICheckBox::EState inState) { mReturnDeepestPoint = inState == UICheckBox::STATE_CHECKED; });
  510. mDebugUI->CreateCheckBox(probe_options, "Shrunken Shape + Convex Radius", mUseShrunkenShapeAndConvexRadius, [this](UICheckBox::EState inState) { mUseShrunkenShapeAndConvexRadius = inState == UICheckBox::STATE_CHECKED; });
  511. mDebugUI->CreateCheckBox(probe_options, "Draw Supporting Face", mDrawSupportingFace, [this](UICheckBox::EState inState) { mDrawSupportingFace = inState == UICheckBox::STATE_CHECKED; });
  512. mDebugUI->CreateSlider(probe_options, "Max Hits", float(mMaxHits), 0, 10, 1, [this](float inValue) { mMaxHits = (int)inValue; });
  513. mDebugUI->ShowMenu(probe_options);
  514. });
  515. mDebugUI->CreateTextButton(main_menu, "Shoot Object", [this]() {
  516. UIElement *shoot_options = mDebugUI->CreateMenu();
  517. mDebugUI->CreateTextButton(shoot_options, "Shoot Object (B)", [this]() { ShootObject(); });
  518. mDebugUI->CreateSlider(shoot_options, "Initial Velocity", mShootObjectVelocity, 0.0f, 500.0f, 10.0f, [this](float inValue) { mShootObjectVelocity = inValue; });
  519. mDebugUI->CreateComboBox(shoot_options, "Shape", { "Sphere", "ConvexHull", "Thin Bar", "Soft Body Cube" }, (int)mShootObjectShape, [this](int inItem) { mShootObjectShape = (EShootObjectShape)inItem; });
  520. mDebugUI->CreateComboBox(shoot_options, "Motion Quality", { "Discrete", "LinearCast" }, (int)mShootObjectMotionQuality, [this](int inItem) { mShootObjectMotionQuality = (EMotionQuality)inItem; });
  521. mDebugUI->CreateSlider(shoot_options, "Friction", mShootObjectFriction, 0.0f, 1.0f, 0.05f, [this](float inValue) { mShootObjectFriction = inValue; });
  522. mDebugUI->CreateSlider(shoot_options, "Restitution", mShootObjectRestitution, 0.0f, 1.0f, 0.05f, [this](float inValue) { mShootObjectRestitution = inValue; });
  523. mDebugUI->CreateCheckBox(shoot_options, "Scale Shape", mShootObjectScaleShape, [this](UICheckBox::EState inState) { mShootObjectScaleShape = inState == UICheckBox::STATE_CHECKED; });
  524. mDebugUI->CreateSlider(shoot_options, "Scale X", mShootObjectShapeScale.GetX(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShootObjectShapeScale.SetX(inValue); });
  525. mDebugUI->CreateSlider(shoot_options, "Scale Y", mShootObjectShapeScale.GetY(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShootObjectShapeScale.SetY(inValue); });
  526. mDebugUI->CreateSlider(shoot_options, "Scale Z", mShootObjectShapeScale.GetZ(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShootObjectShapeScale.SetZ(inValue); });
  527. mDebugUI->ShowMenu(shoot_options);
  528. });
  529. mDebugUI->CreateTextButton(main_menu, "Help", [this](){
  530. UIElement *help = mDebugUI->CreateMenu();
  531. mDebugUI->CreateStaticText(help,
  532. "ESC: Back to previous menu.\n"
  533. "WASD + Mouse: Fly around. Hold Shift to speed up, Ctrl to slow down.\n"
  534. "Space: Hold to pick up and drag a physics object under the crosshair.\n"
  535. "P: Pause / unpause simulation.\n"
  536. "O: Single step the simulation.\n"
  537. ",: Step back (only when Physics Settings / Record State for Playback is on).\n"
  538. ".: Step forward (only when Physics Settings / Record State for Playback is on).\n"
  539. "Shift + ,: Play reverse (only when Physics Settings / Record State for Playback is on).\n"
  540. "Shift + .: Replay forward (only when Physics Settings / Record State for Playback is on).\n"
  541. "T: Dump frame timing information to profile_*.html (when JPH_PROFILE_ENABLED defined)."
  542. );
  543. mDebugUI->ShowMenu(help);
  544. });
  545. mDebugUI->ShowMenu(main_menu);
  546. }
  547. // Get test name from commandline
  548. String cmd_line = ToLower(GetCommandLineA());
  549. Array<String> args;
  550. StringToVector(cmd_line, args, " ");
  551. if (args.size() == 2)
  552. {
  553. String cmd = args[1];
  554. if (cmd == "alltests")
  555. {
  556. // Run all tests
  557. mCheckDeterminism = true;
  558. mExitAfterRunningTests = true;
  559. RunAllTests();
  560. }
  561. else
  562. {
  563. // Search for the test
  564. const RTTI *test = JPH_RTTI(LoadRigTest);
  565. for (TestCategory &c : sAllCategories)
  566. for (uint i = 0; i < c.mNumTests; ++i)
  567. {
  568. TestNameAndRTTI &t = c.mTests[i];
  569. String test_name = ToLower(t.mRTTI->GetName());
  570. if (test_name == cmd)
  571. {
  572. test = t.mRTTI;
  573. break;
  574. }
  575. }
  576. // Construct test
  577. StartTest(test);
  578. }
  579. }
  580. else
  581. {
  582. // Otherwise start default test
  583. StartTest(JPH_RTTI(LoadRigTest));
  584. }
  585. }
  586. SamplesApp::~SamplesApp()
  587. {
  588. // Clean up
  589. delete mTest;
  590. delete mContactListener;
  591. delete mPhysicsSystem;
  592. delete mJobSystemValidating;
  593. delete mJobSystem;
  594. delete mTempAllocator;
  595. }
  596. void SamplesApp::StartTest(const RTTI *inRTTI)
  597. {
  598. // Pop active menus, we might be in the settings menu for the test which will be dangling after restarting the test
  599. mDebugUI->BackToMain();
  600. // Store old gravity
  601. Vec3 old_gravity = mPhysicsSystem != nullptr? mPhysicsSystem->GetGravity() : Vec3(0, -9.81f, 0);
  602. // Discard old test
  603. delete mTest;
  604. delete mContactListener;
  605. delete mPhysicsSystem;
  606. // Create physics system
  607. mPhysicsSystem = new PhysicsSystem();
  608. mPhysicsSystem->Init(cNumBodies, cNumBodyMutexes, cMaxBodyPairs, cMaxContactConstraints, mBroadPhaseLayerInterface, mObjectVsBroadPhaseLayerFilter, mObjectVsObjectLayerFilter);
  609. mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings);
  610. // Restore gravity
  611. mPhysicsSystem->SetGravity(old_gravity);
  612. // Reset dragging
  613. mDragAnchor = nullptr;
  614. mDragBody = BodyID();
  615. mDragConstraint = nullptr;
  616. mDragVertexIndex = ~uint(0);
  617. mDragVertexPreviousInvMass = 0.0f;
  618. mDragFraction = 0.0f;
  619. // Reset playback state
  620. mPlaybackFrames.clear();
  621. mPlaybackMode = EPlaybackMode::Play;
  622. mCurrentPlaybackFrame = -1;
  623. // Set new test
  624. mTestClass = inRTTI;
  625. mTest = static_cast<Test *>(inRTTI->CreateObject());
  626. mTest->SetPhysicsSystem(mPhysicsSystem);
  627. mTest->SetJobSystem(mJobSystem);
  628. mTest->SetDebugRenderer(mDebugRenderer);
  629. mTest->SetTempAllocator(mTempAllocator);
  630. if (mInstallContactListener)
  631. {
  632. mContactListener = new ContactListenerImpl;
  633. mContactListener->SetNextListener(mTest->GetContactListener());
  634. mPhysicsSystem->SetContactListener(mContactListener);
  635. }
  636. else
  637. {
  638. mContactListener = nullptr;
  639. mPhysicsSystem->SetContactListener(mTest->GetContactListener());
  640. }
  641. mTest->Initialize();
  642. // Optimize the broadphase to make the first update fast
  643. mPhysicsSystem->OptimizeBroadPhase();
  644. // Make the world render relative to offset specified by test
  645. mRenderer->SetBaseOffset(mTest->GetDrawOffset());
  646. // Reset the camera to the original position
  647. ResetCamera();
  648. // Start paused
  649. Pause(true);
  650. SingleStep();
  651. // Check if test has settings menu
  652. mTestSettingsButton->SetDisabled(!mTest->HasSettingsMenu());
  653. }
  654. void SamplesApp::RunAllTests()
  655. {
  656. mTestsToRun.clear();
  657. for (const TestCategory &c : sAllCategories)
  658. for (uint i = 0; i < c.mNumTests; ++i)
  659. {
  660. TestNameAndRTTI &t = c.mTests[i];
  661. mTestsToRun.push_back(t.mRTTI);
  662. }
  663. NextTest();
  664. }
  665. bool SamplesApp::NextTest()
  666. {
  667. if (mTestsToRun.empty())
  668. {
  669. if (mExitAfterRunningTests)
  670. return false; // Exit the application now
  671. else
  672. MessageBoxA(nullptr, "Test run complete!", "Complete", MB_OK);
  673. }
  674. else
  675. {
  676. // Start the timer for 10 seconds
  677. mTestTimeLeft = 10.0f;
  678. // Take next test
  679. const RTTI *rtti = mTestsToRun.front();
  680. mTestsToRun.erase(mTestsToRun.begin());
  681. // Start it
  682. StartTest(rtti);
  683. // Unpause
  684. Pause(false);
  685. }
  686. mNextTestButton->SetDisabled(mTestsToRun.empty());
  687. return true;
  688. }
  689. bool SamplesApp::CheckNextTest()
  690. {
  691. if (mTestTimeLeft >= 0.0f)
  692. {
  693. // Update status string
  694. if (!mStatusString.empty())
  695. mStatusString += "\n";
  696. mStatusString += StringFormat("%s: Next test in %.1fs", mTestClass->GetName(), (double)mTestTimeLeft);
  697. // Use physics time
  698. mTestTimeLeft -= 1.0f / mUpdateFrequency;
  699. // If time's up then go to the next test
  700. if (mTestTimeLeft < 0.0f)
  701. return NextTest();
  702. }
  703. return true;
  704. }
  705. void SamplesApp::TakeSnapshot()
  706. {
  707. // Convert physics system to scene
  708. Ref<PhysicsScene> scene = new PhysicsScene();
  709. scene->FromPhysicsSystem(mPhysicsSystem);
  710. // Save scene
  711. ofstream stream("snapshot.bin", ofstream::out | ofstream::trunc | ofstream::binary);
  712. StreamOutWrapper wrapper(stream);
  713. if (stream.is_open())
  714. scene->SaveBinaryState(wrapper, true, true);
  715. }
  716. void SamplesApp::TakeAndReloadSnapshot()
  717. {
  718. TakeSnapshot();
  719. StartTest(JPH_RTTI(LoadSnapshotTest));
  720. }
  721. RefConst<Shape> SamplesApp::CreateProbeShape()
  722. {
  723. // Get the scale
  724. Vec3 scale = mScaleShape? mShapeScale : Vec3::sReplicate(1.0f);
  725. // Make it minimally -0.1 or 0.1 depending on the sign
  726. Vec3 clamped_value = Vec3::sSelect(Vec3::sReplicate(-0.1f), Vec3::sReplicate(0.1f), Vec3::sGreaterOrEqual(scale, Vec3::sZero()));
  727. scale = Vec3::sSelect(scale, clamped_value, Vec3::sLess(scale.Abs(), Vec3::sReplicate(0.1f)));
  728. RefConst<Shape> shape;
  729. switch (mProbeShape)
  730. {
  731. case EProbeShape::Sphere:
  732. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  733. shape = new SphereShape(0.2f);
  734. break;
  735. case EProbeShape::Box:
  736. shape = new BoxShape(Vec3(0.1f, 0.2f, 0.3f));
  737. break;
  738. case EProbeShape::ConvexHull:
  739. {
  740. // Create tetrahedron
  741. Array<Vec3> tetrahedron;
  742. tetrahedron.push_back(Vec3::sZero());
  743. tetrahedron.push_back(Vec3(0.2f, 0, 0.4f));
  744. tetrahedron.push_back(Vec3(0.4f, 0, 0));
  745. tetrahedron.push_back(Vec3(0.2f, -0.2f, 1.0f));
  746. shape = ConvexHullShapeSettings(tetrahedron, 0.01f).Create().Get();
  747. }
  748. break;
  749. case EProbeShape::Capsule:
  750. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  751. shape = new CapsuleShape(0.2f, 0.1f);
  752. break;
  753. case EProbeShape::TaperedCapsule:
  754. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  755. shape = TaperedCapsuleShapeSettings(0.2f, 0.1f, 0.2f).Create().Get();
  756. break;
  757. case EProbeShape::Cylinder:
  758. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_Y, SWIZZLE_X>(); // Scale X must be same as Z
  759. shape = new CylinderShape(0.2f, 0.1f);
  760. break;
  761. case EProbeShape::Triangle:
  762. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  763. shape = new TriangleShape(Vec3(0.1f, 0.9f, 0.3f), Vec3(-0.9f, -0.5f, 0.2f), Vec3(0.7f, -0.3f, -0.1f));
  764. break;
  765. case EProbeShape::RotatedTranslated:
  766. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_Y, SWIZZLE_X>(); // Can freely scale around y but x and z must be the same
  767. shape = new RotatedTranslatedShape(Vec3(0.1f, 0.2f, 0.3f), Quat::sRotation(Vec3::sAxisY(), 0.25f * JPH_PI), new BoxShape(Vec3(0.1f, 0.2f, 0.3f)));
  768. break;
  769. case EProbeShape::StaticCompound:
  770. {
  771. Array<Vec3> tetrahedron;
  772. tetrahedron.push_back(Vec3::sZero());
  773. tetrahedron.push_back(Vec3(-0.2f, 0, 0.4f));
  774. tetrahedron.push_back(Vec3(0, 0.2f, 0));
  775. tetrahedron.push_back(Vec3(0.2f, 0, 0.4f));
  776. RefConst<Shape> convex = ConvexHullShapeSettings(tetrahedron, 0.01f).Create().Get();
  777. StaticCompoundShapeSettings compound_settings;
  778. compound_settings.AddShape(Vec3(-0.5f, 0, 0), Quat::sIdentity(), convex);
  779. compound_settings.AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), convex);
  780. shape = compound_settings.Create().Get();
  781. }
  782. break;
  783. case EProbeShape::StaticCompound2:
  784. {
  785. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  786. Ref<StaticCompoundShapeSettings> compound = new StaticCompoundShapeSettings();
  787. compound->AddShape(Vec3(0, 0.5f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new BoxShape(Vec3(0.5f, 0.15f, 0.1f)));
  788. compound->AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new CylinderShape(0.5f, 0.1f));
  789. compound->AddShape(Vec3(0, 0, 0.5f), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), new TaperedCapsuleShapeSettings(0.5f, 0.15f, 0.1f));
  790. StaticCompoundShapeSettings compound2;
  791. compound2.AddShape(Vec3(0, 0, 0), Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), compound);
  792. compound2.AddShape(Vec3(0, -0.4f, 0), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), -0.75f * JPH_PI), compound);
  793. shape = compound2.Create().Get();
  794. }
  795. break;
  796. case EProbeShape::MutableCompound:
  797. {
  798. Array<Vec3> tetrahedron;
  799. tetrahedron.push_back(Vec3::sZero());
  800. tetrahedron.push_back(Vec3(-0.2f, 0, 0.4f));
  801. tetrahedron.push_back(Vec3(0, 0.2f, 0));
  802. tetrahedron.push_back(Vec3(0.2f, 0, 0.4f));
  803. RefConst<Shape> convex = ConvexHullShapeSettings(tetrahedron, 0.01f).Create().Get();
  804. MutableCompoundShapeSettings compound_settings;
  805. compound_settings.AddShape(Vec3(-0.5f, 0, 0), Quat::sIdentity(), convex);
  806. compound_settings.AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), convex);
  807. shape = compound_settings.Create().Get();
  808. }
  809. break;
  810. case EProbeShape::Mesh:
  811. shape = ShapeCreator::CreateTorusMesh(2.0f, 0.25f);
  812. break;
  813. }
  814. JPH_ASSERT(shape != nullptr);
  815. // Scale the shape
  816. if (scale != Vec3::sReplicate(1.0f))
  817. shape = new ScaledShape(shape, scale);
  818. return shape;
  819. }
  820. RefConst<Shape> SamplesApp::CreateShootObjectShape()
  821. {
  822. // Get the scale
  823. Vec3 scale = mShootObjectScaleShape? mShootObjectShapeScale : Vec3::sReplicate(1.0f);
  824. // Make it minimally -0.1 or 0.1 depending on the sign
  825. Vec3 clamped_value = Vec3::sSelect(Vec3::sReplicate(-0.1f), Vec3::sReplicate(0.1f), Vec3::sGreaterOrEqual(scale, Vec3::sZero()));
  826. scale = Vec3::sSelect(scale, clamped_value, Vec3::sLess(scale.Abs(), Vec3::sReplicate(0.1f)));
  827. RefConst<Shape> shape;
  828. switch (mShootObjectShape)
  829. {
  830. case EShootObjectShape::Sphere:
  831. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  832. shape = new SphereShape(GetWorldScale());
  833. break;
  834. case EShootObjectShape::ConvexHull:
  835. {
  836. Array<Vec3> vertices = {
  837. Vec3(-0.044661f, 0.001230f, 0.003877f),
  838. Vec3(-0.024743f, -0.042562f, 0.003877f),
  839. Vec3(-0.012336f, -0.021073f, 0.048484f),
  840. Vec3(0.016066f, 0.028121f, -0.049904f),
  841. Vec3(-0.023734f, 0.043275f, -0.024153f),
  842. Vec3(0.020812f, 0.036341f, -0.019530f),
  843. Vec3(0.012495f, 0.021936f, 0.045288f),
  844. Vec3(0.026750f, 0.001230f, 0.049273f),
  845. Vec3(0.045495f, 0.001230f, -0.022077f),
  846. Vec3(0.022193f, -0.036274f, -0.021126f),
  847. Vec3(0.022781f, -0.037291f, 0.029558f),
  848. Vec3(0.014691f, -0.023280f, 0.052897f),
  849. Vec3(-0.012187f, -0.020815f, -0.040214f),
  850. Vec3(0.000541f, 0.001230f, -0.056224f),
  851. Vec3(-0.039882f, 0.001230f, -0.019461f),
  852. Vec3(0.000541f, 0.001230f, 0.056022f),
  853. Vec3(-0.020614f, -0.035411f, -0.020551f),
  854. Vec3(-0.019485f, 0.035916f, 0.027001f),
  855. Vec3(-0.023968f, 0.043680f, 0.003877f),
  856. Vec3(-0.020051f, 0.001230f, 0.039543f),
  857. Vec3(0.026213f, 0.001230f, -0.040589f),
  858. Vec3(-0.010797f, 0.020868f, 0.043152f),
  859. Vec3(-0.012378f, 0.023607f, -0.040876f)
  860. };
  861. // This shape was created at 0.2 world scale, rescale it to the current world scale
  862. float vert_scale = GetWorldScale() / 0.2f;
  863. for (Vec3 &v : vertices)
  864. v *= vert_scale;
  865. shape = ConvexHullShapeSettings(vertices).Create().Get();
  866. }
  867. break;
  868. case EShootObjectShape::ThinBar:
  869. shape = BoxShapeSettings(Vec3(0.05f, 0.8f, 0.03f), 0.015f).Create().Get();
  870. break;
  871. case EShootObjectShape::SoftBodyCube:
  872. JPH_ASSERT(false);
  873. break;
  874. }
  875. // Scale shape if needed
  876. if (scale != Vec3::sReplicate(1.0f))
  877. shape = new ScaledShape(shape, scale);
  878. return shape;
  879. }
  880. void SamplesApp::ShootObject()
  881. {
  882. if (mShootObjectShape != EShootObjectShape::SoftBodyCube)
  883. {
  884. // Configure body
  885. BodyCreationSettings creation_settings(CreateShootObjectShape(), GetCamera().mPos, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  886. creation_settings.mMotionQuality = mShootObjectMotionQuality;
  887. creation_settings.mFriction = mShootObjectFriction;
  888. creation_settings.mRestitution = mShootObjectRestitution;
  889. creation_settings.mLinearVelocity = mShootObjectVelocity * GetCamera().mForward;
  890. // Create body
  891. mPhysicsSystem->GetBodyInterface().CreateAndAddBody(creation_settings, EActivation::Activate);
  892. }
  893. else
  894. {
  895. Ref<SoftBodySharedSettings> shared_settings = SoftBodyCreator::CreateCube(5, 0.5f * GetWorldScale());
  896. for (SoftBodySharedSettings::Vertex &v : shared_settings->mVertices)
  897. {
  898. v.mInvMass = 0.025f;
  899. (mShootObjectVelocity * GetCamera().mForward).StoreFloat3(&v.mVelocity);
  900. }
  901. // Confgure soft body
  902. SoftBodyCreationSettings creation_settings(shared_settings, GetCamera().mPos, Quat::sIdentity(), Layers::MOVING);
  903. creation_settings.mFriction = mShootObjectFriction;
  904. creation_settings.mRestitution = mShootObjectRestitution;
  905. // Create body
  906. mPhysicsSystem->GetBodyInterface().CreateAndAddSoftBody(creation_settings, EActivation::Activate);
  907. }
  908. }
  909. bool SamplesApp::CastProbe(float inProbeLength, float &outFraction, RVec3 &outPosition, BodyID &outID)
  910. {
  911. // Determine start and direction of the probe
  912. const CameraState &camera = GetCamera();
  913. RVec3 start = camera.mPos;
  914. Vec3 direction = inProbeLength * camera.mForward;
  915. // Define a base offset that is halfway the probe to test getting the collision results relative to some offset.
  916. // Note that this is not necessarily the best choice for a base offset, but we want something that's not zero
  917. // and not the start of the collision test either to ensure that we'll see errors in the algorithm.
  918. RVec3 base_offset = start + 0.5f * direction;
  919. // Clear output
  920. outPosition = start + direction;
  921. outFraction = 1.0f;
  922. outID = BodyID();
  923. bool had_hit = false;
  924. switch (mProbeMode)
  925. {
  926. case EProbeMode::Pick:
  927. {
  928. // Create ray
  929. RRayCast ray { start, direction };
  930. // Cast ray
  931. RayCastResult hit;
  932. had_hit = mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, hit, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::MOVING), SpecifiedObjectLayerFilter(Layers::MOVING));
  933. // Fill in results
  934. outPosition = ray.GetPointOnRay(hit.mFraction);
  935. outFraction = hit.mFraction;
  936. outID = hit.mBodyID;
  937. if (had_hit)
  938. mDebugRenderer->DrawMarker(outPosition, Color::sYellow, 0.1f);
  939. else
  940. mDebugRenderer->DrawMarker(camera.mPos + 0.1f * camera.mForward, Color::sRed, 0.001f);
  941. }
  942. break;
  943. case EProbeMode::Ray:
  944. {
  945. // Create ray
  946. RRayCast ray { start, direction };
  947. // Cast ray
  948. RayCastResult hit;
  949. had_hit = mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, hit);
  950. // Fill in results
  951. outPosition = ray.GetPointOnRay(hit.mFraction);
  952. outFraction = hit.mFraction;
  953. outID = hit.mBodyID;
  954. // Draw results
  955. if (had_hit)
  956. {
  957. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  958. if (lock.Succeeded())
  959. {
  960. const Body &hit_body = lock.GetBody();
  961. // Draw hit
  962. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  963. mDebugRenderer->DrawLine(start, outPosition, color);
  964. mDebugRenderer->DrawLine(outPosition, start + direction, Color::sRed);
  965. // Draw material
  966. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  967. mDebugRenderer->DrawText3D(outPosition, material2->GetDebugName());
  968. // Draw normal
  969. Vec3 normal = hit_body.GetWorldSpaceSurfaceNormal(hit.mSubShapeID2, outPosition);
  970. mDebugRenderer->DrawArrow(outPosition, outPosition + normal, color, 0.01f);
  971. // Draw perpendicular axis to indicate hit position
  972. Vec3 perp1 = normal.GetNormalizedPerpendicular();
  973. Vec3 perp2 = normal.Cross(perp1);
  974. mDebugRenderer->DrawLine(outPosition - 0.1f * perp1, outPosition + 0.1f * perp1, color);
  975. mDebugRenderer->DrawLine(outPosition - 0.1f * perp2, outPosition + 0.1f * perp2, color);
  976. // Get and draw the result of GetSupportingFace
  977. if (mDrawSupportingFace)
  978. {
  979. Shape::SupportingFace face;
  980. hit_body.GetTransformedShape().GetSupportingFace(hit.mSubShapeID2, -normal, base_offset, face);
  981. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), face, Color::sWhite, 0.01f);
  982. }
  983. }
  984. }
  985. else
  986. {
  987. mDebugRenderer->DrawMarker(outPosition, Color::sRed, 0.1f);
  988. }
  989. }
  990. break;
  991. case EProbeMode::RayCollector:
  992. {
  993. // Create ray
  994. RRayCast ray { start, direction };
  995. // Create settings
  996. RayCastSettings settings;
  997. settings.mBackFaceMode = mBackFaceMode;
  998. settings.mTreatConvexAsSolid = mTreatConvexAsSolid;
  999. // Cast ray
  1000. Array<RayCastResult> hits;
  1001. if (mMaxHits == 0)
  1002. {
  1003. AnyHitCollisionCollector<CastRayCollector> collector;
  1004. mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, settings, collector);
  1005. if (collector.HadHit())
  1006. hits.push_back(collector.mHit);
  1007. }
  1008. else if (mMaxHits == 1)
  1009. {
  1010. ClosestHitCollisionCollector<CastRayCollector> collector;
  1011. mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, settings, collector);
  1012. if (collector.HadHit())
  1013. hits.push_back(collector.mHit);
  1014. }
  1015. else
  1016. {
  1017. AllHitCollisionCollector<CastRayCollector> collector;
  1018. mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, settings, collector);
  1019. collector.Sort();
  1020. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  1021. if ((int)hits.size() > mMaxHits)
  1022. hits.resize(mMaxHits);
  1023. }
  1024. had_hit = !hits.empty();
  1025. if (had_hit)
  1026. {
  1027. // Fill in results
  1028. RayCastResult &first_hit = hits.front();
  1029. outPosition = ray.GetPointOnRay(first_hit.mFraction);
  1030. outFraction = first_hit.mFraction;
  1031. outID = first_hit.mBodyID;
  1032. // Draw results
  1033. RVec3 prev_position = start;
  1034. bool c = false;
  1035. for (const RayCastResult &hit : hits)
  1036. {
  1037. // Draw line
  1038. RVec3 position = ray.GetPointOnRay(hit.mFraction);
  1039. mDebugRenderer->DrawLine(prev_position, position, c? Color::sGrey : Color::sWhite);
  1040. c = !c;
  1041. prev_position = position;
  1042. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  1043. if (lock.Succeeded())
  1044. {
  1045. const Body &hit_body = lock.GetBody();
  1046. // Draw material
  1047. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  1048. mDebugRenderer->DrawText3D(position, material2->GetDebugName());
  1049. // Draw normal
  1050. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1051. Vec3 normal = hit_body.GetWorldSpaceSurfaceNormal(hit.mSubShapeID2, position);
  1052. mDebugRenderer->DrawArrow(position, position + normal, color, 0.01f);
  1053. // Draw perpendicular axis to indicate hit position
  1054. Vec3 perp1 = normal.GetNormalizedPerpendicular();
  1055. Vec3 perp2 = normal.Cross(perp1);
  1056. mDebugRenderer->DrawLine(position - 0.1f * perp1, position + 0.1f * perp1, color);
  1057. mDebugRenderer->DrawLine(position - 0.1f * perp2, position + 0.1f * perp2, color);
  1058. // Get and draw the result of GetSupportingFace
  1059. if (mDrawSupportingFace)
  1060. {
  1061. Shape::SupportingFace face;
  1062. hit_body.GetTransformedShape().GetSupportingFace(hit.mSubShapeID2, -normal, base_offset, face);
  1063. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), face, Color::sWhite, 0.01f);
  1064. }
  1065. }
  1066. }
  1067. // Draw remainder of line
  1068. mDebugRenderer->DrawLine(ray.GetPointOnRay(hits.back().mFraction), start + direction, Color::sRed);
  1069. }
  1070. else
  1071. {
  1072. // Draw 'miss'
  1073. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1074. mDebugRenderer->DrawMarker(start + direction, Color::sRed, 0.1f);
  1075. }
  1076. }
  1077. break;
  1078. case EProbeMode::CollidePoint:
  1079. {
  1080. // Create point
  1081. const float fraction = 0.1f;
  1082. RVec3 point = start + fraction * direction;
  1083. // Collide point
  1084. AllHitCollisionCollector<CollidePointCollector> collector;
  1085. mPhysicsSystem->GetNarrowPhaseQuery().CollidePoint(point, collector);
  1086. had_hit = !collector.mHits.empty();
  1087. if (had_hit)
  1088. {
  1089. // Draw results
  1090. for (const CollidePointResult &hit : collector.mHits)
  1091. {
  1092. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  1093. if (lock.Succeeded())
  1094. {
  1095. const Body &hit_body = lock.GetBody();
  1096. // Draw bounding box
  1097. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1098. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1099. }
  1100. }
  1101. }
  1102. // Draw test location
  1103. mDebugRenderer->DrawMarker(point, had_hit? Color::sGreen : Color::sRed, 0.1f);
  1104. }
  1105. break;
  1106. case EProbeMode::CollideShape:
  1107. {
  1108. // Create shape cast
  1109. RefConst<Shape> shape = CreateProbeShape();
  1110. Mat44 rotation = Mat44::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI) * Mat44::sRotation(Vec3::sAxisY(), 0.2f * JPH_PI);
  1111. Mat44 com = Mat44::sTranslation(shape->GetCenterOfMass());
  1112. RMat44 shape_transform(RMat44::sTranslation(start + 5.0f * camera.mForward) * rotation * com);
  1113. // Create settings
  1114. CollideShapeSettings settings;
  1115. settings.mActiveEdgeMode = mActiveEdgeMode;
  1116. settings.mBackFaceMode = mBackFaceMode;
  1117. settings.mCollectFacesMode = mCollectFacesMode;
  1118. settings.mMaxSeparationDistance = mMaxSeparationDistance;
  1119. Array<CollideShapeResult> hits;
  1120. if (mMaxHits == 0)
  1121. {
  1122. AnyHitCollisionCollector<CollideShapeCollector> collector;
  1123. mPhysicsSystem->GetNarrowPhaseQuery().CollideShape(shape, Vec3::sReplicate(1.0f), shape_transform, settings, base_offset, collector);
  1124. if (collector.HadHit())
  1125. hits.push_back(collector.mHit);
  1126. }
  1127. else if (mMaxHits == 1)
  1128. {
  1129. ClosestHitCollisionCollector<CollideShapeCollector> collector;
  1130. mPhysicsSystem->GetNarrowPhaseQuery().CollideShape(shape, Vec3::sReplicate(1.0f), shape_transform, settings, base_offset, collector);
  1131. if (collector.HadHit())
  1132. hits.push_back(collector.mHit);
  1133. }
  1134. else
  1135. {
  1136. AllHitCollisionCollector<CollideShapeCollector> collector;
  1137. mPhysicsSystem->GetNarrowPhaseQuery().CollideShape(shape, Vec3::sReplicate(1.0f), shape_transform, settings, base_offset, collector);
  1138. collector.Sort();
  1139. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  1140. if ((int)hits.size() > mMaxHits)
  1141. hits.resize(mMaxHits);
  1142. }
  1143. had_hit = !hits.empty();
  1144. if (had_hit)
  1145. {
  1146. // Draw results
  1147. for (const CollideShapeResult &hit : hits)
  1148. {
  1149. // Draw 'hit'
  1150. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID2);
  1151. if (lock.Succeeded())
  1152. {
  1153. const Body &hit_body = lock.GetBody();
  1154. // Draw contact
  1155. RVec3 contact_position1 = base_offset + hit.mContactPointOn1;
  1156. RVec3 contact_position2 = base_offset + hit.mContactPointOn2;
  1157. mDebugRenderer->DrawMarker(contact_position1, Color::sGreen, 0.1f);
  1158. mDebugRenderer->DrawMarker(contact_position2, Color::sRed, 0.1f);
  1159. Vec3 pen_axis = hit.mPenetrationAxis;
  1160. float pen_axis_len = pen_axis.Length();
  1161. if (pen_axis_len > 0.0f)
  1162. {
  1163. pen_axis /= pen_axis_len;
  1164. // Draw penetration axis with length of the penetration
  1165. mDebugRenderer->DrawArrow(contact_position2, contact_position2 + pen_axis * hit.mPenetrationDepth, Color::sYellow, 0.01f);
  1166. // Draw normal (flipped so it points towards body 1)
  1167. mDebugRenderer->DrawArrow(contact_position2, contact_position2 - pen_axis, Color::sOrange, 0.01f);
  1168. }
  1169. // Draw material
  1170. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  1171. mDebugRenderer->DrawText3D(contact_position2, material2->GetDebugName());
  1172. // Draw faces
  1173. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), hit.mShape1Face, Color::sYellow, 0.01f);
  1174. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), hit.mShape2Face, Color::sRed, 0.01f);
  1175. }
  1176. }
  1177. }
  1178. #ifdef JPH_DEBUG_RENDERER
  1179. // Draw shape
  1180. shape->Draw(mDebugRenderer, shape_transform, Vec3::sReplicate(1.0f), had_hit? Color::sGreen : Color::sGrey, false, false);
  1181. #endif // JPH_DEBUG_RENDERER
  1182. }
  1183. break;
  1184. case EProbeMode::CastShape:
  1185. {
  1186. // Create shape cast
  1187. RefConst<Shape> shape = CreateProbeShape();
  1188. Mat44 rotation = Mat44::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI) * Mat44::sRotation(Vec3::sAxisY(), 0.2f * JPH_PI);
  1189. RShapeCast shape_cast = RShapeCast::sFromWorldTransform(shape, Vec3::sReplicate(1.0f), RMat44::sTranslation(start) * rotation, direction);
  1190. // Settings
  1191. ShapeCastSettings settings;
  1192. settings.mUseShrunkenShapeAndConvexRadius = mUseShrunkenShapeAndConvexRadius;
  1193. settings.mActiveEdgeMode = mActiveEdgeMode;
  1194. settings.mBackFaceModeTriangles = mBackFaceMode;
  1195. settings.mBackFaceModeConvex = mBackFaceMode;
  1196. settings.mReturnDeepestPoint = mReturnDeepestPoint;
  1197. settings.mCollectFacesMode = mCollectFacesMode;
  1198. // Cast shape
  1199. Array<ShapeCastResult> hits;
  1200. if (mMaxHits == 0)
  1201. {
  1202. AnyHitCollisionCollector<CastShapeCollector> collector;
  1203. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, base_offset, collector);
  1204. if (collector.HadHit())
  1205. hits.push_back(collector.mHit);
  1206. }
  1207. else if (mMaxHits == 1)
  1208. {
  1209. ClosestHitCollisionCollector<CastShapeCollector> collector;
  1210. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, base_offset, collector);
  1211. if (collector.HadHit())
  1212. hits.push_back(collector.mHit);
  1213. }
  1214. else
  1215. {
  1216. AllHitCollisionCollector<CastShapeCollector> collector;
  1217. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, base_offset, collector);
  1218. collector.Sort();
  1219. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  1220. if ((int)hits.size() > mMaxHits)
  1221. hits.resize(mMaxHits);
  1222. }
  1223. had_hit = !hits.empty();
  1224. if (had_hit)
  1225. {
  1226. // Fill in results
  1227. ShapeCastResult &first_hit = hits.front();
  1228. outPosition = shape_cast.GetPointOnRay(first_hit.mFraction);
  1229. outFraction = first_hit.mFraction;
  1230. outID = first_hit.mBodyID2;
  1231. // Draw results
  1232. RVec3 prev_position = start;
  1233. bool c = false;
  1234. for (const ShapeCastResult &hit : hits)
  1235. {
  1236. // Draw line
  1237. RVec3 position = shape_cast.GetPointOnRay(hit.mFraction);
  1238. mDebugRenderer->DrawLine(prev_position, position, c? Color::sGrey : Color::sWhite);
  1239. c = !c;
  1240. prev_position = position;
  1241. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID2);
  1242. if (lock.Succeeded())
  1243. {
  1244. const Body &hit_body = lock.GetBody();
  1245. // Draw shape
  1246. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1247. #ifdef JPH_DEBUG_RENDERER
  1248. shape_cast.mShape->Draw(mDebugRenderer, shape_cast.mCenterOfMassStart.PostTranslated(hit.mFraction * shape_cast.mDirection), Vec3::sReplicate(1.0f), color, false, false);
  1249. #endif // JPH_DEBUG_RENDERER
  1250. // Draw normal
  1251. RVec3 contact_position1 = base_offset + hit.mContactPointOn1;
  1252. RVec3 contact_position2 = base_offset + hit.mContactPointOn2;
  1253. Vec3 normal = hit.mPenetrationAxis.Normalized();
  1254. mDebugRenderer->DrawArrow(contact_position2, contact_position2 - normal, color, 0.01f); // Flip to make it point towards the cast body
  1255. // Contact position 1
  1256. mDebugRenderer->DrawMarker(contact_position1, Color::sGreen, 0.1f);
  1257. // Draw perpendicular axis to indicate contact position 2
  1258. Vec3 perp1 = normal.GetNormalizedPerpendicular();
  1259. Vec3 perp2 = normal.Cross(perp1);
  1260. mDebugRenderer->DrawLine(contact_position2 - 0.1f * perp1, contact_position2 + 0.1f * perp1, color);
  1261. mDebugRenderer->DrawLine(contact_position2 - 0.1f * perp2, contact_position2 + 0.1f * perp2, color);
  1262. // Draw material
  1263. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  1264. mDebugRenderer->DrawText3D(position, material2->GetDebugName());
  1265. // Draw faces
  1266. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), hit.mShape1Face, Color::sYellow, 0.01f);
  1267. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), hit.mShape2Face, Color::sRed, 0.01f);
  1268. }
  1269. }
  1270. // Draw remainder of line
  1271. mDebugRenderer->DrawLine(shape_cast.GetPointOnRay(hits.back().mFraction), start + direction, Color::sRed);
  1272. }
  1273. else
  1274. {
  1275. // Draw 'miss'
  1276. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1277. #ifdef JPH_DEBUG_RENDERER
  1278. shape_cast.mShape->Draw(mDebugRenderer, shape_cast.mCenterOfMassStart.PostTranslated(shape_cast.mDirection), Vec3::sReplicate(1.0f), Color::sRed, false, false);
  1279. #endif // JPH_DEBUG_RENDERER
  1280. }
  1281. }
  1282. break;
  1283. case EProbeMode::CollideSoftBody:
  1284. {
  1285. // Create a soft body vertex
  1286. const float fraction = 0.2f;
  1287. const float max_distance = 10.0f;
  1288. SoftBodyVertex vertex;
  1289. vertex.mInvMass = 1.0f;
  1290. vertex.mPosition = fraction * direction;
  1291. vertex.mVelocity = 10.0f * direction;
  1292. vertex.mCollidingShapeIndex = -1;
  1293. vertex.mLargestPenetration = -FLT_MAX;
  1294. // Get shapes in a large radius around the start position
  1295. AABox box(Vec3(start + vertex.mPosition), max_distance);
  1296. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1297. mPhysicsSystem->GetNarrowPhaseQuery().CollectTransformedShapes(box, collector);
  1298. // Closest point found using CollideShape, position relative to 'start'
  1299. Vec3 closest_point = vertex.mPosition;
  1300. float closest_point_penetration = 0;
  1301. // Test against each shape
  1302. for (const TransformedShape &ts : collector.mHits)
  1303. {
  1304. int colliding_shape_index = int(&ts - collector.mHits.data());
  1305. ts.mShape->CollideSoftBodyVertices((RMat44::sTranslation(-start) * ts.GetCenterOfMassTransform()).ToMat44(), ts.GetShapeScale(), &vertex, 1, 1.0f / 60.0f, Vec3::sZero(), colliding_shape_index);
  1306. if (vertex.mCollidingShapeIndex == colliding_shape_index)
  1307. {
  1308. // To draw a plane, we need a point but CollideSoftBodyVertices doesn't provide one, so we use CollideShape with a tiny sphere to get the closest point and then project that onto the plane to draw the plane
  1309. SphereShape point_sphere(1.0e-6f);
  1310. point_sphere.SetEmbedded();
  1311. CollideShapeSettings settings;
  1312. settings.mMaxSeparationDistance = sqrt(3.0f) * max_distance; // Box is extended in all directions by max_distance
  1313. ClosestHitCollisionCollector<CollideShapeCollector> collide_shape_collector;
  1314. ts.CollideShape(&point_sphere, Vec3::sReplicate(1.0f), RMat44::sTranslation(start + vertex.mPosition), settings, start, collide_shape_collector);
  1315. if (collide_shape_collector.HadHit())
  1316. {
  1317. closest_point = collide_shape_collector.mHit.mContactPointOn2;
  1318. closest_point_penetration = collide_shape_collector.mHit.mPenetrationDepth;
  1319. }
  1320. }
  1321. }
  1322. // Draw test point
  1323. mDebugRenderer->DrawMarker(start + vertex.mPosition, Color::sYellow, 0.1f);
  1324. mDebugRenderer->DrawMarker(start + closest_point, Color::sRed, 0.1f);
  1325. // Draw collision plane
  1326. if (vertex.mCollidingShapeIndex != -1)
  1327. {
  1328. RVec3 plane_point = start + vertex.mPosition - vertex.mCollisionPlane.GetNormal() * vertex.mCollisionPlane.SignedDistance(vertex.mPosition);
  1329. mDebugRenderer->DrawPlane(plane_point, vertex.mCollisionPlane.GetNormal(), Color::sGreen, 2.0f);
  1330. if (abs(closest_point_penetration - vertex.mLargestPenetration) > 0.001f)
  1331. mDebugRenderer->DrawText3D(plane_point, StringFormat("Pen %f (exp %f)", (double)vertex.mLargestPenetration, (double)closest_point_penetration));
  1332. else
  1333. mDebugRenderer->DrawText3D(plane_point, StringFormat("Pen %f", (double)vertex.mLargestPenetration));
  1334. }
  1335. }
  1336. break;
  1337. case EProbeMode::TransformedShape:
  1338. {
  1339. // Create box
  1340. const float fraction = 0.2f;
  1341. RVec3 center = start + fraction * direction;
  1342. Vec3 half_extent = 0.5f * mShapeScale;
  1343. AABox box(center - half_extent, center + half_extent);
  1344. // Get shapes
  1345. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1346. mPhysicsSystem->GetNarrowPhaseQuery().CollectTransformedShapes(box, collector);
  1347. // Draw results
  1348. for (const TransformedShape &ts : collector.mHits)
  1349. mDebugRenderer->DrawWireBox(RMat44::sRotationTranslation(ts.mShapeRotation, ts.mShapePositionCOM) * Mat44::sScale(ts.GetShapeScale()), ts.mShape->GetLocalBounds(), Color::sYellow);
  1350. // Draw test location
  1351. mDebugRenderer->DrawWireBox(box, !collector.mHits.empty()? Color::sGreen : Color::sRed);
  1352. }
  1353. break;
  1354. case EProbeMode::GetTriangles:
  1355. {
  1356. // Create box
  1357. const float fraction = 0.2f;
  1358. RVec3 center = start + fraction * direction;
  1359. Vec3 half_extent = 2.0f * mShapeScale;
  1360. AABox box(center - half_extent, center + half_extent);
  1361. // Get shapes
  1362. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1363. mPhysicsSystem->GetNarrowPhaseQuery().CollectTransformedShapes(box, collector);
  1364. // Loop over shapes
  1365. had_hit = false;
  1366. for (const TransformedShape &ts : collector.mHits)
  1367. {
  1368. const int cMaxTriangles = 32;
  1369. Float3 vertices[cMaxTriangles * 3];
  1370. const PhysicsMaterial *materials[cMaxTriangles];
  1371. // Start iterating triangles
  1372. Shape::GetTrianglesContext ctx;
  1373. ts.GetTrianglesStart(ctx, box, base_offset);
  1374. for (;;)
  1375. {
  1376. // Fetch next triangles
  1377. int count = ts.GetTrianglesNext(ctx, cMaxTriangles, vertices, materials);
  1378. if (count == 0)
  1379. break;
  1380. // Draw triangles
  1381. const PhysicsMaterial **m = materials;
  1382. for (Float3 *v = vertices, *v_end = vertices + 3 * count; v < v_end; v += 3, ++m)
  1383. {
  1384. RVec3 v1 = base_offset + Vec3(v[0]), v2 = base_offset + Vec3(v[1]), v3 = base_offset + Vec3(v[2]);
  1385. RVec3 triangle_center = (v1 + v2 + v3) / 3.0f;
  1386. Vec3 triangle_normal = Vec3(v2 - v1).Cross(Vec3(v3 - v1)).Normalized();
  1387. mDebugRenderer->DrawWireTriangle(v1, v2, v3, (*m)->GetDebugColor());
  1388. mDebugRenderer->DrawArrow(triangle_center, triangle_center + triangle_normal, Color::sGreen, 0.01f);
  1389. }
  1390. had_hit = true;
  1391. }
  1392. }
  1393. // Draw test location
  1394. mDebugRenderer->DrawWireBox(box, had_hit? Color::sGreen : Color::sRed);
  1395. }
  1396. break;
  1397. case EProbeMode::BroadPhaseRay:
  1398. {
  1399. // Create ray
  1400. RayCast ray { Vec3(start), direction };
  1401. // Cast ray
  1402. AllHitCollisionCollector<RayCastBodyCollector> collector;
  1403. mPhysicsSystem->GetBroadPhaseQuery().CastRay(ray, collector);
  1404. collector.Sort();
  1405. had_hit = !collector.mHits.empty();
  1406. if (had_hit)
  1407. {
  1408. // Draw results
  1409. RVec3 prev_position = start;
  1410. bool c = false;
  1411. for (const BroadPhaseCastResult &hit : collector.mHits)
  1412. {
  1413. // Draw line
  1414. RVec3 position = start + hit.mFraction * direction;
  1415. Color cast_color = c? Color::sGrey : Color::sWhite;
  1416. mDebugRenderer->DrawLine(prev_position, position, cast_color);
  1417. mDebugRenderer->DrawMarker(position, cast_color, 0.1f);
  1418. c = !c;
  1419. prev_position = position;
  1420. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  1421. if (lock.Succeeded())
  1422. {
  1423. const Body &hit_body = lock.GetBody();
  1424. // Draw bounding box
  1425. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1426. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1427. }
  1428. }
  1429. // Draw remainder of line
  1430. mDebugRenderer->DrawLine(start + collector.mHits.back().mFraction * direction, start + direction, Color::sRed);
  1431. }
  1432. else
  1433. {
  1434. // Draw 'miss'
  1435. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1436. mDebugRenderer->DrawMarker(start + direction, Color::sRed, 0.1f);
  1437. }
  1438. }
  1439. break;
  1440. case EProbeMode::BroadPhaseBox:
  1441. {
  1442. // Create box
  1443. const float fraction = 0.2f;
  1444. RVec3 center = start + fraction * direction;
  1445. Vec3 half_extent = 2.0f * mShapeScale;
  1446. AABox box(center - half_extent, center + half_extent);
  1447. // Collide box
  1448. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1449. mPhysicsSystem->GetBroadPhaseQuery().CollideAABox(box, collector);
  1450. had_hit = !collector.mHits.empty();
  1451. if (had_hit)
  1452. {
  1453. // Draw results
  1454. for (const BodyID &hit : collector.mHits)
  1455. {
  1456. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1457. if (lock.Succeeded())
  1458. {
  1459. const Body &hit_body = lock.GetBody();
  1460. // Draw bounding box
  1461. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1462. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1463. }
  1464. }
  1465. }
  1466. // Draw test location
  1467. mDebugRenderer->DrawWireBox(box, had_hit? Color::sGreen : Color::sRed);
  1468. }
  1469. break;
  1470. case EProbeMode::BroadPhaseSphere:
  1471. {
  1472. // Create sphere
  1473. const float fraction = 0.2f;
  1474. const float radius = mShapeScale.Length() * 2.0f;
  1475. Vec3 point(start + fraction * direction);
  1476. // Collide sphere
  1477. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1478. mPhysicsSystem->GetBroadPhaseQuery().CollideSphere(point, radius, collector);
  1479. had_hit = !collector.mHits.empty();
  1480. if (had_hit)
  1481. {
  1482. // Draw results
  1483. for (const BodyID &hit : collector.mHits)
  1484. {
  1485. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1486. if (lock.Succeeded())
  1487. {
  1488. const Body &hit_body = lock.GetBody();
  1489. // Draw bounding box
  1490. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1491. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1492. }
  1493. }
  1494. }
  1495. // Draw test location
  1496. mDebugRenderer->DrawWireSphere(RVec3(point), radius, had_hit? Color::sGreen : Color::sRed);
  1497. }
  1498. break;
  1499. case EProbeMode::BroadPhasePoint:
  1500. {
  1501. // Create point
  1502. const float fraction = 0.1f;
  1503. Vec3 point(start + fraction * direction);
  1504. // Collide point
  1505. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1506. mPhysicsSystem->GetBroadPhaseQuery().CollidePoint(point, collector);
  1507. had_hit = !collector.mHits.empty();
  1508. if (had_hit)
  1509. {
  1510. // Draw results
  1511. for (const BodyID &hit : collector.mHits)
  1512. {
  1513. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1514. if (lock.Succeeded())
  1515. {
  1516. const Body &hit_body = lock.GetBody();
  1517. // Draw bounding box
  1518. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1519. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1520. }
  1521. }
  1522. }
  1523. // Draw test location
  1524. mDebugRenderer->DrawMarker(RVec3(point), had_hit? Color::sGreen : Color::sRed, 0.1f);
  1525. }
  1526. break;
  1527. case EProbeMode::BroadPhaseOrientedBox:
  1528. {
  1529. // Create box
  1530. const float fraction = 0.2f;
  1531. Vec3 center(start + fraction * direction);
  1532. Vec3 half_extent = 2.0f * mShapeScale;
  1533. OrientedBox box(Mat44::sRotationTranslation(Quat::sRotation(Vec3::sAxisZ(), 0.2f * JPH_PI) * Quat::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI), center), half_extent);
  1534. // Collide box
  1535. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1536. mPhysicsSystem->GetBroadPhaseQuery().CollideOrientedBox(box, collector);
  1537. had_hit = !collector.mHits.empty();
  1538. if (had_hit)
  1539. {
  1540. // Draw results
  1541. for (const BodyID &hit : collector.mHits)
  1542. {
  1543. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1544. if (lock.Succeeded())
  1545. {
  1546. const Body &hit_body = lock.GetBody();
  1547. // Draw bounding box
  1548. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1549. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1550. }
  1551. }
  1552. }
  1553. // Draw test location
  1554. mDebugRenderer->DrawWireBox(box, had_hit? Color::sGreen : Color::sRed);
  1555. }
  1556. break;
  1557. case EProbeMode::BroadPhaseCastBox:
  1558. {
  1559. // Create box
  1560. Vec3 half_extent = 2.0f * mShapeScale;
  1561. AABox box(start - half_extent, start + half_extent);
  1562. AABoxCast box_cast { box, direction };
  1563. // Cast box
  1564. AllHitCollisionCollector<CastShapeBodyCollector> collector;
  1565. mPhysicsSystem->GetBroadPhaseQuery().CastAABox(box_cast, collector);
  1566. collector.Sort();
  1567. had_hit = !collector.mHits.empty();
  1568. if (had_hit)
  1569. {
  1570. // Draw results
  1571. RVec3 prev_position = start;
  1572. bool c = false;
  1573. for (const BroadPhaseCastResult &hit : collector.mHits)
  1574. {
  1575. // Draw line
  1576. RVec3 position = start + hit.mFraction * direction;
  1577. Color cast_color = c? Color::sGrey : Color::sWhite;
  1578. mDebugRenderer->DrawLine(prev_position, position, cast_color);
  1579. mDebugRenderer->DrawWireBox(RMat44::sTranslation(position), AABox(-half_extent, half_extent), cast_color);
  1580. c = !c;
  1581. prev_position = position;
  1582. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  1583. if (lock.Succeeded())
  1584. {
  1585. const Body &hit_body = lock.GetBody();
  1586. // Draw bounding box
  1587. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1588. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1589. }
  1590. }
  1591. // Draw remainder of line
  1592. mDebugRenderer->DrawLine(start + collector.mHits.back().mFraction * direction, start + direction, Color::sRed);
  1593. }
  1594. else
  1595. {
  1596. // Draw 'miss'
  1597. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1598. mDebugRenderer->DrawWireBox(RMat44::sTranslation(start + direction), AABox(-half_extent, half_extent), Color::sRed);
  1599. }
  1600. }
  1601. break;
  1602. }
  1603. return had_hit;
  1604. }
  1605. void SamplesApp::UpdateDebug(float inDeltaTime)
  1606. {
  1607. JPH_PROFILE_FUNCTION();
  1608. const float cDragRayLength = 40.0f;
  1609. BodyInterface &bi = mPhysicsSystem->GetBodyInterface();
  1610. // Handle keyboard input for which simulation needs to be running
  1611. if (mKeyboard->IsKeyPressedAndTriggered(DIK_B, mWasShootKeyPressed))
  1612. ShootObject();
  1613. // Allow the user to drag rigid/soft bodies around
  1614. if (mDragConstraint == nullptr && mDragVertexIndex == ~uint(0))
  1615. {
  1616. // Not dragging yet
  1617. RVec3 hit_position;
  1618. if (CastProbe(cDragRayLength, mDragFraction, hit_position, mDragBody))
  1619. {
  1620. // If key is pressed create constraint to start dragging
  1621. if (mKeyboard->IsKeyPressed(DIK_SPACE))
  1622. {
  1623. // Target body must be dynamic
  1624. BodyLockWrite lock(mPhysicsSystem->GetBodyLockInterface(), mDragBody);
  1625. if (lock.Succeeded())
  1626. {
  1627. Body &drag_body = lock.GetBody();
  1628. if (drag_body.IsSoftBody())
  1629. {
  1630. SoftBodyMotionProperties *mp = static_cast<SoftBodyMotionProperties *>(drag_body.GetMotionProperties());
  1631. // Find closest vertex
  1632. Vec3 local_hit_position = Vec3(drag_body.GetInverseCenterOfMassTransform() * hit_position);
  1633. float closest_dist_sq = FLT_MAX;
  1634. for (SoftBodyVertex &v : mp->GetVertices())
  1635. {
  1636. float dist_sq = (v.mPosition - local_hit_position).LengthSq();
  1637. if (dist_sq < closest_dist_sq)
  1638. {
  1639. closest_dist_sq = dist_sq;
  1640. mDragVertexIndex = uint(&v - mp->GetVertices().data());
  1641. }
  1642. }
  1643. // Make the vertex kinematic
  1644. SoftBodyVertex &v = mp->GetVertex(mDragVertexIndex);
  1645. mDragVertexPreviousInvMass = v.mInvMass;
  1646. v.mInvMass = 0.0f;
  1647. }
  1648. else if (drag_body.IsDynamic())
  1649. {
  1650. // Create constraint to drag body
  1651. DistanceConstraintSettings settings;
  1652. settings.mPoint1 = settings.mPoint2 = hit_position;
  1653. settings.mLimitsSpringSettings.mFrequency = 2.0f / GetWorldScale();
  1654. settings.mLimitsSpringSettings.mDamping = 1.0f;
  1655. // Construct fixed body for the mouse constraint
  1656. // Note that we don't add it to the world since we don't want anything to collide with it, we just
  1657. // need an anchor for a constraint
  1658. Body *drag_anchor = bi.CreateBody(BodyCreationSettings(new SphereShape(0.01f), hit_position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  1659. mDragAnchor = drag_anchor;
  1660. // Construct constraint that connects the drag anchor with the body that we want to drag
  1661. mDragConstraint = settings.Create(*drag_anchor, drag_body);
  1662. mPhysicsSystem->AddConstraint(mDragConstraint);
  1663. }
  1664. }
  1665. }
  1666. }
  1667. }
  1668. else
  1669. {
  1670. if (!mKeyboard->IsKeyPressed(DIK_SPACE))
  1671. {
  1672. // If key released, destroy constraint
  1673. if (mDragConstraint != nullptr)
  1674. {
  1675. mPhysicsSystem->RemoveConstraint(mDragConstraint);
  1676. mDragConstraint = nullptr;
  1677. }
  1678. // Destroy drag anchor
  1679. if (mDragAnchor != nullptr)
  1680. {
  1681. bi.DestroyBody(mDragAnchor->GetID());
  1682. mDragAnchor = nullptr;
  1683. }
  1684. // Release dragged vertex
  1685. if (mDragVertexIndex != ~uint(0))
  1686. {
  1687. // Restore vertex mass
  1688. BodyLockWrite lock(mPhysicsSystem->GetBodyLockInterface(), mDragBody);
  1689. if (lock.Succeeded())
  1690. {
  1691. Body &body = lock.GetBody();
  1692. JPH_ASSERT(body.IsSoftBody());
  1693. SoftBodyMotionProperties *mp = static_cast<SoftBodyMotionProperties *>(body.GetMotionProperties());
  1694. mp->GetVertex(mDragVertexIndex).mInvMass = mDragVertexPreviousInvMass;
  1695. }
  1696. mDragVertexIndex = ~uint(0);
  1697. mDragVertexPreviousInvMass = 0;
  1698. }
  1699. // Forget the drag body
  1700. mDragBody = BodyID();
  1701. }
  1702. else
  1703. {
  1704. // Else drag the body to the new position
  1705. RVec3 new_pos = GetCamera().mPos + cDragRayLength * mDragFraction * GetCamera().mForward;
  1706. switch (bi.GetBodyType(mDragBody))
  1707. {
  1708. case EBodyType::RigidBody:
  1709. bi.SetPositionAndRotation(mDragAnchor->GetID(), new_pos, Quat::sIdentity(), EActivation::DontActivate);
  1710. break;
  1711. case EBodyType::SoftBody:
  1712. {
  1713. BodyLockWrite lock(mPhysicsSystem->GetBodyLockInterface(), mDragBody);
  1714. if (lock.Succeeded())
  1715. {
  1716. Body &body = lock.GetBody();
  1717. SoftBodyMotionProperties *mp = static_cast<SoftBodyMotionProperties *>(body.GetMotionProperties());
  1718. SoftBodyVertex &v = mp->GetVertex(mDragVertexIndex);
  1719. v.mVelocity = body.GetRotation().Conjugated() * Vec3(new_pos - body.GetCenterOfMassTransform() * v.mPosition) / inDeltaTime;
  1720. }
  1721. }
  1722. break;
  1723. }
  1724. // Activate other body
  1725. bi.ActivateBody(mDragBody);
  1726. }
  1727. }
  1728. }
  1729. bool SamplesApp::UpdateFrame(float inDeltaTime)
  1730. {
  1731. // Reinitialize the job system if the concurrency setting changed
  1732. if (mMaxConcurrentJobs != mJobSystem->GetMaxConcurrency())
  1733. static_cast<JobSystemThreadPool *>(mJobSystem)->SetNumThreads(mMaxConcurrentJobs - 1);
  1734. // Restart the test if the test requests this
  1735. if (mTest->NeedsRestart())
  1736. {
  1737. StartTest(mTestClass);
  1738. return true;
  1739. }
  1740. // Get the status string
  1741. mStatusString = mTest->GetStatusString();
  1742. // Select the next test if automatic testing times out
  1743. if (!CheckNextTest())
  1744. return false;
  1745. // Handle keyboard input
  1746. bool shift = mKeyboard->IsKeyPressed(DIK_LSHIFT) || mKeyboard->IsKeyPressed(DIK_RSHIFT);
  1747. #ifdef JPH_DEBUG_RENDERER
  1748. bool alt = mKeyboard->IsKeyPressed(DIK_LALT) || mKeyboard->IsKeyPressed(DIK_RALT);
  1749. #endif // JPH_DEBUG_RENDERER
  1750. for (int key = mKeyboard->GetFirstKey(); key != 0; key = mKeyboard->GetNextKey())
  1751. switch (key)
  1752. {
  1753. case DIK_R:
  1754. StartTest(mTestClass);
  1755. return true;
  1756. case DIK_N:
  1757. if (!mTestsToRun.empty())
  1758. NextTest();
  1759. break;
  1760. #ifdef JPH_DEBUG_RENDERER
  1761. case DIK_H:
  1762. if (shift)
  1763. mBodyDrawSettings.mDrawGetSupportFunction = !mBodyDrawSettings.mDrawGetSupportFunction;
  1764. else if (alt)
  1765. mDrawGetTriangles = !mDrawGetTriangles;
  1766. else
  1767. mBodyDrawSettings.mDrawShape = !mBodyDrawSettings.mDrawShape;
  1768. break;
  1769. case DIK_F:
  1770. if (shift)
  1771. mBodyDrawSettings.mDrawGetSupportingFace = !mBodyDrawSettings.mDrawGetSupportingFace;
  1772. break;
  1773. case DIK_I:
  1774. mBodyDrawSettings.mDrawMassAndInertia = !mBodyDrawSettings.mDrawMassAndInertia;
  1775. break;
  1776. case DIK_1:
  1777. ContactConstraintManager::sDrawContactPoint = !ContactConstraintManager::sDrawContactPoint;
  1778. break;
  1779. case DIK_2:
  1780. ContactConstraintManager::sDrawSupportingFaces = !ContactConstraintManager::sDrawSupportingFaces;
  1781. break;
  1782. case DIK_3:
  1783. ContactConstraintManager::sDrawContactPointReduction = !ContactConstraintManager::sDrawContactPointReduction;
  1784. break;
  1785. case DIK_C:
  1786. mDrawConstraints = !mDrawConstraints;
  1787. break;
  1788. case DIK_L:
  1789. mDrawConstraintLimits = !mDrawConstraintLimits;
  1790. break;
  1791. case DIK_M:
  1792. ContactConstraintManager::sDrawContactManifolds = !ContactConstraintManager::sDrawContactManifolds;
  1793. break;
  1794. case DIK_W:
  1795. if (alt)
  1796. mBodyDrawSettings.mDrawShapeWireframe = !mBodyDrawSettings.mDrawShapeWireframe;
  1797. break;
  1798. #endif // JPH_DEBUG_RENDERER
  1799. case DIK_COMMA:
  1800. // Back stepping
  1801. if (mPlaybackFrames.size() > 1)
  1802. {
  1803. if (mPlaybackMode == EPlaybackMode::Play)
  1804. {
  1805. JPH_ASSERT(mCurrentPlaybackFrame == -1);
  1806. mCurrentPlaybackFrame = (int)mPlaybackFrames.size() - 1;
  1807. }
  1808. mPlaybackMode = shift? EPlaybackMode::Rewind : EPlaybackMode::StepBack;
  1809. }
  1810. break;
  1811. case DIK_PERIOD:
  1812. // Forward stepping
  1813. if (mPlaybackMode != EPlaybackMode::Play)
  1814. {
  1815. JPH_ASSERT(mCurrentPlaybackFrame >= 0);
  1816. mPlaybackMode = shift? EPlaybackMode::FastForward : EPlaybackMode::StepForward;
  1817. }
  1818. break;
  1819. }
  1820. // Stop recording if record state is turned off
  1821. if (!mRecordState)
  1822. {
  1823. mPlaybackFrames.clear();
  1824. mPlaybackMode = EPlaybackMode::Play;
  1825. mCurrentPlaybackFrame = -1;
  1826. }
  1827. // Determine if we need to check deterministic simulation
  1828. bool check_determinism = mCheckDeterminism && mTest->IsDeterministic();
  1829. // Check if we've in replay mode
  1830. if (mPlaybackMode != EPlaybackMode::Play)
  1831. {
  1832. JPH_PROFILE("RestoreState");
  1833. // We're in replay mode
  1834. JPH_ASSERT(mCurrentPlaybackFrame >= 0);
  1835. // Ensure the simulation is paused
  1836. Pause(true);
  1837. // Always restore state when not paused, the debug drawing will be cleared
  1838. bool restore_state = inDeltaTime > 0.0f;
  1839. // Advance to the next frame when single stepping or unpausing
  1840. switch (mPlaybackMode)
  1841. {
  1842. case EPlaybackMode::StepBack:
  1843. mPlaybackMode = EPlaybackMode::Stop;
  1844. [[fallthrough]];
  1845. case EPlaybackMode::Rewind:
  1846. if (mCurrentPlaybackFrame > 0)
  1847. {
  1848. mCurrentPlaybackFrame--;
  1849. restore_state = true;
  1850. }
  1851. break;
  1852. case EPlaybackMode::StepForward:
  1853. mPlaybackMode = EPlaybackMode::Stop;
  1854. [[fallthrough]];
  1855. case EPlaybackMode::FastForward:
  1856. if (mCurrentPlaybackFrame < (int)mPlaybackFrames.size() - 1)
  1857. {
  1858. mCurrentPlaybackFrame++;
  1859. restore_state = true;
  1860. }
  1861. break;
  1862. case EPlaybackMode::Stop:
  1863. case EPlaybackMode::Play:
  1864. // Satisfy compiler
  1865. break;
  1866. }
  1867. // If the replay frame changed we need to update state
  1868. if (restore_state)
  1869. {
  1870. // Clear existing debug stuff so we can render this restored frame
  1871. // (if we're paused, we will otherwise not clear the debugging stuff)
  1872. ClearDebugRenderer();
  1873. // Restore state to what it was during that time
  1874. PlayBackFrame &frame = mPlaybackFrames[mCurrentPlaybackFrame];
  1875. RestoreState(frame.mState);
  1876. // Also restore input back to what it was at the time
  1877. frame.mInputState.Rewind();
  1878. mTest->RestoreInputState(frame.mInputState);
  1879. // Physics world is drawn using debug lines, when not paused
  1880. // Draw state prior to step so that debug lines are created from the same state
  1881. // (the constraints are solved on the current state and then the world is stepped)
  1882. DrawPhysics();
  1883. // Step the world (with fixed frequency)
  1884. StepPhysics(mJobSystem);
  1885. #ifdef JPH_DEBUG_RENDERER
  1886. // Draw any contacts that were collected through the contact listener
  1887. if (mContactListener)
  1888. mContactListener->DrawState();
  1889. #endif // JPH_DEBUG_RENDERER
  1890. // Validate that update result is the same as the previously recorded state
  1891. if (check_determinism && mCurrentPlaybackFrame < (int)mPlaybackFrames.size() - 1)
  1892. ValidateState(mPlaybackFrames[mCurrentPlaybackFrame + 1].mState);
  1893. }
  1894. // On the last frame go back to play mode
  1895. if (mCurrentPlaybackFrame >= (int)mPlaybackFrames.size() - 1)
  1896. {
  1897. mPlaybackMode = EPlaybackMode::Play;
  1898. mCurrentPlaybackFrame = -1;
  1899. }
  1900. // On the first frame go to stop mode
  1901. if (mCurrentPlaybackFrame == 0)
  1902. mPlaybackMode = EPlaybackMode::Stop;
  1903. }
  1904. else
  1905. {
  1906. // Normal update
  1907. JPH_ASSERT(mCurrentPlaybackFrame == -1);
  1908. if (inDeltaTime > 0.0f)
  1909. {
  1910. // Debugging functionality like shooting a ball and dragging objects
  1911. UpdateDebug(inDeltaTime);
  1912. {
  1913. // Process input, this is done once and before we save the state so that we can save the input state
  1914. JPH_PROFILE("ProcessInput");
  1915. Test::ProcessInputParams handle_input;
  1916. handle_input.mDeltaTime = 1.0f / mUpdateFrequency;
  1917. handle_input.mKeyboard = mKeyboard;
  1918. handle_input.mCameraState = GetCamera();
  1919. mTest->ProcessInput(handle_input);
  1920. }
  1921. if (mRecordState || check_determinism)
  1922. {
  1923. // Record the state prior to the step
  1924. mPlaybackFrames.push_back(PlayBackFrame());
  1925. SaveState(mPlaybackFrames.back().mState);
  1926. // Save input too
  1927. mTest->SaveInputState(mPlaybackFrames.back().mInputState);
  1928. }
  1929. // Physics world is drawn using debug lines, when not paused
  1930. // Draw state prior to step so that debug lines are created from the same state
  1931. // (the constraints are solved on the current state and then the world is stepped)
  1932. DrawPhysics();
  1933. // Update the physics world
  1934. StepPhysics(mJobSystem);
  1935. #ifdef JPH_DEBUG_RENDERER
  1936. // Draw any contacts that were collected through the contact listener
  1937. if (mContactListener)
  1938. mContactListener->DrawState();
  1939. #endif // JPH_DEBUG_RENDERER
  1940. if (check_determinism)
  1941. {
  1942. // Save the current state
  1943. StateRecorderImpl post_step_state;
  1944. SaveState(post_step_state);
  1945. // Restore to the previous state
  1946. PlayBackFrame &frame = mPlaybackFrames.back();
  1947. RestoreState(frame.mState);
  1948. // Also restore input back to what it was at the time
  1949. frame.mInputState.Rewind();
  1950. mTest->RestoreInputState(frame.mInputState);
  1951. // Step again
  1952. StepPhysics(mJobSystemValidating);
  1953. // Validate that the result is the same
  1954. ValidateState(post_step_state);
  1955. }
  1956. }
  1957. }
  1958. return true;
  1959. }
  1960. void SamplesApp::DrawPhysics()
  1961. {
  1962. #ifdef JPH_DEBUG_RENDERER
  1963. mPhysicsSystem->DrawBodies(mBodyDrawSettings, mDebugRenderer);
  1964. if (mDrawConstraints)
  1965. mPhysicsSystem->DrawConstraints(mDebugRenderer);
  1966. if (mDrawConstraintLimits)
  1967. mPhysicsSystem->DrawConstraintLimits(mDebugRenderer);
  1968. if (mDrawConstraintReferenceFrame)
  1969. mPhysicsSystem->DrawConstraintReferenceFrame(mDebugRenderer);
  1970. if (mDrawPhysicsSystemBounds)
  1971. mDebugRenderer->DrawWireBox(mPhysicsSystem->GetBounds(), Color::sGreen);
  1972. #endif // JPH_DEBUG_RENDERER
  1973. // This map collects the shapes that we used this frame
  1974. ShapeToGeometryMap shape_to_geometry;
  1975. #ifdef JPH_DEBUG_RENDERER
  1976. if (mDrawGetTriangles)
  1977. #endif // JPH_DEBUG_RENDERER
  1978. {
  1979. JPH_PROFILE("DrawGetTriangles");
  1980. // Iterate through all active bodies
  1981. BodyIDVector bodies;
  1982. mPhysicsSystem->GetBodies(bodies);
  1983. const BodyLockInterface &bli = mPhysicsSystem->GetBodyLockInterface();
  1984. for (BodyID b : bodies)
  1985. {
  1986. // Get the body
  1987. BodyLockRead lock(bli, b);
  1988. if (lock.SucceededAndIsInBroadPhase())
  1989. {
  1990. // Collect all leaf shapes for the body and their transforms
  1991. const Body &body = lock.GetBody();
  1992. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1993. body.GetTransformedShape().CollectTransformedShapes(body.GetWorldSpaceBounds(), collector);
  1994. // Draw all leaf shapes
  1995. for (const TransformedShape &transformed_shape : collector.mHits)
  1996. {
  1997. DebugRenderer::GeometryRef geometry;
  1998. // Find geometry from previous frame
  1999. ShapeToGeometryMap::iterator map_iterator = mShapeToGeometry.find(transformed_shape.mShape);
  2000. if (map_iterator != mShapeToGeometry.end())
  2001. geometry = map_iterator->second;
  2002. if (geometry == nullptr)
  2003. {
  2004. // Find geometry from this frame
  2005. map_iterator = shape_to_geometry.find(transformed_shape.mShape);
  2006. if (map_iterator != shape_to_geometry.end())
  2007. geometry = map_iterator->second;
  2008. }
  2009. if (geometry == nullptr)
  2010. {
  2011. // Geometry not cached
  2012. Array<DebugRenderer::Triangle> triangles;
  2013. // Start iterating all triangles of the shape
  2014. Shape::GetTrianglesContext context;
  2015. transformed_shape.mShape->GetTrianglesStart(context, AABox::sBiggest(), Vec3::sZero(), Quat::sIdentity(), Vec3::sReplicate(1.0f));
  2016. for (;;)
  2017. {
  2018. // Get the next batch of vertices
  2019. constexpr int cMaxTriangles = 1000;
  2020. Float3 vertices[3 * cMaxTriangles];
  2021. int triangle_count = transformed_shape.mShape->GetTrianglesNext(context, cMaxTriangles, vertices);
  2022. if (triangle_count == 0)
  2023. break;
  2024. // Allocate space for triangles
  2025. size_t output_index = triangles.size();
  2026. triangles.resize(triangles.size() + triangle_count);
  2027. DebugRenderer::Triangle *triangle = &triangles[output_index];
  2028. // Convert to a renderable triangle
  2029. for (int vertex = 0, vertex_max = 3 * triangle_count; vertex < vertex_max; vertex += 3, ++triangle)
  2030. {
  2031. // Get the vertices
  2032. Vec3 v1(vertices[vertex + 0]);
  2033. Vec3 v2(vertices[vertex + 1]);
  2034. Vec3 v3(vertices[vertex + 2]);
  2035. // Calculate the normal
  2036. Float3 normal;
  2037. (v2 - v1).Cross(v3 - v1).NormalizedOr(Vec3::sZero()).StoreFloat3(&normal);
  2038. v1.StoreFloat3(&triangle->mV[0].mPosition);
  2039. triangle->mV[0].mNormal = normal;
  2040. triangle->mV[0].mColor = Color::sWhite;
  2041. triangle->mV[0].mUV = Float2(0, 0);
  2042. v2.StoreFloat3(&triangle->mV[1].mPosition);
  2043. triangle->mV[1].mNormal = normal;
  2044. triangle->mV[1].mColor = Color::sWhite;
  2045. triangle->mV[1].mUV = Float2(0, 0);
  2046. v3.StoreFloat3(&triangle->mV[2].mPosition);
  2047. triangle->mV[2].mNormal = normal;
  2048. triangle->mV[2].mColor = Color::sWhite;
  2049. triangle->mV[2].mUV = Float2(0, 0);
  2050. }
  2051. }
  2052. // Convert to geometry
  2053. geometry = new DebugRenderer::Geometry(mDebugRenderer->CreateTriangleBatch(triangles), transformed_shape.mShape->GetLocalBounds());
  2054. }
  2055. // Ensure that we cache the geometry for next frame
  2056. // Don't cache soft bodies as their shape changes every frame
  2057. if (!body.IsSoftBody())
  2058. shape_to_geometry[transformed_shape.mShape] = geometry;
  2059. // Determine color
  2060. Color color;
  2061. switch (body.GetMotionType())
  2062. {
  2063. case EMotionType::Static:
  2064. color = Color::sGrey;
  2065. break;
  2066. case EMotionType::Kinematic:
  2067. color = Color::sGreen;
  2068. break;
  2069. case EMotionType::Dynamic:
  2070. color = Color::sGetDistinctColor(body.GetID().GetIndex());
  2071. break;
  2072. default:
  2073. JPH_ASSERT(false);
  2074. color = Color::sBlack;
  2075. break;
  2076. }
  2077. // Draw the geometry
  2078. Vec3 scale = transformed_shape.GetShapeScale();
  2079. bool inside_out = ScaleHelpers::IsInsideOut(scale);
  2080. RMat44 matrix = transformed_shape.GetCenterOfMassTransform().PreScaled(scale);
  2081. mDebugRenderer->DrawGeometry(matrix, color, geometry, inside_out? DebugRenderer::ECullMode::CullFrontFace : DebugRenderer::ECullMode::CullBackFace, DebugRenderer::ECastShadow::On, body.IsSensor()? DebugRenderer::EDrawMode::Wireframe : DebugRenderer::EDrawMode::Solid);
  2082. }
  2083. }
  2084. }
  2085. }
  2086. // Replace the map with the newly created map so that shapes that we don't draw / were removed are released
  2087. mShapeToGeometry = std::move(shape_to_geometry);
  2088. }
  2089. void SamplesApp::StepPhysics(JobSystem *inJobSystem)
  2090. {
  2091. float delta_time = 1.0f / mUpdateFrequency;
  2092. {
  2093. // Pre update
  2094. JPH_PROFILE("PrePhysicsUpdate");
  2095. Test::PreUpdateParams pre_update;
  2096. pre_update.mDeltaTime = delta_time;
  2097. pre_update.mCameraState = GetCamera();
  2098. #ifdef JPH_DEBUG_RENDERER
  2099. pre_update.mPoseDrawSettings = &mPoseDrawSettings;
  2100. #endif // JPH_DEBUG_RENDERER
  2101. mTest->PrePhysicsUpdate(pre_update);
  2102. }
  2103. // Remember start time
  2104. chrono::high_resolution_clock::time_point clock_start = chrono::high_resolution_clock::now();
  2105. // Step the world (with fixed frequency)
  2106. mPhysicsSystem->Update(delta_time, mCollisionSteps, mTempAllocator, inJobSystem);
  2107. #ifndef JPH_DISABLE_TEMP_ALLOCATOR
  2108. JPH_ASSERT(static_cast<TempAllocatorImpl *>(mTempAllocator)->IsEmpty());
  2109. #endif // JPH_DISABLE_TEMP_ALLOCATOR
  2110. // Accumulate time
  2111. chrono::high_resolution_clock::time_point clock_end = chrono::high_resolution_clock::now();
  2112. chrono::microseconds duration = chrono::duration_cast<chrono::microseconds>(clock_end - clock_start);
  2113. mTotalTime += duration;
  2114. mStepNumber++;
  2115. // Print timing information
  2116. constexpr uint cNumSteps = 60;
  2117. if (mStepNumber % cNumSteps == 0)
  2118. {
  2119. Trace("Timing: %u, %llu", mStepNumber / cNumSteps, static_cast<unsigned long long>(mTotalTime.count()) / cNumSteps);
  2120. mTotalTime = chrono::microseconds(0);
  2121. }
  2122. #ifdef JPH_TRACK_BROADPHASE_STATS
  2123. if (mStepNumber % 600 == 0)
  2124. mPhysicsSystem->ReportBroadphaseStats();
  2125. #endif // JPH_TRACK_BROADPHASE_STATS
  2126. #ifdef JPH_TRACK_NARROWPHASE_STATS
  2127. if (mStepNumber % 600 == 0)
  2128. NarrowPhaseStat::sReportStats();
  2129. #endif // JPH_TRACK_NARROWPHASE_STATS
  2130. {
  2131. // Post update
  2132. JPH_PROFILE("PostPhysicsUpdate");
  2133. mTest->PostPhysicsUpdate(delta_time);
  2134. }
  2135. }
  2136. void SamplesApp::SaveState(StateRecorderImpl &inStream)
  2137. {
  2138. mTest->SaveState(inStream);
  2139. if (mContactListener)
  2140. mContactListener->SaveState(inStream);
  2141. mPhysicsSystem->SaveState(inStream);
  2142. }
  2143. void SamplesApp::RestoreState(StateRecorderImpl &inStream)
  2144. {
  2145. inStream.Rewind();
  2146. // Restore the state of the test first, this is needed because the test can make changes to
  2147. // the state of bodies that is not tracked by the PhysicsSystem::SaveState.
  2148. // E.g. in the ChangeShapeTest the shape is restored here, which needs to be done first
  2149. // because changing the shape changes Body::mPosition when the center of mass changes.
  2150. mTest->RestoreState(inStream);
  2151. if (mContactListener)
  2152. mContactListener->RestoreState(inStream);
  2153. if (!mPhysicsSystem->RestoreState(inStream))
  2154. FatalError("Failed to restore physics state");
  2155. }
  2156. void SamplesApp::ValidateState(StateRecorderImpl &inExpectedState)
  2157. {
  2158. // Save state
  2159. StateRecorderImpl current_state;
  2160. SaveState(current_state);
  2161. // Compare state with expected state
  2162. if (!current_state.IsEqual(inExpectedState))
  2163. {
  2164. // Mark this stream to break whenever it detects a memory change during reading
  2165. inExpectedState.SetValidating(true);
  2166. // Restore state. Anything that changes indicates a problem with the deterministic simulation.
  2167. RestoreState(inExpectedState);
  2168. // Turn change detection off again
  2169. inExpectedState.SetValidating(false);
  2170. }
  2171. }
  2172. void SamplesApp::GetInitialCamera(CameraState &ioState) const
  2173. {
  2174. // Default if the test doesn't override it
  2175. ioState.mPos = GetWorldScale() * RVec3(30, 10, 30);
  2176. ioState.mForward = -Vec3(ioState.mPos).Normalized();
  2177. ioState.mFarPlane = 1000.0f;
  2178. mTest->GetInitialCamera(ioState);
  2179. }
  2180. RMat44 SamplesApp::GetCameraPivot(float inCameraHeading, float inCameraPitch) const
  2181. {
  2182. return mTest->GetCameraPivot(inCameraHeading, inCameraPitch);
  2183. }
  2184. float SamplesApp::GetWorldScale() const
  2185. {
  2186. return mTest != nullptr? mTest->GetWorldScale() : 1.0f;
  2187. }
  2188. ENTRY_POINT(SamplesApp, RegisterCustomMemoryHook)