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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include "UnitTestFramework.h"
- #include "PhysicsTestContext.h"
- #include "Layers.h"
- #include "LoggingBodyActivationListener.h"
- #include "LoggingContactListener.h"
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/Shape/SphereShape.h>
- #include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
- #include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
- #include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
- #include <Jolt/Physics/Collision/RayCast.h>
- #include <Jolt/Physics/Collision/CastResult.h>
- #include <Jolt/Physics/Collision/BroadPhase/BroadPhase.h>
- #include <Jolt/Physics/Body/BodyLockMulti.h>
- #include <Jolt/Physics/Constraints/PointConstraint.h>
- #include <Jolt/Physics/StateRecorderImpl.h>
- JPH_SUPPRESS_WARNINGS_STD_BEGIN
- #include <cstring>
- JPH_SUPPRESS_WARNINGS_STD_END
- TEST_SUITE("PhysicsTests")
- {
- // Gravity vector
- const Vec3 cGravity = Vec3(0.0f, -9.81f, 0.0f);
- // Test the test framework's helper functions
- TEST_CASE("TestPhysicsTestContext")
- {
- // Test that the Symplectic Euler integrator is close enough to the real value
- const float cSimulationTime = 2.0f;
- // For position: x = x0 + v0 * t + 1/2 * a * t^2
- const RVec3 cInitialPos(0.0f, 10.0f, 0.0f);
- PhysicsTestContext c;
- RVec3 simulated_pos = c.PredictPosition(cInitialPos, Vec3::sZero(), cGravity, cSimulationTime);
- RVec3 integrated_position = cInitialPos + 0.5f * cGravity * Square(cSimulationTime);
- CHECK_APPROX_EQUAL(integrated_position, simulated_pos, 0.2f);
- // For rotation
- const Quat cInitialRot(Quat::sRotation(Vec3::sAxisY(), 0.1f));
- const Vec3 cAngularAcceleration(0.0f, 2.0f, 0.0f);
- Quat simulated_rot = c.PredictOrientation(cInitialRot, Vec3::sZero(), cAngularAcceleration, cSimulationTime);
- Vec3 integrated_acceleration = 0.5f * cAngularAcceleration * Square(cSimulationTime);
- float integrated_acceleration_len = integrated_acceleration.Length();
- Quat integrated_rot = Quat::sRotation(integrated_acceleration / integrated_acceleration_len, integrated_acceleration_len) * cInitialRot;
- CHECK_APPROX_EQUAL(integrated_rot, simulated_rot, 0.02f);
- }
- TEST_CASE("TestPhysicsBodyLock")
- {
- PhysicsTestContext c;
- // Check that we cannot lock the invalid body ID
- {
- BodyLockRead lock(c.GetSystem()->GetBodyLockInterface(), BodyID());
- CHECK_FALSE(lock.Succeeded());
- CHECK_FALSE(lock.SucceededAndIsInBroadPhase());
- }
- BodyID body1_id;
- {
- // Create a box
- Body &body1 = c.CreateBox(RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, 0, Vec3::sOne());
- body1_id = body1.GetID();
- CHECK(body1_id.GetIndex() == 0);
- CHECK(body1_id.GetSequenceNumber() == 1);
- // Create another box
- Body &body2 = c.CreateBox(RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, 0, Vec3::sOne());
- BodyID body2_id = body2.GetID();
- CHECK(body2_id.GetIndex() == 1);
- CHECK(body2_id.GetSequenceNumber() == 1);
- // Check that we can lock the first box
- {
- BodyLockRead lock1(c.GetSystem()->GetBodyLockInterface(), body1_id);
- CHECK(lock1.Succeeded());
- CHECK(lock1.SucceededAndIsInBroadPhase());
- }
- // Remove the first box
- c.GetSystem()->GetBodyInterface().RemoveBody(body1_id);
- // Check that we can lock the first box
- {
- BodyLockWrite lock1(c.GetSystem()->GetBodyLockInterface(), body1_id);
- CHECK(lock1.Succeeded());
- CHECK_FALSE(lock1.SucceededAndIsInBroadPhase());
- }
- // Destroy the first box
- c.GetSystem()->GetBodyInterface().DestroyBody(body1_id);
- // Check that we can not lock the body anymore
- {
- BodyLockWrite lock1(c.GetSystem()->GetBodyLockInterface(), body1_id);
- CHECK_FALSE(lock1.Succeeded());
- CHECK_FALSE(lock1.SucceededAndIsInBroadPhase());
- }
- }
- // Create another box
- Body &body3 = c.CreateBox(RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, 0, Vec3::sOne());
- BodyID body3_id = body3.GetID();
- CHECK(body3_id.GetIndex() == 0); // Check index reused
- CHECK(body3_id.GetSequenceNumber() == 2); // Check sequence number changed
- // Check that we can lock it
- {
- BodyLockRead lock3(c.GetSystem()->GetBodyLockInterface(), body3_id);
- CHECK(lock3.Succeeded());
- CHECK(lock3.SucceededAndIsInBroadPhase());
- }
- // Check that we can't lock the old body with the same body index anymore
- {
- BodyLockRead lock1(c.GetSystem()->GetBodyLockInterface(), body1_id);
- CHECK_FALSE(lock1.Succeeded());
- CHECK_FALSE(lock1.SucceededAndIsInBroadPhase());
- }
- }
- TEST_CASE("TestPhysicsBodyLockMulti")
- {
- PhysicsTestContext c;
- // Check that we cannot lock the invalid body ID
- {
- BodyID bodies[] = { BodyID(), BodyID() };
- BodyLockMultiRead lock(c.GetSystem()->GetBodyLockInterface(), bodies, 2);
- CHECK(lock.GetBody(0) == nullptr);
- CHECK(lock.GetBody(1) == nullptr);
- }
- {
- // Create two bodies
- Body &body1 = c.CreateBox(RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, 0, Vec3::sOne());
- Body &body2 = c.CreateBox(RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, 0, Vec3::sOne());
- BodyID bodies[] = { body1.GetID(), body2.GetID() };
- {
- // Lock the bodies
- BodyLockMultiWrite lock(c.GetSystem()->GetBodyLockInterface(), bodies, 2);
- CHECK(lock.GetBody(0) == &body1);
- CHECK(lock.GetBody(1) == &body2);
- }
- // Destroy body 1
- c.GetSystem()->GetBodyInterface().RemoveBody(bodies[0]);
- c.GetSystem()->GetBodyInterface().DestroyBody(bodies[0]);
- {
- // Lock the bodies
- BodyLockMultiRead lock(c.GetSystem()->GetBodyLockInterface(), bodies, 2);
- CHECK(lock.GetBody(0) == nullptr);
- CHECK(lock.GetBody(1) == &body2);
- }
- }
- }
- TEST_CASE("TestPhysicsBodyID")
- {
- {
- BodyID body_id(0);
- CHECK(body_id.GetIndex() == 0);
- CHECK(body_id.GetSequenceNumber() == 0);
- }
- {
- BodyID body_id(~BodyID::cBroadPhaseBit);
- CHECK(body_id.GetIndex() == BodyID::cMaxBodyIndex);
- CHECK(body_id.GetSequenceNumber() == BodyID::cMaxSequenceNumber);
- }
- }
- TEST_CASE("TestPhysicsBodyIDSequenceNumber")
- {
- PhysicsTestContext c;
- BodyInterface &bi = c.GetBodyInterface();
- // Create a body and check it's id
- BodyID body0_id = c.CreateBox(RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3(1, 1, 1)).GetID();
- CHECK(body0_id == BodyID(0, 1)); // Body 0, sequence number 1
- // Check that the sequence numbers aren't reused until after 256 iterations
- for (int seq_no = 1; seq_no < 258; ++seq_no)
- {
- BodyID body1_id = c.CreateBox(RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3(1, 1, 1)).GetID();
- CHECK(body1_id == BodyID(1, uint8(seq_no))); // Body 1
- bi.RemoveBody(body1_id);
- bi.DestroyBody(body1_id);
- }
- bi.RemoveBody(body0_id);
- bi.DestroyBody(body0_id);
- }
- TEST_CASE("TestPhysicsBodyIDOverride")
- {
- PhysicsTestContext c;
- BodyInterface &bi = c.GetBodyInterface();
- // Dummy creation settings
- BodyCreationSettings bc(new BoxShape(Vec3::sOne()), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
- // Create a body
- Body *b1 = bi.CreateBody(bc);
- CHECK(b1->GetID() == BodyID(0, 1));
- // Create body with same ID and same sequence number
- Body *b2 = bi.CreateBodyWithID(BodyID(0, 1), bc);
- CHECK(b2 == nullptr);
- // Create body with same ID and different sequence number
- b2 = bi.CreateBodyWithID(BodyID(0, 2), bc);
- CHECK(b2 == nullptr);
- // Create body with different ID (leave 1 open slot)
- b2 = bi.CreateBodyWithoutID(bc); // Using syntax that allows separation of allocation and assigning an ID
- CHECK(b2 != nullptr);
- CHECK(b2->GetID().IsInvalid());
- bi.AssignBodyID(b2, BodyID(2, 1));
- CHECK(b2->GetID() == BodyID(2, 1));
- // Create another body and check that the open slot is returned
- Body *b3 = bi.CreateBody(bc);
- CHECK(b3->GetID() == BodyID(1, 1));
- // Create another body and check that we do not hand out the body with specified ID
- Body *b4 = bi.CreateBody(bc);
- CHECK(b4->GetID() == BodyID(3, 1));
- // Delete and recreate body 4
- CHECK(bi.CreateBodyWithID(BodyID(3, 1), bc) == nullptr);
- bi.DestroyBody(b4->GetID());
- b4 = bi.CreateBodyWithID(BodyID(3, 1), bc);
- CHECK(b4 != nullptr);
- CHECK(b4->GetID() == BodyID(3, 1));
- // Destroy 1st body
- CHECK(bi.UnassignBodyID(b1->GetID()) == b1); // Use syntax that allows separation of unassigning and deallocation
- CHECK(b1->GetID().IsInvalid());
- bi.DestroyBodyWithoutID(b1);
- // Clean up remaining bodies
- bi.DestroyBody(b2->GetID());
- bi.DestroyBody(b3->GetID());
- bi.DestroyBody(b4->GetID());
- // Recreate body 1
- b1 = bi.CreateBodyWithID(BodyID(0, 1), bc);
- CHECK(b1 != nullptr);
- CHECK(b1->GetID() == BodyID(0, 1));
- // Destroy last body
- bi.DestroyBody(b1->GetID());
- }
- TEST_CASE("TestPhysicsBodyUserData")
- {
- PhysicsTestContext c;
- BodyInterface &bi = c.GetBodyInterface();
- // Create a body and pass user data through the creation settings
- BodyCreationSettings body_settings(new BoxShape(Vec3::sOne()), RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
- body_settings.mUserData = 0x1234567887654321;
- Body *body = bi.CreateBody(body_settings);
- CHECK(body->GetUserData() == 0x1234567887654321);
- // Change the user data
- body->SetUserData(0x5678123443218765);
- CHECK(body->GetUserData() == 0x5678123443218765);
- // Convert back to body settings
- BodyCreationSettings body_settings2 = body->GetBodyCreationSettings();
- CHECK(body_settings2.mUserData == 0x5678123443218765);
- }
- TEST_CASE("TestPhysicsConstraintUserData")
- {
- PhysicsTestContext c;
- // Create a body
- Body &body = c.CreateBox(RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sOne());
- // Create constraint with user data
- PointConstraintSettings constraint_settings;
- constraint_settings.mUserData = 0x1234567887654321;
- Ref<Constraint> constraint = constraint_settings.Create(body, Body::sFixedToWorld);
- CHECK(constraint->GetUserData() == 0x1234567887654321);
- // Change the user data
- constraint->SetUserData(0x5678123443218765);
- CHECK(constraint->GetUserData() == 0x5678123443218765);
- // Convert back to constraint settings
- Ref<ConstraintSettings> constraint_settings2 = constraint->GetConstraintSettings();
- CHECK(constraint_settings2->mUserData == 0x5678123443218765);
- }
- TEST_CASE("TestPhysicsPosition")
- {
- PhysicsTestContext c;
- BodyInterface &bi = c.GetBodyInterface();
- // Translate / rotate the box
- Vec3 box_pos(1, 2, 3);
- Quat box_rotation = Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI);
- // Translate / rotate the body
- RVec3 body_pos(4, 5, 6);
- Quat body_rotation = Quat::sRotation(Vec3::sAxisY(), 0.3f * JPH_PI);
- RMat44 body_transform = RMat44::sRotationTranslation(body_rotation, body_pos);
- RMat44 com_transform = body_transform * Mat44::sTranslation(box_pos);
- // Create body
- BodyCreationSettings body_settings(new RotatedTranslatedShapeSettings(box_pos, box_rotation, new BoxShape(Vec3::sOne())), body_pos, body_rotation, EMotionType::Static, Layers::NON_MOVING);
- Body *body = bi.CreateBody(body_settings);
- // Check that the correct positions / rotations are reported
- CHECK_APPROX_EQUAL(body->GetPosition(), body_pos);
- CHECK_APPROX_EQUAL(body->GetRotation(), body_rotation);
- CHECK_APPROX_EQUAL(body->GetWorldTransform(), body_transform);
- CHECK_APPROX_EQUAL(body->GetCenterOfMassPosition(), com_transform.GetTranslation());
- CHECK_APPROX_EQUAL(body->GetCenterOfMassTransform(), com_transform);
- CHECK_APPROX_EQUAL(body->GetInverseCenterOfMassTransform(), com_transform.InversedRotationTranslation(), 1.0e-5f);
- }
- TEST_CASE("TestPhysicsOverrideMassAndInertia")
- {
- PhysicsTestContext c;
- BodyInterface &bi = c.GetBodyInterface();
- const float cDensity = 1234.0f;
- const Vec3 cBoxExtent(2.0f, 4.0f, 6.0f);
- const float cExpectedMass = cBoxExtent.GetX() * cBoxExtent.GetY() * cBoxExtent.GetZ() * cDensity;
- // See: https://en.wikipedia.org/wiki/List_of_moments_of_inertia
- const Vec3 cSquaredExtents = Vec3(Square(cBoxExtent.GetY()) + Square(cBoxExtent.GetZ()), Square(cBoxExtent.GetX()) + Square(cBoxExtent.GetZ()), Square(cBoxExtent.GetX()) + Square(cBoxExtent.GetY()));
- const Vec3 cExpectedInertiaDiagonal = cExpectedMass / 12.0f * cSquaredExtents;
- Ref<BoxShapeSettings> shape_settings = new BoxShapeSettings(0.5f * cBoxExtent);
- shape_settings->SetDensity(cDensity);
- BodyCreationSettings body_settings(shape_settings, RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
- // Create body as is
- Body &b1 = *bi.CreateBody(body_settings);
- CHECK_APPROX_EQUAL(b1.GetMotionProperties()->GetInverseMass(), 1.0f / cExpectedMass);
- CHECK_APPROX_EQUAL(b1.GetMotionProperties()->GetInertiaRotation(), Quat::sIdentity());
- CHECK_APPROX_EQUAL(b1.GetMotionProperties()->GetInverseInertiaDiagonal(), cExpectedInertiaDiagonal.Reciprocal());
- // Scale the mass and check that the mass and inertia are correct
- const float cNewMass = 2.0f;
- b1.GetMotionProperties()->ScaleToMass(cNewMass);
- const Vec3 cNewExpectedInertiaDiagonal = cNewMass / 12.0f * cSquaredExtents;
- CHECK_APPROX_EQUAL(b1.GetMotionProperties()->GetInverseMass(), 1.0f / cNewMass);
- CHECK_APPROX_EQUAL(b1.GetMotionProperties()->GetInertiaRotation(), Quat::sIdentity());
- CHECK_APPROX_EQUAL(b1.GetMotionProperties()->GetInverseInertiaDiagonal(), cNewExpectedInertiaDiagonal.Reciprocal());
- // Override only the mass
- const float cOverriddenMass = 13.0f;
- const Vec3 cOverriddenMassInertiaDiagonal = cOverriddenMass / 12.0f * cSquaredExtents;
- body_settings.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
- body_settings.mMassPropertiesOverride.mMass = cOverriddenMass;
- Body &b2 = *bi.CreateBody(body_settings);
- CHECK_APPROX_EQUAL(b2.GetMotionProperties()->GetInverseMass(), 1.0f / cOverriddenMass);
- CHECK_APPROX_EQUAL(b2.GetMotionProperties()->GetInertiaRotation(), Quat::sIdentity());
- CHECK_APPROX_EQUAL(b2.GetMotionProperties()->GetInverseInertiaDiagonal(), cOverriddenMassInertiaDiagonal.Reciprocal());
- // Override both the mass and inertia
- const Vec3 cOverriddenInertiaDiagonal(3.0f, 2.0f, 1.0f); // From big to small so that MassProperties::DecomposePrincipalMomentsOfInertia returns the same rotation as we put in
- const Quat cOverriddenInertiaRotation = Quat::sRotation(Vec3(1, 1, 1).Normalized(), 0.1f * JPH_PI);
- body_settings.mOverrideMassProperties = EOverrideMassProperties::MassAndInertiaProvided;
- body_settings.mMassPropertiesOverride.mInertia = Mat44::sRotation(cOverriddenInertiaRotation) * Mat44::sScale(cOverriddenInertiaDiagonal) * Mat44::sRotation(cOverriddenInertiaRotation.Inversed());
- Body &b3 = *bi.CreateBody(body_settings);
- CHECK_APPROX_EQUAL(b3.GetMotionProperties()->GetInverseMass(), 1.0f / cOverriddenMass);
- CHECK_APPROX_EQUAL(b3.GetMotionProperties()->GetInertiaRotation(), cOverriddenInertiaRotation);
- CHECK_APPROX_EQUAL(b3.GetMotionProperties()->GetInverseInertiaDiagonal(), cOverriddenInertiaDiagonal.Reciprocal());
- }
- // Test a box free falling under gravity
- static void TestPhysicsFreeFall(PhysicsTestContext &ioContext)
- {
- const RVec3 cInitialPos(0.0f, 10.0f, 0.0f);
- const float cSimulationTime = 2.0f;
- // Create box
- Body &body = ioContext.CreateBox(cInitialPos, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3(1, 1, 1));
- CHECK_APPROX_EQUAL(cInitialPos, body.GetPosition());
- CHECK_APPROX_EQUAL(Vec3::sZero(), body.GetLinearVelocity());
- ioContext.Simulate(cSimulationTime);
- // Test resulting velocity (due to gravity)
- CHECK_APPROX_EQUAL(cSimulationTime * cGravity, body.GetLinearVelocity(), 1.0e-4f);
- // Test resulting position
- RVec3 expected_pos = ioContext.PredictPosition(cInitialPos, Vec3::sZero(), cGravity, cSimulationTime);
- CHECK_APPROX_EQUAL(expected_pos, body.GetPosition());
- }
- TEST_CASE("TestPhysicsFreeFall")
- {
- PhysicsTestContext c1(1.0f / 60.0f, 1);
- TestPhysicsFreeFall(c1);
- PhysicsTestContext c2(2.0f / 60.0f, 2);
- TestPhysicsFreeFall(c2);
- PhysicsTestContext c4(4.0f / 60.0f, 4);
- TestPhysicsFreeFall(c4);
- }
- // Test acceleration of a box with force applied
- static void TestPhysicsApplyForce(PhysicsTestContext &ioContext)
- {
- const RVec3 cInitialPos(0.0f, 10.0f, 0.0f);
- const Vec3 cAcceleration(2.0f, 0.0f, 0.0f);
- const float cSimulationTime = 2.0f;
- // Create box
- Body &body = ioContext.CreateBox(cInitialPos, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3(1, 1, 1));
- CHECK_APPROX_EQUAL(cInitialPos, body.GetPosition());
- CHECK_APPROX_EQUAL(Vec3::sZero(), body.GetLinearVelocity());
- // Validate mass
- float mass = Cubed(2.0f) * 1000.0f; // Density * Volume
- CHECK_APPROX_EQUAL(1.0f / mass, body.GetMotionProperties()->GetInverseMass());
- // Simulate while applying force
- ioContext.Simulate(cSimulationTime, [&]() { body.AddForce(mass * cAcceleration); });
- // Test resulting velocity (due to gravity and applied force)
- CHECK_APPROX_EQUAL(cSimulationTime * (cGravity + cAcceleration), body.GetLinearVelocity(), 1.0e-4f);
- // Test resulting position
- RVec3 expected_pos = ioContext.PredictPosition(cInitialPos, Vec3::sZero(), cGravity + cAcceleration, cSimulationTime);
- CHECK_APPROX_EQUAL(expected_pos, body.GetPosition());
- }
- TEST_CASE("TestPhysicsApplyForce")
- {
- PhysicsTestContext c1(1.0f / 60.0f, 1);
- TestPhysicsApplyForce(c1);
- PhysicsTestContext c2(2.0f / 60.0f, 2);
- TestPhysicsApplyForce(c2);
- PhysicsTestContext c4(4.0f / 60.0f, 4);
- TestPhysicsApplyForce(c4);
- }
- // Test angular acceleration for a box by applying torque every frame
- static void TestPhysicsApplyTorque(PhysicsTestContext &ioContext)
- {
- const RVec3 cInitialPos(0.0f, 10.0f, 0.0f);
- const Vec3 cAngularAcceleration(0.0f, 2.0f, 0.0f);
- const float cSimulationTime = 2.0f;
- // Create box
- Body &body = ioContext.CreateBox(cInitialPos, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3(1, 1, 1));
- CHECK_APPROX_EQUAL(Quat::sIdentity(), body.GetRotation());
- CHECK_APPROX_EQUAL(Vec3::sZero(), body.GetAngularVelocity());
- // Validate mass and inertia
- constexpr float mass = Cubed(2.0f) * 1000.0f; // Density * Volume
- CHECK_APPROX_EQUAL(1.0f / mass, body.GetMotionProperties()->GetInverseMass());
- constexpr float inertia = mass * 8.0f / 12.0f; // See: https://en.wikipedia.org/wiki/List_of_moments_of_inertia
- CHECK_APPROX_EQUAL(Mat44::sScale(1.0f / inertia), body.GetMotionProperties()->GetLocalSpaceInverseInertia());
- // Simulate while applying torque
- ioContext.Simulate(cSimulationTime, [&]() { body.AddTorque(inertia * cAngularAcceleration); });
- // Get resulting angular velocity
- CHECK_APPROX_EQUAL(cSimulationTime * cAngularAcceleration, body.GetAngularVelocity(), 1.0e-4f);
- // Test resulting rotation
- Quat expected_rot = ioContext.PredictOrientation(Quat::sIdentity(), Vec3::sZero(), cAngularAcceleration, cSimulationTime);
- CHECK_APPROX_EQUAL(expected_rot, body.GetRotation(), 1.0e-4f);
- }
- TEST_CASE("TestPhysicsApplyTorque")
- {
- PhysicsTestContext c1(1.0f / 60.0f, 1);
- TestPhysicsApplyTorque(c1);
- PhysicsTestContext c2(2.0f / 60.0f, 2);
- TestPhysicsApplyTorque(c2);
- PhysicsTestContext c4(4.0f / 60.0f, 4);
- TestPhysicsApplyTorque(c4);
- }
- // Let a sphere bounce on the floor with restitution = 1
- static void TestPhysicsCollisionElastic(PhysicsTestContext &ioContext)
- {
- const float cSimulationTime = 1.0f;
- const RVec3 cDistanceTraveled = ioContext.PredictPosition(RVec3::sZero(), Vec3::sZero(), cGravity, cSimulationTime);
- const float cFloorHitEpsilon = 1.0e-4f; // Apply epsilon so that we're sure that the collision algorithm will find a collision
- const RVec3 cFloorHitPos(0.0f, 1.0f - cFloorHitEpsilon, 0.0f); // Sphere with radius 1 will hit floor when 1 above the floor
- const RVec3 cInitialPos = cFloorHitPos - cDistanceTraveled;
- // Create sphere
- ioContext.CreateFloor();
- Body &body = ioContext.CreateSphere(cInitialPos, 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
- body.SetRestitution(1.0f);
- // Simulate until at floor
- ioContext.Simulate(cSimulationTime);
- CHECK_APPROX_EQUAL(cFloorHitPos, body.GetPosition());
- // Assert collision not yet processed
- CHECK_APPROX_EQUAL(cSimulationTime * cGravity, body.GetLinearVelocity(), 1.0e-4f);
- // Simulate one more step to process the collision
- ioContext.SimulateSingleStep();
- // Assert that collision is processed and velocity is reversed (which is required for a fully elastic collision).
- float sub_step_delta_time = ioContext.GetStepDeltaTime();
- float remaining_step_time = ioContext.GetDeltaTime() - ioContext.GetStepDeltaTime();
- Vec3 reflected_velocity_after_sub_step = -cSimulationTime * cGravity;
- Vec3 reflected_velocity_after_full_step = reflected_velocity_after_sub_step + remaining_step_time * cGravity;
- CHECK_APPROX_EQUAL(reflected_velocity_after_full_step, body.GetLinearVelocity(), 1.0e-4f);
- // Body should have bounced back
- RVec3 pos_after_bounce_sub_step = cFloorHitPos + reflected_velocity_after_sub_step * sub_step_delta_time;
- RVec3 pos_after_bounce_full_step = ioContext.PredictPosition(pos_after_bounce_sub_step, reflected_velocity_after_sub_step, cGravity, remaining_step_time);
- CHECK_APPROX_EQUAL(pos_after_bounce_full_step, body.GetPosition());
- // Simulate same time minus one step, with a fully elastic body we should reach the initial position again
- RVec3 expected_pos = ioContext.PredictPosition(pos_after_bounce_full_step, reflected_velocity_after_full_step, cGravity, cSimulationTime - ioContext.GetDeltaTime());
- ioContext.Simulate(cSimulationTime - ioContext.GetDeltaTime());
- CHECK_APPROX_EQUAL(expected_pos, body.GetPosition(), 1.0e-5f);
- CHECK_APPROX_EQUAL(expected_pos, cInitialPos, 1.0e-5f);
- // If we do one more step, we should be going down again
- RVec3 pre_step_pos = body.GetPosition();
- CHECK(body.GetLinearVelocity().GetY() > 0.0f);
- ioContext.SimulateSingleStep();
- CHECK(body.GetLinearVelocity().GetY() < 1.0e-6f);
- CHECK(body.GetPosition().GetY() < pre_step_pos.GetY() + 1.0e-6f);
- }
- TEST_CASE("TestPhysicsCollisionElastic")
- {
- PhysicsTestContext c1(1.0f / 60.0f, 1);
- TestPhysicsCollisionElastic(c1);
- PhysicsTestContext c2(2.0f / 60.0f, 2);
- TestPhysicsCollisionElastic(c2);
- PhysicsTestContext c4(4.0f / 60.0f, 4);
- TestPhysicsCollisionElastic(c4);
- }
- // Let a sphere with restitution 0.9 bounce on the floor
- TEST_CASE("TestPhysicsCollisionPartiallyElastic")
- {
- PhysicsTestContext c;
- c.CreateFloor();
- // Create sphere
- const RVec3 cInitialPos(0, 10, 0);
- constexpr float cRestitution = 0.9f;
- constexpr float cRadius = 2.0f;
- Body &body = c.CreateSphere(cInitialPos, cRadius, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
- body.SetRestitution(cRestitution);
- // Simple simulation to compare with the actual simulation
- RVec3 pos = cInitialPos;
- Vec3 vel = Vec3::sZero();
- float dt = c.GetDeltaTime();
- float penetration_slop = c.GetSystem()->GetPhysicsSettings().mPenetrationSlop;
- for (int i = 0; i < 1000; ++i)
- {
- // Simple simulation
- Real penetration = cRadius - pos.GetY();
- if (penetration > -penetration_slop && vel.GetY() < 0.0f)
- vel = -cRestitution * vel;
- else
- vel += cGravity * dt;
- pos += vel * dt;
- // Actual step
- c.SimulateSingleStep();
- // Compare simulations
- CHECK_APPROX_EQUAL(pos, body.GetPosition(), 1.0e-5f);
- CHECK_APPROX_EQUAL(vel, body.GetLinearVelocity(), 1.0e-5f);
- }
- }
- // 2 spheres bounce with restitution = 1, tests we don't correct for gravity in a perpendicular direction to gravity
- static void TestPhysicsCollisionElasticDynamic(PhysicsTestContext &ioContext)
- {
- // Create spheres
- Body &sphere1 = ioContext.CreateSphere(RVec3(-2, 0, 0), 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
- sphere1.SetRestitution(1.0f);
- sphere1.SetLinearVelocity(Vec3(5, 0, 0));
- Body &sphere2 = ioContext.CreateSphere(RVec3(2, 0, 0), 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
- sphere2.SetRestitution(1.0f);
- sphere2.SetLinearVelocity(Vec3(-10, 0, 0));
- // Simulate
- constexpr float cSimulationTime = 1.0f;
- ioContext.Simulate(cSimulationTime);
- // Check that velocities match that of a fully elastic collision
- CHECK_APPROX_EQUAL(Vec3(-10, 0, 0) + cSimulationTime * cGravity, sphere1.GetLinearVelocity(), 1.0e-5f);
- CHECK_APPROX_EQUAL(Vec3(5, 0, 0) + cSimulationTime * cGravity, sphere2.GetLinearVelocity(), 1.0e-5f);
- }
- TEST_CASE("TestPhysicsCollisionElasticDynamic")
- {
- PhysicsTestContext c1(1.0f / 60.0f, 1);
- TestPhysicsCollisionElasticDynamic(c1);
- PhysicsTestContext c2(2.0f / 60.0f, 2);
- TestPhysicsCollisionElasticDynamic(c2);
- PhysicsTestContext c4(4.0f / 60.0f, 4);
- TestPhysicsCollisionElasticDynamic(c4);
- }
- // Let a sphere bounce on the floor with restitution = 0
- static void TestPhysicsCollisionInelastic(PhysicsTestContext &ioContext)
- {
- const float cSimulationTime = 1.0f;
- const RVec3 cDistanceTraveled = ioContext.PredictPosition(RVec3::sZero(), Vec3::sZero(), cGravity, cSimulationTime);
- const float cFloorHitEpsilon = 1.0e-4f; // Apply epsilon so that we're sure that the collision algorithm will find a collision
- const RVec3 cFloorHitPos(0.0f, 1.0f - cFloorHitEpsilon, 0.0f); // Sphere with radius 1 will hit floor when 1 above the floor
- const RVec3 cInitialPos = cFloorHitPos - cDistanceTraveled;
- // Create sphere
- ioContext.CreateFloor();
- Body &body = ioContext.CreateSphere(cInitialPos, 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
- body.SetRestitution(0.0f);
- // Simulate until at floor
- ioContext.Simulate(cSimulationTime);
- CHECK_APPROX_EQUAL(cFloorHitPos, body.GetPosition());
- // Assert collision not yet processed
- CHECK_APPROX_EQUAL(cSimulationTime * cGravity, body.GetLinearVelocity(), 1.0e-4f);
- // Simulate one more step to process the collision
- ioContext.SimulateSingleStep();
- // Assert that all velocity was lost in the collision
- CHECK_APPROX_EQUAL(Vec3::sZero(), body.GetLinearVelocity(), 1.0e-4f);
- // Assert that we're on the floor
- CHECK_APPROX_EQUAL(cFloorHitPos, body.GetPosition(), 1.0e-4f);
- // Simulate some more to validate that we remain on the floor
- ioContext.Simulate(cSimulationTime);
- CHECK_APPROX_EQUAL(Vec3::sZero(), body.GetLinearVelocity(), 1.0e-4f);
- CHECK_APPROX_EQUAL(cFloorHitPos, body.GetPosition(), 1.0e-4f);
- }
- TEST_CASE("TestPhysicsCollisionInelastic")
- {
- PhysicsTestContext c1(1.0f / 60.0f, 1);
- TestPhysicsCollisionInelastic(c1);
- PhysicsTestContext c2(2.0f / 60.0f, 2);
- TestPhysicsCollisionInelastic(c2);
- PhysicsTestContext c4(4.0f / 60.0f, 4);
- TestPhysicsCollisionInelastic(c4);
- }
- TEST_CASE("TestMinVelocityForRestitution")
- {
- for (int i = 0; i < 2; ++i)
- {
- // Create a context
- PhysicsTestContext c;
- c.ZeroGravity();
- Body &sphere1 = c.CreateSphere(RVec3(0, -2, 0), 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
- sphere1.SetRestitution(1.0f);
- sphere1.SetLinearVelocity(Vec3(0, 1, 0));
- Body &sphere2 = c.CreateSphere(RVec3(0, +2, 0), 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
- sphere2.SetRestitution(1.0f);
- sphere2.SetLinearVelocity(Vec3::sZero());
- Vec3 expected1, expected2;
- PhysicsSettings s = c.GetSystem()->GetPhysicsSettings();
- if (i == 0)
- {
- // Make the minimum velocity for restitution bigger than the speed of the sphere
- s.mMinVelocityForRestitution = 1.01f;
- // Non elastic collision will make both spheres move at half speed
- expected1 = expected2 = 0.5f * sphere1.GetLinearVelocity();
- }
- else
- {
- // Make the minimum velocity for restitution smaller than the speed of the sphere
- s.mMinVelocityForRestitution = 0.99f;
- // Elastic collision will transfer all velocity to sphere 2
- expected1 = Vec3::sZero();
- expected2 = sphere1.GetLinearVelocity();
- }
- c.GetSystem()->SetPhysicsSettings(s);
- c.Simulate(2.5f);
- CHECK_APPROX_EQUAL(sphere1.GetLinearVelocity(), expected1);
- CHECK_APPROX_EQUAL(sphere2.GetLinearVelocity(), expected2);
- }
- }
- // Let box intersect with floor by cPenetrationSlop. It should not move, this is the maximum penetration allowed.
- static void TestPhysicsPenetrationSlop1(PhysicsTestContext &ioContext)
- {
- const float cPenetrationSlop = ioContext.GetSystem()->GetPhysicsSettings().mPenetrationSlop;
- const float cSimulationTime = 1.0f;
- const RVec3 cInitialPos(0.0f, 1.0f - cPenetrationSlop, 0.0f);
- // Create box, penetrating with floor
- ioContext.CreateFloor();
- Body &body = ioContext.CreateBox(cInitialPos, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3(1, 1, 1));
- // Simulate
- ioContext.Simulate(cSimulationTime);
- // Test slop not resolved
- CHECK_APPROX_EQUAL(cInitialPos, body.GetPosition(), 1.0e-5f);
- CHECK_APPROX_EQUAL(Vec3::sZero(), body.GetLinearVelocity());
- CHECK_APPROX_EQUAL(Vec3::sZero(), body.GetAngularVelocity());
- }
- TEST_CASE("TestPhysicsPenetrationSlop1")
- {
- PhysicsTestContext c1(1.0f / 60.0f, 1);
- TestPhysicsPenetrationSlop1(c1);
- PhysicsTestContext c2(2.0f / 60.0f, 2);
- TestPhysicsPenetrationSlop1(c2);
- PhysicsTestContext c4(4.0f / 60.0f, 4);
- TestPhysicsPenetrationSlop1(c4);
- }
- // Let box intersect with floor with more than cPenetrationSlop. It should be resolved by SolvePositionConstraint until interpenetration is cPenetrationSlop.
- static void TestPhysicsPenetrationSlop2(PhysicsTestContext &ioContext)
- {
- const float cPenetrationSlop = ioContext.GetSystem()->GetPhysicsSettings().mPenetrationSlop;
- const float cSimulationTime = 1.0f;
- const RVec3 cInitialPos(0.0f, 1.0f - 2.0f * cPenetrationSlop, 0.0f);
- const RVec3 cFinalPos(0.0f, 1.0f - cPenetrationSlop, 0.0f);
- // Create box, penetrating with floor
- ioContext.CreateFloor();
- Body &body = ioContext.CreateBox(cInitialPos, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3(1, 1, 1));
- // Simulate
- ioContext.Simulate(cSimulationTime);
- // Test resolved until slop
- CHECK_APPROX_EQUAL(cFinalPos, body.GetPosition(), 1.0e-5f);
- CHECK_APPROX_EQUAL(Vec3::sZero(), body.GetLinearVelocity());
- CHECK_APPROX_EQUAL(Vec3::sZero(), body.GetAngularVelocity());
- }
- TEST_CASE("TestPhysicsPenetrationSlop2")
- {
- PhysicsTestContext c1(1.0f / 60.0f, 1);
- TestPhysicsPenetrationSlop2(c1);
- PhysicsTestContext c2(2.0f / 60.0f, 2);
- TestPhysicsPenetrationSlop2(c2);
- PhysicsTestContext c4(4.0f / 60.0f, 4);
- TestPhysicsPenetrationSlop2(c4);
- }
- // Let box intersect with floor with less than cPenetrationSlop. Body should not move because SolveVelocityConstraint should reset velocity.
- static void TestPhysicsPenetrationSlop3(PhysicsTestContext &ioContext)
- {
- const float cPenetrationSlop = ioContext.GetSystem()->GetPhysicsSettings().mPenetrationSlop;
- const float cSimulationTime = 1.0f;
- const RVec3 cInitialPos(0.0f, 1.0f - 0.1f * cPenetrationSlop, 0.0f);
- // Create box, penetrating with floor
- ioContext.CreateFloor();
- Body &body = ioContext.CreateBox(cInitialPos, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3(1, 1, 1));
- // Simulate
- ioContext.Simulate(cSimulationTime);
- // Test body remained static
- CHECK_APPROX_EQUAL(cInitialPos, body.GetPosition(), 1.0e-5f);
- CHECK_APPROX_EQUAL(Vec3::sZero(), body.GetLinearVelocity());
- CHECK_APPROX_EQUAL(Vec3::sZero(), body.GetAngularVelocity());
- }
- TEST_CASE("TestPhysicsPenetrationSlop3")
- {
- PhysicsTestContext c1(1.0f / 60.0f, 1);
- TestPhysicsPenetrationSlop3(c1);
- PhysicsTestContext c2(2.0f / 60.0f, 2);
- TestPhysicsPenetrationSlop3(c2);
- PhysicsTestContext c4(4.0f / 60.0f, 4);
- TestPhysicsPenetrationSlop3(c4);
- }
- TEST_CASE("TestPhysicsOutsideOfSpeculativeContactDistance")
- {
- PhysicsTestContext c;
- Body &floor = c.CreateFloor();
- c.ZeroGravity();
- LoggingContactListener contact_listener;
- c.GetSystem()->SetContactListener(&contact_listener);
- // Create a box and a sphere just outside the speculative contact distance
- const float cSpeculativeContactDistance = c.GetSystem()->GetPhysicsSettings().mSpeculativeContactDistance;
- const float cDistanceAboveFloor = 1.1f * cSpeculativeContactDistance;
- const RVec3 cInitialPosBox(0, 1.0f + cDistanceAboveFloor, 0.0f);
- const RVec3 cInitialPosSphere = cInitialPosBox + Vec3(5, 0, 0);
- // Make it move 1 m per step down
- const Vec3 cVelocity(0, -1.0f / c.GetDeltaTime(), 0);
- Body &box = c.CreateBox(cInitialPosBox, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3(1, 1, 1));
- box.SetLinearVelocity(cVelocity);
- Body &sphere = c.CreateSphere(cInitialPosSphere, 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
- sphere.SetLinearVelocity(cVelocity);
- // Simulate a step
- c.SimulateSingleStep();
- // Check that it is now penetrating the floor (collision should not have been detected as it is a discrete body and there was no collision initially)
- CHECK(contact_listener.GetEntryCount() == 0);
- CHECK_APPROX_EQUAL(box.GetPosition(), cInitialPosBox + cVelocity * c.GetDeltaTime());
- CHECK_APPROX_EQUAL(sphere.GetPosition(), cInitialPosSphere + cVelocity * c.GetDeltaTime());
- // Simulate a step
- c.SimulateSingleStep();
- // Check that the contacts are detected now
- CHECK(contact_listener.GetEntryCount() == 4); // 2 validates and 2 contacts
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Validate, box.GetID(), floor.GetID()));
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, box.GetID(), floor.GetID()));
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Validate, sphere.GetID(), floor.GetID()));
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, sphere.GetID(), floor.GetID()));
- }
- TEST_CASE("TestPhysicsInsideSpeculativeContactDistanceNoRestitution")
- {
- PhysicsTestContext c;
- Body &floor = c.CreateFloor();
- c.ZeroGravity();
- LoggingContactListener contact_listener;
- c.GetSystem()->SetContactListener(&contact_listener);
- // Create a box and a sphere just inside the speculative contact distance
- const float cSpeculativeContactDistance = c.GetSystem()->GetPhysicsSettings().mSpeculativeContactDistance;
- const float cDistanceAboveFloor = 0.9f * cSpeculativeContactDistance;
- const RVec3 cInitialPosBox(0, 1.0f + cDistanceAboveFloor, 0.0f);
- const RVec3 cInitialPosSphere = cInitialPosBox + Vec3(5, 0, 0);
- // Make it move 1 m per step down
- const Vec3 cVelocity(0, -1.0f / c.GetDeltaTime(), 0);
- Body &box = c.CreateBox(cInitialPosBox, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3(1, 1, 1));
- box.SetLinearVelocity(cVelocity);
- Body &sphere = c.CreateSphere(cInitialPosSphere, 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
- sphere.SetLinearVelocity(cVelocity);
- // Simulate a step
- c.SimulateSingleStep();
- // Check that it is now on the floor and that 2 collisions have been detected
- CHECK(contact_listener.GetEntryCount() == 4); // 2 validates and 2 contacts
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Validate, box.GetID(), floor.GetID()));
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, box.GetID(), floor.GetID()));
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Validate, sphere.GetID(), floor.GetID()));
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, sphere.GetID(), floor.GetID()));
- contact_listener.Clear();
- // Velocity should have been reduced to exactly hit the floor in this step
- const Vec3 cExpectedVelocity(0, -cDistanceAboveFloor / c.GetDeltaTime(), 0);
- // Box collision is less accurate than sphere as it hits with 4 corners so there's some floating point precision loss in the calculation
- CHECK_APPROX_EQUAL(box.GetPosition(), RVec3(0, 1, 0), 1.0e-3f);
- CHECK_APPROX_EQUAL(box.GetLinearVelocity(), cExpectedVelocity, 0.05f);
- CHECK_APPROX_EQUAL(box.GetAngularVelocity(), Vec3::sZero(), 1.0e-2f);
- // Sphere has only 1 contact point so is much more accurate
- CHECK_APPROX_EQUAL(sphere.GetPosition(), RVec3(5, 1, 0));
- CHECK_APPROX_EQUAL(sphere.GetLinearVelocity(), cExpectedVelocity, 1.0e-4f);
- CHECK_APPROX_EQUAL(sphere.GetAngularVelocity(), Vec3::sZero(), 1.0e-4f);
- // Simulate a step
- c.SimulateSingleStep();
- // Check that the contacts persisted
- CHECK(contact_listener.GetEntryCount() >= 2); // 2 persist and possibly 2 validates depending on if the cache got reused
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Persist, box.GetID(), floor.GetID()));
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Persist, sphere.GetID(), floor.GetID()));
- // Box should have come to rest
- CHECK_APPROX_EQUAL(box.GetPosition(), RVec3(0, 1, 0), 1.0e-3f);
- CHECK_APPROX_EQUAL(box.GetLinearVelocity(), Vec3::sZero(), 0.05f);
- CHECK_APPROX_EQUAL(box.GetAngularVelocity(), Vec3::sZero(), 1.0e-2f);
- // Sphere should have come to rest
- CHECK_APPROX_EQUAL(sphere.GetPosition(), RVec3(5, 1, 0), 1.0e-4f);
- CHECK_APPROX_EQUAL(sphere.GetLinearVelocity(), Vec3::sZero(), 1.0e-4f);
- CHECK_APPROX_EQUAL(sphere.GetAngularVelocity(), Vec3::sZero(), 1.0e-4f);
- }
- TEST_CASE("TestPhysicsInsideSpeculativeContactDistanceWithRestitution")
- {
- PhysicsTestContext c;
- Body &floor = c.CreateFloor();
- c.ZeroGravity();
- LoggingContactListener contact_listener;
- c.GetSystem()->SetContactListener(&contact_listener);
- // Create a box and a sphere just inside the speculative contact distance
- const float cSpeculativeContactDistance = c.GetSystem()->GetPhysicsSettings().mSpeculativeContactDistance;
- const float cDistanceAboveFloor = 0.9f * cSpeculativeContactDistance;
- const RVec3 cInitialPosBox(0, 1.0f + cDistanceAboveFloor, 0.0f);
- const RVec3 cInitialPosSphere = cInitialPosBox + Vec3(5, 0, 0);
- // Make it move 1 m per step down
- const Vec3 cVelocity(0, -1.0f / c.GetDeltaTime(), 0);
- Body &box = c.CreateBox(cInitialPosBox, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3(1, 1, 1));
- box.SetLinearVelocity(cVelocity);
- box.SetRestitution(1.0f);
- Body &sphere = c.CreateSphere(cInitialPosSphere, 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
- sphere.SetLinearVelocity(cVelocity);
- sphere.SetRestitution(1.0f);
- // Simulate a step
- c.SimulateSingleStep();
- // Check that it has triggered contact points and has bounced from it's initial position (effectively traveling the extra distance to the floor and back for free)
- CHECK(contact_listener.GetEntryCount() == 4); // 2 validates and 2 contacts
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Validate, box.GetID(), floor.GetID()));
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, box.GetID(), floor.GetID()));
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Validate, sphere.GetID(), floor.GetID()));
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, sphere.GetID(), floor.GetID()));
- contact_listener.Clear();
- // Box collision is less accurate than sphere as it hits with 4 corners so there's some floating point precision loss in the calculation
- CHECK_APPROX_EQUAL(box.GetPosition(), cInitialPosBox - cVelocity * c.GetDeltaTime(), 0.01f);
- CHECK_APPROX_EQUAL(box.GetLinearVelocity(), -cVelocity, 0.1f);
- CHECK_APPROX_EQUAL(box.GetAngularVelocity(), Vec3::sZero(), 0.02f);
- // Sphere has only 1 contact point so is much more accurate
- CHECK_APPROX_EQUAL(sphere.GetPosition(), cInitialPosSphere - cVelocity * c.GetDeltaTime(), 1.0e-5f);
- CHECK_APPROX_EQUAL(sphere.GetLinearVelocity(), -cVelocity, 2.0e-4f);
- CHECK_APPROX_EQUAL(sphere.GetAngularVelocity(), Vec3::sZero(), 2.0e-4f);
- // Simulate a step
- c.SimulateSingleStep();
- // Check that all contact points are removed
- CHECK(contact_listener.GetEntryCount() == 2); // 2 removes
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Remove, box.GetID(), floor.GetID()));
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Remove, sphere.GetID(), floor.GetID()));
- }
- TEST_CASE("TestPhysicsInsideSpeculativeContactDistanceNoHit")
- {
- PhysicsTestContext c;
- Body &floor = c.CreateFloor();
- floor.SetRestitution(1.0f);
- c.ZeroGravity();
- // Turn off the minimum velocity for restitution, our velocity is lower than the default
- PhysicsSettings settings = c.GetSystem()->GetPhysicsSettings();
- settings.mMinVelocityForRestitution = 0.0f;
- c.GetSystem()->SetPhysicsSettings(settings);
- LoggingContactListener contact_listener;
- c.GetSystem()->SetContactListener(&contact_listener);
- // Create a sphere inside speculative contact distance from the ground
- const float cSpeculativeContactDistance = c.GetSystem()->GetPhysicsSettings().mSpeculativeContactDistance;
- const float cDistanceAboveFloor = 0.9f * cSpeculativeContactDistance;
- const RVec3 cInitialPosSphere(0, 1.0f + cDistanceAboveFloor, 0.0f);
- // Make it move slow enough so that it will not touch the floor in 1 time step
- const Vec3 cVelocity(0, -0.9f * cDistanceAboveFloor / c.GetDeltaTime(), 0);
- Body &sphere = c.CreateSphere(cInitialPosSphere, 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
- sphere.SetLinearVelocity(cVelocity);
- sphere.SetRestitution(1.0f);
- sphere.GetMotionProperties()->SetLinearDamping(0.0f);
- // Simulate a step
- c.SimulateSingleStep();
- // Check that it has triggered contact points from the speculative contacts
- CHECK(contact_listener.GetEntryCount() == 2);
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Validate, sphere.GetID(), floor.GetID()));
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, sphere.GetID(), floor.GetID()));
- contact_listener.Clear();
- // Check that sphere didn't actually change velocity (it hasn't actually interacted with the floor, the speculative contact was not an actual contact)
- CHECK(sphere.GetLinearVelocity() == cVelocity);
- // Simulate a step
- c.SimulateSingleStep();
- // Check again that it triggered contact points
- CHECK(contact_listener.GetEntryCount() == 2);
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Validate, sphere.GetID(), floor.GetID()));
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Persist, sphere.GetID(), floor.GetID()));
- contact_listener.Clear();
- // It should have bounced back up and inverted velocity due to restitution being 1
- CHECK_APPROX_EQUAL(-sphere.GetLinearVelocity(), cVelocity);
- }
- TEST_CASE("TestPhysicsInsideSpeculativeContactDistanceSensor")
- {
- PhysicsTestContext c;
- Body &floor = c.CreateFloor();
- c.ZeroGravity();
- LoggingContactListener contact_listener;
- c.GetSystem()->SetContactListener(&contact_listener);
- // Create a sphere sensor just inside the speculative contact distance
- const float cSpeculativeContactDistance = c.GetSystem()->GetPhysicsSettings().mSpeculativeContactDistance;
- const float cRadius = 1.0f;
- const float cDistanceAboveFloor = 0.9f * cSpeculativeContactDistance;
- const RVec3 cInitialPosSphere(5, cRadius + cDistanceAboveFloor, 0);
- // Make it move 1 m per step down
- const Vec3 cVelocity(0, -1.0f / c.GetDeltaTime(), 0);
- Body &sphere = c.CreateSphere(cInitialPosSphere, cRadius, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
- sphere.SetIsSensor(true);
- sphere.SetLinearVelocity(cVelocity);
- // Simulate a step
- c.SimulateSingleStep();
- CHECK(contact_listener.GetEntryCount() == 0); // We're inside the speculative contact distance but we're a sensor so we shouldn't trigger any contacts
- // Simulate a step
- c.SimulateSingleStep();
- // Check that we're now actually intersecting
- CHECK(contact_listener.GetEntryCount() == 2); // 1 validates and 1 contact
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Validate, sphere.GetID(), floor.GetID()));
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, sphere.GetID(), floor.GetID()));
- contact_listener.Clear();
- // Sensor should not be affected by the floor
- CHECK_APPROX_EQUAL(sphere.GetPosition(), cInitialPosSphere + 2.0f * c.GetDeltaTime() * cVelocity);
- CHECK_APPROX_EQUAL(sphere.GetLinearVelocity(), cVelocity);
- CHECK_APPROX_EQUAL(sphere.GetAngularVelocity(), Vec3::sZero());
- }
- TEST_CASE("TestPhysicsInsideSpeculativeContactDistanceMovingAway")
- {
- PhysicsTestContext c;
- Body &floor = c.CreateFloor();
- c.ZeroGravity();
- LoggingContactListener contact_listener;
- c.GetSystem()->SetContactListener(&contact_listener);
- // Create a box and a sphere just inside the speculative contact distance
- const float cSpeculativeContactDistance = c.GetSystem()->GetPhysicsSettings().mSpeculativeContactDistance;
- const float cDistanceAboveFloor = 0.9f * cSpeculativeContactDistance;
- const RVec3 cInitialPosBox(0, 1.0f + cDistanceAboveFloor, 0.0f);
- const RVec3 cInitialPosSphere = cInitialPosBox + Vec3(5, 0, 0);
- // Make it move 1 m per step up
- const Vec3 cVelocity(0, 1.0f / c.GetDeltaTime(), 0);
- Body &box = c.CreateBox(cInitialPosBox, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3(1, 1, 1));
- box.SetLinearVelocity(cVelocity);
- box.SetRestitution(1.0f);
- Body &sphere = c.CreateSphere(cInitialPosSphere, 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
- sphere.SetLinearVelocity(cVelocity);
- sphere.SetRestitution(1.0f);
- // Simulate a step
- c.SimulateSingleStep();
- // Check that it has triggered contact points (note that this is wrong since the object never touched the floor but that's the downside of the speculative contacts -> you'll get an incorrect collision callback)
- CHECK(contact_listener.GetEntryCount() == 4); // 2 validates and 2 contacts
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Validate, box.GetID(), floor.GetID()));
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, box.GetID(), floor.GetID()));
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Validate, sphere.GetID(), floor.GetID()));
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, sphere.GetID(), floor.GetID()));
- contact_listener.Clear();
- // Box should have moved unimpeded
- CHECK_APPROX_EQUAL(box.GetPosition(), cInitialPosBox + cVelocity * c.GetDeltaTime());
- CHECK_APPROX_EQUAL(box.GetLinearVelocity(), cVelocity);
- CHECK_APPROX_EQUAL(box.GetAngularVelocity(), Vec3::sZero());
- // Sphere should have moved unimpeded
- CHECK_APPROX_EQUAL(sphere.GetPosition(), cInitialPosSphere + cVelocity * c.GetDeltaTime());
- CHECK_APPROX_EQUAL(sphere.GetLinearVelocity(), cVelocity);
- CHECK_APPROX_EQUAL(sphere.GetAngularVelocity(), Vec3::sZero());
- // Simulate a step
- c.SimulateSingleStep();
- // Check that all contact points are removed
- CHECK(contact_listener.GetEntryCount() == 2); // 2 removes
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Remove, box.GetID(), floor.GetID()));
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Remove, sphere.GetID(), floor.GetID()));
- }
- static void TestPhysicsActivationDeactivation(PhysicsTestContext &ioContext)
- {
- const float cPenetrationSlop = ioContext.GetSystem()->GetPhysicsSettings().mPenetrationSlop;
- // Install activation listener
- LoggingBodyActivationListener activation_listener;
- ioContext.GetSystem()->SetBodyActivationListener(&activation_listener);
- // Create floor
- Body &floor = ioContext.CreateBox(RVec3(0, -1, 0), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, Vec3(100, 1, 100));
- CHECK(!floor.IsActive());
- // Create inactive box
- Body &box = ioContext.CreateBox(RVec3(0, 5, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sReplicate(0.5f), EActivation::DontActivate);
- CHECK(!box.IsActive());
- CHECK(activation_listener.GetEntryCount() == 0);
- // Box should not activate by itself
- ioContext.Simulate(1.0f);
- CHECK(box.GetPosition() == RVec3(0, 5, 0));
- CHECK(!box.IsActive());
- CHECK(activation_listener.GetEntryCount() == 0);
- // Activate the body and validate it is active now
- ioContext.GetBodyInterface().ActivateBody(box.GetID());
- CHECK(box.IsActive());
- CHECK(box.GetLinearVelocity().IsNearZero());
- CHECK(activation_listener.GetEntryCount() == 1);
- CHECK(activation_listener.Contains(LoggingBodyActivationListener::EType::Activated, box.GetID()));
- activation_listener.Clear();
- // Do a single step and check that the body is still active and has gained some velocity
- ioContext.SimulateSingleStep();
- CHECK(box.IsActive());
- CHECK(activation_listener.GetEntryCount() == 0);
- CHECK(!box.GetLinearVelocity().IsNearZero());
- // Simulate 5 seconds and check it has settled on the floor and is no longer active
- ioContext.Simulate(5.0f);
- CHECK_APPROX_EQUAL(box.GetPosition(), RVec3(0, 0.5f, 0), 1.1f * cPenetrationSlop);
- CHECK_APPROX_EQUAL(box.GetLinearVelocity(), Vec3::sZero());
- CHECK_APPROX_EQUAL(box.GetAngularVelocity(), Vec3::sZero());
- CHECK(!box.IsActive());
- CHECK(activation_listener.GetEntryCount() == 1);
- CHECK(activation_listener.Contains(LoggingBodyActivationListener::EType::Deactivated, box.GetID()));
- }
- TEST_CASE("TestPhysicsActivationDeactivation")
- {
- PhysicsTestContext c1(1.0f / 60.0f, 1);
- TestPhysicsActivationDeactivation(c1);
- PhysicsTestContext c2(2.0f / 60.0f, 2);
- TestPhysicsActivationDeactivation(c2);
- PhysicsTestContext c4(4.0f / 60.0f, 4);
- TestPhysicsActivationDeactivation(c4);
- }
- // A test that checks that a row of penetrating boxes will all activate and handle collision in 1 frame so that active bodies cannot tunnel through inactive bodies
- static void TestPhysicsActivateDuringStep(PhysicsTestContext &ioContext, bool inReverseCreate)
- {
- const float cPenetrationSlop = ioContext.GetSystem()->GetPhysicsSettings().mPenetrationSlop;
- const int cNumBodies = 10;
- const float cBoxExtent = 0.5f;
- PhysicsSystem *system = ioContext.GetSystem();
- BodyInterface &bi = ioContext.GetBodyInterface();
- LoggingBodyActivationListener activation_listener;
- system->SetBodyActivationListener(&activation_listener);
- LoggingContactListener contact_listener;
- system->SetContactListener(&contact_listener);
- // Create a row of penetrating boxes. Since some of the algorithms rely on body index, we create them normally and reversed to test both cases
- BodyIDVector body_ids;
- if (inReverseCreate)
- for (int i = cNumBodies - 1; i >= 0; --i)
- body_ids.insert(body_ids.begin(), ioContext.CreateBox(RVec3(i * (2.0f * cBoxExtent - cPenetrationSlop), 0, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sReplicate(cBoxExtent), EActivation::DontActivate).GetID());
- else
- for (int i = 0; i < cNumBodies; ++i)
- body_ids.push_back(ioContext.CreateBox(RVec3(i * (2.0f * cBoxExtent - cPenetrationSlop), 0, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sReplicate(0.5f), EActivation::DontActivate).GetID());
- // Test that nothing is active yet
- CHECK(activation_listener.GetEntryCount() == 0);
- CHECK(contact_listener.GetEntryCount() == 0);
- for (BodyID id : body_ids)
- CHECK(!bi.IsActive(id));
- // Activate the left most box and give it a velocity that is high enough to make it tunnel through the second box in a single step
- bi.SetLinearVelocity(body_ids.front(), Vec3(500, 0, 0));
- // Test that only the left most box is active
- CHECK(activation_listener.GetEntryCount() == 1);
- CHECK(contact_listener.GetEntryCount() == 0);
- CHECK(bi.IsActive(body_ids.front()));
- CHECK(activation_listener.Contains(LoggingBodyActivationListener::EType::Activated, body_ids.front()));
- for (int i = 1; i < cNumBodies; ++i)
- CHECK(!bi.IsActive(body_ids[i]));
- activation_listener.Clear();
- // Step the world
- ioContext.SimulateSingleStep();
- // Other bodies should now be awake and each body should only collide with its neighbor
- CHECK(activation_listener.GetEntryCount() == cNumBodies - 1);
- CHECK(contact_listener.GetEntryCount() == 2 * (cNumBodies - 1));
- for (int i = 0; i < cNumBodies; ++i)
- {
- BodyID id = body_ids[i];
- // Check body is active
- CHECK(bi.IsActive(id));
- // Check that body moved to the right
- CHECK(bi.GetPosition(id).GetX() > i * (2.0f * cBoxExtent - cPenetrationSlop));
- }
- for (int i = 1; i < cNumBodies; ++i)
- {
- BodyID id1 = body_ids[i - 1];
- BodyID id2 = body_ids[i];
- // Check that we received activation events for each body
- CHECK(activation_listener.Contains(LoggingBodyActivationListener::EType::Activated, id2));
- // Check that we received a validate and an add for each body pair
- int validate = contact_listener.Find(LoggingContactListener::EType::Validate, id1, id2);
- CHECK(validate >= 0);
- int add = contact_listener.Find(LoggingContactListener::EType::Add, id1, id2);
- CHECK(add >= 0);
- CHECK(add > validate);
- // Check that bodies did not tunnel through each other
- CHECK(bi.GetPosition(id1).GetX() < bi.GetPosition(id2).GetX());
- }
- }
- TEST_CASE("TestPhysicsActivateDuringStep")
- {
- PhysicsTestContext c;
- TestPhysicsActivateDuringStep(c, false);
- PhysicsTestContext c2;
- TestPhysicsActivateDuringStep(c2, true);
- }
- TEST_CASE("TestPhysicsBroadPhaseLayers")
- {
- PhysicsTestContext c;
- BodyInterface &bi = c.GetBodyInterface();
- // Reduce slop
- PhysicsSettings settings = c.GetSystem()->GetPhysicsSettings();
- settings.mPenetrationSlop = 0.0f;
- c.GetSystem()->SetPhysicsSettings(settings);
- // Create static floor
- c.CreateFloor();
- // Create MOVING boxes
- Body &moving1 = c.CreateBox(RVec3(0, 1, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sReplicate(0.5f), EActivation::Activate);
- Body &moving2 = c.CreateBox(RVec3(0, 2, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sReplicate(0.5f), EActivation::Activate);
- // Create HQ_DEBRIS boxes
- Body &hq_debris1 = c.CreateBox(RVec3(0, 3, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::HQ_DEBRIS, Vec3::sReplicate(0.5f), EActivation::Activate);
- Body &hq_debris2 = c.CreateBox(RVec3(0, 4, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::HQ_DEBRIS, Vec3::sReplicate(0.5f), EActivation::Activate);
- // Create LQ_DEBRIS boxes
- Body &lq_debris1 = c.CreateBox(RVec3(0, 5, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::LQ_DEBRIS, Vec3::sReplicate(0.5f), EActivation::Activate);
- Body &lq_debris2 = c.CreateBox(RVec3(0, 6, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::LQ_DEBRIS, Vec3::sReplicate(0.5f), EActivation::Activate);
- // Check layers
- CHECK(moving1.GetObjectLayer() == Layers::MOVING);
- CHECK(moving2.GetObjectLayer() == Layers::MOVING);
- CHECK(hq_debris1.GetObjectLayer() == Layers::HQ_DEBRIS);
- CHECK(hq_debris2.GetObjectLayer() == Layers::HQ_DEBRIS);
- CHECK(lq_debris1.GetObjectLayer() == Layers::LQ_DEBRIS);
- CHECK(lq_debris2.GetObjectLayer() == Layers::LQ_DEBRIS);
- CHECK(moving1.GetBroadPhaseLayer() == BroadPhaseLayers::MOVING);
- CHECK(moving2.GetBroadPhaseLayer() == BroadPhaseLayers::MOVING);
- CHECK(hq_debris1.GetBroadPhaseLayer() == BroadPhaseLayers::MOVING);
- CHECK(hq_debris2.GetBroadPhaseLayer() == BroadPhaseLayers::MOVING);
- CHECK(lq_debris1.GetBroadPhaseLayer() == BroadPhaseLayers::LQ_DEBRIS);
- CHECK(lq_debris2.GetBroadPhaseLayer() == BroadPhaseLayers::LQ_DEBRIS);
- // Simulate the boxes falling
- c.Simulate(5.0f);
- // Everything should sleep
- CHECK_FALSE(moving1.IsActive());
- CHECK_FALSE(moving2.IsActive());
- CHECK_FALSE(hq_debris1.IsActive());
- CHECK_FALSE(hq_debris2.IsActive());
- CHECK_FALSE(lq_debris1.IsActive());
- CHECK_FALSE(lq_debris2.IsActive());
- // MOVING boxes should have stacked
- float slop = 0.02f;
- CHECK_APPROX_EQUAL(moving1.GetPosition(), RVec3(0, 0.5f, 0), slop);
- CHECK_APPROX_EQUAL(moving2.GetPosition(), RVec3(0, 1.5f, 0), slop);
- // HQ_DEBRIS boxes should have stacked on MOVING boxes but don't collide with each other
- CHECK_APPROX_EQUAL(hq_debris1.GetPosition(), RVec3(0, 2.5f, 0), slop);
- CHECK_APPROX_EQUAL(hq_debris2.GetPosition(), RVec3(0, 2.5f, 0), slop);
- // LQ_DEBRIS should have fallen through all but the floor
- CHECK_APPROX_EQUAL(lq_debris1.GetPosition(), RVec3(0, 0.5f, 0), slop);
- CHECK_APPROX_EQUAL(lq_debris2.GetPosition(), RVec3(0, 0.5f, 0), slop);
- // Now change HQ_DEBRIS to LQ_DEBRIS
- bi.SetObjectLayer(hq_debris1.GetID(), Layers::LQ_DEBRIS);
- bi.SetObjectLayer(hq_debris2.GetID(), Layers::LQ_DEBRIS);
- bi.ActivateBody(hq_debris1.GetID());
- bi.ActivateBody(hq_debris2.GetID());
- // Check layers
- CHECK(moving1.GetObjectLayer() == Layers::MOVING);
- CHECK(moving2.GetObjectLayer() == Layers::MOVING);
- CHECK(hq_debris1.GetObjectLayer() == Layers::LQ_DEBRIS);
- CHECK(hq_debris2.GetObjectLayer() == Layers::LQ_DEBRIS);
- CHECK(lq_debris1.GetObjectLayer() == Layers::LQ_DEBRIS);
- CHECK(lq_debris2.GetObjectLayer() == Layers::LQ_DEBRIS);
- CHECK(moving1.GetBroadPhaseLayer() == BroadPhaseLayers::MOVING);
- CHECK(moving2.GetBroadPhaseLayer() == BroadPhaseLayers::MOVING);
- CHECK(hq_debris1.GetBroadPhaseLayer() == BroadPhaseLayers::LQ_DEBRIS);
- CHECK(hq_debris2.GetBroadPhaseLayer() == BroadPhaseLayers::LQ_DEBRIS);
- CHECK(lq_debris1.GetBroadPhaseLayer() == BroadPhaseLayers::LQ_DEBRIS);
- CHECK(lq_debris2.GetBroadPhaseLayer() == BroadPhaseLayers::LQ_DEBRIS);
- // Simulate again
- c.Simulate(5.0f);
- // Everything should sleep
- CHECK_FALSE(moving1.IsActive());
- CHECK_FALSE(moving2.IsActive());
- CHECK_FALSE(hq_debris1.IsActive());
- CHECK_FALSE(hq_debris2.IsActive());
- CHECK_FALSE(lq_debris1.IsActive());
- CHECK_FALSE(lq_debris2.IsActive());
- // MOVING boxes should have stacked
- CHECK_APPROX_EQUAL(moving1.GetPosition(), RVec3(0, 0.5f, 0), slop);
- CHECK_APPROX_EQUAL(moving2.GetPosition(), RVec3(0, 1.5f, 0), slop);
- // HQ_DEBRIS (now LQ_DEBRIS) boxes have fallen through all but the floor
- CHECK_APPROX_EQUAL(hq_debris1.GetPosition(), RVec3(0, 0.5f, 0), slop);
- CHECK_APPROX_EQUAL(hq_debris2.GetPosition(), RVec3(0, 0.5f, 0), slop);
- // LQ_DEBRIS should have fallen through all but the floor
- CHECK_APPROX_EQUAL(lq_debris1.GetPosition(), RVec3(0, 0.5f, 0), slop);
- CHECK_APPROX_EQUAL(lq_debris2.GetPosition(), RVec3(0, 0.5f, 0), slop);
- // Now change MOVING to HQ_DEBRIS (this doesn't change the broadphase layer so avoids adding/removing bodies)
- bi.SetObjectLayer(moving1.GetID(), Layers::HQ_DEBRIS);
- bi.SetObjectLayer(moving2.GetID(), Layers::HQ_DEBRIS);
- bi.ActivateBody(moving1.GetID());
- bi.ActivateBody(moving2.GetID());
- // Check layers
- CHECK(moving1.GetObjectLayer() == Layers::HQ_DEBRIS);
- CHECK(moving2.GetObjectLayer() == Layers::HQ_DEBRIS);
- CHECK(hq_debris1.GetObjectLayer() == Layers::LQ_DEBRIS);
- CHECK(hq_debris2.GetObjectLayer() == Layers::LQ_DEBRIS);
- CHECK(lq_debris1.GetObjectLayer() == Layers::LQ_DEBRIS);
- CHECK(lq_debris2.GetObjectLayer() == Layers::LQ_DEBRIS);
- CHECK(moving1.GetBroadPhaseLayer() == BroadPhaseLayers::MOVING); // Broadphase layer didn't change
- CHECK(moving2.GetBroadPhaseLayer() == BroadPhaseLayers::MOVING);
- CHECK(hq_debris1.GetBroadPhaseLayer() == BroadPhaseLayers::LQ_DEBRIS);
- CHECK(hq_debris2.GetBroadPhaseLayer() == BroadPhaseLayers::LQ_DEBRIS);
- CHECK(lq_debris1.GetBroadPhaseLayer() == BroadPhaseLayers::LQ_DEBRIS);
- CHECK(lq_debris2.GetBroadPhaseLayer() == BroadPhaseLayers::LQ_DEBRIS);
- // Simulate again
- c.Simulate(5.0f);
- // Everything should sleep
- CHECK_FALSE(moving1.IsActive());
- CHECK_FALSE(moving2.IsActive());
- CHECK_FALSE(hq_debris1.IsActive());
- CHECK_FALSE(hq_debris2.IsActive());
- CHECK_FALSE(lq_debris1.IsActive());
- CHECK_FALSE(lq_debris2.IsActive());
- // MOVING boxes now also fall through
- CHECK_APPROX_EQUAL(moving1.GetPosition(), RVec3(0, 0.5f, 0), slop);
- CHECK_APPROX_EQUAL(moving2.GetPosition(), RVec3(0, 0.5f, 0), slop);
- // HQ_DEBRIS (now LQ_DEBRIS) boxes have fallen through all but the floor
- CHECK_APPROX_EQUAL(hq_debris1.GetPosition(), RVec3(0, 0.5f, 0), slop);
- CHECK_APPROX_EQUAL(hq_debris2.GetPosition(), RVec3(0, 0.5f, 0), slop);
- // LQ_DEBRIS should have fallen through all but the floor
- CHECK_APPROX_EQUAL(lq_debris1.GetPosition(), RVec3(0, 0.5f, 0), slop);
- CHECK_APPROX_EQUAL(lq_debris2.GetPosition(), RVec3(0, 0.5f, 0), slop);
- }
- TEST_CASE("TestMultiplePhysicsSystems")
- {
- PhysicsTestContext c1;
- c1.ZeroGravity();
- PhysicsTestContext c2;
- c2.ZeroGravity();
- const RVec3 cBox1Position(1.0f, 2.0f, 3.0f);
- Body &box1 = c1.CreateBox(cBox1Position, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sOne(), EActivation::Activate);
- const RVec3 cBox2Position(4.0f, 5.0f, 6.0f);
- Body& box2 = c2.CreateBox(cBox2Position, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sOne(), EActivation::Activate);
- const Vec3 cBox1Velocity(1.0f, 0, 0);
- const Vec3 cBox2Velocity(2.0f, 0, 0);
- {
- // This tests if we can lock bodies from multiple physics systems (normally locking 2 bodies at the same time without using BodyLockMultiWrite would trigger an assert)
- BodyLockWrite lock1(c1.GetSystem()->GetBodyLockInterface(), box1.GetID());
- BodyLockWrite lock2(c2.GetSystem()->GetBodyLockInterface(), box2.GetID());
- CHECK(lock1.GetBody().GetPosition() == cBox1Position);
- CHECK(lock2.GetBody().GetPosition() == cBox2Position);
- lock1.GetBody().SetLinearVelocity(cBox1Velocity);
- lock2.GetBody().SetLinearVelocity(cBox2Velocity);
- }
- const float cTime = 1.0f;
- c1.Simulate(cTime);
- c2.Simulate(cTime);
- {
- BodyLockRead lock1(c1.GetSystem()->GetBodyLockInterface(), box1.GetID());
- BodyLockRead lock2(c2.GetSystem()->GetBodyLockInterface(), box2.GetID());
- // Check that the bodies in the different systems updated correctly
- CHECK_APPROX_EQUAL(lock1.GetBody().GetPosition(), cBox1Position + cBox1Velocity * cTime, 1.0e-5f);
- CHECK_APPROX_EQUAL(lock2.GetBody().GetPosition(), cBox2Position + cBox2Velocity * cTime, 1.0e-5f);
- }
- }
- TEST_CASE("TestOutOfBodies")
- {
- // Create a context with space for a single body
- PhysicsTestContext c(1.0f / 60.0f, 1, 0, 1);
- BodyInterface& bi = c.GetBodyInterface();
- // First body
- Body *b1 = bi.CreateBody(BodyCreationSettings(new SphereShape(1.0f), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- CHECK(b1 != nullptr);
- // Second body should fail
- Body *b2 = bi.CreateBody(BodyCreationSettings(new SphereShape(1.0f), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- CHECK(b2 == nullptr);
- // Free first body
- bi.DestroyBody(b1->GetID());
- // Second body creation should succeed
- b2 = bi.CreateBody(BodyCreationSettings(new SphereShape(1.0f), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- CHECK(b2 != nullptr);
- // Clean up
- bi.DestroyBody(b2->GetID());
- }
- static int sStackFullMsgs = 0;
- static int sOtherMsgs = 0;
- static void sStackFullTrace(const char *inFMT, ...)
- {
- if (std::strstr(inFMT, "Stack full") != nullptr)
- ++sStackFullMsgs;
- else
- ++sOtherMsgs;
- }
- TEST_CASE("TestAddSingleBodies")
- {
- PhysicsTestContext c(1.0f / 60.0f, 1, 0);
- BodyInterface& bi = c.GetBodyInterface();
- PhysicsSystem &sys = *c.GetSystem();
- const int cMaxBodies = 128;
- // Add individual bodies in a way that will create an inefficient broad phase and will trigger a warning on query
- RefConst<Shape> sphere = new SphereShape(1.0f);
- bi.CreateAndAddBody(BodyCreationSettings(sphere, RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate); // Leave this body
- for (int repeat = 0; repeat < 10; ++repeat)
- {
- // Create cMaxBodies - 1 bodies
- BodyIDVector body_ids;
- for (int i = 0; i < cMaxBodies - 1; ++i)
- body_ids.push_back(bi.CreateAndAddBody(BodyCreationSettings(sphere, RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate));
- // In all but the last iteration, remove the bodies again
- if (repeat < 9)
- for (BodyID id : body_ids)
- {
- bi.DeactivateBody(id);
- bi.RemoveBody(id);
- bi.DestroyBody(id);
- }
- }
- // Override the trace function to count how many times we get a "Stack full" message
- TraceFunction old_trace = Trace;
- sStackFullMsgs = 0;
- sOtherMsgs = 0;
- Trace = sStackFullTrace;
- // Cast a ray
- AllHitCollisionCollector<CastRayCollector> ray_collector;
- sys.GetNarrowPhaseQuery().CastRay(RRayCast(RVec3(-2, 0, 0), Vec3(2, 0, 0)), {}, ray_collector);
- // Find colliding pairs
- BodyIDVector active_bodies;
- sys.GetActiveBodies(EBodyType::RigidBody, active_bodies);
- AllHitCollisionCollector<BodyPairCollector> body_pair_collector;
- static_cast<const BroadPhase &>(sys.GetBroadPhaseQuery()).FindCollidingPairs(active_bodies.data(), (int)active_bodies.size(), 0.0f, sys.GetObjectVsBroadPhaseLayerFilter(), sys.GetObjectLayerPairFilter(), body_pair_collector);
- // Restore the old trace function
- Trace = old_trace;
- // Assert that we got a "Stack full" message when asserts are enabled
- #ifdef JPH_ENABLE_ASSERTS
- CHECK(sStackFullMsgs == 1);
- #else
- CHECK(sStackFullMsgs == 0);
- #endif
- CHECK(sOtherMsgs == 0);
- // Assert that we hit all bodies
- CHECK(ray_collector.mHits.size() == cMaxBodies);
- CHECK(body_pair_collector.mHits.size() == cMaxBodies * (cMaxBodies - 1) / 2);
- }
- TEST_CASE("TestOutOfContactConstraints")
- {
- // Create a context with space for 8 constraints
- PhysicsTestContext c(1.0f / 60.0f, 1, 0, 1024, 4096, 8);
- c.CreateFloor();
- // The first 8 boxes should be fine
- for (int i = 0; i < 8; ++i)
- c.CreateBox(RVec3(3.0_r * i, 0.9_r, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sOne(), EActivation::Activate);
- // Step
- EPhysicsUpdateError errors = c.SimulateSingleStep();
- CHECK(errors == EPhysicsUpdateError::None);
- // Adding one more box should introduce an error
- c.CreateBox(RVec3(24.0_r, 0.9_r, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sOne(), EActivation::Activate);
- // Step
- {
- JPH_IF_ENABLE_ASSERTS(ExpectAssert expect_assert(1);)
- errors = c.SimulateSingleStep();
- }
- CHECK((errors & EPhysicsUpdateError::ContactConstraintsFull) != EPhysicsUpdateError::None);
- }
- TEST_CASE("TestFriction")
- {
- const float friction_floor = 0.9f;
- const float friction_box = 0.8f;
- const float combined_friction = sqrt(friction_floor * friction_box);
- for (float angle = 0; angle < 360.0f; angle += 30.0f)
- {
- // Create a context with space for 8 constraints
- PhysicsTestContext c(1.0f / 60.0f, 1, 0, 1024, 4096, 8);
- // Create floor
- Body &floor = c.CreateFloor();
- floor.SetFriction(friction_floor);
- // Create box with a velocity that will make it slide over the floor (making sure it intersects a little bit initially)
- BodyCreationSettings box_settings(new BoxShape(Vec3::sOne()), RVec3(0, 0.999_r, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
- box_settings.mFriction = friction_box;
- box_settings.mLinearDamping = 0;
- box_settings.mLinearVelocity = Vec3(Sin(DegreesToRadians(angle)), 0, Cos(DegreesToRadians(angle))) * 20.0f;
- Body &box = *c.GetBodyInterface().CreateBody(box_settings);
- c.GetBodyInterface().AddBody(box.GetID(), EActivation::Activate);
- // We know that the friction force equals the normal force times the friction coefficient
- float friction_acceleration = combined_friction * c.GetSystem()->GetGravity().Length();
- // Simulate
- Vec3 velocity = box_settings.mLinearVelocity;
- RVec3 position = box_settings.mPosition;
- for (int i = 0; i < 60; ++i)
- {
- c.SimulateSingleStep();
- // Integrate our own simulation
- velocity -= velocity.Normalized() * friction_acceleration * c.GetDeltaTime();
- position += velocity * c.GetDeltaTime();
- }
- // Note that the result is not very accurate so we need quite a high tolerance
- CHECK_APPROX_EQUAL(box.GetCenterOfMassPosition(), position, 1.0e-2f);
- CHECK_APPROX_EQUAL(box.GetRotation(), box_settings.mRotation, 1.0e-2f);
- CHECK_APPROX_EQUAL(box.GetLinearVelocity(), velocity, 2.0e-2f);
- CHECK_APPROX_EQUAL(box.GetAngularVelocity(), Vec3::sZero(), 1.0e-2f);
- }
- }
- TEST_CASE("TestAllowedDOFs")
- {
- for (uint allowed_dofs = 1; allowed_dofs <= 0b111111; ++allowed_dofs)
- {
- // Create a context
- PhysicsTestContext c;
- c.ZeroGravity();
- // Create box
- RVec3 initial_position(1, 2, 3);
- Quat initial_rotation = Quat::sRotation(Vec3::sReplicate(sqrt(1.0f / 3.0f)), DegreesToRadians(20.0f));
- ShapeRefC box_shape = new BoxShape(Vec3(0.3f, 0.5f, 0.7f));
- BodyCreationSettings box_settings(box_shape, initial_position, initial_rotation, EMotionType::Dynamic, Layers::MOVING);
- box_settings.mLinearDamping = 0;
- box_settings.mAngularDamping = 0;
- box_settings.mAllowedDOFs = (EAllowedDOFs)allowed_dofs;
- Body &box = *c.GetBodyInterface().CreateBody(box_settings);
- c.GetBodyInterface().AddBody(box.GetID(), EActivation::Activate);
- // Apply a force and torque in 3D
- Vec3 force(100000, 110000, 120000);
- box.AddForce(force);
- Vec3 torque(13000, 14000, 15000);
- box.AddTorque(torque);
- // Simulate
- c.SimulateSingleStep();
- // Cancel components that should not be allowed by the allowed DOFs
- Vec3 linear_lock = Vec3::sOne(), angular_lock = Vec3::sOne();
- for (uint axis = 0; axis < 3; ++axis)
- {
- if ((allowed_dofs & (1 << axis)) == 0)
- linear_lock.SetComponent(axis, 0.0f);
- if ((allowed_dofs & (0b1000 << axis)) == 0)
- angular_lock.SetComponent(axis, 0.0f);
- }
- // Check resulting linear velocity
- MassProperties mp = box_shape->GetMassProperties();
- Vec3 expected_linear_velocity = linear_lock * (force / mp.mMass * c.GetDeltaTime());
- CHECK((linear_lock == Vec3::sZero() || expected_linear_velocity.Length() > 1.0f)); // Just to check that we applied a high enough force
- CHECK_APPROX_EQUAL(box.GetLinearVelocity(), expected_linear_velocity);
- RVec3 expected_position = initial_position + expected_linear_velocity * c.GetDeltaTime();
- CHECK_APPROX_EQUAL(box.GetPosition(), expected_position);
- // Check resulting angular velocity
- Mat44 inv_inertia = Mat44::sRotation(initial_rotation) * mp.mInertia.Inversed3x3() * Mat44::sRotation(initial_rotation.Conjugated());
- inv_inertia = Mat44::sScale(angular_lock) * inv_inertia * Mat44::sScale(angular_lock); // Clear row and column for locked axes
- Vec3 expected_angular_velocity = inv_inertia * torque * c.GetDeltaTime();
- CHECK((angular_lock == Vec3::sZero() || expected_angular_velocity.Length() > 1.0f)); // Just to check that we applied a high enough torque
- CHECK_APPROX_EQUAL(box.GetAngularVelocity(), expected_angular_velocity);
- float expected_angular_velocity_len = expected_angular_velocity.Length();
- Quat expected_rotation = expected_angular_velocity_len > 0.0f? Quat::sRotation(expected_angular_velocity / expected_angular_velocity_len, expected_angular_velocity_len * c.GetDeltaTime()) * initial_rotation : initial_rotation;
- CHECK_APPROX_EQUAL(box.GetRotation(), expected_rotation);
- }
- }
- TEST_CASE("TestAllowedDOFsVsCollision")
- {
- PhysicsTestContext c;
- Body &floor = c.CreateFloor();
- floor.SetFriction(1.0f);
- LoggingContactListener contact_listener;
- c.GetSystem()->SetContactListener(&contact_listener);
- // Create box that can only rotate around Y that intersects with the floor
- RVec3 initial_position(0, 0.99f, 0);
- BodyCreationSettings box_settings(new BoxShape(Vec3::sOne()), initial_position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
- box_settings.mAllowedDOFs = EAllowedDOFs::RotationY;
- box_settings.mAngularDamping = 0.0f; // No damping to make the calculation for expected angular velocity simple
- box_settings.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
- box_settings.mMassPropertiesOverride.mMass = 1.0f;
- box_settings.mFriction = 1.0f; // High friction so that if the collision is processed, we'll slow down the rotation
- Body *body = c.GetBodyInterface().CreateBody(box_settings);
- c.GetBodyInterface().AddBody(body->GetID(), EActivation::Activate);
- // Make the box rotate around Y
- const Vec3 torque(0, 100.0f, 0);
- body->AddTorque(torque);
- // Simulate a step, this will make the box collide with the floor but should not result in the floor stopping the body
- // but will cause the effective mass of the contact to become infinite so is a test if we are properly ignoring the contact in this case
- c.SimulateSingleStep();
- // Check that we did detect the collision
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, floor.GetID(), body->GetID()));
- // Check that we have the correct angular velocity
- Vec3 expected_angular_velocity = torque * c.GetDeltaTime() * body->GetInverseInertia()(1, 1);
- CHECK_APPROX_EQUAL(body->GetAngularVelocity(), expected_angular_velocity);
- CHECK(body->GetLinearVelocity() == Vec3::sZero());
- CHECK(body->GetPosition() == initial_position);
- }
- TEST_CASE("TestSelectiveStateSaveAndRestore")
- {
- class MyFilter : public StateRecorderFilter
- {
- public:
- bool ShouldSaveBody(const BodyID &inBodyID) const
- {
- return std::find(mIgnoreBodies.cbegin(), mIgnoreBodies.cend(), inBodyID) == mIgnoreBodies.cend();
- }
- virtual bool ShouldSaveBody(const Body &inBody) const override
- {
- return ShouldSaveBody(inBody.GetID());
- }
- virtual bool ShouldSaveContact(const BodyID &inBody1, const BodyID &inBody2) const override
- {
- return ShouldSaveBody(inBody1) && ShouldSaveBody(inBody2);
- }
- Array<BodyID> mIgnoreBodies;
- };
- for (int mode = 0; mode < 2; mode++)
- {
- PhysicsTestContext c;
- Vec3 gravity = c.GetSystem()->GetGravity();
- Vec3 upside_down_gravity = -gravity;
- // Create the ground.
- Body &ground = c.CreateFloor();
- // Create two sets of bodies that each overlap
- Body &box1 = c.CreateBox(RVec3(0, 1, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sOne(), EActivation::Activate);
- Body &sphere1 = c.CreateSphere(RVec3(0, 1, 0.1f), 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, EActivation::Activate);
- Body &box2 = c.CreateBox(RVec3(5, 1, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sOne(), EActivation::Activate);
- Body &sphere2 = c.CreateSphere(RVec3(5, 1, 0.1f), 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, EActivation::Activate);
- // Store the absolute initial state, that will be used for the final test.
- StateRecorderImpl absolute_initial_state;
- c.GetSystem()->SaveState(absolute_initial_state);
- EStateRecorderState state_to_save = EStateRecorderState::All;
- MyFilter filter;
- if (mode == 1)
- {
- // Don't save the global state
- state_to_save = EStateRecorderState::All ^ EStateRecorderState::Global;
- // Don't save some bodies
- filter.mIgnoreBodies.push_back(ground.GetID());
- filter.mIgnoreBodies.push_back(box2.GetID());
- filter.mIgnoreBodies.push_back(sphere2.GetID());
- }
- // Store the initial transform.
- const RMat44 initial_box1_transform = box1.GetWorldTransform();
- const RMat44 initial_sphere1_transform = sphere1.GetWorldTransform();
- const RMat44 initial_box2_transform = box2.GetWorldTransform();
- const RMat44 initial_sphere2_transform = sphere2.GetWorldTransform();
- // Save partial state
- StateRecorderImpl initial_state;
- c.GetSystem()->SaveState(initial_state, state_to_save, &filter);
- // Simulate for 2 seconds
- c.Simulate(2.0f);
- // The bodies should have moved and come to rest
- const RMat44 intermediate_box1_transform = box1.GetWorldTransform();
- const RMat44 intermediate_sphere1_transform = sphere1.GetWorldTransform();
- const RMat44 intermediate_box2_transform = box2.GetWorldTransform();
- const RMat44 intermediate_sphere2_transform = sphere2.GetWorldTransform();
- CHECK(intermediate_box1_transform != initial_box1_transform);
- CHECK(intermediate_sphere1_transform != initial_sphere1_transform);
- CHECK(intermediate_box2_transform != initial_box2_transform);
- CHECK(intermediate_sphere2_transform != initial_sphere2_transform);
- CHECK(!box1.IsActive());
- CHECK(!sphere1.IsActive());
- CHECK(!box2.IsActive());
- CHECK(!sphere2.IsActive());
- // Save the intermediate state.
- StateRecorderImpl intermediate_state;
- c.GetSystem()->SaveState(intermediate_state, state_to_save, &filter);
- // Change the gravity.
- c.GetSystem()->SetGravity(upside_down_gravity);
- // Restore the initial state.
- c.GetSystem()->RestoreState(initial_state);
- // Make sure the state is properly set back to the initial state.
- CHECK(box1.GetWorldTransform() == initial_box1_transform);
- CHECK(sphere1.GetWorldTransform() == initial_sphere1_transform);
- CHECK(box1.IsActive());
- CHECK(sphere1.IsActive());
- if (mode == 0)
- {
- // Make sure the gravity is restored.
- CHECK(c.GetSystem()->GetGravity() == gravity);
- // The second set of bodies should have been restored as well
- CHECK(box2.GetWorldTransform() == initial_box2_transform);
- CHECK(sphere2.GetWorldTransform() == initial_sphere2_transform);
- CHECK(box2.IsActive());
- CHECK(sphere2.IsActive());
- }
- else
- {
- // Make sure the gravity is NOT restored.
- CHECK(c.GetSystem()->GetGravity() == upside_down_gravity);
- c.GetSystem()->SetGravity(gravity);
- // The second set of bodies should NOT have been restored
- CHECK(box2.GetWorldTransform() == intermediate_box2_transform);
- CHECK(sphere2.GetWorldTransform() == intermediate_sphere2_transform);
- CHECK(!box2.IsActive());
- CHECK(!sphere2.IsActive());
- // Apply a velocity to the second set of bodies to make sure they are active again
- c.GetBodyInterface().SetLinearVelocity(box2.GetID(), Vec3(0, 0, 0.1f));
- c.GetBodyInterface().SetLinearVelocity(sphere2.GetID(), Vec3(0, 0, 0.1f));
- }
- // Simulate for 2 seconds - again
- c.Simulate(2.0f);
- // The first set of bodies have been saved and should have returned to the same positions again
- CHECK(box1.GetWorldTransform() == intermediate_box1_transform);
- CHECK(sphere1.GetWorldTransform() == intermediate_sphere1_transform);
- CHECK(!box1.IsActive());
- CHECK(!sphere1.IsActive());
- if (mode == 0)
- {
- // The second set of bodies have been saved and should have returned to the same positions again
- CHECK(box2.GetWorldTransform() == intermediate_box2_transform);
- CHECK(sphere2.GetWorldTransform() == intermediate_sphere2_transform);
- CHECK(!box2.IsActive());
- CHECK(!sphere2.IsActive());
- }
- else
- {
- // The second set of bodies have not been saved and should have moved on
- CHECK(box2.GetWorldTransform() != intermediate_box2_transform);
- CHECK(sphere2.GetWorldTransform() != intermediate_sphere2_transform);
- CHECK(!box2.IsActive());
- CHECK(sphere2.IsActive()); // The sphere keeps rolling
- }
- // Save the final state
- StateRecorderImpl final_state;
- c.GetSystem()->SaveState(final_state, state_to_save, &filter);
- // Compare the states to make sure they are the same
- CHECK(final_state.IsEqual(intermediate_state));
- // Now restore the absolute initial state and make sure all the
- // bodies are being active and ready to be processed again
- c.GetSystem()->RestoreState(absolute_initial_state);
- CHECK(box1.GetWorldTransform() == initial_box1_transform);
- CHECK(sphere1.GetWorldTransform() == initial_sphere1_transform);
- CHECK(box2.GetWorldTransform() == initial_box2_transform);
- CHECK(sphere2.GetWorldTransform() == initial_sphere2_transform);
- CHECK(box1.IsActive());
- CHECK(sphere1.IsActive());
- CHECK(box2.IsActive());
- CHECK(sphere2.IsActive());
- // Save the state of a single body
- StateRecorderImpl single_body;
- c.GetSystem()->SaveBodyState(box2, single_body);
- // Simulate for 2 seconds - again
- c.Simulate(2.0f);
- // We should have reached the same state as before
- CHECK(box1.GetWorldTransform() == intermediate_box1_transform);
- CHECK(sphere1.GetWorldTransform() == intermediate_sphere1_transform);
- CHECK(box2.GetWorldTransform() == intermediate_box2_transform);
- CHECK(sphere2.GetWorldTransform() == intermediate_sphere2_transform);
- CHECK(!box1.IsActive());
- CHECK(!sphere1.IsActive());
- CHECK(!box2.IsActive());
- CHECK(!sphere2.IsActive());
- // Restore the single body
- c.GetSystem()->RestoreBodyState(box2, single_body);
- // Only that body should have been restored
- CHECK(box1.GetWorldTransform() == intermediate_box1_transform);
- CHECK(sphere1.GetWorldTransform() == intermediate_sphere1_transform);
- CHECK(box2.GetWorldTransform() == initial_box2_transform);
- CHECK(sphere2.GetWorldTransform() == intermediate_sphere2_transform);
- CHECK(!box1.IsActive());
- CHECK(!sphere1.IsActive());
- CHECK(box2.IsActive());
- CHECK(!sphere2.IsActive());
- }
- }
- TEST_CASE("TestMultiPartRestoreState")
- {
- class MyFilter : public StateRecorderFilter
- {
- public:
- MyFilter(const Array<BodyID> &inStoredBodies) : mStoredBodies(inStoredBodies) { }
- bool ShouldSaveBody(const BodyID &inBodyID) const
- {
- return std::find(mStoredBodies.cbegin(), mStoredBodies.cend(), inBodyID) != mStoredBodies.cend();
- }
- virtual bool ShouldSaveBody(const Body &inBody) const override
- {
- if (ShouldSaveBody(inBody.GetID()))
- {
- ++mNumBodies;
- return true;
- }
- return false;
- }
- virtual bool ShouldSaveContact(const BodyID &inBody1, const BodyID &inBody2) const override
- {
- if (ShouldSaveBody(inBody1) || ShouldSaveBody(inBody2))
- {
- ++mNumContacts;
- return true;
- }
- return false;
- }
- const Array<BodyID> & mStoredBodies;
- mutable int mNumBodies = 0;
- mutable int mNumContacts = 0;
- };
- PhysicsTestContext c;
- c.CreateFloor();
- // Create 1st set of moving bodies
- constexpr int cNumMoving1 = 10;
- Array<BodyID> moving1;
- for (int i = 0; i < cNumMoving1; ++i)
- moving1.push_back(c.CreateSphere(RVec3(0, 2.0f + 2.0f * i, 0.01f * i), 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, EActivation::Activate).GetID());
- // Create 2nd set of moving bodies, note that although the bodies overlap with the 1st set, they don't collide because of their layer.
- // We need to create disjoint sets for restoring in parts to work.
- constexpr int cNumMoving2 = 12;
- Array<BodyID> moving2;
- for (int i = 0; i < cNumMoving2; ++i)
- moving2.push_back(c.CreateSphere(RVec3(1.0f, 2.0f + 2.0f * i, 0.01f * i), 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING2, EActivation::Activate).GetID());
- // Simulate for a short while to get some contacts
- c.Simulate(2.0f);
- // Save full snapshot
- StateRecorderImpl initial_state;
- c.GetSystem()->SaveState(initial_state);
- // Save everything relating to 1st set of bodies
- MyFilter filter1(moving1);
- StateRecorderImpl state1;
- c.GetSystem()->SaveState(state1, EStateRecorderState::All, &filter1);
- CHECK(filter1.mNumBodies == cNumMoving1);
- CHECK(filter1.mNumContacts > cNumMoving1 / 2); // Many bodies should be in contact now, if not we're not testing contact restoring
- CHECK(state1.GetDataSize() < initial_state.GetDataSize()); // Should be smaller than the full state
- // Save everything relating to 2nd set of bodies
- MyFilter filter2(moving2);
- StateRecorderImpl state2;
- c.GetSystem()->SaveState(state2, EStateRecorderState::Bodies | EStateRecorderState::Contacts, &filter2);
- CHECK(filter2.mNumBodies == cNumMoving2);
- CHECK(filter2.mNumContacts > cNumMoving2 / 2);
- CHECK(state2.GetDataSize() < initial_state.GetDataSize());
- // Simulate for 2 seconds
- c.Simulate(2.0f);
- // Save result
- StateRecorderImpl final_state;
- c.GetSystem()->SaveState(final_state);
- // Restore the initial state in parts
- state1.SetIsLastPart(false);
- c.GetSystem()->RestoreState(state1);
- c.GetSystem()->RestoreState(state2);
- // Verify we're back to the first state
- StateRecorderImpl verify1;
- c.GetSystem()->SaveState(verify1);
- CHECK(initial_state.IsEqual(verify1));
- // Simulate for 2 seconds again
- c.Simulate(2.0f);
- // Check we end up in the final state again
- StateRecorderImpl verify2;
- c.GetSystem()->SaveState(verify2);
- CHECK(final_state.IsEqual(verify2));
- }
- // This tests that when switching UseManifoldReduction on/off we get the correct contact callbacks
- TEST_CASE("TestSwitchUseManifoldReduction")
- {
- PhysicsTestContext c;
- // Install listener
- LoggingContactListener contact_listener;
- c.GetSystem()->SetContactListener(&contact_listener);
- // Create floor
- Body &floor = c.CreateFloor();
- // Create a compound with 4 boxes
- Ref<BoxShape> box_shape = new BoxShape(Vec3::sReplicate(2));
- Ref<StaticCompoundShapeSettings> shape_settings = new StaticCompoundShapeSettings();
- shape_settings->AddShape(Vec3(5, 0, 0), Quat::sIdentity(), box_shape);
- shape_settings->AddShape(Vec3(-5, 0, 0), Quat::sIdentity(), box_shape);
- shape_settings->AddShape(Vec3(0, 0, 5), Quat::sIdentity(), box_shape);
- shape_settings->AddShape(Vec3(0, 0, -5), Quat::sIdentity(), box_shape);
- RefConst<StaticCompoundShape> compound_shape = StaticCast<StaticCompoundShape>(shape_settings->Create().Get());
- SubShapeID sub_shape_ids[] = {
- compound_shape->GetSubShapeIDFromIndex(0, SubShapeIDCreator()).GetID(),
- compound_shape->GetSubShapeIDFromIndex(1, SubShapeIDCreator()).GetID(),
- compound_shape->GetSubShapeIDFromIndex(2, SubShapeIDCreator()).GetID(),
- compound_shape->GetSubShapeIDFromIndex(3, SubShapeIDCreator()).GetID()
- };
- // Embed body a little bit into the floor so we immediately get contact callbacks
- BodyCreationSettings body_settings(compound_shape, RVec3(0, 1.99_r, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
- body_settings.mUseManifoldReduction = true;
- BodyID body_id = c.GetBodyInterface().CreateAndAddBody(body_settings, EActivation::Activate);
- // Trigger contact callbacks
- c.SimulateSingleStep();
- // Since manifold reduction is on and the contacts will be coplanar we should only get 1 contact with the floor
- // Note that which sub shape ID we get is deterministic but not guaranteed to be a particular value, sub_shape_ids[3] is the one it currently returns!!
- CHECK(contact_listener.GetEntryCount() == 5); // 4x validate + 1x add
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, floor.GetID(), SubShapeID(), body_id, sub_shape_ids[3]));
- contact_listener.Clear();
- // Now disable manifold reduction
- c.GetBodyInterface().SetUseManifoldReduction(body_id, false);
- // Trigger contact callbacks
- c.SimulateSingleStep();
- // Now manifold reduction is off so we should get collisions with each of the sub shapes
- CHECK(contact_listener.GetEntryCount() == 8); // 4x validate + 1x persist + 3x add
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Persist, floor.GetID(), SubShapeID(), body_id, sub_shape_ids[3]));
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, floor.GetID(), SubShapeID(), body_id, sub_shape_ids[0]));
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, floor.GetID(), SubShapeID(), body_id, sub_shape_ids[1]));
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, floor.GetID(), SubShapeID(), body_id, sub_shape_ids[2]));
- contact_listener.Clear();
- // Now enable manifold reduction again
- c.GetBodyInterface().SetUseManifoldReduction(body_id, true);
- // Trigger contact callbacks
- c.SimulateSingleStep();
- // We should be back to the first state now where we only have 1 contact
- CHECK(contact_listener.GetEntryCount() == 8); // 4x validate + 1x persist + 3x remove
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Persist, floor.GetID(), SubShapeID(), body_id, sub_shape_ids[3]));
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Remove, floor.GetID(), SubShapeID(), body_id, sub_shape_ids[0]));
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Remove, floor.GetID(), SubShapeID(), body_id, sub_shape_ids[1]));
- CHECK(contact_listener.Contains(LoggingContactListener::EType::Remove, floor.GetID(), SubShapeID(), body_id, sub_shape_ids[2]));
- }
- // This tests that we don't run out of nodes if we keep adding removing bodies when using OptimizeBroadPhase
- TEST_CASE("TestOptimizeBroadPhase")
- {
- constexpr uint cMaxBodies = 128;
- PhysicsTestContext c(1.0f / 60.0f, 1, 0, cMaxBodies);
- BodyInterface &bi = c.GetBodyInterface();
- // Create max number of bodies
- BodyIDVector bodies;
- BodyCreationSettings bcs(new SphereShape(1.0f), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::MOVING);
- for (uint i = 0; i < cMaxBodies; ++i)
- {
- Body *b = bi.CreateBody(bcs);
- CHECK(b != nullptr);
- bodies.push_back(b->GetID());
- }
- // Repeatedly add and remove bodies
- for (int i = 0; i < 10; ++i)
- {
- BodyInterface::AddState add_state = bi.AddBodiesPrepare(bodies.data(), (int)bodies.size());
- for (const BodyID &id : bodies)
- CHECK(!bi.IsAdded(id));
- bi.AddBodiesFinalize(bodies.data(), (int)bodies.size(), add_state, EActivation::DontActivate);
- for (const BodyID &id : bodies)
- CHECK(bi.IsAdded(id));
- bi.RemoveBodies(bodies.data(), (int)bodies.size());
- for (const BodyID &id : bodies)
- CHECK(!bi.IsAdded(id));
- // Optimize the broad phase to recycle quad tree nodes
- c.GetSystem()->OptimizeBroadPhase();
- }
- }
- }
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