SamplesApp.cpp 82 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #include <TestFramework.h>
  4. #include <SamplesApp.h>
  5. #include <Application/EntryPoint.h>
  6. #include <Core/JobSystemThreadPool.h>
  7. #include <Core/TempAllocator.h>
  8. #include <Geometry/OrientedBox.h>
  9. #include <Physics/PhysicsSystem.h>
  10. #include <Physics/StateRecorderImpl.h>
  11. #include <Physics/Body/BodyCreationSettings.h>
  12. #include <Physics/Collision/RayCast.h>
  13. #include <Physics/Collision/ShapeCast.h>
  14. #include <Physics/Collision/CastResult.h>
  15. #include <Physics/Collision/CollidePointResult.h>
  16. #include <Physics/Collision/AABoxCast.h>
  17. #include <Physics/Collision/CollisionCollectorImpl.h>
  18. #include <Physics/Collision/Shape/HeightFieldShape.h>
  19. #include <Physics/Collision/Shape/MeshShape.h>
  20. #include <Physics/Collision/Shape/SphereShape.h>
  21. #include <Physics/Collision/Shape/BoxShape.h>
  22. #include <Physics/Collision/Shape/ConvexHullShape.h>
  23. #include <Physics/Collision/Shape/CapsuleShape.h>
  24. #include <Physics/Collision/Shape/TaperedCapsuleShape.h>
  25. #include <Physics/Collision/Shape/CylinderShape.h>
  26. #include <Physics/Collision/Shape/TriangleShape.h>
  27. #include <Physics/Collision/Shape/StaticCompoundShape.h>
  28. #include <Physics/Collision/Shape/MutableCompoundShape.h>
  29. #include <Physics/Collision/Shape/ScaledShape.h>
  30. #include <Physics/Collision/NarrowPhaseStats.h>
  31. #include <Physics/Constraints/DistanceConstraint.h>
  32. #include <Utils/Log.h>
  33. #include <Renderer/DebugRendererImp.h>
  34. //-----------------------------------------------------------------------------
  35. // RTTI definitions
  36. //-----------------------------------------------------------------------------
  37. struct TestNameAndRTTI
  38. {
  39. const char * mName;
  40. const RTTI * mRTTI;
  41. };
  42. struct TestCategory
  43. {
  44. const char * mName;
  45. TestNameAndRTTI * mTests;
  46. size_t mNumTests;
  47. };
  48. JPH_DECLARE_RTTI_FOR_FACTORY(SimpleTest)
  49. JPH_DECLARE_RTTI_FOR_FACTORY(StackTest)
  50. JPH_DECLARE_RTTI_FOR_FACTORY(WallTest)
  51. JPH_DECLARE_RTTI_FOR_FACTORY(IslandTest)
  52. JPH_DECLARE_RTTI_FOR_FACTORY(FunnelTest)
  53. JPH_DECLARE_RTTI_FOR_FACTORY(FrictionTest)
  54. JPH_DECLARE_RTTI_FOR_FACTORY(FrictionPerTriangleTest)
  55. JPH_DECLARE_RTTI_FOR_FACTORY(GravityFactorTest)
  56. JPH_DECLARE_RTTI_FOR_FACTORY(RestitutionTest)
  57. JPH_DECLARE_RTTI_FOR_FACTORY(DampingTest)
  58. JPH_DECLARE_RTTI_FOR_FACTORY(KinematicTest)
  59. JPH_DECLARE_RTTI_FOR_FACTORY(ContactManifoldTest)
  60. JPH_DECLARE_RTTI_FOR_FACTORY(ManifoldReductionTest)
  61. JPH_DECLARE_RTTI_FOR_FACTORY(CenterOfMassTest)
  62. JPH_DECLARE_RTTI_FOR_FACTORY(HeavyOnLightTest)
  63. JPH_DECLARE_RTTI_FOR_FACTORY(HighSpeedTest)
  64. JPH_DECLARE_RTTI_FOR_FACTORY(ChangeMotionTypeTest)
  65. JPH_DECLARE_RTTI_FOR_FACTORY(ChangeShapeTest)
  66. JPH_DECLARE_RTTI_FOR_FACTORY(ChangeObjectLayerTest)
  67. JPH_DECLARE_RTTI_FOR_FACTORY(LoadSaveSceneTest)
  68. JPH_DECLARE_RTTI_FOR_FACTORY(LoadSaveBinaryTest)
  69. JPH_DECLARE_RTTI_FOR_FACTORY(BigVsSmallTest)
  70. JPH_DECLARE_RTTI_FOR_FACTORY(ActiveEdgesTest)
  71. JPH_DECLARE_RTTI_FOR_FACTORY(MultithreadedTest)
  72. JPH_DECLARE_RTTI_FOR_FACTORY(ContactListenerTest)
  73. JPH_DECLARE_RTTI_FOR_FACTORY(ActivateDuringUpdateTest)
  74. JPH_DECLARE_RTTI_FOR_FACTORY(SensorTest)
  75. static TestNameAndRTTI sGeneralTests[] =
  76. {
  77. { "Simple", JPH_RTTI(SimpleTest) },
  78. { "Stack", JPH_RTTI(StackTest) },
  79. { "Wall", JPH_RTTI(WallTest) },
  80. { "Island", JPH_RTTI(IslandTest) },
  81. { "Funnel", JPH_RTTI(FunnelTest) },
  82. { "Friction", JPH_RTTI(FrictionTest) },
  83. { "Friction (Per Triangle)", JPH_RTTI(FrictionPerTriangleTest) },
  84. { "Gravity Factor", JPH_RTTI(GravityFactorTest) },
  85. { "Restitution", JPH_RTTI(RestitutionTest) },
  86. { "Damping", JPH_RTTI(DampingTest) },
  87. { "Kinematic", JPH_RTTI(KinematicTest) },
  88. { "Contact Manifold", JPH_RTTI(ContactManifoldTest) },
  89. { "Manifold Reduction", JPH_RTTI(ManifoldReductionTest) },
  90. { "Center Of Mass", JPH_RTTI(CenterOfMassTest) },
  91. { "Heavy On Light", JPH_RTTI(HeavyOnLightTest) },
  92. { "High Speed", JPH_RTTI(HighSpeedTest) },
  93. { "Change Motion Type", JPH_RTTI(ChangeMotionTypeTest) },
  94. { "Change Shape", JPH_RTTI(ChangeShapeTest) },
  95. { "Change Object Layer", JPH_RTTI(ChangeObjectLayerTest) },
  96. { "Load/Save Scene", JPH_RTTI(LoadSaveSceneTest) },
  97. { "Load/Save Binary", JPH_RTTI(LoadSaveBinaryTest) },
  98. { "Big vs Small", JPH_RTTI(BigVsSmallTest) },
  99. { "Active Edges", JPH_RTTI(ActiveEdgesTest) },
  100. { "Multithreaded", JPH_RTTI(MultithreadedTest) },
  101. { "Contact Listener", JPH_RTTI(ContactListenerTest) },
  102. { "Activate During Update", JPH_RTTI(ActivateDuringUpdateTest) },
  103. { "Sensor", JPH_RTTI(SensorTest) },
  104. };
  105. JPH_DECLARE_RTTI_FOR_FACTORY(DistanceConstraintTest)
  106. JPH_DECLARE_RTTI_FOR_FACTORY(FixedConstraintTest)
  107. JPH_DECLARE_RTTI_FOR_FACTORY(ConeConstraintTest)
  108. JPH_DECLARE_RTTI_FOR_FACTORY(SwingTwistConstraintTest)
  109. JPH_DECLARE_RTTI_FOR_FACTORY(SixDOFConstraintTest)
  110. JPH_DECLARE_RTTI_FOR_FACTORY(HingeConstraintTest)
  111. JPH_DECLARE_RTTI_FOR_FACTORY(PoweredHingeConstraintTest)
  112. JPH_DECLARE_RTTI_FOR_FACTORY(PointConstraintTest)
  113. JPH_DECLARE_RTTI_FOR_FACTORY(SliderConstraintTest)
  114. JPH_DECLARE_RTTI_FOR_FACTORY(PoweredSliderConstraintTest)
  115. JPH_DECLARE_RTTI_FOR_FACTORY(SpringTest)
  116. JPH_DECLARE_RTTI_FOR_FACTORY(ConstraintSingularityTest)
  117. JPH_DECLARE_RTTI_FOR_FACTORY(PoweredSwingTwistConstraintTest)
  118. JPH_DECLARE_RTTI_FOR_FACTORY(SwingTwistConstraintFrictionTest)
  119. JPH_DECLARE_RTTI_FOR_FACTORY(PathConstraintTest)
  120. static TestNameAndRTTI sConstraintTests[] =
  121. {
  122. { "Point Constraint", JPH_RTTI(PointConstraintTest) },
  123. { "Distance Constraint", JPH_RTTI(DistanceConstraintTest) },
  124. { "Hinge Constraint", JPH_RTTI(HingeConstraintTest) },
  125. { "Powered Hinge Constraint", JPH_RTTI(PoweredHingeConstraintTest) },
  126. { "Slider Constraint", JPH_RTTI(SliderConstraintTest) },
  127. { "Powered Slider Constraint", JPH_RTTI(PoweredSliderConstraintTest) },
  128. { "Fixed Constraint", JPH_RTTI(FixedConstraintTest) },
  129. { "Cone Constraint", JPH_RTTI(ConeConstraintTest) },
  130. { "Swing Twist Constraint", JPH_RTTI(SwingTwistConstraintTest) },
  131. { "Powered Swing Twist Constraint", JPH_RTTI(PoweredSwingTwistConstraintTest) },
  132. { "Swing Twist Constraint Friction", JPH_RTTI(SwingTwistConstraintFrictionTest) },
  133. { "Six DOF Constraint", JPH_RTTI(SixDOFConstraintTest) },
  134. { "Path Constraint", JPH_RTTI(PathConstraintTest) },
  135. { "Spring", JPH_RTTI(SpringTest) },
  136. { "Constraint Singularity", JPH_RTTI(ConstraintSingularityTest) },
  137. };
  138. JPH_DECLARE_RTTI_FOR_FACTORY(BoxShapeTest)
  139. JPH_DECLARE_RTTI_FOR_FACTORY(SphereShapeTest)
  140. JPH_DECLARE_RTTI_FOR_FACTORY(TaperedCapsuleShapeTest)
  141. JPH_DECLARE_RTTI_FOR_FACTORY(CapsuleShapeTest)
  142. JPH_DECLARE_RTTI_FOR_FACTORY(CylinderShapeTest)
  143. JPH_DECLARE_RTTI_FOR_FACTORY(StaticCompoundShapeTest)
  144. JPH_DECLARE_RTTI_FOR_FACTORY(MutableCompoundShapeTest)
  145. JPH_DECLARE_RTTI_FOR_FACTORY(TriangleShapeTest)
  146. JPH_DECLARE_RTTI_FOR_FACTORY(ConvexHullShapeTest)
  147. JPH_DECLARE_RTTI_FOR_FACTORY(MeshShapeTest)
  148. JPH_DECLARE_RTTI_FOR_FACTORY(HeightFieldShapeTest)
  149. JPH_DECLARE_RTTI_FOR_FACTORY(RotatedTranslatedShapeTest)
  150. JPH_DECLARE_RTTI_FOR_FACTORY(OffsetCenterOfMassShapeTest)
  151. static TestNameAndRTTI sShapeTests[] =
  152. {
  153. { "Sphere Shape", JPH_RTTI(SphereShapeTest) },
  154. { "Box Shape", JPH_RTTI(BoxShapeTest) },
  155. { "Capsule Shape", JPH_RTTI(CapsuleShapeTest) },
  156. { "Tapered Capsule Shape", JPH_RTTI(TaperedCapsuleShapeTest) },
  157. { "Cylinder Shape", JPH_RTTI(CylinderShapeTest) },
  158. { "Convex Hull Shape", JPH_RTTI(ConvexHullShapeTest) },
  159. { "Mesh Shape", JPH_RTTI(MeshShapeTest) },
  160. { "Height Field Shape", JPH_RTTI(HeightFieldShapeTest) },
  161. { "Static Compound Shape", JPH_RTTI(StaticCompoundShapeTest) },
  162. { "Mutable Compound Shape", JPH_RTTI(MutableCompoundShapeTest) },
  163. { "Triangle Shape", JPH_RTTI(TriangleShapeTest) },
  164. { "Rotated Translated Shape", JPH_RTTI(RotatedTranslatedShapeTest) },
  165. { "Offset Center Of Mass Shape", JPH_RTTI(OffsetCenterOfMassShapeTest) }
  166. };
  167. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledSphereShapeTest)
  168. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledBoxShapeTest)
  169. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledCapsuleShapeTest)
  170. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledTaperedCapsuleShapeTest)
  171. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledCylinderShapeTest)
  172. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledConvexHullShapeTest)
  173. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledMeshShapeTest)
  174. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledHeightFieldShapeTest)
  175. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledStaticCompoundShapeTest)
  176. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledMutableCompoundShapeTest)
  177. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledTriangleShapeTest)
  178. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledOffsetCenterOfMassShapeTest)
  179. static TestNameAndRTTI sScaledShapeTests[] =
  180. {
  181. { "Sphere Shape", JPH_RTTI(ScaledSphereShapeTest) },
  182. { "Box Shape", JPH_RTTI(ScaledBoxShapeTest) },
  183. { "Capsule Shape", JPH_RTTI(ScaledCapsuleShapeTest) },
  184. { "Tapered Capsule Shape", JPH_RTTI(ScaledTaperedCapsuleShapeTest) },
  185. { "Cylinder Shape", JPH_RTTI(ScaledCylinderShapeTest) },
  186. { "Convex Hull Shape", JPH_RTTI(ScaledConvexHullShapeTest) },
  187. { "Mesh Shape", JPH_RTTI(ScaledMeshShapeTest) },
  188. { "Height Field Shape", JPH_RTTI(ScaledHeightFieldShapeTest) },
  189. { "Static Compound Shape", JPH_RTTI(ScaledStaticCompoundShapeTest) },
  190. { "Mutable Compound Shape", JPH_RTTI(ScaledMutableCompoundShapeTest) },
  191. { "Triangle Shape", JPH_RTTI(ScaledTriangleShapeTest) },
  192. { "Offset Center Of Mass Shape", JPH_RTTI(ScaledOffsetCenterOfMassShapeTest) }
  193. };
  194. JPH_DECLARE_RTTI_FOR_FACTORY(LoadRigTest)
  195. JPH_DECLARE_RTTI_FOR_FACTORY(KinematicRigTest)
  196. JPH_DECLARE_RTTI_FOR_FACTORY(PoweredRigTest)
  197. JPH_DECLARE_RTTI_FOR_FACTORY(RigPileTest)
  198. JPH_DECLARE_RTTI_FOR_FACTORY(LoadSaveBinaryRigTest)
  199. static TestNameAndRTTI sRigTests[] =
  200. {
  201. { "Load Rig", JPH_RTTI(LoadRigTest) },
  202. { "Load / Save Binary Rig", JPH_RTTI(LoadSaveBinaryRigTest) },
  203. { "Kinematic Rig", JPH_RTTI(KinematicRigTest) },
  204. { "Powered Rig", JPH_RTTI(PoweredRigTest) },
  205. { "Rig Pile", JPH_RTTI(RigPileTest) }
  206. };
  207. JPH_DECLARE_RTTI_FOR_FACTORY(CharacterTest)
  208. static TestNameAndRTTI sCharacterTests[] =
  209. {
  210. { "Character", JPH_RTTI(CharacterTest) },
  211. };
  212. JPH_DECLARE_RTTI_FOR_FACTORY(WaterShapeTest)
  213. static TestNameAndRTTI sWaterTests[] =
  214. {
  215. { "Shapes", JPH_RTTI(WaterShapeTest) },
  216. };
  217. JPH_DECLARE_RTTI_FOR_FACTORY(VehicleSixDOFTest)
  218. JPH_DECLARE_RTTI_FOR_FACTORY(VehicleConstraintTest)
  219. JPH_DECLARE_RTTI_FOR_FACTORY(TankTest)
  220. static TestNameAndRTTI sVehicleTests[] =
  221. {
  222. { "Car (VehicleConstraint)", JPH_RTTI(VehicleConstraintTest) },
  223. { "Tank (VehicleConstraint)", JPH_RTTI(TankTest) },
  224. { "Car (SixDOFConstraint)", JPH_RTTI(VehicleSixDOFTest) },
  225. };
  226. JPH_DECLARE_RTTI_FOR_FACTORY(BroadPhaseCastRayTest)
  227. JPH_DECLARE_RTTI_FOR_FACTORY(BroadPhaseInsertionTest)
  228. static TestNameAndRTTI sBroadPhaseTests[] =
  229. {
  230. { "Cast Ray", JPH_RTTI(BroadPhaseCastRayTest) },
  231. { "Insertion", JPH_RTTI(BroadPhaseInsertionTest) }
  232. };
  233. JPH_DECLARE_RTTI_FOR_FACTORY(InteractivePairsTest)
  234. JPH_DECLARE_RTTI_FOR_FACTORY(EPATest)
  235. JPH_DECLARE_RTTI_FOR_FACTORY(ClosestPointTest)
  236. JPH_DECLARE_RTTI_FOR_FACTORY(ConvexHullTest)
  237. JPH_DECLARE_RTTI_FOR_FACTORY(ConvexHullShrinkTest)
  238. JPH_DECLARE_RTTI_FOR_FACTORY(RandomRayTest)
  239. JPH_DECLARE_RTTI_FOR_FACTORY(CapsuleVsBoxTest)
  240. static TestNameAndRTTI sConvexCollisionTests[] =
  241. {
  242. { "Interactive Pairs", JPH_RTTI(InteractivePairsTest) },
  243. { "EPA Test", JPH_RTTI(EPATest) },
  244. { "Closest Point", JPH_RTTI(ClosestPointTest) },
  245. { "Convex Hull", JPH_RTTI(ConvexHullTest) },
  246. { "Convex Hull Shrink", JPH_RTTI(ConvexHullShrinkTest) },
  247. { "Random Ray", JPH_RTTI(RandomRayTest) },
  248. { "Capsule Vs Box", JPH_RTTI(CapsuleVsBoxTest) }
  249. };
  250. static TestCategory sAllCategories[] =
  251. {
  252. { "General", sGeneralTests, size(sGeneralTests) },
  253. { "Shapes", sShapeTests, size(sShapeTests) },
  254. { "Scaled Shapes", sScaledShapeTests, size(sScaledShapeTests) },
  255. { "Constraints", sConstraintTests, size(sConstraintTests) },
  256. { "Rig", sRigTests, size(sRigTests) },
  257. { "Character", sCharacterTests, size(sCharacterTests) },
  258. { "Water", sWaterTests, size(sWaterTests) },
  259. { "Vehicle", sVehicleTests, size(sVehicleTests) },
  260. { "Broad Phase", sBroadPhaseTests, size(sBroadPhaseTests) },
  261. { "Convex Collision", sConvexCollisionTests, size(sConvexCollisionTests) }
  262. };
  263. //-----------------------------------------------------------------------------
  264. // Configuration
  265. //-----------------------------------------------------------------------------
  266. static constexpr uint cNumBodies = 10240;
  267. static constexpr uint cNumBodyMutexes = 0; // Autodetect
  268. static constexpr uint cMaxBodyPairs = 65536;
  269. static constexpr uint cMaxContactConstraints = 10240;
  270. SamplesApp::SamplesApp()
  271. {
  272. // Allocate temp memory
  273. #ifdef JPH_DISABLE_TEMP_ALLOCATOR
  274. mTempAllocator = new TempAllocatorMalloc();
  275. #else
  276. mTempAllocator = new TempAllocatorImpl(16 * 1024 * 1024);
  277. #endif
  278. // Create job system
  279. mJobSystem = new JobSystemThreadPool(cMaxPhysicsJobs, cMaxPhysicsBarriers, mMaxConcurrentJobs - 1);
  280. // Create job system without extra threads for validating
  281. mJobSystemValidating = new JobSystemThreadPool(cMaxPhysicsJobs, cMaxPhysicsBarriers, 0);
  282. // Create UI
  283. UIElement *main_menu = mDebugUI->CreateMenu();
  284. mDebugUI->CreateTextButton(main_menu, "Select Test", [this]() {
  285. UIElement *tests = mDebugUI->CreateMenu();
  286. for (TestCategory &c : sAllCategories)
  287. {
  288. mDebugUI->CreateTextButton(tests, c.mName, [=]() {
  289. UIElement *category = mDebugUI->CreateMenu();
  290. for (uint j = 0; j < c.mNumTests; ++j)
  291. mDebugUI->CreateTextButton(category, c.mTests[j].mName, [=]() { StartTest(c.mTests[j].mRTTI); });
  292. mDebugUI->ShowMenu(category);
  293. });
  294. }
  295. mDebugUI->ShowMenu(tests);
  296. });
  297. mTestSettingsButton = mDebugUI->CreateTextButton(main_menu, "Test Settings", [this](){
  298. UIElement *test_settings = mDebugUI->CreateMenu();
  299. mTest->CreateSettingsMenu(mDebugUI, test_settings);
  300. mDebugUI->ShowMenu(test_settings);
  301. });
  302. mDebugUI->CreateTextButton(main_menu, "Restart Test (R)", [this]() { StartTest(mTestClass); });
  303. mDebugUI->CreateTextButton(main_menu, "Run All Tests", [this]() { RunAllTests(); });
  304. mNextTestButton = mDebugUI->CreateTextButton(main_menu, "Next Test (N)", [this]() { NextTest(); });
  305. mNextTestButton->SetDisabled(true);
  306. mDebugUI->CreateTextButton(main_menu, "Physics Settings", [this]() {
  307. UIElement *phys_settings = mDebugUI->CreateMenu();
  308. mDebugUI->CreateSlider(phys_settings, "Max Concurrent Jobs", float(mMaxConcurrentJobs), 1, float(thread::hardware_concurrency()), 1, [this](float inValue) { mMaxConcurrentJobs = (int)inValue; });
  309. 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)); });
  310. mDebugUI->CreateSlider(phys_settings, "Update Frequency (Hz)", mUpdateFrequency, 7.5f, 120.0f, 2.5f, [this](float inValue) { mUpdateFrequency = inValue; });
  311. mDebugUI->CreateSlider(phys_settings, "Num Collision Steps", float(mCollisionSteps), 1.0f, 4.0f, 1.0f, [this](float inValue) { mCollisionSteps = int(inValue); });
  312. mDebugUI->CreateSlider(phys_settings, "Num Integration Sub Steps", float(mIntegrationSubSteps), 1.0f, 4.0f, 1.0f, [this](float inValue) { mIntegrationSubSteps = int(inValue); });
  313. mDebugUI->CreateSlider(phys_settings, "Num Velocity Steps", float(mPhysicsSettings.mNumVelocitySteps), 0, 30, 1, [this](float inValue) { mPhysicsSettings.mNumVelocitySteps = int(round(inValue)); mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  314. mDebugUI->CreateSlider(phys_settings, "Num Position Steps", float(mPhysicsSettings.mNumPositionSteps), 0, 30, 1, [this](float inValue) { mPhysicsSettings.mNumPositionSteps = int(round(inValue)); mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  315. mDebugUI->CreateSlider(phys_settings, "Baumgarte Stabilization Factor", mPhysicsSettings.mBaumgarte, 0.01f, 1.0f, 0.05f, [this](float inValue) { mPhysicsSettings.mBaumgarte = inValue; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  316. mDebugUI->CreateSlider(phys_settings, "Speculative Contact Distance (m)", mPhysicsSettings.mSpeculativeContactDistance, 0.0f, 0.1f, 0.005f, [this](float inValue) { mPhysicsSettings.mSpeculativeContactDistance = inValue; });
  317. mDebugUI->CreateSlider(phys_settings, "Penetration Slop (m)", mPhysicsSettings.mPenetrationSlop, 0.0f, 0.1f, 0.005f, [this](float inValue) { mPhysicsSettings.mPenetrationSlop = inValue; });
  318. 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); });
  319. 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); });
  320. 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); });
  321. mDebugUI->CreateCheckBox(phys_settings, "Constraint Warm Starting", mPhysicsSettings.mConstraintWarmStart, [this](UICheckBox::EState inState) { mPhysicsSettings.mConstraintWarmStart = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  322. mDebugUI->CreateCheckBox(phys_settings, "Use Body Pair Contact Cache", mPhysicsSettings.mUseBodyPairContactCache, [this](UICheckBox::EState inState) { mPhysicsSettings.mUseBodyPairContactCache = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  323. mDebugUI->CreateCheckBox(phys_settings, "Contact Manifold Reduction", mPhysicsSettings.mUseManifoldReduction, [this](UICheckBox::EState inState) { mPhysicsSettings.mUseManifoldReduction = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  324. mDebugUI->CreateCheckBox(phys_settings, "Allow Sleeping", mPhysicsSettings.mAllowSleeping, [this](UICheckBox::EState inState) { mPhysicsSettings.mAllowSleeping = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  325. mDebugUI->CreateCheckBox(phys_settings, "Check Active Triangle Edges", mPhysicsSettings.mCheckActiveEdges, [this](UICheckBox::EState inState) { mPhysicsSettings.mCheckActiveEdges = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  326. mDebugUI->CreateCheckBox(phys_settings, "Record State For Playback", mRecordState, [this](UICheckBox::EState inState) { mRecordState = inState == UICheckBox::STATE_CHECKED; });
  327. mDebugUI->CreateCheckBox(phys_settings, "Check Determinism", mCheckDeterminism, [this](UICheckBox::EState inState) { mCheckDeterminism = inState == UICheckBox::STATE_CHECKED; });
  328. mDebugUI->CreateCheckBox(phys_settings, "Install Contact Listener", mInstallContactListener, [this](UICheckBox::EState inState) { mInstallContactListener = inState == UICheckBox::STATE_CHECKED; StartTest(mTestClass); });
  329. mDebugUI->ShowMenu(phys_settings);
  330. });
  331. #ifdef JPH_DEBUG_RENDERER
  332. mDebugUI->CreateTextButton(main_menu, "Drawing Options", [this]() {
  333. UIElement *drawing_options = mDebugUI->CreateMenu();
  334. mDebugUI->CreateCheckBox(drawing_options, "Draw Body Names", mBodyDrawSettings.mDrawNames, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawNames = inState == UICheckBox::STATE_CHECKED; });
  335. mDebugUI->CreateCheckBox(drawing_options, "Draw Shapes (H)", mBodyDrawSettings.mDrawShape, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawShape = inState == UICheckBox::STATE_CHECKED; });
  336. mDebugUI->CreateCheckBox(drawing_options, "Draw Shapes Wireframe (Alt+W)", mBodyDrawSettings.mDrawShapeWireframe, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawShapeWireframe = inState == UICheckBox::STATE_CHECKED; });
  337. 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; });
  338. mDebugUI->CreateCheckBox(drawing_options, "Draw GetSupport + Cvx Radius (Shift+H)", mBodyDrawSettings.mDrawGetSupportFunction, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawGetSupportFunction = inState == UICheckBox::STATE_CHECKED; });
  339. mDebugUI->CreateCheckBox(drawing_options, "Draw Shapes Using GetTrianglesStart/Next (Alt+H)", mDrawGetTriangles, [this](UICheckBox::EState inState) { mDrawGetTriangles = inState == UICheckBox::STATE_CHECKED; });
  340. mDebugUI->CreateCheckBox(drawing_options, "Draw GetSupport Direction", mBodyDrawSettings.mDrawSupportDirection, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSupportDirection = inState == UICheckBox::STATE_CHECKED; mBodyDrawSettings.mDrawGetSupportFunction |= mBodyDrawSettings.mDrawSupportDirection; });
  341. mDebugUI->CreateCheckBox(drawing_options, "Draw GetSupportingFace (Shift+F)", mBodyDrawSettings.mDrawGetSupportingFace, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawGetSupportingFace = inState == UICheckBox::STATE_CHECKED; });
  342. mDebugUI->CreateCheckBox(drawing_options, "Draw Constraints (C)", mDrawConstraints, [this](UICheckBox::EState inState) { mDrawConstraints = inState == UICheckBox::STATE_CHECKED; });
  343. mDebugUI->CreateCheckBox(drawing_options, "Draw Constraint Limits (L)", mDrawConstraintLimits, [this](UICheckBox::EState inState) { mDrawConstraintLimits = inState == UICheckBox::STATE_CHECKED; });
  344. mDebugUI->CreateCheckBox(drawing_options, "Draw Constraint Reference Frame", mDrawConstraintReferenceFrame, [this](UICheckBox::EState inState) { mDrawConstraintReferenceFrame = inState == UICheckBox::STATE_CHECKED; });
  345. mDebugUI->CreateCheckBox(drawing_options, "Draw Contact Point (1)", ContactConstraintManager::sDrawContactPoint, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawContactPoint = inState == UICheckBox::STATE_CHECKED; });
  346. mDebugUI->CreateCheckBox(drawing_options, "Draw Supporting Faces (2)", ContactConstraintManager::sDrawSupportingFaces, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawSupportingFaces = inState == UICheckBox::STATE_CHECKED; });
  347. mDebugUI->CreateCheckBox(drawing_options, "Draw Contact Point Reduction (3)", ContactConstraintManager::sDrawContactPointReduction, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawContactPointReduction = inState == UICheckBox::STATE_CHECKED; });
  348. mDebugUI->CreateCheckBox(drawing_options, "Draw Contact Manifolds (M)", ContactConstraintManager::sDrawContactManifolds, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawContactManifolds = inState == UICheckBox::STATE_CHECKED; });
  349. mDebugUI->CreateCheckBox(drawing_options, "Draw Motion Quality Linear Cast", PhysicsSystem::sDrawMotionQualityLinearCast, [](UICheckBox::EState inState) { PhysicsSystem::sDrawMotionQualityLinearCast = inState == UICheckBox::STATE_CHECKED; });
  350. mDebugUI->CreateCheckBox(drawing_options, "Draw Bounding Boxes", mBodyDrawSettings.mDrawBoundingBox, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawBoundingBox = inState == UICheckBox::STATE_CHECKED; });
  351. mDebugUI->CreateCheckBox(drawing_options, "Draw Center of Mass Transforms", mBodyDrawSettings.mDrawCenterOfMassTransform, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawCenterOfMassTransform = inState == UICheckBox::STATE_CHECKED; });
  352. mDebugUI->CreateCheckBox(drawing_options, "Draw World Transforms", mBodyDrawSettings.mDrawWorldTransform, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawWorldTransform = inState == UICheckBox::STATE_CHECKED; });
  353. mDebugUI->CreateCheckBox(drawing_options, "Draw Velocity", mBodyDrawSettings.mDrawVelocity, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawVelocity = inState == UICheckBox::STATE_CHECKED; });
  354. mDebugUI->CreateCheckBox(drawing_options, "Draw Sleep Stats", mBodyDrawSettings.mDrawSleepStats, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSleepStats = inState == UICheckBox::STATE_CHECKED; });
  355. mDebugUI->CreateCheckBox(drawing_options, "Draw Mass and Inertia (I)", mBodyDrawSettings.mDrawMassAndInertia, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawMassAndInertia = inState == UICheckBox::STATE_CHECKED; });
  356. mDebugUI->CreateCheckBox(drawing_options, "Draw Joints", mPoseDrawSettings.mDrawJoints, [this](UICheckBox::EState inState) { mPoseDrawSettings.mDrawJoints = inState == UICheckBox::STATE_CHECKED; });
  357. mDebugUI->CreateCheckBox(drawing_options, "Draw Joint Orientations", mPoseDrawSettings.mDrawJointOrientations, [this](UICheckBox::EState inState) { mPoseDrawSettings.mDrawJointOrientations = inState == UICheckBox::STATE_CHECKED; });
  358. mDebugUI->CreateCheckBox(drawing_options, "Draw Joint Names", mPoseDrawSettings.mDrawJointNames, [this](UICheckBox::EState inState) { mPoseDrawSettings.mDrawJointNames = inState == UICheckBox::STATE_CHECKED; });
  359. mDebugUI->CreateCheckBox(drawing_options, "Draw Mesh Shape Triangle Groups", MeshShape::sDrawTriangleGroups, [](UICheckBox::EState inState) { MeshShape::sDrawTriangleGroups = inState == UICheckBox::STATE_CHECKED; });
  360. mDebugUI->CreateCheckBox(drawing_options, "Draw Mesh Shape Triangle Outlines", MeshShape::sDrawTriangleOutlines, [](UICheckBox::EState inState) { MeshShape::sDrawTriangleOutlines = inState == UICheckBox::STATE_CHECKED; });
  361. mDebugUI->CreateCheckBox(drawing_options, "Draw Height Field Shape Triangle Outlines", HeightFieldShape::sDrawTriangleOutlines, [](UICheckBox::EState inState) { HeightFieldShape::sDrawTriangleOutlines = inState == UICheckBox::STATE_CHECKED; });
  362. mDebugUI->CreateCheckBox(drawing_options, "Draw Submerged Volumes", Shape::sDrawSubmergedVolumes, [](UICheckBox::EState inState) { Shape::sDrawSubmergedVolumes = inState == UICheckBox::STATE_CHECKED; });
  363. mDebugUI->ShowMenu(drawing_options);
  364. });
  365. #endif // JPH_DEBUG_RENDERER
  366. mDebugUI->CreateTextButton(main_menu, "Mouse Probe", [this]() {
  367. UIElement *probe_options = mDebugUI->CreateMenu();
  368. mDebugUI->CreateComboBox(probe_options, "Mode", { "Pick", "Ray", "RayCollector", "CollidePoint", "CollideShape", "CastShape", "TransfShape", "GetTriangles", "BP Ray", "BP Box", "BP Sphere", "BP Point", "BP OBox", "BP Cast Box" }, (int)mProbeMode, [this](int inItem) { mProbeMode = (EProbeMode)inItem; });
  369. mDebugUI->CreateComboBox(probe_options, "Shape", { "Sphere", "Box", "ConvexHull", "Capsule", "TaperedCapsule", "Cylinder", "Triangle", "StaticCompound", "StaticCompound2", "MutableCompound" }, (int)mProbeShape, [=](int inItem) { mProbeShape = (EProbeShape)inItem; });
  370. mDebugUI->CreateCheckBox(probe_options, "Scale Shape", mScaleShape, [this](UICheckBox::EState inState) { mScaleShape = inState == UICheckBox::STATE_CHECKED; });
  371. mDebugUI->CreateSlider(probe_options, "Scale X", mShapeScale.GetX(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShapeScale.SetX(inValue); });
  372. mDebugUI->CreateSlider(probe_options, "Scale Y", mShapeScale.GetY(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShapeScale.SetY(inValue); });
  373. mDebugUI->CreateSlider(probe_options, "Scale Z", mShapeScale.GetZ(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShapeScale.SetZ(inValue); });
  374. mDebugUI->CreateComboBox(probe_options, "Back Face Cull", { "On", "Off" }, (int)mBackFaceMode, [=](int inItem) { mBackFaceMode = (EBackFaceMode)inItem; });
  375. mDebugUI->CreateComboBox(probe_options, "Active Edge Mode", { "Only Active", "All" }, (int)mActiveEdgeMode, [=](int inItem) { mActiveEdgeMode = (EActiveEdgeMode)inItem; });
  376. mDebugUI->CreateComboBox(probe_options, "Collect Faces Mode", { "Collect Faces", "No Faces" }, (int)mCollectFacesMode, [=](int inItem) { mCollectFacesMode = (ECollectFacesMode)inItem; });
  377. mDebugUI->CreateSlider(probe_options, "Max Separation Distance", mMaxSeparationDistance, 0.0f, 5.0f, 0.1f, [this](float inValue) { mMaxSeparationDistance = inValue; });
  378. mDebugUI->CreateCheckBox(probe_options, "Treat Convex As Solid", mTreatConvexAsSolid, [this](UICheckBox::EState inState) { mTreatConvexAsSolid = inState == UICheckBox::STATE_CHECKED; });
  379. mDebugUI->CreateCheckBox(probe_options, "Return Deepest Point", mReturnDeepestPoint, [this](UICheckBox::EState inState) { mReturnDeepestPoint = inState == UICheckBox::STATE_CHECKED; });
  380. mDebugUI->CreateCheckBox(probe_options, "Shrunken Shape + Convex Radius", mUseShrunkenShapeAndConvexRadius, [this](UICheckBox::EState inState) { mUseShrunkenShapeAndConvexRadius = inState == UICheckBox::STATE_CHECKED; });
  381. mDebugUI->CreateSlider(probe_options, "Max Hits", float(mMaxHits), 0, 10, 1, [this](float inValue) { mMaxHits = (int)inValue; });
  382. mDebugUI->ShowMenu(probe_options);
  383. });
  384. mDebugUI->CreateTextButton(main_menu, "Shoot Object", [this]() {
  385. UIElement *shoot_options = mDebugUI->CreateMenu();
  386. mDebugUI->CreateTextButton(shoot_options, "Shoot Object (B)", [=]() { ShootObject(); });
  387. mDebugUI->CreateSlider(shoot_options, "Initial Velocity", mShootObjectVelocity, 0.0f, 500.0f, 10.0f, [this](float inValue) { mShootObjectVelocity = inValue; });
  388. mDebugUI->CreateComboBox(shoot_options, "Shape", { "Sphere", "ConvexHull", "Thin Bar" }, (int)mShootObjectShape, [=](int inItem) { mShootObjectShape = (EShootObjectShape)inItem; });
  389. mDebugUI->CreateComboBox(shoot_options, "Motion Quality", { "Discrete", "LinearCast" }, (int)mShootObjectMotionQuality, [=](int inItem) { mShootObjectMotionQuality = (EMotionQuality)inItem; });
  390. mDebugUI->CreateSlider(shoot_options, "Friction", mShootObjectFriction, 0.0f, 1.0f, 0.05f, [this](float inValue) { mShootObjectFriction = inValue; });
  391. mDebugUI->CreateSlider(shoot_options, "Restitution", mShootObjectRestitution, 0.0f, 1.0f, 0.05f, [this](float inValue) { mShootObjectRestitution = inValue; });
  392. mDebugUI->CreateCheckBox(shoot_options, "Scale Shape", mShootObjectScaleShape, [this](UICheckBox::EState inState) { mShootObjectScaleShape = inState == UICheckBox::STATE_CHECKED; });
  393. mDebugUI->CreateSlider(shoot_options, "Scale X", mShootObjectShapeScale.GetX(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShootObjectShapeScale.SetX(inValue); });
  394. mDebugUI->CreateSlider(shoot_options, "Scale Y", mShootObjectShapeScale.GetY(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShootObjectShapeScale.SetY(inValue); });
  395. mDebugUI->CreateSlider(shoot_options, "Scale Z", mShootObjectShapeScale.GetZ(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShootObjectShapeScale.SetZ(inValue); });
  396. mDebugUI->ShowMenu(shoot_options);
  397. });
  398. mDebugUI->CreateTextButton(main_menu, "Help", [this](){
  399. UIElement *help = mDebugUI->CreateMenu();
  400. mDebugUI->CreateStaticText(help,
  401. "ESC: Back to previous menu.\n"
  402. "WASD + Mouse: Fly around. Hold Shift to speed up, Ctrl to slow down.\n"
  403. "Space: Hold to pick up and drag a physics object under the crosshair.\n"
  404. "P: Pause / unpause simulation.\n"
  405. "O: Single step the simulation.\n"
  406. ",: Step back (only when Physics Settings / Record State for Playback is on).\n"
  407. ".: Step forward (only when Physics Settings / Record State for Playback is on).\n"
  408. "Shift + ,: Play reverse (only when Physics Settings / Record State for Playback is on).\n"
  409. "Shift + .: Replay forward (only when Physics Settings / Record State for Playback is on).\n"
  410. "T: Dump frame timing information to profile_*.html (when JPH_PROFILE_ENABLED defined)."
  411. );
  412. mDebugUI->ShowMenu(help);
  413. });
  414. mDebugUI->ShowMenu(main_menu);
  415. // Get test name from commandline
  416. string cmd_line = ToLower(GetCommandLineA());
  417. vector<string> args;
  418. StringToVector(cmd_line, args, " ");
  419. if (args.size() == 2)
  420. {
  421. string cmd = args[1];
  422. if (cmd == "alltests")
  423. {
  424. // Run all tests
  425. mCheckDeterminism = true;
  426. mExitAfterRunningTests = true;
  427. RunAllTests();
  428. }
  429. else
  430. {
  431. // Search for the test
  432. const RTTI *test = JPH_RTTI(LoadRigTest);
  433. for (TestCategory &c : sAllCategories)
  434. for (uint i = 0; i < c.mNumTests; ++i)
  435. {
  436. TestNameAndRTTI &t = c.mTests[i];
  437. string test_name = ToLower(t.mRTTI->GetName());
  438. if (test_name == cmd)
  439. {
  440. test = t.mRTTI;
  441. break;
  442. }
  443. }
  444. // Construct test
  445. StartTest(test);
  446. }
  447. }
  448. }
  449. SamplesApp::~SamplesApp()
  450. {
  451. // Clean up
  452. delete mTest;
  453. delete mContactListener;
  454. delete mPhysicsSystem;
  455. delete mJobSystemValidating;
  456. delete mJobSystem;
  457. delete mTempAllocator;
  458. }
  459. void SamplesApp::StartTest(const RTTI *inRTTI)
  460. {
  461. // Pop active menus, we might be in the settings menu for the test which will be dangling after restarting the test
  462. mDebugUI->BackToMain();
  463. // Store old gravity
  464. Vec3 old_gravity = mPhysicsSystem != nullptr? mPhysicsSystem->GetGravity() : Vec3(0, -9.81f, 0);
  465. // Discard old test
  466. delete mTest;
  467. delete mContactListener;
  468. delete mPhysicsSystem;
  469. // Create physics system
  470. mPhysicsSystem = new PhysicsSystem();
  471. mPhysicsSystem->Init(cNumBodies, cNumBodyMutexes, cMaxBodyPairs, cMaxContactConstraints, mBroadPhaseLayerInterface, BroadPhaseCanCollide, ObjectCanCollide);
  472. mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings);
  473. // Restore gravity
  474. mPhysicsSystem->SetGravity(old_gravity);
  475. // Reset dragging
  476. mDragAnchor = nullptr;
  477. mDragConstraint = nullptr;
  478. // Reset playback state
  479. mPlaybackFrames.clear();
  480. mPlaybackMode = EPlaybackMode::Play;
  481. mCurrentPlaybackFrame = -1;
  482. // Set new test
  483. mTestClass = inRTTI;
  484. mTest = static_cast<Test *>(inRTTI->CreateObject());
  485. mTest->SetPhysicsSystem(mPhysicsSystem);
  486. mTest->SetJobSystem(mJobSystem);
  487. mTest->SetDebugRenderer(mDebugRenderer);
  488. if (mInstallContactListener)
  489. {
  490. mContactListener = new ContactListenerImpl;
  491. mContactListener->SetNextListener(mTest->GetContactListener());
  492. mPhysicsSystem->SetContactListener(mContactListener);
  493. }
  494. else
  495. {
  496. mContactListener = nullptr;
  497. mPhysicsSystem->SetContactListener(mTest->GetContactListener());
  498. }
  499. mTest->Initialize();
  500. // Optimize the broadphase to make the first update fast
  501. mPhysicsSystem->OptimizeBroadPhase();
  502. // Reset the camera to the original position
  503. ResetCamera();
  504. // Start paused
  505. Pause(true);
  506. SingleStep();
  507. // Check if test has settings menu
  508. mTestSettingsButton->SetDisabled(!mTest->HasSettingsMenu());
  509. }
  510. void SamplesApp::RunAllTests()
  511. {
  512. mTestsToRun.clear();
  513. for (const TestCategory &c : sAllCategories)
  514. for (uint i = 0; i < c.mNumTests; ++i)
  515. {
  516. TestNameAndRTTI &t = c.mTests[i];
  517. mTestsToRun.push_back(t.mRTTI);
  518. }
  519. NextTest();
  520. }
  521. bool SamplesApp::NextTest()
  522. {
  523. if (mTestsToRun.empty())
  524. {
  525. if (mExitAfterRunningTests)
  526. return false; // Exit the application now
  527. else
  528. MessageBoxA(nullptr, "Test run complete!", "Complete", MB_OK);
  529. }
  530. else
  531. {
  532. // Start the timer for 10 seconds
  533. mTestTimeLeft = 10.0f;
  534. // Take next test
  535. const RTTI *rtti = mTestsToRun.front();
  536. mTestsToRun.erase(mTestsToRun.begin());
  537. // Start it
  538. StartTest(rtti);
  539. // Unpause
  540. Pause(false);
  541. }
  542. mNextTestButton->SetDisabled(mTestsToRun.empty());
  543. return true;
  544. }
  545. bool SamplesApp::CheckNextTest()
  546. {
  547. if (mTestTimeLeft >= 0.0f)
  548. {
  549. // Update status string
  550. mStatusString = StringFormat("%s: Next test in %.1fs", mTestClass->GetName(), (double)mTestTimeLeft);
  551. // Use physics time
  552. mTestTimeLeft -= 1.0f / mUpdateFrequency;
  553. // If time's up then go to the next test
  554. if (mTestTimeLeft < 0.0f)
  555. return NextTest();
  556. }
  557. else
  558. mStatusString.clear();
  559. return true;
  560. }
  561. RefConst<Shape> SamplesApp::CreateProbeShape()
  562. {
  563. // Get the scale
  564. Vec3 scale = mScaleShape? mShapeScale : Vec3::sReplicate(1.0f);
  565. // Make it minimally -0.1 or 0.1 depending on the sign
  566. Vec3 clamped_value = Vec3::sSelect(Vec3::sReplicate(-0.1f), Vec3::sReplicate(0.1f), Vec3::sGreaterOrEqual(scale, Vec3::sZero()));
  567. scale = Vec3::sSelect(scale, clamped_value, Vec3::sLess(scale.Abs(), Vec3::sReplicate(0.1f)));
  568. RefConst<Shape> shape;
  569. switch (mProbeShape)
  570. {
  571. case EProbeShape::Sphere:
  572. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  573. shape = new SphereShape(0.2f);
  574. break;
  575. case EProbeShape::Box:
  576. shape = new BoxShape(Vec3(0.1f, 0.2f, 0.3f));
  577. break;
  578. case EProbeShape::ConvexHull:
  579. {
  580. // Create tetrahedron
  581. vector<Vec3> tetrahedron;
  582. tetrahedron.push_back(Vec3::sZero());
  583. tetrahedron.push_back(Vec3(0.2f, 0, 0.4f));
  584. tetrahedron.push_back(Vec3(0.4f, 0, 0));
  585. tetrahedron.push_back(Vec3(0.2f, -0.2f, 1.0f));
  586. shape = ConvexHullShapeSettings(tetrahedron, 0.01f).Create().Get();
  587. }
  588. break;
  589. case EProbeShape::Capsule:
  590. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  591. shape = new CapsuleShape(0.2f, 0.1f);
  592. break;
  593. case EProbeShape::TaperedCapsule:
  594. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  595. shape = TaperedCapsuleShapeSettings(0.2f, 0.1f, 0.2f).Create().Get();
  596. break;
  597. case EProbeShape::Cylinder:
  598. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_Y, SWIZZLE_X>(); // Scale X must be same as Z
  599. shape = new CylinderShape(0.2f, 0.1f);
  600. break;
  601. case EProbeShape::Triangle:
  602. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  603. shape = new TriangleShape(Vec3(0.1f, 0.9f, 0.3f), Vec3(-0.9f, -0.5f, 0.2f), Vec3(0.7f, -0.3f, -0.1f));
  604. break;
  605. case EProbeShape::StaticCompound:
  606. {
  607. vector<Vec3> tetrahedron;
  608. tetrahedron.push_back(Vec3::sZero());
  609. tetrahedron.push_back(Vec3(-0.2f, 0, 0.4f));
  610. tetrahedron.push_back(Vec3(0, 0.2f, 0));
  611. tetrahedron.push_back(Vec3(0.2f, 0, 0.4f));
  612. RefConst<Shape> convex = ConvexHullShapeSettings(tetrahedron, 0.01f).Create().Get();
  613. StaticCompoundShapeSettings compound_settings;
  614. compound_settings.AddShape(Vec3(-0.5f, 0, 0), Quat::sIdentity(), convex);
  615. compound_settings.AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), convex);
  616. shape = compound_settings.Create().Get();
  617. }
  618. break;
  619. case EProbeShape::StaticCompound2:
  620. {
  621. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  622. Ref<StaticCompoundShapeSettings> compound = new StaticCompoundShapeSettings();
  623. compound->AddShape(Vec3(0, 0.5f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new BoxShape(Vec3(0.5f, 0.15f, 0.1f)));
  624. compound->AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new CylinderShape(0.5f, 0.1f));
  625. compound->AddShape(Vec3(0, 0, 0.5f), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), new TaperedCapsuleShapeSettings(0.5f, 0.15f, 0.1f));
  626. StaticCompoundShapeSettings compound2;
  627. compound2.AddShape(Vec3(0, 0, 0), Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), compound);
  628. compound2.AddShape(Vec3(0, -0.4f, 0), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), -0.75f * JPH_PI), compound);
  629. shape = compound2.Create().Get();
  630. }
  631. break;
  632. case EProbeShape::MutableCompound:
  633. {
  634. vector<Vec3> tetrahedron;
  635. tetrahedron.push_back(Vec3::sZero());
  636. tetrahedron.push_back(Vec3(-0.2f, 0, 0.4f));
  637. tetrahedron.push_back(Vec3(0, 0.2f, 0));
  638. tetrahedron.push_back(Vec3(0.2f, 0, 0.4f));
  639. RefConst<Shape> convex = ConvexHullShapeSettings(tetrahedron, 0.01f).Create().Get();
  640. MutableCompoundShapeSettings compound_settings;
  641. compound_settings.AddShape(Vec3(-0.5f, 0, 0), Quat::sIdentity(), convex);
  642. compound_settings.AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), convex);
  643. shape = compound_settings.Create().Get();
  644. }
  645. break;
  646. }
  647. JPH_ASSERT(shape != nullptr);
  648. // Scale the shape
  649. if (scale != Vec3::sReplicate(1.0f))
  650. shape = new ScaledShape(shape, scale);
  651. return shape;
  652. }
  653. RefConst<Shape> SamplesApp::CreateShootObjectShape()
  654. {
  655. // Get the scale
  656. Vec3 scale = mShootObjectScaleShape? mShootObjectShapeScale : Vec3::sReplicate(1.0f);
  657. // Make it minimally -0.1 or 0.1 depending on the sign
  658. Vec3 clamped_value = Vec3::sSelect(Vec3::sReplicate(-0.1f), Vec3::sReplicate(0.1f), Vec3::sGreaterOrEqual(scale, Vec3::sZero()));
  659. scale = Vec3::sSelect(scale, clamped_value, Vec3::sLess(scale.Abs(), Vec3::sReplicate(0.1f)));
  660. RefConst<Shape> shape;
  661. switch (mShootObjectShape)
  662. {
  663. case EShootObjectShape::Sphere:
  664. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  665. shape = new SphereShape(GetWorldScale());
  666. break;
  667. case EShootObjectShape::ConvexHull:
  668. {
  669. vector<Vec3> vertices = {
  670. Vec3(-0.044661f, 0.001230f, 0.003877f),
  671. Vec3(-0.024743f, -0.042562f, 0.003877f),
  672. Vec3(-0.012336f, -0.021073f, 0.048484f),
  673. Vec3(0.016066f, 0.028121f, -0.049904f),
  674. Vec3(-0.023734f, 0.043275f, -0.024153f),
  675. Vec3(0.020812f, 0.036341f, -0.019530f),
  676. Vec3(0.012495f, 0.021936f, 0.045288f),
  677. Vec3(0.026750f, 0.001230f, 0.049273f),
  678. Vec3(0.045495f, 0.001230f, -0.022077f),
  679. Vec3(0.022193f, -0.036274f, -0.021126f),
  680. Vec3(0.022781f, -0.037291f, 0.029558f),
  681. Vec3(0.014691f, -0.023280f, 0.052897f),
  682. Vec3(-0.012187f, -0.020815f, -0.040214f),
  683. Vec3(0.000541f, 0.001230f, -0.056224f),
  684. Vec3(-0.039882f, 0.001230f, -0.019461f),
  685. Vec3(0.000541f, 0.001230f, 0.056022f),
  686. Vec3(-0.020614f, -0.035411f, -0.020551f),
  687. Vec3(-0.019485f, 0.035916f, 0.027001f),
  688. Vec3(-0.023968f, 0.043680f, 0.003877f),
  689. Vec3(-0.020051f, 0.001230f, 0.039543f),
  690. Vec3(0.026213f, 0.001230f, -0.040589f),
  691. Vec3(-0.010797f, 0.020868f, 0.043152f),
  692. Vec3(-0.012378f, 0.023607f, -0.040876f)
  693. };
  694. // This shape was created at 0.2 world scale, rescale it to the current world scale
  695. float vert_scale = GetWorldScale() / 0.2f;
  696. for (Vec3 &v : vertices)
  697. v *= vert_scale;
  698. shape = ConvexHullShapeSettings(vertices).Create().Get();
  699. }
  700. break;
  701. case EShootObjectShape::ThinBar:
  702. shape = BoxShapeSettings(Vec3(0.05f, 0.8f, 0.03f), 0.015f).Create().Get();
  703. break;
  704. }
  705. // Scale shape if needed
  706. if (scale != Vec3::sReplicate(1.0f))
  707. shape = new ScaledShape(shape, scale);
  708. return shape;
  709. }
  710. void SamplesApp::ShootObject()
  711. {
  712. // Configure body
  713. BodyCreationSettings creation_settings(CreateShootObjectShape(), GetCamera().mPos, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  714. creation_settings.mMotionQuality = mShootObjectMotionQuality;
  715. creation_settings.mFriction = mShootObjectFriction;
  716. creation_settings.mRestitution = mShootObjectRestitution;
  717. // Create body
  718. BodyInterface &body_interface = mPhysicsSystem->GetBodyInterface();
  719. Body &body = *body_interface.CreateBody(creation_settings);
  720. body.SetLinearVelocity(mShootObjectVelocity * GetCamera().mForward);
  721. body_interface.AddBody(body.GetID(), EActivation::Activate);
  722. }
  723. bool SamplesApp::CastProbe(float inProbeLength, float &outFraction, Vec3 &outPosition, BodyID &outID)
  724. {
  725. const CameraState &camera = GetCamera();
  726. Vec3 start = camera.mPos;
  727. Vec3 direction = inProbeLength * camera.mForward;
  728. // Clear output
  729. outPosition = start + direction;
  730. outFraction = 1.0f;
  731. outID = BodyID();
  732. bool had_hit = false;
  733. switch (mProbeMode)
  734. {
  735. case EProbeMode::Pick:
  736. {
  737. // Create ray
  738. RayCast ray { start, direction };
  739. // Cast ray
  740. RayCastResult hit;
  741. had_hit = mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, hit, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::MOVING), SpecifiedObjectLayerFilter(Layers::MOVING));
  742. // Fill in results
  743. outPosition = start + hit.mFraction * direction;
  744. outFraction = hit.mFraction;
  745. outID = hit.mBodyID;
  746. if (had_hit)
  747. mDebugRenderer->DrawMarker(outPosition, Color::sYellow, 0.1f);
  748. else
  749. mDebugRenderer->DrawMarker(camera.mPos + 0.1f * camera.mForward, Color::sRed, 0.001f);
  750. }
  751. break;
  752. case EProbeMode::Ray:
  753. {
  754. // Create ray
  755. RayCast ray { start, direction };
  756. // Cast ray
  757. RayCastResult hit;
  758. had_hit = mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, hit);
  759. // Fill in results
  760. outPosition = ray.GetPointOnRay(hit.mFraction);
  761. outFraction = hit.mFraction;
  762. outID = hit.mBodyID;
  763. // Draw results
  764. if (had_hit)
  765. {
  766. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  767. if (lock.Succeeded())
  768. {
  769. const Body &hit_body = lock.GetBody();
  770. // Draw hit
  771. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  772. mDebugRenderer->DrawLine(start, outPosition, color);
  773. mDebugRenderer->DrawLine(outPosition, start + direction, Color::sRed);
  774. // Draw material
  775. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  776. mDebugRenderer->DrawText3D(outPosition, material2->GetDebugName());
  777. // Draw normal
  778. Vec3 normal = hit_body.GetWorldSpaceSurfaceNormal(hit.mSubShapeID2, outPosition);
  779. mDebugRenderer->DrawArrow(outPosition, outPosition + normal, color, 0.01f);
  780. // Draw perpendicular axis to indicate hit position
  781. Vec3 perp1 = normal.GetNormalizedPerpendicular();
  782. Vec3 perp2 = normal.Cross(perp1);
  783. mDebugRenderer->DrawLine(outPosition - 0.1f * perp1, outPosition + 0.1f * perp1, color);
  784. mDebugRenderer->DrawLine(outPosition - 0.1f * perp2, outPosition + 0.1f * perp2, color);
  785. }
  786. }
  787. else
  788. {
  789. mDebugRenderer->DrawMarker(outPosition, Color::sRed, 0.1f);
  790. }
  791. }
  792. break;
  793. case EProbeMode::RayCollector:
  794. {
  795. // Create ray
  796. RayCast ray { start, direction };
  797. // Create settings
  798. RayCastSettings settings;
  799. settings.mBackFaceMode = mBackFaceMode;
  800. settings.mTreatConvexAsSolid = mTreatConvexAsSolid;
  801. // Cast ray
  802. vector<RayCastResult> hits;
  803. if (mMaxHits == 0)
  804. {
  805. AnyHitCollisionCollector<CastRayCollector> collector;
  806. mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, settings, collector);
  807. if (collector.HadHit())
  808. hits.push_back(collector.mHit);
  809. }
  810. else if (mMaxHits == 1)
  811. {
  812. ClosestHitCollisionCollector<CastRayCollector> collector;
  813. mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, settings, collector);
  814. if (collector.HadHit())
  815. hits.push_back(collector.mHit);
  816. }
  817. else
  818. {
  819. AllHitCollisionCollector<CastRayCollector> collector;
  820. mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, settings, collector);
  821. collector.Sort();
  822. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  823. if ((int)hits.size() > mMaxHits)
  824. hits.resize(mMaxHits);
  825. }
  826. had_hit = !hits.empty();
  827. if (had_hit)
  828. {
  829. // Fill in results
  830. RayCastResult &first_hit = hits.front();
  831. outPosition = start + first_hit.mFraction * direction;
  832. outFraction = first_hit.mFraction;
  833. outID = first_hit.mBodyID;
  834. // Draw results
  835. Vec3 prev_position = start;
  836. bool c = false;
  837. for (const RayCastResult &hit : hits)
  838. {
  839. // Draw line
  840. Vec3 position = ray.GetPointOnRay(hit.mFraction);
  841. mDebugRenderer->DrawLine(prev_position, position, c? Color::sGrey : Color::sWhite);
  842. c = !c;
  843. prev_position = position;
  844. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  845. if (lock.Succeeded())
  846. {
  847. const Body &hit_body = lock.GetBody();
  848. // Draw material
  849. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  850. mDebugRenderer->DrawText3D(position, material2->GetDebugName());
  851. // Draw normal
  852. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  853. Vec3 normal = hit_body.GetWorldSpaceSurfaceNormal(hit.mSubShapeID2, position);
  854. mDebugRenderer->DrawArrow(position, position + normal, color, 0.01f);
  855. // Draw perpendicular axis to indicate hit position
  856. Vec3 perp1 = normal.GetNormalizedPerpendicular();
  857. Vec3 perp2 = normal.Cross(perp1);
  858. mDebugRenderer->DrawLine(position - 0.1f * perp1, position + 0.1f * perp1, color);
  859. mDebugRenderer->DrawLine(position - 0.1f * perp2, position + 0.1f * perp2, color);
  860. }
  861. }
  862. // Draw remainder of line
  863. mDebugRenderer->DrawLine(start + hits.back().mFraction * direction, start + direction, Color::sRed);
  864. }
  865. else
  866. {
  867. // Draw 'miss'
  868. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  869. mDebugRenderer->DrawMarker(start + direction, Color::sRed, 0.1f);
  870. }
  871. }
  872. break;
  873. case EProbeMode::CollidePoint:
  874. {
  875. // Create point
  876. const float fraction = 0.1f;
  877. Vec3 point = start + fraction * direction;
  878. // Collide point
  879. AllHitCollisionCollector<CollidePointCollector> collector;
  880. mPhysicsSystem->GetNarrowPhaseQuery().CollidePoint(point, collector);
  881. had_hit = !collector.mHits.empty();
  882. if (had_hit)
  883. {
  884. // Draw results
  885. for (const CollidePointResult &hit : collector.mHits)
  886. {
  887. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  888. if (lock.Succeeded())
  889. {
  890. const Body &hit_body = lock.GetBody();
  891. // Draw bounding box
  892. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  893. mDebugRenderer->DrawWireBox(hit_body.GetWorldSpaceBounds(), color);
  894. }
  895. }
  896. }
  897. // Draw test location
  898. mDebugRenderer->DrawMarker(start + fraction * direction, had_hit? Color::sGreen : Color::sRed, 0.1f);
  899. }
  900. break;
  901. case EProbeMode::CollideShape:
  902. {
  903. // Create shape cast
  904. RefConst<Shape> shape = CreateProbeShape();
  905. Mat44 rotation = Mat44::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI) * Mat44::sRotation(Vec3::sAxisY(), 0.2f * JPH_PI);
  906. Mat44 com = Mat44::sTranslation(shape->GetCenterOfMass());
  907. Mat44 shape_transform = Mat44::sTranslation(start + 5.0f * camera.mForward) * rotation * com;
  908. // Create settings
  909. CollideShapeSettings settings;
  910. settings.mActiveEdgeMode = mActiveEdgeMode;
  911. settings.mBackFaceMode = mBackFaceMode;
  912. settings.mCollectFacesMode = mCollectFacesMode;
  913. settings.mMaxSeparationDistance = mMaxSeparationDistance;
  914. vector<CollideShapeResult> hits;
  915. if (mMaxHits == 0)
  916. {
  917. AnyHitCollisionCollector<CollideShapeCollector> collector;
  918. mPhysicsSystem->GetNarrowPhaseQuery().CollideShape(shape, Vec3::sReplicate(1.0f), shape_transform, settings, collector);
  919. if (collector.HadHit())
  920. hits.push_back(collector.mHit);
  921. }
  922. else if (mMaxHits == 1)
  923. {
  924. ClosestHitCollisionCollector<CollideShapeCollector> collector;
  925. mPhysicsSystem->GetNarrowPhaseQuery().CollideShape(shape, Vec3::sReplicate(1.0f), shape_transform, settings, collector);
  926. if (collector.HadHit())
  927. hits.push_back(collector.mHit);
  928. }
  929. else
  930. {
  931. AllHitCollisionCollector<CollideShapeCollector> collector;
  932. mPhysicsSystem->GetNarrowPhaseQuery().CollideShape(shape, Vec3::sReplicate(1.0f), shape_transform, settings, collector);
  933. collector.Sort();
  934. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  935. if ((int)hits.size() > mMaxHits)
  936. hits.resize(mMaxHits);
  937. }
  938. had_hit = !hits.empty();
  939. if (had_hit)
  940. {
  941. // Draw results
  942. for (const CollideShapeResult &hit : hits)
  943. {
  944. // Draw 'hit'
  945. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID2);
  946. if (lock.Succeeded())
  947. {
  948. const Body &hit_body = lock.GetBody();
  949. // Draw contact
  950. mDebugRenderer->DrawMarker(hit.mContactPointOn1, Color::sGreen, 0.1f);
  951. mDebugRenderer->DrawMarker(hit.mContactPointOn2, Color::sRed, 0.1f);
  952. Vec3 pen_axis = hit.mPenetrationAxis;
  953. float pen_axis_len = pen_axis.Length();
  954. if (pen_axis_len > 0.0f)
  955. {
  956. pen_axis /= pen_axis_len;
  957. // Draw penetration axis with length of the penetration
  958. mDebugRenderer->DrawArrow(hit.mContactPointOn2, hit.mContactPointOn2 + pen_axis * hit.mPenetrationDepth, Color::sYellow, 0.01f);
  959. // Draw normal (flipped so it points towards body 1)
  960. mDebugRenderer->DrawArrow(hit.mContactPointOn2, hit.mContactPointOn2 - pen_axis, Color::sOrange, 0.01f);
  961. }
  962. // Draw material
  963. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  964. mDebugRenderer->DrawText3D(hit.mContactPointOn2, material2->GetDebugName());
  965. // Draw faces
  966. mDebugRenderer->DrawWirePolygon(hit.mShape1Face, Color::sYellow, 0.01f);
  967. mDebugRenderer->DrawWirePolygon(hit.mShape2Face, Color::sRed, 0.01f);
  968. }
  969. }
  970. }
  971. #ifdef JPH_DEBUG_RENDERER
  972. // Draw shape
  973. shape->Draw(mDebugRenderer, shape_transform, Vec3::sReplicate(1.0f), had_hit? Color::sGreen : Color::sGrey, false, false);
  974. #endif // JPH_DEBUG_RENDERER
  975. }
  976. break;
  977. case EProbeMode::CastShape:
  978. {
  979. // Create shape cast
  980. RefConst<Shape> shape = CreateProbeShape();
  981. Mat44 rotation = Mat44::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI) * Mat44::sRotation(Vec3::sAxisY(), 0.2f * JPH_PI);
  982. Mat44 com = Mat44::sTranslation(shape->GetCenterOfMass());
  983. ShapeCast shape_cast(shape, Vec3::sReplicate(1.0f), Mat44::sTranslation(start) * rotation * com, direction);
  984. // Settings
  985. ShapeCastSettings settings;
  986. settings.mUseShrunkenShapeAndConvexRadius = mUseShrunkenShapeAndConvexRadius;
  987. settings.mActiveEdgeMode = mActiveEdgeMode;
  988. settings.mBackFaceModeTriangles = mBackFaceMode;
  989. settings.mBackFaceModeConvex = mBackFaceMode;
  990. settings.mReturnDeepestPoint = mReturnDeepestPoint;
  991. settings.mCollectFacesMode = mCollectFacesMode;
  992. // Cast shape
  993. vector<ShapeCastResult> hits;
  994. if (mMaxHits == 0)
  995. {
  996. AnyHitCollisionCollector<CastShapeCollector> collector;
  997. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, collector);
  998. if (collector.HadHit())
  999. hits.push_back(collector.mHit);
  1000. }
  1001. else if (mMaxHits == 1)
  1002. {
  1003. ClosestHitCollisionCollector<CastShapeCollector> collector;
  1004. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, collector);
  1005. if (collector.HadHit())
  1006. hits.push_back(collector.mHit);
  1007. }
  1008. else
  1009. {
  1010. AllHitCollisionCollector<CastShapeCollector> collector;
  1011. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, collector);
  1012. collector.Sort();
  1013. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  1014. if ((int)hits.size() > mMaxHits)
  1015. hits.resize(mMaxHits);
  1016. }
  1017. had_hit = !hits.empty();
  1018. if (had_hit)
  1019. {
  1020. // Fill in results
  1021. ShapeCastResult &first_hit = hits.front();
  1022. outPosition = start + first_hit.mFraction * direction;
  1023. outFraction = first_hit.mFraction;
  1024. outID = first_hit.mBodyID2;
  1025. // Draw results
  1026. Vec3 prev_position = start;
  1027. bool c = false;
  1028. for (const ShapeCastResult &hit : hits)
  1029. {
  1030. // Draw line
  1031. Vec3 position = start + hit.mFraction * direction;
  1032. mDebugRenderer->DrawLine(prev_position, position, c? Color::sGrey : Color::sWhite);
  1033. c = !c;
  1034. prev_position = position;
  1035. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID2);
  1036. if (lock.Succeeded())
  1037. {
  1038. const Body &hit_body = lock.GetBody();
  1039. // Draw shape
  1040. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1041. #ifdef JPH_DEBUG_RENDERER
  1042. shape_cast.mShape->Draw(mDebugRenderer, Mat44::sTranslation(position) * rotation * com, Vec3::sReplicate(1.0f), color, false, false);
  1043. #endif // JPH_DEBUG_RENDERER
  1044. // Draw normal
  1045. Vec3 contact_position1 = hit.mContactPointOn1;
  1046. Vec3 contact_position2 = hit.mContactPointOn2;
  1047. Vec3 normal = hit.mPenetrationAxis.Normalized();
  1048. mDebugRenderer->DrawArrow(contact_position2, contact_position2 - normal, color, 0.01f); // Flip to make it point towards the cast body
  1049. // Contact position 1
  1050. mDebugRenderer->DrawMarker(contact_position1, Color::sGreen, 0.1f);
  1051. // Draw perpendicular axis to indicate contact position 2
  1052. Vec3 perp1 = normal.GetNormalizedPerpendicular();
  1053. Vec3 perp2 = normal.Cross(perp1);
  1054. mDebugRenderer->DrawLine(contact_position2 - 0.1f * perp1, contact_position2 + 0.1f * perp1, color);
  1055. mDebugRenderer->DrawLine(contact_position2 - 0.1f * perp2, contact_position2 + 0.1f * perp2, color);
  1056. // Draw material
  1057. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  1058. mDebugRenderer->DrawText3D(position, material2->GetDebugName());
  1059. // Draw faces
  1060. mDebugRenderer->DrawWirePolygon(hit.mShape1Face, Color::sYellow, 0.01f);
  1061. mDebugRenderer->DrawWirePolygon(hit.mShape2Face, Color::sRed, 0.01f);
  1062. }
  1063. }
  1064. // Draw remainder of line
  1065. mDebugRenderer->DrawLine(start + hits.back().mFraction * direction, start + direction, Color::sRed);
  1066. }
  1067. else
  1068. {
  1069. // Draw 'miss'
  1070. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1071. #ifdef JPH_DEBUG_RENDERER
  1072. shape_cast.mShape->Draw(mDebugRenderer, Mat44::sTranslation(outPosition) * rotation * com, Vec3::sReplicate(1.0f), Color::sRed, false, false);
  1073. #endif // JPH_DEBUG_RENDERER
  1074. }
  1075. }
  1076. break;
  1077. case EProbeMode::TransformedShape:
  1078. {
  1079. // Create box
  1080. const float fraction = 0.2f;
  1081. Vec3 center = start + fraction * direction;
  1082. Vec3 half_extent = 0.5f * mShapeScale;
  1083. AABox box(center - half_extent, center + half_extent);
  1084. // Get shapes
  1085. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1086. mPhysicsSystem->GetNarrowPhaseQuery().CollectTransformedShapes(box, collector);
  1087. // Draw results
  1088. for (const TransformedShape &ts : collector.mHits)
  1089. mDebugRenderer->DrawWireBox(Mat44::sRotationTranslation(ts.mShapeRotation, ts.mShapePositionCOM) * Mat44::sScale(ts.GetShapeScale()), ts.mShape->GetLocalBounds(), Color::sYellow);
  1090. // Draw test location
  1091. mDebugRenderer->DrawWireBox(box, !collector.mHits.empty()? Color::sGreen : Color::sRed);
  1092. }
  1093. break;
  1094. case EProbeMode::GetTriangles:
  1095. {
  1096. // Create box
  1097. const float fraction = 0.2f;
  1098. Vec3 center = start + fraction * direction;
  1099. Vec3 half_extent = 2.0f * mShapeScale;
  1100. AABox box(center - half_extent, center + half_extent);
  1101. // Get shapes
  1102. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1103. mPhysicsSystem->GetNarrowPhaseQuery().CollectTransformedShapes(box, collector);
  1104. // Loop over shapes
  1105. had_hit = false;
  1106. for (const TransformedShape &ts : collector.mHits)
  1107. {
  1108. const int cMaxTriangles = 32;
  1109. Float3 vertices[cMaxTriangles * 3];
  1110. const PhysicsMaterial *materials[cMaxTriangles];
  1111. // Start iterating triangles
  1112. Shape::GetTrianglesContext ctx;
  1113. ts.GetTrianglesStart(ctx, box);
  1114. for (;;)
  1115. {
  1116. // Fetch next triangles
  1117. int count = ts.GetTrianglesNext(ctx, cMaxTriangles, vertices, materials);
  1118. if (count == 0)
  1119. break;
  1120. // Draw triangles
  1121. const PhysicsMaterial **m = materials;
  1122. for (Float3 *v = vertices, *v_end = vertices + 3 * count; v < v_end; v += 3, ++m)
  1123. {
  1124. Vec3 v1(v[0]), v2(v[1]), v3(v[2]);
  1125. Vec3 triangle_center = (v1 + v2 + v3) / 3.0f;
  1126. Vec3 triangle_normal = (v2 - v1).Cross(v3 - v1).Normalized();
  1127. mDebugRenderer->DrawWireTriangle(v1, v2, v3, (*m)->GetDebugColor());
  1128. mDebugRenderer->DrawArrow(triangle_center, triangle_center + triangle_normal, Color::sGreen, 0.01f);
  1129. }
  1130. had_hit = true;
  1131. }
  1132. }
  1133. // Draw test location
  1134. mDebugRenderer->DrawWireBox(box, had_hit? Color::sGreen : Color::sRed);
  1135. }
  1136. break;
  1137. case EProbeMode::BroadPhaseRay:
  1138. {
  1139. // Create ray
  1140. RayCast ray { start, direction };
  1141. // Cast ray
  1142. AllHitCollisionCollector<RayCastBodyCollector> collector;
  1143. mPhysicsSystem->GetBroadPhaseQuery().CastRay(ray, collector);
  1144. collector.Sort();
  1145. had_hit = !collector.mHits.empty();
  1146. if (had_hit)
  1147. {
  1148. // Draw results
  1149. Vec3 prev_position = start;
  1150. bool c = false;
  1151. for (const BroadPhaseCastResult &hit : collector.mHits)
  1152. {
  1153. // Draw line
  1154. Vec3 position = start + hit.mFraction * direction;
  1155. Color cast_color = c? Color::sGrey : Color::sWhite;
  1156. mDebugRenderer->DrawLine(prev_position, position, cast_color);
  1157. mDebugRenderer->DrawMarker(position, cast_color, 0.1f);
  1158. c = !c;
  1159. prev_position = position;
  1160. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  1161. if (lock.Succeeded())
  1162. {
  1163. const Body &hit_body = lock.GetBody();
  1164. // Draw bounding box
  1165. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1166. mDebugRenderer->DrawWireBox(hit_body.GetWorldSpaceBounds(), color);
  1167. }
  1168. }
  1169. // Draw remainder of line
  1170. mDebugRenderer->DrawLine(start + collector.mHits.back().mFraction * direction, start + direction, Color::sRed);
  1171. }
  1172. else
  1173. {
  1174. // Draw 'miss'
  1175. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1176. mDebugRenderer->DrawMarker(start + direction, Color::sRed, 0.1f);
  1177. }
  1178. }
  1179. break;
  1180. case EProbeMode::BroadPhaseBox:
  1181. {
  1182. // Create box
  1183. const float fraction = 0.2f;
  1184. Vec3 center = start + fraction * direction;
  1185. Vec3 half_extent = 2.0f * mShapeScale;
  1186. AABox box(center - half_extent, center + half_extent);
  1187. // Collide box
  1188. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1189. mPhysicsSystem->GetBroadPhaseQuery().CollideAABox(box, collector);
  1190. had_hit = !collector.mHits.empty();
  1191. if (had_hit)
  1192. {
  1193. // Draw results
  1194. for (const BodyID &hit : collector.mHits)
  1195. {
  1196. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1197. if (lock.Succeeded())
  1198. {
  1199. const Body &hit_body = lock.GetBody();
  1200. // Draw bounding box
  1201. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1202. mDebugRenderer->DrawWireBox(hit_body.GetWorldSpaceBounds(), color);
  1203. }
  1204. }
  1205. }
  1206. // Draw test location
  1207. mDebugRenderer->DrawWireBox(box, had_hit? Color::sGreen : Color::sRed);
  1208. }
  1209. break;
  1210. case EProbeMode::BroadPhaseSphere:
  1211. {
  1212. // Create sphere
  1213. const float fraction = 0.2f;
  1214. const float radius = mShapeScale.Length() * 2.0f;
  1215. Vec3 point = start + fraction * direction;
  1216. // Collide sphere
  1217. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1218. mPhysicsSystem->GetBroadPhaseQuery().CollideSphere(point, radius, collector);
  1219. had_hit = !collector.mHits.empty();
  1220. if (had_hit)
  1221. {
  1222. // Draw results
  1223. for (const BodyID &hit : collector.mHits)
  1224. {
  1225. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1226. if (lock.Succeeded())
  1227. {
  1228. const Body &hit_body = lock.GetBody();
  1229. // Draw bounding box
  1230. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1231. mDebugRenderer->DrawWireBox(hit_body.GetWorldSpaceBounds(), color);
  1232. }
  1233. }
  1234. }
  1235. // Draw test location
  1236. mDebugRenderer->DrawWireSphere(start + fraction * direction, radius, had_hit? Color::sGreen : Color::sRed);
  1237. }
  1238. break;
  1239. case EProbeMode::BroadPhasePoint:
  1240. {
  1241. // Create point
  1242. const float fraction = 0.1f;
  1243. Vec3 point = start + fraction * direction;
  1244. // Collide point
  1245. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1246. mPhysicsSystem->GetBroadPhaseQuery().CollidePoint(point, collector);
  1247. had_hit = !collector.mHits.empty();
  1248. if (had_hit)
  1249. {
  1250. // Draw results
  1251. for (const BodyID &hit : collector.mHits)
  1252. {
  1253. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1254. if (lock.Succeeded())
  1255. {
  1256. const Body &hit_body = lock.GetBody();
  1257. // Draw bounding box
  1258. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1259. mDebugRenderer->DrawWireBox(hit_body.GetWorldSpaceBounds(), color);
  1260. }
  1261. }
  1262. }
  1263. // Draw test location
  1264. mDebugRenderer->DrawMarker(start + fraction * direction, had_hit? Color::sGreen : Color::sRed, 0.1f);
  1265. }
  1266. break;
  1267. case EProbeMode::BroadPhaseOrientedBox:
  1268. {
  1269. // Create box
  1270. const float fraction = 0.2f;
  1271. Vec3 center = start + fraction * direction;
  1272. Vec3 half_extent = 2.0f * mShapeScale;
  1273. OrientedBox box(Mat44::sRotationTranslation(Quat::sRotation(Vec3::sAxisZ(), 0.2f * JPH_PI) * Quat::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI), center), half_extent);
  1274. // Collide box
  1275. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1276. mPhysicsSystem->GetBroadPhaseQuery().CollideOrientedBox(box, collector);
  1277. had_hit = !collector.mHits.empty();
  1278. if (had_hit)
  1279. {
  1280. // Draw results
  1281. for (const BodyID &hit : collector.mHits)
  1282. {
  1283. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1284. if (lock.Succeeded())
  1285. {
  1286. const Body &hit_body = lock.GetBody();
  1287. // Draw bounding box
  1288. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1289. mDebugRenderer->DrawWireBox(hit_body.GetWorldSpaceBounds(), color);
  1290. }
  1291. }
  1292. }
  1293. // Draw test location
  1294. mDebugRenderer->DrawWireBox(box, had_hit? Color::sGreen : Color::sRed);
  1295. }
  1296. break;
  1297. case EProbeMode::BroadPhaseCastBox:
  1298. {
  1299. // Create box
  1300. Vec3 half_extent = 2.0f * mShapeScale;
  1301. AABox box(start - half_extent, start + half_extent);
  1302. AABoxCast box_cast { box, direction };
  1303. // Cast box
  1304. AllHitCollisionCollector<CastShapeBodyCollector> collector;
  1305. mPhysicsSystem->GetBroadPhaseQuery().CastAABox(box_cast, collector);
  1306. collector.Sort();
  1307. had_hit = !collector.mHits.empty();
  1308. if (had_hit)
  1309. {
  1310. // Draw results
  1311. Vec3 prev_position = start;
  1312. bool c = false;
  1313. for (const BroadPhaseCastResult &hit : collector.mHits)
  1314. {
  1315. // Draw line
  1316. Vec3 position = start + hit.mFraction * direction;
  1317. Color cast_color = c? Color::sGrey : Color::sWhite;
  1318. mDebugRenderer->DrawLine(prev_position, position, cast_color);
  1319. mDebugRenderer->DrawWireBox(AABox(position - half_extent, position + half_extent), cast_color);
  1320. c = !c;
  1321. prev_position = position;
  1322. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  1323. if (lock.Succeeded())
  1324. {
  1325. const Body &hit_body = lock.GetBody();
  1326. // Draw bounding box
  1327. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1328. mDebugRenderer->DrawWireBox(hit_body.GetWorldSpaceBounds(), color);
  1329. }
  1330. }
  1331. // Draw remainder of line
  1332. mDebugRenderer->DrawLine(start + collector.mHits.back().mFraction * direction, start + direction, Color::sRed);
  1333. }
  1334. else
  1335. {
  1336. // Draw 'miss'
  1337. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1338. mDebugRenderer->DrawWireBox(AABox(start + direction - half_extent, start + direction + half_extent), Color::sRed);
  1339. }
  1340. }
  1341. break;
  1342. }
  1343. return had_hit;
  1344. }
  1345. void SamplesApp::UpdateDebug()
  1346. {
  1347. JPH_PROFILE_FUNCTION();
  1348. const float cDragRayLength = 40.0f;
  1349. BodyInterface &bi = mPhysicsSystem->GetBodyInterface();
  1350. // Handle keyboard input for which simulation needs to be running
  1351. for (int key = mKeyboard->GetFirstKey(); key != 0; key = mKeyboard->GetNextKey())
  1352. switch (key)
  1353. {
  1354. case DIK_B:
  1355. ShootObject();
  1356. break;
  1357. }
  1358. // Allow the user to drag rigid bodies around
  1359. if (mDragConstraint == nullptr)
  1360. {
  1361. // Not dragging yet
  1362. Vec3 hit_position;
  1363. float hit_fraction;
  1364. if (CastProbe(cDragRayLength, hit_fraction, hit_position, mDragBody))
  1365. {
  1366. // If key is pressed create constraint to start dragging
  1367. if (mKeyboard->IsKeyPressed(DIK_SPACE))
  1368. {
  1369. // Target body must be dynamic
  1370. BodyLockWrite lock(mPhysicsSystem->GetBodyLockInterface(), mDragBody);
  1371. if (lock.Succeeded())
  1372. {
  1373. Body &drag_body = lock.GetBody();
  1374. if (drag_body.IsDynamic())
  1375. {
  1376. // Create constraint to drag body
  1377. DistanceConstraintSettings settings;
  1378. settings.mPoint1 = settings.mPoint2 = hit_position;
  1379. settings.mFrequency = 2.0f / GetWorldScale();
  1380. settings.mDamping = 1.0f;
  1381. // Construct fixed body for the mouse constraint
  1382. // Note that we don't add it to the world since we don't want anything to collide with it, we just
  1383. // need an anchor for a constraint
  1384. Body *drag_anchor = bi.CreateBody(BodyCreationSettings(new SphereShape(0.01f), hit_position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  1385. #ifdef _DEBUG
  1386. drag_anchor->SetDebugName("DragAnchor");
  1387. #endif
  1388. mDragAnchor = drag_anchor;
  1389. // Construct constraint that connects the drag anchor with the body that we want to drag
  1390. mDragConstraint = settings.Create(*drag_anchor, drag_body);
  1391. mPhysicsSystem->AddConstraint(mDragConstraint);
  1392. mDragFraction = hit_fraction;
  1393. }
  1394. }
  1395. }
  1396. }
  1397. }
  1398. else
  1399. {
  1400. if (!mKeyboard->IsKeyPressed(DIK_SPACE))
  1401. {
  1402. // If key released, destroy constraint
  1403. if (mDragConstraint != nullptr)
  1404. mPhysicsSystem->RemoveConstraint(mDragConstraint);
  1405. mDragConstraint = nullptr;
  1406. // Destroy drag anchor
  1407. bi.DestroyBody(mDragAnchor->GetID());
  1408. mDragAnchor = nullptr;
  1409. // Forget the drag body
  1410. mDragBody = BodyID();
  1411. }
  1412. else
  1413. {
  1414. // Else update position of anchor
  1415. bi.SetPositionAndRotation(mDragAnchor->GetID(), GetCamera().mPos + cDragRayLength * mDragFraction * GetCamera().mForward, Quat::sIdentity(), EActivation::DontActivate);
  1416. // Activate other body
  1417. bi.ActivateBody(mDragBody);
  1418. }
  1419. }
  1420. }
  1421. bool SamplesApp::RenderFrame(float inDeltaTime)
  1422. {
  1423. // Reinitialize the job system if the concurrency setting changed
  1424. if (mMaxConcurrentJobs != mJobSystem->GetMaxConcurrency())
  1425. static_cast<JobSystemThreadPool *>(mJobSystem)->SetNumThreads(mMaxConcurrentJobs - 1);
  1426. // Restart the test if the test requests this
  1427. if (mTest->NeedsRestart())
  1428. {
  1429. StartTest(mTestClass);
  1430. return true;
  1431. }
  1432. // Select the next test if automatic testing times out
  1433. if (!CheckNextTest())
  1434. return false;
  1435. // Handle keyboard input
  1436. bool shift = mKeyboard->IsKeyPressed(DIK_LSHIFT) || mKeyboard->IsKeyPressed(DIK_RSHIFT);
  1437. #ifdef JPH_DEBUG_RENDERER
  1438. bool alt = mKeyboard->IsKeyPressed(DIK_LALT) || mKeyboard->IsKeyPressed(DIK_RALT);
  1439. #endif // JPH_DEBUG_RENDERER
  1440. for (int key = mKeyboard->GetFirstKey(); key != 0; key = mKeyboard->GetNextKey())
  1441. switch (key)
  1442. {
  1443. case DIK_R:
  1444. StartTest(mTestClass);
  1445. return true;
  1446. case DIK_N:
  1447. if (!mTestsToRun.empty())
  1448. NextTest();
  1449. break;
  1450. #ifdef JPH_DEBUG_RENDERER
  1451. case DIK_H:
  1452. if (shift)
  1453. mBodyDrawSettings.mDrawGetSupportFunction = !mBodyDrawSettings.mDrawGetSupportFunction;
  1454. else if (alt)
  1455. mDrawGetTriangles = !mDrawGetTriangles;
  1456. else
  1457. mBodyDrawSettings.mDrawShape = !mBodyDrawSettings.mDrawShape;
  1458. break;
  1459. case DIK_F:
  1460. if (shift)
  1461. mBodyDrawSettings.mDrawGetSupportingFace = !mBodyDrawSettings.mDrawGetSupportingFace;
  1462. break;
  1463. case DIK_I:
  1464. mBodyDrawSettings.mDrawMassAndInertia = !mBodyDrawSettings.mDrawMassAndInertia;
  1465. break;
  1466. case DIK_1:
  1467. ContactConstraintManager::sDrawContactPoint = !ContactConstraintManager::sDrawContactPoint;
  1468. break;
  1469. case DIK_2:
  1470. ContactConstraintManager::sDrawSupportingFaces = !ContactConstraintManager::sDrawSupportingFaces;
  1471. break;
  1472. case DIK_3:
  1473. ContactConstraintManager::sDrawContactPointReduction = !ContactConstraintManager::sDrawContactPointReduction;
  1474. break;
  1475. case DIK_C:
  1476. mDrawConstraints = !mDrawConstraints;
  1477. break;
  1478. case DIK_L:
  1479. mDrawConstraintLimits = !mDrawConstraintLimits;
  1480. break;
  1481. case DIK_M:
  1482. ContactConstraintManager::sDrawContactManifolds = !ContactConstraintManager::sDrawContactManifolds;
  1483. break;
  1484. case DIK_W:
  1485. if (alt)
  1486. mBodyDrawSettings.mDrawShapeWireframe = !mBodyDrawSettings.mDrawShapeWireframe;
  1487. break;
  1488. #endif // JPH_DEBUG_RENDERER
  1489. case DIK_COMMA:
  1490. // Back stepping
  1491. if (mPlaybackFrames.size() > 1)
  1492. {
  1493. if (mPlaybackMode == EPlaybackMode::Play)
  1494. {
  1495. JPH_ASSERT(mCurrentPlaybackFrame == -1);
  1496. mCurrentPlaybackFrame = (int)mPlaybackFrames.size() - 1;
  1497. }
  1498. mPlaybackMode = shift? EPlaybackMode::Rewind : EPlaybackMode::StepBack;
  1499. }
  1500. break;
  1501. case DIK_PERIOD:
  1502. // Forward stepping
  1503. if (mPlaybackMode != EPlaybackMode::Play)
  1504. {
  1505. JPH_ASSERT(mCurrentPlaybackFrame >= 0);
  1506. mPlaybackMode = shift? EPlaybackMode::FastForward : EPlaybackMode::StepForward;
  1507. }
  1508. break;
  1509. }
  1510. // Stop recording if record state is turned off
  1511. if (!mRecordState)
  1512. {
  1513. mPlaybackFrames.clear();
  1514. mPlaybackMode = EPlaybackMode::Play;
  1515. mCurrentPlaybackFrame = -1;
  1516. }
  1517. // Determine if we need to check deterministic simulation
  1518. bool check_determinism = mCheckDeterminism && mTest->IsDeterministic();
  1519. // Check if we've in replay mode
  1520. if (mPlaybackMode != EPlaybackMode::Play)
  1521. {
  1522. JPH_PROFILE("RestoreState");
  1523. // We're in replay mode
  1524. JPH_ASSERT(mCurrentPlaybackFrame >= 0);
  1525. // Ensure the simulation is paused
  1526. Pause(true);
  1527. // Always restore state when not paused, the debug drawing will be cleared
  1528. bool restore_state = inDeltaTime > 0.0f;
  1529. // Advance to the next frame when single stepping or unpausing
  1530. switch (mPlaybackMode)
  1531. {
  1532. case EPlaybackMode::StepBack:
  1533. mPlaybackMode = EPlaybackMode::Stop;
  1534. [[fallthrough]];
  1535. case EPlaybackMode::Rewind:
  1536. if (mCurrentPlaybackFrame > 0)
  1537. {
  1538. mCurrentPlaybackFrame--;
  1539. restore_state = true;
  1540. }
  1541. break;
  1542. case EPlaybackMode::StepForward:
  1543. mPlaybackMode = EPlaybackMode::Stop;
  1544. [[fallthrough]];
  1545. case EPlaybackMode::FastForward:
  1546. if (mCurrentPlaybackFrame < (int)mPlaybackFrames.size() - 1)
  1547. {
  1548. mCurrentPlaybackFrame++;
  1549. restore_state = true;
  1550. }
  1551. break;
  1552. case EPlaybackMode::Stop:
  1553. case EPlaybackMode::Play:
  1554. // Satisfy compiler
  1555. break;
  1556. }
  1557. // If the replay frame changed we need to update state
  1558. if (restore_state)
  1559. {
  1560. // Clear existing debug stuff so we can render this restored frame
  1561. // (if we're paused, we will otherwise not clear the debugging stuff)
  1562. ClearDebugRenderer();
  1563. // Restore state to what it was during that time
  1564. StateRecorderImpl &recorder = mPlaybackFrames[mCurrentPlaybackFrame];
  1565. RestoreState(recorder);
  1566. // Physics world is drawn using debug lines, when not paused
  1567. // Draw state prior to step so that debug lines are created from the same state
  1568. // (the constraints are solved on the current state and then the world is stepped)
  1569. DrawPhysics();
  1570. // Step the world (with fixed frequency)
  1571. StepPhysics(mJobSystem);
  1572. #ifdef JPH_DEBUG_RENDERER
  1573. // Draw any contacts that were collected through the contact listener
  1574. if (mContactListener)
  1575. mContactListener->DrawState();
  1576. #endif // JPH_DEBUG_RENDERER
  1577. // Validate that update result is the same as the previously recorded state
  1578. if (check_determinism && mCurrentPlaybackFrame < (int)mPlaybackFrames.size() - 1)
  1579. ValidateState(mPlaybackFrames[mCurrentPlaybackFrame + 1]);
  1580. }
  1581. // On the last frame go back to play mode
  1582. if (mCurrentPlaybackFrame >= (int)mPlaybackFrames.size() - 1)
  1583. {
  1584. mPlaybackMode = EPlaybackMode::Play;
  1585. mCurrentPlaybackFrame = -1;
  1586. }
  1587. // On the first frame go to stop mode
  1588. if (mCurrentPlaybackFrame == 0)
  1589. mPlaybackMode = EPlaybackMode::Stop;
  1590. }
  1591. else
  1592. {
  1593. // Normal update
  1594. JPH_ASSERT(mCurrentPlaybackFrame == -1);
  1595. if (inDeltaTime > 0.0f)
  1596. {
  1597. // Debugging functionality like shooting a ball and dragging objects
  1598. UpdateDebug();
  1599. if (mRecordState || check_determinism)
  1600. {
  1601. // Record the state prior to the step
  1602. mPlaybackFrames.push_back(StateRecorderImpl());
  1603. SaveState(mPlaybackFrames.back());
  1604. }
  1605. // Physics world is drawn using debug lines, when not paused
  1606. // Draw state prior to step so that debug lines are created from the same state
  1607. // (the constraints are solved on the current state and then the world is stepped)
  1608. DrawPhysics();
  1609. // Update the physics world
  1610. StepPhysics(mJobSystem);
  1611. #ifdef JPH_DEBUG_RENDERER
  1612. // Draw any contacts that were collected through the contact listener
  1613. if (mContactListener)
  1614. mContactListener->DrawState();
  1615. #endif // JPH_DEBUG_RENDERER
  1616. if (check_determinism)
  1617. {
  1618. // Save the current state
  1619. StateRecorderImpl post_step_state;
  1620. SaveState(post_step_state);
  1621. // Restore to the previous state
  1622. RestoreState(mPlaybackFrames.back());
  1623. // Step again
  1624. StepPhysics(mJobSystemValidating);
  1625. // Validate that the result is the same
  1626. ValidateState(post_step_state);
  1627. }
  1628. }
  1629. }
  1630. return true;
  1631. }
  1632. void SamplesApp::DrawPhysics()
  1633. {
  1634. #ifdef JPH_DEBUG_RENDERER
  1635. mPhysicsSystem->DrawBodies(mBodyDrawSettings, mDebugRenderer);
  1636. if (mDrawConstraints)
  1637. mPhysicsSystem->DrawConstraints(mDebugRenderer);
  1638. if (mDrawConstraintLimits)
  1639. mPhysicsSystem->DrawConstraintLimits(mDebugRenderer);
  1640. if (mDrawConstraintReferenceFrame)
  1641. mPhysicsSystem->DrawConstraintReferenceFrame(mDebugRenderer);
  1642. #endif // JPH_DEBUG_RENDERER
  1643. // This map collects the shapes that we used this frame
  1644. ShapeToGeometryMap shape_to_geometry;
  1645. #ifdef JPH_DEBUG_RENDERER
  1646. if (mDrawGetTriangles)
  1647. #endif // JPH_DEBUG_RENDERER
  1648. {
  1649. JPH_PROFILE("DrawGetTriangles");
  1650. // Iterate through all active bodies
  1651. BodyIDVector bodies;
  1652. mPhysicsSystem->GetBodies(bodies);
  1653. const BodyLockInterface &bli = mPhysicsSystem->GetBodyLockInterface();
  1654. for (BodyID b : bodies)
  1655. {
  1656. // Get the body
  1657. BodyLockRead lock(bli, b);
  1658. if (lock.SucceededAndIsInBroadPhase())
  1659. {
  1660. // Collect all leaf shapes for the body and their transforms
  1661. const Body &body = lock.GetBody();
  1662. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1663. body.GetTransformedShape().CollectTransformedShapes(body.GetWorldSpaceBounds(), collector);
  1664. // Draw all leaf shapes
  1665. for (const TransformedShape &transformed_shape : collector.mHits)
  1666. {
  1667. DebugRenderer::GeometryRef geometry;
  1668. // Find geometry from previous frame
  1669. ShapeToGeometryMap::iterator map_iterator = mShapeToGeometry.find(transformed_shape.mShape);
  1670. if (map_iterator != mShapeToGeometry.end())
  1671. geometry = map_iterator->second;
  1672. if (geometry == nullptr)
  1673. {
  1674. // Find geometry from this frame
  1675. map_iterator = shape_to_geometry.find(transformed_shape.mShape);
  1676. if (map_iterator != shape_to_geometry.end())
  1677. geometry = map_iterator->second;
  1678. }
  1679. if (geometry == nullptr)
  1680. {
  1681. // Geometry not cached
  1682. vector<DebugRenderer::Triangle> triangles;
  1683. // Start iterating all triangles of the shape
  1684. Shape::GetTrianglesContext context;
  1685. transformed_shape.mShape->GetTrianglesStart(context, AABox::sBiggest(), Vec3::sZero(), Quat::sIdentity(), Vec3::sReplicate(1.0f));
  1686. for (;;)
  1687. {
  1688. // Get the next batch of vertices
  1689. constexpr int cMaxTriangles = 1000;
  1690. Float3 vertices[3 * cMaxTriangles];
  1691. int triangle_count = transformed_shape.mShape->GetTrianglesNext(context, cMaxTriangles, vertices);
  1692. if (triangle_count == 0)
  1693. break;
  1694. // Allocate space for triangles
  1695. size_t output_index = triangles.size();
  1696. triangles.resize(triangles.size() + triangle_count);
  1697. DebugRenderer::Triangle *triangle = &triangles[output_index];
  1698. // Convert to a renderable triangle
  1699. for (int vertex = 0, vertex_max = 3 * triangle_count; vertex < vertex_max; vertex += 3, ++triangle)
  1700. {
  1701. // Get the vertices
  1702. Vec3 v1(vertices[vertex + 0]);
  1703. Vec3 v2(vertices[vertex + 1]);
  1704. Vec3 v3(vertices[vertex + 2]);
  1705. // Calculate the normal
  1706. Float3 normal;
  1707. (v2 - v1).Cross(v3 - v1).NormalizedOr(Vec3::sZero()).StoreFloat3(&normal);
  1708. v1.StoreFloat3(&triangle->mV[0].mPosition);
  1709. triangle->mV[0].mNormal = normal;
  1710. triangle->mV[0].mColor = Color::sWhite;
  1711. triangle->mV[0].mUV = Float2(0, 0);
  1712. v2.StoreFloat3(&triangle->mV[1].mPosition);
  1713. triangle->mV[1].mNormal = normal;
  1714. triangle->mV[1].mColor = Color::sWhite;
  1715. triangle->mV[1].mUV = Float2(0, 0);
  1716. v3.StoreFloat3(&triangle->mV[2].mPosition);
  1717. triangle->mV[2].mNormal = normal;
  1718. triangle->mV[2].mColor = Color::sWhite;
  1719. triangle->mV[2].mUV = Float2(0, 0);
  1720. }
  1721. }
  1722. // Convert to geometry
  1723. geometry = new DebugRenderer::Geometry(mDebugRenderer->CreateTriangleBatch(triangles), transformed_shape.mShape->GetLocalBounds());
  1724. }
  1725. // Ensure that we cache the geometry for next frame
  1726. shape_to_geometry[transformed_shape.mShape] = geometry;
  1727. // Determine color
  1728. Color color;
  1729. switch (body.GetMotionType())
  1730. {
  1731. case EMotionType::Static:
  1732. color = Color::sGrey;
  1733. break;
  1734. case EMotionType::Kinematic:
  1735. color = Color::sGreen;
  1736. break;
  1737. case EMotionType::Dynamic:
  1738. color = Color::sGetDistinctColor(body.GetID().GetIndex());
  1739. break;
  1740. default:
  1741. JPH_ASSERT(false);
  1742. color = Color::sBlack;
  1743. break;
  1744. }
  1745. // Draw the geometry
  1746. Vec3 scale = transformed_shape.GetShapeScale();
  1747. bool inside_out = ScaleHelpers::IsInsideOut(scale);
  1748. Mat44 matrix = transformed_shape.GetCenterOfMassTransform() * Mat44::sScale(scale);
  1749. mDebugRenderer->DrawGeometry(matrix, color, geometry, inside_out? DebugRenderer::ECullMode::CullFrontFace : DebugRenderer::ECullMode::CullBackFace, DebugRenderer::ECastShadow::On, body.IsSensor()? DebugRenderer::EDrawMode::Wireframe : DebugRenderer::EDrawMode::Solid);
  1750. }
  1751. }
  1752. }
  1753. }
  1754. // Replace the map with the newly created map so that shapes that we don't draw / were removed are released
  1755. mShapeToGeometry = move(shape_to_geometry);
  1756. }
  1757. void SamplesApp::StepPhysics(JobSystem *inJobSystem)
  1758. {
  1759. float delta_time = 1.0f / mUpdateFrequency;
  1760. {
  1761. // Pre update
  1762. JPH_PROFILE("PrePhysicsUpdate");
  1763. Test::PreUpdateParams pre_update;
  1764. pre_update.mDeltaTime = delta_time;
  1765. pre_update.mKeyboard = mKeyboard;
  1766. pre_update.mCameraState = GetCamera();
  1767. #ifdef JPH_DEBUG_RENDERER
  1768. pre_update.mPoseDrawSettings = &mPoseDrawSettings;
  1769. #endif // JPH_DEBUG_RENDERER
  1770. mTest->PrePhysicsUpdate(pre_update);
  1771. }
  1772. // Remember start tick
  1773. uint64 start_tick = GetProcessorTickCount();
  1774. // Step the world (with fixed frequency)
  1775. mPhysicsSystem->Update(delta_time, mCollisionSteps, mIntegrationSubSteps, mTempAllocator, inJobSystem);
  1776. // Accumulate time
  1777. mTotalTime += GetProcessorTickCount() - start_tick;
  1778. mStepNumber++;
  1779. // Print timing information
  1780. constexpr int cNumSteps = 60;
  1781. if (mStepNumber % cNumSteps == 0)
  1782. {
  1783. double us_per_step = double(mTotalTime / cNumSteps) / double(GetProcessorTicksPerSecond()) * 1.0e6;
  1784. Trace("Timing: %d, %.0f", mStepNumber / cNumSteps, us_per_step);
  1785. mTotalTime = 0;
  1786. }
  1787. #ifdef JPH_TRACK_BROADPHASE_STATS
  1788. if (mStepNumber % 600 == 0)
  1789. mPhysicsSystem->ReportBroadphaseStats();
  1790. #endif // JPH_TRACK_BROADPHASE_STATS
  1791. #ifdef JPH_TRACK_NARROWPHASE_STATS
  1792. if (mStepNumber % 600 == 0)
  1793. NarrowPhaseStat::sReportStats();
  1794. #endif // JPH_TRACK_NARROWPHASE_STATS
  1795. {
  1796. // Post update
  1797. JPH_PROFILE("PostPhysicsUpdate");
  1798. mTest->PostPhysicsUpdate(delta_time);
  1799. }
  1800. }
  1801. void SamplesApp::SaveState(StateRecorderImpl &inStream)
  1802. {
  1803. mTest->SaveState(inStream);
  1804. if (mContactListener)
  1805. mContactListener->SaveState(inStream);
  1806. mPhysicsSystem->SaveState(inStream);
  1807. }
  1808. void SamplesApp::RestoreState(StateRecorderImpl &inStream)
  1809. {
  1810. inStream.Rewind();
  1811. // Restore the state of the test first, this is needed because the test can make changes to
  1812. // the state of bodies that is not tracked by the PhysicsSystem::SaveState.
  1813. // E.g. in the ChangeShapeTest the shape is restored here, which needs to be done first
  1814. // because changing the shape changes Body::mPosition when the center of mass changes.
  1815. mTest->RestoreState(inStream);
  1816. if (mContactListener)
  1817. mContactListener->RestoreState(inStream);
  1818. if (!mPhysicsSystem->RestoreState(inStream))
  1819. FatalError("Failed to restore physics state");
  1820. }
  1821. void SamplesApp::ValidateState(StateRecorderImpl &inExpectedState)
  1822. {
  1823. // Save state
  1824. StateRecorderImpl current_state;
  1825. SaveState(current_state);
  1826. // Compare state with expected state
  1827. if (!current_state.IsEqual(inExpectedState))
  1828. {
  1829. // Mark this stream to break whenever it detects a memory change during reading
  1830. inExpectedState.SetValidating(true);
  1831. // Restore state. Anything that changes indicates a problem with the deterministic simulation.
  1832. RestoreState(inExpectedState);
  1833. // Turn change detection off again
  1834. inExpectedState.SetValidating(false);
  1835. }
  1836. }
  1837. void SamplesApp::GetInitialCamera(CameraState &ioState) const
  1838. {
  1839. // Default if the test doesn't override it
  1840. ioState.mPos = GetWorldScale() * Vec3(30, 10, 30);
  1841. ioState.mForward = -ioState.mPos.Normalized();
  1842. ioState.mFarPlane = 1000.0f;
  1843. mTest->GetInitialCamera(ioState);
  1844. }
  1845. Mat44 SamplesApp::GetCameraPivot(float inCameraHeading, float inCameraPitch) const
  1846. {
  1847. return mTest->GetCameraPivot(inCameraHeading, inCameraPitch);
  1848. }
  1849. float SamplesApp::GetWorldScale() const
  1850. {
  1851. return mTest != nullptr? mTest->GetWorldScale() : 1.0f;
  1852. }
  1853. ENTRY_POINT(SamplesApp)