PhysicsTestContext.cpp 4.7 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #include "UnitTestFramework.h"
  4. #include "PhysicsTestContext.h"
  5. #include <Physics/Constraints/ContactConstraintManager.h>
  6. #include <Physics/Collision/Shape/BoxShape.h>
  7. #include <Physics/Collision/Shape/SphereShape.h>
  8. #include <Core/JobSystemThreadPool.h>
  9. #include <Core/TempAllocator.h>
  10. PhysicsTestContext::PhysicsTestContext(float inDeltaTime, int inCollisionSteps, int inIntegrationSubSteps, int inWorkerThreads) :
  11. #ifdef JPH_DISABLE_TEMP_ALLOCATOR
  12. mTempAllocator(new TempAllocatorMalloc()),
  13. #else
  14. mTempAllocator(new TempAllocatorImpl(4 * 1024 * 1024)),
  15. #endif
  16. mJobSystem(new JobSystemThreadPool(cMaxPhysicsJobs, cMaxPhysicsBarriers, inWorkerThreads)),
  17. mDeltaTime(inDeltaTime),
  18. mCollisionSteps(inCollisionSteps),
  19. mIntegrationSubSteps(inIntegrationSubSteps)
  20. {
  21. // Create physics system
  22. mSystem = new PhysicsSystem();
  23. mSystem->Init(1024, 0, 4096, 1024, mBroadPhaseLayerInterface, BroadPhaseCanCollide, ObjectCanCollide);
  24. }
  25. PhysicsTestContext::~PhysicsTestContext()
  26. {
  27. delete mSystem;
  28. delete mJobSystem;
  29. delete mTempAllocator;
  30. }
  31. void PhysicsTestContext::ZeroGravity()
  32. {
  33. mSystem->SetGravity(Vec3::sZero());
  34. }
  35. Body &PhysicsTestContext::CreateFloor()
  36. {
  37. BodyCreationSettings settings;
  38. settings.SetShape(new BoxShape(Vec3(100.0f, 1.0f, 100.0f), 0.0f));
  39. settings.mPosition = Vec3(0.0f, -1.0f, 0.0f);
  40. settings.mMotionType = EMotionType::Static;
  41. settings.mObjectLayer = Layers::NON_MOVING;
  42. Body &floor = *mSystem->GetBodyInterface().CreateBody(settings);
  43. #ifdef _DEBUG
  44. floor.SetDebugName("Floor");
  45. #endif
  46. mSystem->GetBodyInterface().AddBody(floor.GetID(), EActivation::DontActivate);
  47. return floor;
  48. }
  49. Body &PhysicsTestContext::CreateBody(const ShapeSettings *inShapeSettings, Vec3Arg inPosition, QuatArg inRotation, EMotionType inMotionType, EMotionQuality inMotionQuality, ObjectLayer inLayer, EActivation inActivation)
  50. {
  51. BodyCreationSettings settings;
  52. settings.SetShapeSettings(inShapeSettings);
  53. settings.mPosition = inPosition;
  54. settings.mRotation = inRotation;
  55. settings.mMotionType = inMotionType;
  56. settings.mMotionQuality = inMotionQuality;
  57. settings.mObjectLayer = inLayer;
  58. settings.mLinearDamping = 0.0f;
  59. settings.mAngularDamping = 0.0f;
  60. settings.mCollisionGroup.SetGroupID(0);
  61. Body &body = *mSystem->GetBodyInterface().CreateBody(settings);
  62. mSystem->GetBodyInterface().AddBody(body.GetID(), inActivation);
  63. return body;
  64. }
  65. Body &PhysicsTestContext::CreateBox(Vec3Arg inPosition, QuatArg inRotation, EMotionType inMotionType, EMotionQuality inMotionQuality, ObjectLayer inLayer, Vec3Arg inHalfExtent, EActivation inActivation)
  66. {
  67. return CreateBody(new BoxShapeSettings(inHalfExtent), inPosition, inRotation, inMotionType, inMotionQuality, inLayer, inActivation);
  68. }
  69. Body &PhysicsTestContext::CreateSphere(Vec3Arg inPosition, float inRadius, EMotionType inMotionType, EMotionQuality inMotionQuality, ObjectLayer inLayer, EActivation inActivation)
  70. {
  71. return CreateBody(new SphereShapeSettings(inRadius), inPosition, Quat::sIdentity(), inMotionType, inMotionQuality, inLayer, inActivation);
  72. }
  73. void PhysicsTestContext::Simulate(float inTotalTime, function<void()> inPreStepCallback)
  74. {
  75. const int cNumSteps = int(round(inTotalTime / mDeltaTime));
  76. for (int s = 0; s < cNumSteps; ++s)
  77. {
  78. inPreStepCallback();
  79. mSystem->Update(mDeltaTime, mCollisionSteps, mIntegrationSubSteps, mTempAllocator, mJobSystem);
  80. }
  81. }
  82. void PhysicsTestContext::SimulateSingleStep()
  83. {
  84. mSystem->Update(mDeltaTime, mCollisionSteps, mIntegrationSubSteps, mTempAllocator, mJobSystem);
  85. }
  86. Vec3 PhysicsTestContext::PredictPosition(Vec3Arg inPosition, Vec3Arg inVelocity, Vec3Arg inAcceleration, float inTotalTime) const
  87. {
  88. // Integrate position using a Symplectic Euler step (just like the PhysicsSystem)
  89. Vec3 pos = inPosition;
  90. Vec3 vel = inVelocity;
  91. const float delta_time = GetSubStepDeltaTime();
  92. const int cNumSteps = int(round(inTotalTime / delta_time));
  93. for (int s = 0; s < cNumSteps; ++s)
  94. {
  95. vel += inAcceleration * delta_time;
  96. pos += vel * delta_time;
  97. }
  98. return pos;
  99. }
  100. // Predict rotation assuming ballistic motion using initial orientation, angular velocity angular acceleration and time
  101. Quat PhysicsTestContext::PredictOrientation(QuatArg inRotation, Vec3Arg inAngularVelocity, Vec3Arg inAngularAcceleration, float inTotalTime) const
  102. {
  103. // Integrate position using a Symplectic Euler step (just like the PhysicsSystem)
  104. Quat rot = inRotation;
  105. Vec3 vel = inAngularVelocity;
  106. const float delta_time = GetSubStepDeltaTime();
  107. const int cNumSteps = int(round(inTotalTime / delta_time));
  108. for (int s = 0; s < cNumSteps; ++s)
  109. {
  110. vel += inAngularAcceleration * delta_time;
  111. float vel_len = vel.Length();
  112. if (vel_len != 0.0f)
  113. rot = Quat::sRotation(vel / vel_len, vel_len * delta_time) * rot;
  114. }
  115. return rot;
  116. }