SamplesApp.cpp 102 KB

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