SamplesApp.cpp 103 KB

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