SamplesApp.cpp 102 KB

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