SamplesApp.cpp 82 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #include <TestFramework.h>
  4. #include <SamplesApp.h>
  5. #include <Application/EntryPoint.h>
  6. #include <Jolt/Core/JobSystemThreadPool.h>
  7. #include <Jolt/Core/TempAllocator.h>
  8. #include <Jolt/Geometry/OrientedBox.h>
  9. #include <Jolt/Physics/PhysicsSystem.h>
  10. #include <Jolt/Physics/StateRecorderImpl.h>
  11. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  12. #include <Jolt/Physics/Collision/RayCast.h>
  13. #include <Jolt/Physics/Collision/ShapeCast.h>
  14. #include <Jolt/Physics/Collision/CastResult.h>
  15. #include <Jolt/Physics/Collision/CollidePointResult.h>
  16. #include <Jolt/Physics/Collision/AABoxCast.h>
  17. #include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
  18. #include <Jolt/Physics/Collision/Shape/HeightFieldShape.h>
  19. #include <Jolt/Physics/Collision/Shape/MeshShape.h>
  20. #include <Jolt/Physics/Collision/Shape/SphereShape.h>
  21. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  22. #include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
  23. #include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
  24. #include <Jolt/Physics/Collision/Shape/TaperedCapsuleShape.h>
  25. #include <Jolt/Physics/Collision/Shape/CylinderShape.h>
  26. #include <Jolt/Physics/Collision/Shape/TriangleShape.h>
  27. #include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
  28. #include <Jolt/Physics/Collision/Shape/MutableCompoundShape.h>
  29. #include <Jolt/Physics/Collision/Shape/ScaledShape.h>
  30. #include <Jolt/Physics/Collision/NarrowPhaseStats.h>
  31. #include <Jolt/Physics/Constraints/DistanceConstraint.h>
  32. #include <Utils/Log.h>
  33. #include <Renderer/DebugRendererImp.h>
  34. //-----------------------------------------------------------------------------
  35. // RTTI definitions
  36. //-----------------------------------------------------------------------------
  37. struct TestNameAndRTTI
  38. {
  39. const char * mName;
  40. const RTTI * mRTTI;
  41. };
  42. struct TestCategory
  43. {
  44. const char * mName;
  45. TestNameAndRTTI * mTests;
  46. size_t mNumTests;
  47. };
  48. JPH_DECLARE_RTTI_FOR_FACTORY(SimpleTest)
  49. JPH_DECLARE_RTTI_FOR_FACTORY(StackTest)
  50. JPH_DECLARE_RTTI_FOR_FACTORY(WallTest)
  51. JPH_DECLARE_RTTI_FOR_FACTORY(IslandTest)
  52. JPH_DECLARE_RTTI_FOR_FACTORY(FunnelTest)
  53. JPH_DECLARE_RTTI_FOR_FACTORY(FrictionTest)
  54. JPH_DECLARE_RTTI_FOR_FACTORY(FrictionPerTriangleTest)
  55. JPH_DECLARE_RTTI_FOR_FACTORY(GravityFactorTest)
  56. JPH_DECLARE_RTTI_FOR_FACTORY(RestitutionTest)
  57. JPH_DECLARE_RTTI_FOR_FACTORY(DampingTest)
  58. JPH_DECLARE_RTTI_FOR_FACTORY(KinematicTest)
  59. JPH_DECLARE_RTTI_FOR_FACTORY(ContactManifoldTest)
  60. JPH_DECLARE_RTTI_FOR_FACTORY(ManifoldReductionTest)
  61. JPH_DECLARE_RTTI_FOR_FACTORY(CenterOfMassTest)
  62. JPH_DECLARE_RTTI_FOR_FACTORY(HeavyOnLightTest)
  63. JPH_DECLARE_RTTI_FOR_FACTORY(HighSpeedTest)
  64. JPH_DECLARE_RTTI_FOR_FACTORY(ChangeMotionTypeTest)
  65. JPH_DECLARE_RTTI_FOR_FACTORY(ChangeShapeTest)
  66. JPH_DECLARE_RTTI_FOR_FACTORY(ChangeObjectLayerTest)
  67. JPH_DECLARE_RTTI_FOR_FACTORY(LoadSaveSceneTest)
  68. JPH_DECLARE_RTTI_FOR_FACTORY(LoadSaveBinaryTest)
  69. JPH_DECLARE_RTTI_FOR_FACTORY(BigVsSmallTest)
  70. JPH_DECLARE_RTTI_FOR_FACTORY(ActiveEdgesTest)
  71. JPH_DECLARE_RTTI_FOR_FACTORY(MultithreadedTest)
  72. JPH_DECLARE_RTTI_FOR_FACTORY(ContactListenerTest)
  73. JPH_DECLARE_RTTI_FOR_FACTORY(ActivateDuringUpdateTest)
  74. JPH_DECLARE_RTTI_FOR_FACTORY(SensorTest)
  75. static TestNameAndRTTI sGeneralTests[] =
  76. {
  77. { "Simple", JPH_RTTI(SimpleTest) },
  78. { "Stack", JPH_RTTI(StackTest) },
  79. { "Wall", JPH_RTTI(WallTest) },
  80. { "Island", JPH_RTTI(IslandTest) },
  81. { "Funnel", JPH_RTTI(FunnelTest) },
  82. { "Friction", JPH_RTTI(FrictionTest) },
  83. { "Friction (Per Triangle)", JPH_RTTI(FrictionPerTriangleTest) },
  84. { "Gravity Factor", JPH_RTTI(GravityFactorTest) },
  85. { "Restitution", JPH_RTTI(RestitutionTest) },
  86. { "Damping", JPH_RTTI(DampingTest) },
  87. { "Kinematic", JPH_RTTI(KinematicTest) },
  88. { "Contact Manifold", JPH_RTTI(ContactManifoldTest) },
  89. { "Manifold Reduction", JPH_RTTI(ManifoldReductionTest) },
  90. { "Center Of Mass", JPH_RTTI(CenterOfMassTest) },
  91. { "Heavy On Light", JPH_RTTI(HeavyOnLightTest) },
  92. { "High Speed", JPH_RTTI(HighSpeedTest) },
  93. { "Change Motion Type", JPH_RTTI(ChangeMotionTypeTest) },
  94. { "Change Shape", JPH_RTTI(ChangeShapeTest) },
  95. { "Change Object Layer", JPH_RTTI(ChangeObjectLayerTest) },
  96. { "Load/Save Scene", JPH_RTTI(LoadSaveSceneTest) },
  97. { "Load/Save Binary", JPH_RTTI(LoadSaveBinaryTest) },
  98. { "Big vs Small", JPH_RTTI(BigVsSmallTest) },
  99. { "Active Edges", JPH_RTTI(ActiveEdgesTest) },
  100. { "Multithreaded", JPH_RTTI(MultithreadedTest) },
  101. { "Contact Listener", JPH_RTTI(ContactListenerTest) },
  102. { "Activate During Update", JPH_RTTI(ActivateDuringUpdateTest) },
  103. { "Sensor", JPH_RTTI(SensorTest) },
  104. };
  105. JPH_DECLARE_RTTI_FOR_FACTORY(DistanceConstraintTest)
  106. JPH_DECLARE_RTTI_FOR_FACTORY(FixedConstraintTest)
  107. JPH_DECLARE_RTTI_FOR_FACTORY(ConeConstraintTest)
  108. JPH_DECLARE_RTTI_FOR_FACTORY(SwingTwistConstraintTest)
  109. JPH_DECLARE_RTTI_FOR_FACTORY(SixDOFConstraintTest)
  110. JPH_DECLARE_RTTI_FOR_FACTORY(HingeConstraintTest)
  111. JPH_DECLARE_RTTI_FOR_FACTORY(PoweredHingeConstraintTest)
  112. JPH_DECLARE_RTTI_FOR_FACTORY(PointConstraintTest)
  113. JPH_DECLARE_RTTI_FOR_FACTORY(SliderConstraintTest)
  114. JPH_DECLARE_RTTI_FOR_FACTORY(PoweredSliderConstraintTest)
  115. JPH_DECLARE_RTTI_FOR_FACTORY(SpringTest)
  116. JPH_DECLARE_RTTI_FOR_FACTORY(ConstraintSingularityTest)
  117. JPH_DECLARE_RTTI_FOR_FACTORY(PoweredSwingTwistConstraintTest)
  118. JPH_DECLARE_RTTI_FOR_FACTORY(SwingTwistConstraintFrictionTest)
  119. JPH_DECLARE_RTTI_FOR_FACTORY(PathConstraintTest)
  120. static TestNameAndRTTI sConstraintTests[] =
  121. {
  122. { "Point Constraint", JPH_RTTI(PointConstraintTest) },
  123. { "Distance Constraint", JPH_RTTI(DistanceConstraintTest) },
  124. { "Hinge Constraint", JPH_RTTI(HingeConstraintTest) },
  125. { "Powered Hinge Constraint", JPH_RTTI(PoweredHingeConstraintTest) },
  126. { "Slider Constraint", JPH_RTTI(SliderConstraintTest) },
  127. { "Powered Slider Constraint", JPH_RTTI(PoweredSliderConstraintTest) },
  128. { "Fixed Constraint", JPH_RTTI(FixedConstraintTest) },
  129. { "Cone Constraint", JPH_RTTI(ConeConstraintTest) },
  130. { "Swing Twist Constraint", JPH_RTTI(SwingTwistConstraintTest) },
  131. { "Powered Swing Twist Constraint", JPH_RTTI(PoweredSwingTwistConstraintTest) },
  132. { "Swing Twist Constraint Friction", JPH_RTTI(SwingTwistConstraintFrictionTest) },
  133. { "Six DOF Constraint", JPH_RTTI(SixDOFConstraintTest) },
  134. { "Path Constraint", JPH_RTTI(PathConstraintTest) },
  135. { "Spring", JPH_RTTI(SpringTest) },
  136. { "Constraint Singularity", JPH_RTTI(ConstraintSingularityTest) },
  137. };
  138. JPH_DECLARE_RTTI_FOR_FACTORY(BoxShapeTest)
  139. JPH_DECLARE_RTTI_FOR_FACTORY(SphereShapeTest)
  140. JPH_DECLARE_RTTI_FOR_FACTORY(TaperedCapsuleShapeTest)
  141. JPH_DECLARE_RTTI_FOR_FACTORY(CapsuleShapeTest)
  142. JPH_DECLARE_RTTI_FOR_FACTORY(CylinderShapeTest)
  143. JPH_DECLARE_RTTI_FOR_FACTORY(StaticCompoundShapeTest)
  144. JPH_DECLARE_RTTI_FOR_FACTORY(MutableCompoundShapeTest)
  145. JPH_DECLARE_RTTI_FOR_FACTORY(TriangleShapeTest)
  146. JPH_DECLARE_RTTI_FOR_FACTORY(ConvexHullShapeTest)
  147. JPH_DECLARE_RTTI_FOR_FACTORY(MeshShapeTest)
  148. JPH_DECLARE_RTTI_FOR_FACTORY(HeightFieldShapeTest)
  149. JPH_DECLARE_RTTI_FOR_FACTORY(RotatedTranslatedShapeTest)
  150. JPH_DECLARE_RTTI_FOR_FACTORY(OffsetCenterOfMassShapeTest)
  151. static TestNameAndRTTI sShapeTests[] =
  152. {
  153. { "Sphere Shape", JPH_RTTI(SphereShapeTest) },
  154. { "Box Shape", JPH_RTTI(BoxShapeTest) },
  155. { "Capsule Shape", JPH_RTTI(CapsuleShapeTest) },
  156. { "Tapered Capsule Shape", JPH_RTTI(TaperedCapsuleShapeTest) },
  157. { "Cylinder Shape", JPH_RTTI(CylinderShapeTest) },
  158. { "Convex Hull Shape", JPH_RTTI(ConvexHullShapeTest) },
  159. { "Mesh Shape", JPH_RTTI(MeshShapeTest) },
  160. { "Height Field Shape", JPH_RTTI(HeightFieldShapeTest) },
  161. { "Static Compound Shape", JPH_RTTI(StaticCompoundShapeTest) },
  162. { "Mutable Compound Shape", JPH_RTTI(MutableCompoundShapeTest) },
  163. { "Triangle Shape", JPH_RTTI(TriangleShapeTest) },
  164. { "Rotated Translated Shape", JPH_RTTI(RotatedTranslatedShapeTest) },
  165. { "Offset Center Of Mass Shape", JPH_RTTI(OffsetCenterOfMassShapeTest) }
  166. };
  167. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledSphereShapeTest)
  168. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledBoxShapeTest)
  169. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledCapsuleShapeTest)
  170. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledTaperedCapsuleShapeTest)
  171. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledCylinderShapeTest)
  172. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledConvexHullShapeTest)
  173. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledMeshShapeTest)
  174. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledHeightFieldShapeTest)
  175. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledStaticCompoundShapeTest)
  176. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledMutableCompoundShapeTest)
  177. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledTriangleShapeTest)
  178. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledOffsetCenterOfMassShapeTest)
  179. static TestNameAndRTTI sScaledShapeTests[] =
  180. {
  181. { "Sphere Shape", JPH_RTTI(ScaledSphereShapeTest) },
  182. { "Box Shape", JPH_RTTI(ScaledBoxShapeTest) },
  183. { "Capsule Shape", JPH_RTTI(ScaledCapsuleShapeTest) },
  184. { "Tapered Capsule Shape", JPH_RTTI(ScaledTaperedCapsuleShapeTest) },
  185. { "Cylinder Shape", JPH_RTTI(ScaledCylinderShapeTest) },
  186. { "Convex Hull Shape", JPH_RTTI(ScaledConvexHullShapeTest) },
  187. { "Mesh Shape", JPH_RTTI(ScaledMeshShapeTest) },
  188. { "Height Field Shape", JPH_RTTI(ScaledHeightFieldShapeTest) },
  189. { "Static Compound Shape", JPH_RTTI(ScaledStaticCompoundShapeTest) },
  190. { "Mutable Compound Shape", JPH_RTTI(ScaledMutableCompoundShapeTest) },
  191. { "Triangle Shape", JPH_RTTI(ScaledTriangleShapeTest) },
  192. { "Offset Center Of Mass Shape", JPH_RTTI(ScaledOffsetCenterOfMassShapeTest) }
  193. };
  194. JPH_DECLARE_RTTI_FOR_FACTORY(CreateRigTest)
  195. JPH_DECLARE_RTTI_FOR_FACTORY(LoadRigTest)
  196. JPH_DECLARE_RTTI_FOR_FACTORY(KinematicRigTest)
  197. JPH_DECLARE_RTTI_FOR_FACTORY(PoweredRigTest)
  198. JPH_DECLARE_RTTI_FOR_FACTORY(RigPileTest)
  199. JPH_DECLARE_RTTI_FOR_FACTORY(LoadSaveBinaryRigTest)
  200. static TestNameAndRTTI sRigTests[] =
  201. {
  202. { "Create Rig", JPH_RTTI(CreateRigTest) },
  203. { "Load Rig", JPH_RTTI(LoadRigTest) },
  204. { "Load / Save Binary Rig", JPH_RTTI(LoadSaveBinaryRigTest) },
  205. { "Kinematic Rig", JPH_RTTI(KinematicRigTest) },
  206. { "Powered Rig", JPH_RTTI(PoweredRigTest) },
  207. { "Rig Pile", JPH_RTTI(RigPileTest) }
  208. };
  209. JPH_DECLARE_RTTI_FOR_FACTORY(CharacterTest)
  210. static TestNameAndRTTI sCharacterTests[] =
  211. {
  212. { "Character", JPH_RTTI(CharacterTest) },
  213. };
  214. JPH_DECLARE_RTTI_FOR_FACTORY(WaterShapeTest)
  215. static TestNameAndRTTI sWaterTests[] =
  216. {
  217. { "Shapes", JPH_RTTI(WaterShapeTest) },
  218. };
  219. JPH_DECLARE_RTTI_FOR_FACTORY(VehicleSixDOFTest)
  220. JPH_DECLARE_RTTI_FOR_FACTORY(VehicleConstraintTest)
  221. JPH_DECLARE_RTTI_FOR_FACTORY(TankTest)
  222. static TestNameAndRTTI sVehicleTests[] =
  223. {
  224. { "Car (VehicleConstraint)", JPH_RTTI(VehicleConstraintTest) },
  225. { "Tank (VehicleConstraint)", JPH_RTTI(TankTest) },
  226. { "Car (SixDOFConstraint)", JPH_RTTI(VehicleSixDOFTest) },
  227. };
  228. JPH_DECLARE_RTTI_FOR_FACTORY(BroadPhaseCastRayTest)
  229. JPH_DECLARE_RTTI_FOR_FACTORY(BroadPhaseInsertionTest)
  230. static TestNameAndRTTI sBroadPhaseTests[] =
  231. {
  232. { "Cast Ray", JPH_RTTI(BroadPhaseCastRayTest) },
  233. { "Insertion", JPH_RTTI(BroadPhaseInsertionTest) }
  234. };
  235. JPH_DECLARE_RTTI_FOR_FACTORY(InteractivePairsTest)
  236. JPH_DECLARE_RTTI_FOR_FACTORY(EPATest)
  237. JPH_DECLARE_RTTI_FOR_FACTORY(ClosestPointTest)
  238. JPH_DECLARE_RTTI_FOR_FACTORY(ConvexHullTest)
  239. JPH_DECLARE_RTTI_FOR_FACTORY(ConvexHullShrinkTest)
  240. JPH_DECLARE_RTTI_FOR_FACTORY(RandomRayTest)
  241. JPH_DECLARE_RTTI_FOR_FACTORY(CapsuleVsBoxTest)
  242. static TestNameAndRTTI sConvexCollisionTests[] =
  243. {
  244. { "Interactive Pairs", JPH_RTTI(InteractivePairsTest) },
  245. { "EPA Test", JPH_RTTI(EPATest) },
  246. { "Closest Point", JPH_RTTI(ClosestPointTest) },
  247. { "Convex Hull", JPH_RTTI(ConvexHullTest) },
  248. { "Convex Hull Shrink", JPH_RTTI(ConvexHullShrinkTest) },
  249. { "Random Ray", JPH_RTTI(RandomRayTest) },
  250. { "Capsule Vs Box", JPH_RTTI(CapsuleVsBoxTest) }
  251. };
  252. static TestCategory sAllCategories[] =
  253. {
  254. { "General", sGeneralTests, size(sGeneralTests) },
  255. { "Shapes", sShapeTests, size(sShapeTests) },
  256. { "Scaled Shapes", sScaledShapeTests, size(sScaledShapeTests) },
  257. { "Constraints", sConstraintTests, size(sConstraintTests) },
  258. { "Rig", sRigTests, size(sRigTests) },
  259. { "Character", sCharacterTests, size(sCharacterTests) },
  260. { "Water", sWaterTests, size(sWaterTests) },
  261. { "Vehicle", sVehicleTests, size(sVehicleTests) },
  262. { "Broad Phase", sBroadPhaseTests, size(sBroadPhaseTests) },
  263. { "Convex Collision", sConvexCollisionTests, size(sConvexCollisionTests) }
  264. };
  265. //-----------------------------------------------------------------------------
  266. // Configuration
  267. //-----------------------------------------------------------------------------
  268. static constexpr uint cNumBodies = 10240;
  269. static constexpr uint cNumBodyMutexes = 0; // Autodetect
  270. static constexpr uint cMaxBodyPairs = 65536;
  271. static constexpr uint cMaxContactConstraints = 10240;
  272. SamplesApp::SamplesApp()
  273. {
  274. // Allocate temp memory
  275. #ifdef JPH_DISABLE_TEMP_ALLOCATOR
  276. mTempAllocator = new TempAllocatorMalloc();
  277. #else
  278. mTempAllocator = new TempAllocatorImpl(16 * 1024 * 1024);
  279. #endif
  280. // Create job system
  281. mJobSystem = new JobSystemThreadPool(cMaxPhysicsJobs, cMaxPhysicsBarriers, mMaxConcurrentJobs - 1);
  282. // Create job system without extra threads for validating
  283. mJobSystemValidating = new JobSystemThreadPool(cMaxPhysicsJobs, cMaxPhysicsBarriers, 0);
  284. // Create UI
  285. UIElement *main_menu = mDebugUI->CreateMenu();
  286. mDebugUI->CreateTextButton(main_menu, "Select Test", [this]() {
  287. UIElement *tests = mDebugUI->CreateMenu();
  288. for (TestCategory &c : sAllCategories)
  289. {
  290. mDebugUI->CreateTextButton(tests, c.mName, [=]() {
  291. UIElement *category = mDebugUI->CreateMenu();
  292. for (uint j = 0; j < c.mNumTests; ++j)
  293. mDebugUI->CreateTextButton(category, c.mTests[j].mName, [=]() { StartTest(c.mTests[j].mRTTI); });
  294. mDebugUI->ShowMenu(category);
  295. });
  296. }
  297. mDebugUI->ShowMenu(tests);
  298. });
  299. mTestSettingsButton = mDebugUI->CreateTextButton(main_menu, "Test Settings", [this](){
  300. UIElement *test_settings = mDebugUI->CreateMenu();
  301. mTest->CreateSettingsMenu(mDebugUI, test_settings);
  302. mDebugUI->ShowMenu(test_settings);
  303. });
  304. mDebugUI->CreateTextButton(main_menu, "Restart Test (R)", [this]() { StartTest(mTestClass); });
  305. mDebugUI->CreateTextButton(main_menu, "Run All Tests", [this]() { RunAllTests(); });
  306. mNextTestButton = mDebugUI->CreateTextButton(main_menu, "Next Test (N)", [this]() { NextTest(); });
  307. mNextTestButton->SetDisabled(true);
  308. mDebugUI->CreateTextButton(main_menu, "Physics Settings", [this]() {
  309. UIElement *phys_settings = mDebugUI->CreateMenu();
  310. mDebugUI->CreateSlider(phys_settings, "Max Concurrent Jobs", float(mMaxConcurrentJobs), 1, float(thread::hardware_concurrency()), 1, [this](float inValue) { mMaxConcurrentJobs = (int)inValue; });
  311. 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)); });
  312. mDebugUI->CreateSlider(phys_settings, "Update Frequency (Hz)", mUpdateFrequency, 7.5f, 120.0f, 2.5f, [this](float inValue) { mUpdateFrequency = inValue; });
  313. mDebugUI->CreateSlider(phys_settings, "Num Collision Steps", float(mCollisionSteps), 1.0f, 4.0f, 1.0f, [this](float inValue) { mCollisionSteps = int(inValue); });
  314. mDebugUI->CreateSlider(phys_settings, "Num Integration Sub Steps", float(mIntegrationSubSteps), 1.0f, 4.0f, 1.0f, [this](float inValue) { mIntegrationSubSteps = int(inValue); });
  315. mDebugUI->CreateSlider(phys_settings, "Num Velocity Steps", float(mPhysicsSettings.mNumVelocitySteps), 0, 30, 1, [this](float inValue) { mPhysicsSettings.mNumVelocitySteps = int(round(inValue)); mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  316. mDebugUI->CreateSlider(phys_settings, "Num Position Steps", float(mPhysicsSettings.mNumPositionSteps), 0, 30, 1, [this](float inValue) { mPhysicsSettings.mNumPositionSteps = int(round(inValue)); mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  317. mDebugUI->CreateSlider(phys_settings, "Baumgarte Stabilization Factor", mPhysicsSettings.mBaumgarte, 0.01f, 1.0f, 0.05f, [this](float inValue) { mPhysicsSettings.mBaumgarte = inValue; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  318. mDebugUI->CreateSlider(phys_settings, "Speculative Contact Distance (m)", mPhysicsSettings.mSpeculativeContactDistance, 0.0f, 0.1f, 0.005f, [this](float inValue) { mPhysicsSettings.mSpeculativeContactDistance = inValue; });
  319. mDebugUI->CreateSlider(phys_settings, "Penetration Slop (m)", mPhysicsSettings.mPenetrationSlop, 0.0f, 0.1f, 0.005f, [this](float inValue) { mPhysicsSettings.mPenetrationSlop = inValue; });
  320. 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); });
  321. 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); });
  322. 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); });
  323. mDebugUI->CreateCheckBox(phys_settings, "Constraint Warm Starting", mPhysicsSettings.mConstraintWarmStart, [this](UICheckBox::EState inState) { mPhysicsSettings.mConstraintWarmStart = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  324. mDebugUI->CreateCheckBox(phys_settings, "Use Body Pair Contact Cache", mPhysicsSettings.mUseBodyPairContactCache, [this](UICheckBox::EState inState) { mPhysicsSettings.mUseBodyPairContactCache = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  325. mDebugUI->CreateCheckBox(phys_settings, "Contact Manifold Reduction", mPhysicsSettings.mUseManifoldReduction, [this](UICheckBox::EState inState) { mPhysicsSettings.mUseManifoldReduction = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  326. mDebugUI->CreateCheckBox(phys_settings, "Allow Sleeping", mPhysicsSettings.mAllowSleeping, [this](UICheckBox::EState inState) { mPhysicsSettings.mAllowSleeping = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  327. mDebugUI->CreateCheckBox(phys_settings, "Check Active Triangle Edges", mPhysicsSettings.mCheckActiveEdges, [this](UICheckBox::EState inState) { mPhysicsSettings.mCheckActiveEdges = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  328. mDebugUI->CreateCheckBox(phys_settings, "Record State For Playback", mRecordState, [this](UICheckBox::EState inState) { mRecordState = inState == UICheckBox::STATE_CHECKED; });
  329. mDebugUI->CreateCheckBox(phys_settings, "Check Determinism", mCheckDeterminism, [this](UICheckBox::EState inState) { mCheckDeterminism = inState == UICheckBox::STATE_CHECKED; });
  330. mDebugUI->CreateCheckBox(phys_settings, "Install Contact Listener", mInstallContactListener, [this](UICheckBox::EState inState) { mInstallContactListener = inState == UICheckBox::STATE_CHECKED; StartTest(mTestClass); });
  331. mDebugUI->ShowMenu(phys_settings);
  332. });
  333. #ifdef JPH_DEBUG_RENDERER
  334. mDebugUI->CreateTextButton(main_menu, "Drawing Options", [this]() {
  335. UIElement *drawing_options = mDebugUI->CreateMenu();
  336. mDebugUI->CreateCheckBox(drawing_options, "Draw Body Names", mBodyDrawSettings.mDrawNames, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawNames = inState == UICheckBox::STATE_CHECKED; });
  337. mDebugUI->CreateCheckBox(drawing_options, "Draw Shapes (H)", mBodyDrawSettings.mDrawShape, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawShape = inState == UICheckBox::STATE_CHECKED; });
  338. mDebugUI->CreateCheckBox(drawing_options, "Draw Shapes Wireframe (Alt+W)", mBodyDrawSettings.mDrawShapeWireframe, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawShapeWireframe = inState == UICheckBox::STATE_CHECKED; });
  339. 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; });
  340. mDebugUI->CreateCheckBox(drawing_options, "Draw GetSupport + Cvx Radius (Shift+H)", mBodyDrawSettings.mDrawGetSupportFunction, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawGetSupportFunction = inState == UICheckBox::STATE_CHECKED; });
  341. mDebugUI->CreateCheckBox(drawing_options, "Draw Shapes Using GetTrianglesStart/Next (Alt+H)", mDrawGetTriangles, [this](UICheckBox::EState inState) { mDrawGetTriangles = inState == UICheckBox::STATE_CHECKED; });
  342. mDebugUI->CreateCheckBox(drawing_options, "Draw GetSupport Direction", mBodyDrawSettings.mDrawSupportDirection, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSupportDirection = inState == UICheckBox::STATE_CHECKED; mBodyDrawSettings.mDrawGetSupportFunction |= mBodyDrawSettings.mDrawSupportDirection; });
  343. mDebugUI->CreateCheckBox(drawing_options, "Draw GetSupportingFace (Shift+F)", mBodyDrawSettings.mDrawGetSupportingFace, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawGetSupportingFace = inState == UICheckBox::STATE_CHECKED; });
  344. mDebugUI->CreateCheckBox(drawing_options, "Draw Constraints (C)", mDrawConstraints, [this](UICheckBox::EState inState) { mDrawConstraints = inState == UICheckBox::STATE_CHECKED; });
  345. mDebugUI->CreateCheckBox(drawing_options, "Draw Constraint Limits (L)", mDrawConstraintLimits, [this](UICheckBox::EState inState) { mDrawConstraintLimits = inState == UICheckBox::STATE_CHECKED; });
  346. mDebugUI->CreateCheckBox(drawing_options, "Draw Constraint Reference Frame", mDrawConstraintReferenceFrame, [this](UICheckBox::EState inState) { mDrawConstraintReferenceFrame = inState == UICheckBox::STATE_CHECKED; });
  347. mDebugUI->CreateCheckBox(drawing_options, "Draw Contact Point (1)", ContactConstraintManager::sDrawContactPoint, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawContactPoint = inState == UICheckBox::STATE_CHECKED; });
  348. mDebugUI->CreateCheckBox(drawing_options, "Draw Supporting Faces (2)", ContactConstraintManager::sDrawSupportingFaces, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawSupportingFaces = inState == UICheckBox::STATE_CHECKED; });
  349. mDebugUI->CreateCheckBox(drawing_options, "Draw Contact Point Reduction (3)", ContactConstraintManager::sDrawContactPointReduction, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawContactPointReduction = inState == UICheckBox::STATE_CHECKED; });
  350. mDebugUI->CreateCheckBox(drawing_options, "Draw Contact Manifolds (M)", ContactConstraintManager::sDrawContactManifolds, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawContactManifolds = inState == UICheckBox::STATE_CHECKED; });
  351. mDebugUI->CreateCheckBox(drawing_options, "Draw Motion Quality Linear Cast", PhysicsSystem::sDrawMotionQualityLinearCast, [](UICheckBox::EState inState) { PhysicsSystem::sDrawMotionQualityLinearCast = inState == UICheckBox::STATE_CHECKED; });
  352. mDebugUI->CreateCheckBox(drawing_options, "Draw Bounding Boxes", mBodyDrawSettings.mDrawBoundingBox, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawBoundingBox = inState == UICheckBox::STATE_CHECKED; });
  353. mDebugUI->CreateCheckBox(drawing_options, "Draw Center of Mass Transforms", mBodyDrawSettings.mDrawCenterOfMassTransform, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawCenterOfMassTransform = inState == UICheckBox::STATE_CHECKED; });
  354. mDebugUI->CreateCheckBox(drawing_options, "Draw World Transforms", mBodyDrawSettings.mDrawWorldTransform, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawWorldTransform = inState == UICheckBox::STATE_CHECKED; });
  355. mDebugUI->CreateCheckBox(drawing_options, "Draw Velocity", mBodyDrawSettings.mDrawVelocity, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawVelocity = inState == UICheckBox::STATE_CHECKED; });
  356. mDebugUI->CreateCheckBox(drawing_options, "Draw Sleep Stats", mBodyDrawSettings.mDrawSleepStats, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSleepStats = inState == UICheckBox::STATE_CHECKED; });
  357. mDebugUI->CreateCheckBox(drawing_options, "Draw Mass and Inertia (I)", mBodyDrawSettings.mDrawMassAndInertia, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawMassAndInertia = inState == UICheckBox::STATE_CHECKED; });
  358. mDebugUI->CreateCheckBox(drawing_options, "Draw Joints", mPoseDrawSettings.mDrawJoints, [this](UICheckBox::EState inState) { mPoseDrawSettings.mDrawJoints = inState == UICheckBox::STATE_CHECKED; });
  359. mDebugUI->CreateCheckBox(drawing_options, "Draw Joint Orientations", mPoseDrawSettings.mDrawJointOrientations, [this](UICheckBox::EState inState) { mPoseDrawSettings.mDrawJointOrientations = inState == UICheckBox::STATE_CHECKED; });
  360. mDebugUI->CreateCheckBox(drawing_options, "Draw Joint Names", mPoseDrawSettings.mDrawJointNames, [this](UICheckBox::EState inState) { mPoseDrawSettings.mDrawJointNames = inState == UICheckBox::STATE_CHECKED; });
  361. mDebugUI->CreateCheckBox(drawing_options, "Draw Mesh Shape Triangle Groups", MeshShape::sDrawTriangleGroups, [](UICheckBox::EState inState) { MeshShape::sDrawTriangleGroups = inState == UICheckBox::STATE_CHECKED; });
  362. mDebugUI->CreateCheckBox(drawing_options, "Draw Mesh Shape Triangle Outlines", MeshShape::sDrawTriangleOutlines, [](UICheckBox::EState inState) { MeshShape::sDrawTriangleOutlines = inState == UICheckBox::STATE_CHECKED; });
  363. mDebugUI->CreateCheckBox(drawing_options, "Draw Height Field Shape Triangle Outlines", HeightFieldShape::sDrawTriangleOutlines, [](UICheckBox::EState inState) { HeightFieldShape::sDrawTriangleOutlines = inState == UICheckBox::STATE_CHECKED; });
  364. mDebugUI->CreateCheckBox(drawing_options, "Draw Submerged Volumes", Shape::sDrawSubmergedVolumes, [](UICheckBox::EState inState) { Shape::sDrawSubmergedVolumes = inState == UICheckBox::STATE_CHECKED; });
  365. mDebugUI->ShowMenu(drawing_options);
  366. });
  367. #endif // JPH_DEBUG_RENDERER
  368. mDebugUI->CreateTextButton(main_menu, "Mouse Probe", [this]() {
  369. UIElement *probe_options = mDebugUI->CreateMenu();
  370. mDebugUI->CreateComboBox(probe_options, "Mode", { "Pick", "Ray", "RayCollector", "CollidePoint", "CollideShape", "CastShape", "TransfShape", "GetTriangles", "BP Ray", "BP Box", "BP Sphere", "BP Point", "BP OBox", "BP Cast Box" }, (int)mProbeMode, [this](int inItem) { mProbeMode = (EProbeMode)inItem; });
  371. mDebugUI->CreateComboBox(probe_options, "Shape", { "Sphere", "Box", "ConvexHull", "Capsule", "TaperedCapsule", "Cylinder", "Triangle", "StaticCompound", "StaticCompound2", "MutableCompound" }, (int)mProbeShape, [=](int inItem) { mProbeShape = (EProbeShape)inItem; });
  372. mDebugUI->CreateCheckBox(probe_options, "Scale Shape", mScaleShape, [this](UICheckBox::EState inState) { mScaleShape = inState == UICheckBox::STATE_CHECKED; });
  373. mDebugUI->CreateSlider(probe_options, "Scale X", mShapeScale.GetX(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShapeScale.SetX(inValue); });
  374. mDebugUI->CreateSlider(probe_options, "Scale Y", mShapeScale.GetY(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShapeScale.SetY(inValue); });
  375. mDebugUI->CreateSlider(probe_options, "Scale Z", mShapeScale.GetZ(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShapeScale.SetZ(inValue); });
  376. mDebugUI->CreateComboBox(probe_options, "Back Face Cull", { "On", "Off" }, (int)mBackFaceMode, [=](int inItem) { mBackFaceMode = (EBackFaceMode)inItem; });
  377. mDebugUI->CreateComboBox(probe_options, "Active Edge Mode", { "Only Active", "All" }, (int)mActiveEdgeMode, [=](int inItem) { mActiveEdgeMode = (EActiveEdgeMode)inItem; });
  378. mDebugUI->CreateComboBox(probe_options, "Collect Faces Mode", { "Collect Faces", "No Faces" }, (int)mCollectFacesMode, [=](int inItem) { mCollectFacesMode = (ECollectFacesMode)inItem; });
  379. mDebugUI->CreateSlider(probe_options, "Max Separation Distance", mMaxSeparationDistance, 0.0f, 5.0f, 0.1f, [this](float inValue) { mMaxSeparationDistance = inValue; });
  380. mDebugUI->CreateCheckBox(probe_options, "Treat Convex As Solid", mTreatConvexAsSolid, [this](UICheckBox::EState inState) { mTreatConvexAsSolid = inState == UICheckBox::STATE_CHECKED; });
  381. mDebugUI->CreateCheckBox(probe_options, "Return Deepest Point", mReturnDeepestPoint, [this](UICheckBox::EState inState) { mReturnDeepestPoint = inState == UICheckBox::STATE_CHECKED; });
  382. mDebugUI->CreateCheckBox(probe_options, "Shrunken Shape + Convex Radius", mUseShrunkenShapeAndConvexRadius, [this](UICheckBox::EState inState) { mUseShrunkenShapeAndConvexRadius = inState == UICheckBox::STATE_CHECKED; });
  383. mDebugUI->CreateSlider(probe_options, "Max Hits", float(mMaxHits), 0, 10, 1, [this](float inValue) { mMaxHits = (int)inValue; });
  384. mDebugUI->ShowMenu(probe_options);
  385. });
  386. mDebugUI->CreateTextButton(main_menu, "Shoot Object", [this]() {
  387. UIElement *shoot_options = mDebugUI->CreateMenu();
  388. mDebugUI->CreateTextButton(shoot_options, "Shoot Object (B)", [=]() { ShootObject(); });
  389. mDebugUI->CreateSlider(shoot_options, "Initial Velocity", mShootObjectVelocity, 0.0f, 500.0f, 10.0f, [this](float inValue) { mShootObjectVelocity = inValue; });
  390. mDebugUI->CreateComboBox(shoot_options, "Shape", { "Sphere", "ConvexHull", "Thin Bar" }, (int)mShootObjectShape, [=](int inItem) { mShootObjectShape = (EShootObjectShape)inItem; });
  391. mDebugUI->CreateComboBox(shoot_options, "Motion Quality", { "Discrete", "LinearCast" }, (int)mShootObjectMotionQuality, [=](int inItem) { mShootObjectMotionQuality = (EMotionQuality)inItem; });
  392. mDebugUI->CreateSlider(shoot_options, "Friction", mShootObjectFriction, 0.0f, 1.0f, 0.05f, [this](float inValue) { mShootObjectFriction = inValue; });
  393. mDebugUI->CreateSlider(shoot_options, "Restitution", mShootObjectRestitution, 0.0f, 1.0f, 0.05f, [this](float inValue) { mShootObjectRestitution = inValue; });
  394. mDebugUI->CreateCheckBox(shoot_options, "Scale Shape", mShootObjectScaleShape, [this](UICheckBox::EState inState) { mShootObjectScaleShape = inState == UICheckBox::STATE_CHECKED; });
  395. mDebugUI->CreateSlider(shoot_options, "Scale X", mShootObjectShapeScale.GetX(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShootObjectShapeScale.SetX(inValue); });
  396. mDebugUI->CreateSlider(shoot_options, "Scale Y", mShootObjectShapeScale.GetY(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShootObjectShapeScale.SetY(inValue); });
  397. mDebugUI->CreateSlider(shoot_options, "Scale Z", mShootObjectShapeScale.GetZ(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShootObjectShapeScale.SetZ(inValue); });
  398. mDebugUI->ShowMenu(shoot_options);
  399. });
  400. mDebugUI->CreateTextButton(main_menu, "Help", [this](){
  401. UIElement *help = mDebugUI->CreateMenu();
  402. mDebugUI->CreateStaticText(help,
  403. "ESC: Back to previous menu.\n"
  404. "WASD + Mouse: Fly around. Hold Shift to speed up, Ctrl to slow down.\n"
  405. "Space: Hold to pick up and drag a physics object under the crosshair.\n"
  406. "P: Pause / unpause simulation.\n"
  407. "O: Single step the simulation.\n"
  408. ",: Step back (only when Physics Settings / Record State for Playback is on).\n"
  409. ".: Step forward (only when Physics Settings / Record State for Playback is on).\n"
  410. "Shift + ,: Play reverse (only when Physics Settings / Record State for Playback is on).\n"
  411. "Shift + .: Replay forward (only when Physics Settings / Record State for Playback is on).\n"
  412. "T: Dump frame timing information to profile_*.html (when JPH_PROFILE_ENABLED defined)."
  413. );
  414. mDebugUI->ShowMenu(help);
  415. });
  416. mDebugUI->ShowMenu(main_menu);
  417. // Get test name from commandline
  418. string cmd_line = ToLower(GetCommandLineA());
  419. vector<string> args;
  420. StringToVector(cmd_line, args, " ");
  421. if (args.size() == 2)
  422. {
  423. string cmd = args[1];
  424. if (cmd == "alltests")
  425. {
  426. // Run all tests
  427. mCheckDeterminism = true;
  428. mExitAfterRunningTests = true;
  429. RunAllTests();
  430. }
  431. else
  432. {
  433. // Search for the test
  434. const RTTI *test = JPH_RTTI(LoadRigTest);
  435. for (TestCategory &c : sAllCategories)
  436. for (uint i = 0; i < c.mNumTests; ++i)
  437. {
  438. TestNameAndRTTI &t = c.mTests[i];
  439. string test_name = ToLower(t.mRTTI->GetName());
  440. if (test_name == cmd)
  441. {
  442. test = t.mRTTI;
  443. break;
  444. }
  445. }
  446. // Construct test
  447. StartTest(test);
  448. }
  449. }
  450. }
  451. SamplesApp::~SamplesApp()
  452. {
  453. // Clean up
  454. delete mTest;
  455. delete mContactListener;
  456. delete mPhysicsSystem;
  457. delete mJobSystemValidating;
  458. delete mJobSystem;
  459. delete mTempAllocator;
  460. }
  461. void SamplesApp::StartTest(const RTTI *inRTTI)
  462. {
  463. // Pop active menus, we might be in the settings menu for the test which will be dangling after restarting the test
  464. mDebugUI->BackToMain();
  465. // Store old gravity
  466. Vec3 old_gravity = mPhysicsSystem != nullptr? mPhysicsSystem->GetGravity() : Vec3(0, -9.81f, 0);
  467. // Discard old test
  468. delete mTest;
  469. delete mContactListener;
  470. delete mPhysicsSystem;
  471. // Create physics system
  472. mPhysicsSystem = new PhysicsSystem();
  473. mPhysicsSystem->Init(cNumBodies, cNumBodyMutexes, cMaxBodyPairs, cMaxContactConstraints, mBroadPhaseLayerInterface, BroadPhaseCanCollide, ObjectCanCollide);
  474. mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings);
  475. // Restore gravity
  476. mPhysicsSystem->SetGravity(old_gravity);
  477. // Reset dragging
  478. mDragAnchor = nullptr;
  479. mDragConstraint = nullptr;
  480. // Reset playback state
  481. mPlaybackFrames.clear();
  482. mPlaybackMode = EPlaybackMode::Play;
  483. mCurrentPlaybackFrame = -1;
  484. // Set new test
  485. mTestClass = inRTTI;
  486. mTest = static_cast<Test *>(inRTTI->CreateObject());
  487. mTest->SetPhysicsSystem(mPhysicsSystem);
  488. mTest->SetJobSystem(mJobSystem);
  489. mTest->SetDebugRenderer(mDebugRenderer);
  490. if (mInstallContactListener)
  491. {
  492. mContactListener = new ContactListenerImpl;
  493. mContactListener->SetNextListener(mTest->GetContactListener());
  494. mPhysicsSystem->SetContactListener(mContactListener);
  495. }
  496. else
  497. {
  498. mContactListener = nullptr;
  499. mPhysicsSystem->SetContactListener(mTest->GetContactListener());
  500. }
  501. mTest->Initialize();
  502. // Optimize the broadphase to make the first update fast
  503. mPhysicsSystem->OptimizeBroadPhase();
  504. // Reset the camera to the original position
  505. ResetCamera();
  506. // Start paused
  507. Pause(true);
  508. SingleStep();
  509. // Check if test has settings menu
  510. mTestSettingsButton->SetDisabled(!mTest->HasSettingsMenu());
  511. }
  512. void SamplesApp::RunAllTests()
  513. {
  514. mTestsToRun.clear();
  515. for (const TestCategory &c : sAllCategories)
  516. for (uint i = 0; i < c.mNumTests; ++i)
  517. {
  518. TestNameAndRTTI &t = c.mTests[i];
  519. mTestsToRun.push_back(t.mRTTI);
  520. }
  521. NextTest();
  522. }
  523. bool SamplesApp::NextTest()
  524. {
  525. if (mTestsToRun.empty())
  526. {
  527. if (mExitAfterRunningTests)
  528. return false; // Exit the application now
  529. else
  530. MessageBoxA(nullptr, "Test run complete!", "Complete", MB_OK);
  531. }
  532. else
  533. {
  534. // Start the timer for 10 seconds
  535. mTestTimeLeft = 10.0f;
  536. // Take next test
  537. const RTTI *rtti = mTestsToRun.front();
  538. mTestsToRun.erase(mTestsToRun.begin());
  539. // Start it
  540. StartTest(rtti);
  541. // Unpause
  542. Pause(false);
  543. }
  544. mNextTestButton->SetDisabled(mTestsToRun.empty());
  545. return true;
  546. }
  547. bool SamplesApp::CheckNextTest()
  548. {
  549. if (mTestTimeLeft >= 0.0f)
  550. {
  551. // Update status string
  552. mStatusString = StringFormat("%s: Next test in %.1fs", mTestClass->GetName(), (double)mTestTimeLeft);
  553. // Use physics time
  554. mTestTimeLeft -= 1.0f / mUpdateFrequency;
  555. // If time's up then go to the next test
  556. if (mTestTimeLeft < 0.0f)
  557. return NextTest();
  558. }
  559. else
  560. mStatusString.clear();
  561. return true;
  562. }
  563. RefConst<Shape> SamplesApp::CreateProbeShape()
  564. {
  565. // Get the scale
  566. Vec3 scale = mScaleShape? mShapeScale : Vec3::sReplicate(1.0f);
  567. // Make it minimally -0.1 or 0.1 depending on the sign
  568. Vec3 clamped_value = Vec3::sSelect(Vec3::sReplicate(-0.1f), Vec3::sReplicate(0.1f), Vec3::sGreaterOrEqual(scale, Vec3::sZero()));
  569. scale = Vec3::sSelect(scale, clamped_value, Vec3::sLess(scale.Abs(), Vec3::sReplicate(0.1f)));
  570. RefConst<Shape> shape;
  571. switch (mProbeShape)
  572. {
  573. case EProbeShape::Sphere:
  574. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  575. shape = new SphereShape(0.2f);
  576. break;
  577. case EProbeShape::Box:
  578. shape = new BoxShape(Vec3(0.1f, 0.2f, 0.3f));
  579. break;
  580. case EProbeShape::ConvexHull:
  581. {
  582. // Create tetrahedron
  583. vector<Vec3> tetrahedron;
  584. tetrahedron.push_back(Vec3::sZero());
  585. tetrahedron.push_back(Vec3(0.2f, 0, 0.4f));
  586. tetrahedron.push_back(Vec3(0.4f, 0, 0));
  587. tetrahedron.push_back(Vec3(0.2f, -0.2f, 1.0f));
  588. shape = ConvexHullShapeSettings(tetrahedron, 0.01f).Create().Get();
  589. }
  590. break;
  591. case EProbeShape::Capsule:
  592. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  593. shape = new CapsuleShape(0.2f, 0.1f);
  594. break;
  595. case EProbeShape::TaperedCapsule:
  596. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  597. shape = TaperedCapsuleShapeSettings(0.2f, 0.1f, 0.2f).Create().Get();
  598. break;
  599. case EProbeShape::Cylinder:
  600. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_Y, SWIZZLE_X>(); // Scale X must be same as Z
  601. shape = new CylinderShape(0.2f, 0.1f);
  602. break;
  603. case EProbeShape::Triangle:
  604. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  605. shape = new TriangleShape(Vec3(0.1f, 0.9f, 0.3f), Vec3(-0.9f, -0.5f, 0.2f), Vec3(0.7f, -0.3f, -0.1f));
  606. break;
  607. case EProbeShape::StaticCompound:
  608. {
  609. vector<Vec3> tetrahedron;
  610. tetrahedron.push_back(Vec3::sZero());
  611. tetrahedron.push_back(Vec3(-0.2f, 0, 0.4f));
  612. tetrahedron.push_back(Vec3(0, 0.2f, 0));
  613. tetrahedron.push_back(Vec3(0.2f, 0, 0.4f));
  614. RefConst<Shape> convex = ConvexHullShapeSettings(tetrahedron, 0.01f).Create().Get();
  615. StaticCompoundShapeSettings compound_settings;
  616. compound_settings.AddShape(Vec3(-0.5f, 0, 0), Quat::sIdentity(), convex);
  617. compound_settings.AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), convex);
  618. shape = compound_settings.Create().Get();
  619. }
  620. break;
  621. case EProbeShape::StaticCompound2:
  622. {
  623. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  624. Ref<StaticCompoundShapeSettings> compound = new StaticCompoundShapeSettings();
  625. compound->AddShape(Vec3(0, 0.5f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new BoxShape(Vec3(0.5f, 0.15f, 0.1f)));
  626. compound->AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new CylinderShape(0.5f, 0.1f));
  627. compound->AddShape(Vec3(0, 0, 0.5f), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), new TaperedCapsuleShapeSettings(0.5f, 0.15f, 0.1f));
  628. StaticCompoundShapeSettings compound2;
  629. compound2.AddShape(Vec3(0, 0, 0), Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), compound);
  630. compound2.AddShape(Vec3(0, -0.4f, 0), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), -0.75f * JPH_PI), compound);
  631. shape = compound2.Create().Get();
  632. }
  633. break;
  634. case EProbeShape::MutableCompound:
  635. {
  636. vector<Vec3> tetrahedron;
  637. tetrahedron.push_back(Vec3::sZero());
  638. tetrahedron.push_back(Vec3(-0.2f, 0, 0.4f));
  639. tetrahedron.push_back(Vec3(0, 0.2f, 0));
  640. tetrahedron.push_back(Vec3(0.2f, 0, 0.4f));
  641. RefConst<Shape> convex = ConvexHullShapeSettings(tetrahedron, 0.01f).Create().Get();
  642. MutableCompoundShapeSettings compound_settings;
  643. compound_settings.AddShape(Vec3(-0.5f, 0, 0), Quat::sIdentity(), convex);
  644. compound_settings.AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), convex);
  645. shape = compound_settings.Create().Get();
  646. }
  647. break;
  648. }
  649. JPH_ASSERT(shape != nullptr);
  650. // Scale the shape
  651. if (scale != Vec3::sReplicate(1.0f))
  652. shape = new ScaledShape(shape, scale);
  653. return shape;
  654. }
  655. RefConst<Shape> SamplesApp::CreateShootObjectShape()
  656. {
  657. // Get the scale
  658. Vec3 scale = mShootObjectScaleShape? mShootObjectShapeScale : Vec3::sReplicate(1.0f);
  659. // Make it minimally -0.1 or 0.1 depending on the sign
  660. Vec3 clamped_value = Vec3::sSelect(Vec3::sReplicate(-0.1f), Vec3::sReplicate(0.1f), Vec3::sGreaterOrEqual(scale, Vec3::sZero()));
  661. scale = Vec3::sSelect(scale, clamped_value, Vec3::sLess(scale.Abs(), Vec3::sReplicate(0.1f)));
  662. RefConst<Shape> shape;
  663. switch (mShootObjectShape)
  664. {
  665. case EShootObjectShape::Sphere:
  666. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  667. shape = new SphereShape(GetWorldScale());
  668. break;
  669. case EShootObjectShape::ConvexHull:
  670. {
  671. vector<Vec3> vertices = {
  672. Vec3(-0.044661f, 0.001230f, 0.003877f),
  673. Vec3(-0.024743f, -0.042562f, 0.003877f),
  674. Vec3(-0.012336f, -0.021073f, 0.048484f),
  675. Vec3(0.016066f, 0.028121f, -0.049904f),
  676. Vec3(-0.023734f, 0.043275f, -0.024153f),
  677. Vec3(0.020812f, 0.036341f, -0.019530f),
  678. Vec3(0.012495f, 0.021936f, 0.045288f),
  679. Vec3(0.026750f, 0.001230f, 0.049273f),
  680. Vec3(0.045495f, 0.001230f, -0.022077f),
  681. Vec3(0.022193f, -0.036274f, -0.021126f),
  682. Vec3(0.022781f, -0.037291f, 0.029558f),
  683. Vec3(0.014691f, -0.023280f, 0.052897f),
  684. Vec3(-0.012187f, -0.020815f, -0.040214f),
  685. Vec3(0.000541f, 0.001230f, -0.056224f),
  686. Vec3(-0.039882f, 0.001230f, -0.019461f),
  687. Vec3(0.000541f, 0.001230f, 0.056022f),
  688. Vec3(-0.020614f, -0.035411f, -0.020551f),
  689. Vec3(-0.019485f, 0.035916f, 0.027001f),
  690. Vec3(-0.023968f, 0.043680f, 0.003877f),
  691. Vec3(-0.020051f, 0.001230f, 0.039543f),
  692. Vec3(0.026213f, 0.001230f, -0.040589f),
  693. Vec3(-0.010797f, 0.020868f, 0.043152f),
  694. Vec3(-0.012378f, 0.023607f, -0.040876f)
  695. };
  696. // This shape was created at 0.2 world scale, rescale it to the current world scale
  697. float vert_scale = GetWorldScale() / 0.2f;
  698. for (Vec3 &v : vertices)
  699. v *= vert_scale;
  700. shape = ConvexHullShapeSettings(vertices).Create().Get();
  701. }
  702. break;
  703. case EShootObjectShape::ThinBar:
  704. shape = BoxShapeSettings(Vec3(0.05f, 0.8f, 0.03f), 0.015f).Create().Get();
  705. break;
  706. }
  707. // Scale shape if needed
  708. if (scale != Vec3::sReplicate(1.0f))
  709. shape = new ScaledShape(shape, scale);
  710. return shape;
  711. }
  712. void SamplesApp::ShootObject()
  713. {
  714. // Configure body
  715. BodyCreationSettings creation_settings(CreateShootObjectShape(), GetCamera().mPos, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  716. creation_settings.mMotionQuality = mShootObjectMotionQuality;
  717. creation_settings.mFriction = mShootObjectFriction;
  718. creation_settings.mRestitution = mShootObjectRestitution;
  719. // Create body
  720. BodyInterface &body_interface = mPhysicsSystem->GetBodyInterface();
  721. Body &body = *body_interface.CreateBody(creation_settings);
  722. body.SetLinearVelocity(mShootObjectVelocity * GetCamera().mForward);
  723. body_interface.AddBody(body.GetID(), EActivation::Activate);
  724. }
  725. bool SamplesApp::CastProbe(float inProbeLength, float &outFraction, Vec3 &outPosition, BodyID &outID)
  726. {
  727. const CameraState &camera = GetCamera();
  728. Vec3 start = camera.mPos;
  729. Vec3 direction = inProbeLength * camera.mForward;
  730. // Clear output
  731. outPosition = start + direction;
  732. outFraction = 1.0f;
  733. outID = BodyID();
  734. bool had_hit = false;
  735. switch (mProbeMode)
  736. {
  737. case EProbeMode::Pick:
  738. {
  739. // Create ray
  740. RayCast ray { start, direction };
  741. // Cast ray
  742. RayCastResult hit;
  743. had_hit = mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, hit, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::MOVING), SpecifiedObjectLayerFilter(Layers::MOVING));
  744. // Fill in results
  745. outPosition = start + hit.mFraction * direction;
  746. outFraction = hit.mFraction;
  747. outID = hit.mBodyID;
  748. if (had_hit)
  749. mDebugRenderer->DrawMarker(outPosition, Color::sYellow, 0.1f);
  750. else
  751. mDebugRenderer->DrawMarker(camera.mPos + 0.1f * camera.mForward, Color::sRed, 0.001f);
  752. }
  753. break;
  754. case EProbeMode::Ray:
  755. {
  756. // Create ray
  757. RayCast ray { start, direction };
  758. // Cast ray
  759. RayCastResult hit;
  760. had_hit = mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, hit);
  761. // Fill in results
  762. outPosition = ray.GetPointOnRay(hit.mFraction);
  763. outFraction = hit.mFraction;
  764. outID = hit.mBodyID;
  765. // Draw results
  766. if (had_hit)
  767. {
  768. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  769. if (lock.Succeeded())
  770. {
  771. const Body &hit_body = lock.GetBody();
  772. // Draw hit
  773. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  774. mDebugRenderer->DrawLine(start, outPosition, color);
  775. mDebugRenderer->DrawLine(outPosition, start + direction, Color::sRed);
  776. // Draw material
  777. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  778. mDebugRenderer->DrawText3D(outPosition, material2->GetDebugName());
  779. // Draw normal
  780. Vec3 normal = hit_body.GetWorldSpaceSurfaceNormal(hit.mSubShapeID2, outPosition);
  781. mDebugRenderer->DrawArrow(outPosition, outPosition + normal, color, 0.01f);
  782. // Draw perpendicular axis to indicate hit position
  783. Vec3 perp1 = normal.GetNormalizedPerpendicular();
  784. Vec3 perp2 = normal.Cross(perp1);
  785. mDebugRenderer->DrawLine(outPosition - 0.1f * perp1, outPosition + 0.1f * perp1, color);
  786. mDebugRenderer->DrawLine(outPosition - 0.1f * perp2, outPosition + 0.1f * perp2, color);
  787. }
  788. }
  789. else
  790. {
  791. mDebugRenderer->DrawMarker(outPosition, Color::sRed, 0.1f);
  792. }
  793. }
  794. break;
  795. case EProbeMode::RayCollector:
  796. {
  797. // Create ray
  798. RayCast ray { start, direction };
  799. // Create settings
  800. RayCastSettings settings;
  801. settings.mBackFaceMode = mBackFaceMode;
  802. settings.mTreatConvexAsSolid = mTreatConvexAsSolid;
  803. // Cast ray
  804. vector<RayCastResult> hits;
  805. if (mMaxHits == 0)
  806. {
  807. AnyHitCollisionCollector<CastRayCollector> collector;
  808. mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, settings, collector);
  809. if (collector.HadHit())
  810. hits.push_back(collector.mHit);
  811. }
  812. else if (mMaxHits == 1)
  813. {
  814. ClosestHitCollisionCollector<CastRayCollector> collector;
  815. mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, settings, collector);
  816. if (collector.HadHit())
  817. hits.push_back(collector.mHit);
  818. }
  819. else
  820. {
  821. AllHitCollisionCollector<CastRayCollector> collector;
  822. mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, settings, collector);
  823. collector.Sort();
  824. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  825. if ((int)hits.size() > mMaxHits)
  826. hits.resize(mMaxHits);
  827. }
  828. had_hit = !hits.empty();
  829. if (had_hit)
  830. {
  831. // Fill in results
  832. RayCastResult &first_hit = hits.front();
  833. outPosition = start + first_hit.mFraction * direction;
  834. outFraction = first_hit.mFraction;
  835. outID = first_hit.mBodyID;
  836. // Draw results
  837. Vec3 prev_position = start;
  838. bool c = false;
  839. for (const RayCastResult &hit : hits)
  840. {
  841. // Draw line
  842. Vec3 position = ray.GetPointOnRay(hit.mFraction);
  843. mDebugRenderer->DrawLine(prev_position, position, c? Color::sGrey : Color::sWhite);
  844. c = !c;
  845. prev_position = position;
  846. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  847. if (lock.Succeeded())
  848. {
  849. const Body &hit_body = lock.GetBody();
  850. // Draw material
  851. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  852. mDebugRenderer->DrawText3D(position, material2->GetDebugName());
  853. // Draw normal
  854. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  855. Vec3 normal = hit_body.GetWorldSpaceSurfaceNormal(hit.mSubShapeID2, position);
  856. mDebugRenderer->DrawArrow(position, position + normal, color, 0.01f);
  857. // Draw perpendicular axis to indicate hit position
  858. Vec3 perp1 = normal.GetNormalizedPerpendicular();
  859. Vec3 perp2 = normal.Cross(perp1);
  860. mDebugRenderer->DrawLine(position - 0.1f * perp1, position + 0.1f * perp1, color);
  861. mDebugRenderer->DrawLine(position - 0.1f * perp2, position + 0.1f * perp2, color);
  862. }
  863. }
  864. // Draw remainder of line
  865. mDebugRenderer->DrawLine(start + hits.back().mFraction * direction, start + direction, Color::sRed);
  866. }
  867. else
  868. {
  869. // Draw 'miss'
  870. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  871. mDebugRenderer->DrawMarker(start + direction, Color::sRed, 0.1f);
  872. }
  873. }
  874. break;
  875. case EProbeMode::CollidePoint:
  876. {
  877. // Create point
  878. const float fraction = 0.1f;
  879. Vec3 point = start + fraction * direction;
  880. // Collide point
  881. AllHitCollisionCollector<CollidePointCollector> collector;
  882. mPhysicsSystem->GetNarrowPhaseQuery().CollidePoint(point, collector);
  883. had_hit = !collector.mHits.empty();
  884. if (had_hit)
  885. {
  886. // Draw results
  887. for (const CollidePointResult &hit : collector.mHits)
  888. {
  889. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  890. if (lock.Succeeded())
  891. {
  892. const Body &hit_body = lock.GetBody();
  893. // Draw bounding box
  894. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  895. mDebugRenderer->DrawWireBox(hit_body.GetWorldSpaceBounds(), color);
  896. }
  897. }
  898. }
  899. // Draw test location
  900. mDebugRenderer->DrawMarker(start + fraction * direction, had_hit? Color::sGreen : Color::sRed, 0.1f);
  901. }
  902. break;
  903. case EProbeMode::CollideShape:
  904. {
  905. // Create shape cast
  906. RefConst<Shape> shape = CreateProbeShape();
  907. Mat44 rotation = Mat44::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI) * Mat44::sRotation(Vec3::sAxisY(), 0.2f * JPH_PI);
  908. Mat44 com = Mat44::sTranslation(shape->GetCenterOfMass());
  909. Mat44 shape_transform = Mat44::sTranslation(start + 5.0f * camera.mForward) * rotation * com;
  910. // Create settings
  911. CollideShapeSettings settings;
  912. settings.mActiveEdgeMode = mActiveEdgeMode;
  913. settings.mBackFaceMode = mBackFaceMode;
  914. settings.mCollectFacesMode = mCollectFacesMode;
  915. settings.mMaxSeparationDistance = mMaxSeparationDistance;
  916. vector<CollideShapeResult> hits;
  917. if (mMaxHits == 0)
  918. {
  919. AnyHitCollisionCollector<CollideShapeCollector> collector;
  920. mPhysicsSystem->GetNarrowPhaseQuery().CollideShape(shape, Vec3::sReplicate(1.0f), shape_transform, settings, collector);
  921. if (collector.HadHit())
  922. hits.push_back(collector.mHit);
  923. }
  924. else if (mMaxHits == 1)
  925. {
  926. ClosestHitCollisionCollector<CollideShapeCollector> collector;
  927. mPhysicsSystem->GetNarrowPhaseQuery().CollideShape(shape, Vec3::sReplicate(1.0f), shape_transform, settings, collector);
  928. if (collector.HadHit())
  929. hits.push_back(collector.mHit);
  930. }
  931. else
  932. {
  933. AllHitCollisionCollector<CollideShapeCollector> collector;
  934. mPhysicsSystem->GetNarrowPhaseQuery().CollideShape(shape, Vec3::sReplicate(1.0f), shape_transform, settings, collector);
  935. collector.Sort();
  936. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  937. if ((int)hits.size() > mMaxHits)
  938. hits.resize(mMaxHits);
  939. }
  940. had_hit = !hits.empty();
  941. if (had_hit)
  942. {
  943. // Draw results
  944. for (const CollideShapeResult &hit : hits)
  945. {
  946. // Draw 'hit'
  947. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID2);
  948. if (lock.Succeeded())
  949. {
  950. const Body &hit_body = lock.GetBody();
  951. // Draw contact
  952. mDebugRenderer->DrawMarker(hit.mContactPointOn1, Color::sGreen, 0.1f);
  953. mDebugRenderer->DrawMarker(hit.mContactPointOn2, Color::sRed, 0.1f);
  954. Vec3 pen_axis = hit.mPenetrationAxis;
  955. float pen_axis_len = pen_axis.Length();
  956. if (pen_axis_len > 0.0f)
  957. {
  958. pen_axis /= pen_axis_len;
  959. // Draw penetration axis with length of the penetration
  960. mDebugRenderer->DrawArrow(hit.mContactPointOn2, hit.mContactPointOn2 + pen_axis * hit.mPenetrationDepth, Color::sYellow, 0.01f);
  961. // Draw normal (flipped so it points towards body 1)
  962. mDebugRenderer->DrawArrow(hit.mContactPointOn2, hit.mContactPointOn2 - pen_axis, Color::sOrange, 0.01f);
  963. }
  964. // Draw material
  965. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  966. mDebugRenderer->DrawText3D(hit.mContactPointOn2, material2->GetDebugName());
  967. // Draw faces
  968. mDebugRenderer->DrawWirePolygon(hit.mShape1Face, Color::sYellow, 0.01f);
  969. mDebugRenderer->DrawWirePolygon(hit.mShape2Face, Color::sRed, 0.01f);
  970. }
  971. }
  972. }
  973. #ifdef JPH_DEBUG_RENDERER
  974. // Draw shape
  975. shape->Draw(mDebugRenderer, shape_transform, Vec3::sReplicate(1.0f), had_hit? Color::sGreen : Color::sGrey, false, false);
  976. #endif // JPH_DEBUG_RENDERER
  977. }
  978. break;
  979. case EProbeMode::CastShape:
  980. {
  981. // Create shape cast
  982. RefConst<Shape> shape = CreateProbeShape();
  983. Mat44 rotation = Mat44::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI) * Mat44::sRotation(Vec3::sAxisY(), 0.2f * JPH_PI);
  984. Mat44 com = Mat44::sTranslation(shape->GetCenterOfMass());
  985. ShapeCast shape_cast(shape, Vec3::sReplicate(1.0f), Mat44::sTranslation(start) * rotation * com, direction);
  986. // Settings
  987. ShapeCastSettings settings;
  988. settings.mUseShrunkenShapeAndConvexRadius = mUseShrunkenShapeAndConvexRadius;
  989. settings.mActiveEdgeMode = mActiveEdgeMode;
  990. settings.mBackFaceModeTriangles = mBackFaceMode;
  991. settings.mBackFaceModeConvex = mBackFaceMode;
  992. settings.mReturnDeepestPoint = mReturnDeepestPoint;
  993. settings.mCollectFacesMode = mCollectFacesMode;
  994. // Cast shape
  995. vector<ShapeCastResult> hits;
  996. if (mMaxHits == 0)
  997. {
  998. AnyHitCollisionCollector<CastShapeCollector> collector;
  999. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, collector);
  1000. if (collector.HadHit())
  1001. hits.push_back(collector.mHit);
  1002. }
  1003. else if (mMaxHits == 1)
  1004. {
  1005. ClosestHitCollisionCollector<CastShapeCollector> collector;
  1006. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, collector);
  1007. if (collector.HadHit())
  1008. hits.push_back(collector.mHit);
  1009. }
  1010. else
  1011. {
  1012. AllHitCollisionCollector<CastShapeCollector> collector;
  1013. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, collector);
  1014. collector.Sort();
  1015. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  1016. if ((int)hits.size() > mMaxHits)
  1017. hits.resize(mMaxHits);
  1018. }
  1019. had_hit = !hits.empty();
  1020. if (had_hit)
  1021. {
  1022. // Fill in results
  1023. ShapeCastResult &first_hit = hits.front();
  1024. outPosition = start + first_hit.mFraction * direction;
  1025. outFraction = first_hit.mFraction;
  1026. outID = first_hit.mBodyID2;
  1027. // Draw results
  1028. Vec3 prev_position = start;
  1029. bool c = false;
  1030. for (const ShapeCastResult &hit : hits)
  1031. {
  1032. // Draw line
  1033. Vec3 position = start + hit.mFraction * direction;
  1034. mDebugRenderer->DrawLine(prev_position, position, c? Color::sGrey : Color::sWhite);
  1035. c = !c;
  1036. prev_position = position;
  1037. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID2);
  1038. if (lock.Succeeded())
  1039. {
  1040. const Body &hit_body = lock.GetBody();
  1041. // Draw shape
  1042. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1043. #ifdef JPH_DEBUG_RENDERER
  1044. shape_cast.mShape->Draw(mDebugRenderer, Mat44::sTranslation(position) * rotation * com, Vec3::sReplicate(1.0f), color, false, false);
  1045. #endif // JPH_DEBUG_RENDERER
  1046. // Draw normal
  1047. Vec3 contact_position1 = hit.mContactPointOn1;
  1048. Vec3 contact_position2 = hit.mContactPointOn2;
  1049. Vec3 normal = hit.mPenetrationAxis.Normalized();
  1050. mDebugRenderer->DrawArrow(contact_position2, contact_position2 - normal, color, 0.01f); // Flip to make it point towards the cast body
  1051. // Contact position 1
  1052. mDebugRenderer->DrawMarker(contact_position1, Color::sGreen, 0.1f);
  1053. // Draw perpendicular axis to indicate contact position 2
  1054. Vec3 perp1 = normal.GetNormalizedPerpendicular();
  1055. Vec3 perp2 = normal.Cross(perp1);
  1056. mDebugRenderer->DrawLine(contact_position2 - 0.1f * perp1, contact_position2 + 0.1f * perp1, color);
  1057. mDebugRenderer->DrawLine(contact_position2 - 0.1f * perp2, contact_position2 + 0.1f * perp2, color);
  1058. // Draw material
  1059. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  1060. mDebugRenderer->DrawText3D(position, material2->GetDebugName());
  1061. // Draw faces
  1062. mDebugRenderer->DrawWirePolygon(hit.mShape1Face, Color::sYellow, 0.01f);
  1063. mDebugRenderer->DrawWirePolygon(hit.mShape2Face, Color::sRed, 0.01f);
  1064. }
  1065. }
  1066. // Draw remainder of line
  1067. mDebugRenderer->DrawLine(start + hits.back().mFraction * direction, start + direction, Color::sRed);
  1068. }
  1069. else
  1070. {
  1071. // Draw 'miss'
  1072. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1073. #ifdef JPH_DEBUG_RENDERER
  1074. shape_cast.mShape->Draw(mDebugRenderer, Mat44::sTranslation(outPosition) * rotation * com, Vec3::sReplicate(1.0f), Color::sRed, false, false);
  1075. #endif // JPH_DEBUG_RENDERER
  1076. }
  1077. }
  1078. break;
  1079. case EProbeMode::TransformedShape:
  1080. {
  1081. // Create box
  1082. const float fraction = 0.2f;
  1083. Vec3 center = start + fraction * direction;
  1084. Vec3 half_extent = 0.5f * mShapeScale;
  1085. AABox box(center - half_extent, center + half_extent);
  1086. // Get shapes
  1087. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1088. mPhysicsSystem->GetNarrowPhaseQuery().CollectTransformedShapes(box, collector);
  1089. // Draw results
  1090. for (const TransformedShape &ts : collector.mHits)
  1091. mDebugRenderer->DrawWireBox(Mat44::sRotationTranslation(ts.mShapeRotation, ts.mShapePositionCOM) * Mat44::sScale(ts.GetShapeScale()), ts.mShape->GetLocalBounds(), Color::sYellow);
  1092. // Draw test location
  1093. mDebugRenderer->DrawWireBox(box, !collector.mHits.empty()? Color::sGreen : Color::sRed);
  1094. }
  1095. break;
  1096. case EProbeMode::GetTriangles:
  1097. {
  1098. // Create box
  1099. const float fraction = 0.2f;
  1100. Vec3 center = start + fraction * direction;
  1101. Vec3 half_extent = 2.0f * mShapeScale;
  1102. AABox box(center - half_extent, center + half_extent);
  1103. // Get shapes
  1104. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1105. mPhysicsSystem->GetNarrowPhaseQuery().CollectTransformedShapes(box, collector);
  1106. // Loop over shapes
  1107. had_hit = false;
  1108. for (const TransformedShape &ts : collector.mHits)
  1109. {
  1110. const int cMaxTriangles = 32;
  1111. Float3 vertices[cMaxTriangles * 3];
  1112. const PhysicsMaterial *materials[cMaxTriangles];
  1113. // Start iterating triangles
  1114. Shape::GetTrianglesContext ctx;
  1115. ts.GetTrianglesStart(ctx, box);
  1116. for (;;)
  1117. {
  1118. // Fetch next triangles
  1119. int count = ts.GetTrianglesNext(ctx, cMaxTriangles, vertices, materials);
  1120. if (count == 0)
  1121. break;
  1122. // Draw triangles
  1123. const PhysicsMaterial **m = materials;
  1124. for (Float3 *v = vertices, *v_end = vertices + 3 * count; v < v_end; v += 3, ++m)
  1125. {
  1126. Vec3 v1(v[0]), v2(v[1]), v3(v[2]);
  1127. Vec3 triangle_center = (v1 + v2 + v3) / 3.0f;
  1128. Vec3 triangle_normal = (v2 - v1).Cross(v3 - v1).Normalized();
  1129. mDebugRenderer->DrawWireTriangle(v1, v2, v3, (*m)->GetDebugColor());
  1130. mDebugRenderer->DrawArrow(triangle_center, triangle_center + triangle_normal, Color::sGreen, 0.01f);
  1131. }
  1132. had_hit = true;
  1133. }
  1134. }
  1135. // Draw test location
  1136. mDebugRenderer->DrawWireBox(box, had_hit? Color::sGreen : Color::sRed);
  1137. }
  1138. break;
  1139. case EProbeMode::BroadPhaseRay:
  1140. {
  1141. // Create ray
  1142. RayCast ray { start, direction };
  1143. // Cast ray
  1144. AllHitCollisionCollector<RayCastBodyCollector> collector;
  1145. mPhysicsSystem->GetBroadPhaseQuery().CastRay(ray, collector);
  1146. collector.Sort();
  1147. had_hit = !collector.mHits.empty();
  1148. if (had_hit)
  1149. {
  1150. // Draw results
  1151. Vec3 prev_position = start;
  1152. bool c = false;
  1153. for (const BroadPhaseCastResult &hit : collector.mHits)
  1154. {
  1155. // Draw line
  1156. Vec3 position = start + hit.mFraction * direction;
  1157. Color cast_color = c? Color::sGrey : Color::sWhite;
  1158. mDebugRenderer->DrawLine(prev_position, position, cast_color);
  1159. mDebugRenderer->DrawMarker(position, cast_color, 0.1f);
  1160. c = !c;
  1161. prev_position = position;
  1162. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  1163. if (lock.Succeeded())
  1164. {
  1165. const Body &hit_body = lock.GetBody();
  1166. // Draw bounding box
  1167. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1168. mDebugRenderer->DrawWireBox(hit_body.GetWorldSpaceBounds(), color);
  1169. }
  1170. }
  1171. // Draw remainder of line
  1172. mDebugRenderer->DrawLine(start + collector.mHits.back().mFraction * direction, start + direction, Color::sRed);
  1173. }
  1174. else
  1175. {
  1176. // Draw 'miss'
  1177. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1178. mDebugRenderer->DrawMarker(start + direction, Color::sRed, 0.1f);
  1179. }
  1180. }
  1181. break;
  1182. case EProbeMode::BroadPhaseBox:
  1183. {
  1184. // Create box
  1185. const float fraction = 0.2f;
  1186. Vec3 center = start + fraction * direction;
  1187. Vec3 half_extent = 2.0f * mShapeScale;
  1188. AABox box(center - half_extent, center + half_extent);
  1189. // Collide box
  1190. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1191. mPhysicsSystem->GetBroadPhaseQuery().CollideAABox(box, collector);
  1192. had_hit = !collector.mHits.empty();
  1193. if (had_hit)
  1194. {
  1195. // Draw results
  1196. for (const BodyID &hit : collector.mHits)
  1197. {
  1198. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1199. if (lock.Succeeded())
  1200. {
  1201. const Body &hit_body = lock.GetBody();
  1202. // Draw bounding box
  1203. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1204. mDebugRenderer->DrawWireBox(hit_body.GetWorldSpaceBounds(), color);
  1205. }
  1206. }
  1207. }
  1208. // Draw test location
  1209. mDebugRenderer->DrawWireBox(box, had_hit? Color::sGreen : Color::sRed);
  1210. }
  1211. break;
  1212. case EProbeMode::BroadPhaseSphere:
  1213. {
  1214. // Create sphere
  1215. const float fraction = 0.2f;
  1216. const float radius = mShapeScale.Length() * 2.0f;
  1217. Vec3 point = start + fraction * direction;
  1218. // Collide sphere
  1219. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1220. mPhysicsSystem->GetBroadPhaseQuery().CollideSphere(point, radius, collector);
  1221. had_hit = !collector.mHits.empty();
  1222. if (had_hit)
  1223. {
  1224. // Draw results
  1225. for (const BodyID &hit : collector.mHits)
  1226. {
  1227. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1228. if (lock.Succeeded())
  1229. {
  1230. const Body &hit_body = lock.GetBody();
  1231. // Draw bounding box
  1232. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1233. mDebugRenderer->DrawWireBox(hit_body.GetWorldSpaceBounds(), color);
  1234. }
  1235. }
  1236. }
  1237. // Draw test location
  1238. mDebugRenderer->DrawWireSphere(start + fraction * direction, radius, had_hit? Color::sGreen : Color::sRed);
  1239. }
  1240. break;
  1241. case EProbeMode::BroadPhasePoint:
  1242. {
  1243. // Create point
  1244. const float fraction = 0.1f;
  1245. Vec3 point = start + fraction * direction;
  1246. // Collide point
  1247. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1248. mPhysicsSystem->GetBroadPhaseQuery().CollidePoint(point, collector);
  1249. had_hit = !collector.mHits.empty();
  1250. if (had_hit)
  1251. {
  1252. // Draw results
  1253. for (const BodyID &hit : collector.mHits)
  1254. {
  1255. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1256. if (lock.Succeeded())
  1257. {
  1258. const Body &hit_body = lock.GetBody();
  1259. // Draw bounding box
  1260. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1261. mDebugRenderer->DrawWireBox(hit_body.GetWorldSpaceBounds(), color);
  1262. }
  1263. }
  1264. }
  1265. // Draw test location
  1266. mDebugRenderer->DrawMarker(start + fraction * direction, had_hit? Color::sGreen : Color::sRed, 0.1f);
  1267. }
  1268. break;
  1269. case EProbeMode::BroadPhaseOrientedBox:
  1270. {
  1271. // Create box
  1272. const float fraction = 0.2f;
  1273. Vec3 center = start + fraction * direction;
  1274. Vec3 half_extent = 2.0f * mShapeScale;
  1275. OrientedBox box(Mat44::sRotationTranslation(Quat::sRotation(Vec3::sAxisZ(), 0.2f * JPH_PI) * Quat::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI), center), half_extent);
  1276. // Collide box
  1277. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1278. mPhysicsSystem->GetBroadPhaseQuery().CollideOrientedBox(box, collector);
  1279. had_hit = !collector.mHits.empty();
  1280. if (had_hit)
  1281. {
  1282. // Draw results
  1283. for (const BodyID &hit : collector.mHits)
  1284. {
  1285. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1286. if (lock.Succeeded())
  1287. {
  1288. const Body &hit_body = lock.GetBody();
  1289. // Draw bounding box
  1290. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1291. mDebugRenderer->DrawWireBox(hit_body.GetWorldSpaceBounds(), color);
  1292. }
  1293. }
  1294. }
  1295. // Draw test location
  1296. mDebugRenderer->DrawWireBox(box, had_hit? Color::sGreen : Color::sRed);
  1297. }
  1298. break;
  1299. case EProbeMode::BroadPhaseCastBox:
  1300. {
  1301. // Create box
  1302. Vec3 half_extent = 2.0f * mShapeScale;
  1303. AABox box(start - half_extent, start + half_extent);
  1304. AABoxCast box_cast { box, direction };
  1305. // Cast box
  1306. AllHitCollisionCollector<CastShapeBodyCollector> collector;
  1307. mPhysicsSystem->GetBroadPhaseQuery().CastAABox(box_cast, collector);
  1308. collector.Sort();
  1309. had_hit = !collector.mHits.empty();
  1310. if (had_hit)
  1311. {
  1312. // Draw results
  1313. Vec3 prev_position = start;
  1314. bool c = false;
  1315. for (const BroadPhaseCastResult &hit : collector.mHits)
  1316. {
  1317. // Draw line
  1318. Vec3 position = start + hit.mFraction * direction;
  1319. Color cast_color = c? Color::sGrey : Color::sWhite;
  1320. mDebugRenderer->DrawLine(prev_position, position, cast_color);
  1321. mDebugRenderer->DrawWireBox(AABox(position - half_extent, position + half_extent), cast_color);
  1322. c = !c;
  1323. prev_position = position;
  1324. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  1325. if (lock.Succeeded())
  1326. {
  1327. const Body &hit_body = lock.GetBody();
  1328. // Draw bounding box
  1329. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1330. mDebugRenderer->DrawWireBox(hit_body.GetWorldSpaceBounds(), color);
  1331. }
  1332. }
  1333. // Draw remainder of line
  1334. mDebugRenderer->DrawLine(start + collector.mHits.back().mFraction * direction, start + direction, Color::sRed);
  1335. }
  1336. else
  1337. {
  1338. // Draw 'miss'
  1339. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1340. mDebugRenderer->DrawWireBox(AABox(start + direction - half_extent, start + direction + half_extent), Color::sRed);
  1341. }
  1342. }
  1343. break;
  1344. }
  1345. return had_hit;
  1346. }
  1347. void SamplesApp::UpdateDebug()
  1348. {
  1349. JPH_PROFILE_FUNCTION();
  1350. const float cDragRayLength = 40.0f;
  1351. BodyInterface &bi = mPhysicsSystem->GetBodyInterface();
  1352. // Handle keyboard input for which simulation needs to be running
  1353. for (int key = mKeyboard->GetFirstKey(); key != 0; key = mKeyboard->GetNextKey())
  1354. switch (key)
  1355. {
  1356. case DIK_B:
  1357. ShootObject();
  1358. break;
  1359. }
  1360. // Allow the user to drag rigid bodies around
  1361. if (mDragConstraint == nullptr)
  1362. {
  1363. // Not dragging yet
  1364. Vec3 hit_position;
  1365. float hit_fraction;
  1366. if (CastProbe(cDragRayLength, hit_fraction, hit_position, mDragBody))
  1367. {
  1368. // If key is pressed create constraint to start dragging
  1369. if (mKeyboard->IsKeyPressed(DIK_SPACE))
  1370. {
  1371. // Target body must be dynamic
  1372. BodyLockWrite lock(mPhysicsSystem->GetBodyLockInterface(), mDragBody);
  1373. if (lock.Succeeded())
  1374. {
  1375. Body &drag_body = lock.GetBody();
  1376. if (drag_body.IsDynamic())
  1377. {
  1378. // Create constraint to drag body
  1379. DistanceConstraintSettings settings;
  1380. settings.mPoint1 = settings.mPoint2 = hit_position;
  1381. settings.mFrequency = 2.0f / GetWorldScale();
  1382. settings.mDamping = 1.0f;
  1383. // Construct fixed body for the mouse constraint
  1384. // Note that we don't add it to the world since we don't want anything to collide with it, we just
  1385. // need an anchor for a constraint
  1386. Body *drag_anchor = bi.CreateBody(BodyCreationSettings(new SphereShape(0.01f), hit_position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  1387. #ifdef _DEBUG
  1388. drag_anchor->SetDebugName("DragAnchor");
  1389. #endif
  1390. mDragAnchor = drag_anchor;
  1391. // Construct constraint that connects the drag anchor with the body that we want to drag
  1392. mDragConstraint = settings.Create(*drag_anchor, drag_body);
  1393. mPhysicsSystem->AddConstraint(mDragConstraint);
  1394. mDragFraction = hit_fraction;
  1395. }
  1396. }
  1397. }
  1398. }
  1399. }
  1400. else
  1401. {
  1402. if (!mKeyboard->IsKeyPressed(DIK_SPACE))
  1403. {
  1404. // If key released, destroy constraint
  1405. if (mDragConstraint != nullptr)
  1406. mPhysicsSystem->RemoveConstraint(mDragConstraint);
  1407. mDragConstraint = nullptr;
  1408. // Destroy drag anchor
  1409. bi.DestroyBody(mDragAnchor->GetID());
  1410. mDragAnchor = nullptr;
  1411. // Forget the drag body
  1412. mDragBody = BodyID();
  1413. }
  1414. else
  1415. {
  1416. // Else update position of anchor
  1417. bi.SetPositionAndRotation(mDragAnchor->GetID(), GetCamera().mPos + cDragRayLength * mDragFraction * GetCamera().mForward, Quat::sIdentity(), EActivation::DontActivate);
  1418. // Activate other body
  1419. bi.ActivateBody(mDragBody);
  1420. }
  1421. }
  1422. }
  1423. bool SamplesApp::RenderFrame(float inDeltaTime)
  1424. {
  1425. // Reinitialize the job system if the concurrency setting changed
  1426. if (mMaxConcurrentJobs != mJobSystem->GetMaxConcurrency())
  1427. static_cast<JobSystemThreadPool *>(mJobSystem)->SetNumThreads(mMaxConcurrentJobs - 1);
  1428. // Restart the test if the test requests this
  1429. if (mTest->NeedsRestart())
  1430. {
  1431. StartTest(mTestClass);
  1432. return true;
  1433. }
  1434. // Select the next test if automatic testing times out
  1435. if (!CheckNextTest())
  1436. return false;
  1437. // Handle keyboard input
  1438. bool shift = mKeyboard->IsKeyPressed(DIK_LSHIFT) || mKeyboard->IsKeyPressed(DIK_RSHIFT);
  1439. #ifdef JPH_DEBUG_RENDERER
  1440. bool alt = mKeyboard->IsKeyPressed(DIK_LALT) || mKeyboard->IsKeyPressed(DIK_RALT);
  1441. #endif // JPH_DEBUG_RENDERER
  1442. for (int key = mKeyboard->GetFirstKey(); key != 0; key = mKeyboard->GetNextKey())
  1443. switch (key)
  1444. {
  1445. case DIK_R:
  1446. StartTest(mTestClass);
  1447. return true;
  1448. case DIK_N:
  1449. if (!mTestsToRun.empty())
  1450. NextTest();
  1451. break;
  1452. #ifdef JPH_DEBUG_RENDERER
  1453. case DIK_H:
  1454. if (shift)
  1455. mBodyDrawSettings.mDrawGetSupportFunction = !mBodyDrawSettings.mDrawGetSupportFunction;
  1456. else if (alt)
  1457. mDrawGetTriangles = !mDrawGetTriangles;
  1458. else
  1459. mBodyDrawSettings.mDrawShape = !mBodyDrawSettings.mDrawShape;
  1460. break;
  1461. case DIK_F:
  1462. if (shift)
  1463. mBodyDrawSettings.mDrawGetSupportingFace = !mBodyDrawSettings.mDrawGetSupportingFace;
  1464. break;
  1465. case DIK_I:
  1466. mBodyDrawSettings.mDrawMassAndInertia = !mBodyDrawSettings.mDrawMassAndInertia;
  1467. break;
  1468. case DIK_1:
  1469. ContactConstraintManager::sDrawContactPoint = !ContactConstraintManager::sDrawContactPoint;
  1470. break;
  1471. case DIK_2:
  1472. ContactConstraintManager::sDrawSupportingFaces = !ContactConstraintManager::sDrawSupportingFaces;
  1473. break;
  1474. case DIK_3:
  1475. ContactConstraintManager::sDrawContactPointReduction = !ContactConstraintManager::sDrawContactPointReduction;
  1476. break;
  1477. case DIK_C:
  1478. mDrawConstraints = !mDrawConstraints;
  1479. break;
  1480. case DIK_L:
  1481. mDrawConstraintLimits = !mDrawConstraintLimits;
  1482. break;
  1483. case DIK_M:
  1484. ContactConstraintManager::sDrawContactManifolds = !ContactConstraintManager::sDrawContactManifolds;
  1485. break;
  1486. case DIK_W:
  1487. if (alt)
  1488. mBodyDrawSettings.mDrawShapeWireframe = !mBodyDrawSettings.mDrawShapeWireframe;
  1489. break;
  1490. #endif // JPH_DEBUG_RENDERER
  1491. case DIK_COMMA:
  1492. // Back stepping
  1493. if (mPlaybackFrames.size() > 1)
  1494. {
  1495. if (mPlaybackMode == EPlaybackMode::Play)
  1496. {
  1497. JPH_ASSERT(mCurrentPlaybackFrame == -1);
  1498. mCurrentPlaybackFrame = (int)mPlaybackFrames.size() - 1;
  1499. }
  1500. mPlaybackMode = shift? EPlaybackMode::Rewind : EPlaybackMode::StepBack;
  1501. }
  1502. break;
  1503. case DIK_PERIOD:
  1504. // Forward stepping
  1505. if (mPlaybackMode != EPlaybackMode::Play)
  1506. {
  1507. JPH_ASSERT(mCurrentPlaybackFrame >= 0);
  1508. mPlaybackMode = shift? EPlaybackMode::FastForward : EPlaybackMode::StepForward;
  1509. }
  1510. break;
  1511. }
  1512. // Stop recording if record state is turned off
  1513. if (!mRecordState)
  1514. {
  1515. mPlaybackFrames.clear();
  1516. mPlaybackMode = EPlaybackMode::Play;
  1517. mCurrentPlaybackFrame = -1;
  1518. }
  1519. // Determine if we need to check deterministic simulation
  1520. bool check_determinism = mCheckDeterminism && mTest->IsDeterministic();
  1521. // Check if we've in replay mode
  1522. if (mPlaybackMode != EPlaybackMode::Play)
  1523. {
  1524. JPH_PROFILE("RestoreState");
  1525. // We're in replay mode
  1526. JPH_ASSERT(mCurrentPlaybackFrame >= 0);
  1527. // Ensure the simulation is paused
  1528. Pause(true);
  1529. // Always restore state when not paused, the debug drawing will be cleared
  1530. bool restore_state = inDeltaTime > 0.0f;
  1531. // Advance to the next frame when single stepping or unpausing
  1532. switch (mPlaybackMode)
  1533. {
  1534. case EPlaybackMode::StepBack:
  1535. mPlaybackMode = EPlaybackMode::Stop;
  1536. [[fallthrough]];
  1537. case EPlaybackMode::Rewind:
  1538. if (mCurrentPlaybackFrame > 0)
  1539. {
  1540. mCurrentPlaybackFrame--;
  1541. restore_state = true;
  1542. }
  1543. break;
  1544. case EPlaybackMode::StepForward:
  1545. mPlaybackMode = EPlaybackMode::Stop;
  1546. [[fallthrough]];
  1547. case EPlaybackMode::FastForward:
  1548. if (mCurrentPlaybackFrame < (int)mPlaybackFrames.size() - 1)
  1549. {
  1550. mCurrentPlaybackFrame++;
  1551. restore_state = true;
  1552. }
  1553. break;
  1554. case EPlaybackMode::Stop:
  1555. case EPlaybackMode::Play:
  1556. // Satisfy compiler
  1557. break;
  1558. }
  1559. // If the replay frame changed we need to update state
  1560. if (restore_state)
  1561. {
  1562. // Clear existing debug stuff so we can render this restored frame
  1563. // (if we're paused, we will otherwise not clear the debugging stuff)
  1564. ClearDebugRenderer();
  1565. // Restore state to what it was during that time
  1566. StateRecorderImpl &recorder = mPlaybackFrames[mCurrentPlaybackFrame];
  1567. RestoreState(recorder);
  1568. // Physics world is drawn using debug lines, when not paused
  1569. // Draw state prior to step so that debug lines are created from the same state
  1570. // (the constraints are solved on the current state and then the world is stepped)
  1571. DrawPhysics();
  1572. // Step the world (with fixed frequency)
  1573. StepPhysics(mJobSystem);
  1574. #ifdef JPH_DEBUG_RENDERER
  1575. // Draw any contacts that were collected through the contact listener
  1576. if (mContactListener)
  1577. mContactListener->DrawState();
  1578. #endif // JPH_DEBUG_RENDERER
  1579. // Validate that update result is the same as the previously recorded state
  1580. if (check_determinism && mCurrentPlaybackFrame < (int)mPlaybackFrames.size() - 1)
  1581. ValidateState(mPlaybackFrames[mCurrentPlaybackFrame + 1]);
  1582. }
  1583. // On the last frame go back to play mode
  1584. if (mCurrentPlaybackFrame >= (int)mPlaybackFrames.size() - 1)
  1585. {
  1586. mPlaybackMode = EPlaybackMode::Play;
  1587. mCurrentPlaybackFrame = -1;
  1588. }
  1589. // On the first frame go to stop mode
  1590. if (mCurrentPlaybackFrame == 0)
  1591. mPlaybackMode = EPlaybackMode::Stop;
  1592. }
  1593. else
  1594. {
  1595. // Normal update
  1596. JPH_ASSERT(mCurrentPlaybackFrame == -1);
  1597. if (inDeltaTime > 0.0f)
  1598. {
  1599. // Debugging functionality like shooting a ball and dragging objects
  1600. UpdateDebug();
  1601. if (mRecordState || check_determinism)
  1602. {
  1603. // Record the state prior to the step
  1604. mPlaybackFrames.push_back(StateRecorderImpl());
  1605. SaveState(mPlaybackFrames.back());
  1606. }
  1607. // Physics world is drawn using debug lines, when not paused
  1608. // Draw state prior to step so that debug lines are created from the same state
  1609. // (the constraints are solved on the current state and then the world is stepped)
  1610. DrawPhysics();
  1611. // Update the physics world
  1612. StepPhysics(mJobSystem);
  1613. #ifdef JPH_DEBUG_RENDERER
  1614. // Draw any contacts that were collected through the contact listener
  1615. if (mContactListener)
  1616. mContactListener->DrawState();
  1617. #endif // JPH_DEBUG_RENDERER
  1618. if (check_determinism)
  1619. {
  1620. // Save the current state
  1621. StateRecorderImpl post_step_state;
  1622. SaveState(post_step_state);
  1623. // Restore to the previous state
  1624. RestoreState(mPlaybackFrames.back());
  1625. // Step again
  1626. StepPhysics(mJobSystemValidating);
  1627. // Validate that the result is the same
  1628. ValidateState(post_step_state);
  1629. }
  1630. }
  1631. }
  1632. return true;
  1633. }
  1634. void SamplesApp::DrawPhysics()
  1635. {
  1636. #ifdef JPH_DEBUG_RENDERER
  1637. mPhysicsSystem->DrawBodies(mBodyDrawSettings, mDebugRenderer);
  1638. if (mDrawConstraints)
  1639. mPhysicsSystem->DrawConstraints(mDebugRenderer);
  1640. if (mDrawConstraintLimits)
  1641. mPhysicsSystem->DrawConstraintLimits(mDebugRenderer);
  1642. if (mDrawConstraintReferenceFrame)
  1643. mPhysicsSystem->DrawConstraintReferenceFrame(mDebugRenderer);
  1644. #endif // JPH_DEBUG_RENDERER
  1645. // This map collects the shapes that we used this frame
  1646. ShapeToGeometryMap shape_to_geometry;
  1647. #ifdef JPH_DEBUG_RENDERER
  1648. if (mDrawGetTriangles)
  1649. #endif // JPH_DEBUG_RENDERER
  1650. {
  1651. JPH_PROFILE("DrawGetTriangles");
  1652. // Iterate through all active bodies
  1653. BodyIDVector bodies;
  1654. mPhysicsSystem->GetBodies(bodies);
  1655. const BodyLockInterface &bli = mPhysicsSystem->GetBodyLockInterface();
  1656. for (BodyID b : bodies)
  1657. {
  1658. // Get the body
  1659. BodyLockRead lock(bli, b);
  1660. if (lock.SucceededAndIsInBroadPhase())
  1661. {
  1662. // Collect all leaf shapes for the body and their transforms
  1663. const Body &body = lock.GetBody();
  1664. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1665. body.GetTransformedShape().CollectTransformedShapes(body.GetWorldSpaceBounds(), collector);
  1666. // Draw all leaf shapes
  1667. for (const TransformedShape &transformed_shape : collector.mHits)
  1668. {
  1669. DebugRenderer::GeometryRef geometry;
  1670. // Find geometry from previous frame
  1671. ShapeToGeometryMap::iterator map_iterator = mShapeToGeometry.find(transformed_shape.mShape);
  1672. if (map_iterator != mShapeToGeometry.end())
  1673. geometry = map_iterator->second;
  1674. if (geometry == nullptr)
  1675. {
  1676. // Find geometry from this frame
  1677. map_iterator = shape_to_geometry.find(transformed_shape.mShape);
  1678. if (map_iterator != shape_to_geometry.end())
  1679. geometry = map_iterator->second;
  1680. }
  1681. if (geometry == nullptr)
  1682. {
  1683. // Geometry not cached
  1684. vector<DebugRenderer::Triangle> triangles;
  1685. // Start iterating all triangles of the shape
  1686. Shape::GetTrianglesContext context;
  1687. transformed_shape.mShape->GetTrianglesStart(context, AABox::sBiggest(), Vec3::sZero(), Quat::sIdentity(), Vec3::sReplicate(1.0f));
  1688. for (;;)
  1689. {
  1690. // Get the next batch of vertices
  1691. constexpr int cMaxTriangles = 1000;
  1692. Float3 vertices[3 * cMaxTriangles];
  1693. int triangle_count = transformed_shape.mShape->GetTrianglesNext(context, cMaxTriangles, vertices);
  1694. if (triangle_count == 0)
  1695. break;
  1696. // Allocate space for triangles
  1697. size_t output_index = triangles.size();
  1698. triangles.resize(triangles.size() + triangle_count);
  1699. DebugRenderer::Triangle *triangle = &triangles[output_index];
  1700. // Convert to a renderable triangle
  1701. for (int vertex = 0, vertex_max = 3 * triangle_count; vertex < vertex_max; vertex += 3, ++triangle)
  1702. {
  1703. // Get the vertices
  1704. Vec3 v1(vertices[vertex + 0]);
  1705. Vec3 v2(vertices[vertex + 1]);
  1706. Vec3 v3(vertices[vertex + 2]);
  1707. // Calculate the normal
  1708. Float3 normal;
  1709. (v2 - v1).Cross(v3 - v1).NormalizedOr(Vec3::sZero()).StoreFloat3(&normal);
  1710. v1.StoreFloat3(&triangle->mV[0].mPosition);
  1711. triangle->mV[0].mNormal = normal;
  1712. triangle->mV[0].mColor = Color::sWhite;
  1713. triangle->mV[0].mUV = Float2(0, 0);
  1714. v2.StoreFloat3(&triangle->mV[1].mPosition);
  1715. triangle->mV[1].mNormal = normal;
  1716. triangle->mV[1].mColor = Color::sWhite;
  1717. triangle->mV[1].mUV = Float2(0, 0);
  1718. v3.StoreFloat3(&triangle->mV[2].mPosition);
  1719. triangle->mV[2].mNormal = normal;
  1720. triangle->mV[2].mColor = Color::sWhite;
  1721. triangle->mV[2].mUV = Float2(0, 0);
  1722. }
  1723. }
  1724. // Convert to geometry
  1725. geometry = new DebugRenderer::Geometry(mDebugRenderer->CreateTriangleBatch(triangles), transformed_shape.mShape->GetLocalBounds());
  1726. }
  1727. // Ensure that we cache the geometry for next frame
  1728. shape_to_geometry[transformed_shape.mShape] = geometry;
  1729. // Determine color
  1730. Color color;
  1731. switch (body.GetMotionType())
  1732. {
  1733. case EMotionType::Static:
  1734. color = Color::sGrey;
  1735. break;
  1736. case EMotionType::Kinematic:
  1737. color = Color::sGreen;
  1738. break;
  1739. case EMotionType::Dynamic:
  1740. color = Color::sGetDistinctColor(body.GetID().GetIndex());
  1741. break;
  1742. default:
  1743. JPH_ASSERT(false);
  1744. color = Color::sBlack;
  1745. break;
  1746. }
  1747. // Draw the geometry
  1748. Vec3 scale = transformed_shape.GetShapeScale();
  1749. bool inside_out = ScaleHelpers::IsInsideOut(scale);
  1750. Mat44 matrix = transformed_shape.GetCenterOfMassTransform() * Mat44::sScale(scale);
  1751. mDebugRenderer->DrawGeometry(matrix, color, geometry, inside_out? DebugRenderer::ECullMode::CullFrontFace : DebugRenderer::ECullMode::CullBackFace, DebugRenderer::ECastShadow::On, body.IsSensor()? DebugRenderer::EDrawMode::Wireframe : DebugRenderer::EDrawMode::Solid);
  1752. }
  1753. }
  1754. }
  1755. }
  1756. // Replace the map with the newly created map so that shapes that we don't draw / were removed are released
  1757. mShapeToGeometry = move(shape_to_geometry);
  1758. }
  1759. void SamplesApp::StepPhysics(JobSystem *inJobSystem)
  1760. {
  1761. float delta_time = 1.0f / mUpdateFrequency;
  1762. {
  1763. // Pre update
  1764. JPH_PROFILE("PrePhysicsUpdate");
  1765. Test::PreUpdateParams pre_update;
  1766. pre_update.mDeltaTime = delta_time;
  1767. pre_update.mKeyboard = mKeyboard;
  1768. pre_update.mCameraState = GetCamera();
  1769. #ifdef JPH_DEBUG_RENDERER
  1770. pre_update.mPoseDrawSettings = &mPoseDrawSettings;
  1771. #endif // JPH_DEBUG_RENDERER
  1772. mTest->PrePhysicsUpdate(pre_update);
  1773. }
  1774. // Remember start tick
  1775. uint64 start_tick = GetProcessorTickCount();
  1776. // Step the world (with fixed frequency)
  1777. mPhysicsSystem->Update(delta_time, mCollisionSteps, mIntegrationSubSteps, mTempAllocator, inJobSystem);
  1778. // Accumulate time
  1779. mTotalTime += GetProcessorTickCount() - start_tick;
  1780. mStepNumber++;
  1781. // Print timing information
  1782. constexpr int cNumSteps = 60;
  1783. if (mStepNumber % cNumSteps == 0)
  1784. {
  1785. double us_per_step = double(mTotalTime / cNumSteps) / double(GetProcessorTicksPerSecond()) * 1.0e6;
  1786. Trace("Timing: %d, %.0f", mStepNumber / cNumSteps, us_per_step);
  1787. mTotalTime = 0;
  1788. }
  1789. #ifdef JPH_TRACK_BROADPHASE_STATS
  1790. if (mStepNumber % 600 == 0)
  1791. mPhysicsSystem->ReportBroadphaseStats();
  1792. #endif // JPH_TRACK_BROADPHASE_STATS
  1793. #ifdef JPH_TRACK_NARROWPHASE_STATS
  1794. if (mStepNumber % 600 == 0)
  1795. NarrowPhaseStat::sReportStats();
  1796. #endif // JPH_TRACK_NARROWPHASE_STATS
  1797. {
  1798. // Post update
  1799. JPH_PROFILE("PostPhysicsUpdate");
  1800. mTest->PostPhysicsUpdate(delta_time);
  1801. }
  1802. }
  1803. void SamplesApp::SaveState(StateRecorderImpl &inStream)
  1804. {
  1805. mTest->SaveState(inStream);
  1806. if (mContactListener)
  1807. mContactListener->SaveState(inStream);
  1808. mPhysicsSystem->SaveState(inStream);
  1809. }
  1810. void SamplesApp::RestoreState(StateRecorderImpl &inStream)
  1811. {
  1812. inStream.Rewind();
  1813. // Restore the state of the test first, this is needed because the test can make changes to
  1814. // the state of bodies that is not tracked by the PhysicsSystem::SaveState.
  1815. // E.g. in the ChangeShapeTest the shape is restored here, which needs to be done first
  1816. // because changing the shape changes Body::mPosition when the center of mass changes.
  1817. mTest->RestoreState(inStream);
  1818. if (mContactListener)
  1819. mContactListener->RestoreState(inStream);
  1820. if (!mPhysicsSystem->RestoreState(inStream))
  1821. FatalError("Failed to restore physics state");
  1822. }
  1823. void SamplesApp::ValidateState(StateRecorderImpl &inExpectedState)
  1824. {
  1825. // Save state
  1826. StateRecorderImpl current_state;
  1827. SaveState(current_state);
  1828. // Compare state with expected state
  1829. if (!current_state.IsEqual(inExpectedState))
  1830. {
  1831. // Mark this stream to break whenever it detects a memory change during reading
  1832. inExpectedState.SetValidating(true);
  1833. // Restore state. Anything that changes indicates a problem with the deterministic simulation.
  1834. RestoreState(inExpectedState);
  1835. // Turn change detection off again
  1836. inExpectedState.SetValidating(false);
  1837. }
  1838. }
  1839. void SamplesApp::GetInitialCamera(CameraState &ioState) const
  1840. {
  1841. // Default if the test doesn't override it
  1842. ioState.mPos = GetWorldScale() * Vec3(30, 10, 30);
  1843. ioState.mForward = -ioState.mPos.Normalized();
  1844. ioState.mFarPlane = 1000.0f;
  1845. mTest->GetInitialCamera(ioState);
  1846. }
  1847. Mat44 SamplesApp::GetCameraPivot(float inCameraHeading, float inCameraPitch) const
  1848. {
  1849. return mTest->GetCameraPivot(inCameraHeading, inCameraPitch);
  1850. }
  1851. float SamplesApp::GetWorldScale() const
  1852. {
  1853. return mTest != nullptr? mTest->GetWorldScale() : 1.0f;
  1854. }
  1855. ENTRY_POINT(SamplesApp)