SamplesApp.cpp 101 KB

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