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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- // Jolt includes
- #include <Jolt.h>
- #include <RegisterTypes.h>
- #include <Core/TempAllocator.h>
- #include <Core/JobSystemThreadPool.h>
- #include <Physics/PhysicsSettings.h>
- #include <Physics/PhysicsSystem.h>
- #include <Physics/Ragdoll/Ragdoll.h>
- #include <Physics/PhysicsScene.h>
- #include <Physics/Collision/CastResult.h>
- #include <Physics/Collision/RayCast.h>
- #ifdef JPH_DEBUG_RENDERER
- #include <Renderer/DebugRendererRecorder.h>
- #include <Core/StreamWrapper.h>
- #endif // JPH_DEBUG_RENDERER
- // STL includes
- #include <iostream>
- #include <thread>
- #include <chrono>
- using namespace JPH;
- using namespace std;
- namespace Layers
- {
- static constexpr uint8 NON_MOVING = 0;
- static constexpr uint8 MOVING = 1;
- static constexpr uint8 NUM_LAYERS = 2;
- };
- bool MyObjectCanCollide(ObjectLayer inObject1, ObjectLayer inObject2)
- {
- switch (inObject1)
- {
- case Layers::NON_MOVING:
- return inObject2 == Layers::MOVING; // Non moving only collides with moving
- case Layers::MOVING:
- return true; // Moving collides with everything
- default:
- JPH_ASSERT(false);
- return false;
- }
- };
- namespace BroadPhaseLayers
- {
- static constexpr BroadPhaseLayer NON_MOVING(0);
- static constexpr BroadPhaseLayer MOVING(1);
- };
- bool MyBroadPhaseCanCollide(ObjectLayer inLayer1, BroadPhaseLayer inLayer2)
- {
- switch (inLayer1)
- {
- case Layers::NON_MOVING:
- return inLayer2 == BroadPhaseLayers::MOVING;
- case Layers::MOVING:
- return true;
- default:
- JPH_ASSERT(false);
- return false;
- }
- }
- // Test configuration
- const float cHorizontalSeparation = 4.0f;
- const float cVerticalSeparation = 0.6f;
- #ifdef _DEBUG
- const int cPileSize = 5;
- const int cNumRows = 2;
- const int cNumCols = 2;
- #else
- const int cPileSize = 10;
- const int cNumRows = 4;
- const int cNumCols = 4;
- #endif
- const float cDeltaTime = 1.0f / 60.0f;
- // Program entry point
- int main(int argc, char** argv)
- {
- // Parse command line parameters
- int specified_quality = -1;
- int specified_threads = -1;
- bool enable_profiler = false;
- bool enable_debug_renderer = false;
- for (int arg = 1; arg < argc; ++arg)
- {
- if (strncmp(argv[arg], "-q=", 3) == 0)
- {
- // Parse quality
- if (strcmp(argv[arg] + 3, "discrete") == 0)
- {
- specified_quality = 0;
- }
- else if (strcmp(argv[arg] + 3, "linearcast") == 0)
- {
- specified_quality = 1;
- }
- else
- {
- cerr << "Invalid quality" << endl;
- return 1;
- }
- }
- else if (strncmp(argv[arg], "-t=", 3) == 0)
- {
- // Parse threads
- specified_threads = atoi(argv[arg] + 3);
- }
- else if (strcmp(argv[arg], "-p") == 0)
- {
- enable_profiler = true;
- }
- else if (strcmp(argv[arg], "-r") == 0)
- {
- enable_debug_renderer = true;
- }
- else if (strcmp(argv[arg], "-h") == 0)
- {
- // Print usage
- cerr << "Usage: PerformanceTest [-q=<quality>] [-t=<threads>] [-p] [-r]" << endl
- << "-q: Test only with specified quality (discrete, linearcast)" << endl
- << "-t: Test only with N threads" << endl
- << "-p: Write out profiles" << endl
- << "-r: Record debug renderer output for JoltViewer" << endl;
- return 0;
- }
- }
- // Register all Jolt physics types
- RegisterTypes();
- // Create temp allocator
- TempAllocatorImpl temp_allocator(10 * 1024 * 1024);
- // Load ragdoll
- Ref<RagdollSettings> ragdoll_settings;
- if (!ObjectStreamIn::sReadObject("Assets/Human.tof", ragdoll_settings))
- {
- cerr << "Unable to load ragdoll" << endl;
- return 1;
- }
- for (BodyCreationSettings &body : ragdoll_settings->mParts)
- body.mObjectLayer = Layers::MOVING;
- // Init ragdoll
- ragdoll_settings->GetSkeleton()->CalculateParentJointIndices();
- ragdoll_settings->Stabilize();
- ragdoll_settings->CalculateBodyIndexToConstraintIndex();
- ragdoll_settings->CalculateConstraintIndexToBodyIdxPair();
- // Load animation
- Ref<SkeletalAnimation> animation;
- if (!ObjectStreamIn::sReadObject("Assets/Human/dead_pose1.tof", animation))
- {
- cerr << "Unable to load animation" << endl;
- return 1;
- }
- // Sample pose
- SkeletonPose pose;
- pose.SetSkeleton(ragdoll_settings->GetSkeleton());
- animation->Sample(0.0f, pose);
- // Read the scene
- Ref<PhysicsScene> scene;
- if (!ObjectStreamIn::sReadObject("Assets/terrain2.bof", scene))
- {
- cerr << "Unable to load terrain" << endl;
- return 1;
- }
- for (BodyCreationSettings &body : scene->GetBodies())
- {
- body.mObjectLayer = Layers::NON_MOVING;
- body.mAllowSleeping = false;
- }
- scene->FixInvalidScales();
- // Create mapping table from object layer to broadphase layer
- ObjectToBroadPhaseLayer object_to_broadphase;
- object_to_broadphase.resize(Layers::NUM_LAYERS);
- object_to_broadphase[Layers::NON_MOVING] = BroadPhaseLayers::NON_MOVING;
- object_to_broadphase[Layers::MOVING] = BroadPhaseLayers::MOVING;
- // Start profiling this thread
- JPH_PROFILE_THREAD_START("Main");
- // Trace header
- cout << "Motion Quality, Thread Count, Steps / Second, Hash" << endl;
- constexpr uint cMaxIterations = 500;
- // Iterate motion qualities
- for (uint mq = 0; mq < 2; ++mq)
- {
- // Skip quality if another was specified
- if (specified_quality != -1 && mq != (uint)specified_quality)
- continue;
- // Determine motion quality
- EMotionQuality motion_quality = mq == 0? EMotionQuality::Discrete : EMotionQuality::LinearCast;
- string motion_quality_str = mq == 0? "Discrete" : "LinearCast";
- // Set motion quality on ragdoll
- for (BodyCreationSettings &body : ragdoll_settings->mParts)
- body.mMotionQuality = motion_quality;
- // Determine which thread counts to test
- vector<uint> thread_permutations;
- if (specified_threads > 0)
- thread_permutations.push_back((uint)specified_threads - 1);
- else
- for (uint num_threads = 0; num_threads < thread::hardware_concurrency(); ++num_threads)
- thread_permutations.push_back(num_threads);
- // Test thread permutations
- for (uint num_threads : thread_permutations)
- {
- // Create job system with desired number of threads
- JobSystemThreadPool job_system(cMaxPhysicsJobs, cMaxPhysicsBarriers, num_threads);
- // Create physics system
- PhysicsSystem physics_system;
- physics_system.Init(10240, 0, 65536, 10240, object_to_broadphase, MyBroadPhaseCanCollide, MyObjectCanCollide);
- // Add background geometry
- scene->CreateBodies(&physics_system);
- // Create ragdoll piles
- vector<Ref<Ragdoll>> ragdolls;
- mt19937 random;
- uniform_real_distribution<float> angle(0.0f, JPH_PI);
- CollisionGroup::GroupID group_id = 1;
- for (int row = 0; row < cNumRows; ++row)
- for (int col = 0; col < cNumCols; ++col)
- {
- // Determine start location of ray
- Vec3 start = Vec3(cHorizontalSeparation * (col - (cNumCols - 1) / 2.0f), 100, cHorizontalSeparation * (row - (cNumRows - 1) / 2.0f));
- // Cast ray down to terrain
- RayCastResult hit;
- Vec3 ray_direction(0, -200, 0);
- RayCast ray { start, ray_direction };
- if (physics_system.GetNarrowPhaseQuery().CastRay(ray, hit, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::NON_MOVING), SpecifiedObjectLayerFilter(Layers::NON_MOVING)))
- start = start + hit.mFraction * ray_direction;
- for (int i = 0; i < cPileSize; ++i)
- {
- // Create ragdoll
- Ref<Ragdoll> ragdoll = ragdoll_settings->CreateRagdoll(group_id++, nullptr, &physics_system);
-
- // Override root
- SkeletonPose pose_copy = pose;
- SkeletonPose::JointState &root = pose_copy.GetJoint(0);
- root.mTranslation = start + Vec3(0, cVerticalSeparation * (i + 1), 0);
- root.mRotation = Quat::sRotation(Vec3::sAxisY(), angle(random)) * root.mRotation;
- pose_copy.CalculateJointMatrices();
- // Drive to pose
- ragdoll->SetPose(pose_copy);
- ragdoll->DriveToPoseUsingMotors(pose_copy);
- ragdoll->AddToPhysicsSystem(EActivation::Activate);
- // Keep reference
- ragdolls.push_back(ragdoll);
- }
- }
- #ifdef JPH_DEBUG_RENDERER
- // Open output
- ofstream renderer_file;
- if (enable_debug_renderer)
- renderer_file.open(("performance_test_" + ToLower(motion_quality_str) + "_th" + ConvertToString(num_threads + 1) + ".JoltRecording").c_str(), ofstream::out | ofstream::binary | ofstream::trunc);
- StreamOutWrapper renderer_stream(renderer_file);
- DebugRendererRecorder renderer(renderer_stream);
- #endif // JPH_DEBUG_RENDERER
- chrono::nanoseconds total_duration(0);
- // Step the world for a fixed amount of iterations
- for (uint iterations = 0; iterations < cMaxIterations; ++iterations)
- {
- JPH_PROFILE_NEXTFRAME();
- // Start measuring
- chrono::high_resolution_clock::time_point clock_start = chrono::high_resolution_clock::now();
- // Do a physics step
- physics_system.Update(cDeltaTime, 1, 1, &temp_allocator, &job_system);
- // Stop measuring
- chrono::high_resolution_clock::time_point clock_end = chrono::high_resolution_clock::now();
- total_duration += chrono::duration_cast<chrono::nanoseconds>(clock_end - clock_start);
- #ifdef JPH_DEBUG_RENDERER
- if (enable_debug_renderer)
- {
- // Draw the state of the world
- BodyManager::DrawSettings settings;
- physics_system.DrawBodies(settings, &renderer);
- // Mark end of frame
- renderer.EndFrame();
- }
- #endif // JPH_DEBUG_RENDERER
- // Dump profile information every 100 iterations
- if (enable_profiler && iterations % 100 == 0)
- {
- JPH_PROFILE_DUMP(ToLower(motion_quality_str) + "_th" + ConvertToString(num_threads + 1) + "_it" + ConvertToString(iterations));
- }
- }
- // Calculate hash of all positions and rotations of the bodies
- size_t hash = 0;
- BodyInterface &bi = physics_system.GetBodyInterfaceNoLock();
- for (Ragdoll *ragdoll : ragdolls)
- for (BodyID id : ragdoll->GetBodyIDs())
- {
- Vec3 pos = bi.GetPosition(id);
- Quat rot = bi.GetRotation(id);
- hash_combine(hash, pos.GetX(), pos.GetY(), pos.GetZ(), rot.GetX(), rot.GetY(), rot.GetZ(), rot.GetW());
- }
- // Remove ragdolls
- for (Ragdoll *ragdoll : ragdolls)
- ragdoll->RemoveFromPhysicsSystem();
- // Trace stat line
- cout << motion_quality_str << ", " << num_threads + 1 << ", " << double(cMaxIterations) / (1.0e-9 * total_duration.count()) << ", " << hash << endl;
- }
- }
- // End profiling this thread
- JPH_PROFILE_THREAD_END();
- return 0;
- }
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