SamplesApp.cpp 103 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #include <TestFramework.h>
  5. #include <SamplesApp.h>
  6. #include <Application/EntryPoint.h>
  7. #include <Jolt/Core/JobSystemThreadPool.h>
  8. #include <Jolt/Core/JobSystemSingleThreaded.h>
  9. #include <Jolt/Core/TempAllocator.h>
  10. #include <Jolt/Core/StreamWrapper.h>
  11. #include <Jolt/Core/StringTools.h>
  12. #include <Jolt/Geometry/OrientedBox.h>
  13. #include <Jolt/Physics/PhysicsSystem.h>
  14. #include <Jolt/Physics/StateRecorderImpl.h>
  15. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  16. #include <Jolt/Physics/SoftBody/SoftBodyMotionProperties.h>
  17. #include <Jolt/Physics/SoftBody/SoftBodyCreationSettings.h>
  18. #include <Jolt/Physics/PhysicsScene.h>
  19. #include <Jolt/Physics/Collision/RayCast.h>
  20. #include <Jolt/Physics/Collision/ShapeCast.h>
  21. #include <Jolt/Physics/Collision/CastResult.h>
  22. #include <Jolt/Physics/Collision/CollidePointResult.h>
  23. #include <Jolt/Physics/Collision/AABoxCast.h>
  24. #include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
  25. #include <Jolt/Physics/Collision/Shape/HeightFieldShape.h>
  26. #include <Jolt/Physics/Collision/Shape/MeshShape.h>
  27. #include <Jolt/Physics/Collision/Shape/SphereShape.h>
  28. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  29. #include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
  30. #include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
  31. #include <Jolt/Physics/Collision/Shape/TaperedCapsuleShape.h>
  32. #include <Jolt/Physics/Collision/Shape/CylinderShape.h>
  33. #include <Jolt/Physics/Collision/Shape/TriangleShape.h>
  34. #include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
  35. #include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
  36. #include <Jolt/Physics/Collision/Shape/MutableCompoundShape.h>
  37. #include <Jolt/Physics/Collision/Shape/ScaledShape.h>
  38. #include <Jolt/Physics/Collision/NarrowPhaseStats.h>
  39. #include <Jolt/Physics/Constraints/DistanceConstraint.h>
  40. #include <Jolt/Physics/Constraints/PulleyConstraint.h>
  41. #include <Jolt/Physics/Character/CharacterVirtual.h>
  42. #include <Utils/Log.h>
  43. #include <Utils/ShapeCreator.h>
  44. #include <Utils/CustomMemoryHook.h>
  45. #include <Utils/SoftBodyCreator.h>
  46. #include <Renderer/DebugRendererImp.h>
  47. JPH_SUPPRESS_WARNINGS_STD_BEGIN
  48. #include <fstream>
  49. JPH_SUPPRESS_WARNINGS_STD_END
  50. //-----------------------------------------------------------------------------
  51. // RTTI definitions
  52. //-----------------------------------------------------------------------------
  53. struct TestNameAndRTTI
  54. {
  55. const char * mName;
  56. const RTTI * mRTTI;
  57. };
  58. struct TestCategory
  59. {
  60. const char * mName;
  61. TestNameAndRTTI * mTests;
  62. size_t mNumTests;
  63. };
  64. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SimpleTest)
  65. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, StackTest)
  66. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, WallTest)
  67. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PyramidTest)
  68. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, IslandTest)
  69. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, FunnelTest)
  70. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, FrictionTest)
  71. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, FrictionPerTriangleTest)
  72. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConveyorBeltTest)
  73. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, GravityFactorTest)
  74. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, RestitutionTest)
  75. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, DampingTest)
  76. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, KinematicTest)
  77. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ContactManifoldTest)
  78. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ManifoldReductionTest)
  79. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CenterOfMassTest)
  80. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, HeavyOnLightTest)
  81. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, HighSpeedTest)
  82. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ChangeMotionQualityTest)
  83. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ChangeMotionTypeTest)
  84. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ChangeShapeTest)
  85. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ChangeObjectLayerTest)
  86. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, LoadSaveSceneTest)
  87. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, LoadSaveBinaryTest)
  88. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, BigVsSmallTest)
  89. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ActiveEdgesTest)
  90. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, EnhancedInternalEdgeRemovalTest)
  91. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, MultithreadedTest)
  92. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ContactListenerTest)
  93. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ModifyMassTest)
  94. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ActivateDuringUpdateTest)
  95. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SensorTest)
  96. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, DynamicMeshTest)
  97. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, TwoDFunnelTest)
  98. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, AllowedDOFsTest)
  99. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ShapeFilterTest)
  100. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, GyroscopicForceTest)
  101. static TestNameAndRTTI sGeneralTests[] =
  102. {
  103. { "Simple", JPH_RTTI(SimpleTest) },
  104. { "Stack", JPH_RTTI(StackTest) },
  105. { "Wall", JPH_RTTI(WallTest) },
  106. { "Pyramid", JPH_RTTI(PyramidTest) },
  107. { "Island", JPH_RTTI(IslandTest) },
  108. { "Funnel", JPH_RTTI(FunnelTest) },
  109. { "2D Funnel", JPH_RTTI(TwoDFunnelTest) },
  110. { "Friction", JPH_RTTI(FrictionTest) },
  111. { "Friction (Per Triangle)", JPH_RTTI(FrictionPerTriangleTest) },
  112. { "Conveyor Belt", JPH_RTTI(ConveyorBeltTest) },
  113. { "Gravity Factor", JPH_RTTI(GravityFactorTest) },
  114. { "Restitution", JPH_RTTI(RestitutionTest) },
  115. { "Damping", JPH_RTTI(DampingTest) },
  116. { "Kinematic", JPH_RTTI(KinematicTest) },
  117. { "Contact Manifold", JPH_RTTI(ContactManifoldTest) },
  118. { "Manifold Reduction", JPH_RTTI(ManifoldReductionTest) },
  119. { "Center Of Mass", JPH_RTTI(CenterOfMassTest) },
  120. { "Heavy On Light", JPH_RTTI(HeavyOnLightTest) },
  121. { "High Speed", JPH_RTTI(HighSpeedTest) },
  122. { "Change Motion Quality", JPH_RTTI(ChangeMotionQualityTest) },
  123. { "Change Motion Type", JPH_RTTI(ChangeMotionTypeTest) },
  124. { "Change Shape", JPH_RTTI(ChangeShapeTest) },
  125. { "Change Object Layer", JPH_RTTI(ChangeObjectLayerTest) },
  126. { "Load/Save Scene", JPH_RTTI(LoadSaveSceneTest) },
  127. { "Load/Save Binary", JPH_RTTI(LoadSaveBinaryTest) },
  128. { "Big vs Small", JPH_RTTI(BigVsSmallTest) },
  129. { "Active Edges", JPH_RTTI(ActiveEdgesTest) },
  130. { "Enhanced Internal Edge Removal", JPH_RTTI(EnhancedInternalEdgeRemovalTest) },
  131. { "Multithreaded", JPH_RTTI(MultithreadedTest) },
  132. { "Contact Listener", JPH_RTTI(ContactListenerTest) },
  133. { "Modify Mass", JPH_RTTI(ModifyMassTest) },
  134. { "Activate During Update", JPH_RTTI(ActivateDuringUpdateTest) },
  135. { "Sensor", JPH_RTTI(SensorTest) },
  136. { "Dynamic Mesh", JPH_RTTI(DynamicMeshTest) },
  137. { "Allowed Degrees of Freedom", JPH_RTTI(AllowedDOFsTest) },
  138. { "Shape Filter", JPH_RTTI(ShapeFilterTest) },
  139. { "Gyroscopic Force", JPH_RTTI(GyroscopicForceTest) },
  140. };
  141. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, DistanceConstraintTest)
  142. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, FixedConstraintTest)
  143. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConeConstraintTest)
  144. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SwingTwistConstraintTest)
  145. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SixDOFConstraintTest)
  146. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, HingeConstraintTest)
  147. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PoweredHingeConstraintTest)
  148. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PointConstraintTest)
  149. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SliderConstraintTest)
  150. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PoweredSliderConstraintTest)
  151. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SpringTest)
  152. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConstraintSingularityTest)
  153. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConstraintPriorityTest)
  154. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PoweredSwingTwistConstraintTest)
  155. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SwingTwistConstraintFrictionTest)
  156. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PathConstraintTest)
  157. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, RackAndPinionConstraintTest)
  158. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, GearConstraintTest)
  159. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PulleyConstraintTest)
  160. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConstraintVsCOMChangeTest)
  161. static TestNameAndRTTI sConstraintTests[] =
  162. {
  163. { "Point Constraint", JPH_RTTI(PointConstraintTest) },
  164. { "Distance Constraint", JPH_RTTI(DistanceConstraintTest) },
  165. { "Hinge Constraint", JPH_RTTI(HingeConstraintTest) },
  166. { "Powered Hinge Constraint", JPH_RTTI(PoweredHingeConstraintTest) },
  167. { "Slider Constraint", JPH_RTTI(SliderConstraintTest) },
  168. { "Powered Slider Constraint", JPH_RTTI(PoweredSliderConstraintTest) },
  169. { "Fixed Constraint", JPH_RTTI(FixedConstraintTest) },
  170. { "Cone Constraint", JPH_RTTI(ConeConstraintTest) },
  171. { "Swing Twist Constraint", JPH_RTTI(SwingTwistConstraintTest) },
  172. { "Powered Swing Twist Constraint", JPH_RTTI(PoweredSwingTwistConstraintTest) },
  173. { "Swing Twist Constraint Friction", JPH_RTTI(SwingTwistConstraintFrictionTest) },
  174. { "Six DOF Constraint", JPH_RTTI(SixDOFConstraintTest) },
  175. { "Path Constraint", JPH_RTTI(PathConstraintTest) },
  176. { "Rack And Pinion Constraint", JPH_RTTI(RackAndPinionConstraintTest) },
  177. { "Gear Constraint", JPH_RTTI(GearConstraintTest) },
  178. { "Pulley Constraint", JPH_RTTI(PulleyConstraintTest) },
  179. { "Spring", JPH_RTTI(SpringTest) },
  180. { "Constraint Singularity", JPH_RTTI(ConstraintSingularityTest) },
  181. { "Constraint vs Center Of Mass Change",JPH_RTTI(ConstraintVsCOMChangeTest) },
  182. { "Constraint Priority", JPH_RTTI(ConstraintPriorityTest) },
  183. };
  184. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, BoxShapeTest)
  185. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SphereShapeTest)
  186. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, TaperedCapsuleShapeTest)
  187. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CapsuleShapeTest)
  188. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CylinderShapeTest)
  189. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, StaticCompoundShapeTest)
  190. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, MutableCompoundShapeTest)
  191. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, TriangleShapeTest)
  192. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConvexHullShapeTest)
  193. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, MeshShapeTest)
  194. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, HeightFieldShapeTest)
  195. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, DeformedHeightFieldShapeTest)
  196. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, RotatedTranslatedShapeTest)
  197. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, OffsetCenterOfMassShapeTest)
  198. static TestNameAndRTTI sShapeTests[] =
  199. {
  200. { "Sphere Shape", JPH_RTTI(SphereShapeTest) },
  201. { "Box Shape", JPH_RTTI(BoxShapeTest) },
  202. { "Capsule Shape", JPH_RTTI(CapsuleShapeTest) },
  203. { "Tapered Capsule Shape", JPH_RTTI(TaperedCapsuleShapeTest) },
  204. { "Cylinder Shape", JPH_RTTI(CylinderShapeTest) },
  205. { "Convex Hull Shape", JPH_RTTI(ConvexHullShapeTest) },
  206. { "Mesh Shape", JPH_RTTI(MeshShapeTest) },
  207. { "Height Field Shape", JPH_RTTI(HeightFieldShapeTest) },
  208. { "Deformed Height Field Shape", JPH_RTTI(DeformedHeightFieldShapeTest) },
  209. { "Static Compound Shape", JPH_RTTI(StaticCompoundShapeTest) },
  210. { "Mutable Compound Shape", JPH_RTTI(MutableCompoundShapeTest) },
  211. { "Triangle Shape", JPH_RTTI(TriangleShapeTest) },
  212. { "Rotated Translated Shape", JPH_RTTI(RotatedTranslatedShapeTest) },
  213. { "Offset Center Of Mass Shape", JPH_RTTI(OffsetCenterOfMassShapeTest) }
  214. };
  215. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledSphereShapeTest)
  216. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledBoxShapeTest)
  217. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledCapsuleShapeTest)
  218. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledTaperedCapsuleShapeTest)
  219. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledCylinderShapeTest)
  220. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledConvexHullShapeTest)
  221. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledMeshShapeTest)
  222. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledHeightFieldShapeTest)
  223. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledStaticCompoundShapeTest)
  224. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledMutableCompoundShapeTest)
  225. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledTriangleShapeTest)
  226. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledOffsetCenterOfMassShapeTest)
  227. static TestNameAndRTTI sScaledShapeTests[] =
  228. {
  229. { "Sphere Shape", JPH_RTTI(ScaledSphereShapeTest) },
  230. { "Box Shape", JPH_RTTI(ScaledBoxShapeTest) },
  231. { "Capsule Shape", JPH_RTTI(ScaledCapsuleShapeTest) },
  232. { "Tapered Capsule Shape", JPH_RTTI(ScaledTaperedCapsuleShapeTest) },
  233. { "Cylinder Shape", JPH_RTTI(ScaledCylinderShapeTest) },
  234. { "Convex Hull Shape", JPH_RTTI(ScaledConvexHullShapeTest) },
  235. { "Mesh Shape", JPH_RTTI(ScaledMeshShapeTest) },
  236. { "Height Field Shape", JPH_RTTI(ScaledHeightFieldShapeTest) },
  237. { "Static Compound Shape", JPH_RTTI(ScaledStaticCompoundShapeTest) },
  238. { "Mutable Compound Shape", JPH_RTTI(ScaledMutableCompoundShapeTest) },
  239. { "Triangle Shape", JPH_RTTI(ScaledTriangleShapeTest) },
  240. { "Offset Center Of Mass Shape", JPH_RTTI(ScaledOffsetCenterOfMassShapeTest) }
  241. };
  242. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CreateRigTest)
  243. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, LoadRigTest)
  244. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, KinematicRigTest)
  245. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PoweredRigTest)
  246. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, RigPileTest)
  247. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, LoadSaveRigTest)
  248. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, LoadSaveBinaryRigTest)
  249. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SkeletonMapperTest)
  250. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, BigWorldTest)
  251. static TestNameAndRTTI sRigTests[] =
  252. {
  253. { "Create Rig", JPH_RTTI(CreateRigTest) },
  254. { "Load Rig", JPH_RTTI(LoadRigTest) },
  255. { "Load / Save Rig", JPH_RTTI(LoadSaveRigTest) },
  256. { "Load / Save Binary Rig", JPH_RTTI(LoadSaveBinaryRigTest) },
  257. { "Kinematic Rig", JPH_RTTI(KinematicRigTest) },
  258. { "Powered Rig", JPH_RTTI(PoweredRigTest) },
  259. { "Skeleton Mapper", JPH_RTTI(SkeletonMapperTest) },
  260. { "Rig Pile", JPH_RTTI(RigPileTest) },
  261. { "Big World", JPH_RTTI(BigWorldTest) }
  262. };
  263. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CharacterTest)
  264. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CharacterVirtualTest)
  265. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CharacterSpaceShipTest)
  266. static TestNameAndRTTI sCharacterTests[] =
  267. {
  268. { "Character", JPH_RTTI(CharacterTest) },
  269. { "Character Virtual", JPH_RTTI(CharacterVirtualTest) },
  270. { "Character Virtual vs Space Ship", JPH_RTTI(CharacterSpaceShipTest) },
  271. };
  272. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, WaterShapeTest)
  273. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, BoatTest)
  274. static TestNameAndRTTI sWaterTests[] =
  275. {
  276. { "Shapes", JPH_RTTI(WaterShapeTest) },
  277. { "Boat", JPH_RTTI(BoatTest) },
  278. };
  279. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, VehicleSixDOFTest)
  280. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, VehicleConstraintTest)
  281. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, MotorcycleTest)
  282. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, TankTest)
  283. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, VehicleStressTest)
  284. static TestNameAndRTTI sVehicleTests[] =
  285. {
  286. { "Car (VehicleConstraint)", JPH_RTTI(VehicleConstraintTest) },
  287. { "Motorcycle (VehicleConstraint)", JPH_RTTI(MotorcycleTest) },
  288. { "Tank (VehicleConstraint)", JPH_RTTI(TankTest) },
  289. { "Car (SixDOFConstraint)", JPH_RTTI(VehicleSixDOFTest) },
  290. { "Vehicle Stress Test", JPH_RTTI(VehicleStressTest) },
  291. };
  292. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyShapesTest)
  293. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyFrictionTest)
  294. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyRestitutionTest)
  295. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyPressureTest)
  296. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyGravityFactorTest)
  297. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyKinematicTest)
  298. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyUpdatePositionTest)
  299. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyStressTest)
  300. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyVsFastMovingTest)
  301. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyVertexRadiusTest)
  302. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyContactListenerTest)
  303. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyCustomUpdateTest)
  304. static TestNameAndRTTI sSoftBodyTests[] =
  305. {
  306. { "Soft Body vs Shapes", JPH_RTTI(SoftBodyShapesTest) },
  307. { "Soft Body vs Fast Moving", JPH_RTTI(SoftBodyVsFastMovingTest) },
  308. { "Soft Body Friction", JPH_RTTI(SoftBodyFrictionTest) },
  309. { "Soft Body Restitution", JPH_RTTI(SoftBodyRestitutionTest) },
  310. { "Soft Body Pressure", JPH_RTTI(SoftBodyPressureTest) },
  311. { "Soft Body Gravity Factor", JPH_RTTI(SoftBodyGravityFactorTest) },
  312. { "Soft Body Kinematic", JPH_RTTI(SoftBodyKinematicTest) },
  313. { "Soft Body Update Position", JPH_RTTI(SoftBodyUpdatePositionTest) },
  314. { "Soft Body Stress Test", JPH_RTTI(SoftBodyStressTest) },
  315. { "Soft Body Vertex Radius Test", JPH_RTTI(SoftBodyVertexRadiusTest) },
  316. { "Soft Body Contact Listener", JPH_RTTI(SoftBodyContactListenerTest) },
  317. { "Soft Body Custom Update", JPH_RTTI(SoftBodyCustomUpdateTest) }
  318. };
  319. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, BroadPhaseCastRayTest)
  320. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, BroadPhaseInsertionTest)
  321. static TestNameAndRTTI sBroadPhaseTests[] =
  322. {
  323. { "Cast Ray", JPH_RTTI(BroadPhaseCastRayTest) },
  324. { "Insertion", JPH_RTTI(BroadPhaseInsertionTest) }
  325. };
  326. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, InteractivePairsTest)
  327. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, EPATest)
  328. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ClosestPointTest)
  329. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConvexHullTest)
  330. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConvexHullShrinkTest)
  331. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, RandomRayTest)
  332. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CapsuleVsBoxTest)
  333. static TestNameAndRTTI sConvexCollisionTests[] =
  334. {
  335. { "Interactive Pairs", JPH_RTTI(InteractivePairsTest) },
  336. { "EPA Test", JPH_RTTI(EPATest) },
  337. { "Closest Point", JPH_RTTI(ClosestPointTest) },
  338. { "Convex Hull", JPH_RTTI(ConvexHullTest) },
  339. { "Convex Hull Shrink", JPH_RTTI(ConvexHullShrinkTest) },
  340. { "Random Ray", JPH_RTTI(RandomRayTest) },
  341. { "Capsule Vs Box", JPH_RTTI(CapsuleVsBoxTest) }
  342. };
  343. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, LoadSnapshotTest)
  344. static TestNameAndRTTI sTools[] =
  345. {
  346. { "Load Snapshot", JPH_RTTI(LoadSnapshotTest) },
  347. };
  348. static TestCategory sAllCategories[] =
  349. {
  350. { "General", sGeneralTests, size(sGeneralTests) },
  351. { "Shapes", sShapeTests, size(sShapeTests) },
  352. { "Scaled Shapes", sScaledShapeTests, size(sScaledShapeTests) },
  353. { "Constraints", sConstraintTests, size(sConstraintTests) },
  354. { "Rig", sRigTests, size(sRigTests) },
  355. { "Character", sCharacterTests, size(sCharacterTests) },
  356. { "Water", sWaterTests, size(sWaterTests) },
  357. { "Vehicle", sVehicleTests, size(sVehicleTests) },
  358. { "Soft Body", sSoftBodyTests, size(sSoftBodyTests) },
  359. { "Broad Phase", sBroadPhaseTests, size(sBroadPhaseTests) },
  360. { "Convex Collision", sConvexCollisionTests, size(sConvexCollisionTests) },
  361. { "Tools", sTools, size(sTools) }
  362. };
  363. //-----------------------------------------------------------------------------
  364. // Configuration
  365. //-----------------------------------------------------------------------------
  366. static constexpr uint cNumBodies = 10240;
  367. static constexpr uint cNumBodyMutexes = 0; // Autodetect
  368. static constexpr uint cMaxBodyPairs = 65536;
  369. static constexpr uint cMaxContactConstraints = 20480;
  370. SamplesApp::SamplesApp()
  371. {
  372. // Limit the render frequency to our simulation frequency so we don't play back the simulation too fast
  373. // Note that if the simulation frequency > vsync frequency the simulation will slow down as we want
  374. // to visualize every simulation step. When the simulation frequency is lower than the vsync frequency
  375. // we will not render a new frame every frame as we want to show the result of the sim and not an interpolated version.
  376. SetRenderFrequency(mUpdateFrequency);
  377. // Allocate temp memory
  378. #ifdef JPH_DISABLE_TEMP_ALLOCATOR
  379. mTempAllocator = new TempAllocatorMalloc();
  380. #else
  381. mTempAllocator = new TempAllocatorImpl(32 * 1024 * 1024);
  382. #endif
  383. // Create job system
  384. mJobSystem = new JobSystemThreadPool(cMaxPhysicsJobs, cMaxPhysicsBarriers, mMaxConcurrentJobs - 1);
  385. // Create single threaded job system for validating
  386. mJobSystemValidating = new JobSystemSingleThreaded(cMaxPhysicsJobs);
  387. {
  388. // Disable allocation checking
  389. DisableCustomMemoryHook dcmh;
  390. // Create UI
  391. UIElement *main_menu = mDebugUI->CreateMenu();
  392. mDebugUI->CreateTextButton(main_menu, "Select Test", [this]() {
  393. UIElement *tests = mDebugUI->CreateMenu();
  394. for (TestCategory &c : sAllCategories)
  395. {
  396. mDebugUI->CreateTextButton(tests, c.mName, [this, &c]() {
  397. UIElement *category = mDebugUI->CreateMenu();
  398. for (uint j = 0; j < c.mNumTests; ++j)
  399. mDebugUI->CreateTextButton(category, c.mTests[j].mName, [this, &c, j]() { StartTest(c.mTests[j].mRTTI); });
  400. mDebugUI->ShowMenu(category);
  401. });
  402. }
  403. mDebugUI->ShowMenu(tests);
  404. });
  405. mTestSettingsButton = mDebugUI->CreateTextButton(main_menu, "Test Settings", [this](){
  406. UIElement *test_settings = mDebugUI->CreateMenu();
  407. mTest->CreateSettingsMenu(mDebugUI, test_settings);
  408. mDebugUI->ShowMenu(test_settings);
  409. });
  410. mDebugUI->CreateTextButton(main_menu, "Restart Test (R)", [this]() { StartTest(mTestClass); });
  411. mDebugUI->CreateTextButton(main_menu, "Run All Tests", [this]() { RunAllTests(); });
  412. mNextTestButton = mDebugUI->CreateTextButton(main_menu, "Next Test (N)", [this]() { NextTest(); });
  413. mNextTestButton->SetDisabled(true);
  414. mDebugUI->CreateTextButton(main_menu, "Take Snapshot", [this]() { TakeSnapshot(); });
  415. mDebugUI->CreateTextButton(main_menu, "Take And Reload Snapshot", [this]() { TakeAndReloadSnapshot(); });
  416. mDebugUI->CreateTextButton(main_menu, "Physics Settings", [this]() {
  417. UIElement *phys_settings = mDebugUI->CreateMenu();
  418. mDebugUI->CreateSlider(phys_settings, "Max Concurrent Jobs", float(mMaxConcurrentJobs), 1, float(thread::hardware_concurrency()), 1, [this](float inValue) { mMaxConcurrentJobs = (int)inValue; });
  419. 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)); });
  420. mDebugUI->CreateSlider(phys_settings, "Update Frequency (Hz)", mUpdateFrequency, 7.5f, 300.0f, 2.5f, [this](float inValue) { mUpdateFrequency = inValue; SetRenderFrequency(mUpdateFrequency); });
  421. mDebugUI->CreateSlider(phys_settings, "Num Collision Steps", float(mCollisionSteps), 1.0f, 4.0f, 1.0f, [this](float inValue) { mCollisionSteps = int(inValue); });
  422. mDebugUI->CreateSlider(phys_settings, "Num Velocity Steps", float(mPhysicsSettings.mNumVelocitySteps), 0, 30, 1, [this](float inValue) { mPhysicsSettings.mNumVelocitySteps = int(round(inValue)); mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  423. mDebugUI->CreateSlider(phys_settings, "Num Position Steps", float(mPhysicsSettings.mNumPositionSteps), 0, 30, 1, [this](float inValue) { mPhysicsSettings.mNumPositionSteps = int(round(inValue)); mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  424. mDebugUI->CreateSlider(phys_settings, "Baumgarte Stabilization Factor", mPhysicsSettings.mBaumgarte, 0.01f, 1.0f, 0.05f, [this](float inValue) { mPhysicsSettings.mBaumgarte = inValue; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  425. mDebugUI->CreateSlider(phys_settings, "Speculative Contact Distance (m)", mPhysicsSettings.mSpeculativeContactDistance, 0.0f, 0.1f, 0.005f, [this](float inValue) { mPhysicsSettings.mSpeculativeContactDistance = inValue; });
  426. mDebugUI->CreateSlider(phys_settings, "Penetration Slop (m)", mPhysicsSettings.mPenetrationSlop, 0.0f, 0.1f, 0.005f, [this](float inValue) { mPhysicsSettings.mPenetrationSlop = inValue; });
  427. mDebugUI->CreateSlider(phys_settings, "Linear Cast Threshold", mPhysicsSettings.mLinearCastThreshold, 0.0f, 1.0f, 0.05f, [this](float inValue) { mPhysicsSettings.mLinearCastThreshold = inValue; });
  428. 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); });
  429. 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); });
  430. 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); });
  431. #if defined(_DEBUG) && !defined(JPH_DISABLE_CUSTOM_ALLOCATOR) && !defined(JPH_COMPILER_MINGW)
  432. mDebugUI->CreateCheckBox(phys_settings, "Enable Checking Memory Hook", IsCustomMemoryHookEnabled(), [](UICheckBox::EState inState) { EnableCustomMemoryHook(inState == UICheckBox::STATE_CHECKED); });
  433. #endif
  434. mDebugUI->CreateCheckBox(phys_settings, "Deterministic Simulation", mPhysicsSettings.mDeterministicSimulation, [this](UICheckBox::EState inState) { mPhysicsSettings.mDeterministicSimulation = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  435. mDebugUI->CreateCheckBox(phys_settings, "Constraint Warm Starting", mPhysicsSettings.mConstraintWarmStart, [this](UICheckBox::EState inState) { mPhysicsSettings.mConstraintWarmStart = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  436. mDebugUI->CreateCheckBox(phys_settings, "Use Body Pair Contact Cache", mPhysicsSettings.mUseBodyPairContactCache, [this](UICheckBox::EState inState) { mPhysicsSettings.mUseBodyPairContactCache = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  437. mDebugUI->CreateCheckBox(phys_settings, "Contact Manifold Reduction", mPhysicsSettings.mUseManifoldReduction, [this](UICheckBox::EState inState) { mPhysicsSettings.mUseManifoldReduction = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  438. mDebugUI->CreateCheckBox(phys_settings, "Use Large Island Splitter", mPhysicsSettings.mUseLargeIslandSplitter, [this](UICheckBox::EState inState) { mPhysicsSettings.mUseLargeIslandSplitter = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  439. mDebugUI->CreateCheckBox(phys_settings, "Allow Sleeping", mPhysicsSettings.mAllowSleeping, [this](UICheckBox::EState inState) { mPhysicsSettings.mAllowSleeping = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  440. mDebugUI->CreateCheckBox(phys_settings, "Check Active Triangle Edges", mPhysicsSettings.mCheckActiveEdges, [this](UICheckBox::EState inState) { mPhysicsSettings.mCheckActiveEdges = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  441. mDebugUI->CreateCheckBox(phys_settings, "Record State For Playback", mRecordState, [this](UICheckBox::EState inState) { mRecordState = inState == UICheckBox::STATE_CHECKED; });
  442. mDebugUI->CreateCheckBox(phys_settings, "Check Determinism", mCheckDeterminism, [this](UICheckBox::EState inState) { mCheckDeterminism = inState == UICheckBox::STATE_CHECKED; });
  443. mDebugUI->CreateCheckBox(phys_settings, "Install Contact Listener", mInstallContactListener, [this](UICheckBox::EState inState) { mInstallContactListener = inState == UICheckBox::STATE_CHECKED; StartTest(mTestClass); });
  444. mDebugUI->ShowMenu(phys_settings);
  445. });
  446. #ifdef JPH_DEBUG_RENDERER
  447. mDebugUI->CreateTextButton(main_menu, "Drawing Options", [this]() {
  448. UIElement *drawing_options = mDebugUI->CreateMenu();
  449. mDebugUI->CreateCheckBox(drawing_options, "Draw Shapes (H)", mBodyDrawSettings.mDrawShape, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawShape = inState == UICheckBox::STATE_CHECKED; });
  450. mDebugUI->CreateCheckBox(drawing_options, "Draw Shapes Wireframe (Alt+W)", mBodyDrawSettings.mDrawShapeWireframe, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawShapeWireframe = inState == UICheckBox::STATE_CHECKED; });
  451. 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; });
  452. mDebugUI->CreateCheckBox(drawing_options, "Draw GetSupport + Cvx Radius (Shift+H)", mBodyDrawSettings.mDrawGetSupportFunction, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawGetSupportFunction = inState == UICheckBox::STATE_CHECKED; });
  453. mDebugUI->CreateCheckBox(drawing_options, "Draw Shapes Using GetTrianglesStart/Next (Alt+H)", mDrawGetTriangles, [this](UICheckBox::EState inState) { mDrawGetTriangles = inState == UICheckBox::STATE_CHECKED; });
  454. mDebugUI->CreateCheckBox(drawing_options, "Draw GetSupport Direction", mBodyDrawSettings.mDrawSupportDirection, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSupportDirection = inState == UICheckBox::STATE_CHECKED; mBodyDrawSettings.mDrawGetSupportFunction |= mBodyDrawSettings.mDrawSupportDirection; });
  455. mDebugUI->CreateCheckBox(drawing_options, "Draw GetSupportingFace (Shift+F)", mBodyDrawSettings.mDrawGetSupportingFace, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawGetSupportingFace = inState == UICheckBox::STATE_CHECKED; });
  456. mDebugUI->CreateCheckBox(drawing_options, "Draw Constraints (C)", mDrawConstraints, [this](UICheckBox::EState inState) { mDrawConstraints = inState == UICheckBox::STATE_CHECKED; });
  457. mDebugUI->CreateCheckBox(drawing_options, "Draw Constraint Limits (L)", mDrawConstraintLimits, [this](UICheckBox::EState inState) { mDrawConstraintLimits = inState == UICheckBox::STATE_CHECKED; });
  458. mDebugUI->CreateCheckBox(drawing_options, "Draw Constraint Reference Frame", mDrawConstraintReferenceFrame, [this](UICheckBox::EState inState) { mDrawConstraintReferenceFrame = inState == UICheckBox::STATE_CHECKED; });
  459. mDebugUI->CreateCheckBox(drawing_options, "Draw Contact Point (1)", ContactConstraintManager::sDrawContactPoint, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawContactPoint = inState == UICheckBox::STATE_CHECKED; });
  460. mDebugUI->CreateCheckBox(drawing_options, "Draw Supporting Faces (2)", ContactConstraintManager::sDrawSupportingFaces, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawSupportingFaces = inState == UICheckBox::STATE_CHECKED; });
  461. mDebugUI->CreateCheckBox(drawing_options, "Draw Contact Point Reduction (3)", ContactConstraintManager::sDrawContactPointReduction, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawContactPointReduction = inState == UICheckBox::STATE_CHECKED; });
  462. mDebugUI->CreateCheckBox(drawing_options, "Draw Contact Manifolds (M)", ContactConstraintManager::sDrawContactManifolds, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawContactManifolds = inState == UICheckBox::STATE_CHECKED; });
  463. mDebugUI->CreateCheckBox(drawing_options, "Draw Motion Quality Linear Cast", PhysicsSystem::sDrawMotionQualityLinearCast, [](UICheckBox::EState inState) { PhysicsSystem::sDrawMotionQualityLinearCast = inState == UICheckBox::STATE_CHECKED; });
  464. mDebugUI->CreateCheckBox(drawing_options, "Draw Bounding Boxes", mBodyDrawSettings.mDrawBoundingBox, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawBoundingBox = inState == UICheckBox::STATE_CHECKED; });
  465. mDebugUI->CreateCheckBox(drawing_options, "Draw Physics System Bounds", mDrawPhysicsSystemBounds, [this](UICheckBox::EState inState) { mDrawPhysicsSystemBounds = inState == UICheckBox::STATE_CHECKED; });
  466. mDebugUI->CreateCheckBox(drawing_options, "Draw Center of Mass Transforms", mBodyDrawSettings.mDrawCenterOfMassTransform, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawCenterOfMassTransform = inState == UICheckBox::STATE_CHECKED; });
  467. mDebugUI->CreateCheckBox(drawing_options, "Draw World Transforms", mBodyDrawSettings.mDrawWorldTransform, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawWorldTransform = inState == UICheckBox::STATE_CHECKED; });
  468. mDebugUI->CreateCheckBox(drawing_options, "Draw Velocity", mBodyDrawSettings.mDrawVelocity, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawVelocity = inState == UICheckBox::STATE_CHECKED; });
  469. mDebugUI->CreateCheckBox(drawing_options, "Draw Sleep Stats", mBodyDrawSettings.mDrawSleepStats, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSleepStats = inState == UICheckBox::STATE_CHECKED; });
  470. mDebugUI->CreateCheckBox(drawing_options, "Draw Mass and Inertia (I)", mBodyDrawSettings.mDrawMassAndInertia, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawMassAndInertia = inState == UICheckBox::STATE_CHECKED; });
  471. mDebugUI->CreateCheckBox(drawing_options, "Draw Joints", mPoseDrawSettings.mDrawJoints, [this](UICheckBox::EState inState) { mPoseDrawSettings.mDrawJoints = inState == UICheckBox::STATE_CHECKED; });
  472. mDebugUI->CreateCheckBox(drawing_options, "Draw Joint Orientations", mPoseDrawSettings.mDrawJointOrientations, [this](UICheckBox::EState inState) { mPoseDrawSettings.mDrawJointOrientations = inState == UICheckBox::STATE_CHECKED; });
  473. mDebugUI->CreateCheckBox(drawing_options, "Draw Joint Names", mPoseDrawSettings.mDrawJointNames, [this](UICheckBox::EState inState) { mPoseDrawSettings.mDrawJointNames = inState == UICheckBox::STATE_CHECKED; });
  474. mDebugUI->CreateCheckBox(drawing_options, "Draw Convex Hull Shape Face Outlines", ConvexHullShape::sDrawFaceOutlines, [](UICheckBox::EState inState) { ConvexHullShape::sDrawFaceOutlines = inState == UICheckBox::STATE_CHECKED; });
  475. mDebugUI->CreateCheckBox(drawing_options, "Draw Mesh Shape Triangle Groups", MeshShape::sDrawTriangleGroups, [](UICheckBox::EState inState) { MeshShape::sDrawTriangleGroups = inState == UICheckBox::STATE_CHECKED; });
  476. mDebugUI->CreateCheckBox(drawing_options, "Draw Mesh Shape Triangle Outlines", MeshShape::sDrawTriangleOutlines, [](UICheckBox::EState inState) { MeshShape::sDrawTriangleOutlines = inState == UICheckBox::STATE_CHECKED; });
  477. mDebugUI->CreateCheckBox(drawing_options, "Draw Height Field Shape Triangle Outlines", HeightFieldShape::sDrawTriangleOutlines, [](UICheckBox::EState inState) { HeightFieldShape::sDrawTriangleOutlines = inState == UICheckBox::STATE_CHECKED; });
  478. mDebugUI->CreateCheckBox(drawing_options, "Draw Submerged Volumes", Shape::sDrawSubmergedVolumes, [](UICheckBox::EState inState) { Shape::sDrawSubmergedVolumes = inState == UICheckBox::STATE_CHECKED; });
  479. mDebugUI->CreateCheckBox(drawing_options, "Draw Character Virtual Constraints", CharacterVirtual::sDrawConstraints, [](UICheckBox::EState inState) { CharacterVirtual::sDrawConstraints = inState == UICheckBox::STATE_CHECKED; });
  480. mDebugUI->CreateCheckBox(drawing_options, "Draw Character Virtual Walk Stairs", CharacterVirtual::sDrawWalkStairs, [](UICheckBox::EState inState) { CharacterVirtual::sDrawWalkStairs = inState == UICheckBox::STATE_CHECKED; });
  481. mDebugUI->CreateCheckBox(drawing_options, "Draw Character Virtual Stick To Floor", CharacterVirtual::sDrawStickToFloor, [](UICheckBox::EState inState) { CharacterVirtual::sDrawStickToFloor = inState == UICheckBox::STATE_CHECKED; });
  482. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body Vertices", mBodyDrawSettings.mDrawSoftBodyVertices, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodyVertices = inState == UICheckBox::STATE_CHECKED; });
  483. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body Edge Constraints", mBodyDrawSettings.mDrawSoftBodyEdgeConstraints, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodyEdgeConstraints = inState == UICheckBox::STATE_CHECKED; });
  484. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body Volume Constraints", mBodyDrawSettings.mDrawSoftBodyVolumeConstraints, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodyVolumeConstraints = inState == UICheckBox::STATE_CHECKED; });
  485. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body Predicted Bounds", mBodyDrawSettings.mDrawSoftBodyPredictedBounds, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodyPredictedBounds = inState == UICheckBox::STATE_CHECKED; });
  486. mDebugUI->ShowMenu(drawing_options);
  487. });
  488. #endif // JPH_DEBUG_RENDERER
  489. mDebugUI->CreateTextButton(main_menu, "Mouse Probe", [this]() {
  490. UIElement *probe_options = mDebugUI->CreateMenu();
  491. 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; });
  492. 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; });
  493. mDebugUI->CreateCheckBox(probe_options, "Scale Shape", mScaleShape, [this](UICheckBox::EState inState) { mScaleShape = inState == UICheckBox::STATE_CHECKED; });
  494. mDebugUI->CreateSlider(probe_options, "Scale X", mShapeScale.GetX(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShapeScale.SetX(inValue); });
  495. mDebugUI->CreateSlider(probe_options, "Scale Y", mShapeScale.GetY(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShapeScale.SetY(inValue); });
  496. mDebugUI->CreateSlider(probe_options, "Scale Z", mShapeScale.GetZ(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShapeScale.SetZ(inValue); });
  497. mDebugUI->CreateComboBox(probe_options, "Back Face Cull", { "On", "Off" }, (int)mBackFaceMode, [this](int inItem) { mBackFaceMode = (EBackFaceMode)inItem; });
  498. mDebugUI->CreateComboBox(probe_options, "Active Edge Mode", { "Only Active", "All" }, (int)mActiveEdgeMode, [this](int inItem) { mActiveEdgeMode = (EActiveEdgeMode)inItem; });
  499. mDebugUI->CreateComboBox(probe_options, "Collect Faces Mode", { "Collect Faces", "No Faces" }, (int)mCollectFacesMode, [this](int inItem) { mCollectFacesMode = (ECollectFacesMode)inItem; });
  500. mDebugUI->CreateSlider(probe_options, "Max Separation Distance", mMaxSeparationDistance, 0.0f, 5.0f, 0.1f, [this](float inValue) { mMaxSeparationDistance = inValue; });
  501. mDebugUI->CreateCheckBox(probe_options, "Treat Convex As Solid", mTreatConvexAsSolid, [this](UICheckBox::EState inState) { mTreatConvexAsSolid = inState == UICheckBox::STATE_CHECKED; });
  502. mDebugUI->CreateCheckBox(probe_options, "Return Deepest Point", mReturnDeepestPoint, [this](UICheckBox::EState inState) { mReturnDeepestPoint = inState == UICheckBox::STATE_CHECKED; });
  503. mDebugUI->CreateCheckBox(probe_options, "Shrunken Shape + Convex Radius", mUseShrunkenShapeAndConvexRadius, [this](UICheckBox::EState inState) { mUseShrunkenShapeAndConvexRadius = inState == UICheckBox::STATE_CHECKED; });
  504. mDebugUI->CreateCheckBox(probe_options, "Draw Supporting Face", mDrawSupportingFace, [this](UICheckBox::EState inState) { mDrawSupportingFace = inState == UICheckBox::STATE_CHECKED; });
  505. mDebugUI->CreateSlider(probe_options, "Max Hits", float(mMaxHits), 0, 10, 1, [this](float inValue) { mMaxHits = (int)inValue; });
  506. mDebugUI->ShowMenu(probe_options);
  507. });
  508. mDebugUI->CreateTextButton(main_menu, "Shoot Object", [this]() {
  509. UIElement *shoot_options = mDebugUI->CreateMenu();
  510. mDebugUI->CreateTextButton(shoot_options, "Shoot Object (B)", [this]() { ShootObject(); });
  511. mDebugUI->CreateSlider(shoot_options, "Initial Velocity", mShootObjectVelocity, 0.0f, 500.0f, 10.0f, [this](float inValue) { mShootObjectVelocity = inValue; });
  512. mDebugUI->CreateComboBox(shoot_options, "Shape", { "Sphere", "ConvexHull", "Thin Bar", "Soft Body Cube" }, (int)mShootObjectShape, [this](int inItem) { mShootObjectShape = (EShootObjectShape)inItem; });
  513. mDebugUI->CreateComboBox(shoot_options, "Motion Quality", { "Discrete", "LinearCast" }, (int)mShootObjectMotionQuality, [this](int inItem) { mShootObjectMotionQuality = (EMotionQuality)inItem; });
  514. mDebugUI->CreateSlider(shoot_options, "Friction", mShootObjectFriction, 0.0f, 1.0f, 0.05f, [this](float inValue) { mShootObjectFriction = inValue; });
  515. mDebugUI->CreateSlider(shoot_options, "Restitution", mShootObjectRestitution, 0.0f, 1.0f, 0.05f, [this](float inValue) { mShootObjectRestitution = inValue; });
  516. mDebugUI->CreateCheckBox(shoot_options, "Scale Shape", mShootObjectScaleShape, [this](UICheckBox::EState inState) { mShootObjectScaleShape = inState == UICheckBox::STATE_CHECKED; });
  517. mDebugUI->CreateSlider(shoot_options, "Scale X", mShootObjectShapeScale.GetX(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShootObjectShapeScale.SetX(inValue); });
  518. mDebugUI->CreateSlider(shoot_options, "Scale Y", mShootObjectShapeScale.GetY(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShootObjectShapeScale.SetY(inValue); });
  519. mDebugUI->CreateSlider(shoot_options, "Scale Z", mShootObjectShapeScale.GetZ(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShootObjectShapeScale.SetZ(inValue); });
  520. mDebugUI->ShowMenu(shoot_options);
  521. });
  522. mDebugUI->CreateTextButton(main_menu, "Help", [this](){
  523. UIElement *help = mDebugUI->CreateMenu();
  524. mDebugUI->CreateStaticText(help,
  525. "ESC: Back to previous menu.\n"
  526. "WASD + Mouse: Fly around. Hold Shift to speed up, Ctrl to slow down.\n"
  527. "Space: Hold to pick up and drag a physics object under the crosshair.\n"
  528. "P: Pause / unpause simulation.\n"
  529. "O: Single step the simulation.\n"
  530. ",: Step back (only when Physics Settings / Record State for Playback is on).\n"
  531. ".: Step forward (only when Physics Settings / Record State for Playback is on).\n"
  532. "Shift + ,: Play reverse (only when Physics Settings / Record State for Playback is on).\n"
  533. "Shift + .: Replay forward (only when Physics Settings / Record State for Playback is on).\n"
  534. "T: Dump frame timing information to profile_*.html (when JPH_PROFILE_ENABLED defined)."
  535. );
  536. mDebugUI->ShowMenu(help);
  537. });
  538. mDebugUI->ShowMenu(main_menu);
  539. }
  540. // Get test name from commandline
  541. String cmd_line = ToLower(GetCommandLineA());
  542. Array<String> args;
  543. StringToVector(cmd_line, args, " ");
  544. if (args.size() == 2)
  545. {
  546. String cmd = args[1];
  547. if (cmd == "alltests")
  548. {
  549. // Run all tests
  550. mCheckDeterminism = true;
  551. mExitAfterRunningTests = true;
  552. RunAllTests();
  553. }
  554. else
  555. {
  556. // Search for the test
  557. const RTTI *test = JPH_RTTI(LoadRigTest);
  558. for (TestCategory &c : sAllCategories)
  559. for (uint i = 0; i < c.mNumTests; ++i)
  560. {
  561. TestNameAndRTTI &t = c.mTests[i];
  562. String test_name = ToLower(t.mRTTI->GetName());
  563. if (test_name == cmd)
  564. {
  565. test = t.mRTTI;
  566. break;
  567. }
  568. }
  569. // Construct test
  570. StartTest(test);
  571. }
  572. }
  573. else
  574. {
  575. // Otherwise start default test
  576. StartTest(JPH_RTTI(LoadRigTest));
  577. }
  578. }
  579. SamplesApp::~SamplesApp()
  580. {
  581. // Clean up
  582. delete mTest;
  583. delete mContactListener;
  584. delete mPhysicsSystem;
  585. delete mJobSystemValidating;
  586. delete mJobSystem;
  587. delete mTempAllocator;
  588. }
  589. void SamplesApp::StartTest(const RTTI *inRTTI)
  590. {
  591. // Pop active menus, we might be in the settings menu for the test which will be dangling after restarting the test
  592. mDebugUI->BackToMain();
  593. // Store old gravity
  594. Vec3 old_gravity = mPhysicsSystem != nullptr? mPhysicsSystem->GetGravity() : Vec3(0, -9.81f, 0);
  595. // Discard old test
  596. delete mTest;
  597. delete mContactListener;
  598. delete mPhysicsSystem;
  599. // Create physics system
  600. mPhysicsSystem = new PhysicsSystem();
  601. mPhysicsSystem->Init(cNumBodies, cNumBodyMutexes, cMaxBodyPairs, cMaxContactConstraints, mBroadPhaseLayerInterface, mObjectVsBroadPhaseLayerFilter, mObjectVsObjectLayerFilter);
  602. mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings);
  603. // Restore gravity
  604. mPhysicsSystem->SetGravity(old_gravity);
  605. // Reset dragging
  606. mDragAnchor = nullptr;
  607. mDragBody = BodyID();
  608. mDragConstraint = nullptr;
  609. mDragVertexIndex = ~uint(0);
  610. mDragVertexPreviousInvMass = 0.0f;
  611. mDragFraction = 0.0f;
  612. // Reset playback state
  613. mPlaybackFrames.clear();
  614. mPlaybackMode = EPlaybackMode::Play;
  615. mCurrentPlaybackFrame = -1;
  616. // Set new test
  617. mTestClass = inRTTI;
  618. mTest = static_cast<Test *>(inRTTI->CreateObject());
  619. mTest->SetPhysicsSystem(mPhysicsSystem);
  620. mTest->SetJobSystem(mJobSystem);
  621. mTest->SetDebugRenderer(mDebugRenderer);
  622. mTest->SetTempAllocator(mTempAllocator);
  623. if (mInstallContactListener)
  624. {
  625. mContactListener = new ContactListenerImpl;
  626. mContactListener->SetNextListener(mTest->GetContactListener());
  627. mPhysicsSystem->SetContactListener(mContactListener);
  628. }
  629. else
  630. {
  631. mContactListener = nullptr;
  632. mPhysicsSystem->SetContactListener(mTest->GetContactListener());
  633. }
  634. mTest->Initialize();
  635. // Optimize the broadphase to make the first update fast
  636. mPhysicsSystem->OptimizeBroadPhase();
  637. // Make the world render relative to offset specified by test
  638. mRenderer->SetBaseOffset(mTest->GetDrawOffset());
  639. // Reset the camera to the original position
  640. ResetCamera();
  641. // Start paused
  642. Pause(true);
  643. SingleStep();
  644. // Check if test has settings menu
  645. mTestSettingsButton->SetDisabled(!mTest->HasSettingsMenu());
  646. }
  647. void SamplesApp::RunAllTests()
  648. {
  649. mTestsToRun.clear();
  650. for (const TestCategory &c : sAllCategories)
  651. for (uint i = 0; i < c.mNumTests; ++i)
  652. {
  653. TestNameAndRTTI &t = c.mTests[i];
  654. mTestsToRun.push_back(t.mRTTI);
  655. }
  656. NextTest();
  657. }
  658. bool SamplesApp::NextTest()
  659. {
  660. if (mTestsToRun.empty())
  661. {
  662. if (mExitAfterRunningTests)
  663. return false; // Exit the application now
  664. else
  665. MessageBoxA(nullptr, "Test run complete!", "Complete", MB_OK);
  666. }
  667. else
  668. {
  669. // Start the timer for 10 seconds
  670. mTestTimeLeft = 10.0f;
  671. // Take next test
  672. const RTTI *rtti = mTestsToRun.front();
  673. mTestsToRun.erase(mTestsToRun.begin());
  674. // Start it
  675. StartTest(rtti);
  676. // Unpause
  677. Pause(false);
  678. }
  679. mNextTestButton->SetDisabled(mTestsToRun.empty());
  680. return true;
  681. }
  682. bool SamplesApp::CheckNextTest()
  683. {
  684. if (mTestTimeLeft >= 0.0f)
  685. {
  686. // Update status string
  687. if (!mStatusString.empty())
  688. mStatusString += "\n";
  689. mStatusString += StringFormat("%s: Next test in %.1fs", mTestClass->GetName(), (double)mTestTimeLeft);
  690. // Use physics time
  691. mTestTimeLeft -= 1.0f / mUpdateFrequency;
  692. // If time's up then go to the next test
  693. if (mTestTimeLeft < 0.0f)
  694. return NextTest();
  695. }
  696. return true;
  697. }
  698. void SamplesApp::TakeSnapshot()
  699. {
  700. // Convert physics system to scene
  701. Ref<PhysicsScene> scene = new PhysicsScene();
  702. scene->FromPhysicsSystem(mPhysicsSystem);
  703. // Save scene
  704. ofstream stream("snapshot.bin", ofstream::out | ofstream::trunc | ofstream::binary);
  705. StreamOutWrapper wrapper(stream);
  706. if (stream.is_open())
  707. scene->SaveBinaryState(wrapper, true, true);
  708. }
  709. void SamplesApp::TakeAndReloadSnapshot()
  710. {
  711. TakeSnapshot();
  712. StartTest(JPH_RTTI(LoadSnapshotTest));
  713. }
  714. RefConst<Shape> SamplesApp::CreateProbeShape()
  715. {
  716. // Get the scale
  717. Vec3 scale = mScaleShape? mShapeScale : Vec3::sReplicate(1.0f);
  718. // Make it minimally -0.1 or 0.1 depending on the sign
  719. Vec3 clamped_value = Vec3::sSelect(Vec3::sReplicate(-0.1f), Vec3::sReplicate(0.1f), Vec3::sGreaterOrEqual(scale, Vec3::sZero()));
  720. scale = Vec3::sSelect(scale, clamped_value, Vec3::sLess(scale.Abs(), Vec3::sReplicate(0.1f)));
  721. RefConst<Shape> shape;
  722. switch (mProbeShape)
  723. {
  724. case EProbeShape::Sphere:
  725. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  726. shape = new SphereShape(0.2f);
  727. break;
  728. case EProbeShape::Box:
  729. shape = new BoxShape(Vec3(0.1f, 0.2f, 0.3f));
  730. break;
  731. case EProbeShape::ConvexHull:
  732. {
  733. // Create tetrahedron
  734. Array<Vec3> tetrahedron;
  735. tetrahedron.push_back(Vec3::sZero());
  736. tetrahedron.push_back(Vec3(0.2f, 0, 0.4f));
  737. tetrahedron.push_back(Vec3(0.4f, 0, 0));
  738. tetrahedron.push_back(Vec3(0.2f, -0.2f, 1.0f));
  739. shape = ConvexHullShapeSettings(tetrahedron, 0.01f).Create().Get();
  740. }
  741. break;
  742. case EProbeShape::Capsule:
  743. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  744. shape = new CapsuleShape(0.2f, 0.1f);
  745. break;
  746. case EProbeShape::TaperedCapsule:
  747. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  748. shape = TaperedCapsuleShapeSettings(0.2f, 0.1f, 0.2f).Create().Get();
  749. break;
  750. case EProbeShape::Cylinder:
  751. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_Y, SWIZZLE_X>(); // Scale X must be same as Z
  752. shape = new CylinderShape(0.2f, 0.1f);
  753. break;
  754. case EProbeShape::Triangle:
  755. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  756. shape = new TriangleShape(Vec3(0.1f, 0.9f, 0.3f), Vec3(-0.9f, -0.5f, 0.2f), Vec3(0.7f, -0.3f, -0.1f));
  757. break;
  758. case EProbeShape::RotatedTranslated:
  759. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_Y, SWIZZLE_X>(); // Can freely scale around y but x and z must be the same
  760. 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)));
  761. break;
  762. case EProbeShape::StaticCompound:
  763. {
  764. Array<Vec3> tetrahedron;
  765. tetrahedron.push_back(Vec3::sZero());
  766. tetrahedron.push_back(Vec3(-0.2f, 0, 0.4f));
  767. tetrahedron.push_back(Vec3(0, 0.2f, 0));
  768. tetrahedron.push_back(Vec3(0.2f, 0, 0.4f));
  769. RefConst<Shape> convex = ConvexHullShapeSettings(tetrahedron, 0.01f).Create().Get();
  770. StaticCompoundShapeSettings compound_settings;
  771. compound_settings.AddShape(Vec3(-0.5f, 0, 0), Quat::sIdentity(), convex);
  772. compound_settings.AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), convex);
  773. shape = compound_settings.Create().Get();
  774. }
  775. break;
  776. case EProbeShape::StaticCompound2:
  777. {
  778. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  779. Ref<StaticCompoundShapeSettings> compound = new StaticCompoundShapeSettings();
  780. compound->AddShape(Vec3(0, 0.5f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new BoxShape(Vec3(0.5f, 0.15f, 0.1f)));
  781. compound->AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new CylinderShape(0.5f, 0.1f));
  782. compound->AddShape(Vec3(0, 0, 0.5f), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), new TaperedCapsuleShapeSettings(0.5f, 0.15f, 0.1f));
  783. StaticCompoundShapeSettings compound2;
  784. compound2.AddShape(Vec3(0, 0, 0), Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), compound);
  785. compound2.AddShape(Vec3(0, -0.4f, 0), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), -0.75f * JPH_PI), compound);
  786. shape = compound2.Create().Get();
  787. }
  788. break;
  789. case EProbeShape::MutableCompound:
  790. {
  791. Array<Vec3> tetrahedron;
  792. tetrahedron.push_back(Vec3::sZero());
  793. tetrahedron.push_back(Vec3(-0.2f, 0, 0.4f));
  794. tetrahedron.push_back(Vec3(0, 0.2f, 0));
  795. tetrahedron.push_back(Vec3(0.2f, 0, 0.4f));
  796. RefConst<Shape> convex = ConvexHullShapeSettings(tetrahedron, 0.01f).Create().Get();
  797. MutableCompoundShapeSettings compound_settings;
  798. compound_settings.AddShape(Vec3(-0.5f, 0, 0), Quat::sIdentity(), convex);
  799. compound_settings.AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), convex);
  800. shape = compound_settings.Create().Get();
  801. }
  802. break;
  803. case EProbeShape::Mesh:
  804. shape = ShapeCreator::CreateTorusMesh(2.0f, 0.25f);
  805. break;
  806. }
  807. JPH_ASSERT(shape != nullptr);
  808. // Scale the shape
  809. if (scale != Vec3::sReplicate(1.0f))
  810. shape = new ScaledShape(shape, scale);
  811. return shape;
  812. }
  813. RefConst<Shape> SamplesApp::CreateShootObjectShape()
  814. {
  815. // Get the scale
  816. Vec3 scale = mShootObjectScaleShape? mShootObjectShapeScale : Vec3::sReplicate(1.0f);
  817. // Make it minimally -0.1 or 0.1 depending on the sign
  818. Vec3 clamped_value = Vec3::sSelect(Vec3::sReplicate(-0.1f), Vec3::sReplicate(0.1f), Vec3::sGreaterOrEqual(scale, Vec3::sZero()));
  819. scale = Vec3::sSelect(scale, clamped_value, Vec3::sLess(scale.Abs(), Vec3::sReplicate(0.1f)));
  820. RefConst<Shape> shape;
  821. switch (mShootObjectShape)
  822. {
  823. case EShootObjectShape::Sphere:
  824. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  825. shape = new SphereShape(GetWorldScale());
  826. break;
  827. case EShootObjectShape::ConvexHull:
  828. {
  829. Array<Vec3> vertices = {
  830. Vec3(-0.044661f, 0.001230f, 0.003877f),
  831. Vec3(-0.024743f, -0.042562f, 0.003877f),
  832. Vec3(-0.012336f, -0.021073f, 0.048484f),
  833. Vec3(0.016066f, 0.028121f, -0.049904f),
  834. Vec3(-0.023734f, 0.043275f, -0.024153f),
  835. Vec3(0.020812f, 0.036341f, -0.019530f),
  836. Vec3(0.012495f, 0.021936f, 0.045288f),
  837. Vec3(0.026750f, 0.001230f, 0.049273f),
  838. Vec3(0.045495f, 0.001230f, -0.022077f),
  839. Vec3(0.022193f, -0.036274f, -0.021126f),
  840. Vec3(0.022781f, -0.037291f, 0.029558f),
  841. Vec3(0.014691f, -0.023280f, 0.052897f),
  842. Vec3(-0.012187f, -0.020815f, -0.040214f),
  843. Vec3(0.000541f, 0.001230f, -0.056224f),
  844. Vec3(-0.039882f, 0.001230f, -0.019461f),
  845. Vec3(0.000541f, 0.001230f, 0.056022f),
  846. Vec3(-0.020614f, -0.035411f, -0.020551f),
  847. Vec3(-0.019485f, 0.035916f, 0.027001f),
  848. Vec3(-0.023968f, 0.043680f, 0.003877f),
  849. Vec3(-0.020051f, 0.001230f, 0.039543f),
  850. Vec3(0.026213f, 0.001230f, -0.040589f),
  851. Vec3(-0.010797f, 0.020868f, 0.043152f),
  852. Vec3(-0.012378f, 0.023607f, -0.040876f)
  853. };
  854. // This shape was created at 0.2 world scale, rescale it to the current world scale
  855. float vert_scale = GetWorldScale() / 0.2f;
  856. for (Vec3 &v : vertices)
  857. v *= vert_scale;
  858. shape = ConvexHullShapeSettings(vertices).Create().Get();
  859. }
  860. break;
  861. case EShootObjectShape::ThinBar:
  862. shape = BoxShapeSettings(Vec3(0.05f, 0.8f, 0.03f), 0.015f).Create().Get();
  863. break;
  864. case EShootObjectShape::SoftBodyCube:
  865. JPH_ASSERT(false);
  866. break;
  867. }
  868. // Scale shape if needed
  869. if (scale != Vec3::sReplicate(1.0f))
  870. shape = new ScaledShape(shape, scale);
  871. return shape;
  872. }
  873. void SamplesApp::ShootObject()
  874. {
  875. if (mShootObjectShape != EShootObjectShape::SoftBodyCube)
  876. {
  877. // Configure body
  878. BodyCreationSettings creation_settings(CreateShootObjectShape(), GetCamera().mPos, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  879. creation_settings.mMotionQuality = mShootObjectMotionQuality;
  880. creation_settings.mFriction = mShootObjectFriction;
  881. creation_settings.mRestitution = mShootObjectRestitution;
  882. creation_settings.mLinearVelocity = mShootObjectVelocity * GetCamera().mForward;
  883. // Create body
  884. mPhysicsSystem->GetBodyInterface().CreateAndAddBody(creation_settings, EActivation::Activate);
  885. }
  886. else
  887. {
  888. Ref<SoftBodySharedSettings> shared_settings = SoftBodyCreator::CreateCube(5, 0.5f * GetWorldScale());
  889. for (SoftBodySharedSettings::Vertex &v : shared_settings->mVertices)
  890. {
  891. v.mInvMass = 0.025f;
  892. (mShootObjectVelocity * GetCamera().mForward).StoreFloat3(&v.mVelocity);
  893. }
  894. // Confgure soft body
  895. SoftBodyCreationSettings creation_settings(shared_settings, GetCamera().mPos, Quat::sIdentity(), Layers::MOVING);
  896. creation_settings.mFriction = mShootObjectFriction;
  897. creation_settings.mRestitution = mShootObjectRestitution;
  898. // Create body
  899. mPhysicsSystem->GetBodyInterface().CreateAndAddSoftBody(creation_settings, EActivation::Activate);
  900. }
  901. }
  902. bool SamplesApp::CastProbe(float inProbeLength, float &outFraction, RVec3 &outPosition, BodyID &outID)
  903. {
  904. // Determine start and direction of the probe
  905. const CameraState &camera = GetCamera();
  906. RVec3 start = camera.mPos;
  907. Vec3 direction = inProbeLength * camera.mForward;
  908. // Define a base offset that is halfway the probe to test getting the collision results relative to some offset.
  909. // Note that this is not necessarily the best choice for a base offset, but we want something that's not zero
  910. // and not the start of the collision test either to ensure that we'll see errors in the algorithm.
  911. RVec3 base_offset = start + 0.5f * direction;
  912. // Clear output
  913. outPosition = start + direction;
  914. outFraction = 1.0f;
  915. outID = BodyID();
  916. bool had_hit = false;
  917. switch (mProbeMode)
  918. {
  919. case EProbeMode::Pick:
  920. {
  921. // Create ray
  922. RRayCast ray { start, direction };
  923. // Cast ray
  924. RayCastResult hit;
  925. had_hit = mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, hit, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::MOVING), SpecifiedObjectLayerFilter(Layers::MOVING));
  926. // Fill in results
  927. outPosition = ray.GetPointOnRay(hit.mFraction);
  928. outFraction = hit.mFraction;
  929. outID = hit.mBodyID;
  930. if (had_hit)
  931. mDebugRenderer->DrawMarker(outPosition, Color::sYellow, 0.1f);
  932. else
  933. mDebugRenderer->DrawMarker(camera.mPos + 0.1f * camera.mForward, Color::sRed, 0.001f);
  934. }
  935. break;
  936. case EProbeMode::Ray:
  937. {
  938. // Create ray
  939. RRayCast ray { start, direction };
  940. // Cast ray
  941. RayCastResult hit;
  942. had_hit = mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, hit);
  943. // Fill in results
  944. outPosition = ray.GetPointOnRay(hit.mFraction);
  945. outFraction = hit.mFraction;
  946. outID = hit.mBodyID;
  947. // Draw results
  948. if (had_hit)
  949. {
  950. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  951. if (lock.Succeeded())
  952. {
  953. const Body &hit_body = lock.GetBody();
  954. // Draw hit
  955. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  956. mDebugRenderer->DrawLine(start, outPosition, color);
  957. mDebugRenderer->DrawLine(outPosition, start + direction, Color::sRed);
  958. // Draw material
  959. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  960. mDebugRenderer->DrawText3D(outPosition, material2->GetDebugName());
  961. // Draw normal
  962. Vec3 normal = hit_body.GetWorldSpaceSurfaceNormal(hit.mSubShapeID2, outPosition);
  963. mDebugRenderer->DrawArrow(outPosition, outPosition + normal, color, 0.01f);
  964. // Draw perpendicular axis to indicate hit position
  965. Vec3 perp1 = normal.GetNormalizedPerpendicular();
  966. Vec3 perp2 = normal.Cross(perp1);
  967. mDebugRenderer->DrawLine(outPosition - 0.1f * perp1, outPosition + 0.1f * perp1, color);
  968. mDebugRenderer->DrawLine(outPosition - 0.1f * perp2, outPosition + 0.1f * perp2, color);
  969. // Get and draw the result of GetSupportingFace
  970. if (mDrawSupportingFace)
  971. {
  972. Shape::SupportingFace face;
  973. hit_body.GetTransformedShape().GetSupportingFace(hit.mSubShapeID2, -normal, base_offset, face);
  974. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), face, Color::sWhite, 0.01f);
  975. }
  976. }
  977. }
  978. else
  979. {
  980. mDebugRenderer->DrawMarker(outPosition, Color::sRed, 0.1f);
  981. }
  982. }
  983. break;
  984. case EProbeMode::RayCollector:
  985. {
  986. // Create ray
  987. RRayCast ray { start, direction };
  988. // Create settings
  989. RayCastSettings settings;
  990. settings.mBackFaceMode = mBackFaceMode;
  991. settings.mTreatConvexAsSolid = mTreatConvexAsSolid;
  992. // Cast ray
  993. Array<RayCastResult> hits;
  994. if (mMaxHits == 0)
  995. {
  996. AnyHitCollisionCollector<CastRayCollector> collector;
  997. mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, settings, collector);
  998. if (collector.HadHit())
  999. hits.push_back(collector.mHit);
  1000. }
  1001. else if (mMaxHits == 1)
  1002. {
  1003. ClosestHitCollisionCollector<CastRayCollector> collector;
  1004. mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, settings, collector);
  1005. if (collector.HadHit())
  1006. hits.push_back(collector.mHit);
  1007. }
  1008. else
  1009. {
  1010. AllHitCollisionCollector<CastRayCollector> collector;
  1011. mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, settings, collector);
  1012. collector.Sort();
  1013. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  1014. if ((int)hits.size() > mMaxHits)
  1015. hits.resize(mMaxHits);
  1016. }
  1017. had_hit = !hits.empty();
  1018. if (had_hit)
  1019. {
  1020. // Fill in results
  1021. RayCastResult &first_hit = hits.front();
  1022. outPosition = ray.GetPointOnRay(first_hit.mFraction);
  1023. outFraction = first_hit.mFraction;
  1024. outID = first_hit.mBodyID;
  1025. // Draw results
  1026. RVec3 prev_position = start;
  1027. bool c = false;
  1028. for (const RayCastResult &hit : hits)
  1029. {
  1030. // Draw line
  1031. RVec3 position = ray.GetPointOnRay(hit.mFraction);
  1032. mDebugRenderer->DrawLine(prev_position, position, c? Color::sGrey : Color::sWhite);
  1033. c = !c;
  1034. prev_position = position;
  1035. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  1036. if (lock.Succeeded())
  1037. {
  1038. const Body &hit_body = lock.GetBody();
  1039. // Draw material
  1040. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  1041. mDebugRenderer->DrawText3D(position, material2->GetDebugName());
  1042. // Draw normal
  1043. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1044. Vec3 normal = hit_body.GetWorldSpaceSurfaceNormal(hit.mSubShapeID2, position);
  1045. mDebugRenderer->DrawArrow(position, position + normal, color, 0.01f);
  1046. // Draw perpendicular axis to indicate hit position
  1047. Vec3 perp1 = normal.GetNormalizedPerpendicular();
  1048. Vec3 perp2 = normal.Cross(perp1);
  1049. mDebugRenderer->DrawLine(position - 0.1f * perp1, position + 0.1f * perp1, color);
  1050. mDebugRenderer->DrawLine(position - 0.1f * perp2, position + 0.1f * perp2, color);
  1051. // Get and draw the result of GetSupportingFace
  1052. if (mDrawSupportingFace)
  1053. {
  1054. Shape::SupportingFace face;
  1055. hit_body.GetTransformedShape().GetSupportingFace(hit.mSubShapeID2, -normal, base_offset, face);
  1056. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), face, Color::sWhite, 0.01f);
  1057. }
  1058. }
  1059. }
  1060. // Draw remainder of line
  1061. mDebugRenderer->DrawLine(ray.GetPointOnRay(hits.back().mFraction), start + direction, Color::sRed);
  1062. }
  1063. else
  1064. {
  1065. // Draw 'miss'
  1066. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1067. mDebugRenderer->DrawMarker(start + direction, Color::sRed, 0.1f);
  1068. }
  1069. }
  1070. break;
  1071. case EProbeMode::CollidePoint:
  1072. {
  1073. // Create point
  1074. const float fraction = 0.1f;
  1075. RVec3 point = start + fraction * direction;
  1076. // Collide point
  1077. AllHitCollisionCollector<CollidePointCollector> collector;
  1078. mPhysicsSystem->GetNarrowPhaseQuery().CollidePoint(point, collector);
  1079. had_hit = !collector.mHits.empty();
  1080. if (had_hit)
  1081. {
  1082. // Draw results
  1083. for (const CollidePointResult &hit : collector.mHits)
  1084. {
  1085. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  1086. if (lock.Succeeded())
  1087. {
  1088. const Body &hit_body = lock.GetBody();
  1089. // Draw bounding box
  1090. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1091. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1092. }
  1093. }
  1094. }
  1095. // Draw test location
  1096. mDebugRenderer->DrawMarker(point, had_hit? Color::sGreen : Color::sRed, 0.1f);
  1097. }
  1098. break;
  1099. case EProbeMode::CollideShape:
  1100. {
  1101. // Create shape cast
  1102. RefConst<Shape> shape = CreateProbeShape();
  1103. Mat44 rotation = Mat44::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI) * Mat44::sRotation(Vec3::sAxisY(), 0.2f * JPH_PI);
  1104. Mat44 com = Mat44::sTranslation(shape->GetCenterOfMass());
  1105. RMat44 shape_transform(RMat44::sTranslation(start + 5.0f * camera.mForward) * rotation * com);
  1106. // Create settings
  1107. CollideShapeSettings settings;
  1108. settings.mActiveEdgeMode = mActiveEdgeMode;
  1109. settings.mBackFaceMode = mBackFaceMode;
  1110. settings.mCollectFacesMode = mCollectFacesMode;
  1111. settings.mMaxSeparationDistance = mMaxSeparationDistance;
  1112. Array<CollideShapeResult> hits;
  1113. if (mMaxHits == 0)
  1114. {
  1115. AnyHitCollisionCollector<CollideShapeCollector> collector;
  1116. mPhysicsSystem->GetNarrowPhaseQuery().CollideShape(shape, Vec3::sReplicate(1.0f), shape_transform, settings, base_offset, collector);
  1117. if (collector.HadHit())
  1118. hits.push_back(collector.mHit);
  1119. }
  1120. else if (mMaxHits == 1)
  1121. {
  1122. ClosestHitCollisionCollector<CollideShapeCollector> collector;
  1123. mPhysicsSystem->GetNarrowPhaseQuery().CollideShape(shape, Vec3::sReplicate(1.0f), shape_transform, settings, base_offset, collector);
  1124. if (collector.HadHit())
  1125. hits.push_back(collector.mHit);
  1126. }
  1127. else
  1128. {
  1129. AllHitCollisionCollector<CollideShapeCollector> collector;
  1130. mPhysicsSystem->GetNarrowPhaseQuery().CollideShape(shape, Vec3::sReplicate(1.0f), shape_transform, settings, base_offset, collector);
  1131. collector.Sort();
  1132. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  1133. if ((int)hits.size() > mMaxHits)
  1134. hits.resize(mMaxHits);
  1135. }
  1136. had_hit = !hits.empty();
  1137. if (had_hit)
  1138. {
  1139. // Draw results
  1140. for (const CollideShapeResult &hit : hits)
  1141. {
  1142. // Draw 'hit'
  1143. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID2);
  1144. if (lock.Succeeded())
  1145. {
  1146. const Body &hit_body = lock.GetBody();
  1147. // Draw contact
  1148. RVec3 contact_position1 = base_offset + hit.mContactPointOn1;
  1149. RVec3 contact_position2 = base_offset + hit.mContactPointOn2;
  1150. mDebugRenderer->DrawMarker(contact_position1, Color::sGreen, 0.1f);
  1151. mDebugRenderer->DrawMarker(contact_position2, Color::sRed, 0.1f);
  1152. Vec3 pen_axis = hit.mPenetrationAxis;
  1153. float pen_axis_len = pen_axis.Length();
  1154. if (pen_axis_len > 0.0f)
  1155. {
  1156. pen_axis /= pen_axis_len;
  1157. // Draw penetration axis with length of the penetration
  1158. mDebugRenderer->DrawArrow(contact_position2, contact_position2 + pen_axis * hit.mPenetrationDepth, Color::sYellow, 0.01f);
  1159. // Draw normal (flipped so it points towards body 1)
  1160. mDebugRenderer->DrawArrow(contact_position2, contact_position2 - pen_axis, Color::sOrange, 0.01f);
  1161. }
  1162. // Draw material
  1163. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  1164. mDebugRenderer->DrawText3D(contact_position2, material2->GetDebugName());
  1165. // Draw faces
  1166. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), hit.mShape1Face, Color::sYellow, 0.01f);
  1167. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), hit.mShape2Face, Color::sRed, 0.01f);
  1168. }
  1169. }
  1170. }
  1171. #ifdef JPH_DEBUG_RENDERER
  1172. // Draw shape
  1173. shape->Draw(mDebugRenderer, shape_transform, Vec3::sReplicate(1.0f), had_hit? Color::sGreen : Color::sGrey, false, false);
  1174. #endif // JPH_DEBUG_RENDERER
  1175. }
  1176. break;
  1177. case EProbeMode::CastShape:
  1178. {
  1179. // Create shape cast
  1180. RefConst<Shape> shape = CreateProbeShape();
  1181. Mat44 rotation = Mat44::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI) * Mat44::sRotation(Vec3::sAxisY(), 0.2f * JPH_PI);
  1182. RShapeCast shape_cast = RShapeCast::sFromWorldTransform(shape, Vec3::sReplicate(1.0f), RMat44::sTranslation(start) * rotation, direction);
  1183. // Settings
  1184. ShapeCastSettings settings;
  1185. settings.mUseShrunkenShapeAndConvexRadius = mUseShrunkenShapeAndConvexRadius;
  1186. settings.mActiveEdgeMode = mActiveEdgeMode;
  1187. settings.mBackFaceModeTriangles = mBackFaceMode;
  1188. settings.mBackFaceModeConvex = mBackFaceMode;
  1189. settings.mReturnDeepestPoint = mReturnDeepestPoint;
  1190. settings.mCollectFacesMode = mCollectFacesMode;
  1191. // Cast shape
  1192. Array<ShapeCastResult> hits;
  1193. if (mMaxHits == 0)
  1194. {
  1195. AnyHitCollisionCollector<CastShapeCollector> collector;
  1196. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, base_offset, collector);
  1197. if (collector.HadHit())
  1198. hits.push_back(collector.mHit);
  1199. }
  1200. else if (mMaxHits == 1)
  1201. {
  1202. ClosestHitCollisionCollector<CastShapeCollector> collector;
  1203. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, base_offset, collector);
  1204. if (collector.HadHit())
  1205. hits.push_back(collector.mHit);
  1206. }
  1207. else
  1208. {
  1209. AllHitCollisionCollector<CastShapeCollector> collector;
  1210. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, base_offset, collector);
  1211. collector.Sort();
  1212. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  1213. if ((int)hits.size() > mMaxHits)
  1214. hits.resize(mMaxHits);
  1215. }
  1216. had_hit = !hits.empty();
  1217. if (had_hit)
  1218. {
  1219. // Fill in results
  1220. ShapeCastResult &first_hit = hits.front();
  1221. outPosition = shape_cast.GetPointOnRay(first_hit.mFraction);
  1222. outFraction = first_hit.mFraction;
  1223. outID = first_hit.mBodyID2;
  1224. // Draw results
  1225. RVec3 prev_position = start;
  1226. bool c = false;
  1227. for (const ShapeCastResult &hit : hits)
  1228. {
  1229. // Draw line
  1230. RVec3 position = shape_cast.GetPointOnRay(hit.mFraction);
  1231. mDebugRenderer->DrawLine(prev_position, position, c? Color::sGrey : Color::sWhite);
  1232. c = !c;
  1233. prev_position = position;
  1234. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID2);
  1235. if (lock.Succeeded())
  1236. {
  1237. const Body &hit_body = lock.GetBody();
  1238. // Draw shape
  1239. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1240. #ifdef JPH_DEBUG_RENDERER
  1241. shape_cast.mShape->Draw(mDebugRenderer, shape_cast.mCenterOfMassStart.PostTranslated(hit.mFraction * shape_cast.mDirection), Vec3::sReplicate(1.0f), color, false, false);
  1242. #endif // JPH_DEBUG_RENDERER
  1243. // Draw normal
  1244. RVec3 contact_position1 = base_offset + hit.mContactPointOn1;
  1245. RVec3 contact_position2 = base_offset + hit.mContactPointOn2;
  1246. Vec3 normal = hit.mPenetrationAxis.Normalized();
  1247. mDebugRenderer->DrawArrow(contact_position2, contact_position2 - normal, color, 0.01f); // Flip to make it point towards the cast body
  1248. // Contact position 1
  1249. mDebugRenderer->DrawMarker(contact_position1, Color::sGreen, 0.1f);
  1250. // Draw perpendicular axis to indicate contact position 2
  1251. Vec3 perp1 = normal.GetNormalizedPerpendicular();
  1252. Vec3 perp2 = normal.Cross(perp1);
  1253. mDebugRenderer->DrawLine(contact_position2 - 0.1f * perp1, contact_position2 + 0.1f * perp1, color);
  1254. mDebugRenderer->DrawLine(contact_position2 - 0.1f * perp2, contact_position2 + 0.1f * perp2, color);
  1255. // Draw material
  1256. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  1257. mDebugRenderer->DrawText3D(position, material2->GetDebugName());
  1258. // Draw faces
  1259. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), hit.mShape1Face, Color::sYellow, 0.01f);
  1260. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), hit.mShape2Face, Color::sRed, 0.01f);
  1261. }
  1262. }
  1263. // Draw remainder of line
  1264. mDebugRenderer->DrawLine(shape_cast.GetPointOnRay(hits.back().mFraction), start + direction, Color::sRed);
  1265. }
  1266. else
  1267. {
  1268. // Draw 'miss'
  1269. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1270. #ifdef JPH_DEBUG_RENDERER
  1271. shape_cast.mShape->Draw(mDebugRenderer, shape_cast.mCenterOfMassStart.PostTranslated(shape_cast.mDirection), Vec3::sReplicate(1.0f), Color::sRed, false, false);
  1272. #endif // JPH_DEBUG_RENDERER
  1273. }
  1274. }
  1275. break;
  1276. case EProbeMode::CollideSoftBody:
  1277. {
  1278. // Create a soft body vertex
  1279. const float fraction = 0.2f;
  1280. const float max_distance = 10.0f;
  1281. SoftBodyVertex vertex;
  1282. vertex.mInvMass = 1.0f;
  1283. vertex.mPosition = fraction * direction;
  1284. vertex.mVelocity = 10.0f * direction;
  1285. vertex.mCollidingShapeIndex = -1;
  1286. vertex.mLargestPenetration = -FLT_MAX;
  1287. // Get shapes in a large radius around the start position
  1288. AABox box(Vec3(start + vertex.mPosition), max_distance);
  1289. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1290. mPhysicsSystem->GetNarrowPhaseQuery().CollectTransformedShapes(box, collector);
  1291. // Closest point found using CollideShape, position relative to 'start'
  1292. Vec3 closest_point = vertex.mPosition;
  1293. float closest_point_penetration = 0;
  1294. // Test against each shape
  1295. for (const TransformedShape &ts : collector.mHits)
  1296. {
  1297. int colliding_shape_index = int(&ts - collector.mHits.data());
  1298. ts.mShape->CollideSoftBodyVertices((RMat44::sTranslation(-start) * ts.GetCenterOfMassTransform()).ToMat44(), ts.GetShapeScale(), &vertex, 1, 1.0f / 60.0f, Vec3::sZero(), colliding_shape_index);
  1299. if (vertex.mCollidingShapeIndex == colliding_shape_index)
  1300. {
  1301. // 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
  1302. SphereShape point_sphere(1.0e-6f);
  1303. point_sphere.SetEmbedded();
  1304. CollideShapeSettings settings;
  1305. settings.mMaxSeparationDistance = sqrt(3.0f) * max_distance; // Box is extended in all directions by max_distance
  1306. ClosestHitCollisionCollector<CollideShapeCollector> collide_shape_collector;
  1307. ts.CollideShape(&point_sphere, Vec3::sReplicate(1.0f), RMat44::sTranslation(start + vertex.mPosition), settings, start, collide_shape_collector);
  1308. if (collide_shape_collector.HadHit())
  1309. {
  1310. closest_point = collide_shape_collector.mHit.mContactPointOn2;
  1311. closest_point_penetration = collide_shape_collector.mHit.mPenetrationDepth;
  1312. }
  1313. }
  1314. }
  1315. // Draw test point
  1316. mDebugRenderer->DrawMarker(start + vertex.mPosition, Color::sYellow, 0.1f);
  1317. mDebugRenderer->DrawMarker(start + closest_point, Color::sRed, 0.1f);
  1318. // Draw collision plane
  1319. if (vertex.mCollidingShapeIndex != -1)
  1320. {
  1321. RVec3 plane_point = start + vertex.mPosition - vertex.mCollisionPlane.GetNormal() * vertex.mCollisionPlane.SignedDistance(vertex.mPosition);
  1322. mDebugRenderer->DrawPlane(plane_point, vertex.mCollisionPlane.GetNormal(), Color::sGreen, 2.0f);
  1323. if (abs(closest_point_penetration - vertex.mLargestPenetration) > 0.001f)
  1324. mDebugRenderer->DrawText3D(plane_point, StringFormat("Pen %f (exp %f)", (double)vertex.mLargestPenetration, (double)closest_point_penetration));
  1325. else
  1326. mDebugRenderer->DrawText3D(plane_point, StringFormat("Pen %f", (double)vertex.mLargestPenetration));
  1327. }
  1328. }
  1329. break;
  1330. case EProbeMode::TransformedShape:
  1331. {
  1332. // Create box
  1333. const float fraction = 0.2f;
  1334. RVec3 center = start + fraction * direction;
  1335. Vec3 half_extent = 0.5f * mShapeScale;
  1336. AABox box(center - half_extent, center + half_extent);
  1337. // Get shapes
  1338. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1339. mPhysicsSystem->GetNarrowPhaseQuery().CollectTransformedShapes(box, collector);
  1340. // Draw results
  1341. for (const TransformedShape &ts : collector.mHits)
  1342. mDebugRenderer->DrawWireBox(RMat44::sRotationTranslation(ts.mShapeRotation, ts.mShapePositionCOM) * Mat44::sScale(ts.GetShapeScale()), ts.mShape->GetLocalBounds(), Color::sYellow);
  1343. // Draw test location
  1344. mDebugRenderer->DrawWireBox(box, !collector.mHits.empty()? Color::sGreen : Color::sRed);
  1345. }
  1346. break;
  1347. case EProbeMode::GetTriangles:
  1348. {
  1349. // Create box
  1350. const float fraction = 0.2f;
  1351. RVec3 center = start + fraction * direction;
  1352. Vec3 half_extent = 2.0f * mShapeScale;
  1353. AABox box(center - half_extent, center + half_extent);
  1354. // Get shapes
  1355. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1356. mPhysicsSystem->GetNarrowPhaseQuery().CollectTransformedShapes(box, collector);
  1357. // Loop over shapes
  1358. had_hit = false;
  1359. for (const TransformedShape &ts : collector.mHits)
  1360. {
  1361. const int cMaxTriangles = 32;
  1362. Float3 vertices[cMaxTriangles * 3];
  1363. const PhysicsMaterial *materials[cMaxTriangles];
  1364. // Start iterating triangles
  1365. Shape::GetTrianglesContext ctx;
  1366. ts.GetTrianglesStart(ctx, box, base_offset);
  1367. for (;;)
  1368. {
  1369. // Fetch next triangles
  1370. int count = ts.GetTrianglesNext(ctx, cMaxTriangles, vertices, materials);
  1371. if (count == 0)
  1372. break;
  1373. // Draw triangles
  1374. const PhysicsMaterial **m = materials;
  1375. for (Float3 *v = vertices, *v_end = vertices + 3 * count; v < v_end; v += 3, ++m)
  1376. {
  1377. RVec3 v1 = base_offset + Vec3(v[0]), v2 = base_offset + Vec3(v[1]), v3 = base_offset + Vec3(v[2]);
  1378. RVec3 triangle_center = (v1 + v2 + v3) / 3.0f;
  1379. Vec3 triangle_normal = Vec3(v2 - v1).Cross(Vec3(v3 - v1)).Normalized();
  1380. mDebugRenderer->DrawWireTriangle(v1, v2, v3, (*m)->GetDebugColor());
  1381. mDebugRenderer->DrawArrow(triangle_center, triangle_center + triangle_normal, Color::sGreen, 0.01f);
  1382. }
  1383. had_hit = true;
  1384. }
  1385. }
  1386. // Draw test location
  1387. mDebugRenderer->DrawWireBox(box, had_hit? Color::sGreen : Color::sRed);
  1388. }
  1389. break;
  1390. case EProbeMode::BroadPhaseRay:
  1391. {
  1392. // Create ray
  1393. RayCast ray { Vec3(start), direction };
  1394. // Cast ray
  1395. AllHitCollisionCollector<RayCastBodyCollector> collector;
  1396. mPhysicsSystem->GetBroadPhaseQuery().CastRay(ray, collector);
  1397. collector.Sort();
  1398. had_hit = !collector.mHits.empty();
  1399. if (had_hit)
  1400. {
  1401. // Draw results
  1402. RVec3 prev_position = start;
  1403. bool c = false;
  1404. for (const BroadPhaseCastResult &hit : collector.mHits)
  1405. {
  1406. // Draw line
  1407. RVec3 position = start + hit.mFraction * direction;
  1408. Color cast_color = c? Color::sGrey : Color::sWhite;
  1409. mDebugRenderer->DrawLine(prev_position, position, cast_color);
  1410. mDebugRenderer->DrawMarker(position, cast_color, 0.1f);
  1411. c = !c;
  1412. prev_position = position;
  1413. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  1414. if (lock.Succeeded())
  1415. {
  1416. const Body &hit_body = lock.GetBody();
  1417. // Draw bounding box
  1418. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1419. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1420. }
  1421. }
  1422. // Draw remainder of line
  1423. mDebugRenderer->DrawLine(start + collector.mHits.back().mFraction * direction, start + direction, Color::sRed);
  1424. }
  1425. else
  1426. {
  1427. // Draw 'miss'
  1428. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1429. mDebugRenderer->DrawMarker(start + direction, Color::sRed, 0.1f);
  1430. }
  1431. }
  1432. break;
  1433. case EProbeMode::BroadPhaseBox:
  1434. {
  1435. // Create box
  1436. const float fraction = 0.2f;
  1437. RVec3 center = start + fraction * direction;
  1438. Vec3 half_extent = 2.0f * mShapeScale;
  1439. AABox box(center - half_extent, center + half_extent);
  1440. // Collide box
  1441. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1442. mPhysicsSystem->GetBroadPhaseQuery().CollideAABox(box, collector);
  1443. had_hit = !collector.mHits.empty();
  1444. if (had_hit)
  1445. {
  1446. // Draw results
  1447. for (const BodyID &hit : collector.mHits)
  1448. {
  1449. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1450. if (lock.Succeeded())
  1451. {
  1452. const Body &hit_body = lock.GetBody();
  1453. // Draw bounding box
  1454. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1455. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1456. }
  1457. }
  1458. }
  1459. // Draw test location
  1460. mDebugRenderer->DrawWireBox(box, had_hit? Color::sGreen : Color::sRed);
  1461. }
  1462. break;
  1463. case EProbeMode::BroadPhaseSphere:
  1464. {
  1465. // Create sphere
  1466. const float fraction = 0.2f;
  1467. const float radius = mShapeScale.Length() * 2.0f;
  1468. Vec3 point(start + fraction * direction);
  1469. // Collide sphere
  1470. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1471. mPhysicsSystem->GetBroadPhaseQuery().CollideSphere(point, radius, collector);
  1472. had_hit = !collector.mHits.empty();
  1473. if (had_hit)
  1474. {
  1475. // Draw results
  1476. for (const BodyID &hit : collector.mHits)
  1477. {
  1478. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1479. if (lock.Succeeded())
  1480. {
  1481. const Body &hit_body = lock.GetBody();
  1482. // Draw bounding box
  1483. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1484. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1485. }
  1486. }
  1487. }
  1488. // Draw test location
  1489. mDebugRenderer->DrawWireSphere(RVec3(point), radius, had_hit? Color::sGreen : Color::sRed);
  1490. }
  1491. break;
  1492. case EProbeMode::BroadPhasePoint:
  1493. {
  1494. // Create point
  1495. const float fraction = 0.1f;
  1496. Vec3 point(start + fraction * direction);
  1497. // Collide point
  1498. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1499. mPhysicsSystem->GetBroadPhaseQuery().CollidePoint(point, collector);
  1500. had_hit = !collector.mHits.empty();
  1501. if (had_hit)
  1502. {
  1503. // Draw results
  1504. for (const BodyID &hit : collector.mHits)
  1505. {
  1506. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1507. if (lock.Succeeded())
  1508. {
  1509. const Body &hit_body = lock.GetBody();
  1510. // Draw bounding box
  1511. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1512. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1513. }
  1514. }
  1515. }
  1516. // Draw test location
  1517. mDebugRenderer->DrawMarker(RVec3(point), had_hit? Color::sGreen : Color::sRed, 0.1f);
  1518. }
  1519. break;
  1520. case EProbeMode::BroadPhaseOrientedBox:
  1521. {
  1522. // Create box
  1523. const float fraction = 0.2f;
  1524. Vec3 center(start + fraction * direction);
  1525. Vec3 half_extent = 2.0f * mShapeScale;
  1526. OrientedBox box(Mat44::sRotationTranslation(Quat::sRotation(Vec3::sAxisZ(), 0.2f * JPH_PI) * Quat::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI), center), half_extent);
  1527. // Collide box
  1528. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1529. mPhysicsSystem->GetBroadPhaseQuery().CollideOrientedBox(box, collector);
  1530. had_hit = !collector.mHits.empty();
  1531. if (had_hit)
  1532. {
  1533. // Draw results
  1534. for (const BodyID &hit : collector.mHits)
  1535. {
  1536. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1537. if (lock.Succeeded())
  1538. {
  1539. const Body &hit_body = lock.GetBody();
  1540. // Draw bounding box
  1541. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1542. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1543. }
  1544. }
  1545. }
  1546. // Draw test location
  1547. mDebugRenderer->DrawWireBox(box, had_hit? Color::sGreen : Color::sRed);
  1548. }
  1549. break;
  1550. case EProbeMode::BroadPhaseCastBox:
  1551. {
  1552. // Create box
  1553. Vec3 half_extent = 2.0f * mShapeScale;
  1554. AABox box(start - half_extent, start + half_extent);
  1555. AABoxCast box_cast { box, direction };
  1556. // Cast box
  1557. AllHitCollisionCollector<CastShapeBodyCollector> collector;
  1558. mPhysicsSystem->GetBroadPhaseQuery().CastAABox(box_cast, collector);
  1559. collector.Sort();
  1560. had_hit = !collector.mHits.empty();
  1561. if (had_hit)
  1562. {
  1563. // Draw results
  1564. RVec3 prev_position = start;
  1565. bool c = false;
  1566. for (const BroadPhaseCastResult &hit : collector.mHits)
  1567. {
  1568. // Draw line
  1569. RVec3 position = start + hit.mFraction * direction;
  1570. Color cast_color = c? Color::sGrey : Color::sWhite;
  1571. mDebugRenderer->DrawLine(prev_position, position, cast_color);
  1572. mDebugRenderer->DrawWireBox(RMat44::sTranslation(position), AABox(-half_extent, half_extent), cast_color);
  1573. c = !c;
  1574. prev_position = position;
  1575. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  1576. if (lock.Succeeded())
  1577. {
  1578. const Body &hit_body = lock.GetBody();
  1579. // Draw bounding box
  1580. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1581. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1582. }
  1583. }
  1584. // Draw remainder of line
  1585. mDebugRenderer->DrawLine(start + collector.mHits.back().mFraction * direction, start + direction, Color::sRed);
  1586. }
  1587. else
  1588. {
  1589. // Draw 'miss'
  1590. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1591. mDebugRenderer->DrawWireBox(RMat44::sTranslation(start + direction), AABox(-half_extent, half_extent), Color::sRed);
  1592. }
  1593. }
  1594. break;
  1595. }
  1596. return had_hit;
  1597. }
  1598. void SamplesApp::UpdateDebug(float inDeltaTime)
  1599. {
  1600. JPH_PROFILE_FUNCTION();
  1601. const float cDragRayLength = 40.0f;
  1602. BodyInterface &bi = mPhysicsSystem->GetBodyInterface();
  1603. // Handle keyboard input for which simulation needs to be running
  1604. if (mKeyboard->IsKeyPressedAndTriggered(DIK_B, mWasShootKeyPressed))
  1605. ShootObject();
  1606. // Allow the user to drag rigid/soft bodies around
  1607. if (mDragConstraint == nullptr && mDragVertexIndex == ~uint(0))
  1608. {
  1609. // Not dragging yet
  1610. RVec3 hit_position;
  1611. if (CastProbe(cDragRayLength, mDragFraction, hit_position, mDragBody))
  1612. {
  1613. // If key is pressed create constraint to start dragging
  1614. if (mKeyboard->IsKeyPressed(DIK_SPACE))
  1615. {
  1616. // Target body must be dynamic
  1617. BodyLockWrite lock(mPhysicsSystem->GetBodyLockInterface(), mDragBody);
  1618. if (lock.Succeeded())
  1619. {
  1620. Body &drag_body = lock.GetBody();
  1621. if (drag_body.IsSoftBody())
  1622. {
  1623. SoftBodyMotionProperties *mp = static_cast<SoftBodyMotionProperties *>(drag_body.GetMotionProperties());
  1624. // Find closest vertex
  1625. Vec3 local_hit_position = Vec3(drag_body.GetInverseCenterOfMassTransform() * hit_position);
  1626. float closest_dist_sq = FLT_MAX;
  1627. for (SoftBodyVertex &v : mp->GetVertices())
  1628. {
  1629. float dist_sq = (v.mPosition - local_hit_position).LengthSq();
  1630. if (dist_sq < closest_dist_sq)
  1631. {
  1632. closest_dist_sq = dist_sq;
  1633. mDragVertexIndex = uint(&v - mp->GetVertices().data());
  1634. }
  1635. }
  1636. // Make the vertex kinematic
  1637. SoftBodyVertex &v = mp->GetVertex(mDragVertexIndex);
  1638. mDragVertexPreviousInvMass = v.mInvMass;
  1639. v.mInvMass = 0.0f;
  1640. }
  1641. else if (drag_body.IsDynamic())
  1642. {
  1643. // Create constraint to drag body
  1644. DistanceConstraintSettings settings;
  1645. settings.mPoint1 = settings.mPoint2 = hit_position;
  1646. settings.mLimitsSpringSettings.mFrequency = 2.0f / GetWorldScale();
  1647. settings.mLimitsSpringSettings.mDamping = 1.0f;
  1648. // Construct fixed body for the mouse constraint
  1649. // Note that we don't add it to the world since we don't want anything to collide with it, we just
  1650. // need an anchor for a constraint
  1651. Body *drag_anchor = bi.CreateBody(BodyCreationSettings(new SphereShape(0.01f), hit_position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  1652. mDragAnchor = drag_anchor;
  1653. // Construct constraint that connects the drag anchor with the body that we want to drag
  1654. mDragConstraint = settings.Create(*drag_anchor, drag_body);
  1655. mPhysicsSystem->AddConstraint(mDragConstraint);
  1656. }
  1657. }
  1658. }
  1659. }
  1660. }
  1661. else
  1662. {
  1663. if (!mKeyboard->IsKeyPressed(DIK_SPACE))
  1664. {
  1665. // If key released, destroy constraint
  1666. if (mDragConstraint != nullptr)
  1667. {
  1668. mPhysicsSystem->RemoveConstraint(mDragConstraint);
  1669. mDragConstraint = nullptr;
  1670. }
  1671. // Destroy drag anchor
  1672. if (mDragAnchor != nullptr)
  1673. {
  1674. bi.DestroyBody(mDragAnchor->GetID());
  1675. mDragAnchor = nullptr;
  1676. }
  1677. // Release dragged vertex
  1678. if (mDragVertexIndex != ~uint(0))
  1679. {
  1680. // Restore vertex mass
  1681. BodyLockWrite lock(mPhysicsSystem->GetBodyLockInterface(), mDragBody);
  1682. if (lock.Succeeded())
  1683. {
  1684. Body &body = lock.GetBody();
  1685. JPH_ASSERT(body.IsSoftBody());
  1686. SoftBodyMotionProperties *mp = static_cast<SoftBodyMotionProperties *>(body.GetMotionProperties());
  1687. mp->GetVertex(mDragVertexIndex).mInvMass = mDragVertexPreviousInvMass;
  1688. }
  1689. mDragVertexIndex = ~uint(0);
  1690. mDragVertexPreviousInvMass = 0;
  1691. }
  1692. // Forget the drag body
  1693. mDragBody = BodyID();
  1694. }
  1695. else
  1696. {
  1697. // Else drag the body to the new position
  1698. RVec3 new_pos = GetCamera().mPos + cDragRayLength * mDragFraction * GetCamera().mForward;
  1699. switch (bi.GetBodyType(mDragBody))
  1700. {
  1701. case EBodyType::RigidBody:
  1702. bi.SetPositionAndRotation(mDragAnchor->GetID(), new_pos, Quat::sIdentity(), EActivation::DontActivate);
  1703. break;
  1704. case EBodyType::SoftBody:
  1705. {
  1706. BodyLockWrite lock(mPhysicsSystem->GetBodyLockInterface(), mDragBody);
  1707. if (lock.Succeeded())
  1708. {
  1709. Body &body = lock.GetBody();
  1710. SoftBodyMotionProperties *mp = static_cast<SoftBodyMotionProperties *>(body.GetMotionProperties());
  1711. SoftBodyVertex &v = mp->GetVertex(mDragVertexIndex);
  1712. v.mVelocity = body.GetRotation().Conjugated() * Vec3(new_pos - body.GetCenterOfMassTransform() * v.mPosition) / inDeltaTime;
  1713. }
  1714. }
  1715. break;
  1716. }
  1717. // Activate other body
  1718. bi.ActivateBody(mDragBody);
  1719. }
  1720. }
  1721. }
  1722. bool SamplesApp::UpdateFrame(float inDeltaTime)
  1723. {
  1724. // Reinitialize the job system if the concurrency setting changed
  1725. if (mMaxConcurrentJobs != mJobSystem->GetMaxConcurrency())
  1726. static_cast<JobSystemThreadPool *>(mJobSystem)->SetNumThreads(mMaxConcurrentJobs - 1);
  1727. // Restart the test if the test requests this
  1728. if (mTest->NeedsRestart())
  1729. {
  1730. StartTest(mTestClass);
  1731. return true;
  1732. }
  1733. // Get the status string
  1734. mStatusString = mTest->GetStatusString();
  1735. // Select the next test if automatic testing times out
  1736. if (!CheckNextTest())
  1737. return false;
  1738. // Handle keyboard input
  1739. bool shift = mKeyboard->IsKeyPressed(DIK_LSHIFT) || mKeyboard->IsKeyPressed(DIK_RSHIFT);
  1740. #ifdef JPH_DEBUG_RENDERER
  1741. bool alt = mKeyboard->IsKeyPressed(DIK_LALT) || mKeyboard->IsKeyPressed(DIK_RALT);
  1742. #endif // JPH_DEBUG_RENDERER
  1743. for (int key = mKeyboard->GetFirstKey(); key != 0; key = mKeyboard->GetNextKey())
  1744. switch (key)
  1745. {
  1746. case DIK_R:
  1747. StartTest(mTestClass);
  1748. return true;
  1749. case DIK_N:
  1750. if (!mTestsToRun.empty())
  1751. NextTest();
  1752. break;
  1753. #ifdef JPH_DEBUG_RENDERER
  1754. case DIK_H:
  1755. if (shift)
  1756. mBodyDrawSettings.mDrawGetSupportFunction = !mBodyDrawSettings.mDrawGetSupportFunction;
  1757. else if (alt)
  1758. mDrawGetTriangles = !mDrawGetTriangles;
  1759. else
  1760. mBodyDrawSettings.mDrawShape = !mBodyDrawSettings.mDrawShape;
  1761. break;
  1762. case DIK_F:
  1763. if (shift)
  1764. mBodyDrawSettings.mDrawGetSupportingFace = !mBodyDrawSettings.mDrawGetSupportingFace;
  1765. break;
  1766. case DIK_I:
  1767. mBodyDrawSettings.mDrawMassAndInertia = !mBodyDrawSettings.mDrawMassAndInertia;
  1768. break;
  1769. case DIK_1:
  1770. ContactConstraintManager::sDrawContactPoint = !ContactConstraintManager::sDrawContactPoint;
  1771. break;
  1772. case DIK_2:
  1773. ContactConstraintManager::sDrawSupportingFaces = !ContactConstraintManager::sDrawSupportingFaces;
  1774. break;
  1775. case DIK_3:
  1776. ContactConstraintManager::sDrawContactPointReduction = !ContactConstraintManager::sDrawContactPointReduction;
  1777. break;
  1778. case DIK_C:
  1779. mDrawConstraints = !mDrawConstraints;
  1780. break;
  1781. case DIK_L:
  1782. mDrawConstraintLimits = !mDrawConstraintLimits;
  1783. break;
  1784. case DIK_M:
  1785. ContactConstraintManager::sDrawContactManifolds = !ContactConstraintManager::sDrawContactManifolds;
  1786. break;
  1787. case DIK_W:
  1788. if (alt)
  1789. mBodyDrawSettings.mDrawShapeWireframe = !mBodyDrawSettings.mDrawShapeWireframe;
  1790. break;
  1791. #endif // JPH_DEBUG_RENDERER
  1792. case DIK_COMMA:
  1793. // Back stepping
  1794. if (mPlaybackFrames.size() > 1)
  1795. {
  1796. if (mPlaybackMode == EPlaybackMode::Play)
  1797. {
  1798. JPH_ASSERT(mCurrentPlaybackFrame == -1);
  1799. mCurrentPlaybackFrame = (int)mPlaybackFrames.size() - 1;
  1800. }
  1801. mPlaybackMode = shift? EPlaybackMode::Rewind : EPlaybackMode::StepBack;
  1802. }
  1803. break;
  1804. case DIK_PERIOD:
  1805. // Forward stepping
  1806. if (mPlaybackMode != EPlaybackMode::Play)
  1807. {
  1808. JPH_ASSERT(mCurrentPlaybackFrame >= 0);
  1809. mPlaybackMode = shift? EPlaybackMode::FastForward : EPlaybackMode::StepForward;
  1810. }
  1811. break;
  1812. }
  1813. // Stop recording if record state is turned off
  1814. if (!mRecordState)
  1815. {
  1816. mPlaybackFrames.clear();
  1817. mPlaybackMode = EPlaybackMode::Play;
  1818. mCurrentPlaybackFrame = -1;
  1819. }
  1820. // Determine if we need to check deterministic simulation
  1821. bool check_determinism = mCheckDeterminism && mTest->IsDeterministic();
  1822. // Check if we've in replay mode
  1823. if (mPlaybackMode != EPlaybackMode::Play)
  1824. {
  1825. JPH_PROFILE("RestoreState");
  1826. // We're in replay mode
  1827. JPH_ASSERT(mCurrentPlaybackFrame >= 0);
  1828. // Ensure the simulation is paused
  1829. Pause(true);
  1830. // Always restore state when not paused, the debug drawing will be cleared
  1831. bool restore_state = inDeltaTime > 0.0f;
  1832. // Advance to the next frame when single stepping or unpausing
  1833. switch (mPlaybackMode)
  1834. {
  1835. case EPlaybackMode::StepBack:
  1836. mPlaybackMode = EPlaybackMode::Stop;
  1837. [[fallthrough]];
  1838. case EPlaybackMode::Rewind:
  1839. if (mCurrentPlaybackFrame > 0)
  1840. {
  1841. mCurrentPlaybackFrame--;
  1842. restore_state = true;
  1843. }
  1844. break;
  1845. case EPlaybackMode::StepForward:
  1846. mPlaybackMode = EPlaybackMode::Stop;
  1847. [[fallthrough]];
  1848. case EPlaybackMode::FastForward:
  1849. if (mCurrentPlaybackFrame < (int)mPlaybackFrames.size() - 1)
  1850. {
  1851. mCurrentPlaybackFrame++;
  1852. restore_state = true;
  1853. }
  1854. break;
  1855. case EPlaybackMode::Stop:
  1856. case EPlaybackMode::Play:
  1857. // Satisfy compiler
  1858. break;
  1859. }
  1860. // If the replay frame changed we need to update state
  1861. if (restore_state)
  1862. {
  1863. // Clear existing debug stuff so we can render this restored frame
  1864. // (if we're paused, we will otherwise not clear the debugging stuff)
  1865. ClearDebugRenderer();
  1866. // Restore state to what it was during that time
  1867. PlayBackFrame &frame = mPlaybackFrames[mCurrentPlaybackFrame];
  1868. RestoreState(frame.mState);
  1869. // Also restore input back to what it was at the time
  1870. frame.mInputState.Rewind();
  1871. mTest->RestoreInputState(frame.mInputState);
  1872. // Physics world is drawn using debug lines, when not paused
  1873. // Draw state prior to step so that debug lines are created from the same state
  1874. // (the constraints are solved on the current state and then the world is stepped)
  1875. DrawPhysics();
  1876. // Step the world (with fixed frequency)
  1877. StepPhysics(mJobSystem);
  1878. #ifdef JPH_DEBUG_RENDERER
  1879. // Draw any contacts that were collected through the contact listener
  1880. if (mContactListener)
  1881. mContactListener->DrawState();
  1882. #endif // JPH_DEBUG_RENDERER
  1883. // Validate that update result is the same as the previously recorded state
  1884. if (check_determinism && mCurrentPlaybackFrame < (int)mPlaybackFrames.size() - 1)
  1885. ValidateState(mPlaybackFrames[mCurrentPlaybackFrame + 1].mState);
  1886. }
  1887. // On the last frame go back to play mode
  1888. if (mCurrentPlaybackFrame >= (int)mPlaybackFrames.size() - 1)
  1889. {
  1890. mPlaybackMode = EPlaybackMode::Play;
  1891. mCurrentPlaybackFrame = -1;
  1892. }
  1893. // On the first frame go to stop mode
  1894. if (mCurrentPlaybackFrame == 0)
  1895. mPlaybackMode = EPlaybackMode::Stop;
  1896. }
  1897. else
  1898. {
  1899. // Normal update
  1900. JPH_ASSERT(mCurrentPlaybackFrame == -1);
  1901. if (inDeltaTime > 0.0f)
  1902. {
  1903. // Debugging functionality like shooting a ball and dragging objects
  1904. UpdateDebug(inDeltaTime);
  1905. {
  1906. // Process input, this is done once and before we save the state so that we can save the input state
  1907. JPH_PROFILE("ProcessInput");
  1908. Test::ProcessInputParams handle_input;
  1909. handle_input.mDeltaTime = 1.0f / mUpdateFrequency;
  1910. handle_input.mKeyboard = mKeyboard;
  1911. handle_input.mCameraState = GetCamera();
  1912. mTest->ProcessInput(handle_input);
  1913. }
  1914. if (mRecordState || check_determinism)
  1915. {
  1916. // Record the state prior to the step
  1917. mPlaybackFrames.push_back(PlayBackFrame());
  1918. SaveState(mPlaybackFrames.back().mState);
  1919. // Save input too
  1920. mTest->SaveInputState(mPlaybackFrames.back().mInputState);
  1921. }
  1922. // Physics world is drawn using debug lines, when not paused
  1923. // Draw state prior to step so that debug lines are created from the same state
  1924. // (the constraints are solved on the current state and then the world is stepped)
  1925. DrawPhysics();
  1926. // Update the physics world
  1927. StepPhysics(mJobSystem);
  1928. #ifdef JPH_DEBUG_RENDERER
  1929. // Draw any contacts that were collected through the contact listener
  1930. if (mContactListener)
  1931. mContactListener->DrawState();
  1932. #endif // JPH_DEBUG_RENDERER
  1933. if (check_determinism)
  1934. {
  1935. // Save the current state
  1936. StateRecorderImpl post_step_state;
  1937. SaveState(post_step_state);
  1938. // Restore to the previous state
  1939. PlayBackFrame &frame = mPlaybackFrames.back();
  1940. RestoreState(frame.mState);
  1941. // Also restore input back to what it was at the time
  1942. frame.mInputState.Rewind();
  1943. mTest->RestoreInputState(frame.mInputState);
  1944. // Step again
  1945. StepPhysics(mJobSystemValidating);
  1946. // Validate that the result is the same
  1947. ValidateState(post_step_state);
  1948. }
  1949. }
  1950. }
  1951. return true;
  1952. }
  1953. void SamplesApp::DrawPhysics()
  1954. {
  1955. #ifdef JPH_DEBUG_RENDERER
  1956. mPhysicsSystem->DrawBodies(mBodyDrawSettings, mDebugRenderer);
  1957. if (mDrawConstraints)
  1958. mPhysicsSystem->DrawConstraints(mDebugRenderer);
  1959. if (mDrawConstraintLimits)
  1960. mPhysicsSystem->DrawConstraintLimits(mDebugRenderer);
  1961. if (mDrawConstraintReferenceFrame)
  1962. mPhysicsSystem->DrawConstraintReferenceFrame(mDebugRenderer);
  1963. if (mDrawPhysicsSystemBounds)
  1964. mDebugRenderer->DrawWireBox(mPhysicsSystem->GetBounds(), Color::sGreen);
  1965. #endif // JPH_DEBUG_RENDERER
  1966. // This map collects the shapes that we used this frame
  1967. ShapeToGeometryMap shape_to_geometry;
  1968. #ifdef JPH_DEBUG_RENDERER
  1969. if (mDrawGetTriangles)
  1970. #endif // JPH_DEBUG_RENDERER
  1971. {
  1972. JPH_PROFILE("DrawGetTriangles");
  1973. // Iterate through all active bodies
  1974. BodyIDVector bodies;
  1975. mPhysicsSystem->GetBodies(bodies);
  1976. const BodyLockInterface &bli = mPhysicsSystem->GetBodyLockInterface();
  1977. for (BodyID b : bodies)
  1978. {
  1979. // Get the body
  1980. BodyLockRead lock(bli, b);
  1981. if (lock.SucceededAndIsInBroadPhase())
  1982. {
  1983. // Collect all leaf shapes for the body and their transforms
  1984. const Body &body = lock.GetBody();
  1985. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1986. body.GetTransformedShape().CollectTransformedShapes(body.GetWorldSpaceBounds(), collector);
  1987. // Draw all leaf shapes
  1988. for (const TransformedShape &transformed_shape : collector.mHits)
  1989. {
  1990. DebugRenderer::GeometryRef geometry;
  1991. // Find geometry from previous frame
  1992. ShapeToGeometryMap::iterator map_iterator = mShapeToGeometry.find(transformed_shape.mShape);
  1993. if (map_iterator != mShapeToGeometry.end())
  1994. geometry = map_iterator->second;
  1995. if (geometry == nullptr)
  1996. {
  1997. // Find geometry from this frame
  1998. map_iterator = shape_to_geometry.find(transformed_shape.mShape);
  1999. if (map_iterator != shape_to_geometry.end())
  2000. geometry = map_iterator->second;
  2001. }
  2002. if (geometry == nullptr)
  2003. {
  2004. // Geometry not cached
  2005. Array<DebugRenderer::Triangle> triangles;
  2006. // Start iterating all triangles of the shape
  2007. Shape::GetTrianglesContext context;
  2008. transformed_shape.mShape->GetTrianglesStart(context, AABox::sBiggest(), Vec3::sZero(), Quat::sIdentity(), Vec3::sReplicate(1.0f));
  2009. for (;;)
  2010. {
  2011. // Get the next batch of vertices
  2012. constexpr int cMaxTriangles = 1000;
  2013. Float3 vertices[3 * cMaxTriangles];
  2014. int triangle_count = transformed_shape.mShape->GetTrianglesNext(context, cMaxTriangles, vertices);
  2015. if (triangle_count == 0)
  2016. break;
  2017. // Allocate space for triangles
  2018. size_t output_index = triangles.size();
  2019. triangles.resize(triangles.size() + triangle_count);
  2020. DebugRenderer::Triangle *triangle = &triangles[output_index];
  2021. // Convert to a renderable triangle
  2022. for (int vertex = 0, vertex_max = 3 * triangle_count; vertex < vertex_max; vertex += 3, ++triangle)
  2023. {
  2024. // Get the vertices
  2025. Vec3 v1(vertices[vertex + 0]);
  2026. Vec3 v2(vertices[vertex + 1]);
  2027. Vec3 v3(vertices[vertex + 2]);
  2028. // Calculate the normal
  2029. Float3 normal;
  2030. (v2 - v1).Cross(v3 - v1).NormalizedOr(Vec3::sZero()).StoreFloat3(&normal);
  2031. v1.StoreFloat3(&triangle->mV[0].mPosition);
  2032. triangle->mV[0].mNormal = normal;
  2033. triangle->mV[0].mColor = Color::sWhite;
  2034. triangle->mV[0].mUV = Float2(0, 0);
  2035. v2.StoreFloat3(&triangle->mV[1].mPosition);
  2036. triangle->mV[1].mNormal = normal;
  2037. triangle->mV[1].mColor = Color::sWhite;
  2038. triangle->mV[1].mUV = Float2(0, 0);
  2039. v3.StoreFloat3(&triangle->mV[2].mPosition);
  2040. triangle->mV[2].mNormal = normal;
  2041. triangle->mV[2].mColor = Color::sWhite;
  2042. triangle->mV[2].mUV = Float2(0, 0);
  2043. }
  2044. }
  2045. // Convert to geometry
  2046. geometry = new DebugRenderer::Geometry(mDebugRenderer->CreateTriangleBatch(triangles), transformed_shape.mShape->GetLocalBounds());
  2047. }
  2048. // Ensure that we cache the geometry for next frame
  2049. // Don't cache soft bodies as their shape changes every frame
  2050. if (!body.IsSoftBody())
  2051. shape_to_geometry[transformed_shape.mShape] = geometry;
  2052. // Determine color
  2053. Color color;
  2054. switch (body.GetMotionType())
  2055. {
  2056. case EMotionType::Static:
  2057. color = Color::sGrey;
  2058. break;
  2059. case EMotionType::Kinematic:
  2060. color = Color::sGreen;
  2061. break;
  2062. case EMotionType::Dynamic:
  2063. color = Color::sGetDistinctColor(body.GetID().GetIndex());
  2064. break;
  2065. default:
  2066. JPH_ASSERT(false);
  2067. color = Color::sBlack;
  2068. break;
  2069. }
  2070. // Draw the geometry
  2071. Vec3 scale = transformed_shape.GetShapeScale();
  2072. bool inside_out = ScaleHelpers::IsInsideOut(scale);
  2073. RMat44 matrix = transformed_shape.GetCenterOfMassTransform().PreScaled(scale);
  2074. mDebugRenderer->DrawGeometry(matrix, color, geometry, inside_out? DebugRenderer::ECullMode::CullFrontFace : DebugRenderer::ECullMode::CullBackFace, DebugRenderer::ECastShadow::On, body.IsSensor()? DebugRenderer::EDrawMode::Wireframe : DebugRenderer::EDrawMode::Solid);
  2075. }
  2076. }
  2077. }
  2078. }
  2079. // Replace the map with the newly created map so that shapes that we don't draw / were removed are released
  2080. mShapeToGeometry = std::move(shape_to_geometry);
  2081. }
  2082. void SamplesApp::StepPhysics(JobSystem *inJobSystem)
  2083. {
  2084. float delta_time = 1.0f / mUpdateFrequency;
  2085. {
  2086. // Pre update
  2087. JPH_PROFILE("PrePhysicsUpdate");
  2088. Test::PreUpdateParams pre_update;
  2089. pre_update.mDeltaTime = delta_time;
  2090. pre_update.mCameraState = GetCamera();
  2091. #ifdef JPH_DEBUG_RENDERER
  2092. pre_update.mPoseDrawSettings = &mPoseDrawSettings;
  2093. #endif // JPH_DEBUG_RENDERER
  2094. mTest->PrePhysicsUpdate(pre_update);
  2095. }
  2096. // Remember start time
  2097. chrono::high_resolution_clock::time_point clock_start = chrono::high_resolution_clock::now();
  2098. // Step the world (with fixed frequency)
  2099. mPhysicsSystem->Update(delta_time, mCollisionSteps, mTempAllocator, inJobSystem);
  2100. #ifndef JPH_DISABLE_TEMP_ALLOCATOR
  2101. JPH_ASSERT(static_cast<TempAllocatorImpl *>(mTempAllocator)->IsEmpty());
  2102. #endif // JPH_DISABLE_TEMP_ALLOCATOR
  2103. // Accumulate time
  2104. chrono::high_resolution_clock::time_point clock_end = chrono::high_resolution_clock::now();
  2105. chrono::microseconds duration = chrono::duration_cast<chrono::microseconds>(clock_end - clock_start);
  2106. mTotalTime += duration;
  2107. mStepNumber++;
  2108. // Print timing information
  2109. constexpr uint cNumSteps = 60;
  2110. if (mStepNumber % cNumSteps == 0)
  2111. {
  2112. Trace("Timing: %u, %llu", mStepNumber / cNumSteps, static_cast<unsigned long long>(mTotalTime.count()) / cNumSteps);
  2113. mTotalTime = chrono::microseconds(0);
  2114. }
  2115. #ifdef JPH_TRACK_BROADPHASE_STATS
  2116. if (mStepNumber % 600 == 0)
  2117. mPhysicsSystem->ReportBroadphaseStats();
  2118. #endif // JPH_TRACK_BROADPHASE_STATS
  2119. #ifdef JPH_TRACK_NARROWPHASE_STATS
  2120. if (mStepNumber % 600 == 0)
  2121. NarrowPhaseStat::sReportStats();
  2122. #endif // JPH_TRACK_NARROWPHASE_STATS
  2123. {
  2124. // Post update
  2125. JPH_PROFILE("PostPhysicsUpdate");
  2126. mTest->PostPhysicsUpdate(delta_time);
  2127. }
  2128. }
  2129. void SamplesApp::SaveState(StateRecorderImpl &inStream)
  2130. {
  2131. mTest->SaveState(inStream);
  2132. if (mContactListener)
  2133. mContactListener->SaveState(inStream);
  2134. mPhysicsSystem->SaveState(inStream);
  2135. }
  2136. void SamplesApp::RestoreState(StateRecorderImpl &inStream)
  2137. {
  2138. inStream.Rewind();
  2139. // Restore the state of the test first, this is needed because the test can make changes to
  2140. // the state of bodies that is not tracked by the PhysicsSystem::SaveState.
  2141. // E.g. in the ChangeShapeTest the shape is restored here, which needs to be done first
  2142. // because changing the shape changes Body::mPosition when the center of mass changes.
  2143. mTest->RestoreState(inStream);
  2144. if (mContactListener)
  2145. mContactListener->RestoreState(inStream);
  2146. if (!mPhysicsSystem->RestoreState(inStream))
  2147. FatalError("Failed to restore physics state");
  2148. }
  2149. void SamplesApp::ValidateState(StateRecorderImpl &inExpectedState)
  2150. {
  2151. // Save state
  2152. StateRecorderImpl current_state;
  2153. SaveState(current_state);
  2154. // Compare state with expected state
  2155. if (!current_state.IsEqual(inExpectedState))
  2156. {
  2157. // Mark this stream to break whenever it detects a memory change during reading
  2158. inExpectedState.SetValidating(true);
  2159. // Restore state. Anything that changes indicates a problem with the deterministic simulation.
  2160. RestoreState(inExpectedState);
  2161. // Turn change detection off again
  2162. inExpectedState.SetValidating(false);
  2163. }
  2164. }
  2165. void SamplesApp::GetInitialCamera(CameraState &ioState) const
  2166. {
  2167. // Default if the test doesn't override it
  2168. ioState.mPos = GetWorldScale() * RVec3(30, 10, 30);
  2169. ioState.mForward = -Vec3(ioState.mPos).Normalized();
  2170. ioState.mFarPlane = 1000.0f;
  2171. mTest->GetInitialCamera(ioState);
  2172. }
  2173. RMat44 SamplesApp::GetCameraPivot(float inCameraHeading, float inCameraPitch) const
  2174. {
  2175. return mTest->GetCameraPivot(inCameraHeading, inCameraPitch);
  2176. }
  2177. float SamplesApp::GetWorldScale() const
  2178. {
  2179. return mTest != nullptr? mTest->GetWorldScale() : 1.0f;
  2180. }
  2181. ENTRY_POINT(SamplesApp, RegisterCustomMemoryHook)