SamplesApp.cpp 102 KB

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