PhysicsTestContext.cpp 5.0 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 "UnitTestFramework.h"
  5. #include "PhysicsTestContext.h"
  6. #include <Jolt/Physics/Constraints/ContactConstraintManager.h>
  7. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  8. #include <Jolt/Physics/Collision/Shape/SphereShape.h>
  9. #include <Jolt/Core/JobSystemThreadPool.h>
  10. #include <Jolt/Core/TempAllocator.h>
  11. PhysicsTestContext::PhysicsTestContext(float inDeltaTime, int inCollisionSteps, int inIntegrationSubSteps, int inWorkerThreads) :
  12. #ifdef JPH_DISABLE_TEMP_ALLOCATOR
  13. mTempAllocator(new TempAllocatorMalloc()),
  14. #else
  15. mTempAllocator(new TempAllocatorImpl(4 * 1024 * 1024)),
  16. #endif
  17. mJobSystem(new JobSystemThreadPool(cMaxPhysicsJobs, cMaxPhysicsBarriers, inWorkerThreads)),
  18. mDeltaTime(inDeltaTime),
  19. mCollisionSteps(inCollisionSteps),
  20. mIntegrationSubSteps(inIntegrationSubSteps)
  21. {
  22. // Create physics system
  23. mSystem = new PhysicsSystem();
  24. mSystem->Init(1024, 0, 4096, 1024, mBroadPhaseLayerInterface, mObjectVsBroadPhaseLayerFilter, mObjectVsObjectLayerFilter);
  25. }
  26. PhysicsTestContext::~PhysicsTestContext()
  27. {
  28. delete mSystem;
  29. delete mJobSystem;
  30. delete mTempAllocator;
  31. }
  32. void PhysicsTestContext::ZeroGravity()
  33. {
  34. mSystem->SetGravity(Vec3::sZero());
  35. }
  36. Body &PhysicsTestContext::CreateFloor()
  37. {
  38. BodyCreationSettings settings;
  39. settings.SetShape(new BoxShape(Vec3(100.0f, 1.0f, 100.0f), 0.0f));
  40. settings.mPosition = RVec3(0.0f, -1.0f, 0.0f);
  41. settings.mMotionType = EMotionType::Static;
  42. settings.mObjectLayer = Layers::NON_MOVING;
  43. Body &floor = *mSystem->GetBodyInterface().CreateBody(settings);
  44. mSystem->GetBodyInterface().AddBody(floor.GetID(), EActivation::DontActivate);
  45. return floor;
  46. }
  47. Body &PhysicsTestContext::CreateBody(const ShapeSettings *inShapeSettings, RVec3Arg inPosition, QuatArg inRotation, EMotionType inMotionType, EMotionQuality inMotionQuality, ObjectLayer inLayer, EActivation inActivation)
  48. {
  49. BodyCreationSettings settings;
  50. settings.SetShapeSettings(inShapeSettings);
  51. settings.mPosition = inPosition;
  52. settings.mRotation = inRotation;
  53. settings.mMotionType = inMotionType;
  54. settings.mMotionQuality = inMotionQuality;
  55. settings.mObjectLayer = inLayer;
  56. settings.mLinearDamping = 0.0f;
  57. settings.mAngularDamping = 0.0f;
  58. settings.mCollisionGroup.SetGroupID(0);
  59. Body &body = *mSystem->GetBodyInterface().CreateBody(settings);
  60. mSystem->GetBodyInterface().AddBody(body.GetID(), inActivation);
  61. return body;
  62. }
  63. Body &PhysicsTestContext::CreateBox(RVec3Arg inPosition, QuatArg inRotation, EMotionType inMotionType, EMotionQuality inMotionQuality, ObjectLayer inLayer, Vec3Arg inHalfExtent, EActivation inActivation)
  64. {
  65. return CreateBody(new BoxShapeSettings(inHalfExtent), inPosition, inRotation, inMotionType, inMotionQuality, inLayer, inActivation);
  66. }
  67. Body &PhysicsTestContext::CreateSphere(RVec3Arg inPosition, float inRadius, EMotionType inMotionType, EMotionQuality inMotionQuality, ObjectLayer inLayer, EActivation inActivation)
  68. {
  69. return CreateBody(new SphereShapeSettings(inRadius), inPosition, Quat::sIdentity(), inMotionType, inMotionQuality, inLayer, inActivation);
  70. }
  71. void PhysicsTestContext::Simulate(float inTotalTime, function<void()> inPreStepCallback)
  72. {
  73. const int cNumSteps = int(round(inTotalTime / mDeltaTime));
  74. for (int s = 0; s < cNumSteps; ++s)
  75. {
  76. inPreStepCallback();
  77. mSystem->Update(mDeltaTime, mCollisionSteps, mIntegrationSubSteps, mTempAllocator, mJobSystem);
  78. #ifndef JPH_DISABLE_TEMP_ALLOCATOR
  79. JPH_ASSERT(static_cast<TempAllocatorImpl *>(mTempAllocator)->IsEmpty());
  80. #endif // JPH_DISABLE_TEMP_ALLOCATOR
  81. }
  82. }
  83. void PhysicsTestContext::SimulateSingleStep()
  84. {
  85. mSystem->Update(mDeltaTime, mCollisionSteps, mIntegrationSubSteps, mTempAllocator, mJobSystem);
  86. #ifndef JPH_DISABLE_TEMP_ALLOCATOR
  87. JPH_ASSERT(static_cast<TempAllocatorImpl *>(mTempAllocator)->IsEmpty());
  88. #endif // JPH_DISABLE_TEMP_ALLOCATOR
  89. }
  90. RVec3 PhysicsTestContext::PredictPosition(RVec3Arg inPosition, Vec3Arg inVelocity, Vec3Arg inAcceleration, float inTotalTime) const
  91. {
  92. // Integrate position using a Symplectic Euler step (just like the PhysicsSystem)
  93. RVec3 pos = inPosition;
  94. Vec3 vel = inVelocity;
  95. const float delta_time = GetSubStepDeltaTime();
  96. const int cNumSteps = int(round(inTotalTime / delta_time));
  97. for (int s = 0; s < cNumSteps; ++s)
  98. {
  99. vel += inAcceleration * delta_time;
  100. pos += vel * delta_time;
  101. }
  102. return pos;
  103. }
  104. // Predict rotation assuming ballistic motion using initial orientation, angular velocity angular acceleration and time
  105. Quat PhysicsTestContext::PredictOrientation(QuatArg inRotation, Vec3Arg inAngularVelocity, Vec3Arg inAngularAcceleration, float inTotalTime) const
  106. {
  107. // Integrate position using a Symplectic Euler step (just like the PhysicsSystem)
  108. Quat rot = inRotation;
  109. Vec3 vel = inAngularVelocity;
  110. const float delta_time = GetSubStepDeltaTime();
  111. const int cNumSteps = int(round(inTotalTime / delta_time));
  112. for (int s = 0; s < cNumSteps; ++s)
  113. {
  114. vel += inAngularAcceleration * delta_time;
  115. float vel_len = vel.Length();
  116. if (vel_len != 0.0f)
  117. rot = Quat::sRotation(vel / vel_len, vel_len * delta_time) * rot;
  118. }
  119. return rot;
  120. }