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