SamplesApp.cpp 105 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/PlaneShape.h>
  35. #include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
  36. #include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
  37. #include <Jolt/Physics/Collision/Shape/MutableCompoundShape.h>
  38. #include <Jolt/Physics/Collision/Shape/ScaledShape.h>
  39. #include <Jolt/Physics/Collision/NarrowPhaseStats.h>
  40. #include <Jolt/Physics/Constraints/DistanceConstraint.h>
  41. #include <Jolt/Physics/Constraints/PulleyConstraint.h>
  42. #include <Jolt/Physics/Character/CharacterVirtual.h>
  43. #include <Utils/Log.h>
  44. #include <Utils/ShapeCreator.h>
  45. #include <Utils/CustomMemoryHook.h>
  46. #include <Utils/SoftBodyCreator.h>
  47. #include <Renderer/DebugRendererImp.h>
  48. JPH_SUPPRESS_WARNINGS_STD_BEGIN
  49. #include <fstream>
  50. JPH_SUPPRESS_WARNINGS_STD_END
  51. //-----------------------------------------------------------------------------
  52. // RTTI definitions
  53. //-----------------------------------------------------------------------------
  54. struct TestNameAndRTTI
  55. {
  56. const char * mName;
  57. const RTTI * mRTTI;
  58. };
  59. struct TestCategory
  60. {
  61. const char * mName;
  62. TestNameAndRTTI * mTests;
  63. size_t mNumTests;
  64. };
  65. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SimpleTest)
  66. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, StackTest)
  67. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, WallTest)
  68. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PyramidTest)
  69. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, IslandTest)
  70. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, FunnelTest)
  71. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, FrictionTest)
  72. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, FrictionPerTriangleTest)
  73. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConveyorBeltTest)
  74. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, GravityFactorTest)
  75. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, RestitutionTest)
  76. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, DampingTest)
  77. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, KinematicTest)
  78. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ContactManifoldTest)
  79. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ManifoldReductionTest)
  80. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CenterOfMassTest)
  81. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, HeavyOnLightTest)
  82. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, HighSpeedTest)
  83. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ChangeMotionQualityTest)
  84. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ChangeMotionTypeTest)
  85. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ChangeShapeTest)
  86. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ChangeObjectLayerTest)
  87. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, LoadSaveBinaryTest)
  88. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, BigVsSmallTest)
  89. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ActiveEdgesTest)
  90. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, EnhancedInternalEdgeRemovalTest)
  91. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, MultithreadedTest)
  92. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ContactListenerTest)
  93. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ModifyMassTest)
  94. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ActivateDuringUpdateTest)
  95. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SensorTest)
  96. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, DynamicMeshTest)
  97. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, TwoDFunnelTest)
  98. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, AllowedDOFsTest)
  99. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ShapeFilterTest)
  100. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, GyroscopicForceTest)
  101. #ifdef JPH_OBJECT_STREAM
  102. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, LoadSaveSceneTest)
  103. #endif // JPH_OBJECT_STREAM
  104. static TestNameAndRTTI sGeneralTests[] =
  105. {
  106. { "Simple", JPH_RTTI(SimpleTest) },
  107. { "Stack", JPH_RTTI(StackTest) },
  108. { "Wall", JPH_RTTI(WallTest) },
  109. { "Pyramid", JPH_RTTI(PyramidTest) },
  110. { "Island", JPH_RTTI(IslandTest) },
  111. { "Funnel", JPH_RTTI(FunnelTest) },
  112. { "2D Funnel", JPH_RTTI(TwoDFunnelTest) },
  113. { "Friction", JPH_RTTI(FrictionTest) },
  114. { "Friction (Per Triangle)", JPH_RTTI(FrictionPerTriangleTest) },
  115. { "Conveyor Belt", JPH_RTTI(ConveyorBeltTest) },
  116. { "Gravity Factor", JPH_RTTI(GravityFactorTest) },
  117. { "Restitution", JPH_RTTI(RestitutionTest) },
  118. { "Damping", JPH_RTTI(DampingTest) },
  119. { "Kinematic", JPH_RTTI(KinematicTest) },
  120. { "Contact Manifold", JPH_RTTI(ContactManifoldTest) },
  121. { "Manifold Reduction", JPH_RTTI(ManifoldReductionTest) },
  122. { "Center Of Mass", JPH_RTTI(CenterOfMassTest) },
  123. { "Heavy On Light", JPH_RTTI(HeavyOnLightTest) },
  124. { "High Speed", JPH_RTTI(HighSpeedTest) },
  125. { "Change Motion Quality", JPH_RTTI(ChangeMotionQualityTest) },
  126. { "Change Motion Type", JPH_RTTI(ChangeMotionTypeTest) },
  127. { "Change Shape", JPH_RTTI(ChangeShapeTest) },
  128. { "Change Object Layer", JPH_RTTI(ChangeObjectLayerTest) },
  129. #ifdef JPH_OBJECT_STREAM
  130. { "Load/Save Scene", JPH_RTTI(LoadSaveSceneTest) },
  131. #endif // JPH_OBJECT_STREAM
  132. { "Load/Save Binary", JPH_RTTI(LoadSaveBinaryTest) },
  133. { "Big vs Small", JPH_RTTI(BigVsSmallTest) },
  134. { "Active Edges", JPH_RTTI(ActiveEdgesTest) },
  135. { "Enhanced Internal Edge Removal", JPH_RTTI(EnhancedInternalEdgeRemovalTest) },
  136. { "Multithreaded", JPH_RTTI(MultithreadedTest) },
  137. { "Contact Listener", JPH_RTTI(ContactListenerTest) },
  138. { "Modify Mass", JPH_RTTI(ModifyMassTest) },
  139. { "Activate During Update", JPH_RTTI(ActivateDuringUpdateTest) },
  140. { "Sensor", JPH_RTTI(SensorTest) },
  141. { "Dynamic Mesh", JPH_RTTI(DynamicMeshTest) },
  142. { "Allowed Degrees of Freedom", JPH_RTTI(AllowedDOFsTest) },
  143. { "Shape Filter", JPH_RTTI(ShapeFilterTest) },
  144. { "Gyroscopic Force", JPH_RTTI(GyroscopicForceTest) },
  145. };
  146. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, DistanceConstraintTest)
  147. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, FixedConstraintTest)
  148. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConeConstraintTest)
  149. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SwingTwistConstraintTest)
  150. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SixDOFConstraintTest)
  151. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, HingeConstraintTest)
  152. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PoweredHingeConstraintTest)
  153. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PointConstraintTest)
  154. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SliderConstraintTest)
  155. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PoweredSliderConstraintTest)
  156. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SpringTest)
  157. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConstraintSingularityTest)
  158. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConstraintPriorityTest)
  159. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PoweredSwingTwistConstraintTest)
  160. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SwingTwistConstraintFrictionTest)
  161. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PathConstraintTest)
  162. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, RackAndPinionConstraintTest)
  163. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, GearConstraintTest)
  164. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PulleyConstraintTest)
  165. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConstraintVsCOMChangeTest)
  166. static TestNameAndRTTI sConstraintTests[] =
  167. {
  168. { "Point Constraint", JPH_RTTI(PointConstraintTest) },
  169. { "Distance Constraint", JPH_RTTI(DistanceConstraintTest) },
  170. { "Hinge Constraint", JPH_RTTI(HingeConstraintTest) },
  171. { "Powered Hinge Constraint", JPH_RTTI(PoweredHingeConstraintTest) },
  172. { "Slider Constraint", JPH_RTTI(SliderConstraintTest) },
  173. { "Powered Slider Constraint", JPH_RTTI(PoweredSliderConstraintTest) },
  174. { "Fixed Constraint", JPH_RTTI(FixedConstraintTest) },
  175. { "Cone Constraint", JPH_RTTI(ConeConstraintTest) },
  176. { "Swing Twist Constraint", JPH_RTTI(SwingTwistConstraintTest) },
  177. { "Powered Swing Twist Constraint", JPH_RTTI(PoweredSwingTwistConstraintTest) },
  178. { "Swing Twist Constraint Friction", JPH_RTTI(SwingTwistConstraintFrictionTest) },
  179. { "Six DOF Constraint", JPH_RTTI(SixDOFConstraintTest) },
  180. { "Path Constraint", JPH_RTTI(PathConstraintTest) },
  181. { "Rack And Pinion Constraint", JPH_RTTI(RackAndPinionConstraintTest) },
  182. { "Gear Constraint", JPH_RTTI(GearConstraintTest) },
  183. { "Pulley Constraint", JPH_RTTI(PulleyConstraintTest) },
  184. { "Spring", JPH_RTTI(SpringTest) },
  185. { "Constraint Singularity", JPH_RTTI(ConstraintSingularityTest) },
  186. { "Constraint vs Center Of Mass Change",JPH_RTTI(ConstraintVsCOMChangeTest) },
  187. { "Constraint Priority", JPH_RTTI(ConstraintPriorityTest) },
  188. };
  189. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, BoxShapeTest)
  190. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SphereShapeTest)
  191. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, TaperedCapsuleShapeTest)
  192. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CapsuleShapeTest)
  193. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CylinderShapeTest)
  194. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, StaticCompoundShapeTest)
  195. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, MutableCompoundShapeTest)
  196. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, TriangleShapeTest)
  197. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PlaneShapeTest)
  198. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConvexHullShapeTest)
  199. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, MeshShapeTest)
  200. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, MeshShapeUserDataTest)
  201. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, HeightFieldShapeTest)
  202. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, DeformedHeightFieldShapeTest)
  203. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, RotatedTranslatedShapeTest)
  204. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, OffsetCenterOfMassShapeTest)
  205. static TestNameAndRTTI sShapeTests[] =
  206. {
  207. { "Sphere Shape", JPH_RTTI(SphereShapeTest) },
  208. { "Box Shape", JPH_RTTI(BoxShapeTest) },
  209. { "Capsule Shape", JPH_RTTI(CapsuleShapeTest) },
  210. { "Tapered Capsule Shape", JPH_RTTI(TaperedCapsuleShapeTest) },
  211. { "Cylinder Shape", JPH_RTTI(CylinderShapeTest) },
  212. { "Convex Hull Shape", JPH_RTTI(ConvexHullShapeTest) },
  213. { "Mesh Shape", JPH_RTTI(MeshShapeTest) },
  214. { "Mesh Shape Per Triangle User Data", JPH_RTTI(MeshShapeUserDataTest) },
  215. { "Height Field Shape", JPH_RTTI(HeightFieldShapeTest) },
  216. { "Deformed Height Field Shape", JPH_RTTI(DeformedHeightFieldShapeTest) },
  217. { "Static Compound Shape", JPH_RTTI(StaticCompoundShapeTest) },
  218. { "Mutable Compound Shape", JPH_RTTI(MutableCompoundShapeTest) },
  219. { "Triangle Shape", JPH_RTTI(TriangleShapeTest) },
  220. { "Plane Shape", JPH_RTTI(PlaneShapeTest) },
  221. { "Rotated Translated Shape", JPH_RTTI(RotatedTranslatedShapeTest) },
  222. { "Offset Center Of Mass Shape", JPH_RTTI(OffsetCenterOfMassShapeTest) }
  223. };
  224. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledSphereShapeTest)
  225. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledBoxShapeTest)
  226. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledCapsuleShapeTest)
  227. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledTaperedCapsuleShapeTest)
  228. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledCylinderShapeTest)
  229. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledConvexHullShapeTest)
  230. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledMeshShapeTest)
  231. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledHeightFieldShapeTest)
  232. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledStaticCompoundShapeTest)
  233. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledMutableCompoundShapeTest)
  234. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledTriangleShapeTest)
  235. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledPlaneShapeTest)
  236. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledOffsetCenterOfMassShapeTest)
  237. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, DynamicScaledShape)
  238. static TestNameAndRTTI sScaledShapeTests[] =
  239. {
  240. { "Sphere Shape", JPH_RTTI(ScaledSphereShapeTest) },
  241. { "Box Shape", JPH_RTTI(ScaledBoxShapeTest) },
  242. { "Capsule Shape", JPH_RTTI(ScaledCapsuleShapeTest) },
  243. { "Tapered Capsule Shape", JPH_RTTI(ScaledTaperedCapsuleShapeTest) },
  244. { "Cylinder Shape", JPH_RTTI(ScaledCylinderShapeTest) },
  245. { "Convex Hull Shape", JPH_RTTI(ScaledConvexHullShapeTest) },
  246. { "Mesh Shape", JPH_RTTI(ScaledMeshShapeTest) },
  247. { "Height Field Shape", JPH_RTTI(ScaledHeightFieldShapeTest) },
  248. { "Static Compound Shape", JPH_RTTI(ScaledStaticCompoundShapeTest) },
  249. { "Mutable Compound Shape", JPH_RTTI(ScaledMutableCompoundShapeTest) },
  250. { "Triangle Shape", JPH_RTTI(ScaledTriangleShapeTest) },
  251. { "Plane Shape", JPH_RTTI(ScaledPlaneShapeTest) },
  252. { "Offset Center Of Mass Shape", JPH_RTTI(ScaledOffsetCenterOfMassShapeTest) },
  253. { "Dynamic Scaled Shape", JPH_RTTI(DynamicScaledShape) }
  254. };
  255. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CreateRigTest)
  256. #ifdef JPH_OBJECT_STREAM
  257. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, LoadRigTest)
  258. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, KinematicRigTest)
  259. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PoweredRigTest)
  260. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, RigPileTest)
  261. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, LoadSaveRigTest)
  262. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, LoadSaveBinaryRigTest)
  263. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SkeletonMapperTest)
  264. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, BigWorldTest)
  265. #endif // JPH_OBJECT_STREAM
  266. static TestNameAndRTTI sRigTests[] =
  267. {
  268. { "Create Rig", JPH_RTTI(CreateRigTest) },
  269. #ifdef JPH_OBJECT_STREAM
  270. { "Load Rig", JPH_RTTI(LoadRigTest) },
  271. { "Load / Save Rig", JPH_RTTI(LoadSaveRigTest) },
  272. { "Load / Save Binary Rig", JPH_RTTI(LoadSaveBinaryRigTest) },
  273. { "Kinematic Rig", JPH_RTTI(KinematicRigTest) },
  274. { "Powered Rig", JPH_RTTI(PoweredRigTest) },
  275. { "Skeleton Mapper", JPH_RTTI(SkeletonMapperTest) },
  276. { "Rig Pile", JPH_RTTI(RigPileTest) },
  277. { "Big World", JPH_RTTI(BigWorldTest) }
  278. #endif // JPH_OBJECT_STREAM
  279. };
  280. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CharacterTest)
  281. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CharacterVirtualTest)
  282. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CharacterSpaceShipTest)
  283. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CharacterPlanetTest)
  284. static TestNameAndRTTI sCharacterTests[] =
  285. {
  286. { "Character", JPH_RTTI(CharacterTest) },
  287. { "Character Virtual", JPH_RTTI(CharacterVirtualTest) },
  288. { "Character Virtual vs Space Ship", JPH_RTTI(CharacterSpaceShipTest) },
  289. { "Character Virtual vs Planet", JPH_RTTI(CharacterPlanetTest) },
  290. };
  291. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, WaterShapeTest)
  292. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, BoatTest)
  293. static TestNameAndRTTI sWaterTests[] =
  294. {
  295. { "Shapes", JPH_RTTI(WaterShapeTest) },
  296. { "Boat", JPH_RTTI(BoatTest) },
  297. };
  298. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, VehicleSixDOFTest)
  299. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, VehicleConstraintTest)
  300. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, MotorcycleTest)
  301. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, TankTest)
  302. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, VehicleStressTest)
  303. static TestNameAndRTTI sVehicleTests[] =
  304. {
  305. { "Car (VehicleConstraint)", JPH_RTTI(VehicleConstraintTest) },
  306. { "Motorcycle (VehicleConstraint)", JPH_RTTI(MotorcycleTest) },
  307. { "Tank (VehicleConstraint)", JPH_RTTI(TankTest) },
  308. { "Car (SixDOFConstraint)", JPH_RTTI(VehicleSixDOFTest) },
  309. { "Vehicle Stress Test", JPH_RTTI(VehicleStressTest) },
  310. };
  311. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyShapesTest)
  312. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyFrictionTest)
  313. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyRestitutionTest)
  314. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyPressureTest)
  315. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyGravityFactorTest)
  316. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyForceTest)
  317. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyKinematicTest)
  318. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyUpdatePositionTest)
  319. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyStressTest)
  320. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyVsFastMovingTest)
  321. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyVertexRadiusTest)
  322. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyContactListenerTest)
  323. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyCustomUpdateTest)
  324. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyLRAConstraintTest)
  325. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyBendConstraintTest)
  326. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodySkinnedConstraintTest)
  327. static TestNameAndRTTI sSoftBodyTests[] =
  328. {
  329. { "Soft Body vs Shapes", JPH_RTTI(SoftBodyShapesTest) },
  330. { "Soft Body vs Fast Moving", JPH_RTTI(SoftBodyVsFastMovingTest) },
  331. { "Soft Body Friction", JPH_RTTI(SoftBodyFrictionTest) },
  332. { "Soft Body Restitution", JPH_RTTI(SoftBodyRestitutionTest) },
  333. { "Soft Body Pressure", JPH_RTTI(SoftBodyPressureTest) },
  334. { "Soft Body Gravity Factor", JPH_RTTI(SoftBodyGravityFactorTest) },
  335. { "Soft Body Force", JPH_RTTI(SoftBodyForceTest) },
  336. { "Soft Body Kinematic", JPH_RTTI(SoftBodyKinematicTest) },
  337. { "Soft Body Update Position", JPH_RTTI(SoftBodyUpdatePositionTest) },
  338. { "Soft Body Stress Test", JPH_RTTI(SoftBodyStressTest) },
  339. { "Soft Body Vertex Radius Test", JPH_RTTI(SoftBodyVertexRadiusTest) },
  340. { "Soft Body Contact Listener", JPH_RTTI(SoftBodyContactListenerTest) },
  341. { "Soft Body Custom Update", JPH_RTTI(SoftBodyCustomUpdateTest) },
  342. { "Soft Body LRA Constraint", JPH_RTTI(SoftBodyLRAConstraintTest) },
  343. { "Soft Body Bend Constraint", JPH_RTTI(SoftBodyBendConstraintTest) },
  344. { "Soft Body Skinned Constraint", JPH_RTTI(SoftBodySkinnedConstraintTest) }
  345. };
  346. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, BroadPhaseCastRayTest)
  347. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, BroadPhaseInsertionTest)
  348. static TestNameAndRTTI sBroadPhaseTests[] =
  349. {
  350. { "Cast Ray", JPH_RTTI(BroadPhaseCastRayTest) },
  351. { "Insertion", JPH_RTTI(BroadPhaseInsertionTest) }
  352. };
  353. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, InteractivePairsTest)
  354. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, EPATest)
  355. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ClosestPointTest)
  356. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConvexHullTest)
  357. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConvexHullShrinkTest)
  358. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, RandomRayTest)
  359. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CapsuleVsBoxTest)
  360. static TestNameAndRTTI sConvexCollisionTests[] =
  361. {
  362. { "Interactive Pairs", JPH_RTTI(InteractivePairsTest) },
  363. { "EPA Test", JPH_RTTI(EPATest) },
  364. { "Closest Point", JPH_RTTI(ClosestPointTest) },
  365. { "Convex Hull", JPH_RTTI(ConvexHullTest) },
  366. { "Convex Hull Shrink", JPH_RTTI(ConvexHullShrinkTest) },
  367. { "Random Ray", JPH_RTTI(RandomRayTest) },
  368. { "Capsule Vs Box", JPH_RTTI(CapsuleVsBoxTest) }
  369. };
  370. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, LoadSnapshotTest)
  371. static TestNameAndRTTI sTools[] =
  372. {
  373. { "Load Snapshot", JPH_RTTI(LoadSnapshotTest) },
  374. };
  375. static TestCategory sAllCategories[] =
  376. {
  377. { "General", sGeneralTests, size(sGeneralTests) },
  378. { "Shapes", sShapeTests, size(sShapeTests) },
  379. { "Scaled Shapes", sScaledShapeTests, size(sScaledShapeTests) },
  380. { "Constraints", sConstraintTests, size(sConstraintTests) },
  381. { "Rig", sRigTests, size(sRigTests) },
  382. { "Character", sCharacterTests, size(sCharacterTests) },
  383. { "Water", sWaterTests, size(sWaterTests) },
  384. { "Vehicle", sVehicleTests, size(sVehicleTests) },
  385. { "Soft Body", sSoftBodyTests, size(sSoftBodyTests) },
  386. { "Broad Phase", sBroadPhaseTests, size(sBroadPhaseTests) },
  387. { "Convex Collision", sConvexCollisionTests, size(sConvexCollisionTests) },
  388. { "Tools", sTools, size(sTools) }
  389. };
  390. //-----------------------------------------------------------------------------
  391. // Configuration
  392. //-----------------------------------------------------------------------------
  393. static constexpr uint cNumBodies = 10240;
  394. static constexpr uint cNumBodyMutexes = 0; // Autodetect
  395. static constexpr uint cMaxBodyPairs = 65536;
  396. static constexpr uint cMaxContactConstraints = 20480;
  397. SamplesApp::SamplesApp()
  398. {
  399. // Limit the render frequency to our simulation frequency so we don't play back the simulation too fast
  400. // Note that if the simulation frequency > vsync frequency the simulation will slow down as we want
  401. // to visualize every simulation step. When the simulation frequency is lower than the vsync frequency
  402. // we will not render a new frame every frame as we want to show the result of the sim and not an interpolated version.
  403. SetRenderFrequency(mUpdateFrequency);
  404. // Allocate temp memory
  405. #ifdef JPH_DISABLE_TEMP_ALLOCATOR
  406. mTempAllocator = new TempAllocatorMalloc();
  407. #else
  408. mTempAllocator = new TempAllocatorImpl(32 * 1024 * 1024);
  409. #endif
  410. // Create job system
  411. mJobSystem = new JobSystemThreadPool(cMaxPhysicsJobs, cMaxPhysicsBarriers, mMaxConcurrentJobs - 1);
  412. // Create single threaded job system for validating
  413. mJobSystemValidating = new JobSystemSingleThreaded(cMaxPhysicsJobs);
  414. {
  415. // Disable allocation checking
  416. DisableCustomMemoryHook dcmh;
  417. // Create UI
  418. UIElement *main_menu = mDebugUI->CreateMenu();
  419. mDebugUI->CreateTextButton(main_menu, "Select Test", [this]() {
  420. UIElement *tests = mDebugUI->CreateMenu();
  421. for (TestCategory &c : sAllCategories)
  422. {
  423. mDebugUI->CreateTextButton(tests, c.mName, [this, &c]() {
  424. UIElement *category = mDebugUI->CreateMenu();
  425. for (uint j = 0; j < c.mNumTests; ++j)
  426. mDebugUI->CreateTextButton(category, c.mTests[j].mName, [this, &c, j]() { StartTest(c.mTests[j].mRTTI); });
  427. mDebugUI->ShowMenu(category);
  428. });
  429. }
  430. mDebugUI->ShowMenu(tests);
  431. });
  432. mTestSettingsButton = mDebugUI->CreateTextButton(main_menu, "Test Settings", [this](){
  433. UIElement *test_settings = mDebugUI->CreateMenu();
  434. mTest->CreateSettingsMenu(mDebugUI, test_settings);
  435. mDebugUI->ShowMenu(test_settings);
  436. });
  437. mDebugUI->CreateTextButton(main_menu, "Restart Test (R)", [this]() { StartTest(mTestClass); });
  438. mDebugUI->CreateTextButton(main_menu, "Run All Tests", [this]() { RunAllTests(); });
  439. mNextTestButton = mDebugUI->CreateTextButton(main_menu, "Next Test (N)", [this]() { NextTest(); });
  440. mNextTestButton->SetDisabled(true);
  441. mDebugUI->CreateTextButton(main_menu, "Take Snapshot", [this]() { TakeSnapshot(); });
  442. mDebugUI->CreateTextButton(main_menu, "Take And Reload Snapshot", [this]() { TakeAndReloadSnapshot(); });
  443. mDebugUI->CreateTextButton(main_menu, "Physics Settings", [this]() {
  444. UIElement *phys_settings = mDebugUI->CreateMenu();
  445. mDebugUI->CreateSlider(phys_settings, "Max Concurrent Jobs", float(mMaxConcurrentJobs), 1, float(thread::hardware_concurrency()), 1, [this](float inValue) { mMaxConcurrentJobs = (int)inValue; });
  446. 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)); });
  447. mDebugUI->CreateSlider(phys_settings, "Update Frequency (Hz)", mUpdateFrequency, 7.5f, 300.0f, 2.5f, [this](float inValue) { mUpdateFrequency = inValue; SetRenderFrequency(mUpdateFrequency); });
  448. mDebugUI->CreateSlider(phys_settings, "Num Collision Steps", float(mCollisionSteps), 1.0f, 4.0f, 1.0f, [this](float inValue) { mCollisionSteps = int(inValue); });
  449. mDebugUI->CreateSlider(phys_settings, "Num Velocity Steps", float(mPhysicsSettings.mNumVelocitySteps), 0, 30, 1, [this](float inValue) { mPhysicsSettings.mNumVelocitySteps = int(round(inValue)); mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  450. mDebugUI->CreateSlider(phys_settings, "Num Position Steps", float(mPhysicsSettings.mNumPositionSteps), 0, 30, 1, [this](float inValue) { mPhysicsSettings.mNumPositionSteps = int(round(inValue)); mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  451. mDebugUI->CreateSlider(phys_settings, "Baumgarte Stabilization Factor", mPhysicsSettings.mBaumgarte, 0.01f, 1.0f, 0.05f, [this](float inValue) { mPhysicsSettings.mBaumgarte = inValue; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  452. mDebugUI->CreateSlider(phys_settings, "Speculative Contact Distance (m)", mPhysicsSettings.mSpeculativeContactDistance, 0.0f, 0.1f, 0.005f, [this](float inValue) { mPhysicsSettings.mSpeculativeContactDistance = inValue; });
  453. mDebugUI->CreateSlider(phys_settings, "Penetration Slop (m)", mPhysicsSettings.mPenetrationSlop, 0.0f, 0.1f, 0.005f, [this](float inValue) { mPhysicsSettings.mPenetrationSlop = inValue; });
  454. mDebugUI->CreateSlider(phys_settings, "Linear Cast Threshold", mPhysicsSettings.mLinearCastThreshold, 0.0f, 1.0f, 0.05f, [this](float inValue) { mPhysicsSettings.mLinearCastThreshold = inValue; });
  455. 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); });
  456. 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); });
  457. 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); });
  458. #if defined(_DEBUG) && !defined(JPH_DISABLE_CUSTOM_ALLOCATOR) && !defined(JPH_COMPILER_MINGW)
  459. mDebugUI->CreateCheckBox(phys_settings, "Enable Checking Memory Hook", IsCustomMemoryHookEnabled(), [](UICheckBox::EState inState) { EnableCustomMemoryHook(inState == UICheckBox::STATE_CHECKED); });
  460. #endif
  461. mDebugUI->CreateCheckBox(phys_settings, "Deterministic Simulation", mPhysicsSettings.mDeterministicSimulation, [this](UICheckBox::EState inState) { mPhysicsSettings.mDeterministicSimulation = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  462. mDebugUI->CreateCheckBox(phys_settings, "Constraint Warm Starting", mPhysicsSettings.mConstraintWarmStart, [this](UICheckBox::EState inState) { mPhysicsSettings.mConstraintWarmStart = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  463. mDebugUI->CreateCheckBox(phys_settings, "Use Body Pair Contact Cache", mPhysicsSettings.mUseBodyPairContactCache, [this](UICheckBox::EState inState) { mPhysicsSettings.mUseBodyPairContactCache = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  464. mDebugUI->CreateCheckBox(phys_settings, "Contact Manifold Reduction", mPhysicsSettings.mUseManifoldReduction, [this](UICheckBox::EState inState) { mPhysicsSettings.mUseManifoldReduction = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  465. mDebugUI->CreateCheckBox(phys_settings, "Use Large Island Splitter", mPhysicsSettings.mUseLargeIslandSplitter, [this](UICheckBox::EState inState) { mPhysicsSettings.mUseLargeIslandSplitter = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  466. mDebugUI->CreateCheckBox(phys_settings, "Allow Sleeping", mPhysicsSettings.mAllowSleeping, [this](UICheckBox::EState inState) { mPhysicsSettings.mAllowSleeping = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  467. mDebugUI->CreateCheckBox(phys_settings, "Check Active Triangle Edges", mPhysicsSettings.mCheckActiveEdges, [this](UICheckBox::EState inState) { mPhysicsSettings.mCheckActiveEdges = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  468. mDebugUI->CreateCheckBox(phys_settings, "Record State For Playback", mRecordState, [this](UICheckBox::EState inState) { mRecordState = inState == UICheckBox::STATE_CHECKED; });
  469. mDebugUI->CreateCheckBox(phys_settings, "Check Determinism", mCheckDeterminism, [this](UICheckBox::EState inState) { mCheckDeterminism = inState == UICheckBox::STATE_CHECKED; });
  470. mDebugUI->CreateCheckBox(phys_settings, "Install Contact Listener", mInstallContactListener, [this](UICheckBox::EState inState) { mInstallContactListener = inState == UICheckBox::STATE_CHECKED; StartTest(mTestClass); });
  471. mDebugUI->ShowMenu(phys_settings);
  472. });
  473. #ifdef JPH_DEBUG_RENDERER
  474. mDebugUI->CreateTextButton(main_menu, "Drawing Options", [this]() {
  475. UIElement *drawing_options = mDebugUI->CreateMenu();
  476. mDebugUI->CreateCheckBox(drawing_options, "Draw Shapes (H)", mBodyDrawSettings.mDrawShape, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawShape = inState == UICheckBox::STATE_CHECKED; });
  477. mDebugUI->CreateCheckBox(drawing_options, "Draw Shapes Wireframe (Alt+W)", mBodyDrawSettings.mDrawShapeWireframe, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawShapeWireframe = inState == UICheckBox::STATE_CHECKED; });
  478. 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; });
  479. mDebugUI->CreateCheckBox(drawing_options, "Draw GetSupport + Cvx Radius (Shift+H)", mBodyDrawSettings.mDrawGetSupportFunction, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawGetSupportFunction = inState == UICheckBox::STATE_CHECKED; });
  480. mDebugUI->CreateCheckBox(drawing_options, "Draw Shapes Using GetTrianglesStart/Next (Alt+H)", mDrawGetTriangles, [this](UICheckBox::EState inState) { mDrawGetTriangles = inState == UICheckBox::STATE_CHECKED; });
  481. mDebugUI->CreateCheckBox(drawing_options, "Draw GetSupport Direction", mBodyDrawSettings.mDrawSupportDirection, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSupportDirection = inState == UICheckBox::STATE_CHECKED; mBodyDrawSettings.mDrawGetSupportFunction |= mBodyDrawSettings.mDrawSupportDirection; });
  482. mDebugUI->CreateCheckBox(drawing_options, "Draw GetSupportingFace (Shift+F)", mBodyDrawSettings.mDrawGetSupportingFace, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawGetSupportingFace = inState == UICheckBox::STATE_CHECKED; });
  483. mDebugUI->CreateCheckBox(drawing_options, "Draw Constraints (C)", mDrawConstraints, [this](UICheckBox::EState inState) { mDrawConstraints = inState == UICheckBox::STATE_CHECKED; });
  484. mDebugUI->CreateCheckBox(drawing_options, "Draw Constraint Limits (L)", mDrawConstraintLimits, [this](UICheckBox::EState inState) { mDrawConstraintLimits = inState == UICheckBox::STATE_CHECKED; });
  485. mDebugUI->CreateCheckBox(drawing_options, "Draw Constraint Reference Frame", mDrawConstraintReferenceFrame, [this](UICheckBox::EState inState) { mDrawConstraintReferenceFrame = inState == UICheckBox::STATE_CHECKED; });
  486. mDebugUI->CreateCheckBox(drawing_options, "Draw Contact Point (1)", ContactConstraintManager::sDrawContactPoint, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawContactPoint = inState == UICheckBox::STATE_CHECKED; });
  487. mDebugUI->CreateCheckBox(drawing_options, "Draw Supporting Faces (2)", ContactConstraintManager::sDrawSupportingFaces, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawSupportingFaces = inState == UICheckBox::STATE_CHECKED; });
  488. mDebugUI->CreateCheckBox(drawing_options, "Draw Contact Point Reduction (3)", ContactConstraintManager::sDrawContactPointReduction, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawContactPointReduction = inState == UICheckBox::STATE_CHECKED; });
  489. mDebugUI->CreateCheckBox(drawing_options, "Draw Contact Manifolds (M)", ContactConstraintManager::sDrawContactManifolds, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawContactManifolds = inState == UICheckBox::STATE_CHECKED; });
  490. mDebugUI->CreateCheckBox(drawing_options, "Draw Motion Quality Linear Cast", PhysicsSystem::sDrawMotionQualityLinearCast, [](UICheckBox::EState inState) { PhysicsSystem::sDrawMotionQualityLinearCast = inState == UICheckBox::STATE_CHECKED; });
  491. mDebugUI->CreateCheckBox(drawing_options, "Draw Bounding Boxes", mBodyDrawSettings.mDrawBoundingBox, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawBoundingBox = inState == UICheckBox::STATE_CHECKED; });
  492. mDebugUI->CreateCheckBox(drawing_options, "Draw Physics System Bounds", mDrawPhysicsSystemBounds, [this](UICheckBox::EState inState) { mDrawPhysicsSystemBounds = inState == UICheckBox::STATE_CHECKED; });
  493. mDebugUI->CreateCheckBox(drawing_options, "Draw Center of Mass Transforms", mBodyDrawSettings.mDrawCenterOfMassTransform, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawCenterOfMassTransform = inState == UICheckBox::STATE_CHECKED; });
  494. mDebugUI->CreateCheckBox(drawing_options, "Draw World Transforms", mBodyDrawSettings.mDrawWorldTransform, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawWorldTransform = inState == UICheckBox::STATE_CHECKED; });
  495. mDebugUI->CreateCheckBox(drawing_options, "Draw Velocity", mBodyDrawSettings.mDrawVelocity, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawVelocity = inState == UICheckBox::STATE_CHECKED; });
  496. mDebugUI->CreateCheckBox(drawing_options, "Draw Sleep Stats", mBodyDrawSettings.mDrawSleepStats, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSleepStats = inState == UICheckBox::STATE_CHECKED; });
  497. mDebugUI->CreateCheckBox(drawing_options, "Draw Mass and Inertia (I)", mBodyDrawSettings.mDrawMassAndInertia, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawMassAndInertia = inState == UICheckBox::STATE_CHECKED; });
  498. mDebugUI->CreateCheckBox(drawing_options, "Draw Joints", mPoseDrawSettings.mDrawJoints, [this](UICheckBox::EState inState) { mPoseDrawSettings.mDrawJoints = inState == UICheckBox::STATE_CHECKED; });
  499. mDebugUI->CreateCheckBox(drawing_options, "Draw Joint Orientations", mPoseDrawSettings.mDrawJointOrientations, [this](UICheckBox::EState inState) { mPoseDrawSettings.mDrawJointOrientations = inState == UICheckBox::STATE_CHECKED; });
  500. mDebugUI->CreateCheckBox(drawing_options, "Draw Joint Names", mPoseDrawSettings.mDrawJointNames, [this](UICheckBox::EState inState) { mPoseDrawSettings.mDrawJointNames = inState == UICheckBox::STATE_CHECKED; });
  501. mDebugUI->CreateCheckBox(drawing_options, "Draw Convex Hull Shape Face Outlines", ConvexHullShape::sDrawFaceOutlines, [](UICheckBox::EState inState) { ConvexHullShape::sDrawFaceOutlines = inState == UICheckBox::STATE_CHECKED; });
  502. mDebugUI->CreateCheckBox(drawing_options, "Draw Mesh Shape Triangle Groups", MeshShape::sDrawTriangleGroups, [](UICheckBox::EState inState) { MeshShape::sDrawTriangleGroups = inState == UICheckBox::STATE_CHECKED; });
  503. mDebugUI->CreateCheckBox(drawing_options, "Draw Mesh Shape Triangle Outlines", MeshShape::sDrawTriangleOutlines, [](UICheckBox::EState inState) { MeshShape::sDrawTriangleOutlines = inState == UICheckBox::STATE_CHECKED; });
  504. mDebugUI->CreateCheckBox(drawing_options, "Draw Height Field Shape Triangle Outlines", HeightFieldShape::sDrawTriangleOutlines, [](UICheckBox::EState inState) { HeightFieldShape::sDrawTriangleOutlines = inState == UICheckBox::STATE_CHECKED; });
  505. mDebugUI->CreateCheckBox(drawing_options, "Draw Submerged Volumes", Shape::sDrawSubmergedVolumes, [](UICheckBox::EState inState) { Shape::sDrawSubmergedVolumes = inState == UICheckBox::STATE_CHECKED; });
  506. mDebugUI->CreateCheckBox(drawing_options, "Draw Character Virtual Constraints", CharacterVirtual::sDrawConstraints, [](UICheckBox::EState inState) { CharacterVirtual::sDrawConstraints = inState == UICheckBox::STATE_CHECKED; });
  507. mDebugUI->CreateCheckBox(drawing_options, "Draw Character Virtual Walk Stairs", CharacterVirtual::sDrawWalkStairs, [](UICheckBox::EState inState) { CharacterVirtual::sDrawWalkStairs = inState == UICheckBox::STATE_CHECKED; });
  508. mDebugUI->CreateCheckBox(drawing_options, "Draw Character Virtual Stick To Floor", CharacterVirtual::sDrawStickToFloor, [](UICheckBox::EState inState) { CharacterVirtual::sDrawStickToFloor = inState == UICheckBox::STATE_CHECKED; });
  509. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body Vertices", mBodyDrawSettings.mDrawSoftBodyVertices, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodyVertices = inState == UICheckBox::STATE_CHECKED; });
  510. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body Vertex Velocities", mBodyDrawSettings.mDrawSoftBodyVertexVelocities, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodyVertexVelocities = inState == UICheckBox::STATE_CHECKED; });
  511. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body Edge Constraints", mBodyDrawSettings.mDrawSoftBodyEdgeConstraints, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodyEdgeConstraints = inState == UICheckBox::STATE_CHECKED; });
  512. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body Bend Constraints", mBodyDrawSettings.mDrawSoftBodyBendConstraints, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodyBendConstraints = inState == UICheckBox::STATE_CHECKED; });
  513. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body Volume Constraints", mBodyDrawSettings.mDrawSoftBodyVolumeConstraints, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodyVolumeConstraints = inState == UICheckBox::STATE_CHECKED; });
  514. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body Skin Constraints", mBodyDrawSettings.mDrawSoftBodySkinConstraints, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodySkinConstraints = inState == UICheckBox::STATE_CHECKED; });
  515. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body LRA Constraints", mBodyDrawSettings.mDrawSoftBodyLRAConstraints, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodyLRAConstraints = inState == UICheckBox::STATE_CHECKED; });
  516. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body Predicted Bounds", mBodyDrawSettings.mDrawSoftBodyPredictedBounds, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodyPredictedBounds = inState == UICheckBox::STATE_CHECKED; });
  517. mDebugUI->CreateComboBox(drawing_options, "Draw Soft Body Constraint Color", { "Constraint Type", "Constraint Group", "Constraint Order" }, (int)mBodyDrawSettings.mDrawSoftBodyConstraintColor, [this](int inItem) { mBodyDrawSettings.mDrawSoftBodyConstraintColor = (ESoftBodyConstraintColor)inItem; });
  518. mDebugUI->ShowMenu(drawing_options);
  519. });
  520. #endif // JPH_DEBUG_RENDERER
  521. mDebugUI->CreateTextButton(main_menu, "Mouse Probe", [this]() {
  522. UIElement *probe_options = mDebugUI->CreateMenu();
  523. 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; });
  524. 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; });
  525. mDebugUI->CreateCheckBox(probe_options, "Scale Shape", mScaleShape, [this](UICheckBox::EState inState) { mScaleShape = inState == UICheckBox::STATE_CHECKED; });
  526. mDebugUI->CreateSlider(probe_options, "Scale X", mShapeScale.GetX(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShapeScale.SetX(inValue); });
  527. mDebugUI->CreateSlider(probe_options, "Scale Y", mShapeScale.GetY(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShapeScale.SetY(inValue); });
  528. mDebugUI->CreateSlider(probe_options, "Scale Z", mShapeScale.GetZ(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShapeScale.SetZ(inValue); });
  529. mDebugUI->CreateComboBox(probe_options, "Back Face Cull", { "On", "Off" }, (int)mBackFaceMode, [this](int inItem) { mBackFaceMode = (EBackFaceMode)inItem; });
  530. mDebugUI->CreateComboBox(probe_options, "Active Edge Mode", { "Only Active", "All" }, (int)mActiveEdgeMode, [this](int inItem) { mActiveEdgeMode = (EActiveEdgeMode)inItem; });
  531. mDebugUI->CreateComboBox(probe_options, "Collect Faces Mode", { "Collect Faces", "No Faces" }, (int)mCollectFacesMode, [this](int inItem) { mCollectFacesMode = (ECollectFacesMode)inItem; });
  532. mDebugUI->CreateSlider(probe_options, "Max Separation Distance", mMaxSeparationDistance, 0.0f, 5.0f, 0.1f, [this](float inValue) { mMaxSeparationDistance = inValue; });
  533. mDebugUI->CreateCheckBox(probe_options, "Treat Convex As Solid", mTreatConvexAsSolid, [this](UICheckBox::EState inState) { mTreatConvexAsSolid = inState == UICheckBox::STATE_CHECKED; });
  534. mDebugUI->CreateCheckBox(probe_options, "Return Deepest Point", mReturnDeepestPoint, [this](UICheckBox::EState inState) { mReturnDeepestPoint = inState == UICheckBox::STATE_CHECKED; });
  535. mDebugUI->CreateCheckBox(probe_options, "Shrunken Shape + Convex Radius", mUseShrunkenShapeAndConvexRadius, [this](UICheckBox::EState inState) { mUseShrunkenShapeAndConvexRadius = inState == UICheckBox::STATE_CHECKED; });
  536. mDebugUI->CreateCheckBox(probe_options, "Draw Supporting Face", mDrawSupportingFace, [this](UICheckBox::EState inState) { mDrawSupportingFace = inState == UICheckBox::STATE_CHECKED; });
  537. mDebugUI->CreateSlider(probe_options, "Max Hits", float(mMaxHits), 0, 10, 1, [this](float inValue) { mMaxHits = (int)inValue; });
  538. mDebugUI->ShowMenu(probe_options);
  539. });
  540. mDebugUI->CreateTextButton(main_menu, "Shoot Object", [this]() {
  541. UIElement *shoot_options = mDebugUI->CreateMenu();
  542. mDebugUI->CreateTextButton(shoot_options, "Shoot Object (B)", [this]() { ShootObject(); });
  543. mDebugUI->CreateSlider(shoot_options, "Initial Velocity", mShootObjectVelocity, 0.0f, 500.0f, 10.0f, [this](float inValue) { mShootObjectVelocity = inValue; });
  544. mDebugUI->CreateComboBox(shoot_options, "Shape", { "Sphere", "ConvexHull", "Thin Bar", "Soft Body Cube" }, (int)mShootObjectShape, [this](int inItem) { mShootObjectShape = (EShootObjectShape)inItem; });
  545. mDebugUI->CreateComboBox(shoot_options, "Motion Quality", { "Discrete", "LinearCast" }, (int)mShootObjectMotionQuality, [this](int inItem) { mShootObjectMotionQuality = (EMotionQuality)inItem; });
  546. mDebugUI->CreateSlider(shoot_options, "Friction", mShootObjectFriction, 0.0f, 1.0f, 0.05f, [this](float inValue) { mShootObjectFriction = inValue; });
  547. mDebugUI->CreateSlider(shoot_options, "Restitution", mShootObjectRestitution, 0.0f, 1.0f, 0.05f, [this](float inValue) { mShootObjectRestitution = inValue; });
  548. mDebugUI->CreateCheckBox(shoot_options, "Scale Shape", mShootObjectScaleShape, [this](UICheckBox::EState inState) { mShootObjectScaleShape = inState == UICheckBox::STATE_CHECKED; });
  549. mDebugUI->CreateSlider(shoot_options, "Scale X", mShootObjectShapeScale.GetX(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShootObjectShapeScale.SetX(inValue); });
  550. mDebugUI->CreateSlider(shoot_options, "Scale Y", mShootObjectShapeScale.GetY(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShootObjectShapeScale.SetY(inValue); });
  551. mDebugUI->CreateSlider(shoot_options, "Scale Z", mShootObjectShapeScale.GetZ(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShootObjectShapeScale.SetZ(inValue); });
  552. mDebugUI->ShowMenu(shoot_options);
  553. });
  554. mDebugUI->CreateTextButton(main_menu, "Help", [this](){
  555. UIElement *help = mDebugUI->CreateMenu();
  556. mDebugUI->CreateStaticText(help,
  557. "ESC: Back to previous menu.\n"
  558. "WASD + Mouse: Fly around. Hold Shift to speed up, Ctrl to slow down.\n"
  559. "Space: Hold to pick up and drag a physics object under the crosshair.\n"
  560. "P: Pause / unpause simulation.\n"
  561. "O: Single step the simulation.\n"
  562. ",: Step back (only when Physics Settings / Record State for Playback is on).\n"
  563. ".: Step forward (only when Physics Settings / Record State for Playback is on).\n"
  564. "Shift + ,: Play reverse (only when Physics Settings / Record State for Playback is on).\n"
  565. "Shift + .: Replay forward (only when Physics Settings / Record State for Playback is on).\n"
  566. "T: Dump frame timing information to profile_*.html (when JPH_PROFILE_ENABLED defined)."
  567. );
  568. mDebugUI->ShowMenu(help);
  569. });
  570. mDebugUI->ShowMenu(main_menu);
  571. }
  572. // Get test name from commandline
  573. String cmd_line = ToLower(GetCommandLineA());
  574. Array<String> args;
  575. StringToVector(cmd_line, args, " ");
  576. if (args.size() == 2)
  577. {
  578. String cmd = args[1];
  579. if (cmd == "alltests")
  580. {
  581. // Run all tests
  582. mCheckDeterminism = true;
  583. mExitAfterRunningTests = true;
  584. RunAllTests();
  585. }
  586. else
  587. {
  588. // Search for the test
  589. const RTTI *test = JPH_RTTI(CreateRigTest);
  590. for (TestCategory &c : sAllCategories)
  591. for (uint i = 0; i < c.mNumTests; ++i)
  592. {
  593. TestNameAndRTTI &t = c.mTests[i];
  594. String test_name = ToLower(t.mRTTI->GetName());
  595. if (test_name == cmd)
  596. {
  597. test = t.mRTTI;
  598. break;
  599. }
  600. }
  601. // Construct test
  602. StartTest(test);
  603. }
  604. }
  605. else
  606. {
  607. // Otherwise start default test
  608. StartTest(JPH_RTTI(CreateRigTest));
  609. }
  610. }
  611. SamplesApp::~SamplesApp()
  612. {
  613. // Clean up
  614. delete mTest;
  615. delete mContactListener;
  616. delete mPhysicsSystem;
  617. delete mJobSystemValidating;
  618. delete mJobSystem;
  619. delete mTempAllocator;
  620. }
  621. void SamplesApp::StartTest(const RTTI *inRTTI)
  622. {
  623. // Pop active menus, we might be in the settings menu for the test which will be dangling after restarting the test
  624. mDebugUI->BackToMain();
  625. // Store old gravity
  626. Vec3 old_gravity = mPhysicsSystem != nullptr? mPhysicsSystem->GetGravity() : Vec3(0, -9.81f, 0);
  627. // Discard old test
  628. delete mTest;
  629. delete mContactListener;
  630. delete mPhysicsSystem;
  631. // Create physics system
  632. mPhysicsSystem = new PhysicsSystem();
  633. mPhysicsSystem->Init(cNumBodies, cNumBodyMutexes, cMaxBodyPairs, cMaxContactConstraints, mBroadPhaseLayerInterface, mObjectVsBroadPhaseLayerFilter, mObjectVsObjectLayerFilter);
  634. mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings);
  635. // Restore gravity
  636. mPhysicsSystem->SetGravity(old_gravity);
  637. // Reset dragging
  638. mDragAnchor = nullptr;
  639. mDragBody = BodyID();
  640. mDragConstraint = nullptr;
  641. mDragVertexIndex = ~uint(0);
  642. mDragVertexPreviousInvMass = 0.0f;
  643. mDragFraction = 0.0f;
  644. // Reset playback state
  645. mPlaybackFrames.clear();
  646. mPlaybackMode = EPlaybackMode::Play;
  647. mCurrentPlaybackFrame = -1;
  648. // Set new test
  649. mTestClass = inRTTI;
  650. mTest = static_cast<Test *>(inRTTI->CreateObject());
  651. mTest->SetPhysicsSystem(mPhysicsSystem);
  652. mTest->SetJobSystem(mJobSystem);
  653. mTest->SetDebugRenderer(mDebugRenderer);
  654. mTest->SetTempAllocator(mTempAllocator);
  655. if (mInstallContactListener)
  656. {
  657. mContactListener = new ContactListenerImpl;
  658. mContactListener->SetNextListener(mTest->GetContactListener());
  659. mPhysicsSystem->SetContactListener(mContactListener);
  660. }
  661. else
  662. {
  663. mContactListener = nullptr;
  664. mPhysicsSystem->SetContactListener(mTest->GetContactListener());
  665. }
  666. mTest->Initialize();
  667. // Optimize the broadphase to make the first update fast
  668. mPhysicsSystem->OptimizeBroadPhase();
  669. // Make the world render relative to offset specified by test
  670. mRenderer->SetBaseOffset(mTest->GetDrawOffset());
  671. // Reset the camera to the original position
  672. ResetCamera();
  673. // Start paused
  674. Pause(true);
  675. SingleStep();
  676. // Check if test has settings menu
  677. mTestSettingsButton->SetDisabled(!mTest->HasSettingsMenu());
  678. }
  679. void SamplesApp::RunAllTests()
  680. {
  681. mTestsToRun.clear();
  682. for (const TestCategory &c : sAllCategories)
  683. for (uint i = 0; i < c.mNumTests; ++i)
  684. {
  685. TestNameAndRTTI &t = c.mTests[i];
  686. mTestsToRun.push_back(t.mRTTI);
  687. }
  688. NextTest();
  689. }
  690. bool SamplesApp::NextTest()
  691. {
  692. if (mTestsToRun.empty())
  693. {
  694. if (mExitAfterRunningTests)
  695. return false; // Exit the application now
  696. else
  697. MessageBoxA(nullptr, "Test run complete!", "Complete", MB_OK);
  698. }
  699. else
  700. {
  701. // Start the timer for 10 seconds
  702. mTestTimeLeft = 10.0f;
  703. // Take next test
  704. const RTTI *rtti = mTestsToRun.front();
  705. mTestsToRun.erase(mTestsToRun.begin());
  706. // Start it
  707. StartTest(rtti);
  708. // Unpause
  709. Pause(false);
  710. }
  711. mNextTestButton->SetDisabled(mTestsToRun.empty());
  712. return true;
  713. }
  714. bool SamplesApp::CheckNextTest()
  715. {
  716. if (mTestTimeLeft >= 0.0f)
  717. {
  718. // Update status string
  719. if (!mStatusString.empty())
  720. mStatusString += "\n";
  721. mStatusString += StringFormat("%s: Next test in %.1fs", mTestClass->GetName(), (double)mTestTimeLeft);
  722. // Use physics time
  723. mTestTimeLeft -= 1.0f / mUpdateFrequency;
  724. // If time's up then go to the next test
  725. if (mTestTimeLeft < 0.0f)
  726. return NextTest();
  727. }
  728. return true;
  729. }
  730. void SamplesApp::TakeSnapshot()
  731. {
  732. // Convert physics system to scene
  733. Ref<PhysicsScene> scene = new PhysicsScene();
  734. scene->FromPhysicsSystem(mPhysicsSystem);
  735. // Save scene
  736. ofstream stream("snapshot.bin", ofstream::out | ofstream::trunc | ofstream::binary);
  737. StreamOutWrapper wrapper(stream);
  738. if (stream.is_open())
  739. scene->SaveBinaryState(wrapper, true, true);
  740. }
  741. void SamplesApp::TakeAndReloadSnapshot()
  742. {
  743. TakeSnapshot();
  744. StartTest(JPH_RTTI(LoadSnapshotTest));
  745. }
  746. RefConst<Shape> SamplesApp::CreateProbeShape()
  747. {
  748. RefConst<Shape> shape;
  749. switch (mProbeShape)
  750. {
  751. case EProbeShape::Sphere:
  752. shape = new SphereShape(0.2f);
  753. break;
  754. case EProbeShape::Box:
  755. shape = new BoxShape(Vec3(0.1f, 0.2f, 0.3f));
  756. break;
  757. case EProbeShape::ConvexHull:
  758. {
  759. // Create tetrahedron
  760. Array<Vec3> tetrahedron;
  761. tetrahedron.push_back(Vec3::sZero());
  762. tetrahedron.push_back(Vec3(0.2f, 0, 0.4f));
  763. tetrahedron.push_back(Vec3(0.4f, 0, 0));
  764. tetrahedron.push_back(Vec3(0.2f, -0.2f, 1.0f));
  765. shape = ConvexHullShapeSettings(tetrahedron, 0.01f).Create().Get();
  766. }
  767. break;
  768. case EProbeShape::Capsule:
  769. shape = new CapsuleShape(0.2f, 0.1f);
  770. break;
  771. case EProbeShape::TaperedCapsule:
  772. shape = TaperedCapsuleShapeSettings(0.2f, 0.1f, 0.2f).Create().Get();
  773. break;
  774. case EProbeShape::Cylinder:
  775. shape = new CylinderShape(0.2f, 0.1f);
  776. break;
  777. case EProbeShape::Triangle:
  778. shape = new TriangleShape(Vec3(0.1f, 0.9f, 0.3f), Vec3(-0.9f, -0.5f, 0.2f), Vec3(0.7f, -0.3f, -0.1f));
  779. break;
  780. case EProbeShape::RotatedTranslated:
  781. 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)));
  782. break;
  783. case EProbeShape::StaticCompound:
  784. {
  785. Array<Vec3> tetrahedron;
  786. tetrahedron.push_back(Vec3::sZero());
  787. tetrahedron.push_back(Vec3(-0.2f, 0, 0.4f));
  788. tetrahedron.push_back(Vec3(0, 0.2f, 0));
  789. tetrahedron.push_back(Vec3(0.2f, 0, 0.4f));
  790. RefConst<Shape> convex = ConvexHullShapeSettings(tetrahedron, 0.01f).Create().Get();
  791. StaticCompoundShapeSettings compound_settings;
  792. compound_settings.AddShape(Vec3(-0.5f, 0, 0), Quat::sIdentity(), convex);
  793. compound_settings.AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), convex);
  794. shape = compound_settings.Create().Get();
  795. }
  796. break;
  797. case EProbeShape::StaticCompound2:
  798. {
  799. Ref<StaticCompoundShapeSettings> compound = new StaticCompoundShapeSettings();
  800. compound->AddShape(Vec3(0, 0.5f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new BoxShape(Vec3(0.5f, 0.15f, 0.1f)));
  801. compound->AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new CylinderShape(0.5f, 0.1f));
  802. compound->AddShape(Vec3(0, 0, 0.5f), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), new TaperedCapsuleShapeSettings(0.5f, 0.15f, 0.1f));
  803. StaticCompoundShapeSettings compound2;
  804. compound2.AddShape(Vec3(0, 0, 0), Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), compound);
  805. compound2.AddShape(Vec3(0, -0.4f, 0), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), -0.75f * JPH_PI), compound);
  806. shape = compound2.Create().Get();
  807. }
  808. break;
  809. case EProbeShape::MutableCompound:
  810. {
  811. Array<Vec3> tetrahedron;
  812. tetrahedron.push_back(Vec3::sZero());
  813. tetrahedron.push_back(Vec3(-0.2f, 0, 0.4f));
  814. tetrahedron.push_back(Vec3(0, 0.2f, 0));
  815. tetrahedron.push_back(Vec3(0.2f, 0, 0.4f));
  816. RefConst<Shape> convex = ConvexHullShapeSettings(tetrahedron, 0.01f).Create().Get();
  817. MutableCompoundShapeSettings compound_settings;
  818. compound_settings.AddShape(Vec3(-0.5f, 0, 0), Quat::sIdentity(), convex);
  819. compound_settings.AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), convex);
  820. shape = compound_settings.Create().Get();
  821. }
  822. break;
  823. case EProbeShape::Mesh:
  824. shape = ShapeCreator::CreateTorusMesh(2.0f, 0.25f);
  825. break;
  826. }
  827. JPH_ASSERT(shape != nullptr);
  828. // Scale the shape
  829. Vec3 scale = mScaleShape? shape->MakeScaleValid(mShapeScale) : Vec3::sReplicate(1.0f);
  830. JPH_ASSERT(shape->IsValidScale(scale)); // Double check the MakeScaleValid function
  831. if (!ScaleHelpers::IsNotScaled(scale))
  832. shape = new ScaledShape(shape, scale);
  833. return shape;
  834. }
  835. RefConst<Shape> SamplesApp::CreateShootObjectShape()
  836. {
  837. // Get the scale
  838. Vec3 scale = mShootObjectScaleShape? mShootObjectShapeScale : Vec3::sReplicate(1.0f);
  839. // Make it minimally -0.1 or 0.1 depending on the sign
  840. Vec3 clamped_value = Vec3::sSelect(Vec3::sReplicate(-0.1f), Vec3::sReplicate(0.1f), Vec3::sGreaterOrEqual(scale, Vec3::sZero()));
  841. scale = Vec3::sSelect(scale, clamped_value, Vec3::sLess(scale.Abs(), Vec3::sReplicate(0.1f)));
  842. RefConst<Shape> shape;
  843. switch (mShootObjectShape)
  844. {
  845. case EShootObjectShape::Sphere:
  846. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  847. shape = new SphereShape(GetWorldScale());
  848. break;
  849. case EShootObjectShape::ConvexHull:
  850. {
  851. Array<Vec3> vertices = {
  852. Vec3(-0.044661f, 0.001230f, 0.003877f),
  853. Vec3(-0.024743f, -0.042562f, 0.003877f),
  854. Vec3(-0.012336f, -0.021073f, 0.048484f),
  855. Vec3(0.016066f, 0.028121f, -0.049904f),
  856. Vec3(-0.023734f, 0.043275f, -0.024153f),
  857. Vec3(0.020812f, 0.036341f, -0.019530f),
  858. Vec3(0.012495f, 0.021936f, 0.045288f),
  859. Vec3(0.026750f, 0.001230f, 0.049273f),
  860. Vec3(0.045495f, 0.001230f, -0.022077f),
  861. Vec3(0.022193f, -0.036274f, -0.021126f),
  862. Vec3(0.022781f, -0.037291f, 0.029558f),
  863. Vec3(0.014691f, -0.023280f, 0.052897f),
  864. Vec3(-0.012187f, -0.020815f, -0.040214f),
  865. Vec3(0.000541f, 0.001230f, -0.056224f),
  866. Vec3(-0.039882f, 0.001230f, -0.019461f),
  867. Vec3(0.000541f, 0.001230f, 0.056022f),
  868. Vec3(-0.020614f, -0.035411f, -0.020551f),
  869. Vec3(-0.019485f, 0.035916f, 0.027001f),
  870. Vec3(-0.023968f, 0.043680f, 0.003877f),
  871. Vec3(-0.020051f, 0.001230f, 0.039543f),
  872. Vec3(0.026213f, 0.001230f, -0.040589f),
  873. Vec3(-0.010797f, 0.020868f, 0.043152f),
  874. Vec3(-0.012378f, 0.023607f, -0.040876f)
  875. };
  876. // This shape was created at 0.2 world scale, rescale it to the current world scale
  877. float vert_scale = GetWorldScale() / 0.2f;
  878. for (Vec3 &v : vertices)
  879. v *= vert_scale;
  880. shape = ConvexHullShapeSettings(vertices).Create().Get();
  881. }
  882. break;
  883. case EShootObjectShape::ThinBar:
  884. shape = BoxShapeSettings(Vec3(0.05f, 0.8f, 0.03f), 0.015f).Create().Get();
  885. break;
  886. case EShootObjectShape::SoftBodyCube:
  887. JPH_ASSERT(false);
  888. break;
  889. }
  890. // Scale shape if needed
  891. if (scale != Vec3::sReplicate(1.0f))
  892. shape = new ScaledShape(shape, scale);
  893. return shape;
  894. }
  895. void SamplesApp::ShootObject()
  896. {
  897. if (mShootObjectShape != EShootObjectShape::SoftBodyCube)
  898. {
  899. // Configure body
  900. BodyCreationSettings creation_settings(CreateShootObjectShape(), GetCamera().mPos, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  901. creation_settings.mMotionQuality = mShootObjectMotionQuality;
  902. creation_settings.mFriction = mShootObjectFriction;
  903. creation_settings.mRestitution = mShootObjectRestitution;
  904. creation_settings.mLinearVelocity = mShootObjectVelocity * GetCamera().mForward;
  905. // Create body
  906. mPhysicsSystem->GetBodyInterface().CreateAndAddBody(creation_settings, EActivation::Activate);
  907. }
  908. else
  909. {
  910. Ref<SoftBodySharedSettings> shared_settings = SoftBodyCreator::CreateCube(5, 0.5f * GetWorldScale());
  911. for (SoftBodySharedSettings::Vertex &v : shared_settings->mVertices)
  912. {
  913. v.mInvMass = 0.025f;
  914. (mShootObjectVelocity * GetCamera().mForward).StoreFloat3(&v.mVelocity);
  915. }
  916. // Confgure soft body
  917. SoftBodyCreationSettings creation_settings(shared_settings, GetCamera().mPos, Quat::sIdentity(), Layers::MOVING);
  918. creation_settings.mFriction = mShootObjectFriction;
  919. creation_settings.mRestitution = mShootObjectRestitution;
  920. // Create body
  921. mPhysicsSystem->GetBodyInterface().CreateAndAddSoftBody(creation_settings, EActivation::Activate);
  922. }
  923. }
  924. bool SamplesApp::CastProbe(float inProbeLength, float &outFraction, RVec3 &outPosition, BodyID &outID)
  925. {
  926. // Determine start and direction of the probe
  927. const CameraState &camera = GetCamera();
  928. RVec3 start = camera.mPos;
  929. Vec3 direction = inProbeLength * camera.mForward;
  930. // Define a base offset that is halfway the probe to test getting the collision results relative to some offset.
  931. // Note that this is not necessarily the best choice for a base offset, but we want something that's not zero
  932. // and not the start of the collision test either to ensure that we'll see errors in the algorithm.
  933. RVec3 base_offset = start + 0.5f * direction;
  934. // Clear output
  935. outPosition = start + direction;
  936. outFraction = 1.0f;
  937. outID = BodyID();
  938. bool had_hit = false;
  939. switch (mProbeMode)
  940. {
  941. case EProbeMode::Pick:
  942. {
  943. // Create ray
  944. RRayCast ray { start, direction };
  945. // Cast ray
  946. RayCastResult hit;
  947. had_hit = mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, hit, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::MOVING), SpecifiedObjectLayerFilter(Layers::MOVING));
  948. // Fill in results
  949. outPosition = ray.GetPointOnRay(hit.mFraction);
  950. outFraction = hit.mFraction;
  951. outID = hit.mBodyID;
  952. if (had_hit)
  953. mDebugRenderer->DrawMarker(outPosition, Color::sYellow, 0.1f);
  954. else
  955. mDebugRenderer->DrawMarker(camera.mPos + 0.1f * camera.mForward, Color::sRed, 0.001f);
  956. }
  957. break;
  958. case EProbeMode::Ray:
  959. {
  960. // Create ray
  961. RRayCast ray { start, direction };
  962. // Cast ray
  963. RayCastResult hit;
  964. had_hit = mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, hit);
  965. // Fill in results
  966. outPosition = ray.GetPointOnRay(hit.mFraction);
  967. outFraction = hit.mFraction;
  968. outID = hit.mBodyID;
  969. // Draw results
  970. if (had_hit)
  971. {
  972. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  973. if (lock.Succeeded())
  974. {
  975. const Body &hit_body = lock.GetBody();
  976. // Draw hit
  977. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  978. mDebugRenderer->DrawLine(start, outPosition, color);
  979. mDebugRenderer->DrawLine(outPosition, start + direction, Color::sRed);
  980. // Draw material
  981. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  982. mDebugRenderer->DrawText3D(outPosition, material2->GetDebugName());
  983. // Draw normal
  984. Vec3 normal = hit_body.GetWorldSpaceSurfaceNormal(hit.mSubShapeID2, outPosition);
  985. mDebugRenderer->DrawArrow(outPosition, outPosition + normal, color, 0.01f);
  986. // Draw perpendicular axis to indicate hit position
  987. Vec3 perp1 = normal.GetNormalizedPerpendicular();
  988. Vec3 perp2 = normal.Cross(perp1);
  989. mDebugRenderer->DrawLine(outPosition - 0.1f * perp1, outPosition + 0.1f * perp1, color);
  990. mDebugRenderer->DrawLine(outPosition - 0.1f * perp2, outPosition + 0.1f * perp2, color);
  991. // Get and draw the result of GetSupportingFace
  992. if (mDrawSupportingFace)
  993. {
  994. Shape::SupportingFace face;
  995. hit_body.GetTransformedShape().GetSupportingFace(hit.mSubShapeID2, -normal, base_offset, face);
  996. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), face, Color::sWhite, 0.01f);
  997. }
  998. }
  999. }
  1000. else
  1001. {
  1002. mDebugRenderer->DrawMarker(outPosition, Color::sRed, 0.1f);
  1003. }
  1004. }
  1005. break;
  1006. case EProbeMode::RayCollector:
  1007. {
  1008. // Create ray
  1009. RRayCast ray { start, direction };
  1010. // Create settings
  1011. RayCastSettings settings;
  1012. settings.mBackFaceMode = mBackFaceMode;
  1013. settings.mTreatConvexAsSolid = mTreatConvexAsSolid;
  1014. // Cast ray
  1015. Array<RayCastResult> hits;
  1016. if (mMaxHits == 0)
  1017. {
  1018. AnyHitCollisionCollector<CastRayCollector> collector;
  1019. mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, settings, collector);
  1020. if (collector.HadHit())
  1021. hits.push_back(collector.mHit);
  1022. }
  1023. else if (mMaxHits == 1)
  1024. {
  1025. ClosestHitCollisionCollector<CastRayCollector> collector;
  1026. mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, settings, collector);
  1027. if (collector.HadHit())
  1028. hits.push_back(collector.mHit);
  1029. }
  1030. else
  1031. {
  1032. AllHitCollisionCollector<CastRayCollector> collector;
  1033. mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, settings, collector);
  1034. collector.Sort();
  1035. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  1036. if ((int)hits.size() > mMaxHits)
  1037. hits.resize(mMaxHits);
  1038. }
  1039. had_hit = !hits.empty();
  1040. if (had_hit)
  1041. {
  1042. // Fill in results
  1043. RayCastResult &first_hit = hits.front();
  1044. outPosition = ray.GetPointOnRay(first_hit.mFraction);
  1045. outFraction = first_hit.mFraction;
  1046. outID = first_hit.mBodyID;
  1047. // Draw results
  1048. RVec3 prev_position = start;
  1049. bool c = false;
  1050. for (const RayCastResult &hit : hits)
  1051. {
  1052. // Draw line
  1053. RVec3 position = ray.GetPointOnRay(hit.mFraction);
  1054. mDebugRenderer->DrawLine(prev_position, position, c? Color::sGrey : Color::sWhite);
  1055. c = !c;
  1056. prev_position = position;
  1057. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  1058. if (lock.Succeeded())
  1059. {
  1060. const Body &hit_body = lock.GetBody();
  1061. // Draw material
  1062. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  1063. mDebugRenderer->DrawText3D(position, material2->GetDebugName());
  1064. // Draw normal
  1065. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1066. Vec3 normal = hit_body.GetWorldSpaceSurfaceNormal(hit.mSubShapeID2, position);
  1067. mDebugRenderer->DrawArrow(position, position + normal, color, 0.01f);
  1068. // Draw perpendicular axis to indicate hit position
  1069. Vec3 perp1 = normal.GetNormalizedPerpendicular();
  1070. Vec3 perp2 = normal.Cross(perp1);
  1071. mDebugRenderer->DrawLine(position - 0.1f * perp1, position + 0.1f * perp1, color);
  1072. mDebugRenderer->DrawLine(position - 0.1f * perp2, position + 0.1f * perp2, color);
  1073. // Get and draw the result of GetSupportingFace
  1074. if (mDrawSupportingFace)
  1075. {
  1076. Shape::SupportingFace face;
  1077. hit_body.GetTransformedShape().GetSupportingFace(hit.mSubShapeID2, -normal, base_offset, face);
  1078. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), face, Color::sWhite, 0.01f);
  1079. }
  1080. }
  1081. }
  1082. // Draw remainder of line
  1083. mDebugRenderer->DrawLine(ray.GetPointOnRay(hits.back().mFraction), start + direction, Color::sRed);
  1084. }
  1085. else
  1086. {
  1087. // Draw 'miss'
  1088. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1089. mDebugRenderer->DrawMarker(start + direction, Color::sRed, 0.1f);
  1090. }
  1091. }
  1092. break;
  1093. case EProbeMode::CollidePoint:
  1094. {
  1095. // Create point
  1096. const float fraction = 0.1f;
  1097. RVec3 point = start + fraction * direction;
  1098. // Collide point
  1099. AllHitCollisionCollector<CollidePointCollector> collector;
  1100. mPhysicsSystem->GetNarrowPhaseQuery().CollidePoint(point, collector);
  1101. had_hit = !collector.mHits.empty();
  1102. if (had_hit)
  1103. {
  1104. // Draw results
  1105. for (const CollidePointResult &hit : collector.mHits)
  1106. {
  1107. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  1108. if (lock.Succeeded())
  1109. {
  1110. const Body &hit_body = lock.GetBody();
  1111. // Draw bounding box
  1112. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1113. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1114. }
  1115. }
  1116. }
  1117. // Draw test location
  1118. mDebugRenderer->DrawMarker(point, had_hit? Color::sGreen : Color::sRed, 0.1f);
  1119. }
  1120. break;
  1121. case EProbeMode::CollideShape:
  1122. {
  1123. // Create shape cast
  1124. RefConst<Shape> shape = CreateProbeShape();
  1125. Mat44 rotation = Mat44::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI) * Mat44::sRotation(Vec3::sAxisY(), 0.2f * JPH_PI);
  1126. Mat44 com = Mat44::sTranslation(shape->GetCenterOfMass());
  1127. RMat44 shape_transform(RMat44::sTranslation(start + 5.0f * camera.mForward) * rotation * com);
  1128. // Create settings
  1129. CollideShapeSettings settings;
  1130. settings.mActiveEdgeMode = mActiveEdgeMode;
  1131. settings.mBackFaceMode = mBackFaceMode;
  1132. settings.mCollectFacesMode = mCollectFacesMode;
  1133. settings.mMaxSeparationDistance = mMaxSeparationDistance;
  1134. Array<CollideShapeResult> hits;
  1135. if (mMaxHits == 0)
  1136. {
  1137. AnyHitCollisionCollector<CollideShapeCollector> collector;
  1138. mPhysicsSystem->GetNarrowPhaseQuery().CollideShape(shape, Vec3::sReplicate(1.0f), shape_transform, settings, base_offset, collector);
  1139. if (collector.HadHit())
  1140. hits.push_back(collector.mHit);
  1141. }
  1142. else if (mMaxHits == 1)
  1143. {
  1144. ClosestHitCollisionCollector<CollideShapeCollector> collector;
  1145. mPhysicsSystem->GetNarrowPhaseQuery().CollideShape(shape, Vec3::sReplicate(1.0f), shape_transform, settings, base_offset, collector);
  1146. if (collector.HadHit())
  1147. hits.push_back(collector.mHit);
  1148. }
  1149. else
  1150. {
  1151. AllHitCollisionCollector<CollideShapeCollector> collector;
  1152. mPhysicsSystem->GetNarrowPhaseQuery().CollideShape(shape, Vec3::sReplicate(1.0f), shape_transform, settings, base_offset, collector);
  1153. collector.Sort();
  1154. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  1155. if ((int)hits.size() > mMaxHits)
  1156. hits.resize(mMaxHits);
  1157. }
  1158. had_hit = !hits.empty();
  1159. if (had_hit)
  1160. {
  1161. // Draw results
  1162. for (const CollideShapeResult &hit : hits)
  1163. {
  1164. // Draw 'hit'
  1165. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID2);
  1166. if (lock.Succeeded())
  1167. {
  1168. const Body &hit_body = lock.GetBody();
  1169. // Draw contact
  1170. RVec3 contact_position1 = base_offset + hit.mContactPointOn1;
  1171. RVec3 contact_position2 = base_offset + hit.mContactPointOn2;
  1172. mDebugRenderer->DrawMarker(contact_position1, Color::sGreen, 0.1f);
  1173. mDebugRenderer->DrawMarker(contact_position2, Color::sRed, 0.1f);
  1174. Vec3 pen_axis = hit.mPenetrationAxis;
  1175. float pen_axis_len = pen_axis.Length();
  1176. if (pen_axis_len > 0.0f)
  1177. {
  1178. pen_axis /= pen_axis_len;
  1179. // Draw penetration axis with length of the penetration
  1180. mDebugRenderer->DrawArrow(contact_position2, contact_position2 + pen_axis * hit.mPenetrationDepth, Color::sYellow, 0.01f);
  1181. // Draw normal (flipped so it points towards body 1)
  1182. mDebugRenderer->DrawArrow(contact_position2, contact_position2 - pen_axis, Color::sOrange, 0.01f);
  1183. }
  1184. // Draw material
  1185. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  1186. mDebugRenderer->DrawText3D(contact_position2, material2->GetDebugName());
  1187. // Draw faces
  1188. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), hit.mShape1Face, Color::sYellow, 0.01f);
  1189. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), hit.mShape2Face, Color::sRed, 0.01f);
  1190. }
  1191. }
  1192. }
  1193. #ifdef JPH_DEBUG_RENDERER
  1194. // Draw shape
  1195. shape->Draw(mDebugRenderer, shape_transform, Vec3::sReplicate(1.0f), had_hit? Color::sGreen : Color::sGrey, false, false);
  1196. #endif // JPH_DEBUG_RENDERER
  1197. }
  1198. break;
  1199. case EProbeMode::CastShape:
  1200. {
  1201. // Create shape cast
  1202. RefConst<Shape> shape = CreateProbeShape();
  1203. Mat44 rotation = Mat44::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI) * Mat44::sRotation(Vec3::sAxisY(), 0.2f * JPH_PI);
  1204. RShapeCast shape_cast = RShapeCast::sFromWorldTransform(shape, Vec3::sReplicate(1.0f), RMat44::sTranslation(start) * rotation, direction);
  1205. // Settings
  1206. ShapeCastSettings settings;
  1207. settings.mUseShrunkenShapeAndConvexRadius = mUseShrunkenShapeAndConvexRadius;
  1208. settings.mActiveEdgeMode = mActiveEdgeMode;
  1209. settings.mBackFaceModeTriangles = mBackFaceMode;
  1210. settings.mBackFaceModeConvex = mBackFaceMode;
  1211. settings.mReturnDeepestPoint = mReturnDeepestPoint;
  1212. settings.mCollectFacesMode = mCollectFacesMode;
  1213. // Cast shape
  1214. Array<ShapeCastResult> hits;
  1215. if (mMaxHits == 0)
  1216. {
  1217. AnyHitCollisionCollector<CastShapeCollector> collector;
  1218. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, base_offset, collector);
  1219. if (collector.HadHit())
  1220. hits.push_back(collector.mHit);
  1221. }
  1222. else if (mMaxHits == 1)
  1223. {
  1224. ClosestHitCollisionCollector<CastShapeCollector> collector;
  1225. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, base_offset, collector);
  1226. if (collector.HadHit())
  1227. hits.push_back(collector.mHit);
  1228. }
  1229. else
  1230. {
  1231. AllHitCollisionCollector<CastShapeCollector> collector;
  1232. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, base_offset, collector);
  1233. collector.Sort();
  1234. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  1235. if ((int)hits.size() > mMaxHits)
  1236. hits.resize(mMaxHits);
  1237. }
  1238. had_hit = !hits.empty();
  1239. if (had_hit)
  1240. {
  1241. // Fill in results
  1242. ShapeCastResult &first_hit = hits.front();
  1243. outPosition = shape_cast.GetPointOnRay(first_hit.mFraction);
  1244. outFraction = first_hit.mFraction;
  1245. outID = first_hit.mBodyID2;
  1246. // Draw results
  1247. RVec3 prev_position = start;
  1248. bool c = false;
  1249. for (const ShapeCastResult &hit : hits)
  1250. {
  1251. // Draw line
  1252. RVec3 position = shape_cast.GetPointOnRay(hit.mFraction);
  1253. mDebugRenderer->DrawLine(prev_position, position, c? Color::sGrey : Color::sWhite);
  1254. c = !c;
  1255. prev_position = position;
  1256. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID2);
  1257. if (lock.Succeeded())
  1258. {
  1259. const Body &hit_body = lock.GetBody();
  1260. // Draw shape
  1261. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1262. #ifdef JPH_DEBUG_RENDERER
  1263. shape_cast.mShape->Draw(mDebugRenderer, shape_cast.mCenterOfMassStart.PostTranslated(hit.mFraction * shape_cast.mDirection), Vec3::sReplicate(1.0f), color, false, false);
  1264. #endif // JPH_DEBUG_RENDERER
  1265. // Draw normal
  1266. RVec3 contact_position1 = base_offset + hit.mContactPointOn1;
  1267. RVec3 contact_position2 = base_offset + hit.mContactPointOn2;
  1268. Vec3 normal = hit.mPenetrationAxis.Normalized();
  1269. mDebugRenderer->DrawArrow(contact_position2, contact_position2 - normal, color, 0.01f); // Flip to make it point towards the cast body
  1270. // Contact position 1
  1271. mDebugRenderer->DrawMarker(contact_position1, Color::sGreen, 0.1f);
  1272. // Draw perpendicular axis to indicate contact position 2
  1273. Vec3 perp1 = normal.GetNormalizedPerpendicular();
  1274. Vec3 perp2 = normal.Cross(perp1);
  1275. mDebugRenderer->DrawLine(contact_position2 - 0.1f * perp1, contact_position2 + 0.1f * perp1, color);
  1276. mDebugRenderer->DrawLine(contact_position2 - 0.1f * perp2, contact_position2 + 0.1f * perp2, color);
  1277. // Draw material
  1278. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  1279. mDebugRenderer->DrawText3D(position, material2->GetDebugName());
  1280. // Draw faces
  1281. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), hit.mShape1Face, Color::sYellow, 0.01f);
  1282. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), hit.mShape2Face, Color::sRed, 0.01f);
  1283. }
  1284. }
  1285. // Draw remainder of line
  1286. mDebugRenderer->DrawLine(shape_cast.GetPointOnRay(hits.back().mFraction), start + direction, Color::sRed);
  1287. }
  1288. else
  1289. {
  1290. // Draw 'miss'
  1291. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1292. #ifdef JPH_DEBUG_RENDERER
  1293. shape_cast.mShape->Draw(mDebugRenderer, shape_cast.mCenterOfMassStart.PostTranslated(shape_cast.mDirection), Vec3::sReplicate(1.0f), Color::sRed, false, false);
  1294. #endif // JPH_DEBUG_RENDERER
  1295. }
  1296. }
  1297. break;
  1298. case EProbeMode::CollideSoftBody:
  1299. {
  1300. // Create a soft body vertex
  1301. const float fraction = 0.2f;
  1302. const float max_distance = 10.0f;
  1303. SoftBodyVertex vertex;
  1304. vertex.mInvMass = 1.0f;
  1305. vertex.mPosition = fraction * direction;
  1306. vertex.mVelocity = 10.0f * direction;
  1307. vertex.mCollidingShapeIndex = -1;
  1308. vertex.mLargestPenetration = -FLT_MAX;
  1309. // Get shapes in a large radius around the start position
  1310. AABox box(Vec3(start + vertex.mPosition), max_distance);
  1311. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1312. mPhysicsSystem->GetNarrowPhaseQuery().CollectTransformedShapes(box, collector);
  1313. // Closest point found using CollideShape, position relative to 'start'
  1314. Vec3 closest_point = vertex.mPosition;
  1315. float closest_point_penetration = 0;
  1316. // Test against each shape
  1317. for (const TransformedShape &ts : collector.mHits)
  1318. {
  1319. int colliding_shape_index = int(&ts - collector.mHits.data());
  1320. ts.mShape->CollideSoftBodyVertices((RMat44::sTranslation(-start) * ts.GetCenterOfMassTransform()).ToMat44(), ts.GetShapeScale(), &vertex, 1, 1.0f / 60.0f, Vec3::sZero(), colliding_shape_index);
  1321. if (vertex.mCollidingShapeIndex == colliding_shape_index)
  1322. {
  1323. // 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
  1324. SphereShape point_sphere(1.0e-6f);
  1325. point_sphere.SetEmbedded();
  1326. CollideShapeSettings settings;
  1327. settings.mMaxSeparationDistance = sqrt(3.0f) * max_distance; // Box is extended in all directions by max_distance
  1328. ClosestHitCollisionCollector<CollideShapeCollector> collide_shape_collector;
  1329. ts.CollideShape(&point_sphere, Vec3::sReplicate(1.0f), RMat44::sTranslation(start + vertex.mPosition), settings, start, collide_shape_collector);
  1330. if (collide_shape_collector.HadHit())
  1331. {
  1332. closest_point = collide_shape_collector.mHit.mContactPointOn2;
  1333. closest_point_penetration = collide_shape_collector.mHit.mPenetrationDepth;
  1334. }
  1335. }
  1336. }
  1337. // Draw test point
  1338. mDebugRenderer->DrawMarker(start + vertex.mPosition, Color::sYellow, 0.1f);
  1339. mDebugRenderer->DrawMarker(start + closest_point, Color::sRed, 0.1f);
  1340. // Draw collision plane
  1341. if (vertex.mCollidingShapeIndex != -1)
  1342. {
  1343. RVec3 plane_point = start + vertex.mPosition - vertex.mCollisionPlane.GetNormal() * vertex.mCollisionPlane.SignedDistance(vertex.mPosition);
  1344. mDebugRenderer->DrawPlane(plane_point, vertex.mCollisionPlane.GetNormal(), Color::sGreen, 2.0f);
  1345. if (abs(closest_point_penetration - vertex.mLargestPenetration) > 0.001f)
  1346. mDebugRenderer->DrawText3D(plane_point, StringFormat("Pen %f (exp %f)", (double)vertex.mLargestPenetration, (double)closest_point_penetration));
  1347. else
  1348. mDebugRenderer->DrawText3D(plane_point, StringFormat("Pen %f", (double)vertex.mLargestPenetration));
  1349. }
  1350. }
  1351. break;
  1352. case EProbeMode::TransformedShape:
  1353. {
  1354. // Create box
  1355. const float fraction = 0.2f;
  1356. RVec3 center = start + fraction * direction;
  1357. Vec3 half_extent = 0.5f * mShapeScale;
  1358. AABox box(center - half_extent, center + half_extent);
  1359. // Get shapes
  1360. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1361. mPhysicsSystem->GetNarrowPhaseQuery().CollectTransformedShapes(box, collector);
  1362. // Draw results
  1363. for (const TransformedShape &ts : collector.mHits)
  1364. mDebugRenderer->DrawWireBox(RMat44::sRotationTranslation(ts.mShapeRotation, ts.mShapePositionCOM) * Mat44::sScale(ts.GetShapeScale()), ts.mShape->GetLocalBounds(), Color::sYellow);
  1365. // Draw test location
  1366. mDebugRenderer->DrawWireBox(box, !collector.mHits.empty()? Color::sGreen : Color::sRed);
  1367. }
  1368. break;
  1369. case EProbeMode::GetTriangles:
  1370. {
  1371. // Create box
  1372. const float fraction = 0.2f;
  1373. RVec3 center = start + fraction * direction;
  1374. Vec3 half_extent = 2.0f * mShapeScale;
  1375. AABox box(center - half_extent, center + half_extent);
  1376. // Get shapes
  1377. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1378. mPhysicsSystem->GetNarrowPhaseQuery().CollectTransformedShapes(box, collector);
  1379. // Loop over shapes
  1380. had_hit = false;
  1381. for (const TransformedShape &ts : collector.mHits)
  1382. {
  1383. const int cMaxTriangles = 32;
  1384. Float3 vertices[cMaxTriangles * 3];
  1385. const PhysicsMaterial *materials[cMaxTriangles];
  1386. // Start iterating triangles
  1387. Shape::GetTrianglesContext ctx;
  1388. ts.GetTrianglesStart(ctx, box, base_offset);
  1389. for (;;)
  1390. {
  1391. // Fetch next triangles
  1392. int count = ts.GetTrianglesNext(ctx, cMaxTriangles, vertices, materials);
  1393. if (count == 0)
  1394. break;
  1395. // Draw triangles
  1396. const PhysicsMaterial **m = materials;
  1397. for (Float3 *v = vertices, *v_end = vertices + 3 * count; v < v_end; v += 3, ++m)
  1398. {
  1399. RVec3 v1 = base_offset + Vec3(v[0]), v2 = base_offset + Vec3(v[1]), v3 = base_offset + Vec3(v[2]);
  1400. RVec3 triangle_center = (v1 + v2 + v3) / 3.0f;
  1401. Vec3 triangle_normal = Vec3(v2 - v1).Cross(Vec3(v3 - v1)).Normalized();
  1402. mDebugRenderer->DrawWireTriangle(v1, v2, v3, (*m)->GetDebugColor());
  1403. mDebugRenderer->DrawArrow(triangle_center, triangle_center + triangle_normal, Color::sGreen, 0.01f);
  1404. }
  1405. had_hit = true;
  1406. }
  1407. }
  1408. // Draw test location
  1409. mDebugRenderer->DrawWireBox(box, had_hit? Color::sGreen : Color::sRed);
  1410. }
  1411. break;
  1412. case EProbeMode::BroadPhaseRay:
  1413. {
  1414. // Create ray
  1415. RayCast ray { Vec3(start), direction };
  1416. // Cast ray
  1417. AllHitCollisionCollector<RayCastBodyCollector> collector;
  1418. mPhysicsSystem->GetBroadPhaseQuery().CastRay(ray, collector);
  1419. collector.Sort();
  1420. had_hit = !collector.mHits.empty();
  1421. if (had_hit)
  1422. {
  1423. // Draw results
  1424. RVec3 prev_position = start;
  1425. bool c = false;
  1426. for (const BroadPhaseCastResult &hit : collector.mHits)
  1427. {
  1428. // Draw line
  1429. RVec3 position = start + hit.mFraction * direction;
  1430. Color cast_color = c? Color::sGrey : Color::sWhite;
  1431. mDebugRenderer->DrawLine(prev_position, position, cast_color);
  1432. mDebugRenderer->DrawMarker(position, cast_color, 0.1f);
  1433. c = !c;
  1434. prev_position = position;
  1435. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  1436. if (lock.Succeeded())
  1437. {
  1438. const Body &hit_body = lock.GetBody();
  1439. // Draw bounding box
  1440. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1441. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1442. }
  1443. }
  1444. // Draw remainder of line
  1445. mDebugRenderer->DrawLine(start + collector.mHits.back().mFraction * direction, start + direction, Color::sRed);
  1446. }
  1447. else
  1448. {
  1449. // Draw 'miss'
  1450. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1451. mDebugRenderer->DrawMarker(start + direction, Color::sRed, 0.1f);
  1452. }
  1453. }
  1454. break;
  1455. case EProbeMode::BroadPhaseBox:
  1456. {
  1457. // Create box
  1458. const float fraction = 0.2f;
  1459. RVec3 center = start + fraction * direction;
  1460. Vec3 half_extent = 2.0f * mShapeScale;
  1461. AABox box(center - half_extent, center + half_extent);
  1462. // Collide box
  1463. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1464. mPhysicsSystem->GetBroadPhaseQuery().CollideAABox(box, collector);
  1465. had_hit = !collector.mHits.empty();
  1466. if (had_hit)
  1467. {
  1468. // Draw results
  1469. for (const BodyID &hit : collector.mHits)
  1470. {
  1471. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1472. if (lock.Succeeded())
  1473. {
  1474. const Body &hit_body = lock.GetBody();
  1475. // Draw bounding box
  1476. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1477. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1478. }
  1479. }
  1480. }
  1481. // Draw test location
  1482. mDebugRenderer->DrawWireBox(box, had_hit? Color::sGreen : Color::sRed);
  1483. }
  1484. break;
  1485. case EProbeMode::BroadPhaseSphere:
  1486. {
  1487. // Create sphere
  1488. const float fraction = 0.2f;
  1489. const float radius = mShapeScale.Length() * 2.0f;
  1490. Vec3 point(start + fraction * direction);
  1491. // Collide sphere
  1492. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1493. mPhysicsSystem->GetBroadPhaseQuery().CollideSphere(point, radius, collector);
  1494. had_hit = !collector.mHits.empty();
  1495. if (had_hit)
  1496. {
  1497. // Draw results
  1498. for (const BodyID &hit : collector.mHits)
  1499. {
  1500. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1501. if (lock.Succeeded())
  1502. {
  1503. const Body &hit_body = lock.GetBody();
  1504. // Draw bounding box
  1505. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1506. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1507. }
  1508. }
  1509. }
  1510. // Draw test location
  1511. mDebugRenderer->DrawWireSphere(RVec3(point), radius, had_hit? Color::sGreen : Color::sRed);
  1512. }
  1513. break;
  1514. case EProbeMode::BroadPhasePoint:
  1515. {
  1516. // Create point
  1517. const float fraction = 0.1f;
  1518. Vec3 point(start + fraction * direction);
  1519. // Collide point
  1520. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1521. mPhysicsSystem->GetBroadPhaseQuery().CollidePoint(point, 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->DrawMarker(RVec3(point), had_hit? Color::sGreen : Color::sRed, 0.1f);
  1540. }
  1541. break;
  1542. case EProbeMode::BroadPhaseOrientedBox:
  1543. {
  1544. // Create box
  1545. const float fraction = 0.2f;
  1546. Vec3 center(start + fraction * direction);
  1547. Vec3 half_extent = 2.0f * mShapeScale;
  1548. OrientedBox box(Mat44::sRotationTranslation(Quat::sRotation(Vec3::sAxisZ(), 0.2f * JPH_PI) * Quat::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI), center), half_extent);
  1549. // Collide box
  1550. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1551. mPhysicsSystem->GetBroadPhaseQuery().CollideOrientedBox(box, collector);
  1552. had_hit = !collector.mHits.empty();
  1553. if (had_hit)
  1554. {
  1555. // Draw results
  1556. for (const BodyID &hit : collector.mHits)
  1557. {
  1558. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1559. if (lock.Succeeded())
  1560. {
  1561. const Body &hit_body = lock.GetBody();
  1562. // Draw bounding box
  1563. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1564. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1565. }
  1566. }
  1567. }
  1568. // Draw test location
  1569. mDebugRenderer->DrawWireBox(box, had_hit? Color::sGreen : Color::sRed);
  1570. }
  1571. break;
  1572. case EProbeMode::BroadPhaseCastBox:
  1573. {
  1574. // Create box
  1575. Vec3 half_extent = 2.0f * mShapeScale;
  1576. AABox box(start - half_extent, start + half_extent);
  1577. AABoxCast box_cast { box, direction };
  1578. // Cast box
  1579. AllHitCollisionCollector<CastShapeBodyCollector> collector;
  1580. mPhysicsSystem->GetBroadPhaseQuery().CastAABox(box_cast, collector);
  1581. collector.Sort();
  1582. had_hit = !collector.mHits.empty();
  1583. if (had_hit)
  1584. {
  1585. // Draw results
  1586. RVec3 prev_position = start;
  1587. bool c = false;
  1588. for (const BroadPhaseCastResult &hit : collector.mHits)
  1589. {
  1590. // Draw line
  1591. RVec3 position = start + hit.mFraction * direction;
  1592. Color cast_color = c? Color::sGrey : Color::sWhite;
  1593. mDebugRenderer->DrawLine(prev_position, position, cast_color);
  1594. mDebugRenderer->DrawWireBox(RMat44::sTranslation(position), AABox(-half_extent, half_extent), cast_color);
  1595. c = !c;
  1596. prev_position = position;
  1597. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  1598. if (lock.Succeeded())
  1599. {
  1600. const Body &hit_body = lock.GetBody();
  1601. // Draw bounding box
  1602. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1603. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1604. }
  1605. }
  1606. // Draw remainder of line
  1607. mDebugRenderer->DrawLine(start + collector.mHits.back().mFraction * direction, start + direction, Color::sRed);
  1608. }
  1609. else
  1610. {
  1611. // Draw 'miss'
  1612. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1613. mDebugRenderer->DrawWireBox(RMat44::sTranslation(start + direction), AABox(-half_extent, half_extent), Color::sRed);
  1614. }
  1615. }
  1616. break;
  1617. }
  1618. return had_hit;
  1619. }
  1620. void SamplesApp::UpdateDebug(float inDeltaTime)
  1621. {
  1622. JPH_PROFILE_FUNCTION();
  1623. const float cDragRayLength = 40.0f;
  1624. BodyInterface &bi = mPhysicsSystem->GetBodyInterface();
  1625. // Handle keyboard input for which simulation needs to be running
  1626. if (mKeyboard->IsKeyPressedAndTriggered(DIK_B, mWasShootKeyPressed))
  1627. ShootObject();
  1628. // Allow the user to drag rigid/soft bodies around
  1629. if (mDragConstraint == nullptr && mDragVertexIndex == ~uint(0))
  1630. {
  1631. // Not dragging yet
  1632. RVec3 hit_position;
  1633. if (CastProbe(cDragRayLength, mDragFraction, hit_position, mDragBody))
  1634. {
  1635. // If key is pressed create constraint to start dragging
  1636. if (mKeyboard->IsKeyPressed(DIK_SPACE))
  1637. {
  1638. // Target body must be dynamic
  1639. BodyLockWrite lock(mPhysicsSystem->GetBodyLockInterface(), mDragBody);
  1640. if (lock.Succeeded())
  1641. {
  1642. Body &drag_body = lock.GetBody();
  1643. if (drag_body.IsSoftBody())
  1644. {
  1645. SoftBodyMotionProperties *mp = static_cast<SoftBodyMotionProperties *>(drag_body.GetMotionProperties());
  1646. // Find closest vertex
  1647. Vec3 local_hit_position = Vec3(drag_body.GetInverseCenterOfMassTransform() * hit_position);
  1648. float closest_dist_sq = FLT_MAX;
  1649. for (SoftBodyVertex &v : mp->GetVertices())
  1650. {
  1651. float dist_sq = (v.mPosition - local_hit_position).LengthSq();
  1652. if (dist_sq < closest_dist_sq)
  1653. {
  1654. closest_dist_sq = dist_sq;
  1655. mDragVertexIndex = uint(&v - mp->GetVertices().data());
  1656. }
  1657. }
  1658. // Make the vertex kinematic
  1659. SoftBodyVertex &v = mp->GetVertex(mDragVertexIndex);
  1660. mDragVertexPreviousInvMass = v.mInvMass;
  1661. v.mInvMass = 0.0f;
  1662. }
  1663. else if (drag_body.IsDynamic())
  1664. {
  1665. // Create constraint to drag body
  1666. DistanceConstraintSettings settings;
  1667. settings.mPoint1 = settings.mPoint2 = hit_position;
  1668. settings.mLimitsSpringSettings.mFrequency = 2.0f / GetWorldScale();
  1669. settings.mLimitsSpringSettings.mDamping = 1.0f;
  1670. // Construct fixed body for the mouse constraint
  1671. // Note that we don't add it to the world since we don't want anything to collide with it, we just
  1672. // need an anchor for a constraint
  1673. Body *drag_anchor = bi.CreateBody(BodyCreationSettings(new SphereShape(0.01f), hit_position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  1674. mDragAnchor = drag_anchor;
  1675. // Construct constraint that connects the drag anchor with the body that we want to drag
  1676. mDragConstraint = settings.Create(*drag_anchor, drag_body);
  1677. mPhysicsSystem->AddConstraint(mDragConstraint);
  1678. }
  1679. }
  1680. }
  1681. }
  1682. }
  1683. else
  1684. {
  1685. if (!mKeyboard->IsKeyPressed(DIK_SPACE))
  1686. {
  1687. // If key released, destroy constraint
  1688. if (mDragConstraint != nullptr)
  1689. {
  1690. mPhysicsSystem->RemoveConstraint(mDragConstraint);
  1691. mDragConstraint = nullptr;
  1692. }
  1693. // Destroy drag anchor
  1694. if (mDragAnchor != nullptr)
  1695. {
  1696. bi.DestroyBody(mDragAnchor->GetID());
  1697. mDragAnchor = nullptr;
  1698. }
  1699. // Release dragged vertex
  1700. if (mDragVertexIndex != ~uint(0))
  1701. {
  1702. // Restore vertex mass
  1703. BodyLockWrite lock(mPhysicsSystem->GetBodyLockInterface(), mDragBody);
  1704. if (lock.Succeeded())
  1705. {
  1706. Body &body = lock.GetBody();
  1707. JPH_ASSERT(body.IsSoftBody());
  1708. SoftBodyMotionProperties *mp = static_cast<SoftBodyMotionProperties *>(body.GetMotionProperties());
  1709. mp->GetVertex(mDragVertexIndex).mInvMass = mDragVertexPreviousInvMass;
  1710. }
  1711. mDragVertexIndex = ~uint(0);
  1712. mDragVertexPreviousInvMass = 0;
  1713. }
  1714. // Forget the drag body
  1715. mDragBody = BodyID();
  1716. }
  1717. else
  1718. {
  1719. // Else drag the body to the new position
  1720. RVec3 new_pos = GetCamera().mPos + cDragRayLength * mDragFraction * GetCamera().mForward;
  1721. switch (bi.GetBodyType(mDragBody))
  1722. {
  1723. case EBodyType::RigidBody:
  1724. bi.SetPositionAndRotation(mDragAnchor->GetID(), new_pos, Quat::sIdentity(), EActivation::DontActivate);
  1725. break;
  1726. case EBodyType::SoftBody:
  1727. {
  1728. BodyLockWrite lock(mPhysicsSystem->GetBodyLockInterface(), mDragBody);
  1729. if (lock.Succeeded())
  1730. {
  1731. Body &body = lock.GetBody();
  1732. SoftBodyMotionProperties *mp = static_cast<SoftBodyMotionProperties *>(body.GetMotionProperties());
  1733. SoftBodyVertex &v = mp->GetVertex(mDragVertexIndex);
  1734. v.mVelocity = body.GetRotation().Conjugated() * Vec3(new_pos - body.GetCenterOfMassTransform() * v.mPosition) / inDeltaTime;
  1735. }
  1736. }
  1737. break;
  1738. }
  1739. // Activate other body
  1740. bi.ActivateBody(mDragBody);
  1741. }
  1742. }
  1743. }
  1744. bool SamplesApp::UpdateFrame(float inDeltaTime)
  1745. {
  1746. // Reinitialize the job system if the concurrency setting changed
  1747. if (mMaxConcurrentJobs != mJobSystem->GetMaxConcurrency())
  1748. static_cast<JobSystemThreadPool *>(mJobSystem)->SetNumThreads(mMaxConcurrentJobs - 1);
  1749. // Restart the test if the test requests this
  1750. if (mTest->NeedsRestart())
  1751. {
  1752. StartTest(mTestClass);
  1753. return true;
  1754. }
  1755. // Get the status string
  1756. mStatusString = mTest->GetStatusString();
  1757. // Select the next test if automatic testing times out
  1758. if (!CheckNextTest())
  1759. return false;
  1760. // Handle keyboard input
  1761. bool shift = mKeyboard->IsKeyPressed(DIK_LSHIFT) || mKeyboard->IsKeyPressed(DIK_RSHIFT);
  1762. #ifdef JPH_DEBUG_RENDERER
  1763. bool alt = mKeyboard->IsKeyPressed(DIK_LALT) || mKeyboard->IsKeyPressed(DIK_RALT);
  1764. #endif // JPH_DEBUG_RENDERER
  1765. for (int key = mKeyboard->GetFirstKey(); key != 0; key = mKeyboard->GetNextKey())
  1766. switch (key)
  1767. {
  1768. case DIK_R:
  1769. StartTest(mTestClass);
  1770. return true;
  1771. case DIK_N:
  1772. if (!mTestsToRun.empty())
  1773. NextTest();
  1774. break;
  1775. #ifdef JPH_DEBUG_RENDERER
  1776. case DIK_H:
  1777. if (shift)
  1778. mBodyDrawSettings.mDrawGetSupportFunction = !mBodyDrawSettings.mDrawGetSupportFunction;
  1779. else if (alt)
  1780. mDrawGetTriangles = !mDrawGetTriangles;
  1781. else
  1782. mBodyDrawSettings.mDrawShape = !mBodyDrawSettings.mDrawShape;
  1783. break;
  1784. case DIK_F:
  1785. if (shift)
  1786. mBodyDrawSettings.mDrawGetSupportingFace = !mBodyDrawSettings.mDrawGetSupportingFace;
  1787. break;
  1788. case DIK_I:
  1789. mBodyDrawSettings.mDrawMassAndInertia = !mBodyDrawSettings.mDrawMassAndInertia;
  1790. break;
  1791. case DIK_1:
  1792. ContactConstraintManager::sDrawContactPoint = !ContactConstraintManager::sDrawContactPoint;
  1793. break;
  1794. case DIK_2:
  1795. ContactConstraintManager::sDrawSupportingFaces = !ContactConstraintManager::sDrawSupportingFaces;
  1796. break;
  1797. case DIK_3:
  1798. ContactConstraintManager::sDrawContactPointReduction = !ContactConstraintManager::sDrawContactPointReduction;
  1799. break;
  1800. case DIK_C:
  1801. mDrawConstraints = !mDrawConstraints;
  1802. break;
  1803. case DIK_L:
  1804. mDrawConstraintLimits = !mDrawConstraintLimits;
  1805. break;
  1806. case DIK_M:
  1807. ContactConstraintManager::sDrawContactManifolds = !ContactConstraintManager::sDrawContactManifolds;
  1808. break;
  1809. case DIK_W:
  1810. if (alt)
  1811. mBodyDrawSettings.mDrawShapeWireframe = !mBodyDrawSettings.mDrawShapeWireframe;
  1812. break;
  1813. #endif // JPH_DEBUG_RENDERER
  1814. case DIK_COMMA:
  1815. // Back stepping
  1816. if (mPlaybackFrames.size() > 1)
  1817. {
  1818. if (mPlaybackMode == EPlaybackMode::Play)
  1819. {
  1820. JPH_ASSERT(mCurrentPlaybackFrame == -1);
  1821. mCurrentPlaybackFrame = (int)mPlaybackFrames.size() - 1;
  1822. }
  1823. mPlaybackMode = shift? EPlaybackMode::Rewind : EPlaybackMode::StepBack;
  1824. }
  1825. break;
  1826. case DIK_PERIOD:
  1827. // Forward stepping
  1828. if (mPlaybackMode != EPlaybackMode::Play)
  1829. {
  1830. JPH_ASSERT(mCurrentPlaybackFrame >= 0);
  1831. mPlaybackMode = shift? EPlaybackMode::FastForward : EPlaybackMode::StepForward;
  1832. }
  1833. break;
  1834. }
  1835. // Stop recording if record state is turned off
  1836. if (!mRecordState)
  1837. {
  1838. mPlaybackFrames.clear();
  1839. mPlaybackMode = EPlaybackMode::Play;
  1840. mCurrentPlaybackFrame = -1;
  1841. }
  1842. // Determine if we need to check deterministic simulation
  1843. bool check_determinism = mCheckDeterminism && mTest->IsDeterministic();
  1844. // Check if we've in replay mode
  1845. if (mPlaybackMode != EPlaybackMode::Play)
  1846. {
  1847. JPH_PROFILE("RestoreState");
  1848. // We're in replay mode
  1849. JPH_ASSERT(mCurrentPlaybackFrame >= 0);
  1850. // Ensure the simulation is paused
  1851. Pause(true);
  1852. // Always restore state when not paused, the debug drawing will be cleared
  1853. bool restore_state = inDeltaTime > 0.0f;
  1854. // Advance to the next frame when single stepping or unpausing
  1855. switch (mPlaybackMode)
  1856. {
  1857. case EPlaybackMode::StepBack:
  1858. mPlaybackMode = EPlaybackMode::Stop;
  1859. [[fallthrough]];
  1860. case EPlaybackMode::Rewind:
  1861. if (mCurrentPlaybackFrame > 0)
  1862. {
  1863. mCurrentPlaybackFrame--;
  1864. restore_state = true;
  1865. }
  1866. break;
  1867. case EPlaybackMode::StepForward:
  1868. mPlaybackMode = EPlaybackMode::Stop;
  1869. [[fallthrough]];
  1870. case EPlaybackMode::FastForward:
  1871. if (mCurrentPlaybackFrame < (int)mPlaybackFrames.size() - 1)
  1872. {
  1873. mCurrentPlaybackFrame++;
  1874. restore_state = true;
  1875. }
  1876. break;
  1877. case EPlaybackMode::Stop:
  1878. case EPlaybackMode::Play:
  1879. // Satisfy compiler
  1880. break;
  1881. }
  1882. // If the replay frame changed we need to update state
  1883. if (restore_state)
  1884. {
  1885. // Clear existing debug stuff so we can render this restored frame
  1886. // (if we're paused, we will otherwise not clear the debugging stuff)
  1887. ClearDebugRenderer();
  1888. // Restore state to what it was during that time
  1889. PlayBackFrame &frame = mPlaybackFrames[mCurrentPlaybackFrame];
  1890. RestoreState(frame.mState);
  1891. // Also restore input back to what it was at the time
  1892. frame.mInputState.Rewind();
  1893. mTest->RestoreInputState(frame.mInputState);
  1894. // Physics world is drawn using debug lines, when not paused
  1895. // Draw state prior to step so that debug lines are created from the same state
  1896. // (the constraints are solved on the current state and then the world is stepped)
  1897. DrawPhysics();
  1898. // Step the world (with fixed frequency)
  1899. StepPhysics(mJobSystem);
  1900. #ifdef JPH_DEBUG_RENDERER
  1901. // Draw any contacts that were collected through the contact listener
  1902. if (mContactListener)
  1903. mContactListener->DrawState();
  1904. #endif // JPH_DEBUG_RENDERER
  1905. // Validate that update result is the same as the previously recorded state
  1906. if (check_determinism && mCurrentPlaybackFrame < (int)mPlaybackFrames.size() - 1)
  1907. ValidateState(mPlaybackFrames[mCurrentPlaybackFrame + 1].mState);
  1908. }
  1909. // On the last frame go back to play mode
  1910. if (mCurrentPlaybackFrame >= (int)mPlaybackFrames.size() - 1)
  1911. {
  1912. mPlaybackMode = EPlaybackMode::Play;
  1913. mCurrentPlaybackFrame = -1;
  1914. }
  1915. // On the first frame go to stop mode
  1916. if (mCurrentPlaybackFrame == 0)
  1917. mPlaybackMode = EPlaybackMode::Stop;
  1918. }
  1919. else
  1920. {
  1921. // Normal update
  1922. JPH_ASSERT(mCurrentPlaybackFrame == -1);
  1923. if (inDeltaTime > 0.0f)
  1924. {
  1925. // Debugging functionality like shooting a ball and dragging objects
  1926. UpdateDebug(inDeltaTime);
  1927. {
  1928. // Process input, this is done once and before we save the state so that we can save the input state
  1929. JPH_PROFILE("ProcessInput");
  1930. Test::ProcessInputParams handle_input;
  1931. handle_input.mDeltaTime = 1.0f / mUpdateFrequency;
  1932. handle_input.mKeyboard = mKeyboard;
  1933. handle_input.mCameraState = GetCamera();
  1934. mTest->ProcessInput(handle_input);
  1935. }
  1936. if (mRecordState || check_determinism)
  1937. {
  1938. // Record the state prior to the step
  1939. mPlaybackFrames.push_back(PlayBackFrame());
  1940. SaveState(mPlaybackFrames.back().mState);
  1941. // Save input too
  1942. mTest->SaveInputState(mPlaybackFrames.back().mInputState);
  1943. }
  1944. // Physics world is drawn using debug lines, when not paused
  1945. // Draw state prior to step so that debug lines are created from the same state
  1946. // (the constraints are solved on the current state and then the world is stepped)
  1947. DrawPhysics();
  1948. // Update the physics world
  1949. StepPhysics(mJobSystem);
  1950. #ifdef JPH_DEBUG_RENDERER
  1951. // Draw any contacts that were collected through the contact listener
  1952. if (mContactListener)
  1953. mContactListener->DrawState();
  1954. #endif // JPH_DEBUG_RENDERER
  1955. if (check_determinism)
  1956. {
  1957. // Save the current state
  1958. StateRecorderImpl post_step_state;
  1959. SaveState(post_step_state);
  1960. // Restore to the previous state
  1961. PlayBackFrame &frame = mPlaybackFrames.back();
  1962. RestoreState(frame.mState);
  1963. // Also restore input back to what it was at the time
  1964. frame.mInputState.Rewind();
  1965. mTest->RestoreInputState(frame.mInputState);
  1966. // Step again
  1967. StepPhysics(mJobSystemValidating);
  1968. // Validate that the result is the same
  1969. ValidateState(post_step_state);
  1970. }
  1971. }
  1972. }
  1973. return true;
  1974. }
  1975. void SamplesApp::DrawPhysics()
  1976. {
  1977. #ifdef JPH_DEBUG_RENDERER
  1978. mPhysicsSystem->DrawBodies(mBodyDrawSettings, mDebugRenderer);
  1979. if (mDrawConstraints)
  1980. mPhysicsSystem->DrawConstraints(mDebugRenderer);
  1981. if (mDrawConstraintLimits)
  1982. mPhysicsSystem->DrawConstraintLimits(mDebugRenderer);
  1983. if (mDrawConstraintReferenceFrame)
  1984. mPhysicsSystem->DrawConstraintReferenceFrame(mDebugRenderer);
  1985. if (mDrawPhysicsSystemBounds)
  1986. mDebugRenderer->DrawWireBox(mPhysicsSystem->GetBounds(), Color::sGreen);
  1987. #endif // JPH_DEBUG_RENDERER
  1988. // This map collects the shapes that we used this frame
  1989. ShapeToGeometryMap shape_to_geometry;
  1990. #ifdef JPH_DEBUG_RENDERER
  1991. if (mDrawGetTriangles)
  1992. #endif // JPH_DEBUG_RENDERER
  1993. {
  1994. JPH_PROFILE("DrawGetTriangles");
  1995. // Iterate through all active bodies
  1996. BodyIDVector bodies;
  1997. mPhysicsSystem->GetBodies(bodies);
  1998. const BodyLockInterface &bli = mPhysicsSystem->GetBodyLockInterface();
  1999. for (BodyID b : bodies)
  2000. {
  2001. // Get the body
  2002. BodyLockRead lock(bli, b);
  2003. if (lock.SucceededAndIsInBroadPhase())
  2004. {
  2005. // Collect all leaf shapes for the body and their transforms
  2006. const Body &body = lock.GetBody();
  2007. AllHitCollisionCollector<TransformedShapeCollector> collector;
  2008. body.GetTransformedShape().CollectTransformedShapes(body.GetWorldSpaceBounds(), collector);
  2009. // Draw all leaf shapes
  2010. for (const TransformedShape &transformed_shape : collector.mHits)
  2011. {
  2012. DebugRenderer::GeometryRef geometry;
  2013. // Find geometry from previous frame
  2014. ShapeToGeometryMap::iterator map_iterator = mShapeToGeometry.find(transformed_shape.mShape);
  2015. if (map_iterator != mShapeToGeometry.end())
  2016. geometry = map_iterator->second;
  2017. if (geometry == nullptr)
  2018. {
  2019. // Find geometry from this frame
  2020. map_iterator = shape_to_geometry.find(transformed_shape.mShape);
  2021. if (map_iterator != shape_to_geometry.end())
  2022. geometry = map_iterator->second;
  2023. }
  2024. if (geometry == nullptr)
  2025. {
  2026. // Geometry not cached
  2027. Array<DebugRenderer::Triangle> triangles;
  2028. // Start iterating all triangles of the shape
  2029. Shape::GetTrianglesContext context;
  2030. transformed_shape.mShape->GetTrianglesStart(context, AABox::sBiggest(), Vec3::sZero(), Quat::sIdentity(), Vec3::sReplicate(1.0f));
  2031. for (;;)
  2032. {
  2033. // Get the next batch of vertices
  2034. constexpr int cMaxTriangles = 1000;
  2035. Float3 vertices[3 * cMaxTriangles];
  2036. int triangle_count = transformed_shape.mShape->GetTrianglesNext(context, cMaxTriangles, vertices);
  2037. if (triangle_count == 0)
  2038. break;
  2039. // Allocate space for triangles
  2040. size_t output_index = triangles.size();
  2041. triangles.resize(triangles.size() + triangle_count);
  2042. DebugRenderer::Triangle *triangle = &triangles[output_index];
  2043. // Convert to a renderable triangle
  2044. for (int vertex = 0, vertex_max = 3 * triangle_count; vertex < vertex_max; vertex += 3, ++triangle)
  2045. {
  2046. // Get the vertices
  2047. Vec3 v1(vertices[vertex + 0]);
  2048. Vec3 v2(vertices[vertex + 1]);
  2049. Vec3 v3(vertices[vertex + 2]);
  2050. // Calculate the normal
  2051. Float3 normal;
  2052. (v2 - v1).Cross(v3 - v1).NormalizedOr(Vec3::sZero()).StoreFloat3(&normal);
  2053. v1.StoreFloat3(&triangle->mV[0].mPosition);
  2054. triangle->mV[0].mNormal = normal;
  2055. triangle->mV[0].mColor = Color::sWhite;
  2056. triangle->mV[0].mUV = Float2(0, 0);
  2057. v2.StoreFloat3(&triangle->mV[1].mPosition);
  2058. triangle->mV[1].mNormal = normal;
  2059. triangle->mV[1].mColor = Color::sWhite;
  2060. triangle->mV[1].mUV = Float2(0, 0);
  2061. v3.StoreFloat3(&triangle->mV[2].mPosition);
  2062. triangle->mV[2].mNormal = normal;
  2063. triangle->mV[2].mColor = Color::sWhite;
  2064. triangle->mV[2].mUV = Float2(0, 0);
  2065. }
  2066. }
  2067. // Convert to geometry
  2068. geometry = new DebugRenderer::Geometry(mDebugRenderer->CreateTriangleBatch(triangles), transformed_shape.mShape->GetLocalBounds());
  2069. }
  2070. // Ensure that we cache the geometry for next frame
  2071. // Don't cache soft bodies as their shape changes every frame
  2072. if (!body.IsSoftBody())
  2073. shape_to_geometry[transformed_shape.mShape] = geometry;
  2074. // Determine color
  2075. Color color;
  2076. switch (body.GetMotionType())
  2077. {
  2078. case EMotionType::Static:
  2079. color = Color::sGrey;
  2080. break;
  2081. case EMotionType::Kinematic:
  2082. color = Color::sGreen;
  2083. break;
  2084. case EMotionType::Dynamic:
  2085. color = Color::sGetDistinctColor(body.GetID().GetIndex());
  2086. break;
  2087. default:
  2088. JPH_ASSERT(false);
  2089. color = Color::sBlack;
  2090. break;
  2091. }
  2092. // Draw the geometry
  2093. Vec3 scale = transformed_shape.GetShapeScale();
  2094. bool inside_out = ScaleHelpers::IsInsideOut(scale);
  2095. RMat44 matrix = transformed_shape.GetCenterOfMassTransform().PreScaled(scale);
  2096. mDebugRenderer->DrawGeometry(matrix, color, geometry, inside_out? DebugRenderer::ECullMode::CullFrontFace : DebugRenderer::ECullMode::CullBackFace, DebugRenderer::ECastShadow::On, body.IsSensor()? DebugRenderer::EDrawMode::Wireframe : DebugRenderer::EDrawMode::Solid);
  2097. }
  2098. }
  2099. }
  2100. }
  2101. // Replace the map with the newly created map so that shapes that we don't draw / were removed are released
  2102. mShapeToGeometry = std::move(shape_to_geometry);
  2103. }
  2104. void SamplesApp::StepPhysics(JobSystem *inJobSystem)
  2105. {
  2106. float delta_time = 1.0f / mUpdateFrequency;
  2107. {
  2108. // Pre update
  2109. JPH_PROFILE("PrePhysicsUpdate");
  2110. Test::PreUpdateParams pre_update;
  2111. pre_update.mDeltaTime = delta_time;
  2112. pre_update.mCameraState = GetCamera();
  2113. #ifdef JPH_DEBUG_RENDERER
  2114. pre_update.mPoseDrawSettings = &mPoseDrawSettings;
  2115. #endif // JPH_DEBUG_RENDERER
  2116. mTest->PrePhysicsUpdate(pre_update);
  2117. }
  2118. // Remember start time
  2119. chrono::high_resolution_clock::time_point clock_start = chrono::high_resolution_clock::now();
  2120. // Step the world (with fixed frequency)
  2121. mPhysicsSystem->Update(delta_time, mCollisionSteps, mTempAllocator, inJobSystem);
  2122. #ifndef JPH_DISABLE_TEMP_ALLOCATOR
  2123. JPH_ASSERT(static_cast<TempAllocatorImpl *>(mTempAllocator)->IsEmpty());
  2124. #endif // JPH_DISABLE_TEMP_ALLOCATOR
  2125. // Accumulate time
  2126. chrono::high_resolution_clock::time_point clock_end = chrono::high_resolution_clock::now();
  2127. chrono::microseconds duration = chrono::duration_cast<chrono::microseconds>(clock_end - clock_start);
  2128. mTotalTime += duration;
  2129. mStepNumber++;
  2130. // Print timing information
  2131. constexpr uint cNumSteps = 60;
  2132. if (mStepNumber % cNumSteps == 0)
  2133. {
  2134. Trace("Timing: %u, %llu", mStepNumber / cNumSteps, static_cast<unsigned long long>(mTotalTime.count()) / cNumSteps);
  2135. mTotalTime = chrono::microseconds(0);
  2136. }
  2137. #ifdef JPH_TRACK_BROADPHASE_STATS
  2138. if (mStepNumber % 600 == 0)
  2139. mPhysicsSystem->ReportBroadphaseStats();
  2140. #endif // JPH_TRACK_BROADPHASE_STATS
  2141. #ifdef JPH_TRACK_NARROWPHASE_STATS
  2142. if (mStepNumber % 600 == 0)
  2143. NarrowPhaseStat::sReportStats();
  2144. #endif // JPH_TRACK_NARROWPHASE_STATS
  2145. {
  2146. // Post update
  2147. JPH_PROFILE("PostPhysicsUpdate");
  2148. mTest->PostPhysicsUpdate(delta_time);
  2149. }
  2150. }
  2151. void SamplesApp::SaveState(StateRecorderImpl &inStream)
  2152. {
  2153. mTest->SaveState(inStream);
  2154. if (mContactListener)
  2155. mContactListener->SaveState(inStream);
  2156. mPhysicsSystem->SaveState(inStream);
  2157. }
  2158. void SamplesApp::RestoreState(StateRecorderImpl &inStream)
  2159. {
  2160. inStream.Rewind();
  2161. // Restore the state of the test first, this is needed because the test can make changes to
  2162. // the state of bodies that is not tracked by the PhysicsSystem::SaveState.
  2163. // E.g. in the ChangeShapeTest the shape is restored here, which needs to be done first
  2164. // because changing the shape changes Body::mPosition when the center of mass changes.
  2165. mTest->RestoreState(inStream);
  2166. if (mContactListener)
  2167. mContactListener->RestoreState(inStream);
  2168. if (!mPhysicsSystem->RestoreState(inStream))
  2169. FatalError("Failed to restore physics state");
  2170. }
  2171. void SamplesApp::ValidateState(StateRecorderImpl &inExpectedState)
  2172. {
  2173. // Save state
  2174. StateRecorderImpl current_state;
  2175. SaveState(current_state);
  2176. // Compare state with expected state
  2177. if (!current_state.IsEqual(inExpectedState))
  2178. {
  2179. // Mark this stream to break whenever it detects a memory change during reading
  2180. inExpectedState.SetValidating(true);
  2181. // Restore state. Anything that changes indicates a problem with the deterministic simulation.
  2182. RestoreState(inExpectedState);
  2183. // Turn change detection off again
  2184. inExpectedState.SetValidating(false);
  2185. }
  2186. }
  2187. void SamplesApp::GetInitialCamera(CameraState &ioState) const
  2188. {
  2189. // Default if the test doesn't override it
  2190. ioState.mPos = GetWorldScale() * RVec3(30, 10, 30);
  2191. ioState.mForward = -Vec3(ioState.mPos).Normalized();
  2192. ioState.mFarPlane = 1000.0f;
  2193. mTest->GetInitialCamera(ioState);
  2194. }
  2195. RMat44 SamplesApp::GetCameraPivot(float inCameraHeading, float inCameraPitch) const
  2196. {
  2197. return mTest->GetCameraPivot(inCameraHeading, inCameraPitch);
  2198. }
  2199. float SamplesApp::GetWorldScale() const
  2200. {
  2201. return mTest != nullptr? mTest->GetWorldScale() : 1.0f;
  2202. }
  2203. ENTRY_POINT(SamplesApp, RegisterCustomMemoryHook)