SamplesApp.cpp 82 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #include <TestFramework.h>
  4. #include <SamplesApp.h>
  5. #include <Application/EntryPoint.h>
  6. #include <Core/StatCollector.h>
  7. #include <Core/JobSystemThreadPool.h>
  8. #include <Core/TempAllocator.h>
  9. #include <Geometry/OrientedBox.h>
  10. #include <Physics/PhysicsSystem.h>
  11. #include <Physics/StateRecorderImpl.h>
  12. #include <Physics/Body/BodyCreationSettings.h>
  13. #include <Physics/Collision/RayCast.h>
  14. #include <Physics/Collision/ShapeCast.h>
  15. #include <Physics/Collision/CastResult.h>
  16. #include <Physics/Collision/CollidePointResult.h>
  17. #include <Physics/Collision/AABoxCast.h>
  18. #include <Physics/Collision/CollisionCollectorImpl.h>
  19. #include <Physics/Collision/Shape/HeightFieldShape.h>
  20. #include <Physics/Collision/Shape/MeshShape.h>
  21. #include <Physics/Collision/Shape/SphereShape.h>
  22. #include <Physics/Collision/Shape/BoxShape.h>
  23. #include <Physics/Collision/Shape/ConvexHullShape.h>
  24. #include <Physics/Collision/Shape/CapsuleShape.h>
  25. #include <Physics/Collision/Shape/TaperedCapsuleShape.h>
  26. #include <Physics/Collision/Shape/CylinderShape.h>
  27. #include <Physics/Collision/Shape/TriangleShape.h>
  28. #include <Physics/Collision/Shape/StaticCompoundShape.h>
  29. #include <Physics/Collision/Shape/MutableCompoundShape.h>
  30. #include <Physics/Collision/Shape/ScaledShape.h>
  31. #include <Physics/Constraints/DistanceConstraint.h>
  32. #include <Layers.h>
  33. #include <Utils/Log.h>
  34. #include <Renderer/DebugRendererImp.h>
  35. //-----------------------------------------------------------------------------
  36. // RTTI definitions
  37. //-----------------------------------------------------------------------------
  38. struct TestNameAndRTTI
  39. {
  40. const char * mName;
  41. const RTTI * mRTTI;
  42. };
  43. struct TestCategory
  44. {
  45. const char * mName;
  46. TestNameAndRTTI * mTests;
  47. size_t mNumTests;
  48. };
  49. JPH_DECLARE_RTTI_FOR_FACTORY(SimpleTest)
  50. JPH_DECLARE_RTTI_FOR_FACTORY(StackTest)
  51. JPH_DECLARE_RTTI_FOR_FACTORY(WallTest)
  52. JPH_DECLARE_RTTI_FOR_FACTORY(IslandTest)
  53. JPH_DECLARE_RTTI_FOR_FACTORY(FunnelTest)
  54. JPH_DECLARE_RTTI_FOR_FACTORY(FrictionTest)
  55. JPH_DECLARE_RTTI_FOR_FACTORY(GravityFactorTest)
  56. JPH_DECLARE_RTTI_FOR_FACTORY(RestitutionTest)
  57. JPH_DECLARE_RTTI_FOR_FACTORY(DampingTest)
  58. JPH_DECLARE_RTTI_FOR_FACTORY(KinematicTest)
  59. JPH_DECLARE_RTTI_FOR_FACTORY(ContactManifoldTest)
  60. JPH_DECLARE_RTTI_FOR_FACTORY(ManifoldReductionTest)
  61. JPH_DECLARE_RTTI_FOR_FACTORY(CenterOfMassTest)
  62. JPH_DECLARE_RTTI_FOR_FACTORY(HeavyOnLightTest)
  63. JPH_DECLARE_RTTI_FOR_FACTORY(HighSpeedTest)
  64. JPH_DECLARE_RTTI_FOR_FACTORY(ChangeMotionTypeTest)
  65. JPH_DECLARE_RTTI_FOR_FACTORY(ChangeShapeTest)
  66. JPH_DECLARE_RTTI_FOR_FACTORY(LoadSaveSceneTest)
  67. JPH_DECLARE_RTTI_FOR_FACTORY(LoadSaveBinaryTest)
  68. JPH_DECLARE_RTTI_FOR_FACTORY(BigVsSmallTest)
  69. JPH_DECLARE_RTTI_FOR_FACTORY(ActiveEdgesTest)
  70. JPH_DECLARE_RTTI_FOR_FACTORY(MultithreadedTest)
  71. JPH_DECLARE_RTTI_FOR_FACTORY(ContactListenerTest)
  72. JPH_DECLARE_RTTI_FOR_FACTORY(ActivateDuringUpdateTest)
  73. JPH_DECLARE_RTTI_FOR_FACTORY(SensorTest)
  74. static TestNameAndRTTI sGeneralTests[] =
  75. {
  76. { "Simple", JPH_RTTI(SimpleTest) },
  77. { "Stack", JPH_RTTI(StackTest) },
  78. { "Wall", JPH_RTTI(WallTest) },
  79. { "Island", JPH_RTTI(IslandTest) },
  80. { "Funnel", JPH_RTTI(FunnelTest) },
  81. { "Friction", JPH_RTTI(FrictionTest) },
  82. { "Gravity Factor", JPH_RTTI(GravityFactorTest) },
  83. { "Restitution", JPH_RTTI(RestitutionTest) },
  84. { "Damping", JPH_RTTI(DampingTest) },
  85. { "Kinematic", JPH_RTTI(KinematicTest) },
  86. { "Contact Manifold", JPH_RTTI(ContactManifoldTest) },
  87. { "Manifold Reduction", JPH_RTTI(ManifoldReductionTest) },
  88. { "Center Of Mass", JPH_RTTI(CenterOfMassTest) },
  89. { "Heavy On Light", JPH_RTTI(HeavyOnLightTest) },
  90. { "High Speed", JPH_RTTI(HighSpeedTest) },
  91. { "Change Motion Type", JPH_RTTI(ChangeMotionTypeTest) },
  92. { "Change Shape", JPH_RTTI(ChangeShapeTest) },
  93. { "Load/Save Scene", JPH_RTTI(LoadSaveSceneTest) },
  94. { "Load/Save Binary", JPH_RTTI(LoadSaveBinaryTest) },
  95. { "Big vs Small", JPH_RTTI(BigVsSmallTest) },
  96. { "Active Edges", JPH_RTTI(ActiveEdgesTest) },
  97. { "Multithreaded", JPH_RTTI(MultithreadedTest) },
  98. { "Contact Listener", JPH_RTTI(ContactListenerTest) },
  99. { "Activate During Update", JPH_RTTI(ActivateDuringUpdateTest) },
  100. { "Sensor", JPH_RTTI(SensorTest) },
  101. };
  102. JPH_DECLARE_RTTI_FOR_FACTORY(DistanceConstraintTest)
  103. JPH_DECLARE_RTTI_FOR_FACTORY(FixedConstraintTest)
  104. JPH_DECLARE_RTTI_FOR_FACTORY(ConeConstraintTest)
  105. JPH_DECLARE_RTTI_FOR_FACTORY(SwingTwistConstraintTest)
  106. JPH_DECLARE_RTTI_FOR_FACTORY(SixDOFConstraintTest)
  107. JPH_DECLARE_RTTI_FOR_FACTORY(HingeConstraintTest)
  108. JPH_DECLARE_RTTI_FOR_FACTORY(PoweredHingeConstraintTest)
  109. JPH_DECLARE_RTTI_FOR_FACTORY(PointConstraintTest)
  110. JPH_DECLARE_RTTI_FOR_FACTORY(SliderConstraintTest)
  111. JPH_DECLARE_RTTI_FOR_FACTORY(PoweredSliderConstraintTest)
  112. JPH_DECLARE_RTTI_FOR_FACTORY(SpringTest)
  113. JPH_DECLARE_RTTI_FOR_FACTORY(ConstraintSingularityTest)
  114. JPH_DECLARE_RTTI_FOR_FACTORY(PoweredSwingTwistConstraintTest)
  115. JPH_DECLARE_RTTI_FOR_FACTORY(SwingTwistConstraintFrictionTest)
  116. JPH_DECLARE_RTTI_FOR_FACTORY(PathConstraintTest)
  117. static TestNameAndRTTI sConstraintTests[] =
  118. {
  119. { "Point Constraint", JPH_RTTI(PointConstraintTest) },
  120. { "Distance Constraint", JPH_RTTI(DistanceConstraintTest) },
  121. { "Hinge Constraint", JPH_RTTI(HingeConstraintTest) },
  122. { "Powered Hinge Constraint", JPH_RTTI(PoweredHingeConstraintTest) },
  123. { "Slider Constraint", JPH_RTTI(SliderConstraintTest) },
  124. { "Powered Slider Constraint", JPH_RTTI(PoweredSliderConstraintTest) },
  125. { "Fixed Constraint", JPH_RTTI(FixedConstraintTest) },
  126. { "Cone Constraint", JPH_RTTI(ConeConstraintTest) },
  127. { "Swing Twist Constraint", JPH_RTTI(SwingTwistConstraintTest) },
  128. { "Powered Swing Twist Constraint", JPH_RTTI(PoweredSwingTwistConstraintTest) },
  129. { "Swing Twist Constraint Friction", JPH_RTTI(SwingTwistConstraintFrictionTest) },
  130. { "Six DOF Constraint", JPH_RTTI(SixDOFConstraintTest) },
  131. { "Path Constraint", JPH_RTTI(PathConstraintTest) },
  132. { "Spring", JPH_RTTI(SpringTest) },
  133. { "Constraint Singularity", JPH_RTTI(ConstraintSingularityTest) },
  134. };
  135. JPH_DECLARE_RTTI_FOR_FACTORY(BoxShapeTest)
  136. JPH_DECLARE_RTTI_FOR_FACTORY(SphereShapeTest)
  137. JPH_DECLARE_RTTI_FOR_FACTORY(TaperedCapsuleShapeTest)
  138. JPH_DECLARE_RTTI_FOR_FACTORY(CapsuleShapeTest)
  139. JPH_DECLARE_RTTI_FOR_FACTORY(CylinderShapeTest)
  140. JPH_DECLARE_RTTI_FOR_FACTORY(StaticCompoundShapeTest)
  141. JPH_DECLARE_RTTI_FOR_FACTORY(MutableCompoundShapeTest)
  142. JPH_DECLARE_RTTI_FOR_FACTORY(TriangleShapeTest)
  143. JPH_DECLARE_RTTI_FOR_FACTORY(ConvexHullShapeTest)
  144. JPH_DECLARE_RTTI_FOR_FACTORY(MeshShapeTest)
  145. JPH_DECLARE_RTTI_FOR_FACTORY(HeightFieldShapeTest)
  146. JPH_DECLARE_RTTI_FOR_FACTORY(RotatedTranslatedShapeTest)
  147. JPH_DECLARE_RTTI_FOR_FACTORY(OffsetCenterOfMassShapeTest)
  148. static TestNameAndRTTI sShapeTests[] =
  149. {
  150. { "Sphere Shape", JPH_RTTI(SphereShapeTest) },
  151. { "Box Shape", JPH_RTTI(BoxShapeTest) },
  152. { "Capsule Shape", JPH_RTTI(CapsuleShapeTest) },
  153. { "Tapered Capsule Shape", JPH_RTTI(TaperedCapsuleShapeTest) },
  154. { "Cylinder Shape", JPH_RTTI(CylinderShapeTest) },
  155. { "Convex Hull Shape", JPH_RTTI(ConvexHullShapeTest) },
  156. { "Mesh Shape", JPH_RTTI(MeshShapeTest) },
  157. { "Height Field Shape", JPH_RTTI(HeightFieldShapeTest) },
  158. { "Static Compound Shape", JPH_RTTI(StaticCompoundShapeTest) },
  159. { "Mutable Compound Shape", JPH_RTTI(MutableCompoundShapeTest) },
  160. { "Triangle Shape", JPH_RTTI(TriangleShapeTest) },
  161. { "Rotated Translated Shape", JPH_RTTI(RotatedTranslatedShapeTest) },
  162. { "Offset Center Of Mass Shape", JPH_RTTI(OffsetCenterOfMassShapeTest) }
  163. };
  164. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledSphereShapeTest)
  165. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledBoxShapeTest)
  166. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledCapsuleShapeTest)
  167. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledTaperedCapsuleShapeTest)
  168. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledCylinderShapeTest)
  169. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledConvexHullShapeTest)
  170. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledMeshShapeTest)
  171. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledHeightFieldShapeTest)
  172. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledStaticCompoundShapeTest)
  173. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledMutableCompoundShapeTest)
  174. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledTriangleShapeTest)
  175. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledOffsetCenterOfMassShapeTest)
  176. static TestNameAndRTTI sScaledShapeTests[] =
  177. {
  178. { "Sphere Shape", JPH_RTTI(ScaledSphereShapeTest) },
  179. { "Box Shape", JPH_RTTI(ScaledBoxShapeTest) },
  180. { "Capsule Shape", JPH_RTTI(ScaledCapsuleShapeTest) },
  181. { "Tapered Capsule Shape", JPH_RTTI(ScaledTaperedCapsuleShapeTest) },
  182. { "Cylinder Shape", JPH_RTTI(ScaledCylinderShapeTest) },
  183. { "Convex Hull Shape", JPH_RTTI(ScaledConvexHullShapeTest) },
  184. { "Mesh Shape", JPH_RTTI(ScaledMeshShapeTest) },
  185. { "Height Field Shape", JPH_RTTI(ScaledHeightFieldShapeTest) },
  186. { "Static Compound Shape", JPH_RTTI(ScaledStaticCompoundShapeTest) },
  187. { "Mutable Compound Shape", JPH_RTTI(ScaledMutableCompoundShapeTest) },
  188. { "Triangle Shape", JPH_RTTI(ScaledTriangleShapeTest) },
  189. { "Offset Center Of Mass Shape", JPH_RTTI(ScaledOffsetCenterOfMassShapeTest) }
  190. };
  191. JPH_DECLARE_RTTI_FOR_FACTORY(LoadRigTest)
  192. JPH_DECLARE_RTTI_FOR_FACTORY(KinematicRigTest)
  193. JPH_DECLARE_RTTI_FOR_FACTORY(PoweredRigTest)
  194. JPH_DECLARE_RTTI_FOR_FACTORY(RigPileTest)
  195. JPH_DECLARE_RTTI_FOR_FACTORY(LoadSaveBinaryRigTest)
  196. static TestNameAndRTTI sRigTests[] =
  197. {
  198. { "Load Rig", JPH_RTTI(LoadRigTest) },
  199. { "Load / Save Binary Rig", JPH_RTTI(LoadSaveBinaryRigTest) },
  200. { "Kinematic Rig", JPH_RTTI(KinematicRigTest) },
  201. { "Powered Rig", JPH_RTTI(PoweredRigTest) },
  202. { "Rig Pile", JPH_RTTI(RigPileTest) }
  203. };
  204. JPH_DECLARE_RTTI_FOR_FACTORY(CharacterTest)
  205. static TestNameAndRTTI sCharacterTests[] =
  206. {
  207. { "Character", JPH_RTTI(CharacterTest) },
  208. };
  209. JPH_DECLARE_RTTI_FOR_FACTORY(WaterShapeTest)
  210. static TestNameAndRTTI sWaterTests[] =
  211. {
  212. { "Shapes", JPH_RTTI(WaterShapeTest) },
  213. };
  214. JPH_DECLARE_RTTI_FOR_FACTORY(VehicleSixDOFTest)
  215. JPH_DECLARE_RTTI_FOR_FACTORY(VehicleConstraintTest)
  216. JPH_DECLARE_RTTI_FOR_FACTORY(TankTest)
  217. static TestNameAndRTTI sVehicleTests[] =
  218. {
  219. { "Car (VehicleConstraint)", JPH_RTTI(VehicleConstraintTest) },
  220. { "Tank (VehicleConstraint)", JPH_RTTI(TankTest) },
  221. { "Car (SixDOFConstraint)", JPH_RTTI(VehicleSixDOFTest) },
  222. };
  223. JPH_DECLARE_RTTI_FOR_FACTORY(BroadPhaseCastRayTest)
  224. JPH_DECLARE_RTTI_FOR_FACTORY(BroadPhaseInsertionTest)
  225. static TestNameAndRTTI sBroadPhaseTests[] =
  226. {
  227. { "Cast Ray", JPH_RTTI(BroadPhaseCastRayTest) },
  228. { "Insertion", JPH_RTTI(BroadPhaseInsertionTest) }
  229. };
  230. JPH_DECLARE_RTTI_FOR_FACTORY(InteractivePairsTest)
  231. JPH_DECLARE_RTTI_FOR_FACTORY(EPATest)
  232. JPH_DECLARE_RTTI_FOR_FACTORY(ClosestPointTest)
  233. JPH_DECLARE_RTTI_FOR_FACTORY(ConvexHullTest)
  234. JPH_DECLARE_RTTI_FOR_FACTORY(ConvexHullShrinkTest)
  235. JPH_DECLARE_RTTI_FOR_FACTORY(RandomRayTest)
  236. JPH_DECLARE_RTTI_FOR_FACTORY(CapsuleVsBoxTest)
  237. static TestNameAndRTTI sConvexCollisionTests[] =
  238. {
  239. { "Interactive Pairs", JPH_RTTI(InteractivePairsTest) },
  240. { "EPA Test", JPH_RTTI(EPATest) },
  241. { "Closest Point", JPH_RTTI(ClosestPointTest) },
  242. { "Convex Hull", JPH_RTTI(ConvexHullTest) },
  243. { "Convex Hull Shrink", JPH_RTTI(ConvexHullShrinkTest) },
  244. { "Random Ray", JPH_RTTI(RandomRayTest) },
  245. { "Capsule Vs Box", JPH_RTTI(CapsuleVsBoxTest) }
  246. };
  247. static TestCategory sAllCategories[] =
  248. {
  249. { "General", sGeneralTests, size(sGeneralTests) },
  250. { "Shapes", sShapeTests, size(sShapeTests) },
  251. { "Scaled Shapes", sScaledShapeTests, size(sScaledShapeTests) },
  252. { "Constraints", sConstraintTests, size(sConstraintTests) },
  253. { "Rig", sRigTests, size(sRigTests) },
  254. { "Character", sCharacterTests, size(sCharacterTests) },
  255. { "Water", sWaterTests, size(sWaterTests) },
  256. { "Vehicle", sVehicleTests, size(sVehicleTests) },
  257. { "Broad Phase", sBroadPhaseTests, size(sBroadPhaseTests) },
  258. { "Convex Collision", sConvexCollisionTests, size(sConvexCollisionTests) }
  259. };
  260. //-----------------------------------------------------------------------------
  261. // Configuration
  262. //-----------------------------------------------------------------------------
  263. static constexpr uint cNumBodies = 10240;
  264. static constexpr uint cMaxBodyPairs = 65536;
  265. static constexpr uint cMaxContactConstraints = 10240;
  266. SamplesApp::SamplesApp()
  267. {
  268. // Allocate temp memory
  269. #ifdef JPH_DISABLE_TEMP_ALLOCATOR
  270. mTempAllocator = new TempAllocatorMalloc();
  271. #else
  272. mTempAllocator = new TempAllocatorImpl(16 * 1024 * 1024);
  273. #endif
  274. // Create job system
  275. mJobSystem = new JobSystemThreadPool(cMaxPhysicsJobs, cMaxPhysicsBarriers, mMaxConcurrentJobs - 1);
  276. // Create UI
  277. UIElement *main_menu = mDebugUI->CreateMenu();
  278. mDebugUI->CreateTextButton(main_menu, "Select Test", [this]() {
  279. UIElement *tests = mDebugUI->CreateMenu();
  280. for (TestCategory &c : sAllCategories)
  281. {
  282. mDebugUI->CreateTextButton(tests, c.mName, [=]() {
  283. UIElement *category = mDebugUI->CreateMenu();
  284. for (uint j = 0; j < c.mNumTests; ++j)
  285. mDebugUI->CreateTextButton(category, c.mTests[j].mName, [=]() { StartTest(c.mTests[j].mRTTI); });
  286. mDebugUI->ShowMenu(category);
  287. });
  288. }
  289. mDebugUI->ShowMenu(tests);
  290. });
  291. mTestSettingsButton = mDebugUI->CreateTextButton(main_menu, "Test Settings", [this](){
  292. UIElement *test_settings = mDebugUI->CreateMenu();
  293. mTest->CreateSettingsMenu(mDebugUI, test_settings);
  294. mDebugUI->ShowMenu(test_settings);
  295. });
  296. mDebugUI->CreateTextButton(main_menu, "Restart Test (R)", [this]() { StartTest(mTestClass); });
  297. mDebugUI->CreateTextButton(main_menu, "Run All Tests", [this]() { RunAllTests(); });
  298. mNextTestButton = mDebugUI->CreateTextButton(main_menu, "Next Test (N)", [this]() { NextTest(); });
  299. mNextTestButton->SetDisabled(true);
  300. mDebugUI->CreateTextButton(main_menu, "Physics Settings", [this]() {
  301. UIElement *phys_settings = mDebugUI->CreateMenu();
  302. mDebugUI->CreateSlider(phys_settings, "Max Concurrent Jobs", float(mMaxConcurrentJobs), 1, float(thread::hardware_concurrency()), 1, [this](float inValue) { mMaxConcurrentJobs = (int)inValue; });
  303. 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)); });
  304. mDebugUI->CreateSlider(phys_settings, "Update Frequency (Hz)", mUpdateFrequency, 15.0f, 120.0f, 5.0f, [this](float inValue) { mUpdateFrequency = inValue; });
  305. mDebugUI->CreateSlider(phys_settings, "Num Collision Steps", float(mCollisionSteps), 1.0f, 2.0f, 1.0f, [this](float inValue) { mCollisionSteps = int(inValue); });
  306. mDebugUI->CreateSlider(phys_settings, "Num Integration Sub Steps", float(mIntegrationSubSteps), 1.0f, 4.0f, 1.0f, [this](float inValue) { mIntegrationSubSteps = int(inValue); });
  307. mDebugUI->CreateSlider(phys_settings, "Num Velocity Steps", float(mPhysicsSettings.mNumVelocitySteps), 0, 30, 1, [this](float inValue) { mPhysicsSettings.mNumVelocitySteps = int(round(inValue)); mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  308. mDebugUI->CreateSlider(phys_settings, "Num Position Steps", float(mPhysicsSettings.mNumPositionSteps), 0, 30, 1, [this](float inValue) { mPhysicsSettings.mNumPositionSteps = int(round(inValue)); mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  309. mDebugUI->CreateSlider(phys_settings, "Baumgarte Stabilization Factor", mPhysicsSettings.mBaumgarte, 0.01f, 1.0f, 0.05f, [this](float inValue) { mPhysicsSettings.mBaumgarte = inValue; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  310. mDebugUI->CreateSlider(phys_settings, "Speculative Contact Distance (m)", mPhysicsSettings.mSpeculativeContactDistance, 0.0f, 0.1f, 0.005f, [this](float inValue) { mPhysicsSettings.mSpeculativeContactDistance = inValue; });
  311. mDebugUI->CreateSlider(phys_settings, "Penetration Slop (m)", mPhysicsSettings.mPenetrationSlop, 0.0f, 0.1f, 0.005f, [this](float inValue) { mPhysicsSettings.mPenetrationSlop = inValue; });
  312. 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); });
  313. 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); });
  314. 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); });
  315. mDebugUI->CreateCheckBox(phys_settings, "Constraint Warm Starting", mPhysicsSettings.mConstraintWarmStart, [this](UICheckBox::EState inState) { mPhysicsSettings.mConstraintWarmStart = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  316. mDebugUI->CreateCheckBox(phys_settings, "Use Body Pair Contact Cache", mPhysicsSettings.mUseBodyPairContactCache, [this](UICheckBox::EState inState) { mPhysicsSettings.mUseBodyPairContactCache = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  317. mDebugUI->CreateCheckBox(phys_settings, "Contact Manifold Reduction", mPhysicsSettings.mUseManifoldReduction, [this](UICheckBox::EState inState) { mPhysicsSettings.mUseManifoldReduction = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  318. mDebugUI->CreateCheckBox(phys_settings, "Allow Sleeping", mPhysicsSettings.mAllowSleeping, [this](UICheckBox::EState inState) { mPhysicsSettings.mAllowSleeping = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  319. mDebugUI->CreateCheckBox(phys_settings, "Check Active Triangle Edges", mPhysicsSettings.mCheckActiveEdges, [this](UICheckBox::EState inState) { mPhysicsSettings.mCheckActiveEdges = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  320. mDebugUI->CreateCheckBox(phys_settings, "Record State For Playback", mRecordState, [this](UICheckBox::EState inState) { mRecordState = inState == UICheckBox::STATE_CHECKED; });
  321. mDebugUI->CreateCheckBox(phys_settings, "Check Determinism", mCheckDeterminism, [this](UICheckBox::EState inState) { mCheckDeterminism = inState == UICheckBox::STATE_CHECKED; });
  322. mDebugUI->CreateCheckBox(phys_settings, "Install Contact Listener", mInstallContactListener, [this](UICheckBox::EState inState) { mInstallContactListener = inState == UICheckBox::STATE_CHECKED; StartTest(mTestClass); });
  323. mDebugUI->ShowMenu(phys_settings);
  324. });
  325. #ifdef JPH_DEBUG_RENDERER
  326. mDebugUI->CreateTextButton(main_menu, "Drawing Options", [this]() {
  327. UIElement *drawing_options = mDebugUI->CreateMenu();
  328. mDebugUI->CreateCheckBox(drawing_options, "Draw Body Names", mBodyDrawSettings.mDrawNames, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawNames = inState == UICheckBox::STATE_CHECKED; });
  329. mDebugUI->CreateCheckBox(drawing_options, "Draw Shapes (H)", mBodyDrawSettings.mDrawShape, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawShape = inState == UICheckBox::STATE_CHECKED; });
  330. mDebugUI->CreateCheckBox(drawing_options, "Draw Shapes Wireframe (Alt+W)", mBodyDrawSettings.mDrawShapeWireframe, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawShapeWireframe = inState == UICheckBox::STATE_CHECKED; });
  331. 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; });
  332. mDebugUI->CreateCheckBox(drawing_options, "Draw GetSupport + Cvx Radius (Shift+H)", mBodyDrawSettings.mDrawGetSupportFunction, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawGetSupportFunction = inState == UICheckBox::STATE_CHECKED; });
  333. mDebugUI->CreateCheckBox(drawing_options, "Draw Shapes Using GetTrianglesStart/Next (Alt+H)", mDrawGetTriangles, [this](UICheckBox::EState inState) { mDrawGetTriangles = inState == UICheckBox::STATE_CHECKED; });
  334. mDebugUI->CreateCheckBox(drawing_options, "Draw GetSupport Direction", mBodyDrawSettings.mDrawSupportDirection, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSupportDirection = inState == UICheckBox::STATE_CHECKED; mBodyDrawSettings.mDrawGetSupportFunction |= mBodyDrawSettings.mDrawSupportDirection; });
  335. mDebugUI->CreateCheckBox(drawing_options, "Draw GetSupportingFace (Shift+F)", mBodyDrawSettings.mDrawGetSupportingFace, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawGetSupportingFace = inState == UICheckBox::STATE_CHECKED; });
  336. mDebugUI->CreateCheckBox(drawing_options, "Draw Constraints (C)", mDrawConstraints, [this](UICheckBox::EState inState) { mDrawConstraints = inState == UICheckBox::STATE_CHECKED; });
  337. mDebugUI->CreateCheckBox(drawing_options, "Draw Constraint Limits (L)", mDrawConstraintLimits, [this](UICheckBox::EState inState) { mDrawConstraintLimits = inState == UICheckBox::STATE_CHECKED; });
  338. mDebugUI->CreateCheckBox(drawing_options, "Draw Constraint Reference Frame", mDrawConstraintReferenceFrame, [this](UICheckBox::EState inState) { mDrawConstraintReferenceFrame = inState == UICheckBox::STATE_CHECKED; });
  339. mDebugUI->CreateCheckBox(drawing_options, "Draw Contact Point (1)", ContactConstraintManager::sDrawContactPoint, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawContactPoint = inState == UICheckBox::STATE_CHECKED; });
  340. mDebugUI->CreateCheckBox(drawing_options, "Draw Supporting Faces (2)", ContactConstraintManager::sDrawSupportingFaces, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawSupportingFaces = inState == UICheckBox::STATE_CHECKED; });
  341. mDebugUI->CreateCheckBox(drawing_options, "Draw Contact Point Reduction (3)", ContactConstraintManager::sDrawContactPointReduction, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawContactPointReduction = inState == UICheckBox::STATE_CHECKED; });
  342. mDebugUI->CreateCheckBox(drawing_options, "Draw Contact Manifolds (M)", ContactConstraintManager::sDrawContactManifolds, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawContactManifolds = inState == UICheckBox::STATE_CHECKED; });
  343. mDebugUI->CreateCheckBox(drawing_options, "Draw Motion Quality Linear Cast", PhysicsSystem::sDrawMotionQualityLinearCast, [](UICheckBox::EState inState) { PhysicsSystem::sDrawMotionQualityLinearCast = inState == UICheckBox::STATE_CHECKED; });
  344. mDebugUI->CreateCheckBox(drawing_options, "Draw Bounding Boxes", mBodyDrawSettings.mDrawBoundingBox, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawBoundingBox = inState == UICheckBox::STATE_CHECKED; });
  345. mDebugUI->CreateCheckBox(drawing_options, "Draw Center of Mass Transforms", mBodyDrawSettings.mDrawCenterOfMassTransform, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawCenterOfMassTransform = inState == UICheckBox::STATE_CHECKED; });
  346. mDebugUI->CreateCheckBox(drawing_options, "Draw World Transforms", mBodyDrawSettings.mDrawWorldTransform, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawWorldTransform = inState == UICheckBox::STATE_CHECKED; });
  347. mDebugUI->CreateCheckBox(drawing_options, "Draw Velocity", mBodyDrawSettings.mDrawVelocity, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawVelocity = inState == UICheckBox::STATE_CHECKED; });
  348. mDebugUI->CreateCheckBox(drawing_options, "Draw Sleep Stats", mBodyDrawSettings.mDrawSleepStats, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSleepStats = inState == UICheckBox::STATE_CHECKED; });
  349. mDebugUI->CreateCheckBox(drawing_options, "Draw Mass and Inertia (I)", mBodyDrawSettings.mDrawMassAndInertia, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawMassAndInertia = inState == UICheckBox::STATE_CHECKED; });
  350. mDebugUI->CreateCheckBox(drawing_options, "Draw Joints", mPoseDrawSettings.mDrawJoints, [this](UICheckBox::EState inState) { mPoseDrawSettings.mDrawJoints = inState == UICheckBox::STATE_CHECKED; });
  351. mDebugUI->CreateCheckBox(drawing_options, "Draw Joint Orientations", mPoseDrawSettings.mDrawJointOrientations, [this](UICheckBox::EState inState) { mPoseDrawSettings.mDrawJointOrientations = inState == UICheckBox::STATE_CHECKED; });
  352. mDebugUI->CreateCheckBox(drawing_options, "Draw Joint Names", mPoseDrawSettings.mDrawJointNames, [this](UICheckBox::EState inState) { mPoseDrawSettings.mDrawJointNames = inState == UICheckBox::STATE_CHECKED; });
  353. mDebugUI->CreateCheckBox(drawing_options, "Draw Mesh Shape Triangle Groups", MeshShape::sDrawTriangleGroups, [](UICheckBox::EState inState) { MeshShape::sDrawTriangleGroups = inState == UICheckBox::STATE_CHECKED; });
  354. mDebugUI->CreateCheckBox(drawing_options, "Draw Mesh Shape Triangle Outlines", MeshShape::sDrawTriangleOutlines, [](UICheckBox::EState inState) { MeshShape::sDrawTriangleOutlines = inState == UICheckBox::STATE_CHECKED; });
  355. mDebugUI->CreateCheckBox(drawing_options, "Draw Height Field Shape Triangle Outlines", HeightFieldShape::sDrawTriangleOutlines, [](UICheckBox::EState inState) { HeightFieldShape::sDrawTriangleOutlines = inState == UICheckBox::STATE_CHECKED; });
  356. mDebugUI->CreateCheckBox(drawing_options, "Draw Submerged Volumes", Shape::sDrawSubmergedVolumes, [](UICheckBox::EState inState) { Shape::sDrawSubmergedVolumes = inState == UICheckBox::STATE_CHECKED; });
  357. mDebugUI->ShowMenu(drawing_options);
  358. });
  359. #endif // JPH_DEBUG_RENDERER
  360. mDebugUI->CreateTextButton(main_menu, "Mouse Probe", [this]() {
  361. UIElement *probe_options = mDebugUI->CreateMenu();
  362. mDebugUI->CreateComboBox(probe_options, "Mode", { "Pick", "Ray", "RayCollector", "CollidePoint", "CollideShape", "CastShape", "TransfShape", "GetTriangles", "BP Ray", "BP Box", "BP Sphere", "BP Point", "BP OBox", "BP Cast Box" }, (int)mProbeMode, [this](int inItem) { mProbeMode = (EProbeMode)inItem; });
  363. mDebugUI->CreateComboBox(probe_options, "Shape", { "Sphere", "Box", "ConvexHull", "Capsule", "TaperedCapsule", "Cylinder", "Triangle", "StaticCompound", "StaticCompound2", "MutableCompound" }, (int)mProbeShape, [=](int inItem) { mProbeShape = (EProbeShape)inItem; });
  364. mDebugUI->CreateCheckBox(probe_options, "Scale Shape", mScaleShape, [this](UICheckBox::EState inState) { mScaleShape = inState == UICheckBox::STATE_CHECKED; });
  365. mDebugUI->CreateSlider(probe_options, "Scale X", mShapeScale.GetX(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShapeScale.SetX(inValue); });
  366. mDebugUI->CreateSlider(probe_options, "Scale Y", mShapeScale.GetY(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShapeScale.SetY(inValue); });
  367. mDebugUI->CreateSlider(probe_options, "Scale Z", mShapeScale.GetZ(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShapeScale.SetZ(inValue); });
  368. mDebugUI->CreateComboBox(probe_options, "Back Face Cull", { "On", "Off" }, (int)mBackFaceMode, [=](int inItem) { mBackFaceMode = (EBackFaceMode)inItem; });
  369. mDebugUI->CreateComboBox(probe_options, "Active Edge Mode", { "Only Active", "All" }, (int)mActiveEdgeMode, [=](int inItem) { mActiveEdgeMode = (EActiveEdgeMode)inItem; });
  370. mDebugUI->CreateComboBox(probe_options, "Collect Faces Mode", { "Collect Faces", "No Faces" }, (int)mCollectFacesMode, [=](int inItem) { mCollectFacesMode = (ECollectFacesMode)inItem; });
  371. mDebugUI->CreateSlider(probe_options, "Max Separation Distance", mMaxSeparationDistance, 0.0f, 5.0f, 0.1f, [this](float inValue) { mMaxSeparationDistance = inValue; });
  372. mDebugUI->CreateCheckBox(probe_options, "Treat Convex As Solid", mTreatConvexAsSolid, [this](UICheckBox::EState inState) { mTreatConvexAsSolid = inState == UICheckBox::STATE_CHECKED; });
  373. mDebugUI->CreateCheckBox(probe_options, "Return Deepest Point", mReturnDeepestPoint, [this](UICheckBox::EState inState) { mReturnDeepestPoint = inState == UICheckBox::STATE_CHECKED; });
  374. mDebugUI->CreateCheckBox(probe_options, "Shrunken Shape + Convex Radius", mUseShrunkenShapeAndConvexRadius, [this](UICheckBox::EState inState) { mUseShrunkenShapeAndConvexRadius = inState == UICheckBox::STATE_CHECKED; });
  375. mDebugUI->CreateSlider(probe_options, "Max Hits", float(mMaxHits), 0, 10, 1, [this](float inValue) { mMaxHits = (int)inValue; });
  376. mDebugUI->ShowMenu(probe_options);
  377. });
  378. mDebugUI->CreateTextButton(main_menu, "Shoot Object", [this]() {
  379. UIElement *shoot_options = mDebugUI->CreateMenu();
  380. mDebugUI->CreateTextButton(shoot_options, "Shoot Object (B)", [=]() { ShootObject(); });
  381. mDebugUI->CreateSlider(shoot_options, "Initial Velocity", mShootObjectVelocity, 0.0f, 500.0f, 10.0f, [this](float inValue) { mShootObjectVelocity = inValue; });
  382. mDebugUI->CreateComboBox(shoot_options, "Shape", { "Sphere", "ConvexHull", "Thin Bar" }, (int)mShootObjectShape, [=](int inItem) { mShootObjectShape = (EShootObjectShape)inItem; });
  383. mDebugUI->CreateComboBox(shoot_options, "Motion Quality", { "Discrete", "LinearCast" }, (int)mShootObjectMotionQuality, [=](int inItem) { mShootObjectMotionQuality = (EMotionQuality)inItem; });
  384. mDebugUI->CreateSlider(shoot_options, "Friction", mShootObjectFriction, 0.0f, 1.0f, 0.05f, [this](float inValue) { mShootObjectFriction = inValue; });
  385. mDebugUI->CreateSlider(shoot_options, "Restitution", mShootObjectRestitution, 0.0f, 1.0f, 0.05f, [this](float inValue) { mShootObjectRestitution = inValue; });
  386. mDebugUI->CreateCheckBox(shoot_options, "Scale Shape", mShootObjectScaleShape, [this](UICheckBox::EState inState) { mShootObjectScaleShape = inState == UICheckBox::STATE_CHECKED; });
  387. mDebugUI->CreateSlider(shoot_options, "Scale X", mShootObjectShapeScale.GetX(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShootObjectShapeScale.SetX(inValue); });
  388. mDebugUI->CreateSlider(shoot_options, "Scale Y", mShootObjectShapeScale.GetY(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShootObjectShapeScale.SetY(inValue); });
  389. mDebugUI->CreateSlider(shoot_options, "Scale Z", mShootObjectShapeScale.GetZ(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShootObjectShapeScale.SetZ(inValue); });
  390. mDebugUI->ShowMenu(shoot_options);
  391. });
  392. mDebugUI->CreateTextButton(main_menu, "Help", [this](){
  393. UIElement *help = mDebugUI->CreateMenu();
  394. mDebugUI->CreateStaticText(help,
  395. "ESC: Back to previous menu.\n"
  396. "WASD + Mouse: Fly around. Hold Shift to speed up, Ctrl to slow down.\n"
  397. "Space: Hold to pick up and drag a physics object under the crosshair.\n"
  398. "P: Pause / unpause simulation.\n"
  399. "O: Single step the simulation.\n"
  400. ",: Step back (only when Physics Settings / Record State for Playback is on).\n"
  401. ".: Step forward (only when Physics Settings / Record State for Playback is on).\n"
  402. "Shift + ,: Play reverse (only when Physics Settings / Record State for Playback is on).\n"
  403. "Shift + .: Replay forward (only when Physics Settings / Record State for Playback is on).\n"
  404. "T: Dump frame timing information to profile_*.html (when JPH_PROFILE_ENABLED defined).\n"
  405. "Y: Start / stop recording stats. Stats?.html is written when stopping (when JPH_STAT_COLLECTOR defined)."
  406. );
  407. mDebugUI->ShowMenu(help);
  408. });
  409. mDebugUI->ShowMenu(main_menu);
  410. // Get test name from commandline
  411. string cmd_line = ToLower(GetCommandLineA());
  412. vector<string> args;
  413. StringToVector(cmd_line, args, " ");
  414. if (args.size() == 2)
  415. {
  416. string cmd = args[1];
  417. if (cmd == "alltests")
  418. {
  419. // Run all tests
  420. mCheckDeterminism = true;
  421. mExitAfterRunningTests = true;
  422. RunAllTests();
  423. }
  424. else
  425. {
  426. // Search for the test
  427. const RTTI *test = JPH_RTTI(LoadRigTest);
  428. for (TestCategory &c : sAllCategories)
  429. for (uint i = 0; i < c.mNumTests; ++i)
  430. {
  431. TestNameAndRTTI &t = c.mTests[i];
  432. string test_name = ToLower(t.mRTTI->GetName());
  433. if (test_name == cmd)
  434. {
  435. test = t.mRTTI;
  436. break;
  437. }
  438. }
  439. // Construct test
  440. StartTest(test);
  441. }
  442. }
  443. }
  444. SamplesApp::~SamplesApp()
  445. {
  446. // Clean up
  447. delete mTest;
  448. delete mContactListener;
  449. delete mPhysicsSystem;
  450. delete mJobSystem;
  451. delete mTempAllocator;
  452. }
  453. void SamplesApp::StartTest(const RTTI *inRTTI)
  454. {
  455. // Pop active menus, we might be in the settings menu for the test which will be dangling after restarting the test
  456. mDebugUI->BackToMain();
  457. // Store old gravity
  458. Vec3 old_gravity = mPhysicsSystem != nullptr? mPhysicsSystem->GetGravity() : Vec3(0, -9.81f, 0);
  459. // Discard old test
  460. delete mTest;
  461. delete mContactListener;
  462. delete mPhysicsSystem;
  463. // Start at frame 0
  464. JPH_STAT_COLLECTOR_RESET();
  465. // Create physics system
  466. mPhysicsSystem = new PhysicsSystem();
  467. mPhysicsSystem->Init(cNumBodies, cMaxBodyPairs, cMaxContactConstraints, GetObjectToBroadPhaseLayer(), BroadPhaseCanCollide, ObjectCanCollide, GetBroadPhaseLayerName);
  468. mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings);
  469. // Restore gravity
  470. mPhysicsSystem->SetGravity(old_gravity);
  471. // Reset dragging
  472. mDragAnchor = nullptr;
  473. mDragConstraint = nullptr;
  474. // Reset playback state
  475. mPlaybackFrames.clear();
  476. mPlaybackMode = EPlaybackMode::Play;
  477. mCurrentPlaybackFrame = -1;
  478. // Set new test
  479. mTestClass = inRTTI;
  480. mTest = static_cast<Test *>(inRTTI->CreateObject());
  481. mTest->SetPhysicsSystem(mPhysicsSystem);
  482. mTest->SetJobSystem(mJobSystem);
  483. mTest->SetDebugRenderer(mDebugRenderer);
  484. if (mInstallContactListener)
  485. {
  486. mContactListener = new ContactListenerImpl;
  487. mContactListener->SetNextListener(mTest->GetContactListener());
  488. mPhysicsSystem->SetContactListener(mContactListener);
  489. }
  490. else
  491. {
  492. mContactListener = nullptr;
  493. mPhysicsSystem->SetContactListener(mTest->GetContactListener());
  494. }
  495. mTest->Initialize();
  496. // Optimize the broadphase to make the first update fast
  497. mPhysicsSystem->OptimizeBroadPhase();
  498. // Reset the camera to the original position
  499. ResetCamera();
  500. // Start paused
  501. Pause(true);
  502. SingleStep();
  503. // Check if test has settings menu
  504. mTestSettingsButton->SetDisabled(!mTest->HasSettingsMenu());
  505. }
  506. void SamplesApp::RunAllTests()
  507. {
  508. mTestsToRun.clear();
  509. for (const TestCategory &c : sAllCategories)
  510. for (uint i = 0; i < c.mNumTests; ++i)
  511. {
  512. TestNameAndRTTI &t = c.mTests[i];
  513. mTestsToRun.push_back(t.mRTTI);
  514. }
  515. NextTest();
  516. }
  517. bool SamplesApp::NextTest()
  518. {
  519. if (mTestsToRun.empty())
  520. {
  521. if (mExitAfterRunningTests)
  522. return false; // Exit the application now
  523. else
  524. MessageBoxA(nullptr, "Test run complete!", "Complete", MB_OK);
  525. }
  526. else
  527. {
  528. // Start the timer for 10 seconds
  529. mTestTimeLeft = 10.0f;
  530. // Take next test
  531. const RTTI *rtti = mTestsToRun.front();
  532. mTestsToRun.erase(mTestsToRun.begin());
  533. // Start it
  534. StartTest(rtti);
  535. // Unpause
  536. Pause(false);
  537. }
  538. mNextTestButton->SetDisabled(mTestsToRun.empty());
  539. return true;
  540. }
  541. bool SamplesApp::CheckNextTest()
  542. {
  543. if (mTestTimeLeft >= 0.0f)
  544. {
  545. // Update status string
  546. mStatusString = StringFormat("%s: Next test in %.1fs", mTestClass->GetName(), (double)mTestTimeLeft);
  547. // Use physics time
  548. mTestTimeLeft -= 1.0f / mUpdateFrequency;
  549. // If time's up then go to the next test
  550. if (mTestTimeLeft < 0.0f)
  551. return NextTest();
  552. }
  553. else
  554. mStatusString.clear();
  555. return true;
  556. }
  557. RefConst<Shape> SamplesApp::CreateProbeShape()
  558. {
  559. // Get the scale
  560. Vec3 scale = mScaleShape? mShapeScale : Vec3::sReplicate(1.0f);
  561. // Make it minimally -0.1 or 0.1 depending on the sign
  562. Vec3 clamped_value = Vec3::sSelect(Vec3::sReplicate(-0.1f), Vec3::sReplicate(0.1f), Vec3::sGreaterOrEqual(scale, Vec3::sZero()));
  563. scale = Vec3::sSelect(scale, clamped_value, Vec3::sLess(scale.Abs(), Vec3::sReplicate(0.1f)));
  564. RefConst<Shape> shape;
  565. switch (mProbeShape)
  566. {
  567. case EProbeShape::Sphere:
  568. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  569. shape = new SphereShape(0.2f);
  570. break;
  571. case EProbeShape::Box:
  572. shape = new BoxShape(Vec3(0.1f, 0.2f, 0.3f));
  573. break;
  574. case EProbeShape::ConvexHull:
  575. {
  576. // Create tetrahedron
  577. vector<Vec3> tetrahedron;
  578. tetrahedron.push_back(Vec3::sZero());
  579. tetrahedron.push_back(Vec3(0.2f, 0, 0.4f));
  580. tetrahedron.push_back(Vec3(0.4f, 0, 0));
  581. tetrahedron.push_back(Vec3(0.2f, -0.2f, 1.0f));
  582. shape = ConvexHullShapeSettings(tetrahedron, 0.01f).Create().Get();
  583. }
  584. break;
  585. case EProbeShape::Capsule:
  586. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  587. shape = new CapsuleShape(0.2f, 0.1f);
  588. break;
  589. case EProbeShape::TaperedCapsule:
  590. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  591. shape = TaperedCapsuleShapeSettings(0.2f, 0.1f, 0.2f).Create().Get();
  592. break;
  593. case EProbeShape::Cylinder:
  594. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_Y, SWIZZLE_X>(); // Scale X must be same as Z
  595. shape = new CylinderShape(0.2f, 0.1f);
  596. break;
  597. case EProbeShape::Triangle:
  598. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  599. shape = new TriangleShape(Vec3(0.1f, 0.9f, 0.3f), Vec3(-0.9f, -0.5f, 0.2f), Vec3(0.7f, -0.3f, -0.1f));
  600. break;
  601. case EProbeShape::StaticCompound:
  602. {
  603. vector<Vec3> tetrahedron;
  604. tetrahedron.push_back(Vec3::sZero());
  605. tetrahedron.push_back(Vec3(-0.2f, 0, 0.4f));
  606. tetrahedron.push_back(Vec3(0, 0.2f, 0));
  607. tetrahedron.push_back(Vec3(0.2f, 0, 0.4f));
  608. RefConst<Shape> convex = ConvexHullShapeSettings(tetrahedron, 0.01f).Create().Get();
  609. StaticCompoundShapeSettings compound_settings;
  610. compound_settings.AddShape(Vec3(-0.5f, 0, 0), Quat::sIdentity(), convex);
  611. compound_settings.AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), convex);
  612. shape = compound_settings.Create().Get();
  613. }
  614. break;
  615. case EProbeShape::StaticCompound2:
  616. {
  617. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  618. Ref<StaticCompoundShapeSettings> compound = new StaticCompoundShapeSettings();
  619. compound->AddShape(Vec3(0, 0.5f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new BoxShape(Vec3(0.5f, 0.15f, 0.1f)));
  620. compound->AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new CylinderShape(0.5f, 0.1f));
  621. compound->AddShape(Vec3(0, 0, 0.5f), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), new TaperedCapsuleShapeSettings(0.5f, 0.15f, 0.1f));
  622. StaticCompoundShapeSettings compound2;
  623. compound2.AddShape(Vec3(0, 0, 0), Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), compound);
  624. compound2.AddShape(Vec3(0, -0.4f, 0), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), -0.75f * JPH_PI), compound);
  625. shape = compound2.Create().Get();
  626. }
  627. break;
  628. case EProbeShape::MutableCompound:
  629. {
  630. vector<Vec3> tetrahedron;
  631. tetrahedron.push_back(Vec3::sZero());
  632. tetrahedron.push_back(Vec3(-0.2f, 0, 0.4f));
  633. tetrahedron.push_back(Vec3(0, 0.2f, 0));
  634. tetrahedron.push_back(Vec3(0.2f, 0, 0.4f));
  635. RefConst<Shape> convex = ConvexHullShapeSettings(tetrahedron, 0.01f).Create().Get();
  636. MutableCompoundShapeSettings compound_settings;
  637. compound_settings.AddShape(Vec3(-0.5f, 0, 0), Quat::sIdentity(), convex);
  638. compound_settings.AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), convex);
  639. shape = compound_settings.Create().Get();
  640. }
  641. break;
  642. }
  643. JPH_ASSERT(shape != nullptr);
  644. // Scale the shape
  645. if (scale != Vec3::sReplicate(1.0f))
  646. shape = new ScaledShape(shape, scale);
  647. return shape;
  648. }
  649. RefConst<Shape> SamplesApp::CreateShootObjectShape()
  650. {
  651. // Get the scale
  652. Vec3 scale = mShootObjectScaleShape? mShootObjectShapeScale : Vec3::sReplicate(1.0f);
  653. // Make it minimally -0.1 or 0.1 depending on the sign
  654. Vec3 clamped_value = Vec3::sSelect(Vec3::sReplicate(-0.1f), Vec3::sReplicate(0.1f), Vec3::sGreaterOrEqual(scale, Vec3::sZero()));
  655. scale = Vec3::sSelect(scale, clamped_value, Vec3::sLess(scale.Abs(), Vec3::sReplicate(0.1f)));
  656. RefConst<Shape> shape;
  657. switch (mShootObjectShape)
  658. {
  659. case EShootObjectShape::Sphere:
  660. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  661. shape = new SphereShape(GetWorldScale());
  662. break;
  663. case EShootObjectShape::ConvexHull:
  664. {
  665. vector<Vec3> vertices = {
  666. Vec3(-0.044661f, 0.001230f, 0.003877f),
  667. Vec3(-0.024743f, -0.042562f, 0.003877f),
  668. Vec3(-0.012336f, -0.021073f, 0.048484f),
  669. Vec3(0.016066f, 0.028121f, -0.049904f),
  670. Vec3(-0.023734f, 0.043275f, -0.024153f),
  671. Vec3(0.020812f, 0.036341f, -0.019530f),
  672. Vec3(0.012495f, 0.021936f, 0.045288f),
  673. Vec3(0.026750f, 0.001230f, 0.049273f),
  674. Vec3(0.045495f, 0.001230f, -0.022077f),
  675. Vec3(0.022193f, -0.036274f, -0.021126f),
  676. Vec3(0.022781f, -0.037291f, 0.029558f),
  677. Vec3(0.014691f, -0.023280f, 0.052897f),
  678. Vec3(-0.012187f, -0.020815f, -0.040214f),
  679. Vec3(0.000541f, 0.001230f, -0.056224f),
  680. Vec3(-0.039882f, 0.001230f, -0.019461f),
  681. Vec3(0.000541f, 0.001230f, 0.056022f),
  682. Vec3(-0.020614f, -0.035411f, -0.020551f),
  683. Vec3(-0.019485f, 0.035916f, 0.027001f),
  684. Vec3(-0.023968f, 0.043680f, 0.003877f),
  685. Vec3(-0.020051f, 0.001230f, 0.039543f),
  686. Vec3(0.026213f, 0.001230f, -0.040589f),
  687. Vec3(-0.010797f, 0.020868f, 0.043152f),
  688. Vec3(-0.012378f, 0.023607f, -0.040876f)
  689. };
  690. // This shape was created at 0.2 world scale, rescale it to the current world scale
  691. float vert_scale = GetWorldScale() / 0.2f;
  692. for (Vec3 &v : vertices)
  693. v *= vert_scale;
  694. shape = ConvexHullShapeSettings(vertices).Create().Get();
  695. }
  696. break;
  697. case EShootObjectShape::ThinBar:
  698. shape = BoxShapeSettings(Vec3(0.05f, 0.8f, 0.03f), 0.015f).Create().Get();
  699. break;
  700. }
  701. // Scale shape if needed
  702. if (scale != Vec3::sReplicate(1.0f))
  703. shape = new ScaledShape(shape, scale);
  704. return shape;
  705. }
  706. void SamplesApp::ShootObject()
  707. {
  708. // Configure body
  709. BodyCreationSettings creation_settings(CreateShootObjectShape(), GetCamera().mPos, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  710. creation_settings.mMotionQuality = mShootObjectMotionQuality;
  711. creation_settings.mFriction = mShootObjectFriction;
  712. creation_settings.mRestitution = mShootObjectRestitution;
  713. // Create body
  714. BodyInterface &body_interface = mPhysicsSystem->GetBodyInterface();
  715. Body &body = *body_interface.CreateBody(creation_settings);
  716. body.SetLinearVelocity(mShootObjectVelocity * GetCamera().mForward);
  717. body_interface.AddBody(body.GetID(), EActivation::Activate);
  718. }
  719. bool SamplesApp::CastProbe(float inProbeLength, float &outFraction, Vec3 &outPosition, BodyID &outID)
  720. {
  721. const CameraState &camera = GetCamera();
  722. Vec3 start = camera.mPos;
  723. Vec3 direction = inProbeLength * camera.mForward;
  724. // Clear output
  725. outPosition = start + direction;
  726. outFraction = 1.0f;
  727. outID = BodyID();
  728. bool had_hit = false;
  729. switch (mProbeMode)
  730. {
  731. case EProbeMode::Pick:
  732. {
  733. // Create ray
  734. RayCast ray { start, direction };
  735. // Cast ray
  736. RayCastResult hit;
  737. had_hit = mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, hit, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::MOVING), SpecifiedObjectLayerFilter(Layers::MOVING));
  738. // Fill in results
  739. outPosition = start + hit.mFraction * direction;
  740. outFraction = hit.mFraction;
  741. outID = hit.mBodyID;
  742. if (had_hit)
  743. mDebugRenderer->DrawMarker(outPosition, Color::sYellow, 0.1f);
  744. else
  745. mDebugRenderer->DrawMarker(camera.mPos + 0.1f * camera.mForward, Color::sRed, 0.001f);
  746. }
  747. break;
  748. case EProbeMode::Ray:
  749. {
  750. // Create ray
  751. RayCast ray { start, direction };
  752. // Cast ray
  753. RayCastResult hit;
  754. had_hit = mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, hit);
  755. // Fill in results
  756. outPosition = start + hit.mFraction * direction;
  757. outFraction = hit.mFraction;
  758. outID = hit.mBodyID;
  759. // Draw results
  760. if (had_hit)
  761. {
  762. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  763. if (lock.Succeeded())
  764. {
  765. const Body &hit_body = lock.GetBody();
  766. // Draw hit
  767. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  768. mDebugRenderer->DrawLine(start, outPosition, color);
  769. mDebugRenderer->DrawLine(outPosition, start + direction, Color::sRed);
  770. // Draw material
  771. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  772. mDebugRenderer->DrawText3D(outPosition, material2->GetDebugName());
  773. // Draw normal
  774. Vec3 normal = hit_body.GetWorldSpaceSurfaceNormal(hit.mSubShapeID2, outPosition);
  775. mDebugRenderer->DrawArrow(outPosition, outPosition + normal, color, 0.01f);
  776. // Draw perpendicular axis to indicate hit position
  777. Vec3 perp1 = normal.GetNormalizedPerpendicular();
  778. Vec3 perp2 = normal.Cross(perp1);
  779. mDebugRenderer->DrawLine(outPosition - 0.1f * perp1, outPosition + 0.1f * perp1, color);
  780. mDebugRenderer->DrawLine(outPosition - 0.1f * perp2, outPosition + 0.1f * perp2, color);
  781. }
  782. }
  783. else
  784. {
  785. mDebugRenderer->DrawMarker(outPosition, Color::sRed, 0.1f);
  786. }
  787. }
  788. break;
  789. case EProbeMode::RayCollector:
  790. {
  791. // Create ray
  792. RayCast ray { start, direction };
  793. // Create settings
  794. RayCastSettings settings;
  795. settings.mBackFaceMode = mBackFaceMode;
  796. settings.mTreatConvexAsSolid = mTreatConvexAsSolid;
  797. // Cast ray
  798. vector<RayCastResult> hits;
  799. if (mMaxHits == 0)
  800. {
  801. AnyHitCollisionCollector<CastRayCollector> collector;
  802. mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, settings, collector);
  803. if (collector.HadHit())
  804. hits.push_back(collector.mHit);
  805. }
  806. else if (mMaxHits == 1)
  807. {
  808. ClosestHitCollisionCollector<CastRayCollector> collector;
  809. mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, settings, collector);
  810. if (collector.HadHit())
  811. hits.push_back(collector.mHit);
  812. }
  813. else
  814. {
  815. AllHitCollisionCollector<CastRayCollector> collector;
  816. mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, settings, collector);
  817. collector.Sort();
  818. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  819. if ((int)hits.size() > mMaxHits)
  820. hits.resize(mMaxHits);
  821. }
  822. had_hit = !hits.empty();
  823. if (had_hit)
  824. {
  825. // Fill in results
  826. RayCastResult &first_hit = hits.front();
  827. outPosition = start + first_hit.mFraction * direction;
  828. outFraction = first_hit.mFraction;
  829. outID = first_hit.mBodyID;
  830. // Draw results
  831. Vec3 prev_position = start;
  832. bool c = false;
  833. for (const RayCastResult &hit : hits)
  834. {
  835. // Draw line
  836. Vec3 position = start + hit.mFraction * direction;
  837. mDebugRenderer->DrawLine(prev_position, position, c? Color::sGrey : Color::sWhite);
  838. c = !c;
  839. prev_position = position;
  840. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  841. if (lock.Succeeded())
  842. {
  843. const Body &hit_body = lock.GetBody();
  844. // Draw material
  845. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  846. mDebugRenderer->DrawText3D(position, material2->GetDebugName());
  847. // Draw normal
  848. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  849. Vec3 normal = hit_body.GetWorldSpaceSurfaceNormal(hit.mSubShapeID2, position);
  850. mDebugRenderer->DrawArrow(position, position + normal, color, 0.01f);
  851. // Draw perpendicular axis to indicate hit position
  852. Vec3 perp1 = normal.GetNormalizedPerpendicular();
  853. Vec3 perp2 = normal.Cross(perp1);
  854. mDebugRenderer->DrawLine(position - 0.1f * perp1, position + 0.1f * perp1, color);
  855. mDebugRenderer->DrawLine(position - 0.1f * perp2, position + 0.1f * perp2, color);
  856. }
  857. }
  858. // Draw remainder of line
  859. mDebugRenderer->DrawLine(start + hits.back().mFraction * direction, start + direction, Color::sRed);
  860. }
  861. else
  862. {
  863. // Draw 'miss'
  864. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  865. mDebugRenderer->DrawMarker(start + direction, Color::sRed, 0.1f);
  866. }
  867. }
  868. break;
  869. case EProbeMode::CollidePoint:
  870. {
  871. // Create point
  872. const float fraction = 0.1f;
  873. Vec3 point = start + fraction * direction;
  874. // Collide point
  875. AllHitCollisionCollector<CollidePointCollector> collector;
  876. mPhysicsSystem->GetNarrowPhaseQuery().CollidePoint(point, collector);
  877. had_hit = !collector.mHits.empty();
  878. if (had_hit)
  879. {
  880. // Draw results
  881. for (const CollidePointResult &hit : collector.mHits)
  882. {
  883. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  884. if (lock.Succeeded())
  885. {
  886. const Body &hit_body = lock.GetBody();
  887. // Draw bounding box
  888. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  889. mDebugRenderer->DrawWireBox(hit_body.GetWorldSpaceBounds(), color);
  890. }
  891. }
  892. }
  893. // Draw test location
  894. mDebugRenderer->DrawMarker(start + fraction * direction, had_hit? Color::sGreen : Color::sRed, 0.1f);
  895. }
  896. break;
  897. case EProbeMode::CollideShape:
  898. {
  899. // Create shape cast
  900. RefConst<Shape> shape = CreateProbeShape();
  901. Mat44 rotation = Mat44::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI) * Mat44::sRotation(Vec3::sAxisY(), 0.2f * JPH_PI);
  902. Mat44 com = Mat44::sTranslation(shape->GetCenterOfMass());
  903. Mat44 shape_transform = Mat44::sTranslation(start + 5.0f * camera.mForward) * rotation * com;
  904. // Create settings
  905. CollideShapeSettings settings;
  906. settings.mActiveEdgeMode = mActiveEdgeMode;
  907. settings.mBackFaceMode = mBackFaceMode;
  908. settings.mCollectFacesMode = mCollectFacesMode;
  909. settings.mMaxSeparationDistance = mMaxSeparationDistance;
  910. vector<CollideShapeResult> hits;
  911. if (mMaxHits == 0)
  912. {
  913. AnyHitCollisionCollector<CollideShapeCollector> collector;
  914. mPhysicsSystem->GetNarrowPhaseQuery().CollideShape(shape, Vec3::sReplicate(1.0f), shape_transform, settings, collector);
  915. if (collector.HadHit())
  916. hits.push_back(collector.mHit);
  917. }
  918. else if (mMaxHits == 1)
  919. {
  920. ClosestHitCollisionCollector<CollideShapeCollector> collector;
  921. mPhysicsSystem->GetNarrowPhaseQuery().CollideShape(shape, Vec3::sReplicate(1.0f), shape_transform, settings, collector);
  922. if (collector.HadHit())
  923. hits.push_back(collector.mHit);
  924. }
  925. else
  926. {
  927. AllHitCollisionCollector<CollideShapeCollector> collector;
  928. mPhysicsSystem->GetNarrowPhaseQuery().CollideShape(shape, Vec3::sReplicate(1.0f), shape_transform, settings, collector);
  929. collector.Sort();
  930. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  931. if ((int)hits.size() > mMaxHits)
  932. hits.resize(mMaxHits);
  933. }
  934. had_hit = !hits.empty();
  935. if (had_hit)
  936. {
  937. // Draw results
  938. for (const CollideShapeResult &hit : hits)
  939. {
  940. // Draw 'hit'
  941. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID2);
  942. if (lock.Succeeded())
  943. {
  944. const Body &hit_body = lock.GetBody();
  945. // Draw contact
  946. mDebugRenderer->DrawMarker(hit.mContactPointOn1, Color::sGreen, 0.1f);
  947. mDebugRenderer->DrawMarker(hit.mContactPointOn2, Color::sRed, 0.1f);
  948. Vec3 pen_axis = hit.mPenetrationAxis;
  949. float pen_axis_len = pen_axis.Length();
  950. if (pen_axis_len > 0.0f)
  951. {
  952. pen_axis /= pen_axis_len;
  953. // Draw penetration axis with length of the penetration
  954. mDebugRenderer->DrawArrow(hit.mContactPointOn2, hit.mContactPointOn2 + pen_axis * hit.mPenetrationDepth, Color::sYellow, 0.01f);
  955. // Draw normal (flipped so it points towards body 1)
  956. mDebugRenderer->DrawArrow(hit.mContactPointOn2, hit.mContactPointOn2 - pen_axis, Color::sOrange, 0.01f);
  957. }
  958. // Draw material
  959. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  960. mDebugRenderer->DrawText3D(hit.mContactPointOn2, material2->GetDebugName());
  961. // Draw faces
  962. mDebugRenderer->DrawWirePolygon(hit.mShape1Face, Color::sYellow, 0.01f);
  963. mDebugRenderer->DrawWirePolygon(hit.mShape2Face, Color::sRed, 0.01f);
  964. }
  965. }
  966. }
  967. #ifdef JPH_DEBUG_RENDERER
  968. // Draw shape
  969. shape->Draw(mDebugRenderer, shape_transform, Vec3::sReplicate(1.0f), had_hit? Color::sGreen : Color::sGrey, false, false);
  970. #endif // JPH_DEBUG_RENDERER
  971. }
  972. break;
  973. case EProbeMode::CastShape:
  974. {
  975. // Create shape cast
  976. RefConst<Shape> shape = CreateProbeShape();
  977. Mat44 rotation = Mat44::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI) * Mat44::sRotation(Vec3::sAxisY(), 0.2f * JPH_PI);
  978. Mat44 com = Mat44::sTranslation(shape->GetCenterOfMass());
  979. ShapeCast shape_cast(shape, Vec3::sReplicate(1.0f), Mat44::sTranslation(start) * rotation * com, direction);
  980. // Settings
  981. ShapeCastSettings settings;
  982. settings.mUseShrunkenShapeAndConvexRadius = mUseShrunkenShapeAndConvexRadius;
  983. settings.mActiveEdgeMode = mActiveEdgeMode;
  984. settings.mBackFaceModeTriangles = mBackFaceMode;
  985. settings.mBackFaceModeConvex = mBackFaceMode;
  986. settings.mReturnDeepestPoint = mReturnDeepestPoint;
  987. settings.mCollectFacesMode = mCollectFacesMode;
  988. // Cast shape
  989. vector<ShapeCastResult> hits;
  990. if (mMaxHits == 0)
  991. {
  992. AnyHitCollisionCollector<CastShapeCollector> collector;
  993. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, collector);
  994. if (collector.HadHit())
  995. hits.push_back(collector.mHit);
  996. }
  997. else if (mMaxHits == 1)
  998. {
  999. ClosestHitCollisionCollector<CastShapeCollector> collector;
  1000. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, collector);
  1001. if (collector.HadHit())
  1002. hits.push_back(collector.mHit);
  1003. }
  1004. else
  1005. {
  1006. AllHitCollisionCollector<CastShapeCollector> collector;
  1007. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, collector);
  1008. collector.Sort();
  1009. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  1010. if ((int)hits.size() > mMaxHits)
  1011. hits.resize(mMaxHits);
  1012. }
  1013. had_hit = !hits.empty();
  1014. if (had_hit)
  1015. {
  1016. // Fill in results
  1017. ShapeCastResult &first_hit = hits.front();
  1018. outPosition = start + first_hit.mFraction * direction;
  1019. outFraction = first_hit.mFraction;
  1020. outID = first_hit.mBodyID2;
  1021. // Draw results
  1022. Vec3 prev_position = start;
  1023. bool c = false;
  1024. for (const ShapeCastResult &hit : hits)
  1025. {
  1026. // Draw line
  1027. Vec3 position = start + hit.mFraction * direction;
  1028. mDebugRenderer->DrawLine(prev_position, position, c? Color::sGrey : Color::sWhite);
  1029. c = !c;
  1030. prev_position = position;
  1031. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID2);
  1032. if (lock.Succeeded())
  1033. {
  1034. const Body &hit_body = lock.GetBody();
  1035. // Draw shape
  1036. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1037. #ifdef JPH_DEBUG_RENDERER
  1038. shape_cast.mShape->Draw(mDebugRenderer, Mat44::sTranslation(position) * rotation * com, Vec3::sReplicate(1.0f), color, false, false);
  1039. #endif // JPH_DEBUG_RENDERER
  1040. // Draw normal
  1041. Vec3 contact_position1 = hit.mContactPointOn1;
  1042. Vec3 contact_position2 = hit.mContactPointOn2;
  1043. Vec3 normal = hit.mPenetrationAxis.Normalized();
  1044. if (hit.mIsBackFaceHit)
  1045. normal = -normal;
  1046. mDebugRenderer->DrawArrow(contact_position2, contact_position2 - normal, color, 0.01f); // Flip to make it point towards the cast body
  1047. // Contact position 1
  1048. mDebugRenderer->DrawMarker(contact_position1, Color::sGreen, 0.1f);
  1049. // Draw perpendicular axis to indicate contact position 2
  1050. Vec3 perp1 = normal.GetNormalizedPerpendicular();
  1051. Vec3 perp2 = normal.Cross(perp1);
  1052. mDebugRenderer->DrawLine(contact_position2 - 0.1f * perp1, contact_position2 + 0.1f * perp1, color);
  1053. mDebugRenderer->DrawLine(contact_position2 - 0.1f * perp2, contact_position2 + 0.1f * perp2, color);
  1054. // Draw material
  1055. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  1056. mDebugRenderer->DrawText3D(position, material2->GetDebugName());
  1057. // Draw faces
  1058. mDebugRenderer->DrawWirePolygon(hit.mShape1Face, Color::sYellow, 0.01f);
  1059. mDebugRenderer->DrawWirePolygon(hit.mShape2Face, Color::sRed, 0.01f);
  1060. }
  1061. }
  1062. // Draw remainder of line
  1063. mDebugRenderer->DrawLine(start + hits.back().mFraction * direction, start + direction, Color::sRed);
  1064. }
  1065. else
  1066. {
  1067. // Draw 'miss'
  1068. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1069. #ifdef JPH_DEBUG_RENDERER
  1070. shape_cast.mShape->Draw(mDebugRenderer, Mat44::sTranslation(outPosition) * rotation * com, Vec3::sReplicate(1.0f), Color::sRed, false, false);
  1071. #endif // JPH_DEBUG_RENDERER
  1072. }
  1073. }
  1074. break;
  1075. case EProbeMode::TransformedShape:
  1076. {
  1077. // Create box
  1078. const float fraction = 0.2f;
  1079. Vec3 center = start + fraction * direction;
  1080. Vec3 half_extent = 0.5f * mShapeScale;
  1081. AABox box(center - half_extent, center + half_extent);
  1082. // Get shapes
  1083. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1084. mPhysicsSystem->GetNarrowPhaseQuery().CollectTransformedShapes(box, collector);
  1085. // Draw results
  1086. for (const TransformedShape &ts : collector.mHits)
  1087. mDebugRenderer->DrawWireBox(Mat44::sRotationTranslation(ts.mShapeRotation, ts.mShapePositionCOM) * Mat44::sScale(ts.GetShapeScale()), ts.mShape->GetLocalBounds(), Color::sYellow);
  1088. // Draw test location
  1089. mDebugRenderer->DrawWireBox(box, !collector.mHits.empty()? Color::sGreen : Color::sRed);
  1090. }
  1091. break;
  1092. case EProbeMode::GetTriangles:
  1093. {
  1094. // Create box
  1095. const float fraction = 0.2f;
  1096. Vec3 center = start + fraction * direction;
  1097. Vec3 half_extent = 2.0f * mShapeScale;
  1098. AABox box(center - half_extent, center + half_extent);
  1099. // Get shapes
  1100. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1101. mPhysicsSystem->GetNarrowPhaseQuery().CollectTransformedShapes(box, collector);
  1102. // Loop over shapes
  1103. had_hit = false;
  1104. for (const TransformedShape &ts : collector.mHits)
  1105. {
  1106. const int cMaxTriangles = 32;
  1107. Float3 vertices[cMaxTriangles * 3];
  1108. const PhysicsMaterial *materials[cMaxTriangles];
  1109. // Start iterating triangles
  1110. Shape::GetTrianglesContext ctx;
  1111. ts.GetTrianglesStart(ctx, box);
  1112. for (;;)
  1113. {
  1114. // Fetch next triangles
  1115. int count = ts.GetTrianglesNext(ctx, cMaxTriangles, vertices, materials);
  1116. if (count == 0)
  1117. break;
  1118. // Draw triangles
  1119. const PhysicsMaterial **m = materials;
  1120. for (Float3 *v = vertices, *v_end = vertices + 3 * count; v < v_end; v += 3, ++m)
  1121. {
  1122. Vec3 v1(v[0]), v2(v[1]), v3(v[2]);
  1123. Vec3 triangle_center = (v1 + v2 + v3) / 3.0f;
  1124. Vec3 triangle_normal = (v2 - v1).Cross(v3 - v1).Normalized();
  1125. mDebugRenderer->DrawWireTriangle(v1, v2, v3, (*m)->GetDebugColor());
  1126. mDebugRenderer->DrawArrow(triangle_center, triangle_center + triangle_normal, Color::sGreen, 0.01f);
  1127. }
  1128. had_hit = true;
  1129. }
  1130. }
  1131. // Draw test location
  1132. mDebugRenderer->DrawWireBox(box, had_hit? Color::sGreen : Color::sRed);
  1133. }
  1134. break;
  1135. case EProbeMode::BroadPhaseRay:
  1136. {
  1137. // Create ray
  1138. RayCast ray { start, direction };
  1139. // Cast ray
  1140. AllHitCollisionCollector<RayCastBodyCollector> collector;
  1141. mPhysicsSystem->GetBroadPhaseQuery().CastRay(ray, collector);
  1142. collector.Sort();
  1143. had_hit = !collector.mHits.empty();
  1144. if (had_hit)
  1145. {
  1146. // Draw results
  1147. Vec3 prev_position = start;
  1148. bool c = false;
  1149. for (const BroadPhaseCastResult &hit : collector.mHits)
  1150. {
  1151. // Draw line
  1152. Vec3 position = start + hit.mFraction * direction;
  1153. Color cast_color = c? Color::sGrey : Color::sWhite;
  1154. mDebugRenderer->DrawLine(prev_position, position, cast_color);
  1155. mDebugRenderer->DrawMarker(position, cast_color, 0.1f);
  1156. c = !c;
  1157. prev_position = position;
  1158. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  1159. if (lock.Succeeded())
  1160. {
  1161. const Body &hit_body = lock.GetBody();
  1162. // Draw bounding box
  1163. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1164. mDebugRenderer->DrawWireBox(hit_body.GetWorldSpaceBounds(), color);
  1165. }
  1166. }
  1167. // Draw remainder of line
  1168. mDebugRenderer->DrawLine(start + collector.mHits.back().mFraction * direction, start + direction, Color::sRed);
  1169. }
  1170. else
  1171. {
  1172. // Draw 'miss'
  1173. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1174. mDebugRenderer->DrawMarker(start + direction, Color::sRed, 0.1f);
  1175. }
  1176. }
  1177. break;
  1178. case EProbeMode::BroadPhaseBox:
  1179. {
  1180. // Create box
  1181. const float fraction = 0.2f;
  1182. Vec3 center = start + fraction * direction;
  1183. Vec3 half_extent = 2.0f * mShapeScale;
  1184. AABox box(center - half_extent, center + half_extent);
  1185. // Collide box
  1186. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1187. mPhysicsSystem->GetBroadPhaseQuery().CollideAABox(box, collector);
  1188. had_hit = !collector.mHits.empty();
  1189. if (had_hit)
  1190. {
  1191. // Draw results
  1192. for (const BodyID &hit : collector.mHits)
  1193. {
  1194. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1195. if (lock.Succeeded())
  1196. {
  1197. const Body &hit_body = lock.GetBody();
  1198. // Draw bounding box
  1199. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1200. mDebugRenderer->DrawWireBox(hit_body.GetWorldSpaceBounds(), color);
  1201. }
  1202. }
  1203. }
  1204. // Draw test location
  1205. mDebugRenderer->DrawWireBox(box, had_hit? Color::sGreen : Color::sRed);
  1206. }
  1207. break;
  1208. case EProbeMode::BroadPhaseSphere:
  1209. {
  1210. // Create sphere
  1211. const float fraction = 0.2f;
  1212. const float radius = mShapeScale.Length() * 2.0f;
  1213. Vec3 point = start + fraction * direction;
  1214. // Collide sphere
  1215. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1216. mPhysicsSystem->GetBroadPhaseQuery().CollideSphere(point, radius, collector);
  1217. had_hit = !collector.mHits.empty();
  1218. if (had_hit)
  1219. {
  1220. // Draw results
  1221. for (const BodyID &hit : collector.mHits)
  1222. {
  1223. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1224. if (lock.Succeeded())
  1225. {
  1226. const Body &hit_body = lock.GetBody();
  1227. // Draw bounding box
  1228. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1229. mDebugRenderer->DrawWireBox(hit_body.GetWorldSpaceBounds(), color);
  1230. }
  1231. }
  1232. }
  1233. // Draw test location
  1234. mDebugRenderer->DrawWireSphere(start + fraction * direction, radius, had_hit? Color::sGreen : Color::sRed);
  1235. }
  1236. break;
  1237. case EProbeMode::BroadPhasePoint:
  1238. {
  1239. // Create point
  1240. const float fraction = 0.1f;
  1241. Vec3 point = start + fraction * direction;
  1242. // Collide point
  1243. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1244. mPhysicsSystem->GetBroadPhaseQuery().CollidePoint(point, collector);
  1245. had_hit = !collector.mHits.empty();
  1246. if (had_hit)
  1247. {
  1248. // Draw results
  1249. for (const BodyID &hit : collector.mHits)
  1250. {
  1251. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1252. if (lock.Succeeded())
  1253. {
  1254. const Body &hit_body = lock.GetBody();
  1255. // Draw bounding box
  1256. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1257. mDebugRenderer->DrawWireBox(hit_body.GetWorldSpaceBounds(), color);
  1258. }
  1259. }
  1260. }
  1261. // Draw test location
  1262. mDebugRenderer->DrawMarker(start + fraction * direction, had_hit? Color::sGreen : Color::sRed, 0.1f);
  1263. }
  1264. break;
  1265. case EProbeMode::BroadPhaseOrientedBox:
  1266. {
  1267. // Create box
  1268. const float fraction = 0.2f;
  1269. Vec3 center = start + fraction * direction;
  1270. Vec3 half_extent = 2.0f * mShapeScale;
  1271. OrientedBox box(Mat44::sRotationTranslation(Quat::sRotation(Vec3::sAxisZ(), 0.2f * JPH_PI) * Quat::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI), center), half_extent);
  1272. // Collide box
  1273. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1274. mPhysicsSystem->GetBroadPhaseQuery().CollideOrientedBox(box, collector);
  1275. had_hit = !collector.mHits.empty();
  1276. if (had_hit)
  1277. {
  1278. // Draw results
  1279. for (const BodyID &hit : collector.mHits)
  1280. {
  1281. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1282. if (lock.Succeeded())
  1283. {
  1284. const Body &hit_body = lock.GetBody();
  1285. // Draw bounding box
  1286. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1287. mDebugRenderer->DrawWireBox(hit_body.GetWorldSpaceBounds(), color);
  1288. }
  1289. }
  1290. }
  1291. // Draw test location
  1292. mDebugRenderer->DrawWireBox(box, had_hit? Color::sGreen : Color::sRed);
  1293. }
  1294. break;
  1295. case EProbeMode::BroadPhaseCastBox:
  1296. {
  1297. // Create box
  1298. Vec3 half_extent = 2.0f * mShapeScale;
  1299. AABox box(start - half_extent, start + half_extent);
  1300. AABoxCast box_cast { box, direction };
  1301. // Cast box
  1302. AllHitCollisionCollector<CastShapeBodyCollector> collector;
  1303. mPhysicsSystem->GetBroadPhaseQuery().CastAABox(box_cast, collector);
  1304. collector.Sort();
  1305. had_hit = !collector.mHits.empty();
  1306. if (had_hit)
  1307. {
  1308. // Draw results
  1309. Vec3 prev_position = start;
  1310. bool c = false;
  1311. for (const BroadPhaseCastResult &hit : collector.mHits)
  1312. {
  1313. // Draw line
  1314. Vec3 position = start + hit.mFraction * direction;
  1315. Color cast_color = c? Color::sGrey : Color::sWhite;
  1316. mDebugRenderer->DrawLine(prev_position, position, cast_color);
  1317. mDebugRenderer->DrawWireBox(AABox(position - half_extent, position + half_extent), cast_color);
  1318. c = !c;
  1319. prev_position = position;
  1320. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  1321. if (lock.Succeeded())
  1322. {
  1323. const Body &hit_body = lock.GetBody();
  1324. // Draw bounding box
  1325. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1326. mDebugRenderer->DrawWireBox(hit_body.GetWorldSpaceBounds(), color);
  1327. }
  1328. }
  1329. // Draw remainder of line
  1330. mDebugRenderer->DrawLine(start + collector.mHits.back().mFraction * direction, start + direction, Color::sRed);
  1331. }
  1332. else
  1333. {
  1334. // Draw 'miss'
  1335. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1336. mDebugRenderer->DrawWireBox(AABox(start + direction - half_extent, start + direction + half_extent), Color::sRed);
  1337. }
  1338. }
  1339. break;
  1340. }
  1341. return had_hit;
  1342. }
  1343. void SamplesApp::UpdateDebug()
  1344. {
  1345. JPH_PROFILE_FUNCTION();
  1346. const float cDragRayLength = 40.0f;
  1347. BodyInterface &bi = mPhysicsSystem->GetBodyInterface();
  1348. // Handle keyboard input for which simulation needs to be running
  1349. for (int key = mKeyboard->GetFirstKey(); key != 0; key = mKeyboard->GetNextKey())
  1350. switch (key)
  1351. {
  1352. case DIK_B:
  1353. ShootObject();
  1354. break;
  1355. }
  1356. // Allow the user to drag rigid bodies around
  1357. if (mDragConstraint == nullptr)
  1358. {
  1359. // Not dragging yet
  1360. Vec3 hit_position;
  1361. float hit_fraction;
  1362. if (CastProbe(cDragRayLength, hit_fraction, hit_position, mDragBody))
  1363. {
  1364. // If key is pressed create constraint to start dragging
  1365. if (mKeyboard->IsKeyPressed(DIK_SPACE))
  1366. {
  1367. // Target body must be dynamic
  1368. BodyLockWrite lock(mPhysicsSystem->GetBodyLockInterface(), mDragBody);
  1369. if (lock.Succeeded())
  1370. {
  1371. Body &drag_body = lock.GetBody();
  1372. if (drag_body.IsDynamic())
  1373. {
  1374. // Create constraint to drag body
  1375. DistanceConstraintSettings settings;
  1376. settings.mPoint1 = settings.mPoint2 = hit_position;
  1377. settings.mFrequency = 2.0f / GetWorldScale();
  1378. settings.mDamping = 1.0f;
  1379. // Construct fixed body for the mouse constraint
  1380. // Note that we don't add it to the world since we don't want anything to collide with it, we just
  1381. // need an anchor for a constraint
  1382. Body *drag_anchor = bi.CreateBody(BodyCreationSettings(new SphereShape(0.01f), hit_position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  1383. #ifdef _DEBUG
  1384. drag_anchor->SetDebugName("DragAnchor");
  1385. #endif
  1386. mDragAnchor = drag_anchor;
  1387. // Construct constraint that connects the drag anchor with the body that we want to drag
  1388. mDragConstraint = settings.Create(*drag_anchor, drag_body);
  1389. mPhysicsSystem->AddConstraint(mDragConstraint);
  1390. mDragFraction = hit_fraction;
  1391. }
  1392. }
  1393. }
  1394. }
  1395. }
  1396. else
  1397. {
  1398. if (!mKeyboard->IsKeyPressed(DIK_SPACE))
  1399. {
  1400. // If key released, destroy constraint
  1401. if (mDragConstraint != nullptr)
  1402. mPhysicsSystem->RemoveConstraint(mDragConstraint);
  1403. mDragConstraint = nullptr;
  1404. // Destroy drag anchor
  1405. bi.DestroyBody(mDragAnchor->GetID());
  1406. mDragAnchor = nullptr;
  1407. // Forget the drag body
  1408. mDragBody = BodyID();
  1409. }
  1410. else
  1411. {
  1412. // Else update position of anchor
  1413. bi.SetPositionAndRotation(mDragAnchor->GetID(), GetCamera().mPos + cDragRayLength * mDragFraction * GetCamera().mForward, Quat::sIdentity(), EActivation::DontActivate);
  1414. // Activate other body
  1415. bi.ActivateBody(mDragBody);
  1416. }
  1417. }
  1418. }
  1419. bool SamplesApp::RenderFrame(float inDeltaTime)
  1420. {
  1421. // Reinitialize the job system if the concurrency setting changed
  1422. if (mMaxConcurrentJobs != mJobSystem->GetMaxConcurrency())
  1423. static_cast<JobSystemThreadPool *>(mJobSystem)->SetNumThreads(mMaxConcurrentJobs - 1);
  1424. // Restart the test if the test requests this
  1425. if (mTest->NeedsRestart())
  1426. {
  1427. StartTest(mTestClass);
  1428. return true;
  1429. }
  1430. // Select the next test if automatic testing times out
  1431. if (!CheckNextTest())
  1432. return false;
  1433. // Handle keyboard input
  1434. bool shift = mKeyboard->IsKeyPressed(DIK_LSHIFT) || mKeyboard->IsKeyPressed(DIK_RSHIFT);
  1435. #ifdef JPH_DEBUG_RENDERER
  1436. bool alt = mKeyboard->IsKeyPressed(DIK_LALT) || mKeyboard->IsKeyPressed(DIK_RALT);
  1437. #endif // JPH_DEBUG_RENDERER
  1438. for (int key = mKeyboard->GetFirstKey(); key != 0; key = mKeyboard->GetNextKey())
  1439. switch (key)
  1440. {
  1441. case DIK_R:
  1442. StartTest(mTestClass);
  1443. return true;
  1444. case DIK_N:
  1445. if (!mTestsToRun.empty())
  1446. NextTest();
  1447. break;
  1448. #ifdef JPH_DEBUG_RENDERER
  1449. case DIK_H:
  1450. if (shift)
  1451. mBodyDrawSettings.mDrawGetSupportFunction = !mBodyDrawSettings.mDrawGetSupportFunction;
  1452. else if (alt)
  1453. mDrawGetTriangles = !mDrawGetTriangles;
  1454. else
  1455. mBodyDrawSettings.mDrawShape = !mBodyDrawSettings.mDrawShape;
  1456. break;
  1457. case DIK_F:
  1458. if (shift)
  1459. mBodyDrawSettings.mDrawGetSupportingFace = !mBodyDrawSettings.mDrawGetSupportingFace;
  1460. break;
  1461. case DIK_I:
  1462. mBodyDrawSettings.mDrawMassAndInertia = !mBodyDrawSettings.mDrawMassAndInertia;
  1463. break;
  1464. case DIK_1:
  1465. ContactConstraintManager::sDrawContactPoint = !ContactConstraintManager::sDrawContactPoint;
  1466. break;
  1467. case DIK_2:
  1468. ContactConstraintManager::sDrawSupportingFaces = !ContactConstraintManager::sDrawSupportingFaces;
  1469. break;
  1470. case DIK_3:
  1471. ContactConstraintManager::sDrawContactPointReduction = !ContactConstraintManager::sDrawContactPointReduction;
  1472. break;
  1473. case DIK_C:
  1474. mDrawConstraints = !mDrawConstraints;
  1475. break;
  1476. case DIK_L:
  1477. mDrawConstraintLimits = !mDrawConstraintLimits;
  1478. break;
  1479. case DIK_M:
  1480. ContactConstraintManager::sDrawContactManifolds = !ContactConstraintManager::sDrawContactManifolds;
  1481. break;
  1482. case DIK_W:
  1483. if (alt)
  1484. mBodyDrawSettings.mDrawShapeWireframe = !mBodyDrawSettings.mDrawShapeWireframe;
  1485. break;
  1486. #endif // JPH_DEBUG_RENDERER
  1487. case DIK_COMMA:
  1488. // Back stepping
  1489. if (mPlaybackFrames.size() > 1)
  1490. {
  1491. if (mPlaybackMode == EPlaybackMode::Play)
  1492. {
  1493. JPH_ASSERT(mCurrentPlaybackFrame == -1);
  1494. mCurrentPlaybackFrame = (int)mPlaybackFrames.size() - 1;
  1495. }
  1496. mPlaybackMode = shift? EPlaybackMode::Rewind : EPlaybackMode::StepBack;
  1497. }
  1498. break;
  1499. case DIK_PERIOD:
  1500. // Forward stepping
  1501. if (mPlaybackMode != EPlaybackMode::Play)
  1502. {
  1503. JPH_ASSERT(mCurrentPlaybackFrame >= 0);
  1504. mPlaybackMode = shift? EPlaybackMode::FastForward : EPlaybackMode::StepForward;
  1505. }
  1506. break;
  1507. }
  1508. // Stop recording if record state is turned off
  1509. if (!mRecordState)
  1510. {
  1511. mPlaybackFrames.clear();
  1512. mPlaybackMode = EPlaybackMode::Play;
  1513. mCurrentPlaybackFrame = -1;
  1514. }
  1515. // Determine if we need to check deterministic simulation
  1516. bool check_determinism = mCheckDeterminism && mTest->IsDeterministic();
  1517. // Check if we've in replay mode
  1518. if (mPlaybackMode != EPlaybackMode::Play)
  1519. {
  1520. JPH_PROFILE("RestoreState");
  1521. // We're in replay mode
  1522. JPH_ASSERT(mCurrentPlaybackFrame >= 0);
  1523. // Ensure the simulation is paused
  1524. Pause(true);
  1525. // Always restore state when not paused, the debug drawing will be cleared
  1526. bool restore_state = inDeltaTime > 0.0f;
  1527. // Advance to the next frame when single stepping or unpausing
  1528. switch (mPlaybackMode)
  1529. {
  1530. case EPlaybackMode::StepBack:
  1531. mPlaybackMode = EPlaybackMode::Stop;
  1532. [[fallthrough]];
  1533. case EPlaybackMode::Rewind:
  1534. if (mCurrentPlaybackFrame > 0)
  1535. {
  1536. mCurrentPlaybackFrame--;
  1537. restore_state = true;
  1538. }
  1539. break;
  1540. case EPlaybackMode::StepForward:
  1541. mPlaybackMode = EPlaybackMode::Stop;
  1542. [[fallthrough]];
  1543. case EPlaybackMode::FastForward:
  1544. if (mCurrentPlaybackFrame < (int)mPlaybackFrames.size() - 1)
  1545. {
  1546. mCurrentPlaybackFrame++;
  1547. restore_state = true;
  1548. }
  1549. break;
  1550. case EPlaybackMode::Stop:
  1551. case EPlaybackMode::Play:
  1552. // Satisfy compiler
  1553. break;
  1554. }
  1555. // If the replay frame changed we need to update state
  1556. if (restore_state)
  1557. {
  1558. // Clear existing debug stuff so we can render this restored frame
  1559. // (if we're paused, we will otherwise not clear the debugging stuff)
  1560. ClearDebugRenderer();
  1561. // Restore state to what it was during that time
  1562. StateRecorderImpl &recorder = mPlaybackFrames[mCurrentPlaybackFrame];
  1563. RestoreState(recorder);
  1564. // Physics world is drawn using debug lines, when not paused
  1565. // Draw state prior to step so that debug lines are created from the same state
  1566. // (the constraints are solved on the current state and then the world is stepped)
  1567. DrawPhysics();
  1568. // Step the world (with fixed frequency)
  1569. StepPhysics();
  1570. #ifdef JPH_DEBUG_RENDERER
  1571. // Draw any contacts that were collected through the contact listener
  1572. if (mContactListener)
  1573. mContactListener->DrawState();
  1574. #endif // JPH_DEBUG_RENDERER
  1575. // Validate that update result is the same as the previously recorded state
  1576. if (check_determinism && mCurrentPlaybackFrame < (int)mPlaybackFrames.size() - 1)
  1577. ValidateState(mPlaybackFrames[mCurrentPlaybackFrame + 1]);
  1578. }
  1579. // On the last frame go back to play mode
  1580. if (mCurrentPlaybackFrame >= (int)mPlaybackFrames.size() - 1)
  1581. {
  1582. mPlaybackMode = EPlaybackMode::Play;
  1583. mCurrentPlaybackFrame = -1;
  1584. }
  1585. // On the first frame go to stop mode
  1586. if (mCurrentPlaybackFrame == 0)
  1587. mPlaybackMode = EPlaybackMode::Stop;
  1588. }
  1589. else
  1590. {
  1591. // Normal update
  1592. JPH_ASSERT(mCurrentPlaybackFrame == -1);
  1593. if (inDeltaTime > 0.0f)
  1594. {
  1595. // Debugging functionality like shooting a ball and dragging objects
  1596. UpdateDebug();
  1597. if (mRecordState || check_determinism)
  1598. {
  1599. // Record the state prior to the step
  1600. mPlaybackFrames.push_back(StateRecorderImpl());
  1601. SaveState(mPlaybackFrames.back());
  1602. }
  1603. // Set next frame for the stat collector
  1604. JPH_STAT_COLLECTOR_SET_NEXT_FRAME();
  1605. // Physics world is drawn using debug lines, when not paused
  1606. // Draw state prior to step so that debug lines are created from the same state
  1607. // (the constraints are solved on the current state and then the world is stepped)
  1608. DrawPhysics();
  1609. // Update the physics world
  1610. StepPhysics();
  1611. #ifdef JPH_DEBUG_RENDERER
  1612. // Draw any contacts that were collected through the contact listener
  1613. if (mContactListener)
  1614. mContactListener->DrawState();
  1615. #endif // JPH_DEBUG_RENDERER
  1616. if (check_determinism)
  1617. {
  1618. // Save the current state
  1619. StateRecorderImpl post_step_state;
  1620. SaveState(post_step_state);
  1621. // Restore to the previous state
  1622. RestoreState(mPlaybackFrames.back());
  1623. // Step again
  1624. StepPhysics();
  1625. // Validate that the result is the same
  1626. ValidateState(post_step_state);
  1627. }
  1628. #ifdef JPH_STAT_COLLECTOR
  1629. if (JPH_STAT_COLLECTOR_IS_CAPTURING())
  1630. {
  1631. // Record FPS as stat
  1632. JPH_STAT_COLLECTOR_ADD("General.FPS", 1.0f / inDeltaTime);
  1633. // Collect stats for previous time step
  1634. mPhysicsSystem->CollectStats();
  1635. }
  1636. #endif // JPH_STAT_COLLECTOR
  1637. }
  1638. }
  1639. return true;
  1640. }
  1641. void SamplesApp::DrawPhysics()
  1642. {
  1643. #ifdef JPH_DEBUG_RENDERER
  1644. mPhysicsSystem->DrawBodies(mBodyDrawSettings, mDebugRenderer);
  1645. if (mDrawConstraints)
  1646. mPhysicsSystem->DrawConstraints(mDebugRenderer);
  1647. if (mDrawConstraintLimits)
  1648. mPhysicsSystem->DrawConstraintLimits(mDebugRenderer);
  1649. if (mDrawConstraintReferenceFrame)
  1650. mPhysicsSystem->DrawConstraintReferenceFrame(mDebugRenderer);
  1651. #endif // JPH_DEBUG_RENDERER
  1652. // This map collects the shapes that we used this frame
  1653. ShapeToGeometryMap shape_to_geometry;
  1654. #ifdef JPH_DEBUG_RENDERER
  1655. if (mDrawGetTriangles)
  1656. #endif // JPH_DEBUG_RENDERER
  1657. {
  1658. JPH_PROFILE("DrawGetTriangles");
  1659. // Iterate through all active bodies
  1660. BodyIDVector bodies;
  1661. mPhysicsSystem->GetBodies(bodies);
  1662. const BodyLockInterface &bli = mPhysicsSystem->GetBodyLockInterface();
  1663. for (BodyID b : bodies)
  1664. {
  1665. // Get the body
  1666. BodyLockRead lock(bli, b);
  1667. if (lock.SucceededAndIsInBroadPhase())
  1668. {
  1669. // Collect all leaf shapes for the body and their transforms
  1670. const Body &body = lock.GetBody();
  1671. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1672. body.GetTransformedShape().CollectTransformedShapes(body.GetWorldSpaceBounds(), collector);
  1673. // Draw all leaf shapes
  1674. for (const TransformedShape &transformed_shape : collector.mHits)
  1675. {
  1676. DebugRenderer::GeometryRef geometry;
  1677. // Find geometry from previous frame
  1678. ShapeToGeometryMap::iterator map_iterator = mShapeToGeometry.find(transformed_shape.mShape);
  1679. if (map_iterator != mShapeToGeometry.end())
  1680. geometry = map_iterator->second;
  1681. if (geometry == nullptr)
  1682. {
  1683. // Find geometry from this frame
  1684. map_iterator = shape_to_geometry.find(transformed_shape.mShape);
  1685. if (map_iterator != shape_to_geometry.end())
  1686. geometry = map_iterator->second;
  1687. }
  1688. if (geometry == nullptr)
  1689. {
  1690. // Geometry not cached
  1691. vector<DebugRenderer::Triangle> triangles;
  1692. // Start iterating all triangles of the shape
  1693. Shape::GetTrianglesContext context;
  1694. transformed_shape.mShape->GetTrianglesStart(context, AABox::sBiggest(), Vec3::sZero(), Quat::sIdentity(), Vec3::sReplicate(1.0f));
  1695. for (;;)
  1696. {
  1697. // Get the next batch of vertices
  1698. constexpr int cMaxTriangles = 1000;
  1699. Float3 vertices[3 * cMaxTriangles];
  1700. int triangle_count = transformed_shape.mShape->GetTrianglesNext(context, cMaxTriangles, vertices);
  1701. if (triangle_count == 0)
  1702. break;
  1703. // Allocate space for triangles
  1704. size_t output_index = triangles.size();
  1705. triangles.resize(triangles.size() + triangle_count);
  1706. DebugRenderer::Triangle *triangle = &triangles[output_index];
  1707. // Convert to a renderable triangle
  1708. for (int vertex = 0, vertex_max = 3 * triangle_count; vertex < vertex_max; vertex += 3, ++triangle)
  1709. {
  1710. // Get the vertices
  1711. Vec3 v1(vertices[vertex + 0]);
  1712. Vec3 v2(vertices[vertex + 1]);
  1713. Vec3 v3(vertices[vertex + 2]);
  1714. // Calculate the normal
  1715. Float3 normal;
  1716. (v2 - v1).Cross(v3 - v1).NormalizedOr(Vec3::sZero()).StoreFloat3(&normal);
  1717. v1.StoreFloat3(&triangle->mV[0].mPosition);
  1718. triangle->mV[0].mNormal = normal;
  1719. triangle->mV[0].mColor = Color::sWhite;
  1720. triangle->mV[0].mUV = Float2(0, 0);
  1721. v2.StoreFloat3(&triangle->mV[1].mPosition);
  1722. triangle->mV[1].mNormal = normal;
  1723. triangle->mV[1].mColor = Color::sWhite;
  1724. triangle->mV[1].mUV = Float2(0, 0);
  1725. v3.StoreFloat3(&triangle->mV[2].mPosition);
  1726. triangle->mV[2].mNormal = normal;
  1727. triangle->mV[2].mColor = Color::sWhite;
  1728. triangle->mV[2].mUV = Float2(0, 0);
  1729. }
  1730. }
  1731. // Convert to geometry
  1732. geometry = new DebugRenderer::Geometry(mDebugRenderer->CreateTriangleBatch(triangles), transformed_shape.mShape->GetLocalBounds());
  1733. }
  1734. // Ensure that we cache the geometry for next frame
  1735. shape_to_geometry[transformed_shape.mShape] = geometry;
  1736. // Determine color
  1737. Color color;
  1738. switch (body.GetMotionType())
  1739. {
  1740. case EMotionType::Static:
  1741. color = Color::sGrey;
  1742. break;
  1743. case EMotionType::Kinematic:
  1744. color = Color::sGreen;
  1745. break;
  1746. case EMotionType::Dynamic:
  1747. color = Color::sGetDistinctColor(body.GetID().GetIndex());
  1748. break;
  1749. default:
  1750. JPH_ASSERT(false);
  1751. color = Color::sBlack;
  1752. break;
  1753. }
  1754. // Draw the geometry
  1755. Vec3 scale = transformed_shape.GetShapeScale();
  1756. bool inside_out = ScaleHelpers::IsInsideOut(scale);
  1757. Mat44 matrix = transformed_shape.GetCenterOfMassTransform() * Mat44::sScale(scale);
  1758. mDebugRenderer->DrawGeometry(matrix, color, geometry, inside_out? DebugRenderer::ECullMode::CullFrontFace : DebugRenderer::ECullMode::CullBackFace, DebugRenderer::ECastShadow::On, body.IsSensor()? DebugRenderer::EDrawMode::Wireframe : DebugRenderer::EDrawMode::Solid);
  1759. }
  1760. }
  1761. }
  1762. }
  1763. // Replace the map with the newly created map so that shapes that we don't draw / were removed are released
  1764. mShapeToGeometry = move(shape_to_geometry);
  1765. }
  1766. void SamplesApp::StepPhysics()
  1767. {
  1768. float delta_time = 1.0f / mUpdateFrequency;
  1769. {
  1770. // Pre update
  1771. JPH_PROFILE("PrePhysicsUpdate");
  1772. Test::PreUpdateParams pre_update;
  1773. pre_update.mDeltaTime = delta_time;
  1774. pre_update.mKeyboard = mKeyboard;
  1775. pre_update.mCameraState = GetCamera();
  1776. #ifdef JPH_DEBUG_RENDERER
  1777. pre_update.mPoseDrawSettings = &mPoseDrawSettings;
  1778. #endif // JPH_DEBUG_RENDERER
  1779. mTest->PrePhysicsUpdate(pre_update);
  1780. }
  1781. // Remember start tick
  1782. uint64 start_tick = GetProcessorTickCount();
  1783. // Step the world (with fixed frequency)
  1784. mPhysicsSystem->Update(delta_time, mCollisionSteps, mIntegrationSubSteps, mTempAllocator, mJobSystem);
  1785. // Accumulate time
  1786. mTotalTime += GetProcessorTickCount() - start_tick;
  1787. mStepNumber++;
  1788. // Print timing information
  1789. constexpr int cNumSteps = 60;
  1790. if (mStepNumber % cNumSteps == 0)
  1791. {
  1792. double us_per_step = double(mTotalTime / cNumSteps) / double(GetProcessorTicksPerSecond()) * 1.0e6;
  1793. Trace("Timing: %d, %.0f", mStepNumber / cNumSteps, us_per_step);
  1794. mTotalTime = 0;
  1795. }
  1796. {
  1797. // Post update
  1798. JPH_PROFILE("PostPhysicsUpdate");
  1799. mTest->PostPhysicsUpdate(delta_time);
  1800. }
  1801. }
  1802. void SamplesApp::SaveState(StateRecorderImpl &inStream)
  1803. {
  1804. mTest->SaveState(inStream);
  1805. if (mContactListener)
  1806. mContactListener->SaveState(inStream);
  1807. mPhysicsSystem->SaveState(inStream);
  1808. }
  1809. void SamplesApp::RestoreState(StateRecorderImpl &inStream)
  1810. {
  1811. inStream.Rewind();
  1812. // Restore the state of the test first, this is needed because the test can make changes to
  1813. // the state of bodies that is not tracked by the PhysicsSystem::SaveState.
  1814. // E.g. in the ChangeShapeTest the shape is restored here, which needs to be done first
  1815. // because changing the shape changes Body::mPosition when the center of mass changes.
  1816. mTest->RestoreState(inStream);
  1817. if (mContactListener)
  1818. mContactListener->RestoreState(inStream);
  1819. if (!mPhysicsSystem->RestoreState(inStream))
  1820. FatalError("Failed to restore physics state");
  1821. }
  1822. void SamplesApp::ValidateState(StateRecorderImpl &inExpectedState)
  1823. {
  1824. // Save state
  1825. StateRecorderImpl current_state;
  1826. SaveState(current_state);
  1827. // Compare state with expected state
  1828. if (!current_state.IsEqual(inExpectedState))
  1829. {
  1830. // Mark this stream to break whenever it detects a memory change during reading
  1831. inExpectedState.SetValidating(true);
  1832. // Restore state. Anything that changes indicates a problem with the deterministic simulation.
  1833. RestoreState(inExpectedState);
  1834. // Turn change detection off again
  1835. inExpectedState.SetValidating(false);
  1836. }
  1837. }
  1838. void SamplesApp::GetInitialCamera(CameraState &ioState) const
  1839. {
  1840. // Default if the test doesn't override it
  1841. ioState.mPos = GetWorldScale() * Vec3(30, 10, 30);
  1842. ioState.mForward = -ioState.mPos.Normalized();
  1843. ioState.mFarPlane = 1000.0f;
  1844. mTest->GetInitialCamera(ioState);
  1845. }
  1846. Mat44 SamplesApp::GetCameraPivot(float inCameraHeading, float inCameraPitch) const
  1847. {
  1848. return mTest->GetCameraPivot(inCameraHeading, inCameraPitch);
  1849. }
  1850. float SamplesApp::GetWorldScale() const
  1851. {
  1852. return mTest != nullptr? mTest->GetWorldScale() : 1.0f;
  1853. }
  1854. ENTRY_POINT(SamplesApp)