PhysicsDeterminismTests.cpp 6.3 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #include "UnitTestFramework.h"
  4. #include "PhysicsTestContext.h"
  5. #include "Layers.h"
  6. #include <Jolt/Physics/Constraints/SwingTwistConstraint.h>
  7. #include <Jolt/Physics/Collision/GroupFilterTable.h>
  8. TEST_SUITE("PhysicsDeterminismTests")
  9. {
  10. struct BodyProperties
  11. {
  12. Vec3 mPositionCOM;
  13. Quat mRotation;
  14. Vec3 mLinearVelocity;
  15. Vec3 mAngularVelocity;
  16. AABox mBounds;
  17. bool mIsActive;
  18. };
  19. /// Extract all relevant properties of a body for the test
  20. static void GetBodyProperties(PhysicsTestContext &ioContext, const BodyID &inBodyID, BodyProperties &outProperties)
  21. {
  22. BodyLockRead lock(ioContext.GetSystem()->GetBodyLockInterface(), inBodyID);
  23. if (lock.SucceededAndIsInBroadPhase())
  24. {
  25. const Body &body = lock.GetBody();
  26. outProperties.mIsActive = body.IsActive();
  27. outProperties.mPositionCOM = body.GetCenterOfMassPosition();
  28. outProperties.mRotation = body.GetRotation();
  29. outProperties.mLinearVelocity = body.GetLinearVelocity();
  30. outProperties.mAngularVelocity = body.GetAngularVelocity();
  31. outProperties.mBounds = body.GetWorldSpaceBounds();
  32. }
  33. else
  34. {
  35. CHECK(false);
  36. }
  37. }
  38. /// Step two physics simulations for inTotalTime and check after each step that the simulations are identical
  39. static void CompareSimulations(PhysicsTestContext &ioContext1, PhysicsTestContext &ioContext2, float inTotalTime)
  40. {
  41. CHECK(ioContext1.GetDeltaTime() == ioContext2.GetDeltaTime());
  42. // Step until we've stepped for inTotalTime
  43. for (float t = 0; t <= inTotalTime; t += ioContext1.GetDeltaTime())
  44. {
  45. // Step the simulation
  46. ioContext1.SimulateSingleStep();
  47. ioContext2.SimulateSingleStep();
  48. // Get all bodies
  49. BodyIDVector bodies1, bodies2;
  50. ioContext1.GetSystem()->GetBodies(bodies1);
  51. ioContext2.GetSystem()->GetBodies(bodies2);
  52. CHECK(bodies1.size() == bodies2.size());
  53. // Loop over all bodies
  54. for (size_t b = 0; b < min(bodies1.size(), bodies2.size()); ++b)
  55. {
  56. // Check that the body ID's match
  57. BodyID b1_id = bodies1[b];
  58. BodyID b2_id = bodies2[b];
  59. CHECK(b1_id == b2_id);
  60. // Get the properties of the body
  61. BodyProperties properties1, properties2;
  62. GetBodyProperties(ioContext1, b1_id, properties1);
  63. GetBodyProperties(ioContext2, b2_id, properties2);
  64. CHECK(properties1.mIsActive == properties2.mIsActive);
  65. CHECK(properties1.mPositionCOM == properties2.mPositionCOM);
  66. CHECK(properties1.mRotation == properties2.mRotation);
  67. CHECK(properties1.mLinearVelocity == properties2.mLinearVelocity);
  68. CHECK(properties1.mAngularVelocity == properties2.mAngularVelocity);
  69. CHECK(properties1.mBounds.mMin == properties2.mBounds.mMin);
  70. CHECK(properties1.mBounds.mMax == properties2.mBounds.mMax);
  71. }
  72. }
  73. }
  74. static void CreateGridOfBoxesDiscrete(PhysicsTestContext &ioContext)
  75. {
  76. UnitTestRandom random;
  77. uniform_real_distribution<float> restitution(0.0f, 1.0f);
  78. ioContext.CreateFloor();
  79. for (int x = 0; x < 5; ++x)
  80. for (int z = 0; z < 5; ++z)
  81. {
  82. Body &body = ioContext.CreateBox(Vec3(float(x), 5.0f, float(z)), Quat::sRandom(random), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sReplicate(0.1f));
  83. body.SetRestitution(restitution(random));
  84. body.SetLinearVelocity(Vec3::sRandom(random));
  85. }
  86. }
  87. TEST_CASE("TestGridOfBoxesDiscrete")
  88. {
  89. PhysicsTestContext c1(1.0f / 60.0f, 1, 1, 0);
  90. CreateGridOfBoxesDiscrete(c1);
  91. PhysicsTestContext c2(1.0f / 60.0f, 1, 1, 15);
  92. CreateGridOfBoxesDiscrete(c2);
  93. CompareSimulations(c1, c2, 5.0f);
  94. }
  95. static void CreateGridOfBoxesLinearCast(PhysicsTestContext &ioContext)
  96. {
  97. UnitTestRandom random;
  98. uniform_real_distribution<float> restitution(0.0f, 1.0f);
  99. ioContext.CreateFloor();
  100. for (int x = 0; x < 5; ++x)
  101. for (int z = 0; z < 5; ++z)
  102. {
  103. Body &body = ioContext.CreateBox(Vec3(float(x), 5.0f, float(z)), Quat::sRandom(random), EMotionType::Dynamic, EMotionQuality::LinearCast, Layers::MOVING, Vec3::sReplicate(0.1f));
  104. body.SetRestitution(restitution(random));
  105. body.SetLinearVelocity(Vec3::sRandom(random) - Vec3(0, -5.0f, 0));
  106. }
  107. }
  108. TEST_CASE("TestGridOfBoxesLinearCast")
  109. {
  110. PhysicsTestContext c1(1.0f / 60.0f, 1, 1, 0);
  111. CreateGridOfBoxesLinearCast(c1);
  112. PhysicsTestContext c2(1.0f / 60.0f, 1, 1, 15);
  113. CreateGridOfBoxesLinearCast(c2);
  114. CompareSimulations(c1, c2, 5.0f);
  115. }
  116. static void CreateGridOfBoxesConstrained(PhysicsTestContext &ioContext)
  117. {
  118. UnitTestRandom random;
  119. uniform_real_distribution<float> restitution(0.0f, 1.0f);
  120. ioContext.CreateFloor();
  121. const int cNumPerAxis = 5;
  122. // Build a collision group filter that disables collision between adjacent bodies
  123. Ref<GroupFilterTable> group_filter = new GroupFilterTable(cNumPerAxis);
  124. for (CollisionGroup::SubGroupID i = 0; i < cNumPerAxis - 1; ++i)
  125. group_filter->DisableCollision(i, i + 1);
  126. // Create a number of chains
  127. for (int x = 0; x < cNumPerAxis; ++x)
  128. {
  129. // Create a chain of bodies connected with swing twist constraints
  130. Body *prev_body = nullptr;
  131. for (int z = 0; z < cNumPerAxis; ++z)
  132. {
  133. Vec3 body_pos = Vec3(float(x), 5.0f, 0.2f * float(z));
  134. Body &body = ioContext.CreateBox(body_pos, Quat::sRandom(random), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sReplicate(0.1f));
  135. body.SetRestitution(restitution(random));
  136. body.SetLinearVelocity(Vec3::sRandom(random));
  137. body.SetCollisionGroup(CollisionGroup(group_filter, CollisionGroup::GroupID(x), CollisionGroup::SubGroupID(z)));
  138. // Constrain the body to the previous body
  139. if (prev_body != nullptr)
  140. {
  141. SwingTwistConstraintSettings st;
  142. st.mPosition1 = st.mPosition2 = body_pos - Vec3(0, 0, 0.1f);
  143. st.mTwistAxis1 = st.mTwistAxis2 = Vec3::sAxisZ();
  144. st.mPlaneAxis1 = st.mPlaneAxis2 = Vec3::sAxisX();
  145. st.mNormalHalfConeAngle = DegreesToRadians(45.0f);
  146. st.mPlaneHalfConeAngle = DegreesToRadians(30.0f);
  147. st.mTwistMinAngle = DegreesToRadians(-15.0f);
  148. st.mTwistMaxAngle = DegreesToRadians(15.0f);
  149. Ref<Constraint> constraint = st.Create(*prev_body, body);
  150. ioContext.GetSystem()->AddConstraint(constraint);
  151. }
  152. prev_body = &body;
  153. }
  154. }
  155. }
  156. TEST_CASE("TestGridOfBoxesConstrained")
  157. {
  158. PhysicsTestContext c1(1.0f / 60.0f, 1, 1, 0);
  159. CreateGridOfBoxesConstrained(c1);
  160. PhysicsTestContext c2(1.0f / 60.0f, 1, 1, 15);
  161. CreateGridOfBoxesConstrained(c2);
  162. CompareSimulations(c1, c2, 5.0f);
  163. }
  164. }