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