PhysicsTestContext.h 3.4 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #pragma once
  5. #include <Jolt/Physics/PhysicsSystem.h>
  6. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  7. #include <Jolt/Physics/Constraints/TwoBodyConstraint.h>
  8. #include "Layers.h"
  9. namespace JPH {
  10. class TempAllocator;
  11. class JobSystem;
  12. };
  13. // Helper class used in test cases for creating and manipulating physics objects
  14. class PhysicsTestContext
  15. {
  16. public:
  17. // Constructor / destructor
  18. PhysicsTestContext(float inDeltaTime = 1.0f / 60.0f, int inCollisionSteps = 1, int inIntegrationSubSteps = 1, int inWorkerThreads = 0, uint inMaxBodies = 1024, uint inMaxBodyPairs = 4096, uint inMaxContactConstraints = 1024);
  19. ~PhysicsTestContext();
  20. // Set the gravity to zero
  21. void ZeroGravity();
  22. // Create a floor at Y = 0
  23. Body & CreateFloor();
  24. /// Create a body and add it to the world
  25. Body & CreateBody(const ShapeSettings *inShapeSettings, RVec3Arg inPosition, QuatArg inRotation, EMotionType inMotionType, EMotionQuality inMotionQuality, ObjectLayer inLayer, EActivation inActivation);
  26. // Create a box and add it to the world
  27. Body & CreateBox(RVec3Arg inPosition, QuatArg inRotation, EMotionType inMotionType, EMotionQuality inMotionQuality, ObjectLayer inLayer, Vec3Arg inHalfExtent, EActivation inActivation = EActivation::Activate);
  28. // Create a sphere and add it to the world
  29. Body & CreateSphere(RVec3Arg inPosition, float inRadius, EMotionType inMotionType, EMotionQuality inMotionQuality, ObjectLayer inLayer, EActivation inActivation = EActivation::Activate);
  30. // Create a constraint and add it to the world
  31. template <typename T>
  32. T & CreateConstraint(Body &inBody1, Body &inBody2, const TwoBodyConstraintSettings &inSettings)
  33. {
  34. T *constraint = static_cast<T *>(inSettings.Create(inBody1, inBody2));
  35. mSystem->AddConstraint(constraint);
  36. return *constraint;
  37. }
  38. // Simulate only for one delta time step
  39. EPhysicsUpdateError SimulateSingleStep();
  40. // Simulate the world for inTotalTime time
  41. EPhysicsUpdateError Simulate(float inTotalTime, function<void()> inPreStepCallback = []() { });
  42. // Predict position assuming ballistic motion using initial position, velocity acceleration and time
  43. RVec3 PredictPosition(RVec3Arg inPosition, Vec3Arg inVelocity, Vec3Arg inAcceleration, float inTotalTime) const;
  44. // Predict rotation assuming ballistic motion using initial orientation, angular velocity angular acceleration and time
  45. Quat PredictOrientation(QuatArg inRotation, Vec3Arg inAngularVelocity, Vec3Arg inAngularAcceleration, float inTotalTime) const;
  46. // Access to the physics system
  47. PhysicsSystem * GetSystem() const
  48. {
  49. return mSystem;
  50. }
  51. // Access to the body interface
  52. BodyInterface & GetBodyInterface() const
  53. {
  54. return mSystem->GetBodyInterface();
  55. }
  56. // Get delta time for simulation step
  57. inline float GetDeltaTime() const
  58. {
  59. return mDeltaTime;
  60. }
  61. // Get delta time for a simulation integration sub step
  62. inline float GetSubStepDeltaTime() const
  63. {
  64. return mDeltaTime / (mCollisionSteps * mIntegrationSubSteps);
  65. }
  66. private:
  67. TempAllocator * mTempAllocator;
  68. JobSystem * mJobSystem;
  69. BPLayerInterfaceImpl mBroadPhaseLayerInterface;
  70. ObjectVsBroadPhaseLayerFilterImpl mObjectVsBroadPhaseLayerFilter;
  71. ObjectLayerPairFilterImpl mObjectVsObjectLayerFilter;
  72. PhysicsSystem * mSystem;
  73. float mDeltaTime;
  74. int mCollisionSteps;
  75. int mIntegrationSubSteps;
  76. };