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SamplesApp.cpp 89 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #include <TestFramework.h>
  5. #include <SamplesApp.h>
  6. #include <Application/EntryPoint.h>
  7. #include <Jolt/Core/JobSystemThreadPool.h>
  8. #include <Jolt/Core/TempAllocator.h>
  9. #include <Jolt/Core/StreamWrapper.h>
  10. #include <Jolt/Geometry/OrientedBox.h>
  11. #include <Jolt/Physics/PhysicsSystem.h>
  12. #include <Jolt/Physics/StateRecorderImpl.h>
  13. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  14. #include <Jolt/Physics/PhysicsScene.h>
  15. #include <Jolt/Physics/Collision/RayCast.h>
  16. #include <Jolt/Physics/Collision/ShapeCast.h>
  17. #include <Jolt/Physics/Collision/CastResult.h>
  18. #include <Jolt/Physics/Collision/CollidePointResult.h>
  19. #include <Jolt/Physics/Collision/AABoxCast.h>
  20. #include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
  21. #include <Jolt/Physics/Collision/Shape/HeightFieldShape.h>
  22. #include <Jolt/Physics/Collision/Shape/MeshShape.h>
  23. #include <Jolt/Physics/Collision/Shape/SphereShape.h>
  24. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  25. #include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
  26. #include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
  27. #include <Jolt/Physics/Collision/Shape/TaperedCapsuleShape.h>
  28. #include <Jolt/Physics/Collision/Shape/CylinderShape.h>
  29. #include <Jolt/Physics/Collision/Shape/TriangleShape.h>
  30. #include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
  31. #include <Jolt/Physics/Collision/Shape/MutableCompoundShape.h>
  32. #include <Jolt/Physics/Collision/Shape/ScaledShape.h>
  33. #include <Jolt/Physics/Collision/NarrowPhaseStats.h>
  34. #include <Jolt/Physics/Constraints/DistanceConstraint.h>
  35. #include <Jolt/Physics/Constraints/PulleyConstraint.h>
  36. #include <Jolt/Physics/Character/CharacterVirtual.h>
  37. #include <Utils/Log.h>
  38. #include <Utils/ShapeCreator.h>
  39. #include <Utils/CustomMemoryHook.h>
  40. #include <Renderer/DebugRendererImp.h>
  41. JPH_SUPPRESS_WARNINGS_STD_BEGIN
  42. #include <fstream>
  43. JPH_SUPPRESS_WARNINGS_STD_END
  44. //-----------------------------------------------------------------------------
  45. // RTTI definitions
  46. //-----------------------------------------------------------------------------
  47. struct TestNameAndRTTI
  48. {
  49. const char * mName;
  50. const RTTI * mRTTI;
  51. };
  52. struct TestCategory
  53. {
  54. const char * mName;
  55. TestNameAndRTTI * mTests;
  56. size_t mNumTests;
  57. };
  58. JPH_DECLARE_RTTI_FOR_FACTORY(SimpleTest)
  59. JPH_DECLARE_RTTI_FOR_FACTORY(StackTest)
  60. JPH_DECLARE_RTTI_FOR_FACTORY(WallTest)
  61. JPH_DECLARE_RTTI_FOR_FACTORY(PyramidTest)
  62. JPH_DECLARE_RTTI_FOR_FACTORY(IslandTest)
  63. JPH_DECLARE_RTTI_FOR_FACTORY(FunnelTest)
  64. JPH_DECLARE_RTTI_FOR_FACTORY(FrictionTest)
  65. JPH_DECLARE_RTTI_FOR_FACTORY(FrictionPerTriangleTest)
  66. JPH_DECLARE_RTTI_FOR_FACTORY(GravityFactorTest)
  67. JPH_DECLARE_RTTI_FOR_FACTORY(RestitutionTest)
  68. JPH_DECLARE_RTTI_FOR_FACTORY(DampingTest)
  69. JPH_DECLARE_RTTI_FOR_FACTORY(KinematicTest)
  70. JPH_DECLARE_RTTI_FOR_FACTORY(ContactManifoldTest)
  71. JPH_DECLARE_RTTI_FOR_FACTORY(ManifoldReductionTest)
  72. JPH_DECLARE_RTTI_FOR_FACTORY(CenterOfMassTest)
  73. JPH_DECLARE_RTTI_FOR_FACTORY(HeavyOnLightTest)
  74. JPH_DECLARE_RTTI_FOR_FACTORY(HighSpeedTest)
  75. JPH_DECLARE_RTTI_FOR_FACTORY(ChangeMotionQualityTest)
  76. JPH_DECLARE_RTTI_FOR_FACTORY(ChangeMotionTypeTest)
  77. JPH_DECLARE_RTTI_FOR_FACTORY(ChangeShapeTest)
  78. JPH_DECLARE_RTTI_FOR_FACTORY(ChangeObjectLayerTest)
  79. JPH_DECLARE_RTTI_FOR_FACTORY(LoadSaveSceneTest)
  80. JPH_DECLARE_RTTI_FOR_FACTORY(LoadSaveBinaryTest)
  81. JPH_DECLARE_RTTI_FOR_FACTORY(BigVsSmallTest)
  82. JPH_DECLARE_RTTI_FOR_FACTORY(ActiveEdgesTest)
  83. JPH_DECLARE_RTTI_FOR_FACTORY(MultithreadedTest)
  84. JPH_DECLARE_RTTI_FOR_FACTORY(ContactListenerTest)
  85. JPH_DECLARE_RTTI_FOR_FACTORY(ActivateDuringUpdateTest)
  86. JPH_DECLARE_RTTI_FOR_FACTORY(SensorTest)
  87. JPH_DECLARE_RTTI_FOR_FACTORY(DynamicMeshTest)
  88. JPH_DECLARE_RTTI_FOR_FACTORY(TwoDFunnelTest)
  89. JPH_DECLARE_RTTI_FOR_FACTORY(ShapeFilterTest)
  90. static TestNameAndRTTI sGeneralTests[] =
  91. {
  92. { "Simple", JPH_RTTI(SimpleTest) },
  93. { "Stack", JPH_RTTI(StackTest) },
  94. { "Wall", JPH_RTTI(WallTest) },
  95. { "Pyramid", JPH_RTTI(PyramidTest) },
  96. { "Island", JPH_RTTI(IslandTest) },
  97. { "Funnel", JPH_RTTI(FunnelTest) },
  98. { "2D Funnel", JPH_RTTI(TwoDFunnelTest) },
  99. { "Friction", JPH_RTTI(FrictionTest) },
  100. { "Friction (Per Triangle)", JPH_RTTI(FrictionPerTriangleTest) },
  101. { "Gravity Factor", JPH_RTTI(GravityFactorTest) },
  102. { "Restitution", JPH_RTTI(RestitutionTest) },
  103. { "Damping", JPH_RTTI(DampingTest) },
  104. { "Kinematic", JPH_RTTI(KinematicTest) },
  105. { "Contact Manifold", JPH_RTTI(ContactManifoldTest) },
  106. { "Manifold Reduction", JPH_RTTI(ManifoldReductionTest) },
  107. { "Center Of Mass", JPH_RTTI(CenterOfMassTest) },
  108. { "Heavy On Light", JPH_RTTI(HeavyOnLightTest) },
  109. { "High Speed", JPH_RTTI(HighSpeedTest) },
  110. { "Change Motion Quality", JPH_RTTI(ChangeMotionQualityTest) },
  111. { "Change Motion Type", JPH_RTTI(ChangeMotionTypeTest) },
  112. { "Change Shape", JPH_RTTI(ChangeShapeTest) },
  113. { "Change Object Layer", JPH_RTTI(ChangeObjectLayerTest) },
  114. { "Load/Save Scene", JPH_RTTI(LoadSaveSceneTest) },
  115. { "Load/Save Binary", JPH_RTTI(LoadSaveBinaryTest) },
  116. { "Big vs Small", JPH_RTTI(BigVsSmallTest) },
  117. { "Active Edges", JPH_RTTI(ActiveEdgesTest) },
  118. { "Multithreaded", JPH_RTTI(MultithreadedTest) },
  119. { "Contact Listener", JPH_RTTI(ContactListenerTest) },
  120. { "Activate During Update", JPH_RTTI(ActivateDuringUpdateTest) },
  121. { "Sensor", JPH_RTTI(SensorTest) },
  122. { "Dynamic Mesh", JPH_RTTI(DynamicMeshTest) },
  123. { "Shape Filter", JPH_RTTI(ShapeFilterTest) },
  124. };
  125. JPH_DECLARE_RTTI_FOR_FACTORY(DistanceConstraintTest)
  126. JPH_DECLARE_RTTI_FOR_FACTORY(FixedConstraintTest)
  127. JPH_DECLARE_RTTI_FOR_FACTORY(ConeConstraintTest)
  128. JPH_DECLARE_RTTI_FOR_FACTORY(SwingTwistConstraintTest)
  129. JPH_DECLARE_RTTI_FOR_FACTORY(SixDOFConstraintTest)
  130. JPH_DECLARE_RTTI_FOR_FACTORY(HingeConstraintTest)
  131. JPH_DECLARE_RTTI_FOR_FACTORY(PoweredHingeConstraintTest)
  132. JPH_DECLARE_RTTI_FOR_FACTORY(PointConstraintTest)
  133. JPH_DECLARE_RTTI_FOR_FACTORY(SliderConstraintTest)
  134. JPH_DECLARE_RTTI_FOR_FACTORY(PoweredSliderConstraintTest)
  135. JPH_DECLARE_RTTI_FOR_FACTORY(SpringTest)
  136. JPH_DECLARE_RTTI_FOR_FACTORY(ConstraintSingularityTest)
  137. JPH_DECLARE_RTTI_FOR_FACTORY(PoweredSwingTwistConstraintTest)
  138. JPH_DECLARE_RTTI_FOR_FACTORY(SwingTwistConstraintFrictionTest)
  139. JPH_DECLARE_RTTI_FOR_FACTORY(PathConstraintTest)
  140. JPH_DECLARE_RTTI_FOR_FACTORY(RackAndPinionConstraintTest)
  141. JPH_DECLARE_RTTI_FOR_FACTORY(GearConstraintTest)
  142. JPH_DECLARE_RTTI_FOR_FACTORY(PulleyConstraintTest)
  143. JPH_DECLARE_RTTI_FOR_FACTORY(ConstraintVsCOMChangeTest)
  144. static TestNameAndRTTI sConstraintTests[] =
  145. {
  146. { "Point Constraint", JPH_RTTI(PointConstraintTest) },
  147. { "Distance Constraint", JPH_RTTI(DistanceConstraintTest) },
  148. { "Hinge Constraint", JPH_RTTI(HingeConstraintTest) },
  149. { "Powered Hinge Constraint", JPH_RTTI(PoweredHingeConstraintTest) },
  150. { "Slider Constraint", JPH_RTTI(SliderConstraintTest) },
  151. { "Powered Slider Constraint", JPH_RTTI(PoweredSliderConstraintTest) },
  152. { "Fixed Constraint", JPH_RTTI(FixedConstraintTest) },
  153. { "Cone Constraint", JPH_RTTI(ConeConstraintTest) },
  154. { "Swing Twist Constraint", JPH_RTTI(SwingTwistConstraintTest) },
  155. { "Powered Swing Twist Constraint", JPH_RTTI(PoweredSwingTwistConstraintTest) },
  156. { "Swing Twist Constraint Friction", JPH_RTTI(SwingTwistConstraintFrictionTest) },
  157. { "Six DOF Constraint", JPH_RTTI(SixDOFConstraintTest) },
  158. { "Path Constraint", JPH_RTTI(PathConstraintTest) },
  159. { "Rack And Pinion Constraint", JPH_RTTI(RackAndPinionConstraintTest) },
  160. { "Gear Constraint", JPH_RTTI(GearConstraintTest) },
  161. { "Pulley Constraint", JPH_RTTI(PulleyConstraintTest) },
  162. { "Spring", JPH_RTTI(SpringTest) },
  163. { "Constraint Singularity", JPH_RTTI(ConstraintSingularityTest) },
  164. { "Constraint vs Center Of Mass Change",JPH_RTTI(ConstraintVsCOMChangeTest) },
  165. };
  166. JPH_DECLARE_RTTI_FOR_FACTORY(BoxShapeTest)
  167. JPH_DECLARE_RTTI_FOR_FACTORY(SphereShapeTest)
  168. JPH_DECLARE_RTTI_FOR_FACTORY(TaperedCapsuleShapeTest)
  169. JPH_DECLARE_RTTI_FOR_FACTORY(CapsuleShapeTest)
  170. JPH_DECLARE_RTTI_FOR_FACTORY(CylinderShapeTest)
  171. JPH_DECLARE_RTTI_FOR_FACTORY(StaticCompoundShapeTest)
  172. JPH_DECLARE_RTTI_FOR_FACTORY(MutableCompoundShapeTest)
  173. JPH_DECLARE_RTTI_FOR_FACTORY(TriangleShapeTest)
  174. JPH_DECLARE_RTTI_FOR_FACTORY(ConvexHullShapeTest)
  175. JPH_DECLARE_RTTI_FOR_FACTORY(MeshShapeTest)
  176. JPH_DECLARE_RTTI_FOR_FACTORY(HeightFieldShapeTest)
  177. JPH_DECLARE_RTTI_FOR_FACTORY(RotatedTranslatedShapeTest)
  178. JPH_DECLARE_RTTI_FOR_FACTORY(OffsetCenterOfMassShapeTest)
  179. static TestNameAndRTTI sShapeTests[] =
  180. {
  181. { "Sphere Shape", JPH_RTTI(SphereShapeTest) },
  182. { "Box Shape", JPH_RTTI(BoxShapeTest) },
  183. { "Capsule Shape", JPH_RTTI(CapsuleShapeTest) },
  184. { "Tapered Capsule Shape", JPH_RTTI(TaperedCapsuleShapeTest) },
  185. { "Cylinder Shape", JPH_RTTI(CylinderShapeTest) },
  186. { "Convex Hull Shape", JPH_RTTI(ConvexHullShapeTest) },
  187. { "Mesh Shape", JPH_RTTI(MeshShapeTest) },
  188. { "Height Field Shape", JPH_RTTI(HeightFieldShapeTest) },
  189. { "Static Compound Shape", JPH_RTTI(StaticCompoundShapeTest) },
  190. { "Mutable Compound Shape", JPH_RTTI(MutableCompoundShapeTest) },
  191. { "Triangle Shape", JPH_RTTI(TriangleShapeTest) },
  192. { "Rotated Translated Shape", JPH_RTTI(RotatedTranslatedShapeTest) },
  193. { "Offset Center Of Mass Shape", JPH_RTTI(OffsetCenterOfMassShapeTest) }
  194. };
  195. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledSphereShapeTest)
  196. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledBoxShapeTest)
  197. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledCapsuleShapeTest)
  198. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledTaperedCapsuleShapeTest)
  199. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledCylinderShapeTest)
  200. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledConvexHullShapeTest)
  201. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledMeshShapeTest)
  202. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledHeightFieldShapeTest)
  203. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledStaticCompoundShapeTest)
  204. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledMutableCompoundShapeTest)
  205. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledTriangleShapeTest)
  206. JPH_DECLARE_RTTI_FOR_FACTORY(ScaledOffsetCenterOfMassShapeTest)
  207. static TestNameAndRTTI sScaledShapeTests[] =
  208. {
  209. { "Sphere Shape", JPH_RTTI(ScaledSphereShapeTest) },
  210. { "Box Shape", JPH_RTTI(ScaledBoxShapeTest) },
  211. { "Capsule Shape", JPH_RTTI(ScaledCapsuleShapeTest) },
  212. { "Tapered Capsule Shape", JPH_RTTI(ScaledTaperedCapsuleShapeTest) },
  213. { "Cylinder Shape", JPH_RTTI(ScaledCylinderShapeTest) },
  214. { "Convex Hull Shape", JPH_RTTI(ScaledConvexHullShapeTest) },
  215. { "Mesh Shape", JPH_RTTI(ScaledMeshShapeTest) },
  216. { "Height Field Shape", JPH_RTTI(ScaledHeightFieldShapeTest) },
  217. { "Static Compound Shape", JPH_RTTI(ScaledStaticCompoundShapeTest) },
  218. { "Mutable Compound Shape", JPH_RTTI(ScaledMutableCompoundShapeTest) },
  219. { "Triangle Shape", JPH_RTTI(ScaledTriangleShapeTest) },
  220. { "Offset Center Of Mass Shape", JPH_RTTI(ScaledOffsetCenterOfMassShapeTest) }
  221. };
  222. JPH_DECLARE_RTTI_FOR_FACTORY(CreateRigTest)
  223. JPH_DECLARE_RTTI_FOR_FACTORY(LoadRigTest)
  224. JPH_DECLARE_RTTI_FOR_FACTORY(KinematicRigTest)
  225. JPH_DECLARE_RTTI_FOR_FACTORY(PoweredRigTest)
  226. JPH_DECLARE_RTTI_FOR_FACTORY(RigPileTest)
  227. JPH_DECLARE_RTTI_FOR_FACTORY(LoadSaveBinaryRigTest)
  228. JPH_DECLARE_RTTI_FOR_FACTORY(SkeletonMapperTest)
  229. JPH_DECLARE_RTTI_FOR_FACTORY(BigWorldTest)
  230. static TestNameAndRTTI sRigTests[] =
  231. {
  232. { "Create Rig", JPH_RTTI(CreateRigTest) },
  233. { "Load Rig", JPH_RTTI(LoadRigTest) },
  234. { "Load / Save Binary Rig", JPH_RTTI(LoadSaveBinaryRigTest) },
  235. { "Kinematic Rig", JPH_RTTI(KinematicRigTest) },
  236. { "Powered Rig", JPH_RTTI(PoweredRigTest) },
  237. { "Skeleton Mapper", JPH_RTTI(SkeletonMapperTest) },
  238. { "Rig Pile", JPH_RTTI(RigPileTest) },
  239. { "Big World", JPH_RTTI(BigWorldTest) }
  240. };
  241. JPH_DECLARE_RTTI_FOR_FACTORY(CharacterTest)
  242. JPH_DECLARE_RTTI_FOR_FACTORY(CharacterVirtualTest)
  243. JPH_DECLARE_RTTI_FOR_FACTORY(CharacterSpaceShipTest)
  244. static TestNameAndRTTI sCharacterTests[] =
  245. {
  246. { "Character", JPH_RTTI(CharacterTest) },
  247. { "Character Virtual", JPH_RTTI(CharacterVirtualTest) },
  248. { "Character Virtual vs Space Ship", JPH_RTTI(CharacterSpaceShipTest) },
  249. };
  250. JPH_DECLARE_RTTI_FOR_FACTORY(WaterShapeTest)
  251. static TestNameAndRTTI sWaterTests[] =
  252. {
  253. { "Shapes", JPH_RTTI(WaterShapeTest) },
  254. };
  255. JPH_DECLARE_RTTI_FOR_FACTORY(VehicleSixDOFTest)
  256. JPH_DECLARE_RTTI_FOR_FACTORY(VehicleConstraintTest)
  257. JPH_DECLARE_RTTI_FOR_FACTORY(MotorcycleTest)
  258. JPH_DECLARE_RTTI_FOR_FACTORY(TankTest)
  259. static TestNameAndRTTI sVehicleTests[] =
  260. {
  261. { "Car (VehicleConstraint)", JPH_RTTI(VehicleConstraintTest) },
  262. { "Motorcycle (VehicleConstraint)", JPH_RTTI(MotorcycleTest) },
  263. { "Tank (VehicleConstraint)", JPH_RTTI(TankTest) },
  264. { "Car (SixDOFConstraint)", JPH_RTTI(VehicleSixDOFTest) },
  265. };
  266. JPH_DECLARE_RTTI_FOR_FACTORY(BroadPhaseCastRayTest)
  267. JPH_DECLARE_RTTI_FOR_FACTORY(BroadPhaseInsertionTest)
  268. static TestNameAndRTTI sBroadPhaseTests[] =
  269. {
  270. { "Cast Ray", JPH_RTTI(BroadPhaseCastRayTest) },
  271. { "Insertion", JPH_RTTI(BroadPhaseInsertionTest) }
  272. };
  273. JPH_DECLARE_RTTI_FOR_FACTORY(InteractivePairsTest)
  274. JPH_DECLARE_RTTI_FOR_FACTORY(EPATest)
  275. JPH_DECLARE_RTTI_FOR_FACTORY(ClosestPointTest)
  276. JPH_DECLARE_RTTI_FOR_FACTORY(ConvexHullTest)
  277. JPH_DECLARE_RTTI_FOR_FACTORY(ConvexHullShrinkTest)
  278. JPH_DECLARE_RTTI_FOR_FACTORY(RandomRayTest)
  279. JPH_DECLARE_RTTI_FOR_FACTORY(CapsuleVsBoxTest)
  280. static TestNameAndRTTI sConvexCollisionTests[] =
  281. {
  282. { "Interactive Pairs", JPH_RTTI(InteractivePairsTest) },
  283. { "EPA Test", JPH_RTTI(EPATest) },
  284. { "Closest Point", JPH_RTTI(ClosestPointTest) },
  285. { "Convex Hull", JPH_RTTI(ConvexHullTest) },
  286. { "Convex Hull Shrink", JPH_RTTI(ConvexHullShrinkTest) },
  287. { "Random Ray", JPH_RTTI(RandomRayTest) },
  288. { "Capsule Vs Box", JPH_RTTI(CapsuleVsBoxTest) }
  289. };
  290. JPH_DECLARE_RTTI_FOR_FACTORY(LoadSnapshotTest)
  291. static TestNameAndRTTI sTools[] =
  292. {
  293. { "Load Snapshot", JPH_RTTI(LoadSnapshotTest) },
  294. };
  295. static TestCategory sAllCategories[] =
  296. {
  297. { "General", sGeneralTests, size(sGeneralTests) },
  298. { "Shapes", sShapeTests, size(sShapeTests) },
  299. { "Scaled Shapes", sScaledShapeTests, size(sScaledShapeTests) },
  300. { "Constraints", sConstraintTests, size(sConstraintTests) },
  301. { "Rig", sRigTests, size(sRigTests) },
  302. { "Character", sCharacterTests, size(sCharacterTests) },
  303. { "Water", sWaterTests, size(sWaterTests) },
  304. { "Vehicle", sVehicleTests, size(sVehicleTests) },
  305. { "Broad Phase", sBroadPhaseTests, size(sBroadPhaseTests) },
  306. { "Convex Collision", sConvexCollisionTests, size(sConvexCollisionTests) },
  307. { "Tools", sTools, size(sTools) }
  308. };
  309. //-----------------------------------------------------------------------------
  310. // Configuration
  311. //-----------------------------------------------------------------------------
  312. static constexpr uint cNumBodies = 10240;
  313. static constexpr uint cNumBodyMutexes = 0; // Autodetect
  314. static constexpr uint cMaxBodyPairs = 65536;
  315. static constexpr uint cMaxContactConstraints = 20480;
  316. SamplesApp::SamplesApp()
  317. {
  318. // Allocate temp memory
  319. #ifdef JPH_DISABLE_TEMP_ALLOCATOR
  320. mTempAllocator = new TempAllocatorMalloc();
  321. #else
  322. mTempAllocator = new TempAllocatorImpl(32 * 1024 * 1024);
  323. #endif
  324. // Create job system
  325. mJobSystem = new JobSystemThreadPool(cMaxPhysicsJobs, cMaxPhysicsBarriers, mMaxConcurrentJobs - 1);
  326. // Create job system without extra threads for validating
  327. mJobSystemValidating = new JobSystemThreadPool(cMaxPhysicsJobs, cMaxPhysicsBarriers, 0);
  328. {
  329. // Disable allocation checking
  330. DisableCustomMemoryHook dcmh;
  331. // Create UI
  332. UIElement *main_menu = mDebugUI->CreateMenu();
  333. mDebugUI->CreateTextButton(main_menu, "Select Test", [this]() {
  334. UIElement *tests = mDebugUI->CreateMenu();
  335. for (TestCategory &c : sAllCategories)
  336. {
  337. mDebugUI->CreateTextButton(tests, c.mName, [=]() {
  338. UIElement *category = mDebugUI->CreateMenu();
  339. for (uint j = 0; j < c.mNumTests; ++j)
  340. mDebugUI->CreateTextButton(category, c.mTests[j].mName, [=]() { StartTest(c.mTests[j].mRTTI); });
  341. mDebugUI->ShowMenu(category);
  342. });
  343. }
  344. mDebugUI->ShowMenu(tests);
  345. });
  346. mTestSettingsButton = mDebugUI->CreateTextButton(main_menu, "Test Settings", [this](){
  347. UIElement *test_settings = mDebugUI->CreateMenu();
  348. mTest->CreateSettingsMenu(mDebugUI, test_settings);
  349. mDebugUI->ShowMenu(test_settings);
  350. });
  351. mDebugUI->CreateTextButton(main_menu, "Restart Test (R)", [this]() { StartTest(mTestClass); });
  352. mDebugUI->CreateTextButton(main_menu, "Run All Tests", [this]() { RunAllTests(); });
  353. mNextTestButton = mDebugUI->CreateTextButton(main_menu, "Next Test (N)", [this]() { NextTest(); });
  354. mNextTestButton->SetDisabled(true);
  355. mDebugUI->CreateTextButton(main_menu, "Take Snapshot", [this]() { TakeSnapshot(); });
  356. mDebugUI->CreateTextButton(main_menu, "Take And Reload Snapshot", [this]() { TakeAndReloadSnapshot(); });
  357. mDebugUI->CreateTextButton(main_menu, "Physics Settings", [this]() {
  358. UIElement *phys_settings = mDebugUI->CreateMenu();
  359. mDebugUI->CreateSlider(phys_settings, "Max Concurrent Jobs", float(mMaxConcurrentJobs), 1, float(thread::hardware_concurrency()), 1, [this](float inValue) { mMaxConcurrentJobs = (int)inValue; });
  360. 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)); });
  361. mDebugUI->CreateSlider(phys_settings, "Update Frequency (Hz)", mUpdateFrequency, 7.5f, 300.0f, 2.5f, [this](float inValue) { mUpdateFrequency = inValue; });
  362. mDebugUI->CreateSlider(phys_settings, "Num Collision Steps", float(mCollisionSteps), 1.0f, 4.0f, 1.0f, [this](float inValue) { mCollisionSteps = int(inValue); });
  363. mDebugUI->CreateSlider(phys_settings, "Num Integration Sub Steps", float(mIntegrationSubSteps), 1.0f, 4.0f, 1.0f, [this](float inValue) { mIntegrationSubSteps = int(inValue); });
  364. mDebugUI->CreateSlider(phys_settings, "Num Velocity Steps", float(mPhysicsSettings.mNumVelocitySteps), 0, 30, 1, [this](float inValue) { mPhysicsSettings.mNumVelocitySteps = int(round(inValue)); mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  365. mDebugUI->CreateSlider(phys_settings, "Num Position Steps", float(mPhysicsSettings.mNumPositionSteps), 0, 30, 1, [this](float inValue) { mPhysicsSettings.mNumPositionSteps = int(round(inValue)); mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  366. mDebugUI->CreateSlider(phys_settings, "Baumgarte Stabilization Factor", mPhysicsSettings.mBaumgarte, 0.01f, 1.0f, 0.05f, [this](float inValue) { mPhysicsSettings.mBaumgarte = inValue; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  367. mDebugUI->CreateSlider(phys_settings, "Speculative Contact Distance (m)", mPhysicsSettings.mSpeculativeContactDistance, 0.0f, 0.1f, 0.005f, [this](float inValue) { mPhysicsSettings.mSpeculativeContactDistance = inValue; });
  368. mDebugUI->CreateSlider(phys_settings, "Penetration Slop (m)", mPhysicsSettings.mPenetrationSlop, 0.0f, 0.1f, 0.005f, [this](float inValue) { mPhysicsSettings.mPenetrationSlop = inValue; });
  369. 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); });
  370. 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); });
  371. 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); });
  372. #if defined(_DEBUG) && !defined(JPH_DISABLE_CUSTOM_ALLOCATOR) && !defined(JPH_COMPILER_MINGW)
  373. mDebugUI->CreateCheckBox(phys_settings, "Enable Checking Memory Hook", IsCustomMemoryHookEnabled(), [](UICheckBox::EState inState) { EnableCustomMemoryHook(inState == UICheckBox::STATE_CHECKED); });
  374. #endif
  375. mDebugUI->CreateCheckBox(phys_settings, "Deterministic Simulation", mPhysicsSettings.mDeterministicSimulation, [this](UICheckBox::EState inState) { mPhysicsSettings.mDeterministicSimulation = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  376. mDebugUI->CreateCheckBox(phys_settings, "Constraint Warm Starting", mPhysicsSettings.mConstraintWarmStart, [this](UICheckBox::EState inState) { mPhysicsSettings.mConstraintWarmStart = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  377. mDebugUI->CreateCheckBox(phys_settings, "Use Body Pair Contact Cache", mPhysicsSettings.mUseBodyPairContactCache, [this](UICheckBox::EState inState) { mPhysicsSettings.mUseBodyPairContactCache = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  378. mDebugUI->CreateCheckBox(phys_settings, "Contact Manifold Reduction", mPhysicsSettings.mUseManifoldReduction, [this](UICheckBox::EState inState) { mPhysicsSettings.mUseManifoldReduction = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  379. mDebugUI->CreateCheckBox(phys_settings, "Use Large Island Splitter", mPhysicsSettings.mUseLargeIslandSplitter, [this](UICheckBox::EState inState) { mPhysicsSettings.mUseLargeIslandSplitter = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  380. mDebugUI->CreateCheckBox(phys_settings, "Allow Sleeping", mPhysicsSettings.mAllowSleeping, [this](UICheckBox::EState inState) { mPhysicsSettings.mAllowSleeping = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  381. mDebugUI->CreateCheckBox(phys_settings, "Check Active Triangle Edges", mPhysicsSettings.mCheckActiveEdges, [this](UICheckBox::EState inState) { mPhysicsSettings.mCheckActiveEdges = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  382. mDebugUI->CreateCheckBox(phys_settings, "Record State For Playback", mRecordState, [this](UICheckBox::EState inState) { mRecordState = inState == UICheckBox::STATE_CHECKED; });
  383. mDebugUI->CreateCheckBox(phys_settings, "Check Determinism", mCheckDeterminism, [this](UICheckBox::EState inState) { mCheckDeterminism = inState == UICheckBox::STATE_CHECKED; });
  384. mDebugUI->CreateCheckBox(phys_settings, "Install Contact Listener", mInstallContactListener, [this](UICheckBox::EState inState) { mInstallContactListener = inState == UICheckBox::STATE_CHECKED; StartTest(mTestClass); });
  385. mDebugUI->ShowMenu(phys_settings);
  386. });
  387. #ifdef JPH_DEBUG_RENDERER
  388. mDebugUI->CreateTextButton(main_menu, "Drawing Options", [this]() {
  389. UIElement *drawing_options = mDebugUI->CreateMenu();
  390. mDebugUI->CreateCheckBox(drawing_options, "Draw Shapes (H)", mBodyDrawSettings.mDrawShape, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawShape = inState == UICheckBox::STATE_CHECKED; });
  391. mDebugUI->CreateCheckBox(drawing_options, "Draw Shapes Wireframe (Alt+W)", mBodyDrawSettings.mDrawShapeWireframe, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawShapeWireframe = inState == UICheckBox::STATE_CHECKED; });
  392. 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; });
  393. mDebugUI->CreateCheckBox(drawing_options, "Draw GetSupport + Cvx Radius (Shift+H)", mBodyDrawSettings.mDrawGetSupportFunction, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawGetSupportFunction = inState == UICheckBox::STATE_CHECKED; });
  394. mDebugUI->CreateCheckBox(drawing_options, "Draw Shapes Using GetTrianglesStart/Next (Alt+H)", mDrawGetTriangles, [this](UICheckBox::EState inState) { mDrawGetTriangles = inState == UICheckBox::STATE_CHECKED; });
  395. mDebugUI->CreateCheckBox(drawing_options, "Draw GetSupport Direction", mBodyDrawSettings.mDrawSupportDirection, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSupportDirection = inState == UICheckBox::STATE_CHECKED; mBodyDrawSettings.mDrawGetSupportFunction |= mBodyDrawSettings.mDrawSupportDirection; });
  396. mDebugUI->CreateCheckBox(drawing_options, "Draw GetSupportingFace (Shift+F)", mBodyDrawSettings.mDrawGetSupportingFace, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawGetSupportingFace = inState == UICheckBox::STATE_CHECKED; });
  397. mDebugUI->CreateCheckBox(drawing_options, "Draw Constraints (C)", mDrawConstraints, [this](UICheckBox::EState inState) { mDrawConstraints = inState == UICheckBox::STATE_CHECKED; });
  398. mDebugUI->CreateCheckBox(drawing_options, "Draw Constraint Limits (L)", mDrawConstraintLimits, [this](UICheckBox::EState inState) { mDrawConstraintLimits = inState == UICheckBox::STATE_CHECKED; });
  399. mDebugUI->CreateCheckBox(drawing_options, "Draw Constraint Reference Frame", mDrawConstraintReferenceFrame, [this](UICheckBox::EState inState) { mDrawConstraintReferenceFrame = inState == UICheckBox::STATE_CHECKED; });
  400. mDebugUI->CreateCheckBox(drawing_options, "Draw Contact Point (1)", ContactConstraintManager::sDrawContactPoint, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawContactPoint = inState == UICheckBox::STATE_CHECKED; });
  401. mDebugUI->CreateCheckBox(drawing_options, "Draw Supporting Faces (2)", ContactConstraintManager::sDrawSupportingFaces, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawSupportingFaces = inState == UICheckBox::STATE_CHECKED; });
  402. mDebugUI->CreateCheckBox(drawing_options, "Draw Contact Point Reduction (3)", ContactConstraintManager::sDrawContactPointReduction, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawContactPointReduction = inState == UICheckBox::STATE_CHECKED; });
  403. mDebugUI->CreateCheckBox(drawing_options, "Draw Contact Manifolds (M)", ContactConstraintManager::sDrawContactManifolds, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawContactManifolds = inState == UICheckBox::STATE_CHECKED; });
  404. mDebugUI->CreateCheckBox(drawing_options, "Draw Motion Quality Linear Cast", PhysicsSystem::sDrawMotionQualityLinearCast, [](UICheckBox::EState inState) { PhysicsSystem::sDrawMotionQualityLinearCast = inState == UICheckBox::STATE_CHECKED; });
  405. mDebugUI->CreateCheckBox(drawing_options, "Draw Bounding Boxes", mBodyDrawSettings.mDrawBoundingBox, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawBoundingBox = inState == UICheckBox::STATE_CHECKED; });
  406. mDebugUI->CreateCheckBox(drawing_options, "Draw Center of Mass Transforms", mBodyDrawSettings.mDrawCenterOfMassTransform, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawCenterOfMassTransform = inState == UICheckBox::STATE_CHECKED; });
  407. mDebugUI->CreateCheckBox(drawing_options, "Draw World Transforms", mBodyDrawSettings.mDrawWorldTransform, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawWorldTransform = inState == UICheckBox::STATE_CHECKED; });
  408. mDebugUI->CreateCheckBox(drawing_options, "Draw Velocity", mBodyDrawSettings.mDrawVelocity, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawVelocity = inState == UICheckBox::STATE_CHECKED; });
  409. mDebugUI->CreateCheckBox(drawing_options, "Draw Sleep Stats", mBodyDrawSettings.mDrawSleepStats, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSleepStats = inState == UICheckBox::STATE_CHECKED; });
  410. mDebugUI->CreateCheckBox(drawing_options, "Draw Mass and Inertia (I)", mBodyDrawSettings.mDrawMassAndInertia, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawMassAndInertia = inState == UICheckBox::STATE_CHECKED; });
  411. mDebugUI->CreateCheckBox(drawing_options, "Draw Joints", mPoseDrawSettings.mDrawJoints, [this](UICheckBox::EState inState) { mPoseDrawSettings.mDrawJoints = inState == UICheckBox::STATE_CHECKED; });
  412. mDebugUI->CreateCheckBox(drawing_options, "Draw Joint Orientations", mPoseDrawSettings.mDrawJointOrientations, [this](UICheckBox::EState inState) { mPoseDrawSettings.mDrawJointOrientations = inState == UICheckBox::STATE_CHECKED; });
  413. mDebugUI->CreateCheckBox(drawing_options, "Draw Joint Names", mPoseDrawSettings.mDrawJointNames, [this](UICheckBox::EState inState) { mPoseDrawSettings.mDrawJointNames = inState == UICheckBox::STATE_CHECKED; });
  414. mDebugUI->CreateCheckBox(drawing_options, "Draw Convex Hull Shape Face Outlines", ConvexHullShape::sDrawFaceOutlines, [](UICheckBox::EState inState) { ConvexHullShape::sDrawFaceOutlines = inState == UICheckBox::STATE_CHECKED; });
  415. mDebugUI->CreateCheckBox(drawing_options, "Draw Mesh Shape Triangle Groups", MeshShape::sDrawTriangleGroups, [](UICheckBox::EState inState) { MeshShape::sDrawTriangleGroups = inState == UICheckBox::STATE_CHECKED; });
  416. mDebugUI->CreateCheckBox(drawing_options, "Draw Mesh Shape Triangle Outlines", MeshShape::sDrawTriangleOutlines, [](UICheckBox::EState inState) { MeshShape::sDrawTriangleOutlines = inState == UICheckBox::STATE_CHECKED; });
  417. mDebugUI->CreateCheckBox(drawing_options, "Draw Height Field Shape Triangle Outlines", HeightFieldShape::sDrawTriangleOutlines, [](UICheckBox::EState inState) { HeightFieldShape::sDrawTriangleOutlines = inState == UICheckBox::STATE_CHECKED; });
  418. mDebugUI->CreateCheckBox(drawing_options, "Draw Submerged Volumes", Shape::sDrawSubmergedVolumes, [](UICheckBox::EState inState) { Shape::sDrawSubmergedVolumes = inState == UICheckBox::STATE_CHECKED; });
  419. mDebugUI->CreateCheckBox(drawing_options, "Draw Character Virtual Constraints", CharacterVirtual::sDrawConstraints, [](UICheckBox::EState inState) { CharacterVirtual::sDrawConstraints = inState == UICheckBox::STATE_CHECKED; });
  420. mDebugUI->CreateCheckBox(drawing_options, "Draw Character Virtual Walk Stairs", CharacterVirtual::sDrawWalkStairs, [](UICheckBox::EState inState) { CharacterVirtual::sDrawWalkStairs = inState == UICheckBox::STATE_CHECKED; });
  421. mDebugUI->CreateCheckBox(drawing_options, "Draw Character Virtual Stick To Floor", CharacterVirtual::sDrawStickToFloor, [](UICheckBox::EState inState) { CharacterVirtual::sDrawStickToFloor = inState == UICheckBox::STATE_CHECKED; });
  422. mDebugUI->ShowMenu(drawing_options);
  423. });
  424. #endif // JPH_DEBUG_RENDERER
  425. mDebugUI->CreateTextButton(main_menu, "Mouse Probe", [this]() {
  426. UIElement *probe_options = mDebugUI->CreateMenu();
  427. 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; });
  428. mDebugUI->CreateComboBox(probe_options, "Shape", { "Sphere", "Box", "ConvexHull", "Capsule", "TaperedCapsule", "Cylinder", "Triangle", "StaticCompound", "StaticCompound2", "MutableCompound", "Mesh" }, (int)mProbeShape, [=](int inItem) { mProbeShape = (EProbeShape)inItem; });
  429. mDebugUI->CreateCheckBox(probe_options, "Scale Shape", mScaleShape, [this](UICheckBox::EState inState) { mScaleShape = inState == UICheckBox::STATE_CHECKED; });
  430. mDebugUI->CreateSlider(probe_options, "Scale X", mShapeScale.GetX(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShapeScale.SetX(inValue); });
  431. mDebugUI->CreateSlider(probe_options, "Scale Y", mShapeScale.GetY(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShapeScale.SetY(inValue); });
  432. mDebugUI->CreateSlider(probe_options, "Scale Z", mShapeScale.GetZ(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShapeScale.SetZ(inValue); });
  433. mDebugUI->CreateComboBox(probe_options, "Back Face Cull", { "On", "Off" }, (int)mBackFaceMode, [=](int inItem) { mBackFaceMode = (EBackFaceMode)inItem; });
  434. mDebugUI->CreateComboBox(probe_options, "Active Edge Mode", { "Only Active", "All" }, (int)mActiveEdgeMode, [=](int inItem) { mActiveEdgeMode = (EActiveEdgeMode)inItem; });
  435. mDebugUI->CreateComboBox(probe_options, "Collect Faces Mode", { "Collect Faces", "No Faces" }, (int)mCollectFacesMode, [=](int inItem) { mCollectFacesMode = (ECollectFacesMode)inItem; });
  436. mDebugUI->CreateSlider(probe_options, "Max Separation Distance", mMaxSeparationDistance, 0.0f, 5.0f, 0.1f, [this](float inValue) { mMaxSeparationDistance = inValue; });
  437. mDebugUI->CreateCheckBox(probe_options, "Treat Convex As Solid", mTreatConvexAsSolid, [this](UICheckBox::EState inState) { mTreatConvexAsSolid = inState == UICheckBox::STATE_CHECKED; });
  438. mDebugUI->CreateCheckBox(probe_options, "Return Deepest Point", mReturnDeepestPoint, [this](UICheckBox::EState inState) { mReturnDeepestPoint = inState == UICheckBox::STATE_CHECKED; });
  439. mDebugUI->CreateCheckBox(probe_options, "Shrunken Shape + Convex Radius", mUseShrunkenShapeAndConvexRadius, [this](UICheckBox::EState inState) { mUseShrunkenShapeAndConvexRadius = inState == UICheckBox::STATE_CHECKED; });
  440. mDebugUI->CreateCheckBox(probe_options, "Draw Supporting Face", mDrawSupportingFace, [this](UICheckBox::EState inState) { mDrawSupportingFace = inState == UICheckBox::STATE_CHECKED; });
  441. mDebugUI->CreateSlider(probe_options, "Max Hits", float(mMaxHits), 0, 10, 1, [this](float inValue) { mMaxHits = (int)inValue; });
  442. mDebugUI->ShowMenu(probe_options);
  443. });
  444. mDebugUI->CreateTextButton(main_menu, "Shoot Object", [this]() {
  445. UIElement *shoot_options = mDebugUI->CreateMenu();
  446. mDebugUI->CreateTextButton(shoot_options, "Shoot Object (B)", [=]() { ShootObject(); });
  447. mDebugUI->CreateSlider(shoot_options, "Initial Velocity", mShootObjectVelocity, 0.0f, 500.0f, 10.0f, [this](float inValue) { mShootObjectVelocity = inValue; });
  448. mDebugUI->CreateComboBox(shoot_options, "Shape", { "Sphere", "ConvexHull", "Thin Bar" }, (int)mShootObjectShape, [=](int inItem) { mShootObjectShape = (EShootObjectShape)inItem; });
  449. mDebugUI->CreateComboBox(shoot_options, "Motion Quality", { "Discrete", "LinearCast" }, (int)mShootObjectMotionQuality, [=](int inItem) { mShootObjectMotionQuality = (EMotionQuality)inItem; });
  450. mDebugUI->CreateSlider(shoot_options, "Friction", mShootObjectFriction, 0.0f, 1.0f, 0.05f, [this](float inValue) { mShootObjectFriction = inValue; });
  451. mDebugUI->CreateSlider(shoot_options, "Restitution", mShootObjectRestitution, 0.0f, 1.0f, 0.05f, [this](float inValue) { mShootObjectRestitution = inValue; });
  452. mDebugUI->CreateCheckBox(shoot_options, "Scale Shape", mShootObjectScaleShape, [this](UICheckBox::EState inState) { mShootObjectScaleShape = inState == UICheckBox::STATE_CHECKED; });
  453. mDebugUI->CreateSlider(shoot_options, "Scale X", mShootObjectShapeScale.GetX(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShootObjectShapeScale.SetX(inValue); });
  454. mDebugUI->CreateSlider(shoot_options, "Scale Y", mShootObjectShapeScale.GetY(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShootObjectShapeScale.SetY(inValue); });
  455. mDebugUI->CreateSlider(shoot_options, "Scale Z", mShootObjectShapeScale.GetZ(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShootObjectShapeScale.SetZ(inValue); });
  456. mDebugUI->ShowMenu(shoot_options);
  457. });
  458. mDebugUI->CreateTextButton(main_menu, "Help", [this](){
  459. UIElement *help = mDebugUI->CreateMenu();
  460. mDebugUI->CreateStaticText(help,
  461. "ESC: Back to previous menu.\n"
  462. "WASD + Mouse: Fly around. Hold Shift to speed up, Ctrl to slow down.\n"
  463. "Space: Hold to pick up and drag a physics object under the crosshair.\n"
  464. "P: Pause / unpause simulation.\n"
  465. "O: Single step the simulation.\n"
  466. ",: Step back (only when Physics Settings / Record State for Playback is on).\n"
  467. ".: Step forward (only when Physics Settings / Record State for Playback is on).\n"
  468. "Shift + ,: Play reverse (only when Physics Settings / Record State for Playback is on).\n"
  469. "Shift + .: Replay forward (only when Physics Settings / Record State for Playback is on).\n"
  470. "T: Dump frame timing information to profile_*.html (when JPH_PROFILE_ENABLED defined)."
  471. );
  472. mDebugUI->ShowMenu(help);
  473. });
  474. mDebugUI->ShowMenu(main_menu);
  475. }
  476. // Get test name from commandline
  477. String cmd_line = ToLower(GetCommandLineA());
  478. Array<String> args;
  479. StringToVector(cmd_line, args, " ");
  480. if (args.size() == 2)
  481. {
  482. String cmd = args[1];
  483. if (cmd == "alltests")
  484. {
  485. // Run all tests
  486. mCheckDeterminism = true;
  487. mExitAfterRunningTests = true;
  488. RunAllTests();
  489. }
  490. else
  491. {
  492. // Search for the test
  493. const RTTI *test = JPH_RTTI(LoadRigTest);
  494. for (TestCategory &c : sAllCategories)
  495. for (uint i = 0; i < c.mNumTests; ++i)
  496. {
  497. TestNameAndRTTI &t = c.mTests[i];
  498. String test_name = ToLower(t.mRTTI->GetName());
  499. if (test_name == cmd)
  500. {
  501. test = t.mRTTI;
  502. break;
  503. }
  504. }
  505. // Construct test
  506. StartTest(test);
  507. }
  508. }
  509. else
  510. {
  511. // Otherwise start default test
  512. StartTest(JPH_RTTI(LoadRigTest));
  513. }
  514. }
  515. SamplesApp::~SamplesApp()
  516. {
  517. // Clean up
  518. delete mTest;
  519. delete mContactListener;
  520. delete mPhysicsSystem;
  521. delete mJobSystemValidating;
  522. delete mJobSystem;
  523. delete mTempAllocator;
  524. }
  525. void SamplesApp::StartTest(const RTTI *inRTTI)
  526. {
  527. // Pop active menus, we might be in the settings menu for the test which will be dangling after restarting the test
  528. mDebugUI->BackToMain();
  529. // Store old gravity
  530. Vec3 old_gravity = mPhysicsSystem != nullptr? mPhysicsSystem->GetGravity() : Vec3(0, -9.81f, 0);
  531. // Discard old test
  532. delete mTest;
  533. delete mContactListener;
  534. delete mPhysicsSystem;
  535. // Create physics system
  536. mPhysicsSystem = new PhysicsSystem();
  537. mPhysicsSystem->Init(cNumBodies, cNumBodyMutexes, cMaxBodyPairs, cMaxContactConstraints, mBroadPhaseLayerInterface, mObjectVsBroadPhaseLayerFilter, mObjectVsObjectLayerFilter);
  538. mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings);
  539. // Restore gravity
  540. mPhysicsSystem->SetGravity(old_gravity);
  541. // Reset dragging
  542. mDragAnchor = nullptr;
  543. mDragConstraint = nullptr;
  544. // Reset playback state
  545. mPlaybackFrames.clear();
  546. mPlaybackMode = EPlaybackMode::Play;
  547. mCurrentPlaybackFrame = -1;
  548. // Set new test
  549. mTestClass = inRTTI;
  550. mTest = static_cast<Test *>(inRTTI->CreateObject());
  551. mTest->SetPhysicsSystem(mPhysicsSystem);
  552. mTest->SetJobSystem(mJobSystem);
  553. mTest->SetDebugRenderer(mDebugRenderer);
  554. mTest->SetTempAllocator(mTempAllocator);
  555. if (mInstallContactListener)
  556. {
  557. mContactListener = new ContactListenerImpl;
  558. mContactListener->SetNextListener(mTest->GetContactListener());
  559. mPhysicsSystem->SetContactListener(mContactListener);
  560. }
  561. else
  562. {
  563. mContactListener = nullptr;
  564. mPhysicsSystem->SetContactListener(mTest->GetContactListener());
  565. }
  566. mTest->Initialize();
  567. // Optimize the broadphase to make the first update fast
  568. mPhysicsSystem->OptimizeBroadPhase();
  569. // Make the world render relative to offset specified by test
  570. mRenderer->SetBaseOffset(mTest->GetDrawOffset());
  571. // Reset the camera to the original position
  572. ResetCamera();
  573. // Start paused
  574. Pause(true);
  575. SingleStep();
  576. // Check if test has settings menu
  577. mTestSettingsButton->SetDisabled(!mTest->HasSettingsMenu());
  578. }
  579. void SamplesApp::RunAllTests()
  580. {
  581. mTestsToRun.clear();
  582. for (const TestCategory &c : sAllCategories)
  583. for (uint i = 0; i < c.mNumTests; ++i)
  584. {
  585. TestNameAndRTTI &t = c.mTests[i];
  586. mTestsToRun.push_back(t.mRTTI);
  587. }
  588. NextTest();
  589. }
  590. bool SamplesApp::NextTest()
  591. {
  592. if (mTestsToRun.empty())
  593. {
  594. if (mExitAfterRunningTests)
  595. return false; // Exit the application now
  596. else
  597. MessageBoxA(nullptr, "Test run complete!", "Complete", MB_OK);
  598. }
  599. else
  600. {
  601. // Start the timer for 10 seconds
  602. mTestTimeLeft = 10.0f;
  603. // Take next test
  604. const RTTI *rtti = mTestsToRun.front();
  605. mTestsToRun.erase(mTestsToRun.begin());
  606. // Start it
  607. StartTest(rtti);
  608. // Unpause
  609. Pause(false);
  610. }
  611. mNextTestButton->SetDisabled(mTestsToRun.empty());
  612. return true;
  613. }
  614. bool SamplesApp::CheckNextTest()
  615. {
  616. if (mTestTimeLeft >= 0.0f)
  617. {
  618. // Update status string
  619. if (!mStatusString.empty())
  620. mStatusString += "\n";
  621. mStatusString += StringFormat("%s: Next test in %.1fs", mTestClass->GetName(), (double)mTestTimeLeft);
  622. // Use physics time
  623. mTestTimeLeft -= 1.0f / mUpdateFrequency;
  624. // If time's up then go to the next test
  625. if (mTestTimeLeft < 0.0f)
  626. return NextTest();
  627. }
  628. return true;
  629. }
  630. void SamplesApp::TakeSnapshot()
  631. {
  632. // Convert physics system to scene
  633. Ref<PhysicsScene> scene = new PhysicsScene();
  634. scene->FromPhysicsSystem(mPhysicsSystem);
  635. // Save scene
  636. ofstream stream("snapshot.bin", ofstream::out | ofstream::trunc | ofstream::binary);
  637. StreamOutWrapper wrapper(stream);
  638. if (stream.is_open())
  639. scene->SaveBinaryState(wrapper, true, true);
  640. }
  641. void SamplesApp::TakeAndReloadSnapshot()
  642. {
  643. TakeSnapshot();
  644. StartTest(JPH_RTTI(LoadSnapshotTest));
  645. }
  646. RefConst<Shape> SamplesApp::CreateProbeShape()
  647. {
  648. // Get the scale
  649. Vec3 scale = mScaleShape? mShapeScale : Vec3::sReplicate(1.0f);
  650. // Make it minimally -0.1 or 0.1 depending on the sign
  651. Vec3 clamped_value = Vec3::sSelect(Vec3::sReplicate(-0.1f), Vec3::sReplicate(0.1f), Vec3::sGreaterOrEqual(scale, Vec3::sZero()));
  652. scale = Vec3::sSelect(scale, clamped_value, Vec3::sLess(scale.Abs(), Vec3::sReplicate(0.1f)));
  653. RefConst<Shape> shape;
  654. switch (mProbeShape)
  655. {
  656. case EProbeShape::Sphere:
  657. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  658. shape = new SphereShape(0.2f);
  659. break;
  660. case EProbeShape::Box:
  661. shape = new BoxShape(Vec3(0.1f, 0.2f, 0.3f));
  662. break;
  663. case EProbeShape::ConvexHull:
  664. {
  665. // Create tetrahedron
  666. Array<Vec3> tetrahedron;
  667. tetrahedron.push_back(Vec3::sZero());
  668. tetrahedron.push_back(Vec3(0.2f, 0, 0.4f));
  669. tetrahedron.push_back(Vec3(0.4f, 0, 0));
  670. tetrahedron.push_back(Vec3(0.2f, -0.2f, 1.0f));
  671. shape = ConvexHullShapeSettings(tetrahedron, 0.01f).Create().Get();
  672. }
  673. break;
  674. case EProbeShape::Capsule:
  675. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  676. shape = new CapsuleShape(0.2f, 0.1f);
  677. break;
  678. case EProbeShape::TaperedCapsule:
  679. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  680. shape = TaperedCapsuleShapeSettings(0.2f, 0.1f, 0.2f).Create().Get();
  681. break;
  682. case EProbeShape::Cylinder:
  683. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_Y, SWIZZLE_X>(); // Scale X must be same as Z
  684. shape = new CylinderShape(0.2f, 0.1f);
  685. break;
  686. case EProbeShape::Triangle:
  687. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  688. shape = new TriangleShape(Vec3(0.1f, 0.9f, 0.3f), Vec3(-0.9f, -0.5f, 0.2f), Vec3(0.7f, -0.3f, -0.1f));
  689. break;
  690. case EProbeShape::StaticCompound:
  691. {
  692. Array<Vec3> tetrahedron;
  693. tetrahedron.push_back(Vec3::sZero());
  694. tetrahedron.push_back(Vec3(-0.2f, 0, 0.4f));
  695. tetrahedron.push_back(Vec3(0, 0.2f, 0));
  696. tetrahedron.push_back(Vec3(0.2f, 0, 0.4f));
  697. RefConst<Shape> convex = ConvexHullShapeSettings(tetrahedron, 0.01f).Create().Get();
  698. StaticCompoundShapeSettings compound_settings;
  699. compound_settings.AddShape(Vec3(-0.5f, 0, 0), Quat::sIdentity(), convex);
  700. compound_settings.AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), convex);
  701. shape = compound_settings.Create().Get();
  702. }
  703. break;
  704. case EProbeShape::StaticCompound2:
  705. {
  706. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  707. Ref<StaticCompoundShapeSettings> compound = new StaticCompoundShapeSettings();
  708. compound->AddShape(Vec3(0, 0.5f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new BoxShape(Vec3(0.5f, 0.15f, 0.1f)));
  709. compound->AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new CylinderShape(0.5f, 0.1f));
  710. compound->AddShape(Vec3(0, 0, 0.5f), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), new TaperedCapsuleShapeSettings(0.5f, 0.15f, 0.1f));
  711. StaticCompoundShapeSettings compound2;
  712. compound2.AddShape(Vec3(0, 0, 0), Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), compound);
  713. compound2.AddShape(Vec3(0, -0.4f, 0), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), -0.75f * JPH_PI), compound);
  714. shape = compound2.Create().Get();
  715. }
  716. break;
  717. case EProbeShape::MutableCompound:
  718. {
  719. Array<Vec3> tetrahedron;
  720. tetrahedron.push_back(Vec3::sZero());
  721. tetrahedron.push_back(Vec3(-0.2f, 0, 0.4f));
  722. tetrahedron.push_back(Vec3(0, 0.2f, 0));
  723. tetrahedron.push_back(Vec3(0.2f, 0, 0.4f));
  724. RefConst<Shape> convex = ConvexHullShapeSettings(tetrahedron, 0.01f).Create().Get();
  725. MutableCompoundShapeSettings compound_settings;
  726. compound_settings.AddShape(Vec3(-0.5f, 0, 0), Quat::sIdentity(), convex);
  727. compound_settings.AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), convex);
  728. shape = compound_settings.Create().Get();
  729. }
  730. break;
  731. case EProbeShape::Mesh:
  732. shape = ShapeCreator::CreateTorusMesh(2.0f, 0.25f);
  733. break;
  734. }
  735. JPH_ASSERT(shape != nullptr);
  736. // Scale the shape
  737. if (scale != Vec3::sReplicate(1.0f))
  738. shape = new ScaledShape(shape, scale);
  739. return shape;
  740. }
  741. RefConst<Shape> SamplesApp::CreateShootObjectShape()
  742. {
  743. // Get the scale
  744. Vec3 scale = mShootObjectScaleShape? mShootObjectShapeScale : Vec3::sReplicate(1.0f);
  745. // Make it minimally -0.1 or 0.1 depending on the sign
  746. Vec3 clamped_value = Vec3::sSelect(Vec3::sReplicate(-0.1f), Vec3::sReplicate(0.1f), Vec3::sGreaterOrEqual(scale, Vec3::sZero()));
  747. scale = Vec3::sSelect(scale, clamped_value, Vec3::sLess(scale.Abs(), Vec3::sReplicate(0.1f)));
  748. RefConst<Shape> shape;
  749. switch (mShootObjectShape)
  750. {
  751. case EShootObjectShape::Sphere:
  752. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  753. shape = new SphereShape(GetWorldScale());
  754. break;
  755. case EShootObjectShape::ConvexHull:
  756. {
  757. Array<Vec3> vertices = {
  758. Vec3(-0.044661f, 0.001230f, 0.003877f),
  759. Vec3(-0.024743f, -0.042562f, 0.003877f),
  760. Vec3(-0.012336f, -0.021073f, 0.048484f),
  761. Vec3(0.016066f, 0.028121f, -0.049904f),
  762. Vec3(-0.023734f, 0.043275f, -0.024153f),
  763. Vec3(0.020812f, 0.036341f, -0.019530f),
  764. Vec3(0.012495f, 0.021936f, 0.045288f),
  765. Vec3(0.026750f, 0.001230f, 0.049273f),
  766. Vec3(0.045495f, 0.001230f, -0.022077f),
  767. Vec3(0.022193f, -0.036274f, -0.021126f),
  768. Vec3(0.022781f, -0.037291f, 0.029558f),
  769. Vec3(0.014691f, -0.023280f, 0.052897f),
  770. Vec3(-0.012187f, -0.020815f, -0.040214f),
  771. Vec3(0.000541f, 0.001230f, -0.056224f),
  772. Vec3(-0.039882f, 0.001230f, -0.019461f),
  773. Vec3(0.000541f, 0.001230f, 0.056022f),
  774. Vec3(-0.020614f, -0.035411f, -0.020551f),
  775. Vec3(-0.019485f, 0.035916f, 0.027001f),
  776. Vec3(-0.023968f, 0.043680f, 0.003877f),
  777. Vec3(-0.020051f, 0.001230f, 0.039543f),
  778. Vec3(0.026213f, 0.001230f, -0.040589f),
  779. Vec3(-0.010797f, 0.020868f, 0.043152f),
  780. Vec3(-0.012378f, 0.023607f, -0.040876f)
  781. };
  782. // This shape was created at 0.2 world scale, rescale it to the current world scale
  783. float vert_scale = GetWorldScale() / 0.2f;
  784. for (Vec3 &v : vertices)
  785. v *= vert_scale;
  786. shape = ConvexHullShapeSettings(vertices).Create().Get();
  787. }
  788. break;
  789. case EShootObjectShape::ThinBar:
  790. shape = BoxShapeSettings(Vec3(0.05f, 0.8f, 0.03f), 0.015f).Create().Get();
  791. break;
  792. }
  793. // Scale shape if needed
  794. if (scale != Vec3::sReplicate(1.0f))
  795. shape = new ScaledShape(shape, scale);
  796. return shape;
  797. }
  798. void SamplesApp::ShootObject()
  799. {
  800. // Configure body
  801. BodyCreationSettings creation_settings(CreateShootObjectShape(), GetCamera().mPos, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  802. creation_settings.mMotionQuality = mShootObjectMotionQuality;
  803. creation_settings.mFriction = mShootObjectFriction;
  804. creation_settings.mRestitution = mShootObjectRestitution;
  805. creation_settings.mLinearVelocity = mShootObjectVelocity * GetCamera().mForward;
  806. // Create body
  807. mPhysicsSystem->GetBodyInterface().CreateAndAddBody(creation_settings, EActivation::Activate);
  808. }
  809. bool SamplesApp::CastProbe(float inProbeLength, float &outFraction, RVec3 &outPosition, BodyID &outID)
  810. {
  811. // Determine start and direction of the probe
  812. const CameraState &camera = GetCamera();
  813. RVec3 start = camera.mPos;
  814. Vec3 direction = inProbeLength * camera.mForward;
  815. // Define a base offset that is halfway the probe to test getting the collision results relative to some offset.
  816. // Note that this is not necessarily the best choice for a base offset, but we want something that's not zero
  817. // and not the start of the collision test either to ensure that we'll see errors in the algorithm.
  818. RVec3 base_offset = start + 0.5f * direction;
  819. // Clear output
  820. outPosition = start + direction;
  821. outFraction = 1.0f;
  822. outID = BodyID();
  823. bool had_hit = false;
  824. switch (mProbeMode)
  825. {
  826. case EProbeMode::Pick:
  827. {
  828. // Create ray
  829. RRayCast ray { start, direction };
  830. // Cast ray
  831. RayCastResult hit;
  832. had_hit = mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, hit, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::MOVING), SpecifiedObjectLayerFilter(Layers::MOVING));
  833. // Fill in results
  834. outPosition = ray.GetPointOnRay(hit.mFraction);
  835. outFraction = hit.mFraction;
  836. outID = hit.mBodyID;
  837. if (had_hit)
  838. mDebugRenderer->DrawMarker(outPosition, Color::sYellow, 0.1f);
  839. else
  840. mDebugRenderer->DrawMarker(camera.mPos + 0.1f * camera.mForward, Color::sRed, 0.001f);
  841. }
  842. break;
  843. case EProbeMode::Ray:
  844. {
  845. // Create ray
  846. RRayCast ray { start, direction };
  847. // Cast ray
  848. RayCastResult hit;
  849. had_hit = mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, hit);
  850. // Fill in results
  851. outPosition = ray.GetPointOnRay(hit.mFraction);
  852. outFraction = hit.mFraction;
  853. outID = hit.mBodyID;
  854. // Draw results
  855. if (had_hit)
  856. {
  857. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  858. if (lock.Succeeded())
  859. {
  860. const Body &hit_body = lock.GetBody();
  861. // Draw hit
  862. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  863. mDebugRenderer->DrawLine(start, outPosition, color);
  864. mDebugRenderer->DrawLine(outPosition, start + direction, Color::sRed);
  865. // Draw material
  866. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  867. mDebugRenderer->DrawText3D(outPosition, material2->GetDebugName());
  868. // Draw normal
  869. Vec3 normal = hit_body.GetWorldSpaceSurfaceNormal(hit.mSubShapeID2, outPosition);
  870. mDebugRenderer->DrawArrow(outPosition, outPosition + normal, color, 0.01f);
  871. // Draw perpendicular axis to indicate hit position
  872. Vec3 perp1 = normal.GetNormalizedPerpendicular();
  873. Vec3 perp2 = normal.Cross(perp1);
  874. mDebugRenderer->DrawLine(outPosition - 0.1f * perp1, outPosition + 0.1f * perp1, color);
  875. mDebugRenderer->DrawLine(outPosition - 0.1f * perp2, outPosition + 0.1f * perp2, color);
  876. // Get and draw the result of GetSupportingFace
  877. if (mDrawSupportingFace)
  878. {
  879. Shape::SupportingFace face;
  880. hit_body.GetTransformedShape().GetSupportingFace(hit.mSubShapeID2, -normal, base_offset, face);
  881. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), face, Color::sWhite, 0.01f);
  882. }
  883. }
  884. }
  885. else
  886. {
  887. mDebugRenderer->DrawMarker(outPosition, Color::sRed, 0.1f);
  888. }
  889. }
  890. break;
  891. case EProbeMode::RayCollector:
  892. {
  893. // Create ray
  894. RRayCast ray { start, direction };
  895. // Create settings
  896. RayCastSettings settings;
  897. settings.mBackFaceMode = mBackFaceMode;
  898. settings.mTreatConvexAsSolid = mTreatConvexAsSolid;
  899. // Cast ray
  900. Array<RayCastResult> hits;
  901. if (mMaxHits == 0)
  902. {
  903. AnyHitCollisionCollector<CastRayCollector> collector;
  904. mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, settings, collector);
  905. if (collector.HadHit())
  906. hits.push_back(collector.mHit);
  907. }
  908. else if (mMaxHits == 1)
  909. {
  910. ClosestHitCollisionCollector<CastRayCollector> collector;
  911. mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, settings, collector);
  912. if (collector.HadHit())
  913. hits.push_back(collector.mHit);
  914. }
  915. else
  916. {
  917. AllHitCollisionCollector<CastRayCollector> collector;
  918. mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, settings, collector);
  919. collector.Sort();
  920. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  921. if ((int)hits.size() > mMaxHits)
  922. hits.resize(mMaxHits);
  923. }
  924. had_hit = !hits.empty();
  925. if (had_hit)
  926. {
  927. // Fill in results
  928. RayCastResult &first_hit = hits.front();
  929. outPosition = ray.GetPointOnRay(first_hit.mFraction);
  930. outFraction = first_hit.mFraction;
  931. outID = first_hit.mBodyID;
  932. // Draw results
  933. RVec3 prev_position = start;
  934. bool c = false;
  935. for (const RayCastResult &hit : hits)
  936. {
  937. // Draw line
  938. RVec3 position = ray.GetPointOnRay(hit.mFraction);
  939. mDebugRenderer->DrawLine(prev_position, position, c? Color::sGrey : Color::sWhite);
  940. c = !c;
  941. prev_position = position;
  942. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  943. if (lock.Succeeded())
  944. {
  945. const Body &hit_body = lock.GetBody();
  946. // Draw material
  947. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  948. mDebugRenderer->DrawText3D(position, material2->GetDebugName());
  949. // Draw normal
  950. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  951. Vec3 normal = hit_body.GetWorldSpaceSurfaceNormal(hit.mSubShapeID2, position);
  952. mDebugRenderer->DrawArrow(position, position + normal, color, 0.01f);
  953. // Draw perpendicular axis to indicate hit position
  954. Vec3 perp1 = normal.GetNormalizedPerpendicular();
  955. Vec3 perp2 = normal.Cross(perp1);
  956. mDebugRenderer->DrawLine(position - 0.1f * perp1, position + 0.1f * perp1, color);
  957. mDebugRenderer->DrawLine(position - 0.1f * perp2, position + 0.1f * perp2, color);
  958. // Get and draw the result of GetSupportingFace
  959. if (mDrawSupportingFace)
  960. {
  961. Shape::SupportingFace face;
  962. hit_body.GetTransformedShape().GetSupportingFace(hit.mSubShapeID2, -normal, base_offset, face);
  963. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), face, Color::sWhite, 0.01f);
  964. }
  965. }
  966. }
  967. // Draw remainder of line
  968. mDebugRenderer->DrawLine(ray.GetPointOnRay(hits.back().mFraction), start + direction, Color::sRed);
  969. }
  970. else
  971. {
  972. // Draw 'miss'
  973. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  974. mDebugRenderer->DrawMarker(start + direction, Color::sRed, 0.1f);
  975. }
  976. }
  977. break;
  978. case EProbeMode::CollidePoint:
  979. {
  980. // Create point
  981. const float fraction = 0.1f;
  982. RVec3 point = start + fraction * direction;
  983. // Collide point
  984. AllHitCollisionCollector<CollidePointCollector> collector;
  985. mPhysicsSystem->GetNarrowPhaseQuery().CollidePoint(point, collector);
  986. had_hit = !collector.mHits.empty();
  987. if (had_hit)
  988. {
  989. // Draw results
  990. for (const CollidePointResult &hit : collector.mHits)
  991. {
  992. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  993. if (lock.Succeeded())
  994. {
  995. const Body &hit_body = lock.GetBody();
  996. // Draw bounding box
  997. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  998. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  999. }
  1000. }
  1001. }
  1002. // Draw test location
  1003. mDebugRenderer->DrawMarker(point, had_hit? Color::sGreen : Color::sRed, 0.1f);
  1004. }
  1005. break;
  1006. case EProbeMode::CollideShape:
  1007. {
  1008. // Create shape cast
  1009. RefConst<Shape> shape = CreateProbeShape();
  1010. Mat44 rotation = Mat44::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI) * Mat44::sRotation(Vec3::sAxisY(), 0.2f * JPH_PI);
  1011. Mat44 com = Mat44::sTranslation(shape->GetCenterOfMass());
  1012. RMat44 shape_transform(RMat44::sTranslation(start + 5.0f * camera.mForward) * rotation * com);
  1013. // Create settings
  1014. CollideShapeSettings settings;
  1015. settings.mActiveEdgeMode = mActiveEdgeMode;
  1016. settings.mBackFaceMode = mBackFaceMode;
  1017. settings.mCollectFacesMode = mCollectFacesMode;
  1018. settings.mMaxSeparationDistance = mMaxSeparationDistance;
  1019. Array<CollideShapeResult> hits;
  1020. if (mMaxHits == 0)
  1021. {
  1022. AnyHitCollisionCollector<CollideShapeCollector> collector;
  1023. mPhysicsSystem->GetNarrowPhaseQuery().CollideShape(shape, Vec3::sReplicate(1.0f), shape_transform, settings, base_offset, collector);
  1024. if (collector.HadHit())
  1025. hits.push_back(collector.mHit);
  1026. }
  1027. else if (mMaxHits == 1)
  1028. {
  1029. ClosestHitCollisionCollector<CollideShapeCollector> collector;
  1030. mPhysicsSystem->GetNarrowPhaseQuery().CollideShape(shape, Vec3::sReplicate(1.0f), shape_transform, settings, base_offset, collector);
  1031. if (collector.HadHit())
  1032. hits.push_back(collector.mHit);
  1033. }
  1034. else
  1035. {
  1036. AllHitCollisionCollector<CollideShapeCollector> collector;
  1037. mPhysicsSystem->GetNarrowPhaseQuery().CollideShape(shape, Vec3::sReplicate(1.0f), shape_transform, settings, base_offset, collector);
  1038. collector.Sort();
  1039. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  1040. if ((int)hits.size() > mMaxHits)
  1041. hits.resize(mMaxHits);
  1042. }
  1043. had_hit = !hits.empty();
  1044. if (had_hit)
  1045. {
  1046. // Draw results
  1047. for (const CollideShapeResult &hit : hits)
  1048. {
  1049. // Draw 'hit'
  1050. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID2);
  1051. if (lock.Succeeded())
  1052. {
  1053. const Body &hit_body = lock.GetBody();
  1054. // Draw contact
  1055. RVec3 contact_position1 = base_offset + hit.mContactPointOn1;
  1056. RVec3 contact_position2 = base_offset + hit.mContactPointOn2;
  1057. mDebugRenderer->DrawMarker(contact_position1, Color::sGreen, 0.1f);
  1058. mDebugRenderer->DrawMarker(contact_position2, Color::sRed, 0.1f);
  1059. Vec3 pen_axis = hit.mPenetrationAxis;
  1060. float pen_axis_len = pen_axis.Length();
  1061. if (pen_axis_len > 0.0f)
  1062. {
  1063. pen_axis /= pen_axis_len;
  1064. // Draw penetration axis with length of the penetration
  1065. mDebugRenderer->DrawArrow(contact_position2, contact_position2 + pen_axis * hit.mPenetrationDepth, Color::sYellow, 0.01f);
  1066. // Draw normal (flipped so it points towards body 1)
  1067. mDebugRenderer->DrawArrow(contact_position2, contact_position2 - pen_axis, Color::sOrange, 0.01f);
  1068. }
  1069. // Draw material
  1070. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  1071. mDebugRenderer->DrawText3D(contact_position2, material2->GetDebugName());
  1072. // Draw faces
  1073. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), hit.mShape1Face, Color::sYellow, 0.01f);
  1074. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), hit.mShape2Face, Color::sRed, 0.01f);
  1075. }
  1076. }
  1077. }
  1078. #ifdef JPH_DEBUG_RENDERER
  1079. // Draw shape
  1080. shape->Draw(mDebugRenderer, shape_transform, Vec3::sReplicate(1.0f), had_hit? Color::sGreen : Color::sGrey, false, false);
  1081. #endif // JPH_DEBUG_RENDERER
  1082. }
  1083. break;
  1084. case EProbeMode::CastShape:
  1085. {
  1086. // Create shape cast
  1087. RefConst<Shape> shape = CreateProbeShape();
  1088. Mat44 rotation = Mat44::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI) * Mat44::sRotation(Vec3::sAxisY(), 0.2f * JPH_PI);
  1089. RShapeCast shape_cast = RShapeCast::sFromWorldTransform(shape, Vec3::sReplicate(1.0f), RMat44::sTranslation(start) * rotation, direction);
  1090. // Settings
  1091. ShapeCastSettings settings;
  1092. settings.mUseShrunkenShapeAndConvexRadius = mUseShrunkenShapeAndConvexRadius;
  1093. settings.mActiveEdgeMode = mActiveEdgeMode;
  1094. settings.mBackFaceModeTriangles = mBackFaceMode;
  1095. settings.mBackFaceModeConvex = mBackFaceMode;
  1096. settings.mReturnDeepestPoint = mReturnDeepestPoint;
  1097. settings.mCollectFacesMode = mCollectFacesMode;
  1098. // Cast shape
  1099. Array<ShapeCastResult> hits;
  1100. if (mMaxHits == 0)
  1101. {
  1102. AnyHitCollisionCollector<CastShapeCollector> collector;
  1103. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, base_offset, collector);
  1104. if (collector.HadHit())
  1105. hits.push_back(collector.mHit);
  1106. }
  1107. else if (mMaxHits == 1)
  1108. {
  1109. ClosestHitCollisionCollector<CastShapeCollector> collector;
  1110. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, base_offset, collector);
  1111. if (collector.HadHit())
  1112. hits.push_back(collector.mHit);
  1113. }
  1114. else
  1115. {
  1116. AllHitCollisionCollector<CastShapeCollector> collector;
  1117. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, base_offset, collector);
  1118. collector.Sort();
  1119. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  1120. if ((int)hits.size() > mMaxHits)
  1121. hits.resize(mMaxHits);
  1122. }
  1123. had_hit = !hits.empty();
  1124. if (had_hit)
  1125. {
  1126. // Fill in results
  1127. ShapeCastResult &first_hit = hits.front();
  1128. outPosition = shape_cast.GetPointOnRay(first_hit.mFraction);
  1129. outFraction = first_hit.mFraction;
  1130. outID = first_hit.mBodyID2;
  1131. // Draw results
  1132. RVec3 prev_position = start;
  1133. bool c = false;
  1134. for (const ShapeCastResult &hit : hits)
  1135. {
  1136. // Draw line
  1137. RVec3 position = shape_cast.GetPointOnRay(hit.mFraction);
  1138. mDebugRenderer->DrawLine(prev_position, position, c? Color::sGrey : Color::sWhite);
  1139. c = !c;
  1140. prev_position = position;
  1141. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID2);
  1142. if (lock.Succeeded())
  1143. {
  1144. const Body &hit_body = lock.GetBody();
  1145. // Draw shape
  1146. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1147. #ifdef JPH_DEBUG_RENDERER
  1148. shape_cast.mShape->Draw(mDebugRenderer, shape_cast.mCenterOfMassStart.PostTranslated(hit.mFraction * shape_cast.mDirection), Vec3::sReplicate(1.0f), color, false, false);
  1149. #endif // JPH_DEBUG_RENDERER
  1150. // Draw normal
  1151. RVec3 contact_position1 = base_offset + hit.mContactPointOn1;
  1152. RVec3 contact_position2 = base_offset + hit.mContactPointOn2;
  1153. Vec3 normal = hit.mPenetrationAxis.Normalized();
  1154. mDebugRenderer->DrawArrow(contact_position2, contact_position2 - normal, color, 0.01f); // Flip to make it point towards the cast body
  1155. // Contact position 1
  1156. mDebugRenderer->DrawMarker(contact_position1, Color::sGreen, 0.1f);
  1157. // Draw perpendicular axis to indicate contact position 2
  1158. Vec3 perp1 = normal.GetNormalizedPerpendicular();
  1159. Vec3 perp2 = normal.Cross(perp1);
  1160. mDebugRenderer->DrawLine(contact_position2 - 0.1f * perp1, contact_position2 + 0.1f * perp1, color);
  1161. mDebugRenderer->DrawLine(contact_position2 - 0.1f * perp2, contact_position2 + 0.1f * perp2, color);
  1162. // Draw material
  1163. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  1164. mDebugRenderer->DrawText3D(position, material2->GetDebugName());
  1165. // Draw faces
  1166. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), hit.mShape1Face, Color::sYellow, 0.01f);
  1167. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), hit.mShape2Face, Color::sRed, 0.01f);
  1168. }
  1169. }
  1170. // Draw remainder of line
  1171. mDebugRenderer->DrawLine(shape_cast.GetPointOnRay(hits.back().mFraction), start + direction, Color::sRed);
  1172. }
  1173. else
  1174. {
  1175. // Draw 'miss'
  1176. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1177. #ifdef JPH_DEBUG_RENDERER
  1178. shape_cast.mShape->Draw(mDebugRenderer, shape_cast.mCenterOfMassStart.PostTranslated(shape_cast.mDirection), Vec3::sReplicate(1.0f), Color::sRed, false, false);
  1179. #endif // JPH_DEBUG_RENDERER
  1180. }
  1181. }
  1182. break;
  1183. case EProbeMode::TransformedShape:
  1184. {
  1185. // Create box
  1186. const float fraction = 0.2f;
  1187. RVec3 center = start + fraction * direction;
  1188. Vec3 half_extent = 0.5f * mShapeScale;
  1189. AABox box(center - half_extent, center + half_extent);
  1190. // Get shapes
  1191. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1192. mPhysicsSystem->GetNarrowPhaseQuery().CollectTransformedShapes(box, collector);
  1193. // Draw results
  1194. for (const TransformedShape &ts : collector.mHits)
  1195. mDebugRenderer->DrawWireBox(RMat44::sRotationTranslation(ts.mShapeRotation, ts.mShapePositionCOM) * Mat44::sScale(ts.GetShapeScale()), ts.mShape->GetLocalBounds(), Color::sYellow);
  1196. // Draw test location
  1197. mDebugRenderer->DrawWireBox(box, !collector.mHits.empty()? Color::sGreen : Color::sRed);
  1198. }
  1199. break;
  1200. case EProbeMode::GetTriangles:
  1201. {
  1202. // Create box
  1203. const float fraction = 0.2f;
  1204. RVec3 center = start + fraction * direction;
  1205. Vec3 half_extent = 2.0f * mShapeScale;
  1206. AABox box(center - half_extent, center + half_extent);
  1207. // Get shapes
  1208. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1209. mPhysicsSystem->GetNarrowPhaseQuery().CollectTransformedShapes(box, collector);
  1210. // Loop over shapes
  1211. had_hit = false;
  1212. for (const TransformedShape &ts : collector.mHits)
  1213. {
  1214. const int cMaxTriangles = 32;
  1215. Float3 vertices[cMaxTriangles * 3];
  1216. const PhysicsMaterial *materials[cMaxTriangles];
  1217. // Start iterating triangles
  1218. Shape::GetTrianglesContext ctx;
  1219. ts.GetTrianglesStart(ctx, box, base_offset);
  1220. for (;;)
  1221. {
  1222. // Fetch next triangles
  1223. int count = ts.GetTrianglesNext(ctx, cMaxTriangles, vertices, materials);
  1224. if (count == 0)
  1225. break;
  1226. // Draw triangles
  1227. const PhysicsMaterial **m = materials;
  1228. for (Float3 *v = vertices, *v_end = vertices + 3 * count; v < v_end; v += 3, ++m)
  1229. {
  1230. RVec3 v1 = base_offset + Vec3(v[0]), v2 = base_offset + Vec3(v[1]), v3 = base_offset + Vec3(v[2]);
  1231. RVec3 triangle_center = (v1 + v2 + v3) / 3.0f;
  1232. Vec3 triangle_normal = Vec3(v2 - v1).Cross(Vec3(v3 - v1)).Normalized();
  1233. mDebugRenderer->DrawWireTriangle(v1, v2, v3, (*m)->GetDebugColor());
  1234. mDebugRenderer->DrawArrow(triangle_center, triangle_center + triangle_normal, Color::sGreen, 0.01f);
  1235. }
  1236. had_hit = true;
  1237. }
  1238. }
  1239. // Draw test location
  1240. mDebugRenderer->DrawWireBox(box, had_hit? Color::sGreen : Color::sRed);
  1241. }
  1242. break;
  1243. case EProbeMode::BroadPhaseRay:
  1244. {
  1245. // Create ray
  1246. RayCast ray { Vec3(start), direction };
  1247. // Cast ray
  1248. AllHitCollisionCollector<RayCastBodyCollector> collector;
  1249. mPhysicsSystem->GetBroadPhaseQuery().CastRay(ray, collector);
  1250. collector.Sort();
  1251. had_hit = !collector.mHits.empty();
  1252. if (had_hit)
  1253. {
  1254. // Draw results
  1255. RVec3 prev_position = start;
  1256. bool c = false;
  1257. for (const BroadPhaseCastResult &hit : collector.mHits)
  1258. {
  1259. // Draw line
  1260. RVec3 position = start + hit.mFraction * direction;
  1261. Color cast_color = c? Color::sGrey : Color::sWhite;
  1262. mDebugRenderer->DrawLine(prev_position, position, cast_color);
  1263. mDebugRenderer->DrawMarker(position, cast_color, 0.1f);
  1264. c = !c;
  1265. prev_position = position;
  1266. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  1267. if (lock.Succeeded())
  1268. {
  1269. const Body &hit_body = lock.GetBody();
  1270. // Draw bounding box
  1271. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1272. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1273. }
  1274. }
  1275. // Draw remainder of line
  1276. mDebugRenderer->DrawLine(start + collector.mHits.back().mFraction * direction, start + direction, Color::sRed);
  1277. }
  1278. else
  1279. {
  1280. // Draw 'miss'
  1281. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1282. mDebugRenderer->DrawMarker(start + direction, Color::sRed, 0.1f);
  1283. }
  1284. }
  1285. break;
  1286. case EProbeMode::BroadPhaseBox:
  1287. {
  1288. // Create box
  1289. const float fraction = 0.2f;
  1290. RVec3 center = start + fraction * direction;
  1291. Vec3 half_extent = 2.0f * mShapeScale;
  1292. AABox box(center - half_extent, center + half_extent);
  1293. // Collide box
  1294. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1295. mPhysicsSystem->GetBroadPhaseQuery().CollideAABox(box, collector);
  1296. had_hit = !collector.mHits.empty();
  1297. if (had_hit)
  1298. {
  1299. // Draw results
  1300. for (const BodyID &hit : collector.mHits)
  1301. {
  1302. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1303. if (lock.Succeeded())
  1304. {
  1305. const Body &hit_body = lock.GetBody();
  1306. // Draw bounding box
  1307. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1308. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1309. }
  1310. }
  1311. }
  1312. // Draw test location
  1313. mDebugRenderer->DrawWireBox(box, had_hit? Color::sGreen : Color::sRed);
  1314. }
  1315. break;
  1316. case EProbeMode::BroadPhaseSphere:
  1317. {
  1318. // Create sphere
  1319. const float fraction = 0.2f;
  1320. const float radius = mShapeScale.Length() * 2.0f;
  1321. Vec3 point(start + fraction * direction);
  1322. // Collide sphere
  1323. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1324. mPhysicsSystem->GetBroadPhaseQuery().CollideSphere(point, radius, collector);
  1325. had_hit = !collector.mHits.empty();
  1326. if (had_hit)
  1327. {
  1328. // Draw results
  1329. for (const BodyID &hit : collector.mHits)
  1330. {
  1331. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1332. if (lock.Succeeded())
  1333. {
  1334. const Body &hit_body = lock.GetBody();
  1335. // Draw bounding box
  1336. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1337. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1338. }
  1339. }
  1340. }
  1341. // Draw test location
  1342. mDebugRenderer->DrawWireSphere(RVec3(point), radius, had_hit? Color::sGreen : Color::sRed);
  1343. }
  1344. break;
  1345. case EProbeMode::BroadPhasePoint:
  1346. {
  1347. // Create point
  1348. const float fraction = 0.1f;
  1349. Vec3 point(start + fraction * direction);
  1350. // Collide point
  1351. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1352. mPhysicsSystem->GetBroadPhaseQuery().CollidePoint(point, collector);
  1353. had_hit = !collector.mHits.empty();
  1354. if (had_hit)
  1355. {
  1356. // Draw results
  1357. for (const BodyID &hit : collector.mHits)
  1358. {
  1359. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1360. if (lock.Succeeded())
  1361. {
  1362. const Body &hit_body = lock.GetBody();
  1363. // Draw bounding box
  1364. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1365. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1366. }
  1367. }
  1368. }
  1369. // Draw test location
  1370. mDebugRenderer->DrawMarker(RVec3(point), had_hit? Color::sGreen : Color::sRed, 0.1f);
  1371. }
  1372. break;
  1373. case EProbeMode::BroadPhaseOrientedBox:
  1374. {
  1375. // Create box
  1376. const float fraction = 0.2f;
  1377. Vec3 center(start + fraction * direction);
  1378. Vec3 half_extent = 2.0f * mShapeScale;
  1379. OrientedBox box(Mat44::sRotationTranslation(Quat::sRotation(Vec3::sAxisZ(), 0.2f * JPH_PI) * Quat::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI), center), half_extent);
  1380. // Collide box
  1381. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1382. mPhysicsSystem->GetBroadPhaseQuery().CollideOrientedBox(box, collector);
  1383. had_hit = !collector.mHits.empty();
  1384. if (had_hit)
  1385. {
  1386. // Draw results
  1387. for (const BodyID &hit : collector.mHits)
  1388. {
  1389. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1390. if (lock.Succeeded())
  1391. {
  1392. const Body &hit_body = lock.GetBody();
  1393. // Draw bounding box
  1394. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1395. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1396. }
  1397. }
  1398. }
  1399. // Draw test location
  1400. mDebugRenderer->DrawWireBox(box, had_hit? Color::sGreen : Color::sRed);
  1401. }
  1402. break;
  1403. case EProbeMode::BroadPhaseCastBox:
  1404. {
  1405. // Create box
  1406. Vec3 half_extent = 2.0f * mShapeScale;
  1407. AABox box(start - half_extent, start + half_extent);
  1408. AABoxCast box_cast { box, direction };
  1409. // Cast box
  1410. AllHitCollisionCollector<CastShapeBodyCollector> collector;
  1411. mPhysicsSystem->GetBroadPhaseQuery().CastAABox(box_cast, collector);
  1412. collector.Sort();
  1413. had_hit = !collector.mHits.empty();
  1414. if (had_hit)
  1415. {
  1416. // Draw results
  1417. RVec3 prev_position = start;
  1418. bool c = false;
  1419. for (const BroadPhaseCastResult &hit : collector.mHits)
  1420. {
  1421. // Draw line
  1422. RVec3 position = start + hit.mFraction * direction;
  1423. Color cast_color = c? Color::sGrey : Color::sWhite;
  1424. mDebugRenderer->DrawLine(prev_position, position, cast_color);
  1425. mDebugRenderer->DrawWireBox(RMat44::sTranslation(position), AABox(-half_extent, half_extent), cast_color);
  1426. c = !c;
  1427. prev_position = position;
  1428. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  1429. if (lock.Succeeded())
  1430. {
  1431. const Body &hit_body = lock.GetBody();
  1432. // Draw bounding box
  1433. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1434. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1435. }
  1436. }
  1437. // Draw remainder of line
  1438. mDebugRenderer->DrawLine(start + collector.mHits.back().mFraction * direction, start + direction, Color::sRed);
  1439. }
  1440. else
  1441. {
  1442. // Draw 'miss'
  1443. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1444. mDebugRenderer->DrawWireBox(RMat44::sTranslation(start + direction), AABox(-half_extent, half_extent), Color::sRed);
  1445. }
  1446. }
  1447. break;
  1448. }
  1449. return had_hit;
  1450. }
  1451. void SamplesApp::UpdateDebug()
  1452. {
  1453. JPH_PROFILE_FUNCTION();
  1454. const float cDragRayLength = 40.0f;
  1455. BodyInterface &bi = mPhysicsSystem->GetBodyInterface();
  1456. // Handle keyboard input for which simulation needs to be running
  1457. for (int key = mKeyboard->GetFirstKey(); key != 0; key = mKeyboard->GetNextKey())
  1458. switch (key)
  1459. {
  1460. case DIK_B:
  1461. ShootObject();
  1462. break;
  1463. }
  1464. // Allow the user to drag rigid bodies around
  1465. if (mDragConstraint == nullptr)
  1466. {
  1467. // Not dragging yet
  1468. RVec3 hit_position;
  1469. float hit_fraction;
  1470. if (CastProbe(cDragRayLength, hit_fraction, hit_position, mDragBody))
  1471. {
  1472. // If key is pressed create constraint to start dragging
  1473. if (mKeyboard->IsKeyPressed(DIK_SPACE))
  1474. {
  1475. // Target body must be dynamic
  1476. BodyLockWrite lock(mPhysicsSystem->GetBodyLockInterface(), mDragBody);
  1477. if (lock.Succeeded())
  1478. {
  1479. Body &drag_body = lock.GetBody();
  1480. if (drag_body.IsDynamic())
  1481. {
  1482. // Create constraint to drag body
  1483. DistanceConstraintSettings settings;
  1484. settings.mPoint1 = settings.mPoint2 = hit_position;
  1485. settings.mFrequency = 2.0f / GetWorldScale();
  1486. settings.mDamping = 1.0f;
  1487. // Construct fixed body for the mouse constraint
  1488. // Note that we don't add it to the world since we don't want anything to collide with it, we just
  1489. // need an anchor for a constraint
  1490. Body *drag_anchor = bi.CreateBody(BodyCreationSettings(new SphereShape(0.01f), hit_position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  1491. mDragAnchor = drag_anchor;
  1492. // Construct constraint that connects the drag anchor with the body that we want to drag
  1493. mDragConstraint = settings.Create(*drag_anchor, drag_body);
  1494. mPhysicsSystem->AddConstraint(mDragConstraint);
  1495. mDragFraction = hit_fraction;
  1496. }
  1497. }
  1498. }
  1499. }
  1500. }
  1501. else
  1502. {
  1503. if (!mKeyboard->IsKeyPressed(DIK_SPACE))
  1504. {
  1505. // If key released, destroy constraint
  1506. if (mDragConstraint != nullptr)
  1507. mPhysicsSystem->RemoveConstraint(mDragConstraint);
  1508. mDragConstraint = nullptr;
  1509. // Destroy drag anchor
  1510. bi.DestroyBody(mDragAnchor->GetID());
  1511. mDragAnchor = nullptr;
  1512. // Forget the drag body
  1513. mDragBody = BodyID();
  1514. }
  1515. else
  1516. {
  1517. // Else update position of anchor
  1518. bi.SetPositionAndRotation(mDragAnchor->GetID(), GetCamera().mPos + cDragRayLength * mDragFraction * GetCamera().mForward, Quat::sIdentity(), EActivation::DontActivate);
  1519. // Activate other body
  1520. bi.ActivateBody(mDragBody);
  1521. }
  1522. }
  1523. }
  1524. bool SamplesApp::RenderFrame(float inDeltaTime)
  1525. {
  1526. // Reinitialize the job system if the concurrency setting changed
  1527. if (mMaxConcurrentJobs != mJobSystem->GetMaxConcurrency())
  1528. static_cast<JobSystemThreadPool *>(mJobSystem)->SetNumThreads(mMaxConcurrentJobs - 1);
  1529. // Restart the test if the test requests this
  1530. if (mTest->NeedsRestart())
  1531. {
  1532. StartTest(mTestClass);
  1533. return true;
  1534. }
  1535. // Get the status string
  1536. mStatusString = mTest->GetStatusString();
  1537. // Select the next test if automatic testing times out
  1538. if (!CheckNextTest())
  1539. return false;
  1540. // Handle keyboard input
  1541. bool shift = mKeyboard->IsKeyPressed(DIK_LSHIFT) || mKeyboard->IsKeyPressed(DIK_RSHIFT);
  1542. #ifdef JPH_DEBUG_RENDERER
  1543. bool alt = mKeyboard->IsKeyPressed(DIK_LALT) || mKeyboard->IsKeyPressed(DIK_RALT);
  1544. #endif // JPH_DEBUG_RENDERER
  1545. for (int key = mKeyboard->GetFirstKey(); key != 0; key = mKeyboard->GetNextKey())
  1546. switch (key)
  1547. {
  1548. case DIK_R:
  1549. StartTest(mTestClass);
  1550. return true;
  1551. case DIK_N:
  1552. if (!mTestsToRun.empty())
  1553. NextTest();
  1554. break;
  1555. #ifdef JPH_DEBUG_RENDERER
  1556. case DIK_H:
  1557. if (shift)
  1558. mBodyDrawSettings.mDrawGetSupportFunction = !mBodyDrawSettings.mDrawGetSupportFunction;
  1559. else if (alt)
  1560. mDrawGetTriangles = !mDrawGetTriangles;
  1561. else
  1562. mBodyDrawSettings.mDrawShape = !mBodyDrawSettings.mDrawShape;
  1563. break;
  1564. case DIK_F:
  1565. if (shift)
  1566. mBodyDrawSettings.mDrawGetSupportingFace = !mBodyDrawSettings.mDrawGetSupportingFace;
  1567. break;
  1568. case DIK_I:
  1569. mBodyDrawSettings.mDrawMassAndInertia = !mBodyDrawSettings.mDrawMassAndInertia;
  1570. break;
  1571. case DIK_1:
  1572. ContactConstraintManager::sDrawContactPoint = !ContactConstraintManager::sDrawContactPoint;
  1573. break;
  1574. case DIK_2:
  1575. ContactConstraintManager::sDrawSupportingFaces = !ContactConstraintManager::sDrawSupportingFaces;
  1576. break;
  1577. case DIK_3:
  1578. ContactConstraintManager::sDrawContactPointReduction = !ContactConstraintManager::sDrawContactPointReduction;
  1579. break;
  1580. case DIK_C:
  1581. mDrawConstraints = !mDrawConstraints;
  1582. break;
  1583. case DIK_L:
  1584. mDrawConstraintLimits = !mDrawConstraintLimits;
  1585. break;
  1586. case DIK_M:
  1587. ContactConstraintManager::sDrawContactManifolds = !ContactConstraintManager::sDrawContactManifolds;
  1588. break;
  1589. case DIK_W:
  1590. if (alt)
  1591. mBodyDrawSettings.mDrawShapeWireframe = !mBodyDrawSettings.mDrawShapeWireframe;
  1592. break;
  1593. #endif // JPH_DEBUG_RENDERER
  1594. case DIK_COMMA:
  1595. // Back stepping
  1596. if (mPlaybackFrames.size() > 1)
  1597. {
  1598. if (mPlaybackMode == EPlaybackMode::Play)
  1599. {
  1600. JPH_ASSERT(mCurrentPlaybackFrame == -1);
  1601. mCurrentPlaybackFrame = (int)mPlaybackFrames.size() - 1;
  1602. }
  1603. mPlaybackMode = shift? EPlaybackMode::Rewind : EPlaybackMode::StepBack;
  1604. }
  1605. break;
  1606. case DIK_PERIOD:
  1607. // Forward stepping
  1608. if (mPlaybackMode != EPlaybackMode::Play)
  1609. {
  1610. JPH_ASSERT(mCurrentPlaybackFrame >= 0);
  1611. mPlaybackMode = shift? EPlaybackMode::FastForward : EPlaybackMode::StepForward;
  1612. }
  1613. break;
  1614. }
  1615. // Stop recording if record state is turned off
  1616. if (!mRecordState)
  1617. {
  1618. mPlaybackFrames.clear();
  1619. mPlaybackMode = EPlaybackMode::Play;
  1620. mCurrentPlaybackFrame = -1;
  1621. }
  1622. // Determine if we need to check deterministic simulation
  1623. bool check_determinism = mCheckDeterminism && mTest->IsDeterministic();
  1624. // Check if we've in replay mode
  1625. if (mPlaybackMode != EPlaybackMode::Play)
  1626. {
  1627. JPH_PROFILE("RestoreState");
  1628. // We're in replay mode
  1629. JPH_ASSERT(mCurrentPlaybackFrame >= 0);
  1630. // Ensure the simulation is paused
  1631. Pause(true);
  1632. // Always restore state when not paused, the debug drawing will be cleared
  1633. bool restore_state = inDeltaTime > 0.0f;
  1634. // Advance to the next frame when single stepping or unpausing
  1635. switch (mPlaybackMode)
  1636. {
  1637. case EPlaybackMode::StepBack:
  1638. mPlaybackMode = EPlaybackMode::Stop;
  1639. [[fallthrough]];
  1640. case EPlaybackMode::Rewind:
  1641. if (mCurrentPlaybackFrame > 0)
  1642. {
  1643. mCurrentPlaybackFrame--;
  1644. restore_state = true;
  1645. }
  1646. break;
  1647. case EPlaybackMode::StepForward:
  1648. mPlaybackMode = EPlaybackMode::Stop;
  1649. [[fallthrough]];
  1650. case EPlaybackMode::FastForward:
  1651. if (mCurrentPlaybackFrame < (int)mPlaybackFrames.size() - 1)
  1652. {
  1653. mCurrentPlaybackFrame++;
  1654. restore_state = true;
  1655. }
  1656. break;
  1657. case EPlaybackMode::Stop:
  1658. case EPlaybackMode::Play:
  1659. // Satisfy compiler
  1660. break;
  1661. }
  1662. // If the replay frame changed we need to update state
  1663. if (restore_state)
  1664. {
  1665. // Clear existing debug stuff so we can render this restored frame
  1666. // (if we're paused, we will otherwise not clear the debugging stuff)
  1667. ClearDebugRenderer();
  1668. // Restore state to what it was during that time
  1669. StateRecorderImpl &recorder = mPlaybackFrames[mCurrentPlaybackFrame];
  1670. RestoreState(recorder);
  1671. // Physics world is drawn using debug lines, when not paused
  1672. // Draw state prior to step so that debug lines are created from the same state
  1673. // (the constraints are solved on the current state and then the world is stepped)
  1674. DrawPhysics();
  1675. // Step the world (with fixed frequency)
  1676. StepPhysics(mJobSystem);
  1677. #ifdef JPH_DEBUG_RENDERER
  1678. // Draw any contacts that were collected through the contact listener
  1679. if (mContactListener)
  1680. mContactListener->DrawState();
  1681. #endif // JPH_DEBUG_RENDERER
  1682. // Validate that update result is the same as the previously recorded state
  1683. if (check_determinism && mCurrentPlaybackFrame < (int)mPlaybackFrames.size() - 1)
  1684. ValidateState(mPlaybackFrames[mCurrentPlaybackFrame + 1]);
  1685. }
  1686. // On the last frame go back to play mode
  1687. if (mCurrentPlaybackFrame >= (int)mPlaybackFrames.size() - 1)
  1688. {
  1689. mPlaybackMode = EPlaybackMode::Play;
  1690. mCurrentPlaybackFrame = -1;
  1691. }
  1692. // On the first frame go to stop mode
  1693. if (mCurrentPlaybackFrame == 0)
  1694. mPlaybackMode = EPlaybackMode::Stop;
  1695. }
  1696. else
  1697. {
  1698. // Normal update
  1699. JPH_ASSERT(mCurrentPlaybackFrame == -1);
  1700. if (inDeltaTime > 0.0f)
  1701. {
  1702. // Debugging functionality like shooting a ball and dragging objects
  1703. UpdateDebug();
  1704. if (mRecordState || check_determinism)
  1705. {
  1706. // Record the state prior to the step
  1707. mPlaybackFrames.push_back(StateRecorderImpl());
  1708. SaveState(mPlaybackFrames.back());
  1709. }
  1710. // Physics world is drawn using debug lines, when not paused
  1711. // Draw state prior to step so that debug lines are created from the same state
  1712. // (the constraints are solved on the current state and then the world is stepped)
  1713. DrawPhysics();
  1714. // Update the physics world
  1715. StepPhysics(mJobSystem);
  1716. #ifdef JPH_DEBUG_RENDERER
  1717. // Draw any contacts that were collected through the contact listener
  1718. if (mContactListener)
  1719. mContactListener->DrawState();
  1720. #endif // JPH_DEBUG_RENDERER
  1721. if (check_determinism)
  1722. {
  1723. // Save the current state
  1724. StateRecorderImpl post_step_state;
  1725. SaveState(post_step_state);
  1726. // Restore to the previous state
  1727. RestoreState(mPlaybackFrames.back());
  1728. // Step again
  1729. StepPhysics(mJobSystemValidating);
  1730. // Validate that the result is the same
  1731. ValidateState(post_step_state);
  1732. }
  1733. }
  1734. }
  1735. return true;
  1736. }
  1737. void SamplesApp::DrawPhysics()
  1738. {
  1739. #ifdef JPH_DEBUG_RENDERER
  1740. mPhysicsSystem->DrawBodies(mBodyDrawSettings, mDebugRenderer);
  1741. if (mDrawConstraints)
  1742. mPhysicsSystem->DrawConstraints(mDebugRenderer);
  1743. if (mDrawConstraintLimits)
  1744. mPhysicsSystem->DrawConstraintLimits(mDebugRenderer);
  1745. if (mDrawConstraintReferenceFrame)
  1746. mPhysicsSystem->DrawConstraintReferenceFrame(mDebugRenderer);
  1747. #endif // JPH_DEBUG_RENDERER
  1748. // This map collects the shapes that we used this frame
  1749. ShapeToGeometryMap shape_to_geometry;
  1750. #ifdef JPH_DEBUG_RENDERER
  1751. if (mDrawGetTriangles)
  1752. #endif // JPH_DEBUG_RENDERER
  1753. {
  1754. JPH_PROFILE("DrawGetTriangles");
  1755. // Iterate through all active bodies
  1756. BodyIDVector bodies;
  1757. mPhysicsSystem->GetBodies(bodies);
  1758. const BodyLockInterface &bli = mPhysicsSystem->GetBodyLockInterface();
  1759. for (BodyID b : bodies)
  1760. {
  1761. // Get the body
  1762. BodyLockRead lock(bli, b);
  1763. if (lock.SucceededAndIsInBroadPhase())
  1764. {
  1765. // Collect all leaf shapes for the body and their transforms
  1766. const Body &body = lock.GetBody();
  1767. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1768. body.GetTransformedShape().CollectTransformedShapes(body.GetWorldSpaceBounds(), collector);
  1769. // Draw all leaf shapes
  1770. for (const TransformedShape &transformed_shape : collector.mHits)
  1771. {
  1772. DebugRenderer::GeometryRef geometry;
  1773. // Find geometry from previous frame
  1774. ShapeToGeometryMap::iterator map_iterator = mShapeToGeometry.find(transformed_shape.mShape);
  1775. if (map_iterator != mShapeToGeometry.end())
  1776. geometry = map_iterator->second;
  1777. if (geometry == nullptr)
  1778. {
  1779. // Find geometry from this frame
  1780. map_iterator = shape_to_geometry.find(transformed_shape.mShape);
  1781. if (map_iterator != shape_to_geometry.end())
  1782. geometry = map_iterator->second;
  1783. }
  1784. if (geometry == nullptr)
  1785. {
  1786. // Geometry not cached
  1787. Array<DebugRenderer::Triangle> triangles;
  1788. // Start iterating all triangles of the shape
  1789. Shape::GetTrianglesContext context;
  1790. transformed_shape.mShape->GetTrianglesStart(context, AABox::sBiggest(), Vec3::sZero(), Quat::sIdentity(), Vec3::sReplicate(1.0f));
  1791. for (;;)
  1792. {
  1793. // Get the next batch of vertices
  1794. constexpr int cMaxTriangles = 1000;
  1795. Float3 vertices[3 * cMaxTriangles];
  1796. int triangle_count = transformed_shape.mShape->GetTrianglesNext(context, cMaxTriangles, vertices);
  1797. if (triangle_count == 0)
  1798. break;
  1799. // Allocate space for triangles
  1800. size_t output_index = triangles.size();
  1801. triangles.resize(triangles.size() + triangle_count);
  1802. DebugRenderer::Triangle *triangle = &triangles[output_index];
  1803. // Convert to a renderable triangle
  1804. for (int vertex = 0, vertex_max = 3 * triangle_count; vertex < vertex_max; vertex += 3, ++triangle)
  1805. {
  1806. // Get the vertices
  1807. Vec3 v1(vertices[vertex + 0]);
  1808. Vec3 v2(vertices[vertex + 1]);
  1809. Vec3 v3(vertices[vertex + 2]);
  1810. // Calculate the normal
  1811. Float3 normal;
  1812. (v2 - v1).Cross(v3 - v1).NormalizedOr(Vec3::sZero()).StoreFloat3(&normal);
  1813. v1.StoreFloat3(&triangle->mV[0].mPosition);
  1814. triangle->mV[0].mNormal = normal;
  1815. triangle->mV[0].mColor = Color::sWhite;
  1816. triangle->mV[0].mUV = Float2(0, 0);
  1817. v2.StoreFloat3(&triangle->mV[1].mPosition);
  1818. triangle->mV[1].mNormal = normal;
  1819. triangle->mV[1].mColor = Color::sWhite;
  1820. triangle->mV[1].mUV = Float2(0, 0);
  1821. v3.StoreFloat3(&triangle->mV[2].mPosition);
  1822. triangle->mV[2].mNormal = normal;
  1823. triangle->mV[2].mColor = Color::sWhite;
  1824. triangle->mV[2].mUV = Float2(0, 0);
  1825. }
  1826. }
  1827. // Convert to geometry
  1828. geometry = new DebugRenderer::Geometry(mDebugRenderer->CreateTriangleBatch(triangles), transformed_shape.mShape->GetLocalBounds());
  1829. }
  1830. // Ensure that we cache the geometry for next frame
  1831. shape_to_geometry[transformed_shape.mShape] = geometry;
  1832. // Determine color
  1833. Color color;
  1834. switch (body.GetMotionType())
  1835. {
  1836. case EMotionType::Static:
  1837. color = Color::sGrey;
  1838. break;
  1839. case EMotionType::Kinematic:
  1840. color = Color::sGreen;
  1841. break;
  1842. case EMotionType::Dynamic:
  1843. color = Color::sGetDistinctColor(body.GetID().GetIndex());
  1844. break;
  1845. default:
  1846. JPH_ASSERT(false);
  1847. color = Color::sBlack;
  1848. break;
  1849. }
  1850. // Draw the geometry
  1851. Vec3 scale = transformed_shape.GetShapeScale();
  1852. bool inside_out = ScaleHelpers::IsInsideOut(scale);
  1853. RMat44 matrix = transformed_shape.GetCenterOfMassTransform().PreScaled(scale);
  1854. mDebugRenderer->DrawGeometry(matrix, color, geometry, inside_out? DebugRenderer::ECullMode::CullFrontFace : DebugRenderer::ECullMode::CullBackFace, DebugRenderer::ECastShadow::On, body.IsSensor()? DebugRenderer::EDrawMode::Wireframe : DebugRenderer::EDrawMode::Solid);
  1855. }
  1856. }
  1857. }
  1858. }
  1859. // Replace the map with the newly created map so that shapes that we don't draw / were removed are released
  1860. mShapeToGeometry = std::move(shape_to_geometry);
  1861. }
  1862. void SamplesApp::StepPhysics(JobSystem *inJobSystem)
  1863. {
  1864. float delta_time = 1.0f / mUpdateFrequency;
  1865. {
  1866. // Pre update
  1867. JPH_PROFILE("PrePhysicsUpdate");
  1868. Test::PreUpdateParams pre_update;
  1869. pre_update.mDeltaTime = delta_time;
  1870. pre_update.mKeyboard = mKeyboard;
  1871. pre_update.mCameraState = GetCamera();
  1872. #ifdef JPH_DEBUG_RENDERER
  1873. pre_update.mPoseDrawSettings = &mPoseDrawSettings;
  1874. #endif // JPH_DEBUG_RENDERER
  1875. mTest->PrePhysicsUpdate(pre_update);
  1876. }
  1877. // Remember start tick
  1878. uint64 start_tick = GetProcessorTickCount();
  1879. // Step the world (with fixed frequency)
  1880. mPhysicsSystem->Update(delta_time, mCollisionSteps, mIntegrationSubSteps, mTempAllocator, inJobSystem);
  1881. #ifndef JPH_DISABLE_TEMP_ALLOCATOR
  1882. JPH_ASSERT(static_cast<TempAllocatorImpl *>(mTempAllocator)->IsEmpty());
  1883. #endif // JPH_DISABLE_TEMP_ALLOCATOR
  1884. // Accumulate time
  1885. mTotalTime += GetProcessorTickCount() - start_tick;
  1886. mStepNumber++;
  1887. // Print timing information
  1888. constexpr int cNumSteps = 60;
  1889. if (mStepNumber % cNumSteps == 0)
  1890. {
  1891. double us_per_step = double(mTotalTime / cNumSteps) / double(GetProcessorTicksPerSecond()) * 1.0e6;
  1892. Trace("Timing: %d, %.0f", mStepNumber / cNumSteps, us_per_step);
  1893. mTotalTime = 0;
  1894. }
  1895. #ifdef JPH_TRACK_BROADPHASE_STATS
  1896. if (mStepNumber % 600 == 0)
  1897. mPhysicsSystem->ReportBroadphaseStats();
  1898. #endif // JPH_TRACK_BROADPHASE_STATS
  1899. #ifdef JPH_TRACK_NARROWPHASE_STATS
  1900. if (mStepNumber % 600 == 0)
  1901. NarrowPhaseStat::sReportStats();
  1902. #endif // JPH_TRACK_NARROWPHASE_STATS
  1903. {
  1904. // Post update
  1905. JPH_PROFILE("PostPhysicsUpdate");
  1906. mTest->PostPhysicsUpdate(delta_time);
  1907. }
  1908. }
  1909. void SamplesApp::SaveState(StateRecorderImpl &inStream)
  1910. {
  1911. mTest->SaveState(inStream);
  1912. if (mContactListener)
  1913. mContactListener->SaveState(inStream);
  1914. mPhysicsSystem->SaveState(inStream);
  1915. }
  1916. void SamplesApp::RestoreState(StateRecorderImpl &inStream)
  1917. {
  1918. inStream.Rewind();
  1919. // Restore the state of the test first, this is needed because the test can make changes to
  1920. // the state of bodies that is not tracked by the PhysicsSystem::SaveState.
  1921. // E.g. in the ChangeShapeTest the shape is restored here, which needs to be done first
  1922. // because changing the shape changes Body::mPosition when the center of mass changes.
  1923. mTest->RestoreState(inStream);
  1924. if (mContactListener)
  1925. mContactListener->RestoreState(inStream);
  1926. if (!mPhysicsSystem->RestoreState(inStream))
  1927. FatalError("Failed to restore physics state");
  1928. }
  1929. void SamplesApp::ValidateState(StateRecorderImpl &inExpectedState)
  1930. {
  1931. // Save state
  1932. StateRecorderImpl current_state;
  1933. SaveState(current_state);
  1934. // Compare state with expected state
  1935. if (!current_state.IsEqual(inExpectedState))
  1936. {
  1937. // Mark this stream to break whenever it detects a memory change during reading
  1938. inExpectedState.SetValidating(true);
  1939. // Restore state. Anything that changes indicates a problem with the deterministic simulation.
  1940. RestoreState(inExpectedState);
  1941. // Turn change detection off again
  1942. inExpectedState.SetValidating(false);
  1943. }
  1944. }
  1945. void SamplesApp::GetInitialCamera(CameraState &ioState) const
  1946. {
  1947. // Default if the test doesn't override it
  1948. ioState.mPos = GetWorldScale() * RVec3(30, 10, 30);
  1949. ioState.mForward = -Vec3(ioState.mPos).Normalized();
  1950. ioState.mFarPlane = 1000.0f;
  1951. mTest->GetInitialCamera(ioState);
  1952. }
  1953. RMat44 SamplesApp::GetCameraPivot(float inCameraHeading, float inCameraPitch) const
  1954. {
  1955. return mTest->GetCameraPivot(inCameraHeading, inCameraPitch);
  1956. }
  1957. float SamplesApp::GetWorldScale() const
  1958. {
  1959. return mTest != nullptr? mTest->GetWorldScale() : 1.0f;
  1960. }
  1961. ENTRY_POINT(SamplesApp, RegisterCustomMemoryHook)