PhysicsTestContext.cpp 5.9 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 "UnitTestFramework.h"
  5. #include "PhysicsTestContext.h"
  6. #include <Jolt/Physics/Constraints/ContactConstraintManager.h>
  7. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  8. #include <Jolt/Physics/Collision/Shape/SphereShape.h>
  9. #include <Jolt/Core/JobSystemThreadPool.h>
  10. #include <Jolt/Core/TempAllocator.h>
  11. #include <Jolt/Core/StreamWrapper.h>
  12. #ifdef JPH_DEBUG_RENDERER
  13. #include <Jolt/Renderer/DebugRendererRecorder.h>
  14. #endif
  15. PhysicsTestContext::PhysicsTestContext(float inDeltaTime, int inCollisionSteps, int inWorkerThreads, uint inMaxBodies, uint inMaxBodyPairs, uint inMaxContactConstraints) :
  16. #ifdef JPH_DISABLE_TEMP_ALLOCATOR
  17. mTempAllocator(new TempAllocatorMalloc()),
  18. #else
  19. mTempAllocator(new TempAllocatorImpl(4 * 1024 * 1024)),
  20. #endif
  21. mJobSystem(new JobSystemThreadPool(cMaxPhysicsJobs, cMaxPhysicsBarriers, inWorkerThreads)),
  22. mDeltaTime(inDeltaTime),
  23. mCollisionSteps(inCollisionSteps)
  24. {
  25. // Create physics system
  26. mSystem = new PhysicsSystem();
  27. mSystem->Init(inMaxBodies, 0, inMaxBodyPairs, inMaxContactConstraints, mBroadPhaseLayerInterface, mObjectVsBroadPhaseLayerFilter, mObjectVsObjectLayerFilter);
  28. }
  29. PhysicsTestContext::~PhysicsTestContext()
  30. {
  31. #ifdef JPH_DEBUG_RENDERER
  32. delete mDebugRenderer;
  33. delete mStreamWrapper;
  34. delete mStream;
  35. #endif // JPH_DEBUG_RENDERER
  36. delete mSystem;
  37. delete mJobSystem;
  38. delete mTempAllocator;
  39. }
  40. void PhysicsTestContext::ZeroGravity()
  41. {
  42. mSystem->SetGravity(Vec3::sZero());
  43. }
  44. Body &PhysicsTestContext::CreateFloor()
  45. {
  46. BodyCreationSettings settings;
  47. settings.SetShape(new BoxShape(Vec3(100.0f, 1.0f, 100.0f), 0.0f));
  48. settings.mPosition = RVec3(0.0f, -1.0f, 0.0f);
  49. settings.mMotionType = EMotionType::Static;
  50. settings.mObjectLayer = Layers::NON_MOVING;
  51. Body &floor = *mSystem->GetBodyInterface().CreateBody(settings);
  52. mSystem->GetBodyInterface().AddBody(floor.GetID(), EActivation::DontActivate);
  53. return floor;
  54. }
  55. Body &PhysicsTestContext::CreateBody(const ShapeSettings *inShapeSettings, RVec3Arg inPosition, QuatArg inRotation, EMotionType inMotionType, EMotionQuality inMotionQuality, ObjectLayer inLayer, EActivation inActivation)
  56. {
  57. BodyCreationSettings settings;
  58. settings.SetShapeSettings(inShapeSettings);
  59. settings.mPosition = inPosition;
  60. settings.mRotation = inRotation;
  61. settings.mMotionType = inMotionType;
  62. settings.mMotionQuality = inMotionQuality;
  63. settings.mObjectLayer = inLayer;
  64. settings.mLinearDamping = 0.0f;
  65. settings.mAngularDamping = 0.0f;
  66. settings.mCollisionGroup.SetGroupID(0);
  67. Body &body = *mSystem->GetBodyInterface().CreateBody(settings);
  68. mSystem->GetBodyInterface().AddBody(body.GetID(), inActivation);
  69. return body;
  70. }
  71. Body &PhysicsTestContext::CreateBox(RVec3Arg inPosition, QuatArg inRotation, EMotionType inMotionType, EMotionQuality inMotionQuality, ObjectLayer inLayer, Vec3Arg inHalfExtent, EActivation inActivation)
  72. {
  73. return CreateBody(new BoxShapeSettings(inHalfExtent), inPosition, inRotation, inMotionType, inMotionQuality, inLayer, inActivation);
  74. }
  75. Body &PhysicsTestContext::CreateSphere(RVec3Arg inPosition, float inRadius, EMotionType inMotionType, EMotionQuality inMotionQuality, ObjectLayer inLayer, EActivation inActivation)
  76. {
  77. return CreateBody(new SphereShapeSettings(inRadius), inPosition, Quat::sIdentity(), inMotionType, inMotionQuality, inLayer, inActivation);
  78. }
  79. EPhysicsUpdateError PhysicsTestContext::SimulateSingleStep()
  80. {
  81. EPhysicsUpdateError errors = mSystem->Update(mDeltaTime, mCollisionSteps, mTempAllocator, mJobSystem);
  82. #ifndef JPH_DISABLE_TEMP_ALLOCATOR
  83. JPH_ASSERT(static_cast<TempAllocatorImpl *>(mTempAllocator)->IsEmpty());
  84. #endif // JPH_DISABLE_TEMP_ALLOCATOR
  85. #ifdef JPH_DEBUG_RENDERER
  86. if (mDebugRenderer != nullptr)
  87. {
  88. mSystem->DrawBodies(BodyManager::DrawSettings(), mDebugRenderer);
  89. mSystem->DrawConstraints(mDebugRenderer);
  90. mDebugRenderer->EndFrame();
  91. }
  92. #endif // JPH_DEBUG_RENDERER
  93. return errors;
  94. }
  95. EPhysicsUpdateError PhysicsTestContext::Simulate(float inTotalTime, function<void()> inPreStepCallback)
  96. {
  97. EPhysicsUpdateError errors = EPhysicsUpdateError::None;
  98. const int cNumSteps = int(round(inTotalTime / mDeltaTime));
  99. for (int s = 0; s < cNumSteps; ++s)
  100. {
  101. inPreStepCallback();
  102. errors |= SimulateSingleStep();
  103. }
  104. return errors;
  105. }
  106. RVec3 PhysicsTestContext::PredictPosition(RVec3Arg inPosition, Vec3Arg inVelocity, Vec3Arg inAcceleration, float inTotalTime) const
  107. {
  108. // Integrate position using a Symplectic Euler step (just like the PhysicsSystem)
  109. RVec3 pos = inPosition;
  110. Vec3 vel = inVelocity;
  111. const float delta_time = GetStepDeltaTime();
  112. const int cNumSteps = int(round(inTotalTime / delta_time));
  113. for (int s = 0; s < cNumSteps; ++s)
  114. {
  115. vel += inAcceleration * delta_time;
  116. pos += vel * delta_time;
  117. }
  118. return pos;
  119. }
  120. // Predict rotation assuming ballistic motion using initial orientation, angular velocity angular acceleration and time
  121. Quat PhysicsTestContext::PredictOrientation(QuatArg inRotation, Vec3Arg inAngularVelocity, Vec3Arg inAngularAcceleration, float inTotalTime) const
  122. {
  123. // Integrate position using a Symplectic Euler step (just like the PhysicsSystem)
  124. Quat rot = inRotation;
  125. Vec3 vel = inAngularVelocity;
  126. const float delta_time = GetStepDeltaTime();
  127. const int cNumSteps = int(round(inTotalTime / delta_time));
  128. for (int s = 0; s < cNumSteps; ++s)
  129. {
  130. vel += inAngularAcceleration * delta_time;
  131. float vel_len = vel.Length();
  132. if (vel_len != 0.0f)
  133. rot = Quat::sRotation(vel / vel_len, vel_len * delta_time) * rot;
  134. }
  135. return rot;
  136. }
  137. #ifdef JPH_DEBUG_RENDERER
  138. void PhysicsTestContext::RecordDebugOutput(const char *inFileName)
  139. {
  140. mStream = new ofstream;
  141. mStream->open(inFileName, ofstream::out | ofstream::binary | ofstream::trunc);
  142. if (mStream->is_open())
  143. {
  144. mStreamWrapper = new StreamOutWrapper(*mStream);
  145. mDebugRenderer = new DebugRendererRecorder(*mStreamWrapper);
  146. }
  147. else
  148. {
  149. delete mStream;
  150. mStream = nullptr;
  151. }
  152. }
  153. #endif // JPH_DEBUG_RENDERER