PhysicsTestContext.h 3.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110
  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #pragma once
  5. #include <Jolt/Physics/PhysicsSystem.h>
  6. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  7. #include <Jolt/Physics/Constraints/TwoBodyConstraint.h>
  8. #include "Layers.h"
  9. JPH_SUPPRESS_WARNINGS_STD_BEGIN
  10. #include <fstream>
  11. JPH_SUPPRESS_WARNINGS_STD_END
  12. namespace JPH {
  13. class TempAllocator;
  14. class JobSystem;
  15. class DebugRendererRecorder;
  16. class StreamOutWrapper;
  17. };
  18. // Helper class used in test cases for creating and manipulating physics objects
  19. class PhysicsTestContext
  20. {
  21. public:
  22. // Constructor / destructor
  23. PhysicsTestContext(float inDeltaTime = 1.0f / 60.0f, int inCollisionSteps = 1, int inWorkerThreads = 0, uint inMaxBodies = 1024, uint inMaxBodyPairs = 4096, uint inMaxContactConstraints = 1024);
  24. ~PhysicsTestContext();
  25. // Set the gravity to zero
  26. void ZeroGravity();
  27. // Create a floor at Y = 0
  28. Body & CreateFloor();
  29. /// Create a body and add it to the world
  30. Body & CreateBody(const ShapeSettings *inShapeSettings, RVec3Arg inPosition, QuatArg inRotation, EMotionType inMotionType, EMotionQuality inMotionQuality, ObjectLayer inLayer, EActivation inActivation);
  31. // Create a box and add it to the world
  32. Body & CreateBox(RVec3Arg inPosition, QuatArg inRotation, EMotionType inMotionType, EMotionQuality inMotionQuality, ObjectLayer inLayer, Vec3Arg inHalfExtent, EActivation inActivation = EActivation::Activate);
  33. // Create a sphere and add it to the world
  34. Body & CreateSphere(RVec3Arg inPosition, float inRadius, EMotionType inMotionType, EMotionQuality inMotionQuality, ObjectLayer inLayer, EActivation inActivation = EActivation::Activate);
  35. // Create a constraint and add it to the world
  36. template <typename T>
  37. T & CreateConstraint(Body &inBody1, Body &inBody2, const TwoBodyConstraintSettings &inSettings)
  38. {
  39. T *constraint = static_cast<T *>(inSettings.Create(inBody1, inBody2));
  40. mSystem->AddConstraint(constraint);
  41. return *constraint;
  42. }
  43. // Simulate only for one delta time step
  44. EPhysicsUpdateError SimulateSingleStep();
  45. // Simulate the world for inTotalTime time
  46. EPhysicsUpdateError Simulate(float inTotalTime, function<void()> inPreStepCallback = []() { });
  47. // Predict position assuming ballistic motion using initial position, velocity acceleration and time
  48. RVec3 PredictPosition(RVec3Arg inPosition, Vec3Arg inVelocity, Vec3Arg inAcceleration, float inTotalTime) const;
  49. // Predict rotation assuming ballistic motion using initial orientation, angular velocity angular acceleration and time
  50. Quat PredictOrientation(QuatArg inRotation, Vec3Arg inAngularVelocity, Vec3Arg inAngularAcceleration, float inTotalTime) const;
  51. // Access to the physics system
  52. PhysicsSystem * GetSystem() const
  53. {
  54. return mSystem;
  55. }
  56. // Access to the body interface
  57. BodyInterface & GetBodyInterface() const
  58. {
  59. return mSystem->GetBodyInterface();
  60. }
  61. // Get delta time for simulation step
  62. inline float GetDeltaTime() const
  63. {
  64. return mDeltaTime;
  65. }
  66. // Get delta time for a simulation collision step
  67. inline float GetStepDeltaTime() const
  68. {
  69. return mDeltaTime / mCollisionSteps;
  70. }
  71. #ifdef JPH_DEBUG_RENDERER
  72. // Write the debug output to a file to be able to replay it with JoltViewer
  73. void RecordDebugOutput(const char *inFileName);
  74. #endif // JPH_DEBUG_RENDERER
  75. private:
  76. TempAllocator * mTempAllocator;
  77. JobSystem * mJobSystem;
  78. BPLayerInterfaceImpl mBroadPhaseLayerInterface;
  79. ObjectVsBroadPhaseLayerFilterImpl mObjectVsBroadPhaseLayerFilter;
  80. ObjectLayerPairFilterImpl mObjectVsObjectLayerFilter;
  81. PhysicsSystem * mSystem;
  82. #ifdef JPH_DEBUG_RENDERER
  83. DebugRendererRecorder *mDebugRenderer = nullptr;
  84. ofstream * mStream = nullptr;
  85. StreamOutWrapper * mStreamWrapper = nullptr;
  86. #endif // JPH_DEBUG_RENDERER
  87. float mDeltaTime;
  88. int mCollisionSteps;
  89. };