PhysicsDeterminismTests.cpp 6.3 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 "Layers.h"
  7. #include <Jolt/Physics/Constraints/SwingTwistConstraint.h>
  8. #include <Jolt/Physics/Collision/GroupFilterTable.h>
  9. TEST_SUITE("PhysicsDeterminismTests")
  10. {
  11. struct BodyProperties
  12. {
  13. RVec3 mPositionCOM;
  14. Quat mRotation;
  15. Vec3 mLinearVelocity;
  16. Vec3 mAngularVelocity;
  17. AABox mBounds;
  18. bool mIsActive;
  19. };
  20. /// Extract all relevant properties of a body for the test
  21. static void GetBodyProperties(PhysicsTestContext &ioContext, const BodyID &inBodyID, BodyProperties &outProperties)
  22. {
  23. BodyLockRead lock(ioContext.GetSystem()->GetBodyLockInterface(), inBodyID);
  24. if (lock.SucceededAndIsInBroadPhase())
  25. {
  26. const Body &body = lock.GetBody();
  27. outProperties.mIsActive = body.IsActive();
  28. outProperties.mPositionCOM = body.GetCenterOfMassPosition();
  29. outProperties.mRotation = body.GetRotation();
  30. outProperties.mLinearVelocity = body.GetLinearVelocity();
  31. outProperties.mAngularVelocity = body.GetAngularVelocity();
  32. outProperties.mBounds = body.GetWorldSpaceBounds();
  33. }
  34. else
  35. {
  36. CHECK(false);
  37. }
  38. }
  39. /// Step two physics simulations for inTotalTime and check after each step that the simulations are identical
  40. static void CompareSimulations(PhysicsTestContext &ioContext1, PhysicsTestContext &ioContext2, float inTotalTime)
  41. {
  42. CHECK(ioContext1.GetDeltaTime() == ioContext2.GetDeltaTime());
  43. // Step until we've stepped for inTotalTime
  44. for (float t = 0; t <= inTotalTime; t += ioContext1.GetDeltaTime())
  45. {
  46. // Step the simulation
  47. ioContext1.SimulateSingleStep();
  48. ioContext2.SimulateSingleStep();
  49. // Get all bodies
  50. BodyIDVector bodies1, bodies2;
  51. ioContext1.GetSystem()->GetBodies(bodies1);
  52. ioContext2.GetSystem()->GetBodies(bodies2);
  53. CHECK(bodies1.size() == bodies2.size());
  54. // Loop over all bodies
  55. for (size_t b = 0; b < min(bodies1.size(), bodies2.size()); ++b)
  56. {
  57. // Check that the body ID's match
  58. BodyID b1_id = bodies1[b];
  59. BodyID b2_id = bodies2[b];
  60. CHECK(b1_id == b2_id);
  61. // Get the properties of the body
  62. BodyProperties properties1, properties2;
  63. GetBodyProperties(ioContext1, b1_id, properties1);
  64. GetBodyProperties(ioContext2, b2_id, properties2);
  65. CHECK(properties1.mIsActive == properties2.mIsActive);
  66. CHECK(properties1.mPositionCOM == properties2.mPositionCOM);
  67. CHECK(properties1.mRotation == properties2.mRotation);
  68. CHECK(properties1.mLinearVelocity == properties2.mLinearVelocity);
  69. CHECK(properties1.mAngularVelocity == properties2.mAngularVelocity);
  70. CHECK(properties1.mBounds.mMin == properties2.mBounds.mMin);
  71. CHECK(properties1.mBounds.mMax == properties2.mBounds.mMax);
  72. }
  73. }
  74. }
  75. static void CreateGridOfBoxesDiscrete(PhysicsTestContext &ioContext)
  76. {
  77. UnitTestRandom random;
  78. uniform_real_distribution<float> restitution(0.0f, 1.0f);
  79. ioContext.CreateFloor();
  80. for (int x = 0; x < 5; ++x)
  81. for (int z = 0; z < 5; ++z)
  82. {
  83. Body &body = ioContext.CreateBox(RVec3(float(x), 5.0f, float(z)), Quat::sRandom(random), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sReplicate(0.1f));
  84. body.SetRestitution(restitution(random));
  85. body.SetLinearVelocity(Vec3::sRandom(random));
  86. }
  87. }
  88. TEST_CASE("TestGridOfBoxesDiscrete")
  89. {
  90. PhysicsTestContext c1(1.0f / 60.0f, 1, 0);
  91. CreateGridOfBoxesDiscrete(c1);
  92. PhysicsTestContext c2(1.0f / 60.0f, 1, 15);
  93. CreateGridOfBoxesDiscrete(c2);
  94. CompareSimulations(c1, c2, 5.0f);
  95. }
  96. static void CreateGridOfBoxesLinearCast(PhysicsTestContext &ioContext)
  97. {
  98. UnitTestRandom random;
  99. uniform_real_distribution<float> restitution(0.0f, 1.0f);
  100. ioContext.CreateFloor();
  101. for (int x = 0; x < 5; ++x)
  102. for (int z = 0; z < 5; ++z)
  103. {
  104. Body &body = ioContext.CreateBox(RVec3(float(x), 5.0f, float(z)), Quat::sRandom(random), EMotionType::Dynamic, EMotionQuality::LinearCast, Layers::MOVING, Vec3::sReplicate(0.1f));
  105. body.SetRestitution(restitution(random));
  106. body.SetLinearVelocity(Vec3::sRandom(random) - Vec3(0, -5.0f, 0));
  107. }
  108. }
  109. TEST_CASE("TestGridOfBoxesLinearCast")
  110. {
  111. PhysicsTestContext c1(1.0f / 60.0f, 1, 0);
  112. CreateGridOfBoxesLinearCast(c1);
  113. PhysicsTestContext c2(1.0f / 60.0f, 1, 15);
  114. CreateGridOfBoxesLinearCast(c2);
  115. CompareSimulations(c1, c2, 5.0f);
  116. }
  117. static void CreateGridOfBoxesConstrained(PhysicsTestContext &ioContext)
  118. {
  119. UnitTestRandom random;
  120. uniform_real_distribution<float> restitution(0.0f, 1.0f);
  121. ioContext.CreateFloor();
  122. const int cNumPerAxis = 5;
  123. // Build a collision group filter that disables collision between adjacent bodies
  124. Ref<GroupFilterTable> group_filter = new GroupFilterTable(cNumPerAxis);
  125. for (CollisionGroup::SubGroupID i = 0; i < cNumPerAxis - 1; ++i)
  126. group_filter->DisableCollision(i, i + 1);
  127. // Create a number of chains
  128. for (int x = 0; x < cNumPerAxis; ++x)
  129. {
  130. // Create a chain of bodies connected with swing twist constraints
  131. Body *prev_body = nullptr;
  132. for (int z = 0; z < cNumPerAxis; ++z)
  133. {
  134. RVec3 body_pos(float(x), 5.0f, 0.2f * float(z));
  135. Body &body = ioContext.CreateBox(body_pos, Quat::sRandom(random), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sReplicate(0.1f));
  136. body.SetRestitution(restitution(random));
  137. body.SetLinearVelocity(Vec3::sRandom(random));
  138. body.SetCollisionGroup(CollisionGroup(group_filter, CollisionGroup::GroupID(x), CollisionGroup::SubGroupID(z)));
  139. // Constrain the body to the previous body
  140. if (prev_body != nullptr)
  141. {
  142. SwingTwistConstraintSettings st;
  143. st.mPosition1 = st.mPosition2 = body_pos - Vec3(0, 0, 0.1f);
  144. st.mTwistAxis1 = st.mTwistAxis2 = Vec3::sAxisZ();
  145. st.mPlaneAxis1 = st.mPlaneAxis2 = Vec3::sAxisX();
  146. st.mNormalHalfConeAngle = DegreesToRadians(45.0f);
  147. st.mPlaneHalfConeAngle = DegreesToRadians(30.0f);
  148. st.mTwistMinAngle = DegreesToRadians(-15.0f);
  149. st.mTwistMaxAngle = DegreesToRadians(15.0f);
  150. Ref<Constraint> constraint = st.Create(*prev_body, body);
  151. ioContext.GetSystem()->AddConstraint(constraint);
  152. }
  153. prev_body = &body;
  154. }
  155. }
  156. }
  157. TEST_CASE("TestGridOfBoxesConstrained")
  158. {
  159. PhysicsTestContext c1(1.0f / 60.0f, 1, 0);
  160. CreateGridOfBoxesConstrained(c1);
  161. PhysicsTestContext c2(1.0f / 60.0f, 1, 15);
  162. CreateGridOfBoxesConstrained(c2);
  163. CompareSimulations(c1, c2, 5.0f);
  164. }
  165. }