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SamplesApp.cpp 109 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/JobSystemSingleThreaded.h>
  9. #include <Jolt/Core/TempAllocator.h>
  10. #include <Jolt/Core/StreamWrapper.h>
  11. #include <Jolt/Core/StringTools.h>
  12. #include <Jolt/Geometry/OrientedBox.h>
  13. #include <Jolt/Physics/PhysicsSystem.h>
  14. #include <Jolt/Physics/StateRecorderImpl.h>
  15. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  16. #include <Jolt/Physics/SoftBody/SoftBodyMotionProperties.h>
  17. #include <Jolt/Physics/SoftBody/SoftBodyCreationSettings.h>
  18. #include <Jolt/Physics/PhysicsScene.h>
  19. #include <Jolt/Physics/Collision/RayCast.h>
  20. #include <Jolt/Physics/Collision/ShapeCast.h>
  21. #include <Jolt/Physics/Collision/CastResult.h>
  22. #include <Jolt/Physics/Collision/CollidePointResult.h>
  23. #include <Jolt/Physics/Collision/AABoxCast.h>
  24. #include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
  25. #include <Jolt/Physics/Collision/Shape/HeightFieldShape.h>
  26. #include <Jolt/Physics/Collision/Shape/MeshShape.h>
  27. #include <Jolt/Physics/Collision/Shape/SphereShape.h>
  28. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  29. #include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
  30. #include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
  31. #include <Jolt/Physics/Collision/Shape/TaperedCapsuleShape.h>
  32. #include <Jolt/Physics/Collision/Shape/CylinderShape.h>
  33. #include <Jolt/Physics/Collision/Shape/TaperedCylinderShape.h>
  34. #include <Jolt/Physics/Collision/Shape/TriangleShape.h>
  35. #include <Jolt/Physics/Collision/Shape/PlaneShape.h>
  36. #include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
  37. #include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
  38. #include <Jolt/Physics/Collision/Shape/MutableCompoundShape.h>
  39. #include <Jolt/Physics/Collision/Shape/ScaledShape.h>
  40. #include <Jolt/Physics/Collision/Shape/EmptyShape.h>
  41. #include <Jolt/Physics/Collision/NarrowPhaseStats.h>
  42. #include <Jolt/Physics/Collision/CollideSoftBodyVertexIterator.h>
  43. #include <Jolt/Physics/Constraints/DistanceConstraint.h>
  44. #include <Jolt/Physics/Constraints/PulleyConstraint.h>
  45. #include <Jolt/Physics/Character/CharacterVirtual.h>
  46. #include <Utils/Log.h>
  47. #include <Utils/ShapeCreator.h>
  48. #include <Utils/CustomMemoryHook.h>
  49. #include <Utils/SoftBodyCreator.h>
  50. #include <Renderer/DebugRendererImp.h>
  51. JPH_SUPPRESS_WARNINGS_STD_BEGIN
  52. #include <fstream>
  53. JPH_SUPPRESS_WARNINGS_STD_END
  54. JPH_GCC_SUPPRESS_WARNING("-Wswitch")
  55. //-----------------------------------------------------------------------------
  56. // RTTI definitions
  57. //-----------------------------------------------------------------------------
  58. struct TestNameAndRTTI
  59. {
  60. const char * mName;
  61. const RTTI * mRTTI;
  62. };
  63. struct TestCategory
  64. {
  65. const char * mName;
  66. TestNameAndRTTI * mTests;
  67. size_t mNumTests;
  68. };
  69. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SimpleTest)
  70. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, StackTest)
  71. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, WallTest)
  72. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PyramidTest)
  73. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, IslandTest)
  74. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, FunnelTest)
  75. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, FrictionTest)
  76. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, FrictionPerTriangleTest)
  77. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConveyorBeltTest)
  78. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, GravityFactorTest)
  79. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, RestitutionTest)
  80. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, DampingTest)
  81. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, KinematicTest)
  82. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ContactManifoldTest)
  83. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ManifoldReductionTest)
  84. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CenterOfMassTest)
  85. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, HeavyOnLightTest)
  86. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, HighSpeedTest)
  87. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ChangeMotionQualityTest)
  88. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ChangeMotionTypeTest)
  89. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ChangeShapeTest)
  90. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ChangeObjectLayerTest)
  91. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, LoadSaveBinaryTest)
  92. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, BigVsSmallTest)
  93. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ActiveEdgesTest)
  94. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, EnhancedInternalEdgeRemovalTest)
  95. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, MultithreadedTest)
  96. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ContactListenerTest)
  97. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ModifyMassTest)
  98. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ActivateDuringUpdateTest)
  99. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SensorTest)
  100. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SimCollideBodyVsBodyTest)
  101. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, DynamicMeshTest)
  102. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, TwoDFunnelTest)
  103. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, AllowedDOFsTest)
  104. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ShapeFilterTest)
  105. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SimShapeFilterTest)
  106. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, GyroscopicForceTest)
  107. #ifdef JPH_OBJECT_STREAM
  108. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, LoadSaveSceneTest)
  109. #endif // JPH_OBJECT_STREAM
  110. static TestNameAndRTTI sGeneralTests[] =
  111. {
  112. { "Simple", JPH_RTTI(SimpleTest) },
  113. { "Stack", JPH_RTTI(StackTest) },
  114. { "Wall", JPH_RTTI(WallTest) },
  115. { "Pyramid", JPH_RTTI(PyramidTest) },
  116. { "Island", JPH_RTTI(IslandTest) },
  117. { "Funnel", JPH_RTTI(FunnelTest) },
  118. { "2D Funnel", JPH_RTTI(TwoDFunnelTest) },
  119. { "Friction", JPH_RTTI(FrictionTest) },
  120. { "Friction (Per Triangle)", JPH_RTTI(FrictionPerTriangleTest) },
  121. { "Conveyor Belt", JPH_RTTI(ConveyorBeltTest) },
  122. { "Gravity Factor", JPH_RTTI(GravityFactorTest) },
  123. { "Restitution", JPH_RTTI(RestitutionTest) },
  124. { "Damping", JPH_RTTI(DampingTest) },
  125. { "Kinematic", JPH_RTTI(KinematicTest) },
  126. { "Contact Manifold", JPH_RTTI(ContactManifoldTest) },
  127. { "Manifold Reduction", JPH_RTTI(ManifoldReductionTest) },
  128. { "Center Of Mass", JPH_RTTI(CenterOfMassTest) },
  129. { "Heavy On Light", JPH_RTTI(HeavyOnLightTest) },
  130. { "High Speed", JPH_RTTI(HighSpeedTest) },
  131. { "Change Motion Quality", JPH_RTTI(ChangeMotionQualityTest) },
  132. { "Change Motion Type", JPH_RTTI(ChangeMotionTypeTest) },
  133. { "Change Shape", JPH_RTTI(ChangeShapeTest) },
  134. { "Change Object Layer", JPH_RTTI(ChangeObjectLayerTest) },
  135. #ifdef JPH_OBJECT_STREAM
  136. { "Load/Save Scene", JPH_RTTI(LoadSaveSceneTest) },
  137. #endif // JPH_OBJECT_STREAM
  138. { "Load/Save Binary", JPH_RTTI(LoadSaveBinaryTest) },
  139. { "Big vs Small", JPH_RTTI(BigVsSmallTest) },
  140. { "Active Edges", JPH_RTTI(ActiveEdgesTest) },
  141. { "Enhanced Internal Edge Removal", JPH_RTTI(EnhancedInternalEdgeRemovalTest) },
  142. { "Multithreaded", JPH_RTTI(MultithreadedTest) },
  143. { "Contact Listener", JPH_RTTI(ContactListenerTest) },
  144. { "Modify Mass", JPH_RTTI(ModifyMassTest) },
  145. { "Activate During Update", JPH_RTTI(ActivateDuringUpdateTest) },
  146. { "Sensor", JPH_RTTI(SensorTest) },
  147. { "Override Body Vs Body Collision", JPH_RTTI(SimCollideBodyVsBodyTest) },
  148. { "Dynamic Mesh", JPH_RTTI(DynamicMeshTest) },
  149. { "Allowed Degrees of Freedom", JPH_RTTI(AllowedDOFsTest) },
  150. { "Shape Filter (Collision Detection)", JPH_RTTI(ShapeFilterTest) },
  151. { "Shape Filter (Simulation)", JPH_RTTI(SimShapeFilterTest) },
  152. { "Gyroscopic Force", JPH_RTTI(GyroscopicForceTest) },
  153. };
  154. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, DistanceConstraintTest)
  155. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, FixedConstraintTest)
  156. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConeConstraintTest)
  157. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SwingTwistConstraintTest)
  158. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SixDOFConstraintTest)
  159. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, HingeConstraintTest)
  160. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PoweredHingeConstraintTest)
  161. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PointConstraintTest)
  162. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SliderConstraintTest)
  163. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PoweredSliderConstraintTest)
  164. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SpringTest)
  165. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConstraintSingularityTest)
  166. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConstraintPriorityTest)
  167. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PoweredSwingTwistConstraintTest)
  168. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SwingTwistConstraintFrictionTest)
  169. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PathConstraintTest)
  170. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, RackAndPinionConstraintTest)
  171. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, GearConstraintTest)
  172. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PulleyConstraintTest)
  173. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConstraintVsCOMChangeTest)
  174. static TestNameAndRTTI sConstraintTests[] =
  175. {
  176. { "Point Constraint", JPH_RTTI(PointConstraintTest) },
  177. { "Distance Constraint", JPH_RTTI(DistanceConstraintTest) },
  178. { "Hinge Constraint", JPH_RTTI(HingeConstraintTest) },
  179. { "Powered Hinge Constraint", JPH_RTTI(PoweredHingeConstraintTest) },
  180. { "Slider Constraint", JPH_RTTI(SliderConstraintTest) },
  181. { "Powered Slider Constraint", JPH_RTTI(PoweredSliderConstraintTest) },
  182. { "Fixed Constraint", JPH_RTTI(FixedConstraintTest) },
  183. { "Cone Constraint", JPH_RTTI(ConeConstraintTest) },
  184. { "Swing Twist Constraint", JPH_RTTI(SwingTwistConstraintTest) },
  185. { "Powered Swing Twist Constraint", JPH_RTTI(PoweredSwingTwistConstraintTest) },
  186. { "Swing Twist Constraint Friction", JPH_RTTI(SwingTwistConstraintFrictionTest) },
  187. { "Six DOF Constraint", JPH_RTTI(SixDOFConstraintTest) },
  188. { "Path Constraint", JPH_RTTI(PathConstraintTest) },
  189. { "Rack And Pinion Constraint", JPH_RTTI(RackAndPinionConstraintTest) },
  190. { "Gear Constraint", JPH_RTTI(GearConstraintTest) },
  191. { "Pulley Constraint", JPH_RTTI(PulleyConstraintTest) },
  192. { "Spring", JPH_RTTI(SpringTest) },
  193. { "Constraint Singularity", JPH_RTTI(ConstraintSingularityTest) },
  194. { "Constraint vs Center Of Mass Change",JPH_RTTI(ConstraintVsCOMChangeTest) },
  195. { "Constraint Priority", JPH_RTTI(ConstraintPriorityTest) },
  196. };
  197. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, BoxShapeTest)
  198. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SphereShapeTest)
  199. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, TaperedCapsuleShapeTest)
  200. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CapsuleShapeTest)
  201. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CylinderShapeTest)
  202. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, TaperedCylinderShapeTest)
  203. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, StaticCompoundShapeTest)
  204. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, MutableCompoundShapeTest)
  205. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, TriangleShapeTest)
  206. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PlaneShapeTest)
  207. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConvexHullShapeTest)
  208. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, MeshShapeTest)
  209. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, MeshShapeUserDataTest)
  210. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, HeightFieldShapeTest)
  211. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, DeformedHeightFieldShapeTest)
  212. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, RotatedTranslatedShapeTest)
  213. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, OffsetCenterOfMassShapeTest)
  214. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, EmptyShapeTest)
  215. static TestNameAndRTTI sShapeTests[] =
  216. {
  217. { "Sphere Shape", JPH_RTTI(SphereShapeTest) },
  218. { "Box Shape", JPH_RTTI(BoxShapeTest) },
  219. { "Capsule Shape", JPH_RTTI(CapsuleShapeTest) },
  220. { "Tapered Capsule Shape", JPH_RTTI(TaperedCapsuleShapeTest) },
  221. { "Cylinder Shape", JPH_RTTI(CylinderShapeTest) },
  222. { "Tapered Cylinder Shape", JPH_RTTI(TaperedCylinderShapeTest) },
  223. { "Convex Hull Shape", JPH_RTTI(ConvexHullShapeTest) },
  224. { "Mesh Shape", JPH_RTTI(MeshShapeTest) },
  225. { "Mesh Shape Per Triangle User Data", JPH_RTTI(MeshShapeUserDataTest) },
  226. { "Height Field Shape", JPH_RTTI(HeightFieldShapeTest) },
  227. { "Deformed Height Field Shape", JPH_RTTI(DeformedHeightFieldShapeTest) },
  228. { "Static Compound Shape", JPH_RTTI(StaticCompoundShapeTest) },
  229. { "Mutable Compound Shape", JPH_RTTI(MutableCompoundShapeTest) },
  230. { "Triangle Shape", JPH_RTTI(TriangleShapeTest) },
  231. { "Plane Shape", JPH_RTTI(PlaneShapeTest) },
  232. { "Rotated Translated Shape", JPH_RTTI(RotatedTranslatedShapeTest) },
  233. { "Offset Center Of Mass Shape", JPH_RTTI(OffsetCenterOfMassShapeTest) },
  234. { "Empty Shape", JPH_RTTI(EmptyShapeTest) }
  235. };
  236. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledSphereShapeTest)
  237. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledBoxShapeTest)
  238. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledCapsuleShapeTest)
  239. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledTaperedCapsuleShapeTest)
  240. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledCylinderShapeTest)
  241. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledTaperedCylinderShapeTest)
  242. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledConvexHullShapeTest)
  243. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledMeshShapeTest)
  244. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledHeightFieldShapeTest)
  245. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledStaticCompoundShapeTest)
  246. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledMutableCompoundShapeTest)
  247. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledTriangleShapeTest)
  248. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledPlaneShapeTest)
  249. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ScaledOffsetCenterOfMassShapeTest)
  250. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, DynamicScaledShape)
  251. static TestNameAndRTTI sScaledShapeTests[] =
  252. {
  253. { "Sphere Shape", JPH_RTTI(ScaledSphereShapeTest) },
  254. { "Box Shape", JPH_RTTI(ScaledBoxShapeTest) },
  255. { "Capsule Shape", JPH_RTTI(ScaledCapsuleShapeTest) },
  256. { "Tapered Capsule Shape", JPH_RTTI(ScaledTaperedCapsuleShapeTest) },
  257. { "Cylinder Shape", JPH_RTTI(ScaledCylinderShapeTest) },
  258. { "Tapered Cylinder Shape", JPH_RTTI(ScaledTaperedCylinderShapeTest) },
  259. { "Convex Hull Shape", JPH_RTTI(ScaledConvexHullShapeTest) },
  260. { "Mesh Shape", JPH_RTTI(ScaledMeshShapeTest) },
  261. { "Height Field Shape", JPH_RTTI(ScaledHeightFieldShapeTest) },
  262. { "Static Compound Shape", JPH_RTTI(ScaledStaticCompoundShapeTest) },
  263. { "Mutable Compound Shape", JPH_RTTI(ScaledMutableCompoundShapeTest) },
  264. { "Triangle Shape", JPH_RTTI(ScaledTriangleShapeTest) },
  265. { "Plane Shape", JPH_RTTI(ScaledPlaneShapeTest) },
  266. { "Offset Center Of Mass Shape", JPH_RTTI(ScaledOffsetCenterOfMassShapeTest) },
  267. { "Dynamic Scaled Shape", JPH_RTTI(DynamicScaledShape) }
  268. };
  269. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CreateRigTest)
  270. #ifdef JPH_OBJECT_STREAM
  271. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, LoadRigTest)
  272. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, KinematicRigTest)
  273. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, PoweredRigTest)
  274. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, RigPileTest)
  275. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, LoadSaveRigTest)
  276. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, LoadSaveBinaryRigTest)
  277. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SkeletonMapperTest)
  278. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, BigWorldTest)
  279. #endif // JPH_OBJECT_STREAM
  280. static TestNameAndRTTI sRigTests[] =
  281. {
  282. { "Create Rig", JPH_RTTI(CreateRigTest) },
  283. #ifdef JPH_OBJECT_STREAM
  284. { "Load Rig", JPH_RTTI(LoadRigTest) },
  285. { "Load / Save Rig", JPH_RTTI(LoadSaveRigTest) },
  286. { "Load / Save Binary Rig", JPH_RTTI(LoadSaveBinaryRigTest) },
  287. { "Kinematic Rig", JPH_RTTI(KinematicRigTest) },
  288. { "Powered Rig", JPH_RTTI(PoweredRigTest) },
  289. { "Skeleton Mapper", JPH_RTTI(SkeletonMapperTest) },
  290. { "Rig Pile", JPH_RTTI(RigPileTest) },
  291. { "Big World", JPH_RTTI(BigWorldTest) }
  292. #endif // JPH_OBJECT_STREAM
  293. };
  294. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CharacterTest)
  295. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CharacterVirtualTest)
  296. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CharacterSpaceShipTest)
  297. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CharacterPlanetTest)
  298. static TestNameAndRTTI sCharacterTests[] =
  299. {
  300. { "Character", JPH_RTTI(CharacterTest) },
  301. { "Character Virtual", JPH_RTTI(CharacterVirtualTest) },
  302. { "Character Virtual vs Space Ship", JPH_RTTI(CharacterSpaceShipTest) },
  303. { "Character Virtual vs Planet", JPH_RTTI(CharacterPlanetTest) },
  304. };
  305. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, WaterShapeTest)
  306. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, BoatTest)
  307. static TestNameAndRTTI sWaterTests[] =
  308. {
  309. { "Shapes", JPH_RTTI(WaterShapeTest) },
  310. { "Boat", JPH_RTTI(BoatTest) },
  311. };
  312. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, VehicleSixDOFTest)
  313. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, VehicleConstraintTest)
  314. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, MotorcycleTest)
  315. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, TankTest)
  316. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, VehicleStressTest)
  317. static TestNameAndRTTI sVehicleTests[] =
  318. {
  319. { "Car (VehicleConstraint)", JPH_RTTI(VehicleConstraintTest) },
  320. { "Motorcycle (VehicleConstraint)", JPH_RTTI(MotorcycleTest) },
  321. { "Tank (VehicleConstraint)", JPH_RTTI(TankTest) },
  322. { "Car (SixDOFConstraint)", JPH_RTTI(VehicleSixDOFTest) },
  323. { "Vehicle Stress Test", JPH_RTTI(VehicleStressTest) },
  324. };
  325. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyShapesTest)
  326. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyFrictionTest)
  327. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyRestitutionTest)
  328. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyPressureTest)
  329. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyGravityFactorTest)
  330. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyForceTest)
  331. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyKinematicTest)
  332. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyUpdatePositionTest)
  333. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyStressTest)
  334. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyVsFastMovingTest)
  335. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyVertexRadiusTest)
  336. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyContactListenerTest)
  337. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyCustomUpdateTest)
  338. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyLRAConstraintTest)
  339. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodyBendConstraintTest)
  340. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodySkinnedConstraintTest)
  341. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, SoftBodySensorTest)
  342. static TestNameAndRTTI sSoftBodyTests[] =
  343. {
  344. { "Soft Body vs Shapes", JPH_RTTI(SoftBodyShapesTest) },
  345. { "Soft Body vs Fast Moving", JPH_RTTI(SoftBodyVsFastMovingTest) },
  346. { "Soft Body Friction", JPH_RTTI(SoftBodyFrictionTest) },
  347. { "Soft Body Restitution", JPH_RTTI(SoftBodyRestitutionTest) },
  348. { "Soft Body Pressure", JPH_RTTI(SoftBodyPressureTest) },
  349. { "Soft Body Gravity Factor", JPH_RTTI(SoftBodyGravityFactorTest) },
  350. { "Soft Body Force", JPH_RTTI(SoftBodyForceTest) },
  351. { "Soft Body Kinematic", JPH_RTTI(SoftBodyKinematicTest) },
  352. { "Soft Body Update Position", JPH_RTTI(SoftBodyUpdatePositionTest) },
  353. { "Soft Body Stress Test", JPH_RTTI(SoftBodyStressTest) },
  354. { "Soft Body Vertex Radius Test", JPH_RTTI(SoftBodyVertexRadiusTest) },
  355. { "Soft Body Contact Listener", JPH_RTTI(SoftBodyContactListenerTest) },
  356. { "Soft Body Custom Update", JPH_RTTI(SoftBodyCustomUpdateTest) },
  357. { "Soft Body LRA Constraint", JPH_RTTI(SoftBodyLRAConstraintTest) },
  358. { "Soft Body Bend Constraint", JPH_RTTI(SoftBodyBendConstraintTest) },
  359. { "Soft Body Skinned Constraint", JPH_RTTI(SoftBodySkinnedConstraintTest) },
  360. { "Soft Body vs Sensor", JPH_RTTI(SoftBodySensorTest) }
  361. };
  362. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, BroadPhaseCastRayTest)
  363. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, BroadPhaseInsertionTest)
  364. static TestNameAndRTTI sBroadPhaseTests[] =
  365. {
  366. { "Cast Ray", JPH_RTTI(BroadPhaseCastRayTest) },
  367. { "Insertion", JPH_RTTI(BroadPhaseInsertionTest) }
  368. };
  369. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, InteractivePairsTest)
  370. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, EPATest)
  371. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ClosestPointTest)
  372. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConvexHullTest)
  373. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, ConvexHullShrinkTest)
  374. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, RandomRayTest)
  375. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, CapsuleVsBoxTest)
  376. static TestNameAndRTTI sConvexCollisionTests[] =
  377. {
  378. { "Interactive Pairs", JPH_RTTI(InteractivePairsTest) },
  379. { "EPA Test", JPH_RTTI(EPATest) },
  380. { "Closest Point", JPH_RTTI(ClosestPointTest) },
  381. { "Convex Hull", JPH_RTTI(ConvexHullTest) },
  382. { "Convex Hull Shrink", JPH_RTTI(ConvexHullShrinkTest) },
  383. { "Random Ray", JPH_RTTI(RandomRayTest) },
  384. { "Capsule Vs Box", JPH_RTTI(CapsuleVsBoxTest) }
  385. };
  386. JPH_DECLARE_RTTI_FOR_FACTORY(JPH_NO_EXPORT, LoadSnapshotTest)
  387. static TestNameAndRTTI sTools[] =
  388. {
  389. { "Load Snapshot", JPH_RTTI(LoadSnapshotTest) },
  390. };
  391. static TestCategory sAllCategories[] =
  392. {
  393. { "General", sGeneralTests, size(sGeneralTests) },
  394. { "Shapes", sShapeTests, size(sShapeTests) },
  395. { "Scaled Shapes", sScaledShapeTests, size(sScaledShapeTests) },
  396. { "Constraints", sConstraintTests, size(sConstraintTests) },
  397. { "Rig", sRigTests, size(sRigTests) },
  398. { "Character", sCharacterTests, size(sCharacterTests) },
  399. { "Water", sWaterTests, size(sWaterTests) },
  400. { "Vehicle", sVehicleTests, size(sVehicleTests) },
  401. { "Soft Body", sSoftBodyTests, size(sSoftBodyTests) },
  402. { "Broad Phase", sBroadPhaseTests, size(sBroadPhaseTests) },
  403. { "Convex Collision", sConvexCollisionTests, size(sConvexCollisionTests) },
  404. { "Tools", sTools, size(sTools) }
  405. };
  406. //-----------------------------------------------------------------------------
  407. // Configuration
  408. //-----------------------------------------------------------------------------
  409. static constexpr uint cNumBodies = 10240;
  410. static constexpr uint cNumBodyMutexes = 0; // Autodetect
  411. static constexpr uint cMaxBodyPairs = 65536;
  412. static constexpr uint cMaxContactConstraints = 20480;
  413. SamplesApp::SamplesApp(const String &inCommandLine) :
  414. Application("Jolt Physics Samples", inCommandLine)
  415. {
  416. // Limit the render frequency to our simulation frequency so we don't play back the simulation too fast
  417. // Note that if the simulation frequency > vsync frequency the simulation will slow down as we want
  418. // to visualize every simulation step. When the simulation frequency is lower than the vsync frequency
  419. // we will not render a new frame every frame as we want to show the result of the sim and not an interpolated version.
  420. SetRenderFrequency(mUpdateFrequency);
  421. // Allocate temp memory
  422. #ifdef JPH_DISABLE_TEMP_ALLOCATOR
  423. mTempAllocator = new TempAllocatorMalloc();
  424. #else
  425. mTempAllocator = new TempAllocatorImpl(32 * 1024 * 1024);
  426. #endif
  427. // Create job system
  428. mJobSystem = new JobSystemThreadPool(cMaxPhysicsJobs, cMaxPhysicsBarriers, mMaxConcurrentJobs - 1);
  429. // Create single threaded job system for validating
  430. mJobSystemValidating = new JobSystemSingleThreaded(cMaxPhysicsJobs);
  431. {
  432. // Disable allocation checking
  433. DisableCustomMemoryHook dcmh;
  434. // Create UI
  435. UIElement *main_menu = mDebugUI->CreateMenu();
  436. mDebugUI->CreateTextButton(main_menu, "Select Test", [this]() {
  437. UIElement *tests = mDebugUI->CreateMenu();
  438. for (TestCategory &c : sAllCategories)
  439. {
  440. mDebugUI->CreateTextButton(tests, c.mName, [this, &c]() {
  441. UIElement *category = mDebugUI->CreateMenu();
  442. for (uint j = 0; j < c.mNumTests; ++j)
  443. mDebugUI->CreateTextButton(category, c.mTests[j].mName, [this, &c, j]() { StartTest(c.mTests[j].mRTTI); });
  444. mDebugUI->ShowMenu(category);
  445. });
  446. }
  447. mDebugUI->ShowMenu(tests);
  448. });
  449. mTestSettingsButton = mDebugUI->CreateTextButton(main_menu, "Test Settings", [this](){
  450. UIElement *test_settings = mDebugUI->CreateMenu();
  451. mTest->CreateSettingsMenu(mDebugUI, test_settings);
  452. mDebugUI->ShowMenu(test_settings);
  453. });
  454. mDebugUI->CreateTextButton(main_menu, "Restart Test (R)", [this]() { StartTest(mTestClass); });
  455. mDebugUI->CreateTextButton(main_menu, "Run All Tests", [this]() { RunAllTests(); });
  456. mDebugUI->CreateTextButton(main_menu, "Next Test (N)", [this]() { NextTest(); });
  457. mDebugUI->CreateTextButton(main_menu, "Take Snapshot", [this]() { TakeSnapshot(); });
  458. mDebugUI->CreateTextButton(main_menu, "Take And Reload Snapshot", [this]() { TakeAndReloadSnapshot(); });
  459. mDebugUI->CreateTextButton(main_menu, "Physics Settings", [this]() {
  460. UIElement *phys_settings = mDebugUI->CreateMenu();
  461. mDebugUI->CreateSlider(phys_settings, "Max Concurrent Jobs", float(mMaxConcurrentJobs), 1, float(thread::hardware_concurrency()), 1, [this](float inValue) { mMaxConcurrentJobs = (int)inValue; });
  462. 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)); });
  463. mDebugUI->CreateSlider(phys_settings, "Update Frequency (Hz)", mUpdateFrequency, 7.5f, 300.0f, 2.5f, [this](float inValue) { mUpdateFrequency = inValue; SetRenderFrequency(mUpdateFrequency); });
  464. mDebugUI->CreateSlider(phys_settings, "Num Collision Steps", float(mCollisionSteps), 1.0f, 4.0f, 1.0f, [this](float inValue) { mCollisionSteps = int(inValue); });
  465. mDebugUI->CreateSlider(phys_settings, "Num Velocity Steps", float(mPhysicsSettings.mNumVelocitySteps), 0, 30, 1, [this](float inValue) { mPhysicsSettings.mNumVelocitySteps = int(round(inValue)); mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  466. mDebugUI->CreateSlider(phys_settings, "Num Position Steps", float(mPhysicsSettings.mNumPositionSteps), 0, 30, 1, [this](float inValue) { mPhysicsSettings.mNumPositionSteps = int(round(inValue)); mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  467. mDebugUI->CreateSlider(phys_settings, "Baumgarte Stabilization Factor", mPhysicsSettings.mBaumgarte, 0.01f, 1.0f, 0.05f, [this](float inValue) { mPhysicsSettings.mBaumgarte = inValue; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  468. mDebugUI->CreateSlider(phys_settings, "Speculative Contact Distance (m)", mPhysicsSettings.mSpeculativeContactDistance, 0.0f, 0.1f, 0.005f, [this](float inValue) { mPhysicsSettings.mSpeculativeContactDistance = inValue; });
  469. mDebugUI->CreateSlider(phys_settings, "Penetration Slop (m)", mPhysicsSettings.mPenetrationSlop, 0.0f, 0.1f, 0.005f, [this](float inValue) { mPhysicsSettings.mPenetrationSlop = inValue; });
  470. mDebugUI->CreateSlider(phys_settings, "Linear Cast Threshold", mPhysicsSettings.mLinearCastThreshold, 0.0f, 1.0f, 0.05f, [this](float inValue) { mPhysicsSettings.mLinearCastThreshold = inValue; });
  471. 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); });
  472. 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); });
  473. 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); });
  474. #ifdef JPH_CUSTOM_MEMORY_HOOK_ENABLED
  475. mDebugUI->CreateCheckBox(phys_settings, "Enable Checking Memory Hook", IsCustomMemoryHookEnabled(), [](UICheckBox::EState inState) { EnableCustomMemoryHook(inState == UICheckBox::STATE_CHECKED); });
  476. #endif
  477. mDebugUI->CreateCheckBox(phys_settings, "Deterministic Simulation", mPhysicsSettings.mDeterministicSimulation, [this](UICheckBox::EState inState) { mPhysicsSettings.mDeterministicSimulation = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  478. mDebugUI->CreateCheckBox(phys_settings, "Constraint Warm Starting", mPhysicsSettings.mConstraintWarmStart, [this](UICheckBox::EState inState) { mPhysicsSettings.mConstraintWarmStart = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  479. mDebugUI->CreateCheckBox(phys_settings, "Use Body Pair Contact Cache", mPhysicsSettings.mUseBodyPairContactCache, [this](UICheckBox::EState inState) { mPhysicsSettings.mUseBodyPairContactCache = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  480. mDebugUI->CreateCheckBox(phys_settings, "Contact Manifold Reduction", mPhysicsSettings.mUseManifoldReduction, [this](UICheckBox::EState inState) { mPhysicsSettings.mUseManifoldReduction = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  481. mDebugUI->CreateCheckBox(phys_settings, "Use Large Island Splitter", mPhysicsSettings.mUseLargeIslandSplitter, [this](UICheckBox::EState inState) { mPhysicsSettings.mUseLargeIslandSplitter = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  482. mDebugUI->CreateCheckBox(phys_settings, "Allow Sleeping", mPhysicsSettings.mAllowSleeping, [this](UICheckBox::EState inState) { mPhysicsSettings.mAllowSleeping = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  483. mDebugUI->CreateCheckBox(phys_settings, "Check Active Triangle Edges", mPhysicsSettings.mCheckActiveEdges, [this](UICheckBox::EState inState) { mPhysicsSettings.mCheckActiveEdges = inState == UICheckBox::STATE_CHECKED; mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings); });
  484. mDebugUI->CreateCheckBox(phys_settings, "Record State For Playback", mRecordState, [this](UICheckBox::EState inState) { mRecordState = inState == UICheckBox::STATE_CHECKED; });
  485. mDebugUI->CreateCheckBox(phys_settings, "Check Determinism", mCheckDeterminism, [this](UICheckBox::EState inState) { mCheckDeterminism = inState == UICheckBox::STATE_CHECKED; });
  486. mDebugUI->CreateCheckBox(phys_settings, "Install Contact Listener", mInstallContactListener, [this](UICheckBox::EState inState) { mInstallContactListener = inState == UICheckBox::STATE_CHECKED; StartTest(mTestClass); });
  487. mDebugUI->ShowMenu(phys_settings);
  488. });
  489. #ifdef JPH_DEBUG_RENDERER
  490. mDebugUI->CreateTextButton(main_menu, "Drawing Options", [this]() {
  491. UIElement *drawing_options = mDebugUI->CreateMenu();
  492. mDebugUI->CreateCheckBox(drawing_options, "Draw Shapes (H)", mBodyDrawSettings.mDrawShape, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawShape = inState == UICheckBox::STATE_CHECKED; });
  493. mDebugUI->CreateCheckBox(drawing_options, "Draw Shapes Wireframe (Alt+W)", mBodyDrawSettings.mDrawShapeWireframe, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawShapeWireframe = inState == UICheckBox::STATE_CHECKED; });
  494. 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; });
  495. mDebugUI->CreateCheckBox(drawing_options, "Draw GetSupport + Cvx Radius (Shift+H)", mBodyDrawSettings.mDrawGetSupportFunction, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawGetSupportFunction = inState == UICheckBox::STATE_CHECKED; });
  496. mDebugUI->CreateCheckBox(drawing_options, "Draw Shapes Using GetTrianglesStart/Next (Alt+H)", mDrawGetTriangles, [this](UICheckBox::EState inState) { mDrawGetTriangles = inState == UICheckBox::STATE_CHECKED; });
  497. mDebugUI->CreateCheckBox(drawing_options, "Draw GetSupport Direction", mBodyDrawSettings.mDrawSupportDirection, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSupportDirection = inState == UICheckBox::STATE_CHECKED; mBodyDrawSettings.mDrawGetSupportFunction |= mBodyDrawSettings.mDrawSupportDirection; });
  498. mDebugUI->CreateCheckBox(drawing_options, "Draw GetSupportingFace (Shift+F)", mBodyDrawSettings.mDrawGetSupportingFace, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawGetSupportingFace = inState == UICheckBox::STATE_CHECKED; });
  499. mDebugUI->CreateCheckBox(drawing_options, "Draw Constraints (C)", mDrawConstraints, [this](UICheckBox::EState inState) { mDrawConstraints = inState == UICheckBox::STATE_CHECKED; });
  500. mDebugUI->CreateCheckBox(drawing_options, "Draw Constraint Limits (L)", mDrawConstraintLimits, [this](UICheckBox::EState inState) { mDrawConstraintLimits = inState == UICheckBox::STATE_CHECKED; });
  501. mDebugUI->CreateCheckBox(drawing_options, "Draw Constraint Reference Frame", mDrawConstraintReferenceFrame, [this](UICheckBox::EState inState) { mDrawConstraintReferenceFrame = inState == UICheckBox::STATE_CHECKED; });
  502. mDebugUI->CreateCheckBox(drawing_options, "Draw Contact Point (1)", ContactConstraintManager::sDrawContactPoint, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawContactPoint = inState == UICheckBox::STATE_CHECKED; });
  503. mDebugUI->CreateCheckBox(drawing_options, "Draw Supporting Faces (2)", ContactConstraintManager::sDrawSupportingFaces, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawSupportingFaces = inState == UICheckBox::STATE_CHECKED; });
  504. mDebugUI->CreateCheckBox(drawing_options, "Draw Contact Point Reduction (3)", ContactConstraintManager::sDrawContactPointReduction, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawContactPointReduction = inState == UICheckBox::STATE_CHECKED; });
  505. mDebugUI->CreateCheckBox(drawing_options, "Draw Contact Manifolds (M)", ContactConstraintManager::sDrawContactManifolds, [](UICheckBox::EState inState) { ContactConstraintManager::sDrawContactManifolds = inState == UICheckBox::STATE_CHECKED; });
  506. mDebugUI->CreateCheckBox(drawing_options, "Draw Motion Quality Linear Cast", PhysicsSystem::sDrawMotionQualityLinearCast, [](UICheckBox::EState inState) { PhysicsSystem::sDrawMotionQualityLinearCast = inState == UICheckBox::STATE_CHECKED; });
  507. mDebugUI->CreateCheckBox(drawing_options, "Draw Bounding Boxes", mBodyDrawSettings.mDrawBoundingBox, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawBoundingBox = inState == UICheckBox::STATE_CHECKED; });
  508. mDebugUI->CreateCheckBox(drawing_options, "Draw Physics System Bounds", mDrawPhysicsSystemBounds, [this](UICheckBox::EState inState) { mDrawPhysicsSystemBounds = inState == UICheckBox::STATE_CHECKED; });
  509. mDebugUI->CreateCheckBox(drawing_options, "Draw Center of Mass Transforms", mBodyDrawSettings.mDrawCenterOfMassTransform, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawCenterOfMassTransform = inState == UICheckBox::STATE_CHECKED; });
  510. mDebugUI->CreateCheckBox(drawing_options, "Draw World Transforms", mBodyDrawSettings.mDrawWorldTransform, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawWorldTransform = inState == UICheckBox::STATE_CHECKED; });
  511. mDebugUI->CreateCheckBox(drawing_options, "Draw Velocity", mBodyDrawSettings.mDrawVelocity, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawVelocity = inState == UICheckBox::STATE_CHECKED; });
  512. mDebugUI->CreateCheckBox(drawing_options, "Draw Sleep Stats", mBodyDrawSettings.mDrawSleepStats, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSleepStats = inState == UICheckBox::STATE_CHECKED; });
  513. mDebugUI->CreateCheckBox(drawing_options, "Draw Mass and Inertia (I)", mBodyDrawSettings.mDrawMassAndInertia, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawMassAndInertia = inState == UICheckBox::STATE_CHECKED; });
  514. mDebugUI->CreateCheckBox(drawing_options, "Draw Joints", mPoseDrawSettings.mDrawJoints, [this](UICheckBox::EState inState) { mPoseDrawSettings.mDrawJoints = inState == UICheckBox::STATE_CHECKED; });
  515. mDebugUI->CreateCheckBox(drawing_options, "Draw Joint Orientations", mPoseDrawSettings.mDrawJointOrientations, [this](UICheckBox::EState inState) { mPoseDrawSettings.mDrawJointOrientations = inState == UICheckBox::STATE_CHECKED; });
  516. mDebugUI->CreateCheckBox(drawing_options, "Draw Joint Names", mPoseDrawSettings.mDrawJointNames, [this](UICheckBox::EState inState) { mPoseDrawSettings.mDrawJointNames = inState == UICheckBox::STATE_CHECKED; });
  517. mDebugUI->CreateCheckBox(drawing_options, "Draw Convex Hull Shape Face Outlines", ConvexHullShape::sDrawFaceOutlines, [](UICheckBox::EState inState) { ConvexHullShape::sDrawFaceOutlines = inState == UICheckBox::STATE_CHECKED; });
  518. mDebugUI->CreateCheckBox(drawing_options, "Draw Mesh Shape Triangle Groups", MeshShape::sDrawTriangleGroups, [](UICheckBox::EState inState) { MeshShape::sDrawTriangleGroups = inState == UICheckBox::STATE_CHECKED; });
  519. mDebugUI->CreateCheckBox(drawing_options, "Draw Mesh Shape Triangle Outlines", MeshShape::sDrawTriangleOutlines, [](UICheckBox::EState inState) { MeshShape::sDrawTriangleOutlines = inState == UICheckBox::STATE_CHECKED; });
  520. mDebugUI->CreateCheckBox(drawing_options, "Draw Height Field Shape Triangle Outlines", HeightFieldShape::sDrawTriangleOutlines, [](UICheckBox::EState inState) { HeightFieldShape::sDrawTriangleOutlines = inState == UICheckBox::STATE_CHECKED; });
  521. mDebugUI->CreateCheckBox(drawing_options, "Draw Submerged Volumes", Shape::sDrawSubmergedVolumes, [](UICheckBox::EState inState) { Shape::sDrawSubmergedVolumes = inState == UICheckBox::STATE_CHECKED; });
  522. mDebugUI->CreateCheckBox(drawing_options, "Draw Character Virtual Constraints", CharacterVirtual::sDrawConstraints, [](UICheckBox::EState inState) { CharacterVirtual::sDrawConstraints = inState == UICheckBox::STATE_CHECKED; });
  523. mDebugUI->CreateCheckBox(drawing_options, "Draw Character Virtual Walk Stairs", CharacterVirtual::sDrawWalkStairs, [](UICheckBox::EState inState) { CharacterVirtual::sDrawWalkStairs = inState == UICheckBox::STATE_CHECKED; });
  524. mDebugUI->CreateCheckBox(drawing_options, "Draw Character Virtual Stick To Floor", CharacterVirtual::sDrawStickToFloor, [](UICheckBox::EState inState) { CharacterVirtual::sDrawStickToFloor = inState == UICheckBox::STATE_CHECKED; });
  525. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body Vertices", mBodyDrawSettings.mDrawSoftBodyVertices, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodyVertices = inState == UICheckBox::STATE_CHECKED; });
  526. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body Vertex Velocities", mBodyDrawSettings.mDrawSoftBodyVertexVelocities, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodyVertexVelocities = inState == UICheckBox::STATE_CHECKED; });
  527. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body Edge Constraints", mBodyDrawSettings.mDrawSoftBodyEdgeConstraints, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodyEdgeConstraints = inState == UICheckBox::STATE_CHECKED; });
  528. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body Bend Constraints", mBodyDrawSettings.mDrawSoftBodyBendConstraints, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodyBendConstraints = inState == UICheckBox::STATE_CHECKED; });
  529. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body Volume Constraints", mBodyDrawSettings.mDrawSoftBodyVolumeConstraints, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodyVolumeConstraints = inState == UICheckBox::STATE_CHECKED; });
  530. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body Skin Constraints", mBodyDrawSettings.mDrawSoftBodySkinConstraints, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodySkinConstraints = inState == UICheckBox::STATE_CHECKED; });
  531. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body LRA Constraints", mBodyDrawSettings.mDrawSoftBodyLRAConstraints, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodyLRAConstraints = inState == UICheckBox::STATE_CHECKED; });
  532. mDebugUI->CreateCheckBox(drawing_options, "Draw Soft Body Predicted Bounds", mBodyDrawSettings.mDrawSoftBodyPredictedBounds, [this](UICheckBox::EState inState) { mBodyDrawSettings.mDrawSoftBodyPredictedBounds = inState == UICheckBox::STATE_CHECKED; });
  533. mDebugUI->CreateComboBox(drawing_options, "Draw Soft Body Constraint Color", { "Constraint Type", "Constraint Group", "Constraint Order" }, (int)mBodyDrawSettings.mDrawSoftBodyConstraintColor, [this](int inItem) { mBodyDrawSettings.mDrawSoftBodyConstraintColor = (ESoftBodyConstraintColor)inItem; });
  534. mDebugUI->ShowMenu(drawing_options);
  535. });
  536. #endif // JPH_DEBUG_RENDERER
  537. mDebugUI->CreateTextButton(main_menu, "Mouse Probe", [this]() {
  538. UIElement *probe_options = mDebugUI->CreateMenu();
  539. mDebugUI->CreateComboBox(probe_options, "Mode", { "Pick", "Ray", "RayCollector", "CollidePoint", "CollideShape", "CollideShapeEdgRem", "CastShape", "CollideSoftBody", "TransfShape", "GetTriangles", "BP Ray", "BP Box", "BP Sphere", "BP Point", "BP OBox", "BP Cast Box" }, (int)mProbeMode, [this](int inItem) { mProbeMode = (EProbeMode)inItem; });
  540. mDebugUI->CreateComboBox(probe_options, "Shape", { "Sphere", "Box", "ConvexHull", "Capsule", "TaperedCapsule", "Cylinder", "Triangle", "RotatedTranslated", "StaticCompound", "StaticCompound2", "MutableCompound", "Mesh" }, (int)mProbeShape, [this](int inItem) { mProbeShape = (EProbeShape)inItem; });
  541. mDebugUI->CreateCheckBox(probe_options, "Scale Shape", mScaleShape, [this](UICheckBox::EState inState) { mScaleShape = inState == UICheckBox::STATE_CHECKED; });
  542. mDebugUI->CreateSlider(probe_options, "Scale X", mShapeScale.GetX(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShapeScale.SetX(inValue); });
  543. mDebugUI->CreateSlider(probe_options, "Scale Y", mShapeScale.GetY(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShapeScale.SetY(inValue); });
  544. mDebugUI->CreateSlider(probe_options, "Scale Z", mShapeScale.GetZ(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShapeScale.SetZ(inValue); });
  545. mDebugUI->CreateComboBox(probe_options, "Back Face Cull Triangles", { "On", "Off" }, (int)mBackFaceModeTriangles, [this](int inItem) { mBackFaceModeTriangles = (EBackFaceMode)inItem; });
  546. mDebugUI->CreateComboBox(probe_options, "Back Face Cull Convex", { "On", "Off" }, (int)mBackFaceModeConvex, [this](int inItem) { mBackFaceModeConvex = (EBackFaceMode)inItem; });
  547. mDebugUI->CreateComboBox(probe_options, "Active Edge Mode", { "Only Active", "All" }, (int)mActiveEdgeMode, [this](int inItem) { mActiveEdgeMode = (EActiveEdgeMode)inItem; });
  548. mDebugUI->CreateComboBox(probe_options, "Collect Faces Mode", { "Collect Faces", "No Faces" }, (int)mCollectFacesMode, [this](int inItem) { mCollectFacesMode = (ECollectFacesMode)inItem; });
  549. mDebugUI->CreateSlider(probe_options, "Max Separation Distance", mMaxSeparationDistance, 0.0f, 5.0f, 0.1f, [this](float inValue) { mMaxSeparationDistance = inValue; });
  550. mDebugUI->CreateCheckBox(probe_options, "Treat Convex As Solid", mTreatConvexAsSolid, [this](UICheckBox::EState inState) { mTreatConvexAsSolid = inState == UICheckBox::STATE_CHECKED; });
  551. mDebugUI->CreateCheckBox(probe_options, "Return Deepest Point", mReturnDeepestPoint, [this](UICheckBox::EState inState) { mReturnDeepestPoint = inState == UICheckBox::STATE_CHECKED; });
  552. mDebugUI->CreateCheckBox(probe_options, "Shrunken Shape + Convex Radius", mUseShrunkenShapeAndConvexRadius, [this](UICheckBox::EState inState) { mUseShrunkenShapeAndConvexRadius = inState == UICheckBox::STATE_CHECKED; });
  553. mDebugUI->CreateCheckBox(probe_options, "Draw Supporting Face", mDrawSupportingFace, [this](UICheckBox::EState inState) { mDrawSupportingFace = inState == UICheckBox::STATE_CHECKED; });
  554. mDebugUI->CreateSlider(probe_options, "Max Hits", float(mMaxHits), 0, 10, 1, [this](float inValue) { mMaxHits = (int)inValue; });
  555. mDebugUI->CreateCheckBox(probe_options, "Closest Hit Per Body", mClosestHitPerBody, [this](UICheckBox::EState inState) { mClosestHitPerBody = inState == UICheckBox::STATE_CHECKED; });
  556. mDebugUI->ShowMenu(probe_options);
  557. });
  558. mDebugUI->CreateTextButton(main_menu, "Shoot Object", [this]() {
  559. UIElement *shoot_options = mDebugUI->CreateMenu();
  560. mDebugUI->CreateTextButton(shoot_options, "Shoot Object (B)", [this]() { ShootObject(); });
  561. mDebugUI->CreateSlider(shoot_options, "Initial Velocity", mShootObjectVelocity, 0.0f, 500.0f, 10.0f, [this](float inValue) { mShootObjectVelocity = inValue; });
  562. mDebugUI->CreateComboBox(shoot_options, "Shape", { "Sphere", "ConvexHull", "Thin Bar", "Soft Body Cube" }, (int)mShootObjectShape, [this](int inItem) { mShootObjectShape = (EShootObjectShape)inItem; });
  563. mDebugUI->CreateComboBox(shoot_options, "Motion Quality", { "Discrete", "LinearCast" }, (int)mShootObjectMotionQuality, [this](int inItem) { mShootObjectMotionQuality = (EMotionQuality)inItem; });
  564. mDebugUI->CreateSlider(shoot_options, "Friction", mShootObjectFriction, 0.0f, 1.0f, 0.05f, [this](float inValue) { mShootObjectFriction = inValue; });
  565. mDebugUI->CreateSlider(shoot_options, "Restitution", mShootObjectRestitution, 0.0f, 1.0f, 0.05f, [this](float inValue) { mShootObjectRestitution = inValue; });
  566. mDebugUI->CreateCheckBox(shoot_options, "Scale Shape", mShootObjectScaleShape, [this](UICheckBox::EState inState) { mShootObjectScaleShape = inState == UICheckBox::STATE_CHECKED; });
  567. mDebugUI->CreateSlider(shoot_options, "Scale X", mShootObjectShapeScale.GetX(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShootObjectShapeScale.SetX(inValue); });
  568. mDebugUI->CreateSlider(shoot_options, "Scale Y", mShootObjectShapeScale.GetY(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShootObjectShapeScale.SetY(inValue); });
  569. mDebugUI->CreateSlider(shoot_options, "Scale Z", mShootObjectShapeScale.GetZ(), -5.0f, 5.0f, 0.1f, [this](float inValue) { mShootObjectShapeScale.SetZ(inValue); });
  570. mDebugUI->ShowMenu(shoot_options);
  571. });
  572. mDebugUI->CreateTextButton(main_menu, "Help", [this](){
  573. UIElement *help = mDebugUI->CreateMenu();
  574. mDebugUI->CreateStaticText(help,
  575. "ESC: Back to previous menu.\n"
  576. "WASD + Mouse: Fly around. Hold Shift to speed up, Ctrl to slow down.\n"
  577. "Space: Hold to pick up and drag a physics object under the crosshair.\n"
  578. "P: Pause / unpause simulation.\n"
  579. "O: Single step the simulation.\n"
  580. ",: Step back (only when Physics Settings / Record State for Playback is on).\n"
  581. ".: Step forward (only when Physics Settings / Record State for Playback is on).\n"
  582. "Shift + ,: Play reverse (only when Physics Settings / Record State for Playback is on).\n"
  583. "Shift + .: Replay forward (only when Physics Settings / Record State for Playback is on).\n"
  584. "T: Dump frame timing information to profile_*.html (when JPH_PROFILE_ENABLED defined)."
  585. );
  586. mDebugUI->ShowMenu(help);
  587. });
  588. mDebugUI->ShowMenu(main_menu);
  589. }
  590. // Get test name from command line
  591. String cmd_line = ToLower(inCommandLine);
  592. Array<String> args;
  593. StringToVector(cmd_line, args, " ");
  594. if (args.size() == 2)
  595. {
  596. String cmd = args[1];
  597. if (cmd == "alltests")
  598. {
  599. // Run all tests
  600. mCheckDeterminism = true;
  601. mExitAfterRunningTests = true;
  602. RunAllTests();
  603. }
  604. else
  605. {
  606. // Search for the test
  607. const RTTI *test = JPH_RTTI(CreateRigTest);
  608. for (TestCategory &c : sAllCategories)
  609. for (uint i = 0; i < c.mNumTests; ++i)
  610. {
  611. TestNameAndRTTI &t = c.mTests[i];
  612. String test_name = ToLower(t.mRTTI->GetName());
  613. if (test_name == cmd)
  614. {
  615. test = t.mRTTI;
  616. break;
  617. }
  618. }
  619. // Construct test
  620. StartTest(test);
  621. }
  622. }
  623. else
  624. {
  625. // Otherwise start default test
  626. StartTest(JPH_RTTI(CreateRigTest));
  627. }
  628. }
  629. SamplesApp::~SamplesApp()
  630. {
  631. // Clean up
  632. delete mTest;
  633. delete mContactListener;
  634. delete mPhysicsSystem;
  635. delete mJobSystemValidating;
  636. delete mJobSystem;
  637. delete mTempAllocator;
  638. }
  639. void SamplesApp::StartTest(const RTTI *inRTTI)
  640. {
  641. // Clear anything that is being rendered right now to avoid showing the previous test while initializing the new one
  642. ClearDebugRenderer();
  643. // Pop active menus, we might be in the settings menu for the test which will be dangling after restarting the test
  644. mDebugUI->BackToMain();
  645. // Store old gravity
  646. Vec3 old_gravity = mPhysicsSystem != nullptr? mPhysicsSystem->GetGravity() : Vec3(0, -9.81f, 0);
  647. // Discard old test
  648. delete mTest;
  649. delete mContactListener;
  650. delete mPhysicsSystem;
  651. // Create physics system
  652. mPhysicsSystem = new PhysicsSystem();
  653. mPhysicsSystem->Init(cNumBodies, cNumBodyMutexes, cMaxBodyPairs, cMaxContactConstraints, mBroadPhaseLayerInterface, mObjectVsBroadPhaseLayerFilter, mObjectVsObjectLayerFilter);
  654. mPhysicsSystem->SetPhysicsSettings(mPhysicsSettings);
  655. // Restore gravity
  656. mPhysicsSystem->SetGravity(old_gravity);
  657. // Reset dragging
  658. mDragAnchor = nullptr;
  659. mDragBody = BodyID();
  660. mDragConstraint = nullptr;
  661. mDragVertexIndex = ~uint(0);
  662. mDragVertexPreviousInvMass = 0.0f;
  663. mDragFraction = 0.0f;
  664. // Reset playback state
  665. mPlaybackFrames.clear();
  666. mPlaybackMode = EPlaybackMode::Play;
  667. mCurrentPlaybackFrame = -1;
  668. // Set new test
  669. mTestClass = inRTTI;
  670. mTest = static_cast<Test *>(inRTTI->CreateObject());
  671. mTest->SetPhysicsSystem(mPhysicsSystem);
  672. mTest->SetJobSystem(mJobSystem);
  673. mTest->SetDebugRenderer(mDebugRenderer);
  674. mTest->SetTempAllocator(mTempAllocator);
  675. if (mInstallContactListener)
  676. {
  677. mContactListener = new ContactListenerImpl;
  678. mContactListener->SetNextListener(mTest->GetContactListener());
  679. mPhysicsSystem->SetContactListener(mContactListener);
  680. }
  681. else
  682. {
  683. mContactListener = nullptr;
  684. mPhysicsSystem->SetContactListener(mTest->GetContactListener());
  685. }
  686. mTest->Initialize();
  687. // Optimize the broadphase to make the first update fast
  688. mPhysicsSystem->OptimizeBroadPhase();
  689. // Make the world render relative to offset specified by test
  690. mRenderer->SetBaseOffset(mTest->GetDrawOffset());
  691. // Reset the camera to the original position
  692. ResetCamera();
  693. if (mIsRunningAllTests)
  694. {
  695. // Unpause and start the count down
  696. Pause(false);
  697. mTestTimeLeft = 10.0f;
  698. }
  699. else
  700. {
  701. // Start paused
  702. Pause(true);
  703. SingleStep();
  704. }
  705. // Check if test has settings menu
  706. mTestSettingsButton->SetDisabled(!mTest->HasSettingsMenu());
  707. // We're immediately doing a step, we want to display the description for the first 2 steps
  708. mShowDescription = 2;
  709. }
  710. void SamplesApp::RunAllTests()
  711. {
  712. mIsRunningAllTests = true;
  713. StartTest(sAllCategories[0].mTests[0].mRTTI);
  714. }
  715. bool SamplesApp::NextTest()
  716. {
  717. // Find the next test to run based on the RTTI of the current test
  718. const RTTI *next_test = nullptr;
  719. bool cur_test_found = false;
  720. for (const TestCategory &c : sAllCategories)
  721. {
  722. for (uint j = 0; j < c.mNumTests; ++j)
  723. {
  724. const TestNameAndRTTI &test = c.mTests[j];
  725. if (cur_test_found)
  726. {
  727. // We already found the current test so this test is the next test to run
  728. next_test = test.mRTTI;
  729. break;
  730. }
  731. else if (test.mRTTI == mTestClass)
  732. {
  733. // RTTI matches, the next test we encounter is the next test to run
  734. cur_test_found = true;
  735. }
  736. }
  737. if (next_test != nullptr)
  738. break;
  739. }
  740. if (next_test == nullptr)
  741. {
  742. mIsRunningAllTests = false;
  743. mTestTimeLeft = -1.0f;
  744. if (mExitAfterRunningTests)
  745. return false; // Exit the application now
  746. else
  747. Alert("Test run complete!");
  748. }
  749. else
  750. {
  751. // Start next test
  752. StartTest(next_test);
  753. }
  754. return true;
  755. }
  756. bool SamplesApp::CheckNextTest()
  757. {
  758. if (mTestTimeLeft >= 0.0f)
  759. {
  760. // Update status string
  761. if (!mStatusString.empty())
  762. mStatusString += "\n";
  763. mStatusString += StringFormat("%s: Next test in %.1fs", mTestClass->GetName(), (double)mTestTimeLeft);
  764. // Use physics time
  765. mTestTimeLeft -= 1.0f / mUpdateFrequency;
  766. // If time's up then go to the next test
  767. if (mTestTimeLeft < 0.0f)
  768. return NextTest();
  769. }
  770. return true;
  771. }
  772. void SamplesApp::TakeSnapshot()
  773. {
  774. // Convert physics system to scene
  775. Ref<PhysicsScene> scene = new PhysicsScene();
  776. scene->FromPhysicsSystem(mPhysicsSystem);
  777. // Save scene
  778. ofstream stream("snapshot.bin", ofstream::out | ofstream::trunc | ofstream::binary);
  779. StreamOutWrapper wrapper(stream);
  780. if (stream.is_open())
  781. scene->SaveBinaryState(wrapper, true, true);
  782. }
  783. void SamplesApp::TakeAndReloadSnapshot()
  784. {
  785. TakeSnapshot();
  786. StartTest(JPH_RTTI(LoadSnapshotTest));
  787. }
  788. RefConst<Shape> SamplesApp::CreateProbeShape()
  789. {
  790. RefConst<Shape> shape;
  791. switch (mProbeShape)
  792. {
  793. case EProbeShape::Sphere:
  794. shape = new SphereShape(0.2f);
  795. break;
  796. case EProbeShape::Box:
  797. shape = new BoxShape(Vec3(0.1f, 0.2f, 0.3f));
  798. break;
  799. case EProbeShape::ConvexHull:
  800. {
  801. // Create tetrahedron
  802. Array<Vec3> tetrahedron;
  803. tetrahedron.push_back(Vec3::sZero());
  804. tetrahedron.push_back(Vec3(0.2f, 0, 0.4f));
  805. tetrahedron.push_back(Vec3(0.4f, 0, 0));
  806. tetrahedron.push_back(Vec3(0.2f, -0.2f, 1.0f));
  807. shape = ConvexHullShapeSettings(tetrahedron, 0.01f).Create().Get();
  808. }
  809. break;
  810. case EProbeShape::Capsule:
  811. shape = new CapsuleShape(0.2f, 0.1f);
  812. break;
  813. case EProbeShape::TaperedCapsule:
  814. shape = TaperedCapsuleShapeSettings(0.2f, 0.1f, 0.2f).Create().Get();
  815. break;
  816. case EProbeShape::Cylinder:
  817. shape = new CylinderShape(0.2f, 0.1f);
  818. break;
  819. case EProbeShape::Triangle:
  820. shape = new TriangleShape(Vec3(0.1f, 0.9f, 0.3f), Vec3(-0.9f, -0.5f, 0.2f), Vec3(0.7f, -0.3f, -0.1f));
  821. break;
  822. case EProbeShape::RotatedTranslated:
  823. shape = new RotatedTranslatedShape(Vec3(0.1f, 0.2f, 0.3f), Quat::sRotation(Vec3::sAxisY(), 0.25f * JPH_PI), new BoxShape(Vec3(0.1f, 0.2f, 0.3f)));
  824. break;
  825. case EProbeShape::StaticCompound:
  826. {
  827. Array<Vec3> tetrahedron;
  828. tetrahedron.push_back(Vec3::sZero());
  829. tetrahedron.push_back(Vec3(-0.2f, 0, 0.4f));
  830. tetrahedron.push_back(Vec3(0, 0.2f, 0));
  831. tetrahedron.push_back(Vec3(0.2f, 0, 0.4f));
  832. RefConst<Shape> convex = ConvexHullShapeSettings(tetrahedron, 0.01f).Create().Get();
  833. StaticCompoundShapeSettings compound_settings;
  834. compound_settings.AddShape(Vec3(-0.5f, 0, 0), Quat::sIdentity(), convex);
  835. compound_settings.AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), convex);
  836. shape = compound_settings.Create().Get();
  837. }
  838. break;
  839. case EProbeShape::StaticCompound2:
  840. {
  841. Ref<StaticCompoundShapeSettings> compound = new StaticCompoundShapeSettings();
  842. compound->AddShape(Vec3(0, 0.5f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new BoxShape(Vec3(0.5f, 0.15f, 0.1f)));
  843. compound->AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new CylinderShape(0.5f, 0.1f));
  844. compound->AddShape(Vec3(0, 0, 0.5f), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), new TaperedCapsuleShapeSettings(0.5f, 0.15f, 0.1f));
  845. StaticCompoundShapeSettings compound2;
  846. compound2.AddShape(Vec3(0, 0, 0), Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), compound);
  847. compound2.AddShape(Vec3(0, -0.4f, 0), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), -0.75f * JPH_PI), compound);
  848. shape = compound2.Create().Get();
  849. }
  850. break;
  851. case EProbeShape::MutableCompound:
  852. {
  853. Array<Vec3> tetrahedron;
  854. tetrahedron.push_back(Vec3::sZero());
  855. tetrahedron.push_back(Vec3(-0.2f, 0, 0.4f));
  856. tetrahedron.push_back(Vec3(0, 0.2f, 0));
  857. tetrahedron.push_back(Vec3(0.2f, 0, 0.4f));
  858. RefConst<Shape> convex = ConvexHullShapeSettings(tetrahedron, 0.01f).Create().Get();
  859. MutableCompoundShapeSettings compound_settings;
  860. compound_settings.AddShape(Vec3(-0.5f, 0, 0), Quat::sIdentity(), convex);
  861. compound_settings.AddShape(Vec3(0.5f, 0, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), convex);
  862. shape = compound_settings.Create().Get();
  863. }
  864. break;
  865. case EProbeShape::Mesh:
  866. shape = ShapeCreator::CreateTorusMesh(2.0f, 0.25f);
  867. break;
  868. }
  869. JPH_ASSERT(shape != nullptr);
  870. // Scale the shape
  871. Vec3 scale = mScaleShape? shape->MakeScaleValid(mShapeScale) : Vec3::sOne();
  872. JPH_ASSERT(shape->IsValidScale(scale)); // Double check the MakeScaleValid function
  873. if (!ScaleHelpers::IsNotScaled(scale))
  874. shape = new ScaledShape(shape, scale);
  875. return shape;
  876. }
  877. RefConst<Shape> SamplesApp::CreateShootObjectShape()
  878. {
  879. // Get the scale
  880. Vec3 scale = mShootObjectScaleShape? mShootObjectShapeScale : Vec3::sOne();
  881. // Make it minimally -0.1 or 0.1 depending on the sign
  882. Vec3 clamped_value = Vec3::sSelect(Vec3::sReplicate(-0.1f), Vec3::sReplicate(0.1f), Vec3::sGreaterOrEqual(scale, Vec3::sZero()));
  883. scale = Vec3::sSelect(scale, clamped_value, Vec3::sLess(scale.Abs(), Vec3::sReplicate(0.1f)));
  884. RefConst<Shape> shape;
  885. switch (mShootObjectShape)
  886. {
  887. case EShootObjectShape::Sphere:
  888. scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
  889. shape = new SphereShape(GetWorldScale());
  890. break;
  891. case EShootObjectShape::ConvexHull:
  892. {
  893. Array<Vec3> vertices = {
  894. Vec3(-0.044661f, 0.001230f, 0.003877f),
  895. Vec3(-0.024743f, -0.042562f, 0.003877f),
  896. Vec3(-0.012336f, -0.021073f, 0.048484f),
  897. Vec3(0.016066f, 0.028121f, -0.049904f),
  898. Vec3(-0.023734f, 0.043275f, -0.024153f),
  899. Vec3(0.020812f, 0.036341f, -0.019530f),
  900. Vec3(0.012495f, 0.021936f, 0.045288f),
  901. Vec3(0.026750f, 0.001230f, 0.049273f),
  902. Vec3(0.045495f, 0.001230f, -0.022077f),
  903. Vec3(0.022193f, -0.036274f, -0.021126f),
  904. Vec3(0.022781f, -0.037291f, 0.029558f),
  905. Vec3(0.014691f, -0.023280f, 0.052897f),
  906. Vec3(-0.012187f, -0.020815f, -0.040214f),
  907. Vec3(0.000541f, 0.001230f, -0.056224f),
  908. Vec3(-0.039882f, 0.001230f, -0.019461f),
  909. Vec3(0.000541f, 0.001230f, 0.056022f),
  910. Vec3(-0.020614f, -0.035411f, -0.020551f),
  911. Vec3(-0.019485f, 0.035916f, 0.027001f),
  912. Vec3(-0.023968f, 0.043680f, 0.003877f),
  913. Vec3(-0.020051f, 0.001230f, 0.039543f),
  914. Vec3(0.026213f, 0.001230f, -0.040589f),
  915. Vec3(-0.010797f, 0.020868f, 0.043152f),
  916. Vec3(-0.012378f, 0.023607f, -0.040876f)
  917. };
  918. // This shape was created at 0.2 world scale, rescale it to the current world scale
  919. float vert_scale = GetWorldScale() / 0.2f;
  920. for (Vec3 &v : vertices)
  921. v *= vert_scale;
  922. shape = ConvexHullShapeSettings(vertices).Create().Get();
  923. }
  924. break;
  925. case EShootObjectShape::ThinBar:
  926. shape = BoxShapeSettings(Vec3(0.05f, 0.8f, 0.03f), 0.015f).Create().Get();
  927. break;
  928. case EShootObjectShape::SoftBodyCube:
  929. JPH_ASSERT(false);
  930. break;
  931. }
  932. // Scale shape if needed
  933. if (scale != Vec3::sOne())
  934. shape = new ScaledShape(shape, scale);
  935. return shape;
  936. }
  937. void SamplesApp::ShootObject()
  938. {
  939. if (mShootObjectShape != EShootObjectShape::SoftBodyCube)
  940. {
  941. // Configure body
  942. BodyCreationSettings creation_settings(CreateShootObjectShape(), GetCamera().mPos, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  943. creation_settings.mMotionQuality = mShootObjectMotionQuality;
  944. creation_settings.mFriction = mShootObjectFriction;
  945. creation_settings.mRestitution = mShootObjectRestitution;
  946. creation_settings.mLinearVelocity = mShootObjectVelocity * GetCamera().mForward;
  947. // Create body
  948. mPhysicsSystem->GetBodyInterface().CreateAndAddBody(creation_settings, EActivation::Activate);
  949. }
  950. else
  951. {
  952. Ref<SoftBodySharedSettings> shared_settings = SoftBodySharedSettings::sCreateCube(5, 0.5f * GetWorldScale());
  953. for (SoftBodySharedSettings::Vertex &v : shared_settings->mVertices)
  954. {
  955. v.mInvMass = 0.025f;
  956. (mShootObjectVelocity * GetCamera().mForward).StoreFloat3(&v.mVelocity);
  957. }
  958. // Confgure soft body
  959. SoftBodyCreationSettings creation_settings(shared_settings, GetCamera().mPos, Quat::sIdentity(), Layers::MOVING);
  960. creation_settings.mFriction = mShootObjectFriction;
  961. creation_settings.mRestitution = mShootObjectRestitution;
  962. // Create body
  963. mPhysicsSystem->GetBodyInterface().CreateAndAddSoftBody(creation_settings, EActivation::Activate);
  964. }
  965. }
  966. bool SamplesApp::CastProbe(float inProbeLength, float &outFraction, RVec3 &outPosition, BodyID &outID)
  967. {
  968. // Determine start and direction of the probe
  969. const CameraState &camera = GetCamera();
  970. RVec3 start = camera.mPos;
  971. Vec3 direction = inProbeLength * camera.mForward;
  972. // Define a base offset that is halfway the probe to test getting the collision results relative to some offset.
  973. // Note that this is not necessarily the best choice for a base offset, but we want something that's not zero
  974. // and not the start of the collision test either to ensure that we'll see errors in the algorithm.
  975. RVec3 base_offset = start + 0.5f * direction;
  976. // Clear output
  977. outPosition = start + direction;
  978. outFraction = 1.0f;
  979. outID = BodyID();
  980. bool had_hit = false;
  981. switch (mProbeMode)
  982. {
  983. case EProbeMode::Pick:
  984. {
  985. // Create ray
  986. RRayCast ray { start, direction };
  987. // Cast ray
  988. RayCastResult hit;
  989. had_hit = mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, hit, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::MOVING), SpecifiedObjectLayerFilter(Layers::MOVING));
  990. // Fill in results
  991. outPosition = ray.GetPointOnRay(hit.mFraction);
  992. outFraction = hit.mFraction;
  993. outID = hit.mBodyID;
  994. if (had_hit)
  995. mDebugRenderer->DrawMarker(outPosition, Color::sYellow, 0.1f);
  996. else
  997. mDebugRenderer->DrawMarker(camera.mPos + 0.1f * camera.mForward, Color::sRed, 0.001f);
  998. }
  999. break;
  1000. case EProbeMode::Ray:
  1001. {
  1002. // Create ray
  1003. RRayCast ray { start, direction };
  1004. // Cast ray
  1005. RayCastResult hit;
  1006. had_hit = mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, hit);
  1007. // Fill in results
  1008. outPosition = ray.GetPointOnRay(hit.mFraction);
  1009. outFraction = hit.mFraction;
  1010. outID = hit.mBodyID;
  1011. // Draw results
  1012. if (had_hit)
  1013. {
  1014. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  1015. if (lock.Succeeded())
  1016. {
  1017. const Body &hit_body = lock.GetBody();
  1018. // Draw hit
  1019. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1020. mDebugRenderer->DrawLine(start, outPosition, color);
  1021. mDebugRenderer->DrawLine(outPosition, start + direction, Color::sRed);
  1022. // Draw material
  1023. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  1024. mDebugRenderer->DrawText3D(outPosition, material2->GetDebugName());
  1025. // Draw normal
  1026. Vec3 normal = hit_body.GetWorldSpaceSurfaceNormal(hit.mSubShapeID2, outPosition);
  1027. mDebugRenderer->DrawArrow(outPosition, outPosition + normal, color, 0.01f);
  1028. // Draw perpendicular axis to indicate hit position
  1029. Vec3 perp1 = normal.GetNormalizedPerpendicular();
  1030. Vec3 perp2 = normal.Cross(perp1);
  1031. mDebugRenderer->DrawLine(outPosition - 0.1f * perp1, outPosition + 0.1f * perp1, color);
  1032. mDebugRenderer->DrawLine(outPosition - 0.1f * perp2, outPosition + 0.1f * perp2, color);
  1033. // Get and draw the result of GetSupportingFace
  1034. if (mDrawSupportingFace)
  1035. {
  1036. Shape::SupportingFace face;
  1037. hit_body.GetTransformedShape().GetSupportingFace(hit.mSubShapeID2, -normal, base_offset, face);
  1038. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), face, Color::sWhite, 0.01f);
  1039. }
  1040. }
  1041. }
  1042. else
  1043. {
  1044. mDebugRenderer->DrawMarker(outPosition, Color::sRed, 0.1f);
  1045. }
  1046. }
  1047. break;
  1048. case EProbeMode::RayCollector:
  1049. {
  1050. // Create ray
  1051. RRayCast ray { start, direction };
  1052. // Create settings
  1053. RayCastSettings settings;
  1054. settings.mBackFaceModeTriangles = mBackFaceModeTriangles;
  1055. settings.mBackFaceModeConvex = mBackFaceModeConvex;
  1056. settings.mTreatConvexAsSolid = mTreatConvexAsSolid;
  1057. // Cast ray
  1058. Array<RayCastResult> hits;
  1059. if (mMaxHits == 0)
  1060. {
  1061. AnyHitCollisionCollector<CastRayCollector> collector;
  1062. mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, settings, collector);
  1063. if (collector.HadHit())
  1064. hits.push_back(collector.mHit);
  1065. }
  1066. else if (mMaxHits == 1)
  1067. {
  1068. ClosestHitCollisionCollector<CastRayCollector> collector;
  1069. mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, settings, collector);
  1070. if (collector.HadHit())
  1071. hits.push_back(collector.mHit);
  1072. }
  1073. else if (mClosestHitPerBody)
  1074. {
  1075. ClosestHitPerBodyCollisionCollector<CastRayCollector> collector;
  1076. mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, settings, collector);
  1077. collector.Sort();
  1078. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  1079. if ((int)hits.size() > mMaxHits)
  1080. hits.resize(mMaxHits);
  1081. }
  1082. else
  1083. {
  1084. AllHitCollisionCollector<CastRayCollector> collector;
  1085. mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, settings, collector);
  1086. collector.Sort();
  1087. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  1088. if ((int)hits.size() > mMaxHits)
  1089. hits.resize(mMaxHits);
  1090. }
  1091. had_hit = !hits.empty();
  1092. if (had_hit)
  1093. {
  1094. // Fill in results
  1095. RayCastResult &first_hit = hits.front();
  1096. outPosition = ray.GetPointOnRay(first_hit.mFraction);
  1097. outFraction = first_hit.mFraction;
  1098. outID = first_hit.mBodyID;
  1099. // Draw results
  1100. RVec3 prev_position = start;
  1101. bool c = false;
  1102. for (const RayCastResult &hit : hits)
  1103. {
  1104. // Draw line
  1105. RVec3 position = ray.GetPointOnRay(hit.mFraction);
  1106. mDebugRenderer->DrawLine(prev_position, position, c? Color::sGrey : Color::sWhite);
  1107. c = !c;
  1108. prev_position = position;
  1109. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  1110. if (lock.Succeeded())
  1111. {
  1112. const Body &hit_body = lock.GetBody();
  1113. // Draw material
  1114. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  1115. mDebugRenderer->DrawText3D(position, material2->GetDebugName());
  1116. // Draw normal
  1117. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1118. Vec3 normal = hit_body.GetWorldSpaceSurfaceNormal(hit.mSubShapeID2, position);
  1119. mDebugRenderer->DrawArrow(position, position + normal, color, 0.01f);
  1120. // Draw perpendicular axis to indicate hit position
  1121. Vec3 perp1 = normal.GetNormalizedPerpendicular();
  1122. Vec3 perp2 = normal.Cross(perp1);
  1123. mDebugRenderer->DrawLine(position - 0.1f * perp1, position + 0.1f * perp1, color);
  1124. mDebugRenderer->DrawLine(position - 0.1f * perp2, position + 0.1f * perp2, color);
  1125. // Get and draw the result of GetSupportingFace
  1126. if (mDrawSupportingFace)
  1127. {
  1128. Shape::SupportingFace face;
  1129. hit_body.GetTransformedShape().GetSupportingFace(hit.mSubShapeID2, -normal, base_offset, face);
  1130. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), face, Color::sWhite, 0.01f);
  1131. }
  1132. }
  1133. }
  1134. // Draw remainder of line
  1135. mDebugRenderer->DrawLine(ray.GetPointOnRay(hits.back().mFraction), start + direction, Color::sRed);
  1136. }
  1137. else
  1138. {
  1139. // Draw 'miss'
  1140. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1141. mDebugRenderer->DrawMarker(start + direction, Color::sRed, 0.1f);
  1142. }
  1143. }
  1144. break;
  1145. case EProbeMode::CollidePoint:
  1146. {
  1147. // Create point
  1148. const float fraction = 0.1f;
  1149. RVec3 point = start + fraction * direction;
  1150. // Collide point
  1151. AllHitCollisionCollector<CollidePointCollector> collector;
  1152. mPhysicsSystem->GetNarrowPhaseQuery().CollidePoint(point, collector);
  1153. had_hit = !collector.mHits.empty();
  1154. if (had_hit)
  1155. {
  1156. // Draw results
  1157. for (const CollidePointResult &hit : collector.mHits)
  1158. {
  1159. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  1160. if (lock.Succeeded())
  1161. {
  1162. const Body &hit_body = lock.GetBody();
  1163. // Draw bounding box
  1164. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1165. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1166. }
  1167. }
  1168. }
  1169. // Draw test location
  1170. mDebugRenderer->DrawMarker(point, had_hit? Color::sGreen : Color::sRed, 0.1f);
  1171. }
  1172. break;
  1173. case EProbeMode::CollideShape:
  1174. case EProbeMode::CollideShapeWithInternalEdgeRemoval:
  1175. {
  1176. // Create shape cast
  1177. RefConst<Shape> shape = CreateProbeShape();
  1178. Mat44 rotation = Mat44::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI) * Mat44::sRotation(Vec3::sAxisY(), 0.2f * JPH_PI);
  1179. Mat44 com = Mat44::sTranslation(shape->GetCenterOfMass());
  1180. RMat44 shape_transform(RMat44::sTranslation(start + 5.0f * camera.mForward) * rotation * com);
  1181. // Create settings
  1182. CollideShapeSettings settings;
  1183. settings.mActiveEdgeMode = mActiveEdgeMode;
  1184. settings.mBackFaceMode = mBackFaceModeTriangles;
  1185. settings.mCollectFacesMode = mCollectFacesMode;
  1186. settings.mMaxSeparationDistance = mMaxSeparationDistance;
  1187. // Select the right function
  1188. auto collide_shape_function = mProbeMode == EProbeMode::CollideShape? &NarrowPhaseQuery::CollideShape : &NarrowPhaseQuery::CollideShapeWithInternalEdgeRemoval;
  1189. Array<CollideShapeResult> hits;
  1190. if (mMaxHits == 0)
  1191. {
  1192. AnyHitCollisionCollector<CollideShapeCollector> collector;
  1193. (mPhysicsSystem->GetNarrowPhaseQuery().*collide_shape_function)(shape, Vec3::sOne(), shape_transform, settings, base_offset, collector, { }, { }, { }, { });
  1194. if (collector.HadHit())
  1195. hits.push_back(collector.mHit);
  1196. }
  1197. else if (mMaxHits == 1)
  1198. {
  1199. ClosestHitCollisionCollector<CollideShapeCollector> collector;
  1200. (mPhysicsSystem->GetNarrowPhaseQuery().*collide_shape_function)(shape, Vec3::sOne(), shape_transform, settings, base_offset, collector, { }, { }, { }, { });
  1201. if (collector.HadHit())
  1202. hits.push_back(collector.mHit);
  1203. }
  1204. else if (mClosestHitPerBody)
  1205. {
  1206. ClosestHitPerBodyCollisionCollector<CollideShapeCollector> collector;
  1207. (mPhysicsSystem->GetNarrowPhaseQuery().*collide_shape_function)(shape, Vec3::sOne(), shape_transform, settings, base_offset, collector, { }, { }, { }, { });
  1208. collector.Sort();
  1209. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  1210. if ((int)hits.size() > mMaxHits)
  1211. hits.resize(mMaxHits);
  1212. }
  1213. else
  1214. {
  1215. AllHitCollisionCollector<CollideShapeCollector> collector;
  1216. (mPhysicsSystem->GetNarrowPhaseQuery().*collide_shape_function)(shape, Vec3::sOne(), shape_transform, settings, base_offset, collector, { }, { }, { }, { });
  1217. collector.Sort();
  1218. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  1219. if ((int)hits.size() > mMaxHits)
  1220. hits.resize(mMaxHits);
  1221. }
  1222. had_hit = !hits.empty();
  1223. if (had_hit)
  1224. {
  1225. // Draw results
  1226. for (const CollideShapeResult &hit : hits)
  1227. {
  1228. // Draw 'hit'
  1229. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID2);
  1230. if (lock.Succeeded())
  1231. {
  1232. const Body &hit_body = lock.GetBody();
  1233. // Draw contact
  1234. RVec3 contact_position1 = base_offset + hit.mContactPointOn1;
  1235. RVec3 contact_position2 = base_offset + hit.mContactPointOn2;
  1236. mDebugRenderer->DrawMarker(contact_position1, Color::sGreen, 0.1f);
  1237. mDebugRenderer->DrawMarker(contact_position2, Color::sRed, 0.1f);
  1238. Vec3 pen_axis = hit.mPenetrationAxis;
  1239. float pen_axis_len = pen_axis.Length();
  1240. if (pen_axis_len > 0.0f)
  1241. {
  1242. pen_axis /= pen_axis_len;
  1243. // Draw penetration axis with length of the penetration
  1244. mDebugRenderer->DrawArrow(contact_position2, contact_position2 + pen_axis * hit.mPenetrationDepth, Color::sYellow, 0.01f);
  1245. // Draw normal (flipped so it points towards body 1)
  1246. mDebugRenderer->DrawArrow(contact_position2, contact_position2 - pen_axis, Color::sOrange, 0.01f);
  1247. }
  1248. // Draw material
  1249. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  1250. mDebugRenderer->DrawText3D(contact_position2, material2->GetDebugName());
  1251. // Draw faces
  1252. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), hit.mShape1Face, Color::sYellow, 0.01f);
  1253. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), hit.mShape2Face, Color::sRed, 0.01f);
  1254. }
  1255. }
  1256. }
  1257. #ifdef JPH_DEBUG_RENDERER
  1258. // Draw shape
  1259. shape->Draw(mDebugRenderer, shape_transform, Vec3::sOne(), had_hit? Color::sGreen : Color::sGrey, false, false);
  1260. #endif // JPH_DEBUG_RENDERER
  1261. }
  1262. break;
  1263. case EProbeMode::CastShape:
  1264. {
  1265. // Create shape cast
  1266. RefConst<Shape> shape = CreateProbeShape();
  1267. Mat44 rotation = Mat44::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI) * Mat44::sRotation(Vec3::sAxisY(), 0.2f * JPH_PI);
  1268. RShapeCast shape_cast = RShapeCast::sFromWorldTransform(shape, Vec3::sOne(), RMat44::sTranslation(start) * rotation, direction);
  1269. // Settings
  1270. ShapeCastSettings settings;
  1271. settings.mUseShrunkenShapeAndConvexRadius = mUseShrunkenShapeAndConvexRadius;
  1272. settings.mActiveEdgeMode = mActiveEdgeMode;
  1273. settings.mBackFaceModeTriangles = mBackFaceModeTriangles;
  1274. settings.mBackFaceModeConvex = mBackFaceModeConvex;
  1275. settings.mReturnDeepestPoint = mReturnDeepestPoint;
  1276. settings.mCollectFacesMode = mCollectFacesMode;
  1277. // Cast shape
  1278. Array<ShapeCastResult> hits;
  1279. if (mMaxHits == 0)
  1280. {
  1281. AnyHitCollisionCollector<CastShapeCollector> collector;
  1282. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, base_offset, collector);
  1283. if (collector.HadHit())
  1284. hits.push_back(collector.mHit);
  1285. }
  1286. else if (mMaxHits == 1)
  1287. {
  1288. ClosestHitCollisionCollector<CastShapeCollector> collector;
  1289. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, base_offset, collector);
  1290. if (collector.HadHit())
  1291. hits.push_back(collector.mHit);
  1292. }
  1293. else if (mClosestHitPerBody)
  1294. {
  1295. ClosestHitPerBodyCollisionCollector<CastShapeCollector> collector;
  1296. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, base_offset, collector);
  1297. collector.Sort();
  1298. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  1299. if ((int)hits.size() > mMaxHits)
  1300. hits.resize(mMaxHits);
  1301. }
  1302. else
  1303. {
  1304. AllHitCollisionCollector<CastShapeCollector> collector;
  1305. mPhysicsSystem->GetNarrowPhaseQuery().CastShape(shape_cast, settings, base_offset, collector);
  1306. collector.Sort();
  1307. hits.insert(hits.end(), collector.mHits.begin(), collector.mHits.end());
  1308. if ((int)hits.size() > mMaxHits)
  1309. hits.resize(mMaxHits);
  1310. }
  1311. had_hit = !hits.empty();
  1312. if (had_hit)
  1313. {
  1314. // Fill in results
  1315. ShapeCastResult &first_hit = hits.front();
  1316. outPosition = shape_cast.GetPointOnRay(first_hit.mFraction);
  1317. outFraction = first_hit.mFraction;
  1318. outID = first_hit.mBodyID2;
  1319. // Draw results
  1320. RVec3 prev_position = start;
  1321. bool c = false;
  1322. for (const ShapeCastResult &hit : hits)
  1323. {
  1324. // Draw line
  1325. RVec3 position = shape_cast.GetPointOnRay(hit.mFraction);
  1326. mDebugRenderer->DrawLine(prev_position, position, c? Color::sGrey : Color::sWhite);
  1327. c = !c;
  1328. prev_position = position;
  1329. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID2);
  1330. if (lock.Succeeded())
  1331. {
  1332. const Body &hit_body = lock.GetBody();
  1333. // Draw shape
  1334. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1335. #ifdef JPH_DEBUG_RENDERER
  1336. shape_cast.mShape->Draw(mDebugRenderer, shape_cast.mCenterOfMassStart.PostTranslated(hit.mFraction * shape_cast.mDirection), Vec3::sOne(), color, false, false);
  1337. #endif // JPH_DEBUG_RENDERER
  1338. // Draw normal
  1339. RVec3 contact_position1 = base_offset + hit.mContactPointOn1;
  1340. RVec3 contact_position2 = base_offset + hit.mContactPointOn2;
  1341. Vec3 normal = hit.mPenetrationAxis.Normalized();
  1342. mDebugRenderer->DrawArrow(contact_position2, contact_position2 - normal, color, 0.01f); // Flip to make it point towards the cast body
  1343. // Contact position 1
  1344. mDebugRenderer->DrawMarker(contact_position1, Color::sGreen, 0.1f);
  1345. // Draw perpendicular axis to indicate contact position 2
  1346. Vec3 perp1 = normal.GetNormalizedPerpendicular();
  1347. Vec3 perp2 = normal.Cross(perp1);
  1348. mDebugRenderer->DrawLine(contact_position2 - 0.1f * perp1, contact_position2 + 0.1f * perp1, color);
  1349. mDebugRenderer->DrawLine(contact_position2 - 0.1f * perp2, contact_position2 + 0.1f * perp2, color);
  1350. // Draw material
  1351. const PhysicsMaterial *material2 = hit_body.GetShape()->GetMaterial(hit.mSubShapeID2);
  1352. mDebugRenderer->DrawText3D(position, material2->GetDebugName());
  1353. // Draw faces
  1354. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), hit.mShape1Face, Color::sYellow, 0.01f);
  1355. mDebugRenderer->DrawWirePolygon(RMat44::sTranslation(base_offset), hit.mShape2Face, Color::sRed, 0.01f);
  1356. }
  1357. }
  1358. // Draw remainder of line
  1359. mDebugRenderer->DrawLine(shape_cast.GetPointOnRay(hits.back().mFraction), start + direction, Color::sRed);
  1360. }
  1361. else
  1362. {
  1363. // Draw 'miss'
  1364. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1365. #ifdef JPH_DEBUG_RENDERER
  1366. shape_cast.mShape->Draw(mDebugRenderer, shape_cast.mCenterOfMassStart.PostTranslated(shape_cast.mDirection), Vec3::sOne(), Color::sRed, false, false);
  1367. #endif // JPH_DEBUG_RENDERER
  1368. }
  1369. }
  1370. break;
  1371. case EProbeMode::CollideSoftBody:
  1372. {
  1373. const float fraction = 0.2f;
  1374. const float max_distance = 10.0f;
  1375. // Create a soft body vertex iterator
  1376. const float inv_mass = 1.0f;
  1377. const Vec3 position = fraction * direction;
  1378. Plane largest_penetration_collision_plane;
  1379. float largest_penetration = -FLT_MAX;
  1380. int largest_penetration_colliding_shape_idx = -1;
  1381. CollideSoftBodyVertexIterator vertex_iterator(&position, &inv_mass, &largest_penetration_collision_plane, &largest_penetration, &largest_penetration_colliding_shape_idx);
  1382. // Get shapes in a large radius around the start position
  1383. AABox box(Vec3(start + position), max_distance);
  1384. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1385. mPhysicsSystem->GetNarrowPhaseQuery().CollectTransformedShapes(box, collector);
  1386. // Closest point found using CollideShape, position relative to 'start'
  1387. Vec3 closest_point = position;
  1388. float closest_point_penetration = 0;
  1389. // Test against each shape
  1390. for (const TransformedShape &ts : collector.mHits)
  1391. {
  1392. int colliding_shape_index = int(&ts - collector.mHits.data());
  1393. ts.mShape->CollideSoftBodyVertices((RMat44::sTranslation(-start) * ts.GetCenterOfMassTransform()).ToMat44(), ts.GetShapeScale(), vertex_iterator, 1, colliding_shape_index);
  1394. if (largest_penetration_colliding_shape_idx == colliding_shape_index)
  1395. {
  1396. // To draw a plane, we need a point but CollideSoftBodyVertices doesn't provide one, so we use CollideShape with a tiny sphere to get the closest point and then project that onto the plane to draw the plane
  1397. SphereShape point_sphere(1.0e-6f);
  1398. point_sphere.SetEmbedded();
  1399. CollideShapeSettings settings;
  1400. settings.mMaxSeparationDistance = sqrt(3.0f) * max_distance; // Box is extended in all directions by max_distance
  1401. ClosestHitCollisionCollector<CollideShapeCollector> collide_shape_collector;
  1402. ts.CollideShape(&point_sphere, Vec3::sOne(), RMat44::sTranslation(start + position), settings, start, collide_shape_collector);
  1403. if (collide_shape_collector.HadHit())
  1404. {
  1405. closest_point = collide_shape_collector.mHit.mContactPointOn2;
  1406. closest_point_penetration = collide_shape_collector.mHit.mPenetrationDepth;
  1407. }
  1408. }
  1409. }
  1410. // Draw test point
  1411. mDebugRenderer->DrawMarker(start + position, Color::sYellow, 0.1f);
  1412. mDebugRenderer->DrawMarker(start + closest_point, Color::sRed, 0.1f);
  1413. // Draw collision plane
  1414. if (largest_penetration_colliding_shape_idx != -1)
  1415. {
  1416. RVec3 plane_point = start + position - largest_penetration_collision_plane.GetNormal() * largest_penetration_collision_plane.SignedDistance(position);
  1417. mDebugRenderer->DrawPlane(plane_point, largest_penetration_collision_plane.GetNormal(), Color::sGreen, 2.0f);
  1418. if (abs(closest_point_penetration - largest_penetration) > 0.001f)
  1419. mDebugRenderer->DrawText3D(plane_point, StringFormat("Pen %f (exp %f)", (double)largest_penetration, (double)closest_point_penetration));
  1420. else
  1421. mDebugRenderer->DrawText3D(plane_point, StringFormat("Pen %f", (double)largest_penetration));
  1422. }
  1423. }
  1424. break;
  1425. case EProbeMode::TransformedShape:
  1426. {
  1427. // Create box
  1428. const float fraction = 0.2f;
  1429. RVec3 center = start + fraction * direction;
  1430. Vec3 half_extent = 0.5f * mShapeScale;
  1431. AABox box(center - half_extent, center + half_extent);
  1432. // Get shapes
  1433. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1434. mPhysicsSystem->GetNarrowPhaseQuery().CollectTransformedShapes(box, collector);
  1435. // Draw results
  1436. for (const TransformedShape &ts : collector.mHits)
  1437. mDebugRenderer->DrawWireBox(RMat44::sRotationTranslation(ts.mShapeRotation, ts.mShapePositionCOM) * Mat44::sScale(ts.GetShapeScale()), ts.mShape->GetLocalBounds(), Color::sYellow);
  1438. // Draw test location
  1439. mDebugRenderer->DrawWireBox(box, !collector.mHits.empty()? Color::sGreen : Color::sRed);
  1440. }
  1441. break;
  1442. case EProbeMode::GetTriangles:
  1443. {
  1444. // Create box
  1445. const float fraction = 0.2f;
  1446. RVec3 center = start + fraction * direction;
  1447. Vec3 half_extent = 2.0f * mShapeScale;
  1448. AABox box(center - half_extent, center + half_extent);
  1449. // Get shapes
  1450. AllHitCollisionCollector<TransformedShapeCollector> collector;
  1451. mPhysicsSystem->GetNarrowPhaseQuery().CollectTransformedShapes(box, collector);
  1452. // Loop over shapes
  1453. had_hit = false;
  1454. for (const TransformedShape &ts : collector.mHits)
  1455. {
  1456. const int cMaxTriangles = 32;
  1457. Float3 vertices[cMaxTriangles * 3];
  1458. const PhysicsMaterial *materials[cMaxTriangles];
  1459. // Start iterating triangles
  1460. Shape::GetTrianglesContext ctx;
  1461. ts.GetTrianglesStart(ctx, box, base_offset);
  1462. for (;;)
  1463. {
  1464. // Fetch next triangles
  1465. int count = ts.GetTrianglesNext(ctx, cMaxTriangles, vertices, materials);
  1466. if (count == 0)
  1467. break;
  1468. // Draw triangles
  1469. const PhysicsMaterial **m = materials;
  1470. for (Float3 *v = vertices, *v_end = vertices + 3 * count; v < v_end; v += 3, ++m)
  1471. {
  1472. RVec3 v1 = base_offset + Vec3(v[0]), v2 = base_offset + Vec3(v[1]), v3 = base_offset + Vec3(v[2]);
  1473. RVec3 triangle_center = (v1 + v2 + v3) / 3.0f;
  1474. Vec3 triangle_normal = Vec3(v2 - v1).Cross(Vec3(v3 - v1)).Normalized();
  1475. mDebugRenderer->DrawWireTriangle(v1, v2, v3, (*m)->GetDebugColor());
  1476. mDebugRenderer->DrawArrow(triangle_center, triangle_center + triangle_normal, Color::sGreen, 0.01f);
  1477. }
  1478. had_hit = true;
  1479. }
  1480. }
  1481. // Draw test location
  1482. mDebugRenderer->DrawWireBox(box, had_hit? Color::sGreen : Color::sRed);
  1483. }
  1484. break;
  1485. case EProbeMode::BroadPhaseRay:
  1486. {
  1487. // Create ray
  1488. RayCast ray { Vec3(start), direction };
  1489. // Cast ray
  1490. AllHitCollisionCollector<RayCastBodyCollector> collector;
  1491. mPhysicsSystem->GetBroadPhaseQuery().CastRay(ray, collector);
  1492. collector.Sort();
  1493. had_hit = !collector.mHits.empty();
  1494. if (had_hit)
  1495. {
  1496. // Draw results
  1497. RVec3 prev_position = start;
  1498. bool c = false;
  1499. for (const BroadPhaseCastResult &hit : collector.mHits)
  1500. {
  1501. // Draw line
  1502. RVec3 position = start + hit.mFraction * direction;
  1503. Color cast_color = c? Color::sGrey : Color::sWhite;
  1504. mDebugRenderer->DrawLine(prev_position, position, cast_color);
  1505. mDebugRenderer->DrawMarker(position, cast_color, 0.1f);
  1506. c = !c;
  1507. prev_position = position;
  1508. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  1509. if (lock.Succeeded())
  1510. {
  1511. const Body &hit_body = lock.GetBody();
  1512. // Draw bounding box
  1513. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1514. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1515. }
  1516. }
  1517. // Draw remainder of line
  1518. mDebugRenderer->DrawLine(start + collector.mHits.back().mFraction * direction, start + direction, Color::sRed);
  1519. }
  1520. else
  1521. {
  1522. // Draw 'miss'
  1523. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1524. mDebugRenderer->DrawMarker(start + direction, Color::sRed, 0.1f);
  1525. }
  1526. }
  1527. break;
  1528. case EProbeMode::BroadPhaseBox:
  1529. {
  1530. // Create box
  1531. const float fraction = 0.2f;
  1532. RVec3 center = start + fraction * direction;
  1533. Vec3 half_extent = 2.0f * mShapeScale;
  1534. AABox box(center - half_extent, center + half_extent);
  1535. // Collide box
  1536. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1537. mPhysicsSystem->GetBroadPhaseQuery().CollideAABox(box, collector);
  1538. had_hit = !collector.mHits.empty();
  1539. if (had_hit)
  1540. {
  1541. // Draw results
  1542. for (const BodyID &hit : collector.mHits)
  1543. {
  1544. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1545. if (lock.Succeeded())
  1546. {
  1547. const Body &hit_body = lock.GetBody();
  1548. // Draw bounding box
  1549. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1550. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1551. }
  1552. }
  1553. }
  1554. // Draw test location
  1555. mDebugRenderer->DrawWireBox(box, had_hit? Color::sGreen : Color::sRed);
  1556. }
  1557. break;
  1558. case EProbeMode::BroadPhaseSphere:
  1559. {
  1560. // Create sphere
  1561. const float fraction = 0.2f;
  1562. const float radius = mShapeScale.Length() * 2.0f;
  1563. Vec3 point(start + fraction * direction);
  1564. // Collide sphere
  1565. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1566. mPhysicsSystem->GetBroadPhaseQuery().CollideSphere(point, radius, collector);
  1567. had_hit = !collector.mHits.empty();
  1568. if (had_hit)
  1569. {
  1570. // Draw results
  1571. for (const BodyID &hit : collector.mHits)
  1572. {
  1573. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1574. if (lock.Succeeded())
  1575. {
  1576. const Body &hit_body = lock.GetBody();
  1577. // Draw bounding box
  1578. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1579. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1580. }
  1581. }
  1582. }
  1583. // Draw test location
  1584. mDebugRenderer->DrawWireSphere(RVec3(point), radius, had_hit? Color::sGreen : Color::sRed);
  1585. }
  1586. break;
  1587. case EProbeMode::BroadPhasePoint:
  1588. {
  1589. // Create point
  1590. const float fraction = 0.1f;
  1591. Vec3 point(start + fraction * direction);
  1592. // Collide point
  1593. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1594. mPhysicsSystem->GetBroadPhaseQuery().CollidePoint(point, collector);
  1595. had_hit = !collector.mHits.empty();
  1596. if (had_hit)
  1597. {
  1598. // Draw results
  1599. for (const BodyID &hit : collector.mHits)
  1600. {
  1601. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1602. if (lock.Succeeded())
  1603. {
  1604. const Body &hit_body = lock.GetBody();
  1605. // Draw bounding box
  1606. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1607. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1608. }
  1609. }
  1610. }
  1611. // Draw test location
  1612. mDebugRenderer->DrawMarker(RVec3(point), had_hit? Color::sGreen : Color::sRed, 0.1f);
  1613. }
  1614. break;
  1615. case EProbeMode::BroadPhaseOrientedBox:
  1616. {
  1617. // Create box
  1618. const float fraction = 0.2f;
  1619. Vec3 center(start + fraction * direction);
  1620. Vec3 half_extent = 2.0f * mShapeScale;
  1621. OrientedBox box(Mat44::sRotationTranslation(Quat::sRotation(Vec3::sAxisZ(), 0.2f * JPH_PI) * Quat::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI), center), half_extent);
  1622. // Collide box
  1623. AllHitCollisionCollector<CollideShapeBodyCollector> collector;
  1624. mPhysicsSystem->GetBroadPhaseQuery().CollideOrientedBox(box, collector);
  1625. had_hit = !collector.mHits.empty();
  1626. if (had_hit)
  1627. {
  1628. // Draw results
  1629. for (const BodyID &hit : collector.mHits)
  1630. {
  1631. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit);
  1632. if (lock.Succeeded())
  1633. {
  1634. const Body &hit_body = lock.GetBody();
  1635. // Draw bounding box
  1636. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1637. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1638. }
  1639. }
  1640. }
  1641. // Draw test location
  1642. mDebugRenderer->DrawWireBox(box, had_hit? Color::sGreen : Color::sRed);
  1643. }
  1644. break;
  1645. case EProbeMode::BroadPhaseCastBox:
  1646. {
  1647. // Create box
  1648. Vec3 half_extent = 2.0f * mShapeScale;
  1649. AABox box(start - half_extent, start + half_extent);
  1650. AABoxCast box_cast { box, direction };
  1651. // Cast box
  1652. AllHitCollisionCollector<CastShapeBodyCollector> collector;
  1653. mPhysicsSystem->GetBroadPhaseQuery().CastAABox(box_cast, collector);
  1654. collector.Sort();
  1655. had_hit = !collector.mHits.empty();
  1656. if (had_hit)
  1657. {
  1658. // Draw results
  1659. RVec3 prev_position = start;
  1660. bool c = false;
  1661. for (const BroadPhaseCastResult &hit : collector.mHits)
  1662. {
  1663. // Draw line
  1664. RVec3 position = start + hit.mFraction * direction;
  1665. Color cast_color = c? Color::sGrey : Color::sWhite;
  1666. mDebugRenderer->DrawLine(prev_position, position, cast_color);
  1667. mDebugRenderer->DrawWireBox(RMat44::sTranslation(position), AABox(-half_extent, half_extent), cast_color);
  1668. c = !c;
  1669. prev_position = position;
  1670. BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
  1671. if (lock.Succeeded())
  1672. {
  1673. const Body &hit_body = lock.GetBody();
  1674. // Draw bounding box
  1675. Color color = hit_body.IsDynamic()? Color::sYellow : Color::sOrange;
  1676. mDebugRenderer->DrawWireBox(hit_body.GetCenterOfMassTransform(), hit_body.GetShape()->GetLocalBounds(), color);
  1677. }
  1678. }
  1679. // Draw remainder of line
  1680. mDebugRenderer->DrawLine(start + collector.mHits.back().mFraction * direction, start + direction, Color::sRed);
  1681. }
  1682. else
  1683. {
  1684. // Draw 'miss'
  1685. mDebugRenderer->DrawLine(start, start + direction, Color::sRed);
  1686. mDebugRenderer->DrawWireBox(RMat44::sTranslation(start + direction), AABox(-half_extent, half_extent), Color::sRed);
  1687. }
  1688. }
  1689. break;
  1690. }
  1691. return had_hit;
  1692. }
  1693. void SamplesApp::UpdateDebug(float inDeltaTime)
  1694. {
  1695. JPH_PROFILE_FUNCTION();
  1696. const float cDragRayLength = 40.0f;
  1697. BodyInterface &bi = mPhysicsSystem->GetBodyInterface();
  1698. // Handle keyboard input for which simulation needs to be running
  1699. if (mKeyboard->IsKeyPressedAndTriggered(EKey::B, mWasShootKeyPressed))
  1700. ShootObject();
  1701. // Allow the user to drag rigid/soft bodies around
  1702. if (mDragConstraint == nullptr && mDragVertexIndex == ~uint(0))
  1703. {
  1704. // Not dragging yet
  1705. RVec3 hit_position;
  1706. if (CastProbe(cDragRayLength, mDragFraction, hit_position, mDragBody))
  1707. {
  1708. // If key is pressed create constraint to start dragging
  1709. if (mKeyboard->IsKeyPressed(EKey::Space))
  1710. {
  1711. // Target body must be dynamic
  1712. BodyLockWrite lock(mPhysicsSystem->GetBodyLockInterface(), mDragBody);
  1713. if (lock.Succeeded())
  1714. {
  1715. Body &drag_body = lock.GetBody();
  1716. if (drag_body.IsSoftBody())
  1717. {
  1718. SoftBodyMotionProperties *mp = static_cast<SoftBodyMotionProperties *>(drag_body.GetMotionProperties());
  1719. // Find closest vertex
  1720. Vec3 local_hit_position = Vec3(drag_body.GetInverseCenterOfMassTransform() * hit_position);
  1721. float closest_dist_sq = FLT_MAX;
  1722. for (SoftBodyVertex &v : mp->GetVertices())
  1723. {
  1724. float dist_sq = (v.mPosition - local_hit_position).LengthSq();
  1725. if (dist_sq < closest_dist_sq)
  1726. {
  1727. closest_dist_sq = dist_sq;
  1728. mDragVertexIndex = uint(&v - mp->GetVertices().data());
  1729. }
  1730. }
  1731. // Make the vertex kinematic
  1732. SoftBodyVertex &v = mp->GetVertex(mDragVertexIndex);
  1733. mDragVertexPreviousInvMass = v.mInvMass;
  1734. v.mInvMass = 0.0f;
  1735. }
  1736. else if (drag_body.IsDynamic())
  1737. {
  1738. // Create constraint to drag body
  1739. DistanceConstraintSettings settings;
  1740. settings.mPoint1 = settings.mPoint2 = hit_position;
  1741. settings.mLimitsSpringSettings.mFrequency = 2.0f / GetWorldScale();
  1742. settings.mLimitsSpringSettings.mDamping = 1.0f;
  1743. // Construct fixed body for the mouse constraint
  1744. // Note that we don't add it to the world since we don't want anything to collide with it, we just
  1745. // need an anchor for a constraint
  1746. Body *drag_anchor = bi.CreateBody(BodyCreationSettings(new SphereShape(0.01f), hit_position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  1747. mDragAnchor = drag_anchor;
  1748. // Construct constraint that connects the drag anchor with the body that we want to drag
  1749. mDragConstraint = settings.Create(*drag_anchor, drag_body);
  1750. mPhysicsSystem->AddConstraint(mDragConstraint);
  1751. }
  1752. }
  1753. }
  1754. }
  1755. }
  1756. else
  1757. {
  1758. if (!mKeyboard->IsKeyPressed(EKey::Space))
  1759. {
  1760. // If key released, destroy constraint
  1761. if (mDragConstraint != nullptr)
  1762. {
  1763. mPhysicsSystem->RemoveConstraint(mDragConstraint);
  1764. mDragConstraint = nullptr;
  1765. }
  1766. // Destroy drag anchor
  1767. if (mDragAnchor != nullptr)
  1768. {
  1769. bi.DestroyBody(mDragAnchor->GetID());
  1770. mDragAnchor = nullptr;
  1771. }
  1772. // Release dragged vertex
  1773. if (mDragVertexIndex != ~uint(0))
  1774. {
  1775. // Restore vertex mass
  1776. BodyLockWrite lock(mPhysicsSystem->GetBodyLockInterface(), mDragBody);
  1777. if (lock.Succeeded())
  1778. {
  1779. Body &body = lock.GetBody();
  1780. JPH_ASSERT(body.IsSoftBody());
  1781. SoftBodyMotionProperties *mp = static_cast<SoftBodyMotionProperties *>(body.GetMotionProperties());
  1782. mp->GetVertex(mDragVertexIndex).mInvMass = mDragVertexPreviousInvMass;
  1783. }
  1784. mDragVertexIndex = ~uint(0);
  1785. mDragVertexPreviousInvMass = 0;
  1786. }
  1787. // Forget the drag body
  1788. mDragBody = BodyID();
  1789. }
  1790. else
  1791. {
  1792. // Else drag the body to the new position
  1793. RVec3 new_pos = GetCamera().mPos + cDragRayLength * mDragFraction * GetCamera().mForward;
  1794. switch (bi.GetBodyType(mDragBody))
  1795. {
  1796. case EBodyType::RigidBody:
  1797. bi.SetPositionAndRotation(mDragAnchor->GetID(), new_pos, Quat::sIdentity(), EActivation::DontActivate);
  1798. break;
  1799. case EBodyType::SoftBody:
  1800. {
  1801. BodyLockWrite lock(mPhysicsSystem->GetBodyLockInterface(), mDragBody);
  1802. if (lock.Succeeded())
  1803. {
  1804. Body &body = lock.GetBody();
  1805. SoftBodyMotionProperties *mp = static_cast<SoftBodyMotionProperties *>(body.GetMotionProperties());
  1806. SoftBodyVertex &v = mp->GetVertex(mDragVertexIndex);
  1807. v.mVelocity = body.GetRotation().Conjugated() * Vec3(new_pos - body.GetCenterOfMassTransform() * v.mPosition) / inDeltaTime;
  1808. }
  1809. }
  1810. break;
  1811. }
  1812. // Activate other body
  1813. bi.ActivateBody(mDragBody);
  1814. }
  1815. }
  1816. }
  1817. bool SamplesApp::UpdateFrame(float inDeltaTime)
  1818. {
  1819. // Reinitialize the job system if the concurrency setting changed
  1820. if (mMaxConcurrentJobs != mJobSystem->GetMaxConcurrency())
  1821. static_cast<JobSystemThreadPool *>(mJobSystem)->SetNumThreads(mMaxConcurrentJobs - 1);
  1822. // Decrement number of frames to show the description
  1823. if (inDeltaTime > 0.0f && mShowDescription > 0)
  1824. --mShowDescription;
  1825. // Restart the test if the test requests this
  1826. if (mTest->NeedsRestart())
  1827. {
  1828. StartTest(mTestClass);
  1829. return true;
  1830. }
  1831. // Get the status string
  1832. const char *description = mShowDescription > 0? mTest->GetDescription() : nullptr;
  1833. if (description != nullptr)
  1834. mStatusString = String(description) + "\n" + mTest->GetStatusString();
  1835. else
  1836. mStatusString = mTest->GetStatusString();
  1837. // Select the next test if automatic testing times out
  1838. if (!CheckNextTest())
  1839. return false;
  1840. // Handle keyboard input
  1841. bool shift = mKeyboard->IsKeyPressed(EKey::LShift) || mKeyboard->IsKeyPressed(EKey::RShift);
  1842. #ifdef JPH_DEBUG_RENDERER
  1843. bool alt = mKeyboard->IsKeyPressed(EKey::LAlt) || mKeyboard->IsKeyPressed(EKey::RAlt);
  1844. #endif // JPH_DEBUG_RENDERER
  1845. for (EKey key = mKeyboard->GetFirstKey(); key != EKey::Invalid; key = mKeyboard->GetNextKey())
  1846. switch (key)
  1847. {
  1848. case EKey::R:
  1849. StartTest(mTestClass);
  1850. return true;
  1851. case EKey::N:
  1852. NextTest();
  1853. return true;
  1854. #ifdef JPH_DEBUG_RENDERER
  1855. case EKey::H:
  1856. if (shift)
  1857. mBodyDrawSettings.mDrawGetSupportFunction = !mBodyDrawSettings.mDrawGetSupportFunction;
  1858. else if (alt)
  1859. mDrawGetTriangles = !mDrawGetTriangles;
  1860. else
  1861. mBodyDrawSettings.mDrawShape = !mBodyDrawSettings.mDrawShape;
  1862. break;
  1863. case EKey::F:
  1864. if (shift)
  1865. mBodyDrawSettings.mDrawGetSupportingFace = !mBodyDrawSettings.mDrawGetSupportingFace;
  1866. break;
  1867. case EKey::I:
  1868. mBodyDrawSettings.mDrawMassAndInertia = !mBodyDrawSettings.mDrawMassAndInertia;
  1869. break;
  1870. case EKey::Num1:
  1871. ContactConstraintManager::sDrawContactPoint = !ContactConstraintManager::sDrawContactPoint;
  1872. break;
  1873. case EKey::Num2:
  1874. ContactConstraintManager::sDrawSupportingFaces = !ContactConstraintManager::sDrawSupportingFaces;
  1875. break;
  1876. case EKey::Num3:
  1877. ContactConstraintManager::sDrawContactPointReduction = !ContactConstraintManager::sDrawContactPointReduction;
  1878. break;
  1879. case EKey::C:
  1880. mDrawConstraints = !mDrawConstraints;
  1881. break;
  1882. case EKey::L:
  1883. mDrawConstraintLimits = !mDrawConstraintLimits;
  1884. break;
  1885. case EKey::M:
  1886. ContactConstraintManager::sDrawContactManifolds = !ContactConstraintManager::sDrawContactManifolds;
  1887. break;
  1888. case EKey::W:
  1889. if (alt)
  1890. mBodyDrawSettings.mDrawShapeWireframe = !mBodyDrawSettings.mDrawShapeWireframe;
  1891. break;
  1892. #endif // JPH_DEBUG_RENDERER
  1893. case EKey::Comma:
  1894. // Back stepping
  1895. if (mPlaybackFrames.size() > 1)
  1896. {
  1897. if (mPlaybackMode == EPlaybackMode::Play)
  1898. {
  1899. JPH_ASSERT(mCurrentPlaybackFrame == -1);
  1900. mCurrentPlaybackFrame = (int)mPlaybackFrames.size() - 1;
  1901. }
  1902. mPlaybackMode = shift? EPlaybackMode::Rewind : EPlaybackMode::StepBack;
  1903. }
  1904. break;
  1905. case EKey::Period:
  1906. // Forward stepping
  1907. if (mPlaybackMode != EPlaybackMode::Play)
  1908. {
  1909. JPH_ASSERT(mCurrentPlaybackFrame >= 0);
  1910. mPlaybackMode = shift? EPlaybackMode::FastForward : EPlaybackMode::StepForward;
  1911. }
  1912. break;
  1913. }
  1914. // Stop recording if record state is turned off
  1915. if (!mRecordState)
  1916. {
  1917. mPlaybackFrames.clear();
  1918. mPlaybackMode = EPlaybackMode::Play;
  1919. mCurrentPlaybackFrame = -1;
  1920. }
  1921. // Determine if we need to check deterministic simulation
  1922. bool check_determinism = mCheckDeterminism && mTest->IsDeterministic();
  1923. // Check if we've in replay mode
  1924. if (mPlaybackMode != EPlaybackMode::Play)
  1925. {
  1926. JPH_PROFILE("RestoreState");
  1927. // We're in replay mode
  1928. JPH_ASSERT(mCurrentPlaybackFrame >= 0);
  1929. // Ensure the simulation is paused
  1930. Pause(true);
  1931. // Always restore state when not paused, the debug drawing will be cleared
  1932. bool restore_state = inDeltaTime > 0.0f;
  1933. // Advance to the next frame when single stepping or unpausing
  1934. switch (mPlaybackMode)
  1935. {
  1936. case EPlaybackMode::StepBack:
  1937. mPlaybackMode = EPlaybackMode::Stop;
  1938. [[fallthrough]];
  1939. case EPlaybackMode::Rewind:
  1940. if (mCurrentPlaybackFrame > 0)
  1941. {
  1942. mCurrentPlaybackFrame--;
  1943. restore_state = true;
  1944. }
  1945. break;
  1946. case EPlaybackMode::StepForward:
  1947. mPlaybackMode = EPlaybackMode::Stop;
  1948. [[fallthrough]];
  1949. case EPlaybackMode::FastForward:
  1950. if (mCurrentPlaybackFrame < (int)mPlaybackFrames.size() - 1)
  1951. {
  1952. mCurrentPlaybackFrame++;
  1953. restore_state = true;
  1954. }
  1955. break;
  1956. case EPlaybackMode::Stop:
  1957. case EPlaybackMode::Play:
  1958. // Satisfy compiler
  1959. break;
  1960. }
  1961. // If the replay frame changed we need to update state
  1962. if (restore_state)
  1963. {
  1964. // Clear existing debug stuff so we can render this restored frame
  1965. // (if we're paused, we will otherwise not clear the debugging stuff)
  1966. ClearDebugRenderer();
  1967. // Restore state to what it was during that time
  1968. PlayBackFrame &frame = mPlaybackFrames[mCurrentPlaybackFrame];
  1969. RestoreState(frame.mState);
  1970. // Also restore input back to what it was at the time
  1971. frame.mInputState.Rewind();
  1972. mTest->RestoreInputState(frame.mInputState);
  1973. // Physics world is drawn using debug lines, when not paused
  1974. // Draw state prior to step so that debug lines are created from the same state
  1975. // (the constraints are solved on the current state and then the world is stepped)
  1976. DrawPhysics();
  1977. // Step the world (with fixed frequency)
  1978. StepPhysics(mJobSystem);
  1979. #ifdef JPH_DEBUG_RENDERER
  1980. // Draw any contacts that were collected through the contact listener
  1981. if (mContactListener)
  1982. mContactListener->DrawState();
  1983. #endif // JPH_DEBUG_RENDERER
  1984. // Validate that update result is the same as the previously recorded state
  1985. if (check_determinism && mCurrentPlaybackFrame < (int)mPlaybackFrames.size() - 1)
  1986. ValidateState(mPlaybackFrames[mCurrentPlaybackFrame + 1].mState);
  1987. }
  1988. // On the last frame go back to play mode
  1989. if (mCurrentPlaybackFrame >= (int)mPlaybackFrames.size() - 1)
  1990. {
  1991. mPlaybackMode = EPlaybackMode::Play;
  1992. mCurrentPlaybackFrame = -1;
  1993. }
  1994. // On the first frame go to stop mode
  1995. if (mCurrentPlaybackFrame == 0)
  1996. mPlaybackMode = EPlaybackMode::Stop;
  1997. }
  1998. else
  1999. {
  2000. // Normal update
  2001. JPH_ASSERT(mCurrentPlaybackFrame == -1);
  2002. if (inDeltaTime > 0.0f)
  2003. {
  2004. // Debugging functionality like shooting a ball and dragging objects
  2005. UpdateDebug(inDeltaTime);
  2006. {
  2007. // Process input, this is done once and before we save the state so that we can save the input state
  2008. JPH_PROFILE("ProcessInput");
  2009. Test::ProcessInputParams handle_input;
  2010. handle_input.mDeltaTime = 1.0f / mUpdateFrequency;
  2011. handle_input.mKeyboard = mKeyboard;
  2012. handle_input.mCameraState = GetCamera();
  2013. mTest->ProcessInput(handle_input);
  2014. }
  2015. if (mRecordState || check_determinism)
  2016. {
  2017. // Record the state prior to the step
  2018. mPlaybackFrames.push_back(PlayBackFrame());
  2019. SaveState(mPlaybackFrames.back().mState);
  2020. // Save input too
  2021. mTest->SaveInputState(mPlaybackFrames.back().mInputState);
  2022. }
  2023. // Physics world is drawn using debug lines, when not paused
  2024. // Draw state prior to step so that debug lines are created from the same state
  2025. // (the constraints are solved on the current state and then the world is stepped)
  2026. DrawPhysics();
  2027. // Update the physics world
  2028. StepPhysics(mJobSystem);
  2029. #ifdef JPH_DEBUG_RENDERER
  2030. // Draw any contacts that were collected through the contact listener
  2031. if (mContactListener)
  2032. mContactListener->DrawState();
  2033. #endif // JPH_DEBUG_RENDERER
  2034. if (check_determinism)
  2035. {
  2036. // Save the current state
  2037. StateRecorderImpl post_step_state;
  2038. SaveState(post_step_state);
  2039. // Restore to the previous state
  2040. PlayBackFrame &frame = mPlaybackFrames.back();
  2041. RestoreState(frame.mState);
  2042. // Also restore input back to what it was at the time
  2043. frame.mInputState.Rewind();
  2044. mTest->RestoreInputState(frame.mInputState);
  2045. // Step again
  2046. StepPhysics(mJobSystemValidating);
  2047. // Validate that the result is the same
  2048. ValidateState(post_step_state);
  2049. }
  2050. }
  2051. }
  2052. return true;
  2053. }
  2054. void SamplesApp::DrawPhysics()
  2055. {
  2056. #ifdef JPH_DEBUG_RENDERER
  2057. mPhysicsSystem->DrawBodies(mBodyDrawSettings, mDebugRenderer);
  2058. if (mDrawConstraints)
  2059. mPhysicsSystem->DrawConstraints(mDebugRenderer);
  2060. if (mDrawConstraintLimits)
  2061. mPhysicsSystem->DrawConstraintLimits(mDebugRenderer);
  2062. if (mDrawConstraintReferenceFrame)
  2063. mPhysicsSystem->DrawConstraintReferenceFrame(mDebugRenderer);
  2064. if (mDrawPhysicsSystemBounds)
  2065. mDebugRenderer->DrawWireBox(mPhysicsSystem->GetBounds(), Color::sGreen);
  2066. #endif // JPH_DEBUG_RENDERER
  2067. mTest->DrawBodyLabels();
  2068. // This map collects the shapes that we used this frame
  2069. ShapeToGeometryMap shape_to_geometry;
  2070. #ifdef JPH_DEBUG_RENDERER
  2071. if (mDrawGetTriangles)
  2072. #endif // JPH_DEBUG_RENDERER
  2073. {
  2074. JPH_PROFILE("DrawGetTriangles");
  2075. // Iterate through all active bodies
  2076. BodyIDVector bodies;
  2077. mPhysicsSystem->GetBodies(bodies);
  2078. const BodyLockInterface &bli = mPhysicsSystem->GetBodyLockInterface();
  2079. for (BodyID b : bodies)
  2080. {
  2081. // Get the body
  2082. BodyLockRead lock(bli, b);
  2083. if (lock.SucceededAndIsInBroadPhase())
  2084. {
  2085. // Collect all leaf shapes for the body and their transforms
  2086. const Body &body = lock.GetBody();
  2087. AllHitCollisionCollector<TransformedShapeCollector> collector;
  2088. body.GetTransformedShape().CollectTransformedShapes(body.GetWorldSpaceBounds(), collector);
  2089. // Draw all leaf shapes
  2090. for (const TransformedShape &transformed_shape : collector.mHits)
  2091. {
  2092. DebugRenderer::GeometryRef geometry;
  2093. // Find geometry from previous frame
  2094. ShapeToGeometryMap::iterator map_iterator = mShapeToGeometry.find(transformed_shape.mShape);
  2095. if (map_iterator != mShapeToGeometry.end())
  2096. geometry = map_iterator->second;
  2097. if (geometry == nullptr)
  2098. {
  2099. // Find geometry from this frame
  2100. map_iterator = shape_to_geometry.find(transformed_shape.mShape);
  2101. if (map_iterator != shape_to_geometry.end())
  2102. geometry = map_iterator->second;
  2103. }
  2104. if (geometry == nullptr)
  2105. {
  2106. // Geometry not cached
  2107. Array<DebugRenderer::Triangle> triangles;
  2108. // Start iterating all triangles of the shape
  2109. Shape::GetTrianglesContext context;
  2110. transformed_shape.mShape->GetTrianglesStart(context, AABox::sBiggest(), Vec3::sZero(), Quat::sIdentity(), Vec3::sOne());
  2111. for (;;)
  2112. {
  2113. // Get the next batch of vertices
  2114. constexpr int cMaxTriangles = 1000;
  2115. Float3 vertices[3 * cMaxTriangles];
  2116. int triangle_count = transformed_shape.mShape->GetTrianglesNext(context, cMaxTriangles, vertices);
  2117. if (triangle_count == 0)
  2118. break;
  2119. // Allocate space for triangles
  2120. size_t output_index = triangles.size();
  2121. triangles.resize(triangles.size() + triangle_count);
  2122. DebugRenderer::Triangle *triangle = &triangles[output_index];
  2123. // Convert to a renderable triangle
  2124. for (int vertex = 0, vertex_max = 3 * triangle_count; vertex < vertex_max; vertex += 3, ++triangle)
  2125. {
  2126. // Get the vertices
  2127. Vec3 v1(vertices[vertex + 0]);
  2128. Vec3 v2(vertices[vertex + 1]);
  2129. Vec3 v3(vertices[vertex + 2]);
  2130. // Calculate the normal
  2131. Float3 normal;
  2132. (v2 - v1).Cross(v3 - v1).NormalizedOr(Vec3::sZero()).StoreFloat3(&normal);
  2133. v1.StoreFloat3(&triangle->mV[0].mPosition);
  2134. triangle->mV[0].mNormal = normal;
  2135. triangle->mV[0].mColor = Color::sWhite;
  2136. triangle->mV[0].mUV = Float2(0, 0);
  2137. v2.StoreFloat3(&triangle->mV[1].mPosition);
  2138. triangle->mV[1].mNormal = normal;
  2139. triangle->mV[1].mColor = Color::sWhite;
  2140. triangle->mV[1].mUV = Float2(0, 0);
  2141. v3.StoreFloat3(&triangle->mV[2].mPosition);
  2142. triangle->mV[2].mNormal = normal;
  2143. triangle->mV[2].mColor = Color::sWhite;
  2144. triangle->mV[2].mUV = Float2(0, 0);
  2145. }
  2146. }
  2147. // Convert to geometry
  2148. geometry = new DebugRenderer::Geometry(mDebugRenderer->CreateTriangleBatch(triangles), transformed_shape.mShape->GetLocalBounds());
  2149. }
  2150. // Ensure that we cache the geometry for next frame
  2151. // Don't cache soft bodies as their shape changes every frame
  2152. if (!body.IsSoftBody())
  2153. shape_to_geometry[transformed_shape.mShape] = geometry;
  2154. // Determine color
  2155. Color color;
  2156. switch (body.GetMotionType())
  2157. {
  2158. case EMotionType::Static:
  2159. color = Color::sGrey;
  2160. break;
  2161. case EMotionType::Kinematic:
  2162. color = Color::sGreen;
  2163. break;
  2164. case EMotionType::Dynamic:
  2165. color = Color::sGetDistinctColor(body.GetID().GetIndex());
  2166. break;
  2167. default:
  2168. JPH_ASSERT(false);
  2169. color = Color::sBlack;
  2170. break;
  2171. }
  2172. // Draw the geometry
  2173. Vec3 scale = transformed_shape.GetShapeScale();
  2174. bool inside_out = ScaleHelpers::IsInsideOut(scale);
  2175. RMat44 matrix = transformed_shape.GetCenterOfMassTransform().PreScaled(scale);
  2176. mDebugRenderer->DrawGeometry(matrix, color, geometry, inside_out? DebugRenderer::ECullMode::CullFrontFace : DebugRenderer::ECullMode::CullBackFace, DebugRenderer::ECastShadow::On, body.IsSensor()? DebugRenderer::EDrawMode::Wireframe : DebugRenderer::EDrawMode::Solid);
  2177. }
  2178. }
  2179. }
  2180. }
  2181. // Replace the map with the newly created map so that shapes that we don't draw / were removed are released
  2182. mShapeToGeometry = std::move(shape_to_geometry);
  2183. }
  2184. void SamplesApp::StepPhysics(JobSystem *inJobSystem)
  2185. {
  2186. float delta_time = 1.0f / mUpdateFrequency;
  2187. {
  2188. // Pre update
  2189. JPH_PROFILE("PrePhysicsUpdate");
  2190. Test::PreUpdateParams pre_update;
  2191. pre_update.mDeltaTime = delta_time;
  2192. pre_update.mCameraState = GetCamera();
  2193. #ifdef JPH_DEBUG_RENDERER
  2194. pre_update.mPoseDrawSettings = &mPoseDrawSettings;
  2195. #endif // JPH_DEBUG_RENDERER
  2196. mTest->PrePhysicsUpdate(pre_update);
  2197. }
  2198. // Remember start time
  2199. chrono::high_resolution_clock::time_point clock_start = chrono::high_resolution_clock::now();
  2200. // Step the world (with fixed frequency)
  2201. mPhysicsSystem->Update(delta_time, mCollisionSteps, mTempAllocator, inJobSystem);
  2202. #ifndef JPH_DISABLE_TEMP_ALLOCATOR
  2203. JPH_ASSERT(static_cast<TempAllocatorImpl *>(mTempAllocator)->IsEmpty());
  2204. #endif // JPH_DISABLE_TEMP_ALLOCATOR
  2205. // Accumulate time
  2206. chrono::high_resolution_clock::time_point clock_end = chrono::high_resolution_clock::now();
  2207. chrono::microseconds duration = chrono::duration_cast<chrono::microseconds>(clock_end - clock_start);
  2208. mTotalTime += duration;
  2209. mStepNumber++;
  2210. // Print timing information
  2211. constexpr uint cNumSteps = 60;
  2212. if (mStepNumber % cNumSteps == 0)
  2213. {
  2214. Trace("Timing: %u, %llu", mStepNumber / cNumSteps, static_cast<unsigned long long>(mTotalTime.count()) / cNumSteps);
  2215. mTotalTime = chrono::microseconds(0);
  2216. }
  2217. #ifdef JPH_TRACK_BROADPHASE_STATS
  2218. if (mStepNumber % 600 == 0)
  2219. mPhysicsSystem->ReportBroadphaseStats();
  2220. #endif // JPH_TRACK_BROADPHASE_STATS
  2221. #ifdef JPH_TRACK_NARROWPHASE_STATS
  2222. if (mStepNumber % 600 == 0)
  2223. NarrowPhaseStat::sReportStats();
  2224. #endif // JPH_TRACK_NARROWPHASE_STATS
  2225. {
  2226. // Post update
  2227. JPH_PROFILE("PostPhysicsUpdate");
  2228. mTest->PostPhysicsUpdate(delta_time);
  2229. }
  2230. }
  2231. void SamplesApp::SaveState(StateRecorderImpl &inStream)
  2232. {
  2233. mTest->SaveState(inStream);
  2234. if (mContactListener)
  2235. mContactListener->SaveState(inStream);
  2236. mPhysicsSystem->SaveState(inStream);
  2237. }
  2238. void SamplesApp::RestoreState(StateRecorderImpl &inStream)
  2239. {
  2240. inStream.Rewind();
  2241. // Restore the state of the test first, this is needed because the test can make changes to
  2242. // the state of bodies that is not tracked by the PhysicsSystem::SaveState.
  2243. // E.g. in the ChangeShapeTest the shape is restored here, which needs to be done first
  2244. // because changing the shape changes Body::mPosition when the center of mass changes.
  2245. mTest->RestoreState(inStream);
  2246. if (mContactListener)
  2247. mContactListener->RestoreState(inStream);
  2248. if (!mPhysicsSystem->RestoreState(inStream))
  2249. FatalError("Failed to restore physics state");
  2250. }
  2251. void SamplesApp::ValidateState(StateRecorderImpl &inExpectedState)
  2252. {
  2253. // Save state
  2254. StateRecorderImpl current_state;
  2255. SaveState(current_state);
  2256. // Compare state with expected state
  2257. if (!current_state.IsEqual(inExpectedState))
  2258. {
  2259. // Mark this stream to break whenever it detects a memory change during reading
  2260. inExpectedState.SetValidating(true);
  2261. // Restore state. Anything that changes indicates a problem with the deterministic simulation.
  2262. RestoreState(inExpectedState);
  2263. // Turn change detection off again
  2264. inExpectedState.SetValidating(false);
  2265. }
  2266. }
  2267. void SamplesApp::GetInitialCamera(CameraState &ioState) const
  2268. {
  2269. // Default if the test doesn't override it
  2270. ioState.mPos = GetWorldScale() * RVec3(30, 10, 30);
  2271. ioState.mForward = -Vec3(ioState.mPos).Normalized();
  2272. mTest->GetInitialCamera(ioState);
  2273. }
  2274. RMat44 SamplesApp::GetCameraPivot(float inCameraHeading, float inCameraPitch) const
  2275. {
  2276. return mTest->GetCameraPivot(inCameraHeading, inCameraPitch);
  2277. }
  2278. float SamplesApp::GetWorldScale() const
  2279. {
  2280. return mTest != nullptr? mTest->GetWorldScale() : 1.0f;
  2281. }
  2282. ENTRY_POINT(SamplesApp, RegisterCustomMemoryHook)