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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <Tests/BroadPhase/BroadPhaseCastRayTest.h>
#include <Jolt/Physics/Collision/RayCast.h>
#include <Jolt/Physics/Collision/CastResult.h>
#include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
#include <Utils/DebugRendererSP.h>
#include <random>
JPH_IMPLEMENT_RTTI_VIRTUAL(BroadPhaseCastRayTest)
{
JPH_ADD_BASE_CLASS(BroadPhaseCastRayTest, BroadPhaseTest)
}
void BroadPhaseCastRayTest::Initialize()
{
BroadPhaseTest::Initialize();
int num_bodies = int(mBodyManager->GetMaxBodies());
// Create random boxes
CreateBalancedDistribution(mBodyManager, num_bodies);
// Add all bodies to the broadphase
Body **body_vector = mBodyManager->GetBodies().data();
BodyID *bodies_to_add = new BodyID [num_bodies];
for (int b = 0; b < num_bodies; ++b)
bodies_to_add[b] = body_vector[b]->GetID();
BroadPhase::AddState add_state = mBroadPhase->AddBodiesPrepare(bodies_to_add, num_bodies);
mBroadPhase->AddBodiesFinalize(bodies_to_add, num_bodies, add_state);
delete [] bodies_to_add;
// Optimize the broadphase
mBroadPhase->Optimize();
}
void BroadPhaseCastRayTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
{
// Create ray
default_random_engine random;
Vec3 from = 1000.0f * Vec3::sRandom(random);
RayCast ray { from, -2.0f * from };
// Raycast before update
AllHitCollisionCollector<RayCastBodyCollector> collector;
mBroadPhase->CastRay(ray, collector);
int num_hits = (int)collector.mHits.size();
BroadPhaseCastResult *results = collector.mHits.data();
// Draw results
for (int i = 0; i < num_hits; ++i)
DrawMarkerSP(mDebugRenderer, ray.GetPointOnRay(results[i].mFraction), Color::sGreen, 10.0f);
DrawLineSP(mDebugRenderer, ray.mOrigin, ray.mOrigin + ray.mDirection, Color::sRed);
}