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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/BroadPhaseInsertionTest.h>
#include <Jolt/Physics/Collision/RayCast.h>
#include <Jolt/Physics/Collision/CastResult.h>
#include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
#include <Jolt/Geometry/RayAABox.h>
#include <Utils/Log.h>
#include <Utils/DebugRendererSP.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(BroadPhaseInsertionTest)
{
JPH_ADD_BASE_CLASS(BroadPhaseInsertionTest, BroadPhaseTest)
}
void BroadPhaseInsertionTest::Initialize()
{
BroadPhaseTest::Initialize();
CreateBalancedDistribution(mBodyManager, mBodyManager->GetMaxBodies());
}
void BroadPhaseInsertionTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
{
// Check if we need to change direction
if (mDirection == 1 && mCurrentBody >= mBodyManager->GetMaxBodies())
mDirection = -1;
if (mDirection == -1 && mCurrentBody == 0)
mDirection = 1;
int num_this_step = int(mBodyManager->GetMaxBodies() / 10);
if (mDirection < 0)
mCurrentBody -= num_this_step;
Body **body_vector = mBodyManager->GetBodies().data();
// Randomly move bodies around
if (mCurrentBody > 0)
{
const int cNumBodiesToMove = 100;
BodyID *bodies_to_move = new BodyID [cNumBodiesToMove];
uniform_int_distribution<int> body_selector(0, (int)mCurrentBody - 1);
uniform_real_distribution<float> translation_selector(1.0f, 5.0f);
for (int i = 0; i < cNumBodiesToMove; ++i)
{
Body &body = *body_vector[body_selector(mRandomGenerator)];
JPH_ASSERT(body.IsInBroadPhase());
body.SetPositionAndRotationInternal(body.GetPosition() + translation_selector(mRandomGenerator) * Vec3::sRandom(mRandomGenerator), Quat::sIdentity());
bodies_to_move[i] = body.GetID();
}
mBroadPhase->NotifyBodiesAABBChanged(bodies_to_move, cNumBodiesToMove);
delete [] bodies_to_move;
}
// Create batch of bodies
BodyID *bodies_to_add_or_remove = new BodyID [num_this_step];
for (int b = 0; b < num_this_step; ++b)
bodies_to_add_or_remove[b] = body_vector[mCurrentBody + b]->GetID();
// Add/remove them
if (mDirection == 1)
{
// Prepare and abort
BroadPhase::AddState add_state = mBroadPhase->AddBodiesPrepare(bodies_to_add_or_remove, num_this_step);
mBroadPhase->AddBodiesAbort(bodies_to_add_or_remove, num_this_step, add_state);
// Prepare and add
add_state = mBroadPhase->AddBodiesPrepare(bodies_to_add_or_remove, num_this_step);
mBroadPhase->AddBodiesFinalize(bodies_to_add_or_remove, num_this_step, add_state);
}
else
mBroadPhase->RemoveBodies(bodies_to_add_or_remove, num_this_step);
// Delete temp array
delete [] bodies_to_add_or_remove;
// Create ray
default_random_engine random;
Vec3 from = 1000.0f * Vec3::sRandom(random);
RayCast ray { from, -2.0f * from };
// Raycast before update
AllHitCollisionCollector<RayCastBodyCollector> hits_before;
mBroadPhase->CastRay(ray, hits_before);
int num_before = (int)hits_before.mHits.size();
BroadPhaseCastResult *results_before = hits_before.mHits.data();
Trace("Before update: %d results found", num_before);
// Draw results
DrawLineSP(mDebugRenderer, ray.mOrigin, ray.mOrigin + ray.mDirection, Color::sRed);
for (int i = 0; i < num_before; ++i)
DrawMarkerSP(mDebugRenderer, ray.GetPointOnRay(results_before[i].mFraction), Color::sGreen, 10.0f);
// Update the broadphase
mBroadPhase->Optimize();
// Raycast after update
AllHitCollisionCollector<RayCastBodyCollector> hits_after;
mBroadPhase->CastRay(ray, hits_after);
int num_after = (int)hits_after.mHits.size();
BroadPhaseCastResult *results_after = hits_after.mHits.data();
Trace("After update: %d results found", num_after);
// Before update we may have some false hits, check that there are less hits after update than before
if (num_after > num_before)
FatalError("BroadPhaseInsertionTest: After has more hits than before");
for (BroadPhaseCastResult *ra = results_after, *ra_end = results_after + num_after; ra < ra_end; ++ra)
{
bool found = false;
for (BroadPhaseCastResult *rb = results_before, *rb_end = results_before + num_before; rb < rb_end; ++rb)
if (ra->mBodyID == rb->mBodyID)
{
found = true;
break;
}
if (!found)
FatalError("BroadPhaseInsertionTest: Result after not found in result before");
}
// Validate with brute force approach
for (const Body *b : mBodyManager->GetBodies())
{
bool found = false;
for (BroadPhaseCastResult *r = results_after, *r_end = results_after + num_after; r < r_end; ++r)
if (r->mBodyID == b->GetID())
{
found = true;
break;
}
if (b->IsInBroadPhase()
&& RayAABoxHits(ray.mOrigin, ray.mDirection, b->GetWorldSpaceBounds().mMin, b->GetWorldSpaceBounds().mMax))
{
if (!found)
FatalError("BroadPhaseInsertionTest: Is intersecting but was not found");
}
else
{
if (found)
FatalError("BroadPhaseInsertionTest: Is not intersecting but was found");
}
}
if (mDirection > 0)
mCurrentBody += num_this_step;
}