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CosmicEngine/lib/All/JoltPhysics/Samples/Tests/ConvexCollision/RandomRayTest.cpp

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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/ConvexCollision/RandomRayTest.h>
#include <Jolt/Geometry/Sphere.h>
#include <Jolt/Geometry/AABox.h>
#include <Jolt/Geometry/GJKClosestPoint.h>
#include <Jolt/Geometry/RayTriangle.h>
#include <Jolt/Geometry/RaySphere.h>
#include <Jolt/Geometry/RayAABox.h>
#include <Jolt/Geometry/RayCapsule.h>
#include <Jolt/Geometry/RayCylinder.h>
#include <Jolt/Geometry/ConvexSupport.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
#include <Jolt/Physics/Collision/Shape/CylinderShape.h>
#include <Renderer/DebugRendererImp.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(RandomRayTest)
{
JPH_ADD_BASE_CLASS(RandomRayTest, Test)
}
//-----------------------------------------------------------------------------
// Tests the CastRay function
//-----------------------------------------------------------------------------
template <typename A, typename Context>
void RandomRayTest::TestRay(const char *inTestName, RVec3Arg inRenderOffset, const A &inA, const Context &inContext, float (*inCompareFunc)(const Context &inContext, Vec3Arg inRayOrigin, Vec3Arg inRayDirection))
{
default_random_engine random(12345);
uniform_real_distribution<float> random_scale(-2.0f, 2.0f);
#ifdef JPH_DEBUG
const int count = 1000;
#else
const int count = 10000;
#endif
int mismatches = 0;
int nonzero_hits = 0;
int zero_hits = 0;
float total_error = 0;
int total_error_count = 0;
float min_error = FLT_MAX;
float max_error = 0;
GJKClosestPoint gjk;
Trace("Starting: %s", inTestName);
for (int i = 0; i < count; ++i)
{
Vec3 from(random_scale(random), random_scale(random), random_scale(random));
Vec3 to(random_scale(random), random_scale(random), random_scale(random));
Vec3 direction = to - from;
// Use GJK to cast a ray
float fraction1 = 1.0f + FLT_EPSILON;
if (!gjk.CastRay(from, direction, 1.0e-4f, inA, fraction1))
fraction1 = FLT_MAX;
// Use the comparison function
float fraction2 = inCompareFunc(inContext, from, direction);
// The comparison functions work with infinite rays, so a fraction > 1 means a miss
if (fraction2 > 1.0f)
fraction2 = FLT_MAX;
float error = abs(fraction1 - fraction2);
if (error > 0.005f)
{
Trace("Mismatch iteration: %d (%f vs %f, diff: %f)", i, (double)fraction1, (double)fraction2, (double)abs(fraction2 - fraction1));
++mismatches;
Color c;
if (fraction2 == FLT_MAX)
{
c = Color::sRed;
mDebugRenderer->DrawMarker(inRenderOffset + from + fraction1 * direction, Color::sRed, 0.1f);
}
else if (fraction1 == FLT_MAX)
{
c = Color::sBlue;
mDebugRenderer->DrawMarker(inRenderOffset + from + fraction2 * direction, Color::sBlue, 0.1f);
}
else
{
total_error += abs(fraction2 - fraction1);
total_error_count++;
c = Color::sGreen;
mDebugRenderer->DrawMarker(inRenderOffset + from + fraction1 * direction, Color::sCyan, 0.1f);
mDebugRenderer->DrawMarker(inRenderOffset + from + fraction2 * direction, Color::sGreen, 0.1f);
}
mDebugRenderer->DrawArrow(inRenderOffset + from, inRenderOffset + to, c, 0.1f);
}
else if (fraction1 != FLT_MAX)
{
mDebugRenderer->DrawMarker(inRenderOffset + from + fraction1 * direction, Color::sYellow, 0.02f);
}
if (fraction1 != FLT_MAX && fraction2 != FLT_MAX)
{
total_error += error;
total_error_count++;
min_error = min(min_error, error);
max_error = max(max_error, error);
}
if (fraction2 == 0.0f)
++zero_hits;
else if (fraction2 > 0 && fraction2 <= 1.0f)
++nonzero_hits;
}
Trace("Report for: %s", inTestName);
Trace("Mismatches: %d (%.1f%%)", mismatches, 100.0 * mismatches / count);
Trace("Hits (fraction = 0): %d (%.1f%%)", zero_hits, 100.0 * zero_hits / count);
Trace("Hits (fraction > 0 and fraction <= 1): %d (%.1f%%)", nonzero_hits, 100.0 * nonzero_hits / count);
Trace("Fraction error: Avg %f, Min %f, Max %f", total_error_count > 0? double(total_error / total_error_count) : 0.0, (double)min_error, (double)max_error);
}
void RandomRayTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
{
{
RVec3 render_offset(0, 0, 0);
Sphere sphere(Vec3(0.1f, 0.2f, 0.3f), 1.1f);
mDebugRenderer->DrawSphere(render_offset + sphere.GetCenter(), sphere.GetRadius(), Color::sYellow);
TestRay<Sphere, Sphere>("Sphere", render_offset, sphere, sphere, [](const Sphere &inSphere, Vec3Arg inRayOrigin, Vec3Arg inRayDirection) {
return RaySphere(inRayOrigin, inRayDirection, inSphere.GetCenter(), inSphere.GetRadius());
});
}
{
RVec3 render_offset(5, 0, 0);
SphereShape sphere_shape(1.1f);
#ifdef JPH_DEBUG_RENDERER
sphere_shape.Draw(mDebugRenderer, RMat44::sTranslation(render_offset), Vec3::sOne(), Color::sYellow, false, false);
#endif // JPH_DEBUG_RENDERER
ConvexShape::SupportBuffer buffer;
const ConvexShape::Support *support = sphere_shape.GetSupportFunction(ConvexShape::ESupportMode::IncludeConvexRadius, buffer, Vec3::sOne());
TestRay<ConvexShape::Support, SphereShape>("Sphere Shape", render_offset, *support, sphere_shape, [](const SphereShape &inSphere, Vec3Arg inRayOrigin, Vec3Arg inRayDirection) {
return RaySphere(inRayOrigin, inRayDirection, Vec3::sZero(), inSphere.GetRadius());
});
}
{
RVec3 render_offset(10, 0, 0);
AABox box(Vec3(-0.9f, -1.0f, -1.1f), Vec3(0.8f, 0.9f, 1.0f));
mDebugRenderer->DrawBox(box.Transformed(Mat44::sTranslation(Vec3(render_offset))), Color::sYellow);
TestRay<AABox, AABox>("Box", render_offset, box, box, [](const AABox &inBox, Vec3Arg inRayOrigin, Vec3Arg inRayDirection) {
float fraction = RayAABox(inRayOrigin, RayInvDirection(inRayDirection), inBox.mMin, inBox.mMax);
return max(fraction, 0.0f);
});
}
{
RVec3 render_offset(15, 0, 0);
BoxShape box_shape(Vec3(0.9f, 1.0f, 1.1f), 0.0f);
#ifdef JPH_DEBUG_RENDERER
box_shape.Draw(mDebugRenderer, RMat44::sTranslation(render_offset), Vec3::sOne(), Color::sYellow, false, false);
#endif // JPH_DEBUG_RENDERER
ConvexShape::SupportBuffer buffer;
const ConvexShape::Support *support = box_shape.GetSupportFunction(ConvexShape::ESupportMode::IncludeConvexRadius, buffer, Vec3::sOne());
TestRay<ConvexShape::Support, BoxShape>("Box Shape", render_offset, *support, box_shape, [](const BoxShape &inBox, Vec3Arg inRayOrigin, Vec3Arg inRayDirection) {
float fraction = RayAABox(inRayOrigin, RayInvDirection(inRayDirection), -inBox.GetHalfExtent(), inBox.GetHalfExtent());
return max(fraction, 0.0f);
});
}
{
RVec3 render_offset(20, 0, 0);
CapsuleShape capsule_shape(1.1f, 0.6f);
#ifdef JPH_DEBUG_RENDERER
capsule_shape.Draw(mDebugRenderer, RMat44::sTranslation(render_offset), Vec3::sOne(), Color::sYellow, false, false);
#endif // JPH_DEBUG_RENDERER
ConvexShape::SupportBuffer buffer;
const ConvexShape::Support *support = capsule_shape.GetSupportFunction(ConvexShape::ESupportMode::IncludeConvexRadius, buffer, Vec3::sOne());
TestRay<ConvexShape::Support, CapsuleShape>("Capsule Shape", render_offset, *support, capsule_shape, [](const CapsuleShape &inCapsule, Vec3Arg inRayOrigin, Vec3Arg inRayDirection) {
return RayCapsule(inRayOrigin, inRayDirection, inCapsule.GetHalfHeightOfCylinder(), inCapsule.GetRadius());
});
}
{
RVec3 render_offset(25, 0, 0);
CylinderShape cylinder_shape(1.5f, 0.6f, 0.0f);
#ifdef JPH_DEBUG_RENDERER
cylinder_shape.Draw(mDebugRenderer, RMat44::sTranslation(render_offset), Vec3::sOne(), Color::sYellow, false, false);
#endif // JPH_DEBUG_RENDERER
ConvexShape::SupportBuffer buffer;
const ConvexShape::Support *support = cylinder_shape.GetSupportFunction(ConvexShape::ESupportMode::IncludeConvexRadius, buffer, Vec3::sOne());
TestRay<ConvexShape::Support, CylinderShape>("Cylinder Shape", render_offset, *support, cylinder_shape, [](const CylinderShape &inCylinder, Vec3Arg inRayOrigin, Vec3Arg inRayDirection) {
return RayCylinder(inRayOrigin, inRayDirection, inCylinder.GetHalfHeight(), inCylinder.GetRadius());
});
}
{
RVec3 render_offset(30, 0, 0);
TriangleConvexSupport triangle(Vec3(0.1f, 0.9f, 0.3f), Vec3(-0.9f, -0.5f, 0.2f), Vec3(0.7f, -0.3f, -0.1f));
mDebugRenderer->DrawTriangle(render_offset + triangle.mV1, render_offset + triangle.mV2, render_offset + triangle.mV3, Color::sYellow);
TestRay<TriangleConvexSupport, TriangleConvexSupport>("Triangle", render_offset, triangle, triangle, [](const TriangleConvexSupport &inTriangle, Vec3Arg inRayOrigin, Vec3Arg inRayDirection) {
return RayTriangle(inRayOrigin, inRayDirection, inTriangle.mV1, inTriangle.mV2, inTriangle.mV3);
});
}
}