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CosmicEngine/lib/All/JoltPhysics/Samples/Tests/General/MultithreadedTest.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/General/MultithreadedTest.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/RayCast.h>
#include <Jolt/Physics/Collision/CastResult.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Jolt/Skeleton/Skeleton.h>
#include <Jolt/Skeleton/SkeletalAnimation.h>
#include <Jolt/Skeleton/SkeletonPose.h>
#include <Jolt/Physics/Ragdoll/Ragdoll.h>
#include <Jolt/ObjectStream/ObjectStreamIn.h>
#include <Layers.h>
#include <Utils/RagdollLoader.h>
#include <Utils/Log.h>
#include <Utils/AssetStream.h>
#include <Renderer/DebugRendererImp.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(MultithreadedTest)
{
JPH_ADD_BASE_CLASS(MultithreadedTest, Test)
}
MultithreadedTest::~MultithreadedTest()
{
// Quit the threads
mIsQuitting = true;
mBoxSpawnerThread.join();
mRagdollSpawnerThread.join();
mCasterThread.join();
}
void MultithreadedTest::Initialize()
{
// Floor
CreateFloor();
// Start threads
mBoxSpawnerThread = thread([this]() { BoxSpawner(); });
mRagdollSpawnerThread = thread([this]() { RagdollSpawner(); });
mCasterThread = thread([this]() { CasterMain(); });
}
void MultithreadedTest::Execute(default_random_engine &ioRandom, const char *inName, function<void()> inFunction)
{
uniform_real_distribution<float> chance(0, 1);
if (chance(ioRandom) < 0.5f)
{
// Execute as a job and wait for it
JobHandle handle = mJobSystem->CreateJob(inName, Color::sGreen, inFunction);
while (!handle.IsDone())
this_thread::sleep_for(1ms);
}
else
{
// Execute in this separate thread (not part of the job system)
JPH_PROFILE(inName);
inFunction();
}
}
void MultithreadedTest::BoxSpawner()
{
JPH_PROFILE_THREAD_START("BoxSpawner");
#ifdef JPH_DEBUG
const int cMaxObjects = 100;
#else
const int cMaxObjects = 1000;
#endif
default_random_engine random;
Array<BodyID> bodies;
while (!mIsQuitting)
{
// Ensure there are enough objects at all times
if (bodies.size() < cMaxObjects)
{
BodyID body_id;
Execute(random, "AddBody", [this, &body_id, &random]() {
uniform_real_distribution<float> from_y(0, 10);
uniform_real_distribution<float> from_xz(-5, 5);
RVec3 position(from_xz(random), 1.0f + from_y(random), from_xz(random));
Quat orientation = Quat::sRandom(random);
Vec3 velocity = Vec3::sRandom(random);
Body &body = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(0.5f, 0.2f, 0.3f)), position, orientation, EMotionType::Dynamic, Layers::MOVING));
body.SetLinearVelocity(velocity);
body_id = body.GetID();
mBodyInterface->AddBody(body_id, EActivation::Activate);
});
Execute(random, "Remove/AddBody", [this, body_id]() {
// Undo/redo add to trigger more race conditions
mBodyInterface->RemoveBody(body_id);
mBodyInterface->AddBody(body_id, EActivation::Activate);
});
bodies.push_back(body_id);
}
uniform_real_distribution<float> chance(0, 1);
if (bodies.size() > 0 && chance(random) < 0.5f)
{
// Pick random body
uniform_int_distribution<size_t> element(0, bodies.size() - 1);
size_t index = element(random);
BodyID body_id = bodies[index];
bodies.erase(bodies.begin() + index);
Execute(random, "Remove/DestroyBody", [this, body_id]() {
// Remove it
mBodyInterface->RemoveBody(body_id);
mBodyInterface->DestroyBody(body_id);
});
}
this_thread::sleep_for(1ms);
}
JPH_PROFILE_THREAD_END();
}
void MultithreadedTest::RagdollSpawner()
{
JPH_PROFILE_THREAD_START("RagdollSpawner");
#ifdef JPH_DEBUG
const int cMaxRagdolls = 10;
#else
const int cMaxRagdolls = 50;
#endif
#ifdef JPH_OBJECT_STREAM
// Load ragdoll
Ref<RagdollSettings> ragdoll_settings = RagdollLoader::sLoad("Human.tof", EMotionType::Dynamic);
if (ragdoll_settings == nullptr)
FatalError("Could not load ragdoll");
#else
// Create a ragdoll from code
Ref<RagdollSettings> ragdoll_settings = RagdollLoader::sCreate();
#endif // JPH_OBJECT_STREAM
// Create pose
SkeletonPose ragdoll_pose;
ragdoll_pose.SetSkeleton(ragdoll_settings->GetSkeleton());
{
#ifdef JPH_OBJECT_STREAM
Ref<SkeletalAnimation> animation;
AssetStream stream("Human/dead_pose1.tof", std::ios::in);
if (!ObjectStreamIn::sReadObject(stream.Get(), animation))
FatalError("Could not open animation");
animation->Sample(0.0f, ragdoll_pose);
#else
Ref<Ragdoll> temp_ragdoll = ragdoll_settings->CreateRagdoll(0, 0, mPhysicsSystem);
temp_ragdoll->GetPose(ragdoll_pose);
ragdoll_pose.CalculateJointStates();
#endif // JPH_OBJECT_STREAM
}
default_random_engine random;
uniform_real_distribution<float> from_y(0, 10);
uniform_real_distribution<float> from_xz(-5, 5);
CollisionGroup::GroupID group_id = 1;
Array<Ref<Ragdoll>> ragdolls;
while (!mIsQuitting)
{
// Ensure there are enough objects at all times
if (ragdolls.size() < cMaxRagdolls)
{
// Create ragdoll
Ref<Ragdoll> ragdoll = ragdoll_settings->CreateRagdoll(group_id++, 0, mPhysicsSystem);
// Override root
SkeletonPose::JointState &root = ragdoll_pose.GetJoint(0);
root.mRotation = Quat::sRandom(random);
ragdoll_pose.SetRootOffset(RVec3(from_xz(random), 1.0f + from_y(random), from_xz(random)));
ragdoll_pose.CalculateJointMatrices();
// Drive to pose
ragdoll->SetPose(ragdoll_pose);
ragdoll->DriveToPoseUsingMotors(ragdoll_pose);
Execute(random, "Activate", [ragdoll]() {
// Activate the ragdoll
ragdoll->AddToPhysicsSystem(EActivation::Activate);
});
Execute(random, "Deactivate/Activate", [ragdoll]() {
// Undo/redo add to trigger more race conditions
ragdoll->RemoveFromPhysicsSystem();
ragdoll->AddToPhysicsSystem(EActivation::Activate);
});
ragdolls.push_back(ragdoll);
}
uniform_real_distribution<float> chance(0, 1);
if (ragdolls.size() > 0 && chance(random) < 0.1f)
{
// Pick random body
uniform_int_distribution<size_t> element(0, ragdolls.size() - 1);
size_t index = element(random);
Ref<Ragdoll> ragdoll = ragdolls[index];
ragdolls.erase(ragdolls.begin() + index);
Execute(random, "Deactivate", [ragdoll]() {
// Deactivate it
ragdoll->RemoveFromPhysicsSystem();
});
}
this_thread::sleep_for(1ms);
}
for (Ragdoll *r : ragdolls)
r->RemoveFromPhysicsSystem();
JPH_PROFILE_THREAD_END();
}
void MultithreadedTest::CasterMain()
{
JPH_PROFILE_THREAD_START("CasterMain");
default_random_engine random;
Array<BodyID> bodies;
while (!mIsQuitting)
{
Execute(random, "CastRay", [this, &random]() {
// Cast a random ray
uniform_real_distribution<float> from_y(0, 10);
uniform_real_distribution<float> from_xz(-5, 5);
RVec3 from(from_xz(random), from_y(random), from_xz(random));
RVec3 to(from_xz(random), from_y(random), from_xz(random));
RRayCast ray { from, Vec3(to - from) };
RayCastResult hit;
if (mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, hit, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::MOVING), SpecifiedObjectLayerFilter(Layers::MOVING)))
{
// Draw hit position
RVec3 hit_position_world = ray.GetPointOnRay(hit.mFraction);
mDebugRenderer->DrawMarker(hit_position_world, Color::sYellow, 0.2f);
BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
if (lock.SucceededAndIsInBroadPhase())
{
// Draw normal
const Body &hit_body = lock.GetBody();
RMat44 inv_com = hit_body.GetInverseCenterOfMassTransform();
Vec3 normal = inv_com.Multiply3x3Transposed(hit_body.GetShape()->GetSurfaceNormal(hit.mSubShapeID2, Vec3(inv_com * hit_position_world))).Normalized();
mDebugRenderer->DrawArrow(hit_position_world, hit_position_world + normal, Color::sGreen, 0.1f);
}
}
});
}
JPH_PROFILE_THREAD_END();
}