Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
This commit is contained in:
267
lib/All/JoltPhysics/PerformanceTest/CharacterVirtualScene.h
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267
lib/All/JoltPhysics/PerformanceTest/CharacterVirtualScene.h
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2025 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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// Jolt includes
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#include <Jolt/Physics/Collision/Shape/BoxShape.h>
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#include <Jolt/Physics/Collision/Shape/MeshShape.h>
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#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
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#include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
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#include <Jolt/Physics/Character/CharacterVirtual.h>
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#include <Jolt/Physics/Body/BodyCreationSettings.h>
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// Local includes
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#include "PerformanceTestScene.h"
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#include "Layers.h"
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// A scene that drops a number of virtual characters on a scene and simulates them
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class CharacterVirtualScene : public PerformanceTestScene, public CharacterContactListener
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{
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public:
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virtual const char * GetName() const override
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{
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return "CharacterVirtual";
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}
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virtual bool Load(const String &inAssetPath) override
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{
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const int n = 100;
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const float cell_size = 0.5f;
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const float max_height = 2.0f;
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float center = n * cell_size / 2;
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// Create vertices
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const int num_vertices = (n + 1) * (n + 1);
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VertexList vertices;
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vertices.resize(num_vertices);
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for (int x = 0; x <= n; ++x)
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for (int z = 0; z <= n; ++z)
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{
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float height = Sin(float(x) * 20.0f / n) * Cos(float(z) * 20.0f / n);
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vertices[z * (n + 1) + x] = Float3(cell_size * x, max_height * height, cell_size * z);
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}
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// Create regular grid of triangles
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const int num_triangles = n * n * 2;
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IndexedTriangleList indices;
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indices.resize(num_triangles);
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IndexedTriangle *next = indices.data();
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for (int x = 0; x < n; ++x)
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for (int z = 0; z < n; ++z)
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{
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int start = (n + 1) * z + x;
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next->mIdx[0] = start;
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next->mIdx[1] = start + n + 1;
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next->mIdx[2] = start + 1;
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next++;
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next->mIdx[0] = start + 1;
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next->mIdx[1] = start + n + 1;
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next->mIdx[2] = start + n + 2;
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next++;
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}
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// Create mesh
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BodyCreationSettings mesh(new MeshShapeSettings(vertices, indices), RVec3(Real(-center), 0, Real(-center)), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
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mWorld.push_back(mesh);
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// Create pyramid stairs
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for (int i = 0; i < 10; ++i)
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{
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float width = 4.0f - 0.4f * i;
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BodyCreationSettings step(new BoxShape(Vec3(width, 0.5f * cStairsStepHeight, width)), RVec3(-4.0_r, -1.0_r + Real(i * cStairsStepHeight), 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
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mWorld.push_back(step);
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}
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// Create wall consisting of vertical pillars
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Ref<Shape> wall = new BoxShape(Vec3(0.1f, 2.5f, 0.1f), 0.0f);
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for (int z = 0; z < 10; ++z)
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{
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BodyCreationSettings bcs(wall, RVec3(2.0_r, 1.0_r, 2.0_r + 0.2_r * z), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
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mWorld.push_back(bcs);
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}
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// Create some dynamic boxes
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Ref<Shape> box = new BoxShape(Vec3::sReplicate(0.25f));
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for (int x = 0; x < 10; ++x)
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for (int z = 0; z < 10; ++z)
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{
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BodyCreationSettings bcs(box, RVec3(4.0_r * x - 20.0_r, 5.0_r, 4.0_r * z - 20.0_r), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
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bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
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bcs.mMassPropertiesOverride.mMass = 1.0f;
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mWorld.push_back(bcs);
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}
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return true;
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}
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virtual void StartTest(PhysicsSystem &inPhysicsSystem, EMotionQuality inMotionQuality) override
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{
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// Construct bodies
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BodyInterface &bi = inPhysicsSystem.GetBodyInterface();
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for (BodyCreationSettings &bcs : mWorld)
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if (bcs.mMotionType == EMotionType::Dynamic)
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{
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bcs.mMotionQuality = inMotionQuality;
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bi.CreateAndAddBody(bcs, EActivation::Activate);
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}
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else
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bi.CreateAndAddBody(bcs, EActivation::DontActivate);
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// Construct characters
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CharacterID::sSetNextCharacterID();
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RefConst<Shape> standing_shape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cCharacterHeightStanding, cCharacterRadiusStanding)).Create().Get();
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RefConst<Shape> inner_standing_shape = RotatedTranslatedShapeSettings(Vec3(0, 0.5f * cCharacterHeightStanding + cCharacterRadiusStanding, 0), Quat::sIdentity(), new CapsuleShape(0.5f * cInnerShapeFraction * cCharacterHeightStanding, cInnerShapeFraction * cCharacterRadiusStanding)).Create().Get();
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for (int y = 0; y < cNumCharactersY; ++y)
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for (int x = 0; x < cNumCharactersX; ++x)
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{
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Ref<CharacterVirtualSettings> settings = new CharacterVirtualSettings();
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settings->mShape = standing_shape;
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settings->mSupportingVolume = Plane(Vec3::sAxisY(), -cCharacterRadiusStanding); // Accept contacts that touch the lower sphere of the capsule
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settings->mInnerBodyShape = inner_standing_shape;
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settings->mInnerBodyLayer = Layers::MOVING;
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Ref<CharacterVirtual> character = new CharacterVirtual(settings, RVec3(4.0_r * x - 20.0_r, 2.0_r, 4.0_r * y - 20.0_r), Quat::sIdentity(), 0, &inPhysicsSystem);
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character->SetCharacterVsCharacterCollision(&mCharacterVsCharacterCollision);
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character->SetListener(this);
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mCharacters.push_back(character);
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mCharacterVsCharacterCollision.Add(character);
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}
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// Start at time 0
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mTime = 0.0f;
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mHash = HashBytes(nullptr, 0);
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}
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virtual void UpdateTest(PhysicsSystem &inPhysicsSystem, TempAllocator &ioTempAllocator, float inDeltaTime) override
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{
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// Change direction every 2 seconds
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mTime += inDeltaTime;
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uint64 count = uint64(mTime / 2.0f) * cNumCharactersX * cNumCharactersY;
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for (CharacterVirtual *ch : mCharacters)
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{
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// Calculate new vertical velocity
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Vec3 new_velocity;
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if (ch->GetGroundState() == CharacterVirtual::EGroundState::OnGround // If on ground
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&& ch->GetLinearVelocity().GetY() < 0.1f) // And not moving away from ground
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new_velocity = Vec3::sZero();
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else
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new_velocity = ch->GetLinearVelocity() * Vec3(0, 1, 0);
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new_velocity += inPhysicsSystem.GetGravity() * inDeltaTime;
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// Deterministic random input
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uint64 hash = Hash<uint64> {} (count);
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int x = int(hash % 10);
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int y = int((hash / 10) % 10);
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int speed = int((hash / 100) % 10);
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// Determine target position
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RVec3 target = RVec3(4.0_r * x - 20.0_r, 5.0_r, 4.0_r * y - 20.0_r);
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// Determine new character velocity
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Vec3 direction = Vec3(target - ch->GetPosition()).NormalizedOr(Vec3::sZero());
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direction.SetY(0);
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new_velocity += (5.0f + 0.5f * speed) * direction;
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ch->SetLinearVelocity(new_velocity);
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// Update the character position
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CharacterVirtual::ExtendedUpdateSettings update_settings;
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ch->ExtendedUpdate(inDeltaTime,
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inPhysicsSystem.GetGravity(),
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update_settings,
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inPhysicsSystem.GetDefaultBroadPhaseLayerFilter(Layers::MOVING),
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inPhysicsSystem.GetDefaultLayerFilter(Layers::MOVING),
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{ },
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{ },
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ioTempAllocator);
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++count;
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}
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}
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virtual void UpdateHash(uint64 &ioHash) const override
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{
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// Hash the contact callback hash
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HashCombine(ioHash, mHash);
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// Hash the state of all characters
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for (const CharacterVirtual *ch : mCharacters)
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HashCombine(ioHash, ch->GetPosition());
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}
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virtual void StopTest(PhysicsSystem &inPhysicsSystem) override
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{
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for (const CharacterVirtual *ch : mCharacters)
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mCharacterVsCharacterCollision.Remove(ch);
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mCharacters.clear();
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}
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// See: CharacterContactListener
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virtual void OnContactAdded(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings) override
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{
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HashCombine(mHash, 1);
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HashCombine(mHash, inCharacter->GetID());
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HashCombine(mHash, inBodyID2);
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HashCombine(mHash, inSubShapeID2.GetValue());
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HashCombine(mHash, inContactPosition);
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HashCombine(mHash, inContactNormal);
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}
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virtual void OnContactPersisted(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings) override
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{
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HashCombine(mHash, 2);
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HashCombine(mHash, inCharacter->GetID());
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HashCombine(mHash, inBodyID2);
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HashCombine(mHash, inSubShapeID2.GetValue());
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HashCombine(mHash, inContactPosition);
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HashCombine(mHash, inContactNormal);
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}
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virtual void OnContactRemoved(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2) override
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{
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HashCombine(mHash, 3);
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HashCombine(mHash, inCharacter->GetID());
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HashCombine(mHash, inBodyID2);
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HashCombine(mHash, inSubShapeID2.GetValue());
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}
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virtual void OnCharacterContactAdded(const CharacterVirtual *inCharacter, const CharacterVirtual *inOtherCharacter, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings) override
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{
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HashCombine(mHash, 4);
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HashCombine(mHash, inCharacter->GetID());
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HashCombine(mHash, inOtherCharacter->GetID());
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HashCombine(mHash, inSubShapeID2.GetValue());
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HashCombine(mHash, inContactPosition);
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HashCombine(mHash, inContactNormal);
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}
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virtual void OnCharacterContactPersisted(const CharacterVirtual *inCharacter, const CharacterVirtual *inOtherCharacter, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings) override
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{
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HashCombine(mHash, 5);
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HashCombine(mHash, inCharacter->GetID());
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HashCombine(mHash, inOtherCharacter->GetID());
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HashCombine(mHash, inSubShapeID2.GetValue());
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HashCombine(mHash, inContactPosition);
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HashCombine(mHash, inContactNormal);
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}
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virtual void OnCharacterContactRemoved(const CharacterVirtual *inCharacter, const CharacterID &inOtherCharacterID, const SubShapeID &inSubShapeID2) override
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{
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HashCombine(mHash, 6);
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HashCombine(mHash, inCharacter->GetID());
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HashCombine(mHash, inOtherCharacterID);
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HashCombine(mHash, inSubShapeID2.GetValue());
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}
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private:
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static constexpr int cNumCharactersX = 10;
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static constexpr int cNumCharactersY = 10;
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static constexpr float cCharacterHeightStanding = 1.35f;
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static constexpr float cCharacterRadiusStanding = 0.3f;
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static constexpr float cInnerShapeFraction = 0.9f;
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static constexpr float cStairsStepHeight = 0.3f;
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float mTime = 0.0f;
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uint64 mHash = 0;
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Array<BodyCreationSettings> mWorld;
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Array<Ref<CharacterVirtual>> mCharacters;
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CharacterVsCharacterCollisionSimple mCharacterVsCharacterCollision;
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};
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122
lib/All/JoltPhysics/PerformanceTest/ConvexVsMeshScene.h
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122
lib/All/JoltPhysics/PerformanceTest/ConvexVsMeshScene.h
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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// Jolt includes
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#include <Jolt/Physics/Collision/Shape/BoxShape.h>
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#include <Jolt/Physics/Collision/Shape/SphereShape.h>
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#include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
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#include <Jolt/Physics/Collision/Shape/MeshShape.h>
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#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
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#include <Jolt/Physics/Body/BodyCreationSettings.h>
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// Local includes
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#include "PerformanceTestScene.h"
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#include "Layers.h"
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// A scene that drops a number of convex shapes on a sloping terrain made out of a mesh shape
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class ConvexVsMeshScene : public PerformanceTestScene
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{
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public:
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virtual const char * GetName() const override
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{
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return "ConvexVsMesh";
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}
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virtual bool Load(const String &inAssetPath) override
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{
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const int n = 100;
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const float cell_size = 3.0f;
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const float max_height = 5.0f;
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float center = n * cell_size / 2;
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// Create vertices
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const int num_vertices = (n + 1) * (n + 1);
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VertexList vertices;
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vertices.resize(num_vertices);
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for (int x = 0; x <= n; ++x)
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for (int z = 0; z <= n; ++z)
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{
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float height = Sin(float(x) * 50.0f / n) * Cos(float(z) * 50.0f / n);
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vertices[z * (n + 1) + x] = Float3(cell_size * x, max_height * height, cell_size * z);
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}
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// Create regular grid of triangles
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const int num_triangles = n * n * 2;
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IndexedTriangleList indices;
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indices.resize(num_triangles);
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IndexedTriangle *next = indices.data();
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for (int x = 0; x < n; ++x)
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for (int z = 0; z < n; ++z)
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{
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int start = (n + 1) * z + x;
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next->mIdx[0] = start;
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next->mIdx[1] = start + n + 1;
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next->mIdx[2] = start + 1;
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next++;
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next->mIdx[0] = start + 1;
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next->mIdx[1] = start + n + 1;
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next->mIdx[2] = start + n + 2;
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next++;
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}
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// Create mesh shape settings
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Ref<MeshShapeSettings> mesh_shape_settings = new MeshShapeSettings(vertices, indices);
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mesh_shape_settings->mMaxTrianglesPerLeaf = 4;
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// Create mesh shape creation settings
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mMeshSettings.mMotionType = EMotionType::Static;
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mMeshSettings.mObjectLayer = Layers::NON_MOVING;
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mMeshSettings.mPosition = RVec3(Real(-center), Real(max_height), Real(-center));
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mMeshSettings.mFriction = 0.5f;
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mMeshSettings.mRestitution = 0.6f;
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mMeshSettings.SetShapeSettings(mesh_shape_settings);
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// Create other shapes
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mShapes = {
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new BoxShape(Vec3(0.5f, 0.75f, 1.0f)),
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new SphereShape(0.5f),
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new CapsuleShape(0.75f, 0.5f),
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ConvexHullShapeSettings({ Vec3(0, 1, 0), Vec3(1, 0, 0), Vec3(-1, 0, 0), Vec3(0, 0, 1), Vec3(0, 0, -1) }).Create().Get(),
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};
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return true;
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}
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virtual void StartTest(PhysicsSystem &inPhysicsSystem, EMotionQuality inMotionQuality) override
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{
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// Reduce the solver iteration count, the scene doesn't have any constraints so we don't need the default amount of iterations
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PhysicsSettings settings = inPhysicsSystem.GetPhysicsSettings();
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settings.mNumVelocitySteps = 4;
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settings.mNumPositionSteps = 1;
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inPhysicsSystem.SetPhysicsSettings(settings);
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// Create background
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BodyInterface &bi = inPhysicsSystem.GetBodyInterface();
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bi.CreateAndAddBody(mMeshSettings, EActivation::DontActivate);
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// Construct bodies
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for (int x = -10; x <= 10; ++x)
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for (int y = 0; y < (int)mShapes.size(); ++y)
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for (int z = -10; z <= 10; ++z)
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{
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BodyCreationSettings creation_settings;
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creation_settings.mMotionType = EMotionType::Dynamic;
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creation_settings.mMotionQuality = inMotionQuality;
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creation_settings.mObjectLayer = Layers::MOVING;
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creation_settings.mPosition = RVec3(7.5_r * x, 15.0_r + 2.0_r * y, 7.5_r * z);
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creation_settings.mFriction = 0.5f;
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creation_settings.mRestitution = 0.6f;
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creation_settings.SetShape(mShapes[y]);
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bi.CreateAndAddBody(creation_settings, EActivation::Activate);
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}
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}
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private:
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BodyCreationSettings mMeshSettings;
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Array<Ref<Shape>> mShapes;
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};
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118
lib/All/JoltPhysics/PerformanceTest/LargeMeshScene.h
Normal file
118
lib/All/JoltPhysics/PerformanceTest/LargeMeshScene.h
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@@ -0,0 +1,118 @@
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2024 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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// Jolt includes
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#include <Jolt/Physics/Collision/Shape/BoxShape.h>
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#include <Jolt/Physics/Collision/Shape/SphereShape.h>
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#include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
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#include <Jolt/Physics/Collision/Shape/MeshShape.h>
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#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
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#include <Jolt/Physics/Body/BodyCreationSettings.h>
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// Local includes
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||||
#include "PerformanceTestScene.h"
|
||||
#include "Layers.h"
|
||||
|
||||
// A scene that first finds the largest possible mesh and then simulates some objects on it
|
||||
class LargeMeshScene : public PerformanceTestScene
|
||||
{
|
||||
public:
|
||||
virtual const char * GetName() const override
|
||||
{
|
||||
return "LargeMeshScene";
|
||||
}
|
||||
|
||||
virtual bool Load(const String &inAssetPath) override
|
||||
{
|
||||
// Create mesh shape creation settings
|
||||
mMeshCreationSettings.mMotionType = EMotionType::Static;
|
||||
mMeshCreationSettings.mObjectLayer = Layers::NON_MOVING;
|
||||
mMeshCreationSettings.mPosition = RVec3::sZero();
|
||||
mMeshCreationSettings.mFriction = 0.5f;
|
||||
mMeshCreationSettings.mRestitution = 0.6f;
|
||||
|
||||
Trace("Finding the largest possible mesh, this will take some time!");
|
||||
Trace("N, Num Triangles, Mesh Size, Size / Triangle, SubShapeID Bits, Time");
|
||||
for (int i = 1; ; ++i)
|
||||
{
|
||||
const int n = 500 * i;
|
||||
const float cell_size = 1.0f;
|
||||
const float max_height = 50.0f;
|
||||
|
||||
// Create heights
|
||||
MeshShapeSettings settings;
|
||||
float center = n * cell_size / 2;
|
||||
settings.mTriangleVertices.reserve((n + 1)*(n + 1));
|
||||
for (int x = 0; x <= n; ++x)
|
||||
for (int z = 0; z <= n; ++z)
|
||||
settings.mTriangleVertices.push_back(Float3(cell_size * x - center, max_height * Sin(float(x) * 50.0f / n) * Cos(float(z) * 50.0f / n), cell_size * z - center));
|
||||
|
||||
// Create regular grid of triangles
|
||||
settings.mIndexedTriangles.reserve(2 * n * n);
|
||||
for (int x = 0; x < n; ++x)
|
||||
for (int z = 0; z < n; ++z)
|
||||
{
|
||||
settings.mIndexedTriangles.push_back(IndexedTriangle(x + z * (n + 1), x + 1 + z * (n + 1), x + (z + 1)*(n + 1)));
|
||||
settings.mIndexedTriangles.push_back(IndexedTriangle(x + 1 + z * (n + 1), x + 1 + (z + 1)*(n + 1), x + (z + 1)*(n + 1)));
|
||||
}
|
||||
|
||||
// Start measuring
|
||||
chrono::high_resolution_clock::time_point clock_start = chrono::high_resolution_clock::now();
|
||||
|
||||
// Create the mesh shape
|
||||
Shape::ShapeResult result = settings.Create();
|
||||
|
||||
// Stop measuring
|
||||
chrono::high_resolution_clock::time_point clock_end = chrono::high_resolution_clock::now();
|
||||
chrono::nanoseconds duration = chrono::duration_cast<chrono::nanoseconds>(clock_end - clock_start);
|
||||
|
||||
if (result.HasError())
|
||||
{
|
||||
// Break when we get an error
|
||||
Trace("Mesh creation failed with error: %s", result.GetError().c_str());
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Trace stats
|
||||
RefConst<Shape> shape = result.Get();
|
||||
Shape::Stats stats = shape->GetStats();
|
||||
Trace("%u, %u, %llu, %.1f, %d, %.3f", n, stats.mNumTriangles, (uint64)stats.mSizeBytes, double(stats.mSizeBytes) / double(stats.mNumTriangles), shape->GetSubShapeIDBitsRecursive(), 1.0e-9 * double(duration.count()));
|
||||
|
||||
// Set this shape as the best shape so far
|
||||
mMeshCreationSettings.SetShape(shape);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
virtual void StartTest(PhysicsSystem &inPhysicsSystem, EMotionQuality inMotionQuality) override
|
||||
{
|
||||
// Create background
|
||||
BodyInterface &bi = inPhysicsSystem.GetBodyInterface();
|
||||
bi.CreateAndAddBody(mMeshCreationSettings, EActivation::DontActivate);
|
||||
|
||||
// Construct bodies
|
||||
BodyCreationSettings creation_settings;
|
||||
creation_settings.mMotionType = EMotionType::Dynamic;
|
||||
creation_settings.mMotionQuality = inMotionQuality;
|
||||
creation_settings.mObjectLayer = Layers::MOVING;
|
||||
creation_settings.mFriction = 0.5f;
|
||||
creation_settings.mRestitution = 0.6f;
|
||||
creation_settings.SetShape(new BoxShape(Vec3(0.5f, 0.75f, 1.0f)));
|
||||
for (int x = -10; x <= 10; ++x)
|
||||
for (int y = 0; y < 10; ++y)
|
||||
for (int z = -10; z <= 10; ++z)
|
||||
{
|
||||
creation_settings.mPosition = RVec3(7.5_r * x, 55.0_r + 2.0_r * y, 7.5_r * z);
|
||||
bi.CreateAndAddBody(creation_settings, EActivation::Activate);
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
BodyCreationSettings mMeshCreationSettings;
|
||||
};
|
||||
100
lib/All/JoltPhysics/PerformanceTest/Layers.h
Normal file
100
lib/All/JoltPhysics/PerformanceTest/Layers.h
Normal file
@@ -0,0 +1,100 @@
|
||||
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
|
||||
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
|
||||
// SPDX-License-Identifier: MIT
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <Jolt/Physics/Collision/ObjectLayer.h>
|
||||
#include <Jolt/Physics/Collision/BroadPhase/BroadPhaseLayer.h>
|
||||
|
||||
/// Layer that objects can be in, determines which other objects it can collide with
|
||||
namespace Layers
|
||||
{
|
||||
static constexpr ObjectLayer NON_MOVING = 0;
|
||||
static constexpr ObjectLayer MOVING = 1;
|
||||
static constexpr ObjectLayer NUM_LAYERS = 2;
|
||||
};
|
||||
|
||||
/// Class that determines if two object layers can collide
|
||||
class ObjectLayerPairFilterImpl : public ObjectLayerPairFilter
|
||||
{
|
||||
public:
|
||||
virtual bool ShouldCollide(ObjectLayer inObject1, ObjectLayer inObject2) const override
|
||||
{
|
||||
switch (inObject1)
|
||||
{
|
||||
case Layers::NON_MOVING:
|
||||
return inObject2 == Layers::MOVING; // Non moving only collides with moving
|
||||
case Layers::MOVING:
|
||||
return true; // Moving collides with everything
|
||||
default:
|
||||
JPH_ASSERT(false);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/// Broadphase layers
|
||||
namespace BroadPhaseLayers
|
||||
{
|
||||
static constexpr BroadPhaseLayer NON_MOVING(0);
|
||||
static constexpr BroadPhaseLayer MOVING(1);
|
||||
static constexpr uint NUM_LAYERS(2);
|
||||
};
|
||||
|
||||
/// BroadPhaseLayerInterface implementation
|
||||
class BPLayerInterfaceImpl final : public BroadPhaseLayerInterface
|
||||
{
|
||||
public:
|
||||
BPLayerInterfaceImpl()
|
||||
{
|
||||
// Create a mapping table from object to broad phase layer
|
||||
mObjectToBroadPhase[Layers::NON_MOVING] = BroadPhaseLayers::NON_MOVING;
|
||||
mObjectToBroadPhase[Layers::MOVING] = BroadPhaseLayers::MOVING;
|
||||
}
|
||||
|
||||
virtual uint GetNumBroadPhaseLayers() const override
|
||||
{
|
||||
return BroadPhaseLayers::NUM_LAYERS;
|
||||
}
|
||||
|
||||
virtual BroadPhaseLayer GetBroadPhaseLayer(ObjectLayer inLayer) const override
|
||||
{
|
||||
JPH_ASSERT(inLayer < Layers::NUM_LAYERS);
|
||||
return mObjectToBroadPhase[inLayer];
|
||||
}
|
||||
|
||||
#if defined(JPH_EXTERNAL_PROFILE) || defined(JPH_PROFILE_ENABLED)
|
||||
virtual const char * GetBroadPhaseLayerName(BroadPhaseLayer inLayer) const override
|
||||
{
|
||||
switch ((BroadPhaseLayer::Type)inLayer)
|
||||
{
|
||||
case (BroadPhaseLayer::Type)BroadPhaseLayers::NON_MOVING: return "NON_MOVING";
|
||||
case (BroadPhaseLayer::Type)BroadPhaseLayers::MOVING: return "MOVING";
|
||||
default: JPH_ASSERT(false); return "INVALID";
|
||||
}
|
||||
}
|
||||
#endif // JPH_EXTERNAL_PROFILE || JPH_PROFILE_ENABLED
|
||||
|
||||
private:
|
||||
BroadPhaseLayer mObjectToBroadPhase[Layers::NUM_LAYERS];
|
||||
};
|
||||
|
||||
/// Class that determines if an object layer can collide with a broadphase layer
|
||||
class ObjectVsBroadPhaseLayerFilterImpl : public ObjectVsBroadPhaseLayerFilter
|
||||
{
|
||||
public:
|
||||
virtual bool ShouldCollide(ObjectLayer inLayer1, BroadPhaseLayer inLayer2) const override
|
||||
{
|
||||
switch (inLayer1)
|
||||
{
|
||||
case Layers::NON_MOVING:
|
||||
return inLayer2 == BroadPhaseLayers::MOVING;
|
||||
case Layers::MOVING:
|
||||
return true;
|
||||
default:
|
||||
JPH_ASSERT(false);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
};
|
||||
81
lib/All/JoltPhysics/PerformanceTest/MaxBodiesScene.h
Normal file
81
lib/All/JoltPhysics/PerformanceTest/MaxBodiesScene.h
Normal file
@@ -0,0 +1,81 @@
|
||||
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
|
||||
// SPDX-FileCopyrightText: 2025 Jorrit Rouwe
|
||||
// SPDX-License-Identifier: MIT
|
||||
|
||||
#pragma once
|
||||
|
||||
// Jolt includes
|
||||
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
|
||||
#include <Jolt/Physics/Body/BodyCreationSettings.h>
|
||||
|
||||
// Local includes
|
||||
#include "PerformanceTestScene.h"
|
||||
#include "Layers.h"
|
||||
|
||||
// A scene that creates the max number of bodies that Jolt supports and simulates them
|
||||
class MaxBodiesScene : public PerformanceTestScene
|
||||
{
|
||||
public:
|
||||
virtual const char * GetName() const override
|
||||
{
|
||||
return "MaxBodies";
|
||||
}
|
||||
|
||||
virtual size_t GetTempAllocatorSizeMB() const override
|
||||
{
|
||||
return 8192;
|
||||
}
|
||||
|
||||
virtual uint GetMaxBodies() const override
|
||||
{
|
||||
return PhysicsSystem::cMaxBodiesLimit;
|
||||
}
|
||||
|
||||
virtual uint GetMaxBodyPairs() const override
|
||||
{
|
||||
return PhysicsSystem::cMaxBodyPairsLimit;
|
||||
}
|
||||
|
||||
virtual uint GetMaxContactConstraints() const override
|
||||
{
|
||||
return PhysicsSystem::cMaxContactConstraintsLimit;
|
||||
}
|
||||
|
||||
virtual void StartTest(PhysicsSystem &inPhysicsSystem, EMotionQuality inMotionQuality) override
|
||||
{
|
||||
BodyInterface &bi = inPhysicsSystem.GetBodyInterface();
|
||||
|
||||
// Reduce the solver iteration count in the interest of performance
|
||||
PhysicsSettings settings = inPhysicsSystem.GetPhysicsSettings();
|
||||
settings.mNumVelocitySteps = 4;
|
||||
settings.mNumPositionSteps = 1;
|
||||
inPhysicsSystem.SetPhysicsSettings(settings);
|
||||
|
||||
// Create the bodies
|
||||
uint num_bodies = inPhysicsSystem.GetMaxBodies();
|
||||
uint num_constraints = 0;
|
||||
BodyIDVector body_ids;
|
||||
body_ids.reserve(num_bodies);
|
||||
uint num_per_axis = uint(pow(float(num_bodies), 1.0f / 3.0f)) + 1;
|
||||
Vec3 half_extent = Vec3::sReplicate(0.5f);
|
||||
BodyCreationSettings bcs(new BoxShape(half_extent), RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
|
||||
bcs.mOverrideMassProperties = EOverrideMassProperties::MassAndInertiaProvided;
|
||||
bcs.mMassPropertiesOverride.SetMassAndInertiaOfSolidBox(2.0f * half_extent, 1000.0f);
|
||||
for (uint z = 0; z < num_per_axis && body_ids.size() < num_bodies; ++z)
|
||||
for (uint y = 0; y < num_per_axis && body_ids.size() < num_bodies; ++y)
|
||||
for (uint x = 0; x < num_per_axis && body_ids.size() < num_bodies; ++x)
|
||||
{
|
||||
// When we reach the limit of contact constraints, start placing the boxes further apart so they don't collide
|
||||
bcs.mPosition = RVec3(num_constraints < PhysicsSystem::cMaxContactConstraintsLimit? Real(x) : 2.0_r * x, 2.0_r * y, 2.0_r * z);
|
||||
body_ids.push_back(bi.CreateBody(bcs)->GetID());
|
||||
|
||||
// From the 2nd box onwards in a row, we will get a contact constraint
|
||||
if (x > 0)
|
||||
++num_constraints;
|
||||
}
|
||||
|
||||
// Add the bodies to the simulation
|
||||
BodyInterface::AddState state = bi.AddBodiesPrepare(body_ids.data(), num_bodies);
|
||||
bi.AddBodiesFinalize(body_ids.data(), num_bodies, state, EActivation::Activate);
|
||||
}
|
||||
};
|
||||
19
lib/All/JoltPhysics/PerformanceTest/PerformanceTest.cmake
Normal file
19
lib/All/JoltPhysics/PerformanceTest/PerformanceTest.cmake
Normal file
@@ -0,0 +1,19 @@
|
||||
# Root
|
||||
set(PERFORMANCE_TEST_ROOT ${PHYSICS_REPO_ROOT}/PerformanceTest)
|
||||
|
||||
# Source files
|
||||
set(PERFORMANCE_TEST_SRC_FILES
|
||||
${PERFORMANCE_TEST_ROOT}/PyramidScene.h
|
||||
${PERFORMANCE_TEST_ROOT}/PerformanceTest.cpp
|
||||
${PERFORMANCE_TEST_ROOT}/PerformanceTest.cmake
|
||||
${PERFORMANCE_TEST_ROOT}/PerformanceTestScene.h
|
||||
${PERFORMANCE_TEST_ROOT}/RagdollScene.h
|
||||
${PERFORMANCE_TEST_ROOT}/ConvexVsMeshScene.h
|
||||
${PERFORMANCE_TEST_ROOT}/CharacterVirtualScene.h
|
||||
${PERFORMANCE_TEST_ROOT}/LargeMeshScene.h
|
||||
${PERFORMANCE_TEST_ROOT}/Layers.h
|
||||
${PERFORMANCE_TEST_ROOT}/MaxBodiesScene.h
|
||||
)
|
||||
|
||||
# Group source files
|
||||
source_group(TREE ${PERFORMANCE_TEST_ROOT} FILES ${PERFORMANCE_TEST_SRC_FILES})
|
||||
517
lib/All/JoltPhysics/PerformanceTest/PerformanceTest.cpp
Normal file
517
lib/All/JoltPhysics/PerformanceTest/PerformanceTest.cpp
Normal file
@@ -0,0 +1,517 @@
|
||||
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
|
||||
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
|
||||
// SPDX-License-Identifier: MIT
|
||||
|
||||
// Jolt includes
|
||||
#include <Jolt/Jolt.h>
|
||||
#include <Jolt/ConfigurationString.h>
|
||||
#include <Jolt/RegisterTypes.h>
|
||||
#include <Jolt/Core/Factory.h>
|
||||
#include <Jolt/Core/TempAllocator.h>
|
||||
#include <Jolt/Core/JobSystemThreadPool.h>
|
||||
#include <Jolt/Physics/PhysicsSettings.h>
|
||||
#include <Jolt/Physics/PhysicsSystem.h>
|
||||
#include <Jolt/Physics/Collision/NarrowPhaseStats.h>
|
||||
#include <Jolt/Physics/StateRecorderImpl.h>
|
||||
#include <Jolt/Physics/DeterminismLog.h>
|
||||
#ifdef JPH_DEBUG_RENDERER
|
||||
#include <Jolt/Renderer/DebugRendererRecorder.h>
|
||||
#include <Jolt/Core/StreamWrapper.h>
|
||||
#endif // JPH_DEBUG_RENDERER
|
||||
#ifdef JPH_PLATFORM_ANDROID
|
||||
#include <android/log.h>
|
||||
#include <android_native_app_glue.h>
|
||||
#endif // JPH_PLATFORM_ANDROID
|
||||
|
||||
// STL includes
|
||||
JPH_SUPPRESS_WARNINGS_STD_BEGIN
|
||||
#include <iostream>
|
||||
#include <thread>
|
||||
#include <chrono>
|
||||
#include <memory>
|
||||
#include <cstdarg>
|
||||
#include <filesystem>
|
||||
JPH_SUPPRESS_WARNINGS_STD_END
|
||||
|
||||
using namespace JPH;
|
||||
using namespace JPH::literals;
|
||||
using namespace std;
|
||||
|
||||
// Disable common warnings triggered by Jolt
|
||||
JPH_SUPPRESS_WARNINGS
|
||||
|
||||
// Local includes
|
||||
#include "RagdollScene.h"
|
||||
#include "ConvexVsMeshScene.h"
|
||||
#include "PyramidScene.h"
|
||||
#include "LargeMeshScene.h"
|
||||
#include "CharacterVirtualScene.h"
|
||||
#include "MaxBodiesScene.h"
|
||||
|
||||
// Time step for physics
|
||||
constexpr float cDeltaTime = 1.0f / 60.0f;
|
||||
|
||||
static void TraceImpl(const char *inFMT, ...)
|
||||
{
|
||||
// Format the message
|
||||
va_list list;
|
||||
va_start(list, inFMT);
|
||||
char buffer[1024];
|
||||
vsnprintf(buffer, sizeof(buffer), inFMT, list);
|
||||
va_end(list);
|
||||
|
||||
// Print to the TTY
|
||||
#ifndef JPH_PLATFORM_ANDROID
|
||||
cout << buffer << endl;
|
||||
#else
|
||||
__android_log_write(ANDROID_LOG_INFO, "Jolt", buffer);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Program entry point
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
// Install callbacks
|
||||
Trace = TraceImpl;
|
||||
|
||||
// Register allocation hook
|
||||
RegisterDefaultAllocator();
|
||||
|
||||
// Helper function that creates the default scene
|
||||
#ifdef JPH_OBJECT_STREAM
|
||||
auto create_ragdoll_scene = []{ return unique_ptr<PerformanceTestScene>(new RagdollScene(4, 10, 0.6f)); };
|
||||
#else
|
||||
auto create_ragdoll_scene = []{ return unique_ptr<PerformanceTestScene>(new ConvexVsMeshScene); };
|
||||
#endif // JPH_OBJECT_STREAM
|
||||
|
||||
// Parse command line parameters
|
||||
int specified_quality = -1;
|
||||
int specified_threads = -1;
|
||||
uint max_iterations = 500;
|
||||
bool disable_sleep = false;
|
||||
bool enable_profiler = false;
|
||||
#ifdef JPH_DEBUG_RENDERER
|
||||
bool enable_debug_renderer = false;
|
||||
#endif // JPH_DEBUG_RENDERER
|
||||
bool enable_per_frame_recording = false;
|
||||
bool record_state = false;
|
||||
bool validate_state = false;
|
||||
unique_ptr<PerformanceTestScene> scene;
|
||||
const char *validate_hash = nullptr;
|
||||
int repeat = 1;
|
||||
for (int argidx = 1; argidx < argc; ++argidx)
|
||||
{
|
||||
const char *arg = argv[argidx];
|
||||
|
||||
if (strncmp(arg, "-s=", 3) == 0)
|
||||
{
|
||||
// Parse scene
|
||||
if (strcmp(arg + 3, "Ragdoll") == 0)
|
||||
scene = create_ragdoll_scene();
|
||||
#ifdef JPH_OBJECT_STREAM
|
||||
else if (strcmp(arg + 3, "RagdollSinglePile") == 0)
|
||||
scene = unique_ptr<PerformanceTestScene>(new RagdollScene(1, 160, 0.4f));
|
||||
#endif // JPH_OBJECT_STREAM
|
||||
else if (strcmp(arg + 3, "ConvexVsMesh") == 0)
|
||||
scene = unique_ptr<PerformanceTestScene>(new ConvexVsMeshScene);
|
||||
else if (strcmp(arg + 3, "Pyramid") == 0)
|
||||
scene = unique_ptr<PerformanceTestScene>(new PyramidScene);
|
||||
else if (strcmp(arg + 3, "LargeMesh") == 0)
|
||||
scene = unique_ptr<PerformanceTestScene>(new LargeMeshScene);
|
||||
else if (strcmp(arg + 3, "CharacterVirtual") == 0)
|
||||
scene = unique_ptr<PerformanceTestScene>(new CharacterVirtualScene);
|
||||
else if (strcmp(arg + 3, "MaxBodies") == 0)
|
||||
scene = unique_ptr<MaxBodiesScene>(new MaxBodiesScene);
|
||||
else
|
||||
{
|
||||
Trace("Invalid scene");
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
else if (strncmp(arg, "-i=", 3) == 0)
|
||||
{
|
||||
// Parse max iterations
|
||||
max_iterations = (uint)atoi(arg + 3);
|
||||
}
|
||||
else if (strncmp(arg, "-q=", 3) == 0)
|
||||
{
|
||||
// Parse quality
|
||||
if (strcmp(arg + 3, "Discrete") == 0)
|
||||
specified_quality = 0;
|
||||
else if (strcmp(arg + 3, "LinearCast") == 0)
|
||||
specified_quality = 1;
|
||||
else
|
||||
{
|
||||
Trace("Invalid quality");
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
else if (strncmp(arg, "-t=max", 6) == 0)
|
||||
{
|
||||
// Default to number of threads on the system
|
||||
specified_threads = thread::hardware_concurrency();
|
||||
}
|
||||
else if (strncmp(arg, "-t=", 3) == 0)
|
||||
{
|
||||
// Parse threads
|
||||
specified_threads = atoi(arg + 3);
|
||||
}
|
||||
else if (strcmp(arg, "-no_sleep") == 0)
|
||||
{
|
||||
disable_sleep = true;
|
||||
}
|
||||
else if (strcmp(arg, "-p") == 0)
|
||||
{
|
||||
enable_profiler = true;
|
||||
}
|
||||
#ifdef JPH_DEBUG_RENDERER
|
||||
else if (strcmp(arg, "-r") == 0)
|
||||
{
|
||||
enable_debug_renderer = true;
|
||||
}
|
||||
#endif // JPH_DEBUG_RENDERER
|
||||
else if (strcmp(arg, "-f") == 0)
|
||||
{
|
||||
enable_per_frame_recording = true;
|
||||
}
|
||||
else if (strcmp(arg, "-rs") == 0)
|
||||
{
|
||||
record_state = true;
|
||||
}
|
||||
else if (strcmp(arg, "-vs") == 0)
|
||||
{
|
||||
validate_state = true;
|
||||
}
|
||||
else if (strncmp(arg, "-validate_hash=", 15) == 0)
|
||||
{
|
||||
validate_hash = arg + 15;
|
||||
}
|
||||
else if (strncmp(arg, "-repeat=", 8) == 0)
|
||||
{
|
||||
// Parse repeat count
|
||||
repeat = atoi(arg + 8);
|
||||
}
|
||||
else if (strcmp(arg, "-h") == 0)
|
||||
{
|
||||
// Print usage
|
||||
Trace("Usage:\n"
|
||||
"-s=<scene>: Select scene (Ragdoll, RagdollSinglePile, ConvexVsMesh, Pyramid)\n"
|
||||
"-i=<num physics steps>: Number of physics steps to simulate (default 500)\n"
|
||||
"-q=<quality>: Test only with specified quality (Discrete, LinearCast)\n"
|
||||
"-t=<num threads>: Test only with N threads (default is to iterate over 1 .. num hardware threads)\n"
|
||||
"-t=max: Test with the number of threads available on the system\n"
|
||||
"-p: Write out profiles\n"
|
||||
"-r: Record debug renderer output for JoltViewer\n"
|
||||
"-f: Record per frame timings\n"
|
||||
"-no_sleep: Disable sleeping\n"
|
||||
"-rs: Record state\n"
|
||||
"-vs: Validate state\n"
|
||||
"-validate_hash=<hash>: Validate hash (return 0 if successful, 1 if failed)\n"
|
||||
"-repeat=<num>: Repeat all tests <num> times");
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Create a factory
|
||||
Factory::sInstance = new Factory();
|
||||
|
||||
// Register all Jolt physics types
|
||||
RegisterTypes();
|
||||
|
||||
// Show used instruction sets
|
||||
Trace(GetConfigurationString());
|
||||
|
||||
// If no scene was specified use the default scene
|
||||
if (scene == nullptr)
|
||||
scene = create_ragdoll_scene();
|
||||
|
||||
// Output scene we're running
|
||||
Trace("Running scene: %s", scene->GetName());
|
||||
|
||||
// Create temp allocator
|
||||
TempAllocatorImpl temp_allocator(scene->GetTempAllocatorSizeMB() * 1024 * 1024);
|
||||
|
||||
// Find the asset path
|
||||
bool found = false;
|
||||
filesystem::path asset_path(argv[0]);
|
||||
filesystem::path root_path = asset_path.root_path();
|
||||
while (asset_path != root_path)
|
||||
{
|
||||
asset_path = asset_path.parent_path();
|
||||
if (filesystem::exists(asset_path / "Assets"))
|
||||
{
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!found) // Note that argv[0] can be a relative path like './PerformanceTest' so we also scan up using '..'
|
||||
for (int i = 0; i < 5; ++i)
|
||||
{
|
||||
asset_path /= "..";
|
||||
if (filesystem::exists(asset_path / "Assets"))
|
||||
{
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!found)
|
||||
asset_path = "Assets";
|
||||
else
|
||||
asset_path /= "Assets";
|
||||
asset_path /= "";
|
||||
|
||||
// Load the scene
|
||||
if (!scene->Load(String(asset_path.string())))
|
||||
return 1;
|
||||
|
||||
// Create mapping table from object layer to broadphase layer
|
||||
BPLayerInterfaceImpl broad_phase_layer_interface;
|
||||
|
||||
// Create class that filters object vs broadphase layers
|
||||
ObjectVsBroadPhaseLayerFilterImpl object_vs_broadphase_layer_filter;
|
||||
|
||||
// Create class that filters object vs object layers
|
||||
ObjectLayerPairFilterImpl object_vs_object_layer_filter;
|
||||
|
||||
// Start profiling this program
|
||||
JPH_PROFILE_START("Main");
|
||||
|
||||
// Trace header
|
||||
Trace("Motion Quality, Thread Count, Steps / Second, Hash");
|
||||
|
||||
// Repeat test
|
||||
for (int r = 0; r < repeat; ++r)
|
||||
{
|
||||
// Iterate motion qualities
|
||||
for (uint mq = 0; mq < 2; ++mq)
|
||||
{
|
||||
// Skip quality if another was specified
|
||||
if (specified_quality != -1 && mq != (uint)specified_quality)
|
||||
continue;
|
||||
|
||||
// Determine motion quality
|
||||
EMotionQuality motion_quality = mq == 0? EMotionQuality::Discrete : EMotionQuality::LinearCast;
|
||||
String motion_quality_str = mq == 0? "Discrete" : "LinearCast";
|
||||
|
||||
// Determine which thread counts to test
|
||||
Array<uint> thread_permutations;
|
||||
if (specified_threads > 0)
|
||||
thread_permutations.push_back((uint)specified_threads - 1);
|
||||
else
|
||||
for (uint num_threads = 0; num_threads < thread::hardware_concurrency(); ++num_threads)
|
||||
thread_permutations.push_back(num_threads);
|
||||
|
||||
// Test thread permutations
|
||||
for (uint num_threads : thread_permutations)
|
||||
{
|
||||
// Create job system with desired number of threads
|
||||
JobSystemThreadPool job_system(cMaxPhysicsJobs, cMaxPhysicsBarriers, num_threads);
|
||||
|
||||
// Create physics system
|
||||
PhysicsSystem physics_system;
|
||||
physics_system.Init(scene->GetMaxBodies(), 0, scene->GetMaxBodyPairs(), scene->GetMaxContactConstraints(), broad_phase_layer_interface, object_vs_broadphase_layer_filter, object_vs_object_layer_filter);
|
||||
|
||||
// Start test scene
|
||||
scene->StartTest(physics_system, motion_quality);
|
||||
|
||||
// Disable sleeping if requested
|
||||
if (disable_sleep)
|
||||
{
|
||||
const BodyLockInterface &bli = physics_system.GetBodyLockInterfaceNoLock();
|
||||
BodyIDVector body_ids;
|
||||
physics_system.GetBodies(body_ids);
|
||||
for (BodyID id : body_ids)
|
||||
{
|
||||
BodyLockWrite lock(bli, id);
|
||||
if (lock.Succeeded())
|
||||
{
|
||||
Body &body = lock.GetBody();
|
||||
if (!body.IsStatic())
|
||||
body.SetAllowSleeping(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Optimize the broadphase to prevent an expensive first frame
|
||||
physics_system.OptimizeBroadPhase();
|
||||
|
||||
// A tag used to identify the test
|
||||
String tag = ToLower(motion_quality_str) + "_th" + ConvertToString(num_threads + 1);
|
||||
|
||||
#ifdef JPH_DEBUG_RENDERER
|
||||
// Open renderer output
|
||||
ofstream renderer_file;
|
||||
if (enable_debug_renderer)
|
||||
renderer_file.open(("performance_test_" + tag + ".jor").c_str(), ofstream::out | ofstream::binary | ofstream::trunc);
|
||||
StreamOutWrapper renderer_stream(renderer_file);
|
||||
DebugRendererRecorder renderer(renderer_stream);
|
||||
#endif // JPH_DEBUG_RENDERER
|
||||
|
||||
// Open per frame timing output
|
||||
ofstream per_frame_file;
|
||||
if (enable_per_frame_recording)
|
||||
{
|
||||
per_frame_file.open(("per_frame_" + tag + ".csv").c_str(), ofstream::out | ofstream::trunc);
|
||||
per_frame_file << "Frame, Time (ms)" << endl;
|
||||
}
|
||||
|
||||
ofstream record_state_file;
|
||||
ifstream validate_state_file;
|
||||
if (record_state)
|
||||
record_state_file.open(("state_" + ToLower(motion_quality_str) + ".bin").c_str(), ofstream::out | ofstream::binary | ofstream::trunc);
|
||||
else if (validate_state)
|
||||
validate_state_file.open(("state_" + ToLower(motion_quality_str) + ".bin").c_str(), ifstream::in | ifstream::binary);
|
||||
|
||||
chrono::nanoseconds total_duration(0);
|
||||
|
||||
// Step the world for a fixed amount of iterations
|
||||
for (uint iterations = 0; iterations < max_iterations; ++iterations)
|
||||
{
|
||||
JPH_PROFILE_NEXTFRAME();
|
||||
JPH_DET_LOG("Iteration: " << iterations);
|
||||
|
||||
// Start measuring
|
||||
chrono::high_resolution_clock::time_point clock_start = chrono::high_resolution_clock::now();
|
||||
|
||||
// Update the test
|
||||
scene->UpdateTest(physics_system, temp_allocator, cDeltaTime);
|
||||
|
||||
// Do a physics step
|
||||
physics_system.Update(cDeltaTime, 1, &temp_allocator, &job_system);
|
||||
|
||||
// Stop measuring
|
||||
chrono::high_resolution_clock::time_point clock_end = chrono::high_resolution_clock::now();
|
||||
chrono::nanoseconds duration = chrono::duration_cast<chrono::nanoseconds>(clock_end - clock_start);
|
||||
total_duration += duration;
|
||||
|
||||
#ifdef JPH_DEBUG_RENDERER
|
||||
if (enable_debug_renderer)
|
||||
{
|
||||
// Draw the state of the world
|
||||
BodyManager::DrawSettings settings;
|
||||
physics_system.DrawBodies(settings, &renderer);
|
||||
|
||||
// Mark end of frame
|
||||
renderer.EndFrame();
|
||||
}
|
||||
#endif // JPH_DEBUG_RENDERER
|
||||
|
||||
// Record time taken this iteration
|
||||
if (enable_per_frame_recording)
|
||||
per_frame_file << iterations << ", " << (1.0e-6 * duration.count()) << endl;
|
||||
|
||||
// Dump profile information every 100 iterations
|
||||
if (enable_profiler && iterations % 100 == 0)
|
||||
{
|
||||
JPH_PROFILE_DUMP(tag + "_it" + ConvertToString(iterations));
|
||||
}
|
||||
|
||||
if (record_state)
|
||||
{
|
||||
// Record state
|
||||
StateRecorderImpl recorder;
|
||||
physics_system.SaveState(recorder);
|
||||
|
||||
// Write to file
|
||||
string data = recorder.GetData();
|
||||
uint32 size = uint32(data.size());
|
||||
record_state_file.write((char *)&size, sizeof(size));
|
||||
record_state_file.write(data.data(), size);
|
||||
}
|
||||
else if (validate_state)
|
||||
{
|
||||
// Read state
|
||||
uint32 size = 0;
|
||||
validate_state_file.read((char *)&size, sizeof(size));
|
||||
string data;
|
||||
data.resize(size);
|
||||
validate_state_file.read(data.data(), size);
|
||||
|
||||
// Copy to validator
|
||||
StateRecorderImpl validator;
|
||||
validator.WriteBytes(data.data(), size);
|
||||
|
||||
// Validate state
|
||||
validator.SetValidating(true);
|
||||
physics_system.RestoreState(validator);
|
||||
}
|
||||
|
||||
#ifdef JPH_ENABLE_DETERMINISM_LOG
|
||||
const BodyLockInterface &bli = physics_system.GetBodyLockInterfaceNoLock();
|
||||
BodyIDVector body_ids;
|
||||
physics_system.GetBodies(body_ids);
|
||||
for (BodyID id : body_ids)
|
||||
{
|
||||
BodyLockRead lock(bli, id);
|
||||
const Body &body = lock.GetBody();
|
||||
if (!body.IsStatic())
|
||||
JPH_DET_LOG(id << ": p: " << body.GetPosition() << " r: " << body.GetRotation() << " v: " << body.GetLinearVelocity() << " w: " << body.GetAngularVelocity());
|
||||
}
|
||||
#endif // JPH_ENABLE_DETERMINISM_LOG
|
||||
}
|
||||
|
||||
// Calculate hash of all positions and rotations of the bodies
|
||||
uint64 hash = HashBytes(nullptr, 0); // Ensure we start with the proper seed
|
||||
BodyInterface &bi = physics_system.GetBodyInterfaceNoLock();
|
||||
BodyIDVector body_ids;
|
||||
physics_system.GetBodies(body_ids);
|
||||
for (BodyID id : body_ids)
|
||||
{
|
||||
RVec3 pos = bi.GetPosition(id);
|
||||
hash = HashBytes(&pos, 3 * sizeof(Real), hash);
|
||||
Quat rot = bi.GetRotation(id);
|
||||
hash = HashBytes(&rot, sizeof(Quat), hash);
|
||||
}
|
||||
|
||||
// Let the scene hash its own state
|
||||
scene->UpdateHash(hash);
|
||||
|
||||
// Convert hash to string
|
||||
stringstream hash_stream;
|
||||
hash_stream << "0x" << hex << hash << dec;
|
||||
string hash_str = hash_stream.str();
|
||||
|
||||
// Stop test scene
|
||||
scene->StopTest(physics_system);
|
||||
|
||||
// Trace stat line
|
||||
Trace("%s, %d, %f, %s", motion_quality_str.c_str(), num_threads + 1, double(max_iterations) / (1.0e-9 * total_duration.count()), hash_str.c_str());
|
||||
|
||||
// Check hash code
|
||||
if (validate_hash != nullptr && hash_str != validate_hash)
|
||||
{
|
||||
Trace("Fail hash validation. Was: %s, expected: %s", hash_str.c_str(), validate_hash);
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef JPH_TRACK_NARROWPHASE_STATS
|
||||
NarrowPhaseStat::sReportStats();
|
||||
#endif // JPH_TRACK_NARROWPHASE_STATS
|
||||
|
||||
// Unregisters all types with the factory and cleans up the default material
|
||||
UnregisterTypes();
|
||||
|
||||
// Destroy the factory
|
||||
delete Factory::sInstance;
|
||||
Factory::sInstance = nullptr;
|
||||
|
||||
// End profiling this program
|
||||
JPH_PROFILE_END();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
#ifdef JPH_PLATFORM_ANDROID
|
||||
|
||||
// Main entry point for android
|
||||
void android_main(struct android_app *ioApp)
|
||||
{
|
||||
// Run the regular main function
|
||||
const char *args[] = { "Unused", "-s=ConvexVsMesh", "-t=max" };
|
||||
main(size(args), (char **)args);
|
||||
}
|
||||
|
||||
#endif // JPH_PLATFORM_ANDROID
|
||||
43
lib/All/JoltPhysics/PerformanceTest/PerformanceTestScene.h
Normal file
43
lib/All/JoltPhysics/PerformanceTest/PerformanceTestScene.h
Normal file
@@ -0,0 +1,43 @@
|
||||
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
|
||||
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
|
||||
// SPDX-License-Identifier: MIT
|
||||
|
||||
#pragma once
|
||||
|
||||
// Base class for a test scene to test performance
|
||||
class PerformanceTestScene
|
||||
{
|
||||
public:
|
||||
// Virtual destructor
|
||||
virtual ~PerformanceTestScene() { }
|
||||
|
||||
// Get name of test for debug purposes
|
||||
virtual const char * GetName() const = 0;
|
||||
|
||||
// Get the number of MB that the temp allocator should preallocate
|
||||
virtual size_t GetTempAllocatorSizeMB() const { return 32; }
|
||||
|
||||
// Get the max number of bodies to support in the physics system
|
||||
virtual uint GetMaxBodies() const { return 10240; }
|
||||
|
||||
// Get the max number of body pairs to support in the physics system
|
||||
virtual uint GetMaxBodyPairs() const { return 65536; }
|
||||
|
||||
// Get the max number of contact constraints to support in the physics system
|
||||
virtual uint GetMaxContactConstraints() const { return 20480; }
|
||||
|
||||
// Load assets for the scene
|
||||
virtual bool Load([[maybe_unused]] const String &inAssetPath) { return true; }
|
||||
|
||||
// Start a new test by adding objects to inPhysicsSystem
|
||||
virtual void StartTest(PhysicsSystem &inPhysicsSystem, EMotionQuality inMotionQuality) = 0;
|
||||
|
||||
// Step the test
|
||||
virtual void UpdateTest([[maybe_unused]] PhysicsSystem &inPhysicsSystem, [[maybe_unused]] TempAllocator &ioTempAllocator, [[maybe_unused]] float inDeltaTime) { }
|
||||
|
||||
// Update the hash with the state of the scene
|
||||
virtual void UpdateHash([[maybe_unused]] uint64 &ioHash) const { }
|
||||
|
||||
// Stop a test and remove objects from inPhysicsSystem
|
||||
virtual void StopTest(PhysicsSystem &inPhysicsSystem) { }
|
||||
};
|
||||
48
lib/All/JoltPhysics/PerformanceTest/PyramidScene.h
Normal file
48
lib/All/JoltPhysics/PerformanceTest/PyramidScene.h
Normal file
@@ -0,0 +1,48 @@
|
||||
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
|
||||
// SPDX-FileCopyrightText: 2023 Jorrit Rouwe
|
||||
// SPDX-License-Identifier: MIT
|
||||
|
||||
#pragma once
|
||||
|
||||
// Jolt includes
|
||||
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
|
||||
|
||||
// Local includes
|
||||
#include "PerformanceTestScene.h"
|
||||
#include "Layers.h"
|
||||
|
||||
// A scene that creates a pyramid of boxes to create a very large island
|
||||
class PyramidScene : public PerformanceTestScene
|
||||
{
|
||||
public:
|
||||
virtual const char * GetName() const override
|
||||
{
|
||||
return "Pyramid";
|
||||
}
|
||||
|
||||
virtual void StartTest(PhysicsSystem &inPhysicsSystem, EMotionQuality inMotionQuality) override
|
||||
{
|
||||
BodyInterface &bi = inPhysicsSystem.GetBodyInterface();
|
||||
|
||||
// Floor
|
||||
bi.CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(50.0f, 1.0f, 50.0f), 0.0f), RVec3(Vec3(0.0f, -1.0f, 0.0f)), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
|
||||
|
||||
const float cBoxSize = 2.0f;
|
||||
const float cBoxSeparation = 0.5f;
|
||||
const float cHalfBoxSize = 0.5f * cBoxSize;
|
||||
const int cPyramidHeight = 15;
|
||||
|
||||
RefConst<Shape> box_shape = new BoxShape(Vec3::sReplicate(cHalfBoxSize), 0.0f); // No convex radius to force more collisions
|
||||
|
||||
// Pyramid
|
||||
for (int i = 0; i < cPyramidHeight; ++i)
|
||||
for (int j = i / 2; j < cPyramidHeight - (i + 1) / 2; ++j)
|
||||
for (int k = i / 2; k < cPyramidHeight - (i + 1) / 2; ++k)
|
||||
{
|
||||
RVec3 position(Real(-cPyramidHeight + cBoxSize * j + (i & 1? cHalfBoxSize : 0.0f)), Real(1.0f + (cBoxSize + cBoxSeparation) * i), Real(-cPyramidHeight + cBoxSize * k + (i & 1? cHalfBoxSize : 0.0f)));
|
||||
BodyCreationSettings settings(box_shape, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
|
||||
settings.mAllowSleeping = false; // No sleeping to force the large island to stay awake
|
||||
bi.CreateAndAddBody(settings, EActivation::Activate);
|
||||
}
|
||||
}
|
||||
};
|
||||
144
lib/All/JoltPhysics/PerformanceTest/RagdollScene.h
Normal file
144
lib/All/JoltPhysics/PerformanceTest/RagdollScene.h
Normal file
@@ -0,0 +1,144 @@
|
||||
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
|
||||
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
|
||||
// SPDX-License-Identifier: MIT
|
||||
|
||||
#pragma once
|
||||
|
||||
// Jolt includes
|
||||
#include <Jolt/Physics/Ragdoll/Ragdoll.h>
|
||||
#include <Jolt/Physics/PhysicsScene.h>
|
||||
#include <Jolt/Physics/Collision/CastResult.h>
|
||||
#include <Jolt/Physics/Collision/RayCast.h>
|
||||
#include <Jolt/ObjectStream/ObjectStreamIn.h>
|
||||
|
||||
// Local includes
|
||||
#include "PerformanceTestScene.h"
|
||||
#include "Layers.h"
|
||||
|
||||
#ifdef JPH_OBJECT_STREAM
|
||||
|
||||
// A scene that loads a part of a Horizon Zero Dawn level and drops many ragdolls on the terrain (motors enabled)
|
||||
class RagdollScene : public PerformanceTestScene
|
||||
{
|
||||
public:
|
||||
RagdollScene(int inNumPilesPerAxis, int inPileSize, float inVerticalSeparation) : mNumPilesPerAxis(inNumPilesPerAxis), mPileSize(inPileSize), mVerticalSeparation(inVerticalSeparation) { }
|
||||
|
||||
virtual const char * GetName() const override
|
||||
{
|
||||
return mNumPilesPerAxis == 1? "RagdollSinglePile" : "Ragdoll";
|
||||
}
|
||||
|
||||
virtual bool Load(const String &inAssetPath) override
|
||||
{
|
||||
// Load ragdoll
|
||||
if (!ObjectStreamIn::sReadObject((inAssetPath + "Human.tof").c_str(), mRagdollSettings))
|
||||
{
|
||||
cerr << "Unable to load ragdoll" << endl;
|
||||
return false;
|
||||
}
|
||||
for (BodyCreationSettings &body : mRagdollSettings->mParts)
|
||||
body.mObjectLayer = Layers::MOVING;
|
||||
|
||||
// Init ragdoll
|
||||
mRagdollSettings->GetSkeleton()->CalculateParentJointIndices();
|
||||
mRagdollSettings->Stabilize();
|
||||
mRagdollSettings->CalculateBodyIndexToConstraintIndex();
|
||||
mRagdollSettings->CalculateConstraintIndexToBodyIdxPair();
|
||||
|
||||
// Load animation
|
||||
if (!ObjectStreamIn::sReadObject((inAssetPath + "Human/dead_pose1.tof").c_str(), mAnimation))
|
||||
{
|
||||
cerr << "Unable to load animation" << endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Sample pose
|
||||
mPose.SetSkeleton(mRagdollSettings->GetSkeleton());
|
||||
mAnimation->Sample(0.0f, mPose);
|
||||
|
||||
// Read the background scene
|
||||
if (!ObjectStreamIn::sReadObject((inAssetPath + "terrain2.bof").c_str(), mBackground))
|
||||
{
|
||||
cerr << "Unable to load terrain" << endl;
|
||||
return false;
|
||||
}
|
||||
for (BodyCreationSettings &body : mBackground->GetBodies())
|
||||
body.mObjectLayer = Layers::NON_MOVING;
|
||||
mBackground->FixInvalidScales();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
virtual void StartTest(PhysicsSystem &inPhysicsSystem, EMotionQuality inMotionQuality) override
|
||||
{
|
||||
// Test configuration
|
||||
const Real cHorizontalSeparation = 4.0_r;
|
||||
|
||||
// Set motion quality on ragdoll
|
||||
for (BodyCreationSettings &body : mRagdollSettings->mParts)
|
||||
body.mMotionQuality = inMotionQuality;
|
||||
|
||||
// Add background geometry
|
||||
mBackground->CreateBodies(&inPhysicsSystem);
|
||||
|
||||
// Create ragdoll piles
|
||||
CollisionGroup::GroupID group_id = 1;
|
||||
for (int row = 0; row < mNumPilesPerAxis; ++row)
|
||||
for (int col = 0; col < mNumPilesPerAxis; ++col)
|
||||
{
|
||||
// Determine start location of ray
|
||||
RVec3 start(cHorizontalSeparation * (col - (mNumPilesPerAxis - 1) / 2.0_r), 100, cHorizontalSeparation * (row - (mNumPilesPerAxis - 1) / 2.0_r));
|
||||
|
||||
// Cast ray down to terrain
|
||||
RayCastResult hit;
|
||||
Vec3 ray_direction(0, -200, 0);
|
||||
RRayCast ray { start, ray_direction };
|
||||
if (inPhysicsSystem.GetNarrowPhaseQuery().CastRay(ray, hit, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::NON_MOVING), SpecifiedObjectLayerFilter(Layers::NON_MOVING)))
|
||||
start = ray.GetPointOnRay(hit.mFraction);
|
||||
|
||||
for (int i = 0; i < mPileSize; ++i)
|
||||
{
|
||||
// Create ragdoll
|
||||
Ref<Ragdoll> ragdoll = mRagdollSettings->CreateRagdoll(group_id++, 0, &inPhysicsSystem);
|
||||
|
||||
// Override root
|
||||
SkeletonPose pose_copy = mPose;
|
||||
pose_copy.SetRootOffset(start);
|
||||
SkeletonPose::JointState &root = pose_copy.GetJoint(0);
|
||||
root.mTranslation = Vec3(0, mVerticalSeparation * (i + 1), 0);
|
||||
float angle = 2.0f * JPH_PI * float(i) / float(mPileSize);
|
||||
root.mRotation = Quat::sRotation(Vec3::sAxisY(), angle) * root.mRotation;
|
||||
pose_copy.CalculateJointMatrices();
|
||||
|
||||
// Drive to pose
|
||||
ragdoll->SetPose(pose_copy);
|
||||
ragdoll->DriveToPoseUsingMotors(pose_copy);
|
||||
ragdoll->AddToPhysicsSystem(EActivation::Activate);
|
||||
|
||||
// Keep reference
|
||||
mRagdolls.push_back(ragdoll);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
virtual void StopTest(PhysicsSystem &inPhysicsSystem) override
|
||||
{
|
||||
// Remove ragdolls
|
||||
for (Ragdoll *ragdoll : mRagdolls)
|
||||
ragdoll->RemoveFromPhysicsSystem();
|
||||
mRagdolls.clear();
|
||||
}
|
||||
|
||||
private:
|
||||
int mNumPilesPerAxis;
|
||||
int mPileSize;
|
||||
float mVerticalSeparation;
|
||||
Ref<RagdollSettings> mRagdollSettings;
|
||||
Ref<SkeletalAnimation> mAnimation;
|
||||
SkeletonPose mPose;
|
||||
Ref<PhysicsScene> mBackground;
|
||||
Array<Ref<Ragdoll>> mRagdolls;
|
||||
};
|
||||
|
||||
#endif // JPH_OBJECT_STREAM
|
||||
|
||||
Reference in New Issue
Block a user