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