Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
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268
lib/All/JoltPhysics/Samples/Tests/General/MultithreadedTest.cpp
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268
lib/All/JoltPhysics/Samples/Tests/General/MultithreadedTest.cpp
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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/General/MultithreadedTest.h>
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#include <Jolt/Physics/Collision/Shape/BoxShape.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/Body/BodyCreationSettings.h>
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#include <Jolt/Skeleton/Skeleton.h>
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#include <Jolt/Skeleton/SkeletalAnimation.h>
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#include <Jolt/Skeleton/SkeletonPose.h>
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#include <Jolt/Physics/Ragdoll/Ragdoll.h>
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#include <Jolt/ObjectStream/ObjectStreamIn.h>
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#include <Layers.h>
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#include <Utils/RagdollLoader.h>
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#include <Utils/Log.h>
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#include <Utils/AssetStream.h>
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#include <Renderer/DebugRendererImp.h>
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JPH_IMPLEMENT_RTTI_VIRTUAL(MultithreadedTest)
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{
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JPH_ADD_BASE_CLASS(MultithreadedTest, Test)
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}
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MultithreadedTest::~MultithreadedTest()
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{
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// Quit the threads
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mIsQuitting = true;
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mBoxSpawnerThread.join();
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mRagdollSpawnerThread.join();
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mCasterThread.join();
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}
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void MultithreadedTest::Initialize()
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{
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// Floor
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CreateFloor();
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// Start threads
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mBoxSpawnerThread = thread([this]() { BoxSpawner(); });
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mRagdollSpawnerThread = thread([this]() { RagdollSpawner(); });
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mCasterThread = thread([this]() { CasterMain(); });
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}
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void MultithreadedTest::Execute(default_random_engine &ioRandom, const char *inName, function<void()> inFunction)
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{
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uniform_real_distribution<float> chance(0, 1);
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if (chance(ioRandom) < 0.5f)
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{
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// Execute as a job and wait for it
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JobHandle handle = mJobSystem->CreateJob(inName, Color::sGreen, inFunction);
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while (!handle.IsDone())
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this_thread::sleep_for(1ms);
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}
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else
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{
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// Execute in this separate thread (not part of the job system)
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JPH_PROFILE(inName);
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inFunction();
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}
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}
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void MultithreadedTest::BoxSpawner()
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{
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JPH_PROFILE_THREAD_START("BoxSpawner");
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#ifdef JPH_DEBUG
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const int cMaxObjects = 100;
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#else
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const int cMaxObjects = 1000;
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#endif
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default_random_engine random;
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Array<BodyID> bodies;
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while (!mIsQuitting)
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{
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// Ensure there are enough objects at all times
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if (bodies.size() < cMaxObjects)
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{
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BodyID body_id;
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Execute(random, "AddBody", [this, &body_id, &random]() {
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uniform_real_distribution<float> from_y(0, 10);
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uniform_real_distribution<float> from_xz(-5, 5);
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RVec3 position(from_xz(random), 1.0f + from_y(random), from_xz(random));
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Quat orientation = Quat::sRandom(random);
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Vec3 velocity = Vec3::sRandom(random);
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Body &body = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(0.5f, 0.2f, 0.3f)), position, orientation, EMotionType::Dynamic, Layers::MOVING));
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body.SetLinearVelocity(velocity);
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body_id = body.GetID();
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mBodyInterface->AddBody(body_id, EActivation::Activate);
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});
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Execute(random, "Remove/AddBody", [this, body_id]() {
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// Undo/redo add to trigger more race conditions
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mBodyInterface->RemoveBody(body_id);
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mBodyInterface->AddBody(body_id, EActivation::Activate);
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});
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bodies.push_back(body_id);
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}
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uniform_real_distribution<float> chance(0, 1);
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if (bodies.size() > 0 && chance(random) < 0.5f)
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{
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// Pick random body
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uniform_int_distribution<size_t> element(0, bodies.size() - 1);
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size_t index = element(random);
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BodyID body_id = bodies[index];
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bodies.erase(bodies.begin() + index);
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Execute(random, "Remove/DestroyBody", [this, body_id]() {
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// Remove it
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mBodyInterface->RemoveBody(body_id);
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mBodyInterface->DestroyBody(body_id);
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});
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}
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this_thread::sleep_for(1ms);
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}
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JPH_PROFILE_THREAD_END();
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}
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void MultithreadedTest::RagdollSpawner()
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{
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JPH_PROFILE_THREAD_START("RagdollSpawner");
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#ifdef JPH_DEBUG
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const int cMaxRagdolls = 10;
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#else
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const int cMaxRagdolls = 50;
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#endif
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#ifdef JPH_OBJECT_STREAM
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// Load ragdoll
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Ref<RagdollSettings> ragdoll_settings = RagdollLoader::sLoad("Human.tof", EMotionType::Dynamic);
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if (ragdoll_settings == nullptr)
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FatalError("Could not load ragdoll");
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#else
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// Create a ragdoll from code
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Ref<RagdollSettings> ragdoll_settings = RagdollLoader::sCreate();
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#endif // JPH_OBJECT_STREAM
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// Create pose
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SkeletonPose ragdoll_pose;
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ragdoll_pose.SetSkeleton(ragdoll_settings->GetSkeleton());
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{
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#ifdef JPH_OBJECT_STREAM
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Ref<SkeletalAnimation> animation;
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AssetStream stream("Human/dead_pose1.tof", std::ios::in);
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if (!ObjectStreamIn::sReadObject(stream.Get(), animation))
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FatalError("Could not open animation");
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animation->Sample(0.0f, ragdoll_pose);
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#else
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Ref<Ragdoll> temp_ragdoll = ragdoll_settings->CreateRagdoll(0, 0, mPhysicsSystem);
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temp_ragdoll->GetPose(ragdoll_pose);
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ragdoll_pose.CalculateJointStates();
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#endif // JPH_OBJECT_STREAM
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}
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default_random_engine random;
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uniform_real_distribution<float> from_y(0, 10);
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uniform_real_distribution<float> from_xz(-5, 5);
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CollisionGroup::GroupID group_id = 1;
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Array<Ref<Ragdoll>> ragdolls;
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while (!mIsQuitting)
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{
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// Ensure there are enough objects at all times
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if (ragdolls.size() < cMaxRagdolls)
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{
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// Create ragdoll
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Ref<Ragdoll> ragdoll = ragdoll_settings->CreateRagdoll(group_id++, 0, mPhysicsSystem);
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// Override root
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SkeletonPose::JointState &root = ragdoll_pose.GetJoint(0);
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root.mRotation = Quat::sRandom(random);
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ragdoll_pose.SetRootOffset(RVec3(from_xz(random), 1.0f + from_y(random), from_xz(random)));
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ragdoll_pose.CalculateJointMatrices();
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// Drive to pose
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ragdoll->SetPose(ragdoll_pose);
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ragdoll->DriveToPoseUsingMotors(ragdoll_pose);
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Execute(random, "Activate", [ragdoll]() {
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// Activate the ragdoll
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ragdoll->AddToPhysicsSystem(EActivation::Activate);
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});
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Execute(random, "Deactivate/Activate", [ragdoll]() {
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// Undo/redo add to trigger more race conditions
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ragdoll->RemoveFromPhysicsSystem();
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ragdoll->AddToPhysicsSystem(EActivation::Activate);
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});
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ragdolls.push_back(ragdoll);
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}
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uniform_real_distribution<float> chance(0, 1);
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if (ragdolls.size() > 0 && chance(random) < 0.1f)
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{
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// Pick random body
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uniform_int_distribution<size_t> element(0, ragdolls.size() - 1);
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size_t index = element(random);
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Ref<Ragdoll> ragdoll = ragdolls[index];
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ragdolls.erase(ragdolls.begin() + index);
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Execute(random, "Deactivate", [ragdoll]() {
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// Deactivate it
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ragdoll->RemoveFromPhysicsSystem();
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});
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}
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this_thread::sleep_for(1ms);
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}
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for (Ragdoll *r : ragdolls)
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r->RemoveFromPhysicsSystem();
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JPH_PROFILE_THREAD_END();
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}
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void MultithreadedTest::CasterMain()
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{
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JPH_PROFILE_THREAD_START("CasterMain");
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default_random_engine random;
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Array<BodyID> bodies;
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while (!mIsQuitting)
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{
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Execute(random, "CastRay", [this, &random]() {
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// Cast a random ray
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uniform_real_distribution<float> from_y(0, 10);
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uniform_real_distribution<float> from_xz(-5, 5);
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RVec3 from(from_xz(random), from_y(random), from_xz(random));
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RVec3 to(from_xz(random), from_y(random), from_xz(random));
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RRayCast ray { from, Vec3(to - from) };
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RayCastResult hit;
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if (mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, hit, SpecifiedBroadPhaseLayerFilter(BroadPhaseLayers::MOVING), SpecifiedObjectLayerFilter(Layers::MOVING)))
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{
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// Draw hit position
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RVec3 hit_position_world = ray.GetPointOnRay(hit.mFraction);
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mDebugRenderer->DrawMarker(hit_position_world, Color::sYellow, 0.2f);
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BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
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if (lock.SucceededAndIsInBroadPhase())
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{
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// Draw normal
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const Body &hit_body = lock.GetBody();
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RMat44 inv_com = hit_body.GetInverseCenterOfMassTransform();
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Vec3 normal = inv_com.Multiply3x3Transposed(hit_body.GetShape()->GetSurfaceNormal(hit.mSubShapeID2, Vec3(inv_com * hit_position_world))).Normalized();
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mDebugRenderer->DrawArrow(hit_position_world, hit_position_world + normal, Color::sGreen, 0.1f);
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}
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}
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});
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}
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JPH_PROFILE_THREAD_END();
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}
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