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CosmicEngine/lib/All/JoltPhysics/UnitTests/Physics/PhysicsTests.cpp

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include "UnitTestFramework.h"
#include "PhysicsTestContext.h"
#include "Layers.h"
#include "LoggingBodyActivationListener.h"
#include "LoggingContactListener.h"
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
#include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
#include <Jolt/Physics/Collision/RayCast.h>
#include <Jolt/Physics/Collision/CastResult.h>
#include <Jolt/Physics/Collision/BroadPhase/BroadPhase.h>
#include <Jolt/Physics/Body/BodyLockMulti.h>
#include <Jolt/Physics/Constraints/PointConstraint.h>
#include <Jolt/Physics/StateRecorderImpl.h>
JPH_SUPPRESS_WARNINGS_STD_BEGIN
#include <cstring>
JPH_SUPPRESS_WARNINGS_STD_END
TEST_SUITE("PhysicsTests")
{
// Gravity vector
const Vec3 cGravity = Vec3(0.0f, -9.81f, 0.0f);
// Test the test framework's helper functions
TEST_CASE("TestPhysicsTestContext")
{
// Test that the Symplectic Euler integrator is close enough to the real value
const float cSimulationTime = 2.0f;
// For position: x = x0 + v0 * t + 1/2 * a * t^2
const RVec3 cInitialPos(0.0f, 10.0f, 0.0f);
PhysicsTestContext c;
RVec3 simulated_pos = c.PredictPosition(cInitialPos, Vec3::sZero(), cGravity, cSimulationTime);
RVec3 integrated_position = cInitialPos + 0.5f * cGravity * Square(cSimulationTime);
CHECK_APPROX_EQUAL(integrated_position, simulated_pos, 0.2f);
// For rotation
const Quat cInitialRot(Quat::sRotation(Vec3::sAxisY(), 0.1f));
const Vec3 cAngularAcceleration(0.0f, 2.0f, 0.0f);
Quat simulated_rot = c.PredictOrientation(cInitialRot, Vec3::sZero(), cAngularAcceleration, cSimulationTime);
Vec3 integrated_acceleration = 0.5f * cAngularAcceleration * Square(cSimulationTime);
float integrated_acceleration_len = integrated_acceleration.Length();
Quat integrated_rot = Quat::sRotation(integrated_acceleration / integrated_acceleration_len, integrated_acceleration_len) * cInitialRot;
CHECK_APPROX_EQUAL(integrated_rot, simulated_rot, 0.02f);
}
TEST_CASE("TestPhysicsBodyLock")
{
PhysicsTestContext c;
// Check that we cannot lock the invalid body ID
{
BodyLockRead lock(c.GetSystem()->GetBodyLockInterface(), BodyID());
CHECK_FALSE(lock.Succeeded());
CHECK_FALSE(lock.SucceededAndIsInBroadPhase());
}
BodyID body1_id;
{
// Create a box
Body &body1 = c.CreateBox(RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, 0, Vec3::sOne());
body1_id = body1.GetID();
CHECK(body1_id.GetIndex() == 0);
CHECK(body1_id.GetSequenceNumber() == 1);
// Create another box
Body &body2 = c.CreateBox(RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, 0, Vec3::sOne());
BodyID body2_id = body2.GetID();
CHECK(body2_id.GetIndex() == 1);
CHECK(body2_id.GetSequenceNumber() == 1);
// Check that we can lock the first box
{
BodyLockRead lock1(c.GetSystem()->GetBodyLockInterface(), body1_id);
CHECK(lock1.Succeeded());
CHECK(lock1.SucceededAndIsInBroadPhase());
// Unlock automatically on going out of scope
}
// Check that we can lock the first box
{
BodyLockRead lock1(c.GetSystem()->GetBodyLockInterface(), body1_id);
CHECK(lock1.Succeeded());
CHECK(lock1.SucceededAndIsInBroadPhase());
// Release the lock early
lock1.ReleaseLock();
CHECK(!lock1.Succeeded());
CHECK(!lock1.SucceededAndIsInBroadPhase());
}
// Remove the first box
c.GetSystem()->GetBodyInterface().RemoveBody(body1_id);
// Check that we can lock the first box
{
BodyLockWrite lock1(c.GetSystem()->GetBodyLockInterface(), body1_id);
CHECK(lock1.Succeeded());
CHECK_FALSE(lock1.SucceededAndIsInBroadPhase());
}
// Destroy the first box
c.GetSystem()->GetBodyInterface().DestroyBody(body1_id);
// Check that we can not lock the body anymore
{
BodyLockWrite lock1(c.GetSystem()->GetBodyLockInterface(), body1_id);
CHECK_FALSE(lock1.Succeeded());
CHECK_FALSE(lock1.SucceededAndIsInBroadPhase());
}
}
// Create another box
Body &body3 = c.CreateBox(RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, 0, Vec3::sOne());
BodyID body3_id = body3.GetID();
CHECK(body3_id.GetIndex() == 0); // Check index reused
CHECK(body3_id.GetSequenceNumber() == 2); // Check sequence number changed
// Check that we can lock it
{
BodyLockRead lock3(c.GetSystem()->GetBodyLockInterface(), body3_id);
CHECK(lock3.Succeeded());
CHECK(lock3.SucceededAndIsInBroadPhase());
}
// Check that we can't lock the old body with the same body index anymore
{
BodyLockRead lock1(c.GetSystem()->GetBodyLockInterface(), body1_id);
CHECK_FALSE(lock1.Succeeded());
CHECK_FALSE(lock1.SucceededAndIsInBroadPhase());
}
}
TEST_CASE("TestPhysicsBodyLockMulti")
{
PhysicsTestContext c;
// Check that we cannot lock the invalid body ID
{
BodyID bodies[] = { BodyID(), BodyID() };
BodyLockMultiRead lock(c.GetSystem()->GetBodyLockInterface(), bodies, 2);
CHECK(lock.GetBody(0) == nullptr);
CHECK(lock.GetBody(1) == nullptr);
}
{
// Create two bodies
Body &body1 = c.CreateBox(RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, 0, Vec3::sOne());
Body &body2 = c.CreateBox(RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, 0, Vec3::sOne());
BodyID bodies[] = { body1.GetID(), body2.GetID() };
{
// Lock the bodies
BodyLockMultiWrite lock(c.GetSystem()->GetBodyLockInterface(), bodies, 2);
CHECK(lock.GetBody(0) == &body1);
CHECK(lock.GetBody(1) == &body2);
// Unlock automatically on going out of scope
}
{
// Lock the bodies
BodyLockMultiWrite lock(c.GetSystem()->GetBodyLockInterface(), bodies, 2);
CHECK(lock.GetNumBodies() == 2);
CHECK(lock.GetBody(0) == &body1);
CHECK(lock.GetBody(1) == &body2);
// Release the locks early
lock.ReleaseLocks();
CHECK(lock.GetNumBodies() == 0);
}
// Destroy body 1
c.GetSystem()->GetBodyInterface().RemoveBody(bodies[0]);
c.GetSystem()->GetBodyInterface().DestroyBody(bodies[0]);
{
// Lock the bodies
BodyLockMultiRead lock(c.GetSystem()->GetBodyLockInterface(), bodies, 2);
CHECK(lock.GetBody(0) == nullptr);
CHECK(lock.GetBody(1) == &body2);
}
}
}
TEST_CASE("TestPhysicsBodyID")
{
{
BodyID body_id(0);
CHECK(body_id.GetIndex() == 0);
CHECK(body_id.GetSequenceNumber() == 0);
}
{
BodyID body_id(~BodyID::cBroadPhaseBit);
CHECK(body_id.GetIndex() == BodyID::cMaxBodyIndex);
CHECK(body_id.GetSequenceNumber() == BodyID::cMaxSequenceNumber);
}
}
TEST_CASE("TestPhysicsBodyIDSequenceNumber")
{
PhysicsTestContext c;
BodyInterface &bi = c.GetBodyInterface();
// Create a body and check it's id
BodyID body0_id = c.CreateBox(RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3(1, 1, 1)).GetID();
CHECK(body0_id == BodyID(0, 1)); // Body 0, sequence number 1
// Check that the sequence numbers aren't reused until after 256 iterations
for (int seq_no = 1; seq_no < 258; ++seq_no)
{
BodyID body1_id = c.CreateBox(RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3(1, 1, 1)).GetID();
CHECK(body1_id == BodyID(1, uint8(seq_no))); // Body 1
bi.RemoveBody(body1_id);
bi.DestroyBody(body1_id);
}
bi.RemoveBody(body0_id);
bi.DestroyBody(body0_id);
}
TEST_CASE("TestPhysicsBodyIDOverride")
{
PhysicsTestContext c;
BodyInterface &bi = c.GetBodyInterface();
// Dummy creation settings
BodyCreationSettings bc(new BoxShape(Vec3::sOne()), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
// Create a body
Body *b1 = bi.CreateBody(bc);
CHECK(b1->GetID() == BodyID(0, 1));
// Create body with same ID and same sequence number
Body *b2 = bi.CreateBodyWithID(BodyID(0, 1), bc);
CHECK(b2 == nullptr);
// Create body with same ID and different sequence number
b2 = bi.CreateBodyWithID(BodyID(0, 2), bc);
CHECK(b2 == nullptr);
// Create body with different ID (leave 1 open slot)
b2 = bi.CreateBodyWithoutID(bc); // Using syntax that allows separation of allocation and assigning an ID
CHECK(b2 != nullptr);
CHECK(b2->GetID().IsInvalid());
bi.AssignBodyID(b2, BodyID(2, 1));
CHECK(b2->GetID() == BodyID(2, 1));
// Create another body and check that the open slot is returned
Body *b3 = bi.CreateBody(bc);
CHECK(b3->GetID() == BodyID(1, 1));
// Create another body and check that we do not hand out the body with specified ID
Body *b4 = bi.CreateBody(bc);
CHECK(b4->GetID() == BodyID(3, 1));
// Delete and recreate body 4
CHECK(bi.CreateBodyWithID(BodyID(3, 1), bc) == nullptr);
bi.DestroyBody(b4->GetID());
b4 = bi.CreateBodyWithID(BodyID(3, 1), bc);
CHECK(b4 != nullptr);
CHECK(b4->GetID() == BodyID(3, 1));
// Destroy 1st body
CHECK(bi.UnassignBodyID(b1->GetID()) == b1); // Use syntax that allows separation of unassigning and deallocation
CHECK(b1->GetID().IsInvalid());
bi.DestroyBodyWithoutID(b1);
// Clean up remaining bodies
bi.DestroyBody(b2->GetID());
bi.DestroyBody(b3->GetID());
bi.DestroyBody(b4->GetID());
// Recreate body 1
b1 = bi.CreateBodyWithID(BodyID(0, 1), bc);
CHECK(b1 != nullptr);
CHECK(b1->GetID() == BodyID(0, 1));
// Destroy last body
bi.DestroyBody(b1->GetID());
}
TEST_CASE("TestPhysicsBodyUserData")
{
PhysicsTestContext c;
BodyInterface &bi = c.GetBodyInterface();
// Create a body and pass user data through the creation settings
BodyCreationSettings body_settings(new BoxShape(Vec3::sOne()), RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
body_settings.mUserData = 0x1234567887654321;
Body *body = bi.CreateBody(body_settings);
CHECK(body->GetUserData() == 0x1234567887654321);
// Change the user data
body->SetUserData(0x5678123443218765);
CHECK(body->GetUserData() == 0x5678123443218765);
// Convert back to body settings
BodyCreationSettings body_settings2 = body->GetBodyCreationSettings();
CHECK(body_settings2.mUserData == 0x5678123443218765);
}
TEST_CASE("TestPhysicsConstraintUserData")
{
PhysicsTestContext c;
// Create a body
Body &body = c.CreateBox(RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sOne());
// Create constraint with user data
PointConstraintSettings constraint_settings;
constraint_settings.mUserData = 0x1234567887654321;
Ref<Constraint> constraint = constraint_settings.Create(body, Body::sFixedToWorld);
CHECK(constraint->GetUserData() == 0x1234567887654321);
// Change the user data
constraint->SetUserData(0x5678123443218765);
CHECK(constraint->GetUserData() == 0x5678123443218765);
// Convert back to constraint settings
Ref<ConstraintSettings> constraint_settings2 = constraint->GetConstraintSettings();
CHECK(constraint_settings2->mUserData == 0x5678123443218765);
}
TEST_CASE("TestPhysicsPosition")
{
PhysicsTestContext c;
BodyInterface &bi = c.GetBodyInterface();
// Translate / rotate the box
Vec3 box_pos(1, 2, 3);
Quat box_rotation = Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI);
// Translate / rotate the body
RVec3 body_pos(4, 5, 6);
Quat body_rotation = Quat::sRotation(Vec3::sAxisY(), 0.3f * JPH_PI);
RMat44 body_transform = RMat44::sRotationTranslation(body_rotation, body_pos);
RMat44 com_transform = body_transform * Mat44::sTranslation(box_pos);
// Create body
BodyCreationSettings body_settings(new RotatedTranslatedShapeSettings(box_pos, box_rotation, new BoxShape(Vec3::sOne())), body_pos, body_rotation, EMotionType::Static, Layers::NON_MOVING);
Body *body = bi.CreateBody(body_settings);
// Check that the correct positions / rotations are reported
CHECK_APPROX_EQUAL(body->GetPosition(), body_pos);
CHECK_APPROX_EQUAL(body->GetRotation(), body_rotation);
CHECK_APPROX_EQUAL(body->GetWorldTransform(), body_transform);
CHECK_APPROX_EQUAL(body->GetCenterOfMassPosition(), com_transform.GetTranslation());
CHECK_APPROX_EQUAL(body->GetCenterOfMassTransform(), com_transform);
CHECK_APPROX_EQUAL(body->GetInverseCenterOfMassTransform(), com_transform.InversedRotationTranslation(), 1.0e-5f);
}
TEST_CASE("TestPhysicsOverrideMassAndInertia")
{
PhysicsTestContext c;
BodyInterface &bi = c.GetBodyInterface();
const float cDensity = 1234.0f;
const Vec3 cBoxExtent(2.0f, 4.0f, 6.0f);
const float cExpectedMass = cBoxExtent.GetX() * cBoxExtent.GetY() * cBoxExtent.GetZ() * cDensity;
// See: https://en.wikipedia.org/wiki/List_of_moments_of_inertia
const Vec3 cSquaredExtents = Vec3(Square(cBoxExtent.GetY()) + Square(cBoxExtent.GetZ()), Square(cBoxExtent.GetX()) + Square(cBoxExtent.GetZ()), Square(cBoxExtent.GetX()) + Square(cBoxExtent.GetY()));
const Vec3 cExpectedInertiaDiagonal = cExpectedMass / 12.0f * cSquaredExtents;
Ref<BoxShapeSettings> shape_settings = new BoxShapeSettings(0.5f * cBoxExtent);
shape_settings->SetDensity(cDensity);
BodyCreationSettings body_settings(shape_settings, RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
// Create body as is
Body &b1 = *bi.CreateBody(body_settings);
CHECK_APPROX_EQUAL(b1.GetMotionProperties()->GetInverseMass(), 1.0f / cExpectedMass);
CHECK_APPROX_EQUAL(b1.GetMotionProperties()->GetInertiaRotation(), Quat::sIdentity());
CHECK_APPROX_EQUAL(b1.GetMotionProperties()->GetInverseInertiaDiagonal(), cExpectedInertiaDiagonal.Reciprocal());
// Scale the mass and check that the mass and inertia are correct
const float cNewMass = 2.0f;
b1.GetMotionProperties()->ScaleToMass(cNewMass);
const Vec3 cNewExpectedInertiaDiagonal = cNewMass / 12.0f * cSquaredExtents;
CHECK_APPROX_EQUAL(b1.GetMotionProperties()->GetInverseMass(), 1.0f / cNewMass);
CHECK_APPROX_EQUAL(b1.GetMotionProperties()->GetInertiaRotation(), Quat::sIdentity());
CHECK_APPROX_EQUAL(b1.GetMotionProperties()->GetInverseInertiaDiagonal(), cNewExpectedInertiaDiagonal.Reciprocal());
// Override only the mass
const float cOverriddenMass = 13.0f;
const Vec3 cOverriddenMassInertiaDiagonal = cOverriddenMass / 12.0f * cSquaredExtents;
body_settings.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
body_settings.mMassPropertiesOverride.mMass = cOverriddenMass;
Body &b2 = *bi.CreateBody(body_settings);
CHECK_APPROX_EQUAL(b2.GetMotionProperties()->GetInverseMass(), 1.0f / cOverriddenMass);
CHECK_APPROX_EQUAL(b2.GetMotionProperties()->GetInertiaRotation(), Quat::sIdentity());
CHECK_APPROX_EQUAL(b2.GetMotionProperties()->GetInverseInertiaDiagonal(), cOverriddenMassInertiaDiagonal.Reciprocal());
// Override both the mass and inertia
const Vec3 cOverriddenInertiaDiagonal(3.0f, 2.0f, 1.0f); // From big to small so that MassProperties::DecomposePrincipalMomentsOfInertia returns the same rotation as we put in
const Quat cOverriddenInertiaRotation = Quat::sRotation(Vec3(1, 1, 1).Normalized(), 0.1f * JPH_PI);
body_settings.mOverrideMassProperties = EOverrideMassProperties::MassAndInertiaProvided;
body_settings.mMassPropertiesOverride.mInertia = Mat44::sRotation(cOverriddenInertiaRotation) * Mat44::sScale(cOverriddenInertiaDiagonal) * Mat44::sRotation(cOverriddenInertiaRotation.Inversed());
Body &b3 = *bi.CreateBody(body_settings);
CHECK_APPROX_EQUAL(b3.GetMotionProperties()->GetInverseMass(), 1.0f / cOverriddenMass);
CHECK_APPROX_EQUAL(b3.GetMotionProperties()->GetInertiaRotation(), cOverriddenInertiaRotation);
CHECK_APPROX_EQUAL(b3.GetMotionProperties()->GetInverseInertiaDiagonal(), cOverriddenInertiaDiagonal.Reciprocal());
}
// Test a box free falling under gravity
static void TestPhysicsFreeFall(PhysicsTestContext &ioContext)
{
const RVec3 cInitialPos(0.0f, 10.0f, 0.0f);
const float cSimulationTime = 2.0f;
// Create box
Body &body = ioContext.CreateBox(cInitialPos, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3(1, 1, 1));
CHECK_APPROX_EQUAL(cInitialPos, body.GetPosition());
CHECK_APPROX_EQUAL(Vec3::sZero(), body.GetLinearVelocity());
ioContext.Simulate(cSimulationTime);
// Test resulting velocity (due to gravity)
CHECK_APPROX_EQUAL(cSimulationTime * cGravity, body.GetLinearVelocity(), 1.0e-4f);
// Test resulting position
RVec3 expected_pos = ioContext.PredictPosition(cInitialPos, Vec3::sZero(), cGravity, cSimulationTime);
CHECK_APPROX_EQUAL(expected_pos, body.GetPosition());
}
TEST_CASE("TestPhysicsFreeFall")
{
PhysicsTestContext c1(1.0f / 60.0f, 1);
TestPhysicsFreeFall(c1);
PhysicsTestContext c2(2.0f / 60.0f, 2);
TestPhysicsFreeFall(c2);
PhysicsTestContext c4(4.0f / 60.0f, 4);
TestPhysicsFreeFall(c4);
}
// Test acceleration of a box with force applied
static void TestPhysicsApplyForce(PhysicsTestContext &ioContext)
{
const RVec3 cInitialPos(0.0f, 10.0f, 0.0f);
const Vec3 cAcceleration(2.0f, 0.0f, 0.0f);
const float cSimulationTime = 2.0f;
// Create box
Body &body = ioContext.CreateBox(cInitialPos, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3(1, 1, 1));
CHECK_APPROX_EQUAL(cInitialPos, body.GetPosition());
CHECK_APPROX_EQUAL(Vec3::sZero(), body.GetLinearVelocity());
// Validate mass
float mass = Cubed(2.0f) * 1000.0f; // Density * Volume
CHECK_APPROX_EQUAL(1.0f / mass, body.GetMotionProperties()->GetInverseMass());
// Simulate while applying force
ioContext.Simulate(cSimulationTime, [&]() { body.AddForce(mass * cAcceleration); });
// Test resulting velocity (due to gravity and applied force)
CHECK_APPROX_EQUAL(cSimulationTime * (cGravity + cAcceleration), body.GetLinearVelocity(), 1.0e-4f);
// Test resulting position
RVec3 expected_pos = ioContext.PredictPosition(cInitialPos, Vec3::sZero(), cGravity + cAcceleration, cSimulationTime);
CHECK_APPROX_EQUAL(expected_pos, body.GetPosition());
}
TEST_CASE("TestPhysicsApplyForce")
{
PhysicsTestContext c1(1.0f / 60.0f, 1);
TestPhysicsApplyForce(c1);
PhysicsTestContext c2(2.0f / 60.0f, 2);
TestPhysicsApplyForce(c2);
PhysicsTestContext c4(4.0f / 60.0f, 4);
TestPhysicsApplyForce(c4);
}
// Test angular acceleration for a box by applying torque every frame
static void TestPhysicsApplyTorque(PhysicsTestContext &ioContext)
{
const RVec3 cInitialPos(0.0f, 10.0f, 0.0f);
const Vec3 cAngularAcceleration(0.0f, 2.0f, 0.0f);
const float cSimulationTime = 2.0f;
// Create box
Body &body = ioContext.CreateBox(cInitialPos, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3(1, 1, 1));
CHECK_APPROX_EQUAL(Quat::sIdentity(), body.GetRotation());
CHECK_APPROX_EQUAL(Vec3::sZero(), body.GetAngularVelocity());
// Validate mass and inertia
constexpr float mass = Cubed(2.0f) * 1000.0f; // Density * Volume
CHECK_APPROX_EQUAL(1.0f / mass, body.GetMotionProperties()->GetInverseMass());
constexpr float inertia = mass * 8.0f / 12.0f; // See: https://en.wikipedia.org/wiki/List_of_moments_of_inertia
CHECK_APPROX_EQUAL(Mat44::sScale(1.0f / inertia), body.GetMotionProperties()->GetLocalSpaceInverseInertia());
// Simulate while applying torque
ioContext.Simulate(cSimulationTime, [&]() { body.AddTorque(inertia * cAngularAcceleration); });
// Get resulting angular velocity
CHECK_APPROX_EQUAL(cSimulationTime * cAngularAcceleration, body.GetAngularVelocity(), 1.0e-4f);
// Test resulting rotation
Quat expected_rot = ioContext.PredictOrientation(Quat::sIdentity(), Vec3::sZero(), cAngularAcceleration, cSimulationTime);
CHECK_APPROX_EQUAL(expected_rot, body.GetRotation(), 1.0e-4f);
}
TEST_CASE("TestPhysicsApplyTorque")
{
PhysicsTestContext c1(1.0f / 60.0f, 1);
TestPhysicsApplyTorque(c1);
PhysicsTestContext c2(2.0f / 60.0f, 2);
TestPhysicsApplyTorque(c2);
PhysicsTestContext c4(4.0f / 60.0f, 4);
TestPhysicsApplyTorque(c4);
}
// Let a sphere bounce on the floor with restitution = 1
static void TestPhysicsCollisionElastic(PhysicsTestContext &ioContext)
{
const float cSimulationTime = 1.0f;
const RVec3 cDistanceTraveled = ioContext.PredictPosition(RVec3::sZero(), Vec3::sZero(), cGravity, cSimulationTime);
const float cFloorHitEpsilon = 1.0e-4f; // Apply epsilon so that we're sure that the collision algorithm will find a collision
const RVec3 cFloorHitPos(0.0f, 1.0f - cFloorHitEpsilon, 0.0f); // Sphere with radius 1 will hit floor when 1 above the floor
const RVec3 cInitialPos = cFloorHitPos - cDistanceTraveled;
// Create sphere
ioContext.CreateFloor();
Body &body = ioContext.CreateSphere(cInitialPos, 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
body.SetRestitution(1.0f);
// Simulate until at floor
ioContext.Simulate(cSimulationTime);
CHECK_APPROX_EQUAL(cFloorHitPos, body.GetPosition());
// Assert collision not yet processed
CHECK_APPROX_EQUAL(cSimulationTime * cGravity, body.GetLinearVelocity(), 1.0e-4f);
// Simulate one more step to process the collision
ioContext.SimulateSingleStep();
// Assert that collision is processed and velocity is reversed (which is required for a fully elastic collision).
float sub_step_delta_time = ioContext.GetStepDeltaTime();
float remaining_step_time = ioContext.GetDeltaTime() - ioContext.GetStepDeltaTime();
Vec3 reflected_velocity_after_sub_step = -cSimulationTime * cGravity;
Vec3 reflected_velocity_after_full_step = reflected_velocity_after_sub_step + remaining_step_time * cGravity;
CHECK_APPROX_EQUAL(reflected_velocity_after_full_step, body.GetLinearVelocity(), 1.0e-4f);
// Body should have bounced back
RVec3 pos_after_bounce_sub_step = cFloorHitPos + reflected_velocity_after_sub_step * sub_step_delta_time;
RVec3 pos_after_bounce_full_step = ioContext.PredictPosition(pos_after_bounce_sub_step, reflected_velocity_after_sub_step, cGravity, remaining_step_time);
CHECK_APPROX_EQUAL(pos_after_bounce_full_step, body.GetPosition());
// Simulate same time minus one step, with a fully elastic body we should reach the initial position again
RVec3 expected_pos = ioContext.PredictPosition(pos_after_bounce_full_step, reflected_velocity_after_full_step, cGravity, cSimulationTime - ioContext.GetDeltaTime());
ioContext.Simulate(cSimulationTime - ioContext.GetDeltaTime());
CHECK_APPROX_EQUAL(expected_pos, body.GetPosition(), 1.0e-5f);
CHECK_APPROX_EQUAL(expected_pos, cInitialPos, 1.0e-5f);
// If we do one more step, we should be going down again
RVec3 pre_step_pos = body.GetPosition();
CHECK(body.GetLinearVelocity().GetY() > 0.0f);
ioContext.SimulateSingleStep();
CHECK(body.GetLinearVelocity().GetY() < 1.0e-6f);
CHECK(body.GetPosition().GetY() < pre_step_pos.GetY() + 1.0e-6f);
}
TEST_CASE("TestPhysicsCollisionElastic")
{
PhysicsTestContext c1(1.0f / 60.0f, 1);
TestPhysicsCollisionElastic(c1);
PhysicsTestContext c2(2.0f / 60.0f, 2);
TestPhysicsCollisionElastic(c2);
PhysicsTestContext c4(4.0f / 60.0f, 4);
TestPhysicsCollisionElastic(c4);
}
// Let a sphere with restitution 0.9 bounce on the floor
TEST_CASE("TestPhysicsCollisionPartiallyElastic")
{
PhysicsTestContext c;
c.CreateFloor();
// Create sphere
const RVec3 cInitialPos(0, 10, 0);
constexpr float cRestitution = 0.9f;
constexpr float cRadius = 2.0f;
Body &body = c.CreateSphere(cInitialPos, cRadius, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
body.SetRestitution(cRestitution);
// Simple simulation to compare with the actual simulation
RVec3 pos = cInitialPos;
Vec3 vel = Vec3::sZero();
float dt = c.GetDeltaTime();
float penetration_slop = c.GetSystem()->GetPhysicsSettings().mPenetrationSlop;
for (int i = 0; i < 1000; ++i)
{
// Simple simulation
Real penetration = cRadius - pos.GetY();
if (penetration > -penetration_slop && vel.GetY() < 0.0f)
vel = -cRestitution * vel;
else
vel += cGravity * dt;
pos += vel * dt;
// Actual step
c.SimulateSingleStep();
// Compare simulations
CHECK_APPROX_EQUAL(pos, body.GetPosition(), 1.0e-5f);
CHECK_APPROX_EQUAL(vel, body.GetLinearVelocity(), 1.0e-5f);
}
}
// 2 spheres bounce with restitution = 1, tests we don't correct for gravity in a perpendicular direction to gravity
static void TestPhysicsCollisionElasticDynamic(PhysicsTestContext &ioContext)
{
// Create spheres
Body &sphere1 = ioContext.CreateSphere(RVec3(-2, 0, 0), 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
sphere1.SetRestitution(1.0f);
sphere1.SetLinearVelocity(Vec3(5, 0, 0));
Body &sphere2 = ioContext.CreateSphere(RVec3(2, 0, 0), 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
sphere2.SetRestitution(1.0f);
sphere2.SetLinearVelocity(Vec3(-10, 0, 0));
// Simulate
constexpr float cSimulationTime = 1.0f;
ioContext.Simulate(cSimulationTime);
// Check that velocities match that of a fully elastic collision
CHECK_APPROX_EQUAL(Vec3(-10, 0, 0) + cSimulationTime * cGravity, sphere1.GetLinearVelocity(), 1.0e-5f);
CHECK_APPROX_EQUAL(Vec3(5, 0, 0) + cSimulationTime * cGravity, sphere2.GetLinearVelocity(), 1.0e-5f);
}
TEST_CASE("TestPhysicsCollisionElasticDynamic")
{
PhysicsTestContext c1(1.0f / 60.0f, 1);
TestPhysicsCollisionElasticDynamic(c1);
PhysicsTestContext c2(2.0f / 60.0f, 2);
TestPhysicsCollisionElasticDynamic(c2);
PhysicsTestContext c4(4.0f / 60.0f, 4);
TestPhysicsCollisionElasticDynamic(c4);
}
// Let a sphere bounce on the floor with restitution = 0
static void TestPhysicsCollisionInelastic(PhysicsTestContext &ioContext)
{
const float cSimulationTime = 1.0f;
const RVec3 cDistanceTraveled = ioContext.PredictPosition(RVec3::sZero(), Vec3::sZero(), cGravity, cSimulationTime);
const float cFloorHitEpsilon = 1.0e-4f; // Apply epsilon so that we're sure that the collision algorithm will find a collision
const RVec3 cFloorHitPos(0.0f, 1.0f - cFloorHitEpsilon, 0.0f); // Sphere with radius 1 will hit floor when 1 above the floor
const RVec3 cInitialPos = cFloorHitPos - cDistanceTraveled;
// Create sphere
ioContext.CreateFloor();
Body &body = ioContext.CreateSphere(cInitialPos, 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
body.SetRestitution(0.0f);
// Simulate until at floor
ioContext.Simulate(cSimulationTime);
CHECK_APPROX_EQUAL(cFloorHitPos, body.GetPosition());
// Assert collision not yet processed
CHECK_APPROX_EQUAL(cSimulationTime * cGravity, body.GetLinearVelocity(), 1.0e-4f);
// Simulate one more step to process the collision
ioContext.SimulateSingleStep();
// Assert that all velocity was lost in the collision
CHECK_APPROX_EQUAL(Vec3::sZero(), body.GetLinearVelocity(), 1.0e-4f);
// Assert that we're on the floor
CHECK_APPROX_EQUAL(cFloorHitPos, body.GetPosition(), 1.0e-4f);
// Simulate some more to validate that we remain on the floor
ioContext.Simulate(cSimulationTime);
CHECK_APPROX_EQUAL(Vec3::sZero(), body.GetLinearVelocity(), 1.0e-4f);
CHECK_APPROX_EQUAL(cFloorHitPos, body.GetPosition(), 1.0e-4f);
}
TEST_CASE("TestPhysicsCollisionInelastic")
{
PhysicsTestContext c1(1.0f / 60.0f, 1);
TestPhysicsCollisionInelastic(c1);
PhysicsTestContext c2(2.0f / 60.0f, 2);
TestPhysicsCollisionInelastic(c2);
PhysicsTestContext c4(4.0f / 60.0f, 4);
TestPhysicsCollisionInelastic(c4);
}
TEST_CASE("TestMinVelocityForRestitution")
{
for (int i = 0; i < 2; ++i)
{
// Create a context
PhysicsTestContext c;
c.ZeroGravity();
Body &sphere1 = c.CreateSphere(RVec3(0, -2, 0), 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
sphere1.SetRestitution(1.0f);
sphere1.SetLinearVelocity(Vec3(0, 1, 0));
Body &sphere2 = c.CreateSphere(RVec3(0, +2, 0), 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
sphere2.SetRestitution(1.0f);
sphere2.SetLinearVelocity(Vec3::sZero());
Vec3 expected1, expected2;
PhysicsSettings s = c.GetSystem()->GetPhysicsSettings();
if (i == 0)
{
// Make the minimum velocity for restitution bigger than the speed of the sphere
s.mMinVelocityForRestitution = 1.01f;
// Non elastic collision will make both spheres move at half speed
expected1 = expected2 = 0.5f * sphere1.GetLinearVelocity();
}
else
{
// Make the minimum velocity for restitution smaller than the speed of the sphere
s.mMinVelocityForRestitution = 0.99f;
// Elastic collision will transfer all velocity to sphere 2
expected1 = Vec3::sZero();
expected2 = sphere1.GetLinearVelocity();
}
c.GetSystem()->SetPhysicsSettings(s);
c.Simulate(2.5f);
CHECK_APPROX_EQUAL(sphere1.GetLinearVelocity(), expected1);
CHECK_APPROX_EQUAL(sphere2.GetLinearVelocity(), expected2);
}
}
// Let box intersect with floor by cPenetrationSlop. It should not move, this is the maximum penetration allowed.
static void TestPhysicsPenetrationSlop1(PhysicsTestContext &ioContext)
{
const float cPenetrationSlop = ioContext.GetSystem()->GetPhysicsSettings().mPenetrationSlop;
const float cSimulationTime = 1.0f;
const RVec3 cInitialPos(0.0f, 1.0f - cPenetrationSlop, 0.0f);
// Create box, penetrating with floor
ioContext.CreateFloor();
Body &body = ioContext.CreateBox(cInitialPos, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3(1, 1, 1));
// Simulate
ioContext.Simulate(cSimulationTime);
// Test slop not resolved
CHECK_APPROX_EQUAL(cInitialPos, body.GetPosition(), 1.0e-5f);
CHECK_APPROX_EQUAL(Vec3::sZero(), body.GetLinearVelocity());
CHECK_APPROX_EQUAL(Vec3::sZero(), body.GetAngularVelocity());
}
TEST_CASE("TestPhysicsPenetrationSlop1")
{
PhysicsTestContext c1(1.0f / 60.0f, 1);
TestPhysicsPenetrationSlop1(c1);
PhysicsTestContext c2(2.0f / 60.0f, 2);
TestPhysicsPenetrationSlop1(c2);
PhysicsTestContext c4(4.0f / 60.0f, 4);
TestPhysicsPenetrationSlop1(c4);
}
// Let box intersect with floor with more than cPenetrationSlop. It should be resolved by SolvePositionConstraint until interpenetration is cPenetrationSlop.
static void TestPhysicsPenetrationSlop2(PhysicsTestContext &ioContext)
{
const float cPenetrationSlop = ioContext.GetSystem()->GetPhysicsSettings().mPenetrationSlop;
const float cSimulationTime = 1.0f;
const RVec3 cInitialPos(0.0f, 1.0f - 2.0f * cPenetrationSlop, 0.0f);
const RVec3 cFinalPos(0.0f, 1.0f - cPenetrationSlop, 0.0f);
// Create box, penetrating with floor
ioContext.CreateFloor();
Body &body = ioContext.CreateBox(cInitialPos, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3(1, 1, 1));
// Simulate
ioContext.Simulate(cSimulationTime);
// Test resolved until slop
CHECK_APPROX_EQUAL(cFinalPos, body.GetPosition(), 1.0e-5f);
CHECK_APPROX_EQUAL(Vec3::sZero(), body.GetLinearVelocity());
CHECK_APPROX_EQUAL(Vec3::sZero(), body.GetAngularVelocity());
}
TEST_CASE("TestPhysicsPenetrationSlop2")
{
PhysicsTestContext c1(1.0f / 60.0f, 1);
TestPhysicsPenetrationSlop2(c1);
PhysicsTestContext c2(2.0f / 60.0f, 2);
TestPhysicsPenetrationSlop2(c2);
PhysicsTestContext c4(4.0f / 60.0f, 4);
TestPhysicsPenetrationSlop2(c4);
}
// Let box intersect with floor with less than cPenetrationSlop. Body should not move because SolveVelocityConstraint should reset velocity.
static void TestPhysicsPenetrationSlop3(PhysicsTestContext &ioContext)
{
const float cPenetrationSlop = ioContext.GetSystem()->GetPhysicsSettings().mPenetrationSlop;
const float cSimulationTime = 1.0f;
const RVec3 cInitialPos(0.0f, 1.0f - 0.1f * cPenetrationSlop, 0.0f);
// Create box, penetrating with floor
ioContext.CreateFloor();
Body &body = ioContext.CreateBox(cInitialPos, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3(1, 1, 1));
// Simulate
ioContext.Simulate(cSimulationTime);
// Test body remained static
CHECK_APPROX_EQUAL(cInitialPos, body.GetPosition(), 1.0e-5f);
CHECK_APPROX_EQUAL(Vec3::sZero(), body.GetLinearVelocity());
CHECK_APPROX_EQUAL(Vec3::sZero(), body.GetAngularVelocity());
}
TEST_CASE("TestPhysicsPenetrationSlop3")
{
PhysicsTestContext c1(1.0f / 60.0f, 1);
TestPhysicsPenetrationSlop3(c1);
PhysicsTestContext c2(2.0f / 60.0f, 2);
TestPhysicsPenetrationSlop3(c2);
PhysicsTestContext c4(4.0f / 60.0f, 4);
TestPhysicsPenetrationSlop3(c4);
}
TEST_CASE("TestPhysicsOutsideOfSpeculativeContactDistance")
{
PhysicsTestContext c;
Body &floor = c.CreateFloor();
c.ZeroGravity();
LoggingContactListener contact_listener;
c.GetSystem()->SetContactListener(&contact_listener);
// Create a box and a sphere just outside the speculative contact distance
const float cSpeculativeContactDistance = c.GetSystem()->GetPhysicsSettings().mSpeculativeContactDistance;
const float cDistanceAboveFloor = 1.1f * cSpeculativeContactDistance;
const RVec3 cInitialPosBox(0, 1.0f + cDistanceAboveFloor, 0.0f);
const RVec3 cInitialPosSphere = cInitialPosBox + Vec3(5, 0, 0);
// Make it move 1 m per step down
const Vec3 cVelocity(0, -1.0f / c.GetDeltaTime(), 0);
Body &box = c.CreateBox(cInitialPosBox, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3(1, 1, 1));
box.SetLinearVelocity(cVelocity);
Body &sphere = c.CreateSphere(cInitialPosSphere, 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
sphere.SetLinearVelocity(cVelocity);
// Simulate a step
c.SimulateSingleStep();
// Check that it is now penetrating the floor (collision should not have been detected as it is a discrete body and there was no collision initially)
CHECK(contact_listener.GetEntryCount() == 0);
CHECK_APPROX_EQUAL(box.GetPosition(), cInitialPosBox + cVelocity * c.GetDeltaTime());
CHECK_APPROX_EQUAL(sphere.GetPosition(), cInitialPosSphere + cVelocity * c.GetDeltaTime());
// Simulate a step
c.SimulateSingleStep();
// Check that the contacts are detected now
CHECK(contact_listener.GetEntryCount() == 4); // 2 validates and 2 contacts
CHECK(contact_listener.Contains(LoggingContactListener::EType::Validate, box.GetID(), floor.GetID()));
CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, box.GetID(), floor.GetID()));
CHECK(contact_listener.Contains(LoggingContactListener::EType::Validate, sphere.GetID(), floor.GetID()));
CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, sphere.GetID(), floor.GetID()));
}
TEST_CASE("TestPhysicsInsideSpeculativeContactDistanceNoRestitution")
{
PhysicsTestContext c;
Body &floor = c.CreateFloor();
c.ZeroGravity();
LoggingContactListener contact_listener;
c.GetSystem()->SetContactListener(&contact_listener);
// Create a box and a sphere just inside the speculative contact distance
const float cSpeculativeContactDistance = c.GetSystem()->GetPhysicsSettings().mSpeculativeContactDistance;
const float cDistanceAboveFloor = 0.9f * cSpeculativeContactDistance;
const RVec3 cInitialPosBox(0, 1.0f + cDistanceAboveFloor, 0.0f);
const RVec3 cInitialPosSphere = cInitialPosBox + Vec3(5, 0, 0);
// Make it move 1 m per step down
const Vec3 cVelocity(0, -1.0f / c.GetDeltaTime(), 0);
Body &box = c.CreateBox(cInitialPosBox, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3(1, 1, 1));
box.SetLinearVelocity(cVelocity);
Body &sphere = c.CreateSphere(cInitialPosSphere, 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
sphere.SetLinearVelocity(cVelocity);
// Simulate a step
c.SimulateSingleStep();
// Check that it is now on the floor and that 2 collisions have been detected
CHECK(contact_listener.GetEntryCount() == 4); // 2 validates and 2 contacts
CHECK(contact_listener.Contains(LoggingContactListener::EType::Validate, box.GetID(), floor.GetID()));
CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, box.GetID(), floor.GetID()));
CHECK(contact_listener.Contains(LoggingContactListener::EType::Validate, sphere.GetID(), floor.GetID()));
CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, sphere.GetID(), floor.GetID()));
contact_listener.Clear();
// Velocity should have been reduced to exactly hit the floor in this step
const Vec3 cExpectedVelocity(0, -cDistanceAboveFloor / c.GetDeltaTime(), 0);
// Box collision is less accurate than sphere as it hits with 4 corners so there's some floating point precision loss in the calculation
CHECK_APPROX_EQUAL(box.GetPosition(), RVec3(0, 1, 0), 1.0e-3f);
CHECK_APPROX_EQUAL(box.GetLinearVelocity(), cExpectedVelocity, 0.05f);
CHECK_APPROX_EQUAL(box.GetAngularVelocity(), Vec3::sZero(), 1.0e-2f);
// Sphere has only 1 contact point so is much more accurate
CHECK_APPROX_EQUAL(sphere.GetPosition(), RVec3(5, 1, 0));
CHECK_APPROX_EQUAL(sphere.GetLinearVelocity(), cExpectedVelocity, 1.0e-4f);
CHECK_APPROX_EQUAL(sphere.GetAngularVelocity(), Vec3::sZero(), 1.0e-4f);
// Simulate a step
c.SimulateSingleStep();
// Check that the contacts persisted
CHECK(contact_listener.GetEntryCount() >= 2); // 2 persist and possibly 2 validates depending on if the cache got reused
CHECK(contact_listener.Contains(LoggingContactListener::EType::Persist, box.GetID(), floor.GetID()));
CHECK(contact_listener.Contains(LoggingContactListener::EType::Persist, sphere.GetID(), floor.GetID()));
// Box should have come to rest
CHECK_APPROX_EQUAL(box.GetPosition(), RVec3(0, 1, 0), 1.0e-3f);
CHECK_APPROX_EQUAL(box.GetLinearVelocity(), Vec3::sZero(), 0.05f);
CHECK_APPROX_EQUAL(box.GetAngularVelocity(), Vec3::sZero(), 1.0e-2f);
// Sphere should have come to rest
CHECK_APPROX_EQUAL(sphere.GetPosition(), RVec3(5, 1, 0), 1.0e-4f);
CHECK_APPROX_EQUAL(sphere.GetLinearVelocity(), Vec3::sZero(), 1.0e-4f);
CHECK_APPROX_EQUAL(sphere.GetAngularVelocity(), Vec3::sZero(), 1.0e-4f);
}
TEST_CASE("TestPhysicsInsideSpeculativeContactDistanceWithRestitution")
{
PhysicsTestContext c;
Body &floor = c.CreateFloor();
c.ZeroGravity();
LoggingContactListener contact_listener;
c.GetSystem()->SetContactListener(&contact_listener);
// Create a box and a sphere just inside the speculative contact distance
const float cSpeculativeContactDistance = c.GetSystem()->GetPhysicsSettings().mSpeculativeContactDistance;
const float cDistanceAboveFloor = 0.9f * cSpeculativeContactDistance;
const RVec3 cInitialPosBox(0, 1.0f + cDistanceAboveFloor, 0.0f);
const RVec3 cInitialPosSphere = cInitialPosBox + Vec3(5, 0, 0);
// Make it move 1 m per step down
const Vec3 cVelocity(0, -1.0f / c.GetDeltaTime(), 0);
Body &box = c.CreateBox(cInitialPosBox, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3(1, 1, 1));
box.SetLinearVelocity(cVelocity);
box.SetRestitution(1.0f);
Body &sphere = c.CreateSphere(cInitialPosSphere, 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
sphere.SetLinearVelocity(cVelocity);
sphere.SetRestitution(1.0f);
// Simulate a step
c.SimulateSingleStep();
// Check that it has triggered contact points and has bounced from it's initial position (effectively traveling the extra distance to the floor and back for free)
CHECK(contact_listener.GetEntryCount() == 4); // 2 validates and 2 contacts
CHECK(contact_listener.Contains(LoggingContactListener::EType::Validate, box.GetID(), floor.GetID()));
CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, box.GetID(), floor.GetID()));
CHECK(contact_listener.Contains(LoggingContactListener::EType::Validate, sphere.GetID(), floor.GetID()));
CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, sphere.GetID(), floor.GetID()));
contact_listener.Clear();
// Box collision is less accurate than sphere as it hits with 4 corners so there's some floating point precision loss in the calculation
CHECK_APPROX_EQUAL(box.GetPosition(), cInitialPosBox - cVelocity * c.GetDeltaTime(), 0.01f);
CHECK_APPROX_EQUAL(box.GetLinearVelocity(), -cVelocity, 0.1f);
CHECK_APPROX_EQUAL(box.GetAngularVelocity(), Vec3::sZero(), 0.02f);
// Sphere has only 1 contact point so is much more accurate
CHECK_APPROX_EQUAL(sphere.GetPosition(), cInitialPosSphere - cVelocity * c.GetDeltaTime(), 1.0e-5f);
CHECK_APPROX_EQUAL(sphere.GetLinearVelocity(), -cVelocity, 2.0e-4f);
CHECK_APPROX_EQUAL(sphere.GetAngularVelocity(), Vec3::sZero(), 2.0e-4f);
// Simulate a step
c.SimulateSingleStep();
// Check that all contact points are removed
CHECK(contact_listener.GetEntryCount() == 2); // 2 removes
CHECK(contact_listener.Contains(LoggingContactListener::EType::Remove, box.GetID(), floor.GetID()));
CHECK(contact_listener.Contains(LoggingContactListener::EType::Remove, sphere.GetID(), floor.GetID()));
}
TEST_CASE("TestPhysicsInsideSpeculativeContactDistanceNoHit")
{
PhysicsTestContext c;
Body &floor = c.CreateFloor();
floor.SetRestitution(1.0f);
c.ZeroGravity();
// Turn off the minimum velocity for restitution, our velocity is lower than the default
PhysicsSettings settings = c.GetSystem()->GetPhysicsSettings();
settings.mMinVelocityForRestitution = 0.0f;
c.GetSystem()->SetPhysicsSettings(settings);
LoggingContactListener contact_listener;
c.GetSystem()->SetContactListener(&contact_listener);
// Create a sphere inside speculative contact distance from the ground
const float cSpeculativeContactDistance = c.GetSystem()->GetPhysicsSettings().mSpeculativeContactDistance;
const float cDistanceAboveFloor = 0.9f * cSpeculativeContactDistance;
const RVec3 cInitialPosSphere(0, 1.0f + cDistanceAboveFloor, 0.0f);
// Make it move slow enough so that it will not touch the floor in 1 time step
const Vec3 cVelocity(0, -0.9f * cDistanceAboveFloor / c.GetDeltaTime(), 0);
Body &sphere = c.CreateSphere(cInitialPosSphere, 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
sphere.SetLinearVelocity(cVelocity);
sphere.SetRestitution(1.0f);
sphere.GetMotionProperties()->SetLinearDamping(0.0f);
// Simulate a step
c.SimulateSingleStep();
// Check that it has triggered contact points from the speculative contacts
CHECK(contact_listener.GetEntryCount() == 2);
CHECK(contact_listener.Contains(LoggingContactListener::EType::Validate, sphere.GetID(), floor.GetID()));
CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, sphere.GetID(), floor.GetID()));
contact_listener.Clear();
// Check that sphere didn't actually change velocity (it hasn't actually interacted with the floor, the speculative contact was not an actual contact)
CHECK(sphere.GetLinearVelocity() == cVelocity);
// Simulate a step
c.SimulateSingleStep();
// Check again that it triggered contact points
CHECK(contact_listener.GetEntryCount() == 2);
CHECK(contact_listener.Contains(LoggingContactListener::EType::Validate, sphere.GetID(), floor.GetID()));
CHECK(contact_listener.Contains(LoggingContactListener::EType::Persist, sphere.GetID(), floor.GetID()));
contact_listener.Clear();
// It should have bounced back up and inverted velocity due to restitution being 1
CHECK_APPROX_EQUAL(-sphere.GetLinearVelocity(), cVelocity);
}
TEST_CASE("TestPhysicsInsideSpeculativeContactDistanceSensor")
{
PhysicsTestContext c;
Body &floor = c.CreateFloor();
c.ZeroGravity();
LoggingContactListener contact_listener;
c.GetSystem()->SetContactListener(&contact_listener);
// Create a sphere sensor just inside the speculative contact distance
const float cSpeculativeContactDistance = c.GetSystem()->GetPhysicsSettings().mSpeculativeContactDistance;
const float cRadius = 1.0f;
const float cDistanceAboveFloor = 0.9f * cSpeculativeContactDistance;
const RVec3 cInitialPosSphere(5, cRadius + cDistanceAboveFloor, 0);
// Make it move 1 m per step down
const Vec3 cVelocity(0, -1.0f / c.GetDeltaTime(), 0);
Body &sphere = c.CreateSphere(cInitialPosSphere, cRadius, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
sphere.SetIsSensor(true);
sphere.SetLinearVelocity(cVelocity);
// Simulate a step
c.SimulateSingleStep();
CHECK(contact_listener.GetEntryCount() == 0); // We're inside the speculative contact distance but we're a sensor so we shouldn't trigger any contacts
// Simulate a step
c.SimulateSingleStep();
// Check that we're now actually intersecting
CHECK(contact_listener.GetEntryCount() == 2); // 1 validates and 1 contact
CHECK(contact_listener.Contains(LoggingContactListener::EType::Validate, sphere.GetID(), floor.GetID()));
CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, sphere.GetID(), floor.GetID()));
contact_listener.Clear();
// Sensor should not be affected by the floor
CHECK_APPROX_EQUAL(sphere.GetPosition(), cInitialPosSphere + 2.0f * c.GetDeltaTime() * cVelocity);
CHECK_APPROX_EQUAL(sphere.GetLinearVelocity(), cVelocity);
CHECK_APPROX_EQUAL(sphere.GetAngularVelocity(), Vec3::sZero());
}
TEST_CASE("TestPhysicsInsideSpeculativeContactDistanceMovingAway")
{
PhysicsTestContext c;
Body &floor = c.CreateFloor();
c.ZeroGravity();
LoggingContactListener contact_listener;
c.GetSystem()->SetContactListener(&contact_listener);
// Create a box and a sphere just inside the speculative contact distance
const float cSpeculativeContactDistance = c.GetSystem()->GetPhysicsSettings().mSpeculativeContactDistance;
const float cDistanceAboveFloor = 0.9f * cSpeculativeContactDistance;
const RVec3 cInitialPosBox(0, 1.0f + cDistanceAboveFloor, 0.0f);
const RVec3 cInitialPosSphere = cInitialPosBox + Vec3(5, 0, 0);
// Make it move 1 m per step up
const Vec3 cVelocity(0, 1.0f / c.GetDeltaTime(), 0);
Body &box = c.CreateBox(cInitialPosBox, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3(1, 1, 1));
box.SetLinearVelocity(cVelocity);
box.SetRestitution(1.0f);
Body &sphere = c.CreateSphere(cInitialPosSphere, 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
sphere.SetLinearVelocity(cVelocity);
sphere.SetRestitution(1.0f);
// Simulate a step
c.SimulateSingleStep();
// Check that it has triggered contact points (note that this is wrong since the object never touched the floor but that's the downside of the speculative contacts -> you'll get an incorrect collision callback)
CHECK(contact_listener.GetEntryCount() == 4); // 2 validates and 2 contacts
CHECK(contact_listener.Contains(LoggingContactListener::EType::Validate, box.GetID(), floor.GetID()));
CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, box.GetID(), floor.GetID()));
CHECK(contact_listener.Contains(LoggingContactListener::EType::Validate, sphere.GetID(), floor.GetID()));
CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, sphere.GetID(), floor.GetID()));
contact_listener.Clear();
// Box should have moved unimpeded
CHECK_APPROX_EQUAL(box.GetPosition(), cInitialPosBox + cVelocity * c.GetDeltaTime());
CHECK_APPROX_EQUAL(box.GetLinearVelocity(), cVelocity);
CHECK_APPROX_EQUAL(box.GetAngularVelocity(), Vec3::sZero());
// Sphere should have moved unimpeded
CHECK_APPROX_EQUAL(sphere.GetPosition(), cInitialPosSphere + cVelocity * c.GetDeltaTime());
CHECK_APPROX_EQUAL(sphere.GetLinearVelocity(), cVelocity);
CHECK_APPROX_EQUAL(sphere.GetAngularVelocity(), Vec3::sZero());
// Simulate a step
c.SimulateSingleStep();
// Check that all contact points are removed
CHECK(contact_listener.GetEntryCount() == 2); // 2 removes
CHECK(contact_listener.Contains(LoggingContactListener::EType::Remove, box.GetID(), floor.GetID()));
CHECK(contact_listener.Contains(LoggingContactListener::EType::Remove, sphere.GetID(), floor.GetID()));
}
static void TestPhysicsActivationDeactivation(PhysicsTestContext &ioContext)
{
const float cPenetrationSlop = ioContext.GetSystem()->GetPhysicsSettings().mPenetrationSlop;
// Install activation listener
LoggingBodyActivationListener activation_listener;
ioContext.GetSystem()->SetBodyActivationListener(&activation_listener);
// Create floor
Body &floor = ioContext.CreateBox(RVec3(0, -1, 0), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, Vec3(100, 1, 100));
CHECK(!floor.IsActive());
// Create inactive box
Body &box = ioContext.CreateBox(RVec3(0, 5, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sReplicate(0.5f), EActivation::DontActivate);
CHECK(!box.IsActive());
CHECK(activation_listener.GetEntryCount() == 0);
// Box should not activate by itself
ioContext.Simulate(1.0f);
CHECK(box.GetPosition() == RVec3(0, 5, 0));
CHECK(!box.IsActive());
CHECK(activation_listener.GetEntryCount() == 0);
// Activate the body and validate it is active now
ioContext.GetBodyInterface().ActivateBody(box.GetID());
CHECK(box.IsActive());
CHECK(box.GetLinearVelocity().IsNearZero());
CHECK(activation_listener.GetEntryCount() == 1);
CHECK(activation_listener.Contains(LoggingBodyActivationListener::EType::Activated, box.GetID()));
activation_listener.Clear();
// Do a single step and check that the body is still active and has gained some velocity
ioContext.SimulateSingleStep();
CHECK(box.IsActive());
CHECK(activation_listener.GetEntryCount() == 0);
CHECK(!box.GetLinearVelocity().IsNearZero());
// Simulate 5 seconds and check it has settled on the floor and is no longer active
ioContext.Simulate(5.0f);
CHECK_APPROX_EQUAL(box.GetPosition(), RVec3(0, 0.5f, 0), 1.1f * cPenetrationSlop);
CHECK_APPROX_EQUAL(box.GetLinearVelocity(), Vec3::sZero());
CHECK_APPROX_EQUAL(box.GetAngularVelocity(), Vec3::sZero());
CHECK(!box.IsActive());
CHECK(activation_listener.GetEntryCount() == 1);
CHECK(activation_listener.Contains(LoggingBodyActivationListener::EType::Deactivated, box.GetID()));
}
TEST_CASE("TestPhysicsActivationDeactivation")
{
PhysicsTestContext c1(1.0f / 60.0f, 1);
TestPhysicsActivationDeactivation(c1);
PhysicsTestContext c2(2.0f / 60.0f, 2);
TestPhysicsActivationDeactivation(c2);
PhysicsTestContext c4(4.0f / 60.0f, 4);
TestPhysicsActivationDeactivation(c4);
}
// A test that checks that a row of penetrating boxes will all activate and handle collision in 1 frame so that active bodies cannot tunnel through inactive bodies
static void TestPhysicsActivateDuringStep(PhysicsTestContext &ioContext, bool inReverseCreate)
{
const float cPenetrationSlop = ioContext.GetSystem()->GetPhysicsSettings().mPenetrationSlop;
const int cNumBodies = 10;
const float cBoxExtent = 0.5f;
PhysicsSystem *system = ioContext.GetSystem();
BodyInterface &bi = ioContext.GetBodyInterface();
LoggingBodyActivationListener activation_listener;
system->SetBodyActivationListener(&activation_listener);
LoggingContactListener contact_listener;
system->SetContactListener(&contact_listener);
// Create a row of penetrating boxes. Since some of the algorithms rely on body index, we create them normally and reversed to test both cases
BodyIDVector body_ids;
if (inReverseCreate)
for (int i = cNumBodies - 1; i >= 0; --i)
body_ids.insert(body_ids.begin(), ioContext.CreateBox(RVec3(i * (2.0f * cBoxExtent - cPenetrationSlop), 0, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sReplicate(cBoxExtent), EActivation::DontActivate).GetID());
else
for (int i = 0; i < cNumBodies; ++i)
body_ids.push_back(ioContext.CreateBox(RVec3(i * (2.0f * cBoxExtent - cPenetrationSlop), 0, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sReplicate(0.5f), EActivation::DontActivate).GetID());
// Test that nothing is active yet
CHECK(activation_listener.GetEntryCount() == 0);
CHECK(contact_listener.GetEntryCount() == 0);
for (BodyID id : body_ids)
CHECK(!bi.IsActive(id));
// Activate the left most box and give it a velocity that is high enough to make it tunnel through the second box in a single step
bi.SetLinearVelocity(body_ids.front(), Vec3(500, 0, 0));
// Test that only the left most box is active
CHECK(activation_listener.GetEntryCount() == 1);
CHECK(contact_listener.GetEntryCount() == 0);
CHECK(bi.IsActive(body_ids.front()));
CHECK(activation_listener.Contains(LoggingBodyActivationListener::EType::Activated, body_ids.front()));
for (int i = 1; i < cNumBodies; ++i)
CHECK(!bi.IsActive(body_ids[i]));
activation_listener.Clear();
// Step the world
ioContext.SimulateSingleStep();
// Other bodies should now be awake and each body should only collide with its neighbor
CHECK(activation_listener.GetEntryCount() == cNumBodies - 1);
CHECK(contact_listener.GetEntryCount() == 2 * (cNumBodies - 1));
for (int i = 0; i < cNumBodies; ++i)
{
BodyID id = body_ids[i];
// Check body is active
CHECK(bi.IsActive(id));
// Check that body moved to the right
CHECK(bi.GetPosition(id).GetX() > i * (2.0f * cBoxExtent - cPenetrationSlop));
}
for (int i = 1; i < cNumBodies; ++i)
{
BodyID id1 = body_ids[i - 1];
BodyID id2 = body_ids[i];
// Check that we received activation events for each body
CHECK(activation_listener.Contains(LoggingBodyActivationListener::EType::Activated, id2));
// Check that we received a validate and an add for each body pair
int validate = contact_listener.Find(LoggingContactListener::EType::Validate, id1, id2);
CHECK(validate >= 0);
int add = contact_listener.Find(LoggingContactListener::EType::Add, id1, id2);
CHECK(add >= 0);
CHECK(add > validate);
// Check that bodies did not tunnel through each other
CHECK(bi.GetPosition(id1).GetX() < bi.GetPosition(id2).GetX());
}
}
TEST_CASE("TestPhysicsActivateDuringStep")
{
PhysicsTestContext c;
TestPhysicsActivateDuringStep(c, false);
PhysicsTestContext c2;
TestPhysicsActivateDuringStep(c2, true);
}
TEST_CASE("TestPhysicsBroadPhaseLayers")
{
PhysicsTestContext c;
BodyInterface &bi = c.GetBodyInterface();
// Reduce slop
PhysicsSettings settings = c.GetSystem()->GetPhysicsSettings();
settings.mPenetrationSlop = 0.0f;
c.GetSystem()->SetPhysicsSettings(settings);
// Create static floor
c.CreateFloor();
// Create MOVING boxes
Body &moving1 = c.CreateBox(RVec3(0, 1, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sReplicate(0.5f), EActivation::Activate);
Body &moving2 = c.CreateBox(RVec3(0, 2, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sReplicate(0.5f), EActivation::Activate);
// Create HQ_DEBRIS boxes
Body &hq_debris1 = c.CreateBox(RVec3(0, 3, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::HQ_DEBRIS, Vec3::sReplicate(0.5f), EActivation::Activate);
Body &hq_debris2 = c.CreateBox(RVec3(0, 4, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::HQ_DEBRIS, Vec3::sReplicate(0.5f), EActivation::Activate);
// Create LQ_DEBRIS boxes
Body &lq_debris1 = c.CreateBox(RVec3(0, 5, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::LQ_DEBRIS, Vec3::sReplicate(0.5f), EActivation::Activate);
Body &lq_debris2 = c.CreateBox(RVec3(0, 6, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::LQ_DEBRIS, Vec3::sReplicate(0.5f), EActivation::Activate);
// Check layers
CHECK(moving1.GetObjectLayer() == Layers::MOVING);
CHECK(moving2.GetObjectLayer() == Layers::MOVING);
CHECK(hq_debris1.GetObjectLayer() == Layers::HQ_DEBRIS);
CHECK(hq_debris2.GetObjectLayer() == Layers::HQ_DEBRIS);
CHECK(lq_debris1.GetObjectLayer() == Layers::LQ_DEBRIS);
CHECK(lq_debris2.GetObjectLayer() == Layers::LQ_DEBRIS);
CHECK(moving1.GetBroadPhaseLayer() == BroadPhaseLayers::MOVING);
CHECK(moving2.GetBroadPhaseLayer() == BroadPhaseLayers::MOVING);
CHECK(hq_debris1.GetBroadPhaseLayer() == BroadPhaseLayers::MOVING);
CHECK(hq_debris2.GetBroadPhaseLayer() == BroadPhaseLayers::MOVING);
CHECK(lq_debris1.GetBroadPhaseLayer() == BroadPhaseLayers::LQ_DEBRIS);
CHECK(lq_debris2.GetBroadPhaseLayer() == BroadPhaseLayers::LQ_DEBRIS);
// Simulate the boxes falling
c.Simulate(5.0f);
// Everything should sleep
CHECK_FALSE(moving1.IsActive());
CHECK_FALSE(moving2.IsActive());
CHECK_FALSE(hq_debris1.IsActive());
CHECK_FALSE(hq_debris2.IsActive());
CHECK_FALSE(lq_debris1.IsActive());
CHECK_FALSE(lq_debris2.IsActive());
// MOVING boxes should have stacked
float slop = 0.02f;
CHECK_APPROX_EQUAL(moving1.GetPosition(), RVec3(0, 0.5f, 0), slop);
CHECK_APPROX_EQUAL(moving2.GetPosition(), RVec3(0, 1.5f, 0), slop);
// HQ_DEBRIS boxes should have stacked on MOVING boxes but don't collide with each other
CHECK_APPROX_EQUAL(hq_debris1.GetPosition(), RVec3(0, 2.5f, 0), slop);
CHECK_APPROX_EQUAL(hq_debris2.GetPosition(), RVec3(0, 2.5f, 0), slop);
// LQ_DEBRIS should have fallen through all but the floor
CHECK_APPROX_EQUAL(lq_debris1.GetPosition(), RVec3(0, 0.5f, 0), slop);
CHECK_APPROX_EQUAL(lq_debris2.GetPosition(), RVec3(0, 0.5f, 0), slop);
// Now change HQ_DEBRIS to LQ_DEBRIS
bi.SetObjectLayer(hq_debris1.GetID(), Layers::LQ_DEBRIS);
bi.SetObjectLayer(hq_debris2.GetID(), Layers::LQ_DEBRIS);
bi.ActivateBody(hq_debris1.GetID());
bi.ActivateBody(hq_debris2.GetID());
// Check layers
CHECK(moving1.GetObjectLayer() == Layers::MOVING);
CHECK(moving2.GetObjectLayer() == Layers::MOVING);
CHECK(hq_debris1.GetObjectLayer() == Layers::LQ_DEBRIS);
CHECK(hq_debris2.GetObjectLayer() == Layers::LQ_DEBRIS);
CHECK(lq_debris1.GetObjectLayer() == Layers::LQ_DEBRIS);
CHECK(lq_debris2.GetObjectLayer() == Layers::LQ_DEBRIS);
CHECK(moving1.GetBroadPhaseLayer() == BroadPhaseLayers::MOVING);
CHECK(moving2.GetBroadPhaseLayer() == BroadPhaseLayers::MOVING);
CHECK(hq_debris1.GetBroadPhaseLayer() == BroadPhaseLayers::LQ_DEBRIS);
CHECK(hq_debris2.GetBroadPhaseLayer() == BroadPhaseLayers::LQ_DEBRIS);
CHECK(lq_debris1.GetBroadPhaseLayer() == BroadPhaseLayers::LQ_DEBRIS);
CHECK(lq_debris2.GetBroadPhaseLayer() == BroadPhaseLayers::LQ_DEBRIS);
// Simulate again
c.Simulate(5.0f);
// Everything should sleep
CHECK_FALSE(moving1.IsActive());
CHECK_FALSE(moving2.IsActive());
CHECK_FALSE(hq_debris1.IsActive());
CHECK_FALSE(hq_debris2.IsActive());
CHECK_FALSE(lq_debris1.IsActive());
CHECK_FALSE(lq_debris2.IsActive());
// MOVING boxes should have stacked
CHECK_APPROX_EQUAL(moving1.GetPosition(), RVec3(0, 0.5f, 0), slop);
CHECK_APPROX_EQUAL(moving2.GetPosition(), RVec3(0, 1.5f, 0), slop);
// HQ_DEBRIS (now LQ_DEBRIS) boxes have fallen through all but the floor
CHECK_APPROX_EQUAL(hq_debris1.GetPosition(), RVec3(0, 0.5f, 0), slop);
CHECK_APPROX_EQUAL(hq_debris2.GetPosition(), RVec3(0, 0.5f, 0), slop);
// LQ_DEBRIS should have fallen through all but the floor
CHECK_APPROX_EQUAL(lq_debris1.GetPosition(), RVec3(0, 0.5f, 0), slop);
CHECK_APPROX_EQUAL(lq_debris2.GetPosition(), RVec3(0, 0.5f, 0), slop);
// Now change MOVING to HQ_DEBRIS (this doesn't change the broadphase layer so avoids adding/removing bodies)
bi.SetObjectLayer(moving1.GetID(), Layers::HQ_DEBRIS);
bi.SetObjectLayer(moving2.GetID(), Layers::HQ_DEBRIS);
bi.ActivateBody(moving1.GetID());
bi.ActivateBody(moving2.GetID());
// Check layers
CHECK(moving1.GetObjectLayer() == Layers::HQ_DEBRIS);
CHECK(moving2.GetObjectLayer() == Layers::HQ_DEBRIS);
CHECK(hq_debris1.GetObjectLayer() == Layers::LQ_DEBRIS);
CHECK(hq_debris2.GetObjectLayer() == Layers::LQ_DEBRIS);
CHECK(lq_debris1.GetObjectLayer() == Layers::LQ_DEBRIS);
CHECK(lq_debris2.GetObjectLayer() == Layers::LQ_DEBRIS);
CHECK(moving1.GetBroadPhaseLayer() == BroadPhaseLayers::MOVING); // Broadphase layer didn't change
CHECK(moving2.GetBroadPhaseLayer() == BroadPhaseLayers::MOVING);
CHECK(hq_debris1.GetBroadPhaseLayer() == BroadPhaseLayers::LQ_DEBRIS);
CHECK(hq_debris2.GetBroadPhaseLayer() == BroadPhaseLayers::LQ_DEBRIS);
CHECK(lq_debris1.GetBroadPhaseLayer() == BroadPhaseLayers::LQ_DEBRIS);
CHECK(lq_debris2.GetBroadPhaseLayer() == BroadPhaseLayers::LQ_DEBRIS);
// Simulate again
c.Simulate(5.0f);
// Everything should sleep
CHECK_FALSE(moving1.IsActive());
CHECK_FALSE(moving2.IsActive());
CHECK_FALSE(hq_debris1.IsActive());
CHECK_FALSE(hq_debris2.IsActive());
CHECK_FALSE(lq_debris1.IsActive());
CHECK_FALSE(lq_debris2.IsActive());
// MOVING boxes now also fall through
CHECK_APPROX_EQUAL(moving1.GetPosition(), RVec3(0, 0.5f, 0), slop);
CHECK_APPROX_EQUAL(moving2.GetPosition(), RVec3(0, 0.5f, 0), slop);
// HQ_DEBRIS (now LQ_DEBRIS) boxes have fallen through all but the floor
CHECK_APPROX_EQUAL(hq_debris1.GetPosition(), RVec3(0, 0.5f, 0), slop);
CHECK_APPROX_EQUAL(hq_debris2.GetPosition(), RVec3(0, 0.5f, 0), slop);
// LQ_DEBRIS should have fallen through all but the floor
CHECK_APPROX_EQUAL(lq_debris1.GetPosition(), RVec3(0, 0.5f, 0), slop);
CHECK_APPROX_EQUAL(lq_debris2.GetPosition(), RVec3(0, 0.5f, 0), slop);
}
TEST_CASE("TestMultiplePhysicsSystems")
{
PhysicsTestContext c1;
c1.ZeroGravity();
PhysicsTestContext c2;
c2.ZeroGravity();
const RVec3 cBox1Position(1.0f, 2.0f, 3.0f);
Body &box1 = c1.CreateBox(cBox1Position, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sOne(), EActivation::Activate);
const RVec3 cBox2Position(4.0f, 5.0f, 6.0f);
Body& box2 = c2.CreateBox(cBox2Position, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sOne(), EActivation::Activate);
const Vec3 cBox1Velocity(1.0f, 0, 0);
const Vec3 cBox2Velocity(2.0f, 0, 0);
{
// This tests if we can lock bodies from multiple physics systems (normally locking 2 bodies at the same time without using BodyLockMultiWrite would trigger an assert)
BodyLockWrite lock1(c1.GetSystem()->GetBodyLockInterface(), box1.GetID());
BodyLockWrite lock2(c2.GetSystem()->GetBodyLockInterface(), box2.GetID());
CHECK(lock1.GetBody().GetPosition() == cBox1Position);
CHECK(lock2.GetBody().GetPosition() == cBox2Position);
lock1.GetBody().SetLinearVelocity(cBox1Velocity);
lock2.GetBody().SetLinearVelocity(cBox2Velocity);
}
const float cTime = 1.0f;
c1.Simulate(cTime);
c2.Simulate(cTime);
{
BodyLockRead lock1(c1.GetSystem()->GetBodyLockInterface(), box1.GetID());
BodyLockRead lock2(c2.GetSystem()->GetBodyLockInterface(), box2.GetID());
// Check that the bodies in the different systems updated correctly
CHECK_APPROX_EQUAL(lock1.GetBody().GetPosition(), cBox1Position + cBox1Velocity * cTime, 1.0e-5f);
CHECK_APPROX_EQUAL(lock2.GetBody().GetPosition(), cBox2Position + cBox2Velocity * cTime, 1.0e-5f);
}
}
TEST_CASE("TestOutOfBodies")
{
// Create a context with space for a single body
PhysicsTestContext c(1.0f / 60.0f, 1, 0, 1);
BodyInterface& bi = c.GetBodyInterface();
// First body
Body *b1 = bi.CreateBody(BodyCreationSettings(new SphereShape(1.0f), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
CHECK(b1 != nullptr);
// Second body should fail
Body *b2 = bi.CreateBody(BodyCreationSettings(new SphereShape(1.0f), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
CHECK(b2 == nullptr);
// Free first body
bi.DestroyBody(b1->GetID());
// Second body creation should succeed
b2 = bi.CreateBody(BodyCreationSettings(new SphereShape(1.0f), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
CHECK(b2 != nullptr);
// Clean up
bi.DestroyBody(b2->GetID());
}
static int sStackFullMsgs = 0;
static int sOtherMsgs = 0;
static void sStackFullTrace(const char *inFMT, ...)
{
if (std::strstr(inFMT, "Stack full") != nullptr)
++sStackFullMsgs;
else
++sOtherMsgs;
}
TEST_CASE("TestAddSingleBodies")
{
PhysicsTestContext c(1.0f / 60.0f, 1, 0);
BodyInterface& bi = c.GetBodyInterface();
PhysicsSystem &sys = *c.GetSystem();
const int cMaxBodies = 128;
// Add individual bodies in a way that will create an inefficient broad phase and will trigger a warning on query
RefConst<Shape> sphere = new SphereShape(1.0f);
bi.CreateAndAddBody(BodyCreationSettings(sphere, RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate); // Leave this body
for (int repeat = 0; repeat < 10; ++repeat)
{
// Create cMaxBodies - 1 bodies
BodyIDVector body_ids;
for (int i = 0; i < cMaxBodies - 1; ++i)
body_ids.push_back(bi.CreateAndAddBody(BodyCreationSettings(sphere, RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate));
// In all but the last iteration, remove the bodies again
if (repeat < 9)
for (BodyID id : body_ids)
{
bi.DeactivateBody(id);
bi.RemoveBody(id);
bi.DestroyBody(id);
}
}
// Override the trace function to count how many times we get a "Stack full" message
TraceFunction old_trace = Trace;
sStackFullMsgs = 0;
sOtherMsgs = 0;
Trace = sStackFullTrace;
// Cast a ray
AllHitCollisionCollector<CastRayCollector> ray_collector;
sys.GetNarrowPhaseQuery().CastRay(RRayCast(RVec3(-2, 0, 0), Vec3(2, 0, 0)), {}, ray_collector);
// Find colliding pairs
BodyIDVector active_bodies;
sys.GetActiveBodies(EBodyType::RigidBody, active_bodies);
AllHitCollisionCollector<BodyPairCollector> body_pair_collector;
static_cast<const BroadPhase &>(sys.GetBroadPhaseQuery()).FindCollidingPairs(active_bodies.data(), (int)active_bodies.size(), 0.0f, sys.GetObjectVsBroadPhaseLayerFilter(), sys.GetObjectLayerPairFilter(), body_pair_collector);
// Restore the old trace function
Trace = old_trace;
// Assert that we got a "Stack full" message when asserts are enabled
#ifdef JPH_ENABLE_ASSERTS
CHECK(sStackFullMsgs == 1);
#else
CHECK(sStackFullMsgs == 0);
#endif
CHECK(sOtherMsgs == 0);
// Assert that we hit all bodies
CHECK(ray_collector.mHits.size() == cMaxBodies);
CHECK(body_pair_collector.mHits.size() == cMaxBodies * (cMaxBodies - 1) / 2);
}
TEST_CASE("TestOutOfContactConstraints")
{
// Create a context with space for 8 constraints
PhysicsTestContext c(1.0f / 60.0f, 1, 0, 1024, 4096, 8);
c.CreateFloor();
// The first 8 boxes should be fine
for (int i = 0; i < 8; ++i)
c.CreateBox(RVec3(3.0_r * i, 0.9_r, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sOne(), EActivation::Activate);
// Step
EPhysicsUpdateError errors = c.SimulateSingleStep();
CHECK(errors == EPhysicsUpdateError::None);
// Adding one more box should introduce an error
c.CreateBox(RVec3(24.0_r, 0.9_r, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sOne(), EActivation::Activate);
// Step
{
JPH_IF_ENABLE_ASSERTS(ExpectAssert expect_assert(1);)
errors = c.SimulateSingleStep();
}
CHECK((errors & EPhysicsUpdateError::ContactConstraintsFull) != EPhysicsUpdateError::None);
}
TEST_CASE("TestFriction")
{
const float friction_floor = 0.9f;
const float friction_box = 0.8f;
const float combined_friction = sqrt(friction_floor * friction_box);
for (float angle = 0; angle < 360.0f; angle += 30.0f)
{
// Create a context with space for 8 constraints
PhysicsTestContext c(1.0f / 60.0f, 1, 0, 1024, 4096, 8);
// Create floor
Body &floor = c.CreateFloor();
floor.SetFriction(friction_floor);
// Create box with a velocity that will make it slide over the floor (making sure it intersects a little bit initially)
BodyCreationSettings box_settings(new BoxShape(Vec3::sOne()), RVec3(0, 0.999_r, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
box_settings.mFriction = friction_box;
box_settings.mLinearDamping = 0;
box_settings.mLinearVelocity = Vec3(Sin(DegreesToRadians(angle)), 0, Cos(DegreesToRadians(angle))) * 20.0f;
Body &box = *c.GetBodyInterface().CreateBody(box_settings);
c.GetBodyInterface().AddBody(box.GetID(), EActivation::Activate);
// We know that the friction force equals the normal force times the friction coefficient
float friction_acceleration = combined_friction * c.GetSystem()->GetGravity().Length();
// Simulate
Vec3 velocity = box_settings.mLinearVelocity;
RVec3 position = box_settings.mPosition;
for (int i = 0; i < 60; ++i)
{
c.SimulateSingleStep();
// Integrate our own simulation
velocity -= velocity.Normalized() * friction_acceleration * c.GetDeltaTime();
position += velocity * c.GetDeltaTime();
}
// Note that the result is not very accurate so we need quite a high tolerance
CHECK_APPROX_EQUAL(box.GetCenterOfMassPosition(), position, 1.0e-2f);
CHECK_APPROX_EQUAL(box.GetRotation(), box_settings.mRotation, 1.0e-2f);
CHECK_APPROX_EQUAL(box.GetLinearVelocity(), velocity, 2.0e-2f);
CHECK_APPROX_EQUAL(box.GetAngularVelocity(), Vec3::sZero(), 1.0e-2f);
}
}
TEST_CASE("TestAllowedDOFs")
{
for (uint allowed_dofs = 1; allowed_dofs <= 0b111111; ++allowed_dofs)
{
// Create a context
PhysicsTestContext c;
c.ZeroGravity();
// Create box
RVec3 initial_position(1, 2, 3);
Quat initial_rotation = Quat::sRotation(Vec3::sReplicate(sqrt(1.0f / 3.0f)), DegreesToRadians(20.0f));
ShapeRefC box_shape = new BoxShape(Vec3(0.3f, 0.5f, 0.7f));
BodyCreationSettings box_settings(box_shape, initial_position, initial_rotation, EMotionType::Dynamic, Layers::MOVING);
box_settings.mLinearDamping = 0;
box_settings.mAngularDamping = 0;
box_settings.mAllowedDOFs = (EAllowedDOFs)allowed_dofs;
Body &box = *c.GetBodyInterface().CreateBody(box_settings);
c.GetBodyInterface().AddBody(box.GetID(), EActivation::Activate);
// Apply a force and torque in 3D
Vec3 force(100000, 110000, 120000);
box.AddForce(force);
Vec3 torque(13000, 14000, 15000);
box.AddTorque(torque);
// Simulate
c.SimulateSingleStep();
// Cancel components that should not be allowed by the allowed DOFs
Vec3 linear_lock = Vec3::sOne(), angular_lock = Vec3::sOne();
for (uint axis = 0; axis < 3; ++axis)
{
if ((allowed_dofs & (1 << axis)) == 0)
linear_lock.SetComponent(axis, 0.0f);
if ((allowed_dofs & (0b1000 << axis)) == 0)
angular_lock.SetComponent(axis, 0.0f);
}
// Check resulting linear velocity
MassProperties mp = box_shape->GetMassProperties();
Vec3 expected_linear_velocity = linear_lock * (force / mp.mMass * c.GetDeltaTime());
CHECK((linear_lock == Vec3::sZero() || expected_linear_velocity.Length() > 1.0f)); // Just to check that we applied a high enough force
CHECK_APPROX_EQUAL(box.GetLinearVelocity(), expected_linear_velocity);
RVec3 expected_position = initial_position + expected_linear_velocity * c.GetDeltaTime();
CHECK_APPROX_EQUAL(box.GetPosition(), expected_position);
// Check resulting angular velocity
Mat44 inv_inertia = Mat44::sRotation(initial_rotation) * mp.mInertia.Inversed3x3() * Mat44::sRotation(initial_rotation.Conjugated());
inv_inertia = Mat44::sScale(angular_lock) * inv_inertia * Mat44::sScale(angular_lock); // Clear row and column for locked axes
Vec3 expected_angular_velocity = inv_inertia * torque * c.GetDeltaTime();
CHECK((angular_lock == Vec3::sZero() || expected_angular_velocity.Length() > 1.0f)); // Just to check that we applied a high enough torque
CHECK_APPROX_EQUAL(box.GetAngularVelocity(), expected_angular_velocity);
float expected_angular_velocity_len = expected_angular_velocity.Length();
Quat expected_rotation = expected_angular_velocity_len > 0.0f? Quat::sRotation(expected_angular_velocity / expected_angular_velocity_len, expected_angular_velocity_len * c.GetDeltaTime()) * initial_rotation : initial_rotation;
CHECK_APPROX_EQUAL(box.GetRotation(), expected_rotation);
}
}
TEST_CASE("TestAllowedDOFsVsCollision")
{
PhysicsTestContext c;
Body &floor = c.CreateFloor();
floor.SetFriction(1.0f);
LoggingContactListener contact_listener;
c.GetSystem()->SetContactListener(&contact_listener);
// Create box that can only rotate around Y that intersects with the floor
RVec3 initial_position(0, 0.99f, 0);
BodyCreationSettings box_settings(new BoxShape(Vec3::sOne()), initial_position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
box_settings.mAllowedDOFs = EAllowedDOFs::RotationY;
box_settings.mAngularDamping = 0.0f; // No damping to make the calculation for expected angular velocity simple
box_settings.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
box_settings.mMassPropertiesOverride.mMass = 1.0f;
box_settings.mFriction = 1.0f; // High friction so that if the collision is processed, we'll slow down the rotation
Body *body = c.GetBodyInterface().CreateBody(box_settings);
c.GetBodyInterface().AddBody(body->GetID(), EActivation::Activate);
// Make the box rotate around Y
const Vec3 torque(0, 100.0f, 0);
body->AddTorque(torque);
// Simulate a step, this will make the box collide with the floor but should not result in the floor stopping the body
// but will cause the effective mass of the contact to become infinite so is a test if we are properly ignoring the contact in this case
c.SimulateSingleStep();
// Check that we did detect the collision
CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, floor.GetID(), body->GetID()));
// Check that we have the correct angular velocity
Vec3 expected_angular_velocity = torque * c.GetDeltaTime() * body->GetInverseInertia()(1, 1);
CHECK_APPROX_EQUAL(body->GetAngularVelocity(), expected_angular_velocity);
CHECK(body->GetLinearVelocity() == Vec3::sZero());
CHECK(body->GetPosition() == initial_position);
}
TEST_CASE("TestSelectiveStateSaveAndRestore")
{
class MyFilter : public StateRecorderFilter
{
public:
bool ShouldSaveBody(const BodyID &inBodyID) const
{
return std::find(mIgnoreBodies.cbegin(), mIgnoreBodies.cend(), inBodyID) == mIgnoreBodies.cend();
}
virtual bool ShouldSaveBody(const Body &inBody) const override
{
return ShouldSaveBody(inBody.GetID());
}
virtual bool ShouldSaveContact(const BodyID &inBody1, const BodyID &inBody2) const override
{
return ShouldSaveBody(inBody1) && ShouldSaveBody(inBody2);
}
Array<BodyID> mIgnoreBodies;
};
for (int mode = 0; mode < 2; mode++)
{
PhysicsTestContext c;
Vec3 gravity = c.GetSystem()->GetGravity();
Vec3 upside_down_gravity = -gravity;
// Create the ground.
Body &ground = c.CreateFloor();
// Create two sets of bodies that each overlap
Body &box1 = c.CreateBox(RVec3(0, 1, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sOne(), EActivation::Activate);
Body &sphere1 = c.CreateSphere(RVec3(0, 1, 0.1f), 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, EActivation::Activate);
Body &box2 = c.CreateBox(RVec3(5, 1, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sOne(), EActivation::Activate);
Body &sphere2 = c.CreateSphere(RVec3(5, 1, 0.1f), 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, EActivation::Activate);
// Store the absolute initial state, that will be used for the final test.
StateRecorderImpl absolute_initial_state;
c.GetSystem()->SaveState(absolute_initial_state);
EStateRecorderState state_to_save = EStateRecorderState::All;
MyFilter filter;
if (mode == 1)
{
// Don't save the global state
state_to_save = EStateRecorderState::All ^ EStateRecorderState::Global;
// Don't save some bodies
filter.mIgnoreBodies.push_back(ground.GetID());
filter.mIgnoreBodies.push_back(box2.GetID());
filter.mIgnoreBodies.push_back(sphere2.GetID());
}
// Store the initial transform.
const RMat44 initial_box1_transform = box1.GetWorldTransform();
const RMat44 initial_sphere1_transform = sphere1.GetWorldTransform();
const RMat44 initial_box2_transform = box2.GetWorldTransform();
const RMat44 initial_sphere2_transform = sphere2.GetWorldTransform();
// Save partial state
StateRecorderImpl initial_state;
c.GetSystem()->SaveState(initial_state, state_to_save, &filter);
// Simulate for 2 seconds
c.Simulate(2.0f);
// The bodies should have moved and come to rest
const RMat44 intermediate_box1_transform = box1.GetWorldTransform();
const RMat44 intermediate_sphere1_transform = sphere1.GetWorldTransform();
const RMat44 intermediate_box2_transform = box2.GetWorldTransform();
const RMat44 intermediate_sphere2_transform = sphere2.GetWorldTransform();
CHECK(intermediate_box1_transform != initial_box1_transform);
CHECK(intermediate_sphere1_transform != initial_sphere1_transform);
CHECK(intermediate_box2_transform != initial_box2_transform);
CHECK(intermediate_sphere2_transform != initial_sphere2_transform);
CHECK(!box1.IsActive());
CHECK(!sphere1.IsActive());
CHECK(!box2.IsActive());
CHECK(!sphere2.IsActive());
// Save the intermediate state.
StateRecorderImpl intermediate_state;
c.GetSystem()->SaveState(intermediate_state, state_to_save, &filter);
// Change the gravity.
c.GetSystem()->SetGravity(upside_down_gravity);
// Restore the initial state.
c.GetSystem()->RestoreState(initial_state);
// Make sure the state is properly set back to the initial state.
CHECK(box1.GetWorldTransform() == initial_box1_transform);
CHECK(sphere1.GetWorldTransform() == initial_sphere1_transform);
CHECK(box1.IsActive());
CHECK(sphere1.IsActive());
if (mode == 0)
{
// Make sure the gravity is restored.
CHECK(c.GetSystem()->GetGravity() == gravity);
// The second set of bodies should have been restored as well
CHECK(box2.GetWorldTransform() == initial_box2_transform);
CHECK(sphere2.GetWorldTransform() == initial_sphere2_transform);
CHECK(box2.IsActive());
CHECK(sphere2.IsActive());
}
else
{
// Make sure the gravity is NOT restored.
CHECK(c.GetSystem()->GetGravity() == upside_down_gravity);
c.GetSystem()->SetGravity(gravity);
// The second set of bodies should NOT have been restored
CHECK(box2.GetWorldTransform() == intermediate_box2_transform);
CHECK(sphere2.GetWorldTransform() == intermediate_sphere2_transform);
CHECK(!box2.IsActive());
CHECK(!sphere2.IsActive());
// Apply a velocity to the second set of bodies to make sure they are active again
c.GetBodyInterface().SetLinearVelocity(box2.GetID(), Vec3(0, 0, 0.1f));
c.GetBodyInterface().SetLinearVelocity(sphere2.GetID(), Vec3(0, 0, 0.1f));
}
// Simulate for 2 seconds - again
c.Simulate(2.0f);
// The first set of bodies have been saved and should have returned to the same positions again
CHECK(box1.GetWorldTransform() == intermediate_box1_transform);
CHECK(sphere1.GetWorldTransform() == intermediate_sphere1_transform);
CHECK(!box1.IsActive());
CHECK(!sphere1.IsActive());
if (mode == 0)
{
// The second set of bodies have been saved and should have returned to the same positions again
CHECK(box2.GetWorldTransform() == intermediate_box2_transform);
CHECK(sphere2.GetWorldTransform() == intermediate_sphere2_transform);
CHECK(!box2.IsActive());
CHECK(!sphere2.IsActive());
}
else
{
// The second set of bodies have not been saved and should have moved on
CHECK(box2.GetWorldTransform() != intermediate_box2_transform);
CHECK(sphere2.GetWorldTransform() != intermediate_sphere2_transform);
CHECK(!box2.IsActive());
CHECK(sphere2.IsActive()); // The sphere keeps rolling
}
// Save the final state
StateRecorderImpl final_state;
c.GetSystem()->SaveState(final_state, state_to_save, &filter);
// Compare the states to make sure they are the same
CHECK(final_state.IsEqual(intermediate_state));
// Now restore the absolute initial state and make sure all the
// bodies are being active and ready to be processed again
c.GetSystem()->RestoreState(absolute_initial_state);
CHECK(box1.GetWorldTransform() == initial_box1_transform);
CHECK(sphere1.GetWorldTransform() == initial_sphere1_transform);
CHECK(box2.GetWorldTransform() == initial_box2_transform);
CHECK(sphere2.GetWorldTransform() == initial_sphere2_transform);
CHECK(box1.IsActive());
CHECK(sphere1.IsActive());
CHECK(box2.IsActive());
CHECK(sphere2.IsActive());
// Save the state of a single body
StateRecorderImpl single_body;
c.GetSystem()->SaveBodyState(box2, single_body);
// Simulate for 2 seconds - again
c.Simulate(2.0f);
// We should have reached the same state as before
CHECK(box1.GetWorldTransform() == intermediate_box1_transform);
CHECK(sphere1.GetWorldTransform() == intermediate_sphere1_transform);
CHECK(box2.GetWorldTransform() == intermediate_box2_transform);
CHECK(sphere2.GetWorldTransform() == intermediate_sphere2_transform);
CHECK(!box1.IsActive());
CHECK(!sphere1.IsActive());
CHECK(!box2.IsActive());
CHECK(!sphere2.IsActive());
// Restore the single body
c.GetSystem()->RestoreBodyState(box2, single_body);
// Only that body should have been restored
CHECK(box1.GetWorldTransform() == intermediate_box1_transform);
CHECK(sphere1.GetWorldTransform() == intermediate_sphere1_transform);
CHECK(box2.GetWorldTransform() == initial_box2_transform);
CHECK(sphere2.GetWorldTransform() == intermediate_sphere2_transform);
CHECK(!box1.IsActive());
CHECK(!sphere1.IsActive());
CHECK(box2.IsActive());
CHECK(!sphere2.IsActive());
}
}
TEST_CASE("TestMultiPartRestoreState")
{
class MyFilter : public StateRecorderFilter
{
public:
MyFilter(const Array<BodyID> &inStoredBodies) : mStoredBodies(inStoredBodies) { }
bool ShouldSaveBody(const BodyID &inBodyID) const
{
return std::find(mStoredBodies.cbegin(), mStoredBodies.cend(), inBodyID) != mStoredBodies.cend();
}
virtual bool ShouldSaveBody(const Body &inBody) const override
{
if (ShouldSaveBody(inBody.GetID()))
{
++mNumBodies;
return true;
}
return false;
}
virtual bool ShouldSaveContact(const BodyID &inBody1, const BodyID &inBody2) const override
{
if (ShouldSaveBody(inBody1) || ShouldSaveBody(inBody2))
{
++mNumContacts;
return true;
}
return false;
}
const Array<BodyID> & mStoredBodies;
mutable int mNumBodies = 0;
mutable int mNumContacts = 0;
};
PhysicsTestContext c;
c.CreateFloor();
// Create 1st set of moving bodies
constexpr int cNumMoving1 = 10;
Array<BodyID> moving1;
for (int i = 0; i < cNumMoving1; ++i)
moving1.push_back(c.CreateSphere(RVec3(0, 2.0f + 2.0f * i, 0.01f * i), 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, EActivation::Activate).GetID());
// Create 2nd set of moving bodies, note that although the bodies overlap with the 1st set, they don't collide because of their layer.
// We need to create disjoint sets for restoring in parts to work.
constexpr int cNumMoving2 = 12;
Array<BodyID> moving2;
for (int i = 0; i < cNumMoving2; ++i)
moving2.push_back(c.CreateSphere(RVec3(1.0f, 2.0f + 2.0f * i, 0.01f * i), 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING2, EActivation::Activate).GetID());
// Simulate for a short while to get some contacts
c.Simulate(2.0f);
// Save full snapshot
StateRecorderImpl initial_state;
c.GetSystem()->SaveState(initial_state);
// Save everything relating to 1st set of bodies
MyFilter filter1(moving1);
StateRecorderImpl state1;
c.GetSystem()->SaveState(state1, EStateRecorderState::All, &filter1);
CHECK(filter1.mNumBodies == cNumMoving1);
CHECK(filter1.mNumContacts > cNumMoving1 / 2); // Many bodies should be in contact now, if not we're not testing contact restoring
CHECK(state1.GetDataSize() < initial_state.GetDataSize()); // Should be smaller than the full state
// Save everything relating to 2nd set of bodies
MyFilter filter2(moving2);
StateRecorderImpl state2;
c.GetSystem()->SaveState(state2, EStateRecorderState::Bodies | EStateRecorderState::Contacts, &filter2);
CHECK(filter2.mNumBodies == cNumMoving2);
CHECK(filter2.mNumContacts > cNumMoving2 / 2);
CHECK(state2.GetDataSize() < initial_state.GetDataSize());
// Simulate for 2 seconds
c.Simulate(2.0f);
// Save result
StateRecorderImpl final_state;
c.GetSystem()->SaveState(final_state);
// Restore the initial state in parts
state1.SetIsLastPart(false);
c.GetSystem()->RestoreState(state1);
c.GetSystem()->RestoreState(state2);
// Verify we're back to the first state
StateRecorderImpl verify1;
c.GetSystem()->SaveState(verify1);
CHECK(initial_state.IsEqual(verify1));
// Simulate for 2 seconds again
c.Simulate(2.0f);
// Check we end up in the final state again
StateRecorderImpl verify2;
c.GetSystem()->SaveState(verify2);
CHECK(final_state.IsEqual(verify2));
}
// This tests that when switching UseManifoldReduction on/off we get the correct contact callbacks
TEST_CASE("TestSwitchUseManifoldReduction")
{
PhysicsTestContext c;
// Install listener
LoggingContactListener contact_listener;
c.GetSystem()->SetContactListener(&contact_listener);
// Create floor
Body &floor = c.CreateFloor();
// Create a compound with 4 boxes
Ref<BoxShape> box_shape = new BoxShape(Vec3::sReplicate(2));
Ref<StaticCompoundShapeSettings> shape_settings = new StaticCompoundShapeSettings();
shape_settings->AddShape(Vec3(5, 0, 0), Quat::sIdentity(), box_shape);
shape_settings->AddShape(Vec3(-5, 0, 0), Quat::sIdentity(), box_shape);
shape_settings->AddShape(Vec3(0, 0, 5), Quat::sIdentity(), box_shape);
shape_settings->AddShape(Vec3(0, 0, -5), Quat::sIdentity(), box_shape);
RefConst<StaticCompoundShape> compound_shape = StaticCast<StaticCompoundShape>(shape_settings->Create().Get());
SubShapeID sub_shape_ids[] = {
compound_shape->GetSubShapeIDFromIndex(0, SubShapeIDCreator()).GetID(),
compound_shape->GetSubShapeIDFromIndex(1, SubShapeIDCreator()).GetID(),
compound_shape->GetSubShapeIDFromIndex(2, SubShapeIDCreator()).GetID(),
compound_shape->GetSubShapeIDFromIndex(3, SubShapeIDCreator()).GetID()
};
// Embed body a little bit into the floor so we immediately get contact callbacks
BodyCreationSettings body_settings(compound_shape, RVec3(0, 1.99_r, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
body_settings.mUseManifoldReduction = true;
BodyID body_id = c.GetBodyInterface().CreateAndAddBody(body_settings, EActivation::Activate);
// Trigger contact callbacks
c.SimulateSingleStep();
// Since manifold reduction is on and the contacts will be coplanar we should only get 1 contact with the floor
// Note that which sub shape ID we get is deterministic but not guaranteed to be a particular value, sub_shape_ids[3] is the one it currently returns!!
CHECK(contact_listener.GetEntryCount() == 5); // 4x validate + 1x add
CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, floor.GetID(), SubShapeID(), body_id, sub_shape_ids[3]));
contact_listener.Clear();
// Now disable manifold reduction
c.GetBodyInterface().SetUseManifoldReduction(body_id, false);
// Trigger contact callbacks
c.SimulateSingleStep();
// Now manifold reduction is off so we should get collisions with each of the sub shapes
CHECK(contact_listener.GetEntryCount() == 8); // 4x validate + 1x persist + 3x add
CHECK(contact_listener.Contains(LoggingContactListener::EType::Persist, floor.GetID(), SubShapeID(), body_id, sub_shape_ids[3]));
CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, floor.GetID(), SubShapeID(), body_id, sub_shape_ids[0]));
CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, floor.GetID(), SubShapeID(), body_id, sub_shape_ids[1]));
CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, floor.GetID(), SubShapeID(), body_id, sub_shape_ids[2]));
contact_listener.Clear();
// Now enable manifold reduction again
c.GetBodyInterface().SetUseManifoldReduction(body_id, true);
// Trigger contact callbacks
c.SimulateSingleStep();
// We should be back to the first state now where we only have 1 contact
CHECK(contact_listener.GetEntryCount() == 8); // 4x validate + 1x persist + 3x remove
CHECK(contact_listener.Contains(LoggingContactListener::EType::Persist, floor.GetID(), SubShapeID(), body_id, sub_shape_ids[3]));
CHECK(contact_listener.Contains(LoggingContactListener::EType::Remove, floor.GetID(), SubShapeID(), body_id, sub_shape_ids[0]));
CHECK(contact_listener.Contains(LoggingContactListener::EType::Remove, floor.GetID(), SubShapeID(), body_id, sub_shape_ids[1]));
CHECK(contact_listener.Contains(LoggingContactListener::EType::Remove, floor.GetID(), SubShapeID(), body_id, sub_shape_ids[2]));
}
// This tests that we don't run out of nodes if we keep adding removing bodies when using OptimizeBroadPhase
TEST_CASE("TestOptimizeBroadPhase")
{
constexpr uint cMaxBodies = 128;
PhysicsTestContext c(1.0f / 60.0f, 1, 0, cMaxBodies);
BodyInterface &bi = c.GetBodyInterface();
// Create max number of bodies
BodyIDVector bodies;
BodyCreationSettings bcs(new SphereShape(1.0f), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::MOVING);
for (uint i = 0; i < cMaxBodies; ++i)
{
Body *b = bi.CreateBody(bcs);
CHECK(b != nullptr);
bodies.push_back(b->GetID());
}
// Repeatedly add and remove bodies
for (int i = 0; i < 10; ++i)
{
BodyInterface::AddState add_state = bi.AddBodiesPrepare(bodies.data(), (int)bodies.size());
for (const BodyID &id : bodies)
CHECK(!bi.IsAdded(id));
bi.AddBodiesFinalize(bodies.data(), (int)bodies.size(), add_state, EActivation::DontActivate);
for (const BodyID &id : bodies)
CHECK(bi.IsAdded(id));
bi.RemoveBodies(bodies.data(), (int)bodies.size());
for (const BodyID &id : bodies)
CHECK(!bi.IsAdded(id));
// Optimize the broad phase to recycle quad tree nodes
c.GetSystem()->OptimizeBroadPhase();
}
}
}