365 lines
16 KiB
C++
365 lines
16 KiB
C++
// 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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// The Jolt headers don't include Jolt.h. Always include Jolt.h before including any other Jolt header.
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// You can use Jolt.h in your precompiled header to speed up compilation.
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#include <Jolt/Jolt.h>
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// Jolt includes
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#include <Jolt/RegisterTypes.h>
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#include <Jolt/Core/Factory.h>
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#include <Jolt/Core/TempAllocator.h>
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#include <Jolt/Core/JobSystemThreadPool.h>
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#include <Jolt/Physics/PhysicsSettings.h>
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#include <Jolt/Physics/PhysicsSystem.h>
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#include <Jolt/Physics/Collision/Shape/BoxShape.h>
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#include <Jolt/Physics/Collision/Shape/SphereShape.h>
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#include <Jolt/Physics/Body/BodyCreationSettings.h>
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#include <Jolt/Physics/Body/BodyActivationListener.h>
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// STL includes
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#include <iostream>
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#include <cstdarg>
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#include <thread>
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// Disable common warnings triggered by Jolt, you can use JPH_SUPPRESS_WARNING_PUSH / JPH_SUPPRESS_WARNING_POP to store and restore the warning state
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JPH_SUPPRESS_WARNINGS
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// All Jolt symbols are in the JPH namespace
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using namespace JPH;
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// If you want your code to compile using single or double precision write 0.0_r to get a Real value that compiles to double or float depending if JPH_DOUBLE_PRECISION is set or not.
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using namespace JPH::literals;
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// We're also using STL classes in this example
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using namespace std;
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// Callback for traces, connect this to your own trace function if you have one
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static void TraceImpl(const char *inFMT, ...)
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{
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// Format the message
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va_list list;
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va_start(list, inFMT);
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char buffer[1024];
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vsnprintf(buffer, sizeof(buffer), inFMT, list);
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va_end(list);
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// Print to the TTY
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cout << buffer << endl;
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}
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#ifdef JPH_ENABLE_ASSERTS
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// Callback for asserts, connect this to your own assert handler if you have one
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static bool AssertFailedImpl(const char *inExpression, const char *inMessage, const char *inFile, uint inLine)
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{
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// Print to the TTY
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cout << inFile << ":" << inLine << ": (" << inExpression << ") " << (inMessage != nullptr? inMessage : "") << endl;
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// Breakpoint
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return true;
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};
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#endif // JPH_ENABLE_ASSERTS
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// Layer that objects can be in, determines which other objects it can collide with
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// Typically you at least want to have 1 layer for moving bodies and 1 layer for static bodies, but you can have more
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// layers if you want. E.g. you could have a layer for high detail collision (which is not used by the physics simulation
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// but only if you do collision testing).
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namespace Layers
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{
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static constexpr ObjectLayer NON_MOVING = 0;
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static constexpr ObjectLayer MOVING = 1;
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static constexpr ObjectLayer NUM_LAYERS = 2;
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};
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/// Class that determines if two object layers can collide
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class ObjectLayerPairFilterImpl : public ObjectLayerPairFilter
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{
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public:
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virtual bool ShouldCollide(ObjectLayer inObject1, ObjectLayer inObject2) const override
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{
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switch (inObject1)
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{
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case Layers::NON_MOVING:
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return inObject2 == Layers::MOVING; // Non moving only collides with moving
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case Layers::MOVING:
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return true; // Moving collides with everything
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default:
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JPH_ASSERT(false);
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return false;
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}
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}
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};
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// Each broadphase layer results in a separate bounding volume tree in the broad phase. You at least want to have
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// a layer for non-moving and moving objects to avoid having to update a tree full of static objects every frame.
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// You can have a 1-on-1 mapping between object layers and broadphase layers (like in this case) but if you have
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// many object layers you'll be creating many broad phase trees, which is not efficient. If you want to fine tune
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// your broadphase layers define JPH_TRACK_BROADPHASE_STATS and look at the stats reported on the TTY.
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namespace BroadPhaseLayers
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{
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static constexpr BroadPhaseLayer NON_MOVING(0);
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static constexpr BroadPhaseLayer MOVING(1);
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static constexpr uint NUM_LAYERS(2);
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};
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// BroadPhaseLayerInterface implementation
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// This defines a mapping between object and broadphase layers.
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class BPLayerInterfaceImpl final : public BroadPhaseLayerInterface
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{
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public:
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BPLayerInterfaceImpl()
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{
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// Create a mapping table from object to broad phase layer
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mObjectToBroadPhase[Layers::NON_MOVING] = BroadPhaseLayers::NON_MOVING;
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mObjectToBroadPhase[Layers::MOVING] = BroadPhaseLayers::MOVING;
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}
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virtual uint GetNumBroadPhaseLayers() const override
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{
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return BroadPhaseLayers::NUM_LAYERS;
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}
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virtual BroadPhaseLayer GetBroadPhaseLayer(ObjectLayer inLayer) const override
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{
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JPH_ASSERT(inLayer < Layers::NUM_LAYERS);
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return mObjectToBroadPhase[inLayer];
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}
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#if defined(JPH_EXTERNAL_PROFILE) || defined(JPH_PROFILE_ENABLED)
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virtual const char * GetBroadPhaseLayerName(BroadPhaseLayer inLayer) const override
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{
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switch ((BroadPhaseLayer::Type)inLayer)
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{
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case (BroadPhaseLayer::Type)BroadPhaseLayers::NON_MOVING: return "NON_MOVING";
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case (BroadPhaseLayer::Type)BroadPhaseLayers::MOVING: return "MOVING";
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default: JPH_ASSERT(false); return "INVALID";
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}
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}
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#endif // JPH_EXTERNAL_PROFILE || JPH_PROFILE_ENABLED
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private:
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BroadPhaseLayer mObjectToBroadPhase[Layers::NUM_LAYERS];
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};
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/// Class that determines if an object layer can collide with a broadphase layer
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class ObjectVsBroadPhaseLayerFilterImpl : public ObjectVsBroadPhaseLayerFilter
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{
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public:
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virtual bool ShouldCollide(ObjectLayer inLayer1, BroadPhaseLayer inLayer2) const override
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{
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switch (inLayer1)
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{
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case Layers::NON_MOVING:
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return inLayer2 == BroadPhaseLayers::MOVING;
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case Layers::MOVING:
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return true;
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default:
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JPH_ASSERT(false);
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return false;
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}
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}
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};
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// An example contact listener
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class MyContactListener : public ContactListener
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{
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public:
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// See: ContactListener
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virtual ValidateResult OnContactValidate(const Body &inBody1, const Body &inBody2, RVec3Arg inBaseOffset, const CollideShapeResult &inCollisionResult) override
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{
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cout << "Contact validate callback" << endl;
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// Allows you to ignore a contact before it is created (using layers to not make objects collide is cheaper!)
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return ValidateResult::AcceptAllContactsForThisBodyPair;
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}
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virtual void OnContactAdded(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings) override
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{
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cout << "A contact was added" << endl;
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}
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virtual void OnContactPersisted(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings) override
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{
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cout << "A contact was persisted" << endl;
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}
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virtual void OnContactRemoved(const SubShapeIDPair &inSubShapePair) override
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{
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cout << "A contact was removed" << endl;
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}
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};
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// An example activation listener
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class MyBodyActivationListener : public BodyActivationListener
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{
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public:
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virtual void OnBodyActivated(const BodyID &inBodyID, uint64 inBodyUserData) override
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{
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cout << "A body got activated" << endl;
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}
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virtual void OnBodyDeactivated(const BodyID &inBodyID, uint64 inBodyUserData) override
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{
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cout << "A body went to sleep" << endl;
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}
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};
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// Program entry point
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int main(int argc, char** argv)
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{
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// Register allocation hook. In this example we'll just let Jolt use malloc / free but you can override these if you want (see Memory.h).
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// This needs to be done before any other Jolt function is called.
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RegisterDefaultAllocator();
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// Install trace and assert callbacks
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Trace = TraceImpl;
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JPH_IF_ENABLE_ASSERTS(AssertFailed = AssertFailedImpl;)
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// Create a factory, this class is responsible for creating instances of classes based on their name or hash and is mainly used for deserialization of saved data.
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// It is not directly used in this example but still required.
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Factory::sInstance = new Factory();
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// Register all physics types with the factory and install their collision handlers with the CollisionDispatch class.
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// If you have your own custom shape types you probably need to register their handlers with the CollisionDispatch before calling this function.
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// If you implement your own default material (PhysicsMaterial::sDefault) make sure to initialize it before this function or else this function will create one for you.
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RegisterTypes();
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// We need a temp allocator for temporary allocations during the physics update. We're
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// pre-allocating 10 MB to avoid having to do allocations during the physics update.
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// B.t.w. 10 MB is way too much for this example but it is a typical value you can use.
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// If you don't want to pre-allocate you can also use TempAllocatorMalloc to fall back to
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// malloc / free.
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TempAllocatorImpl temp_allocator(10 * 1024 * 1024);
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// We need a job system that will execute physics jobs on multiple threads. Typically
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// you would implement the JobSystem interface yourself and let Jolt Physics run on top
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// of your own job scheduler. JobSystemThreadPool is an example implementation.
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JobSystemThreadPool job_system(cMaxPhysicsJobs, cMaxPhysicsBarriers, thread::hardware_concurrency() - 1);
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// This is the max amount of rigid bodies that you can add to the physics system. If you try to add more you'll get an error.
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// Note: This value is low because this is a simple test. For a real project use something in the order of 65536.
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const uint cMaxBodies = 1024;
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// This determines how many mutexes to allocate to protect rigid bodies from concurrent access. Set it to 0 for the default settings.
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const uint cNumBodyMutexes = 0;
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// This is the max amount of body pairs that can be queued at any time (the broad phase will detect overlapping
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// body pairs based on their bounding boxes and will insert them into a queue for the narrowphase). If you make this buffer
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// too small the queue will fill up and the broad phase jobs will start to do narrow phase work. This is slightly less efficient.
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// Note: This value is low because this is a simple test. For a real project use something in the order of 65536.
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const uint cMaxBodyPairs = 1024;
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// This is the maximum size of the contact constraint buffer. If more contacts (collisions between bodies) are detected than this
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// number then these contacts will be ignored and bodies will start interpenetrating / fall through the world.
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// Note: This value is low because this is a simple test. For a real project use something in the order of 10240.
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const uint cMaxContactConstraints = 1024;
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// Create mapping table from object layer to broadphase layer
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// Note: As this is an interface, PhysicsSystem will take a reference to this so this instance needs to stay alive!
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BPLayerInterfaceImpl broad_phase_layer_interface;
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// Create class that filters object vs broadphase layers
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// Note: As this is an interface, PhysicsSystem will take a reference to this so this instance needs to stay alive!
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ObjectVsBroadPhaseLayerFilterImpl object_vs_broadphase_layer_filter;
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// Create class that filters object vs object layers
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// Note: As this is an interface, PhysicsSystem will take a reference to this so this instance needs to stay alive!
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ObjectLayerPairFilterImpl object_vs_object_layer_filter;
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// Now we can create the actual physics system.
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PhysicsSystem physics_system;
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physics_system.Init(cMaxBodies, cNumBodyMutexes, cMaxBodyPairs, cMaxContactConstraints, broad_phase_layer_interface, object_vs_broadphase_layer_filter, object_vs_object_layer_filter);
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// A body activation listener gets notified when bodies activate and go to sleep
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// Note that this is called from a job so whatever you do here needs to be thread safe.
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// Registering one is entirely optional.
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MyBodyActivationListener body_activation_listener;
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physics_system.SetBodyActivationListener(&body_activation_listener);
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// A contact listener gets notified when bodies (are about to) collide, and when they separate again.
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// Note that this is called from a job so whatever you do here needs to be thread safe.
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// Registering one is entirely optional.
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MyContactListener contact_listener;
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physics_system.SetContactListener(&contact_listener);
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// The main way to interact with the bodies in the physics system is through the body interface. There is a locking and a non-locking
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// variant of this. We're going to use the locking version (even though we're not planning to access bodies from multiple threads)
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BodyInterface &body_interface = physics_system.GetBodyInterface();
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// Next we can create a rigid body to serve as the floor, we make a large box
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// Create the settings for the collision volume (the shape).
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// Note that for simple shapes (like boxes) you can also directly construct a BoxShape.
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BoxShapeSettings floor_shape_settings(Vec3(100.0f, 1.0f, 100.0f));
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// Create the shape
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ShapeSettings::ShapeResult floor_shape_result = floor_shape_settings.Create();
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ShapeRefC floor_shape = floor_shape_result.Get(); // We don't expect an error here, but you can check floor_shape_result for HasError() / GetError()
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// Create the settings for the body itself. Note that here you can also set other properties like the restitution / friction.
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BodyCreationSettings floor_settings(floor_shape, RVec3(0.0_r, -1.0_r, 0.0_r), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
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// Create the actual rigid body
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Body *floor = body_interface.CreateBody(floor_settings); // Note that if we run out of bodies this can return nullptr
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// Add it to the world
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body_interface.AddBody(floor->GetID(), EActivation::DontActivate);
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// Now create a dynamic body to bounce on the floor
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// Note that this uses the shorthand version of creating and adding a body to the world
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BodyCreationSettings sphere_settings(new SphereShape(0.5f), RVec3(0.0_r, 2.0_r, 0.0_r), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
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BodyID sphere_id = body_interface.CreateAndAddBody(sphere_settings, EActivation::Activate);
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// Now you can interact with the dynamic body, in this case we're going to give it a velocity.
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// (note that if we had used CreateBody then we could have set the velocity straight on the body before adding it to the physics system)
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body_interface.SetLinearVelocity(sphere_id, Vec3(0.0f, -5.0f, 0.0f));
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// We simulate the physics world in discrete time steps. 60 Hz is a good rate to update the physics system.
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const float cDeltaTime = 1.0f / 60.0f;
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// Optional step: Before starting the physics simulation you can optimize the broad phase. This improves collision detection performance (it's pointless here because we only have 2 bodies).
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// You should definitely not call this every frame or when e.g. streaming in a new level section as it is an expensive operation.
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// Instead insert all new objects in batches instead of 1 at a time to keep the broad phase efficient.
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physics_system.OptimizeBroadPhase();
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// Now we're ready to simulate the body, keep simulating until it goes to sleep
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uint step = 0;
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while (body_interface.IsActive(sphere_id))
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{
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// Next step
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++step;
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// Output current position and velocity of the sphere
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RVec3 position = body_interface.GetCenterOfMassPosition(sphere_id);
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Vec3 velocity = body_interface.GetLinearVelocity(sphere_id);
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cout << "Step " << step << ": Position = (" << position.GetX() << ", " << position.GetY() << ", " << position.GetZ() << "), Velocity = (" << velocity.GetX() << ", " << velocity.GetY() << ", " << velocity.GetZ() << ")" << endl;
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// If you take larger steps than 1 / 60th of a second you need to do multiple collision steps in order to keep the simulation stable. Do 1 collision step per 1 / 60th of a second (round up).
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const int cCollisionSteps = 1;
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// Step the world
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physics_system.Update(cDeltaTime, cCollisionSteps, &temp_allocator, &job_system);
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}
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// Remove the sphere from the physics system. Note that the sphere itself keeps all of its state and can be re-added at any time.
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body_interface.RemoveBody(sphere_id);
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// Destroy the sphere. After this the sphere ID is no longer valid.
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body_interface.DestroyBody(sphere_id);
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// Remove and destroy the floor
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body_interface.RemoveBody(floor->GetID());
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body_interface.DestroyBody(floor->GetID());
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// Unregisters all types with the factory and cleans up the default material
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UnregisterTypes();
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// Destroy the factory
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delete Factory::sInstance;
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Factory::sInstance = nullptr;
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return 0;
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}
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