252 lines
8.8 KiB
C++
Vendored
252 lines
8.8 KiB
C++
Vendored
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include <TestFramework.h>
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#include <Tests/General/SensorTest.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/ObjectStream/ObjectStreamIn.h>
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#include <Utils/RagdollLoader.h>
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#include <Utils/Log.h>
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#include <Utils/AssetStream.h>
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#include <Layers.h>
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#include <Renderer/DebugRendererImp.h>
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JPH_IMPLEMENT_RTTI_VIRTUAL(SensorTest)
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{
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JPH_ADD_BASE_CLASS(SensorTest, Test)
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}
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SensorTest::~SensorTest()
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{
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// Destroy the ragdoll
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mRagdoll->RemoveFromPhysicsSystem();
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mRagdoll = nullptr;
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}
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void SensorTest::Initialize()
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{
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// Floor
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CreateFloor(400.0f);
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{
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// A static sensor that attracts dynamic bodies that enter its area
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BodyCreationSettings sensor_settings(new SphereShape(10.0f), RVec3(0, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::SENSOR);
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sensor_settings.mIsSensor = true;
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mSensorID[StaticAttractor] = mBodyInterface->CreateAndAddBody(sensor_settings, EActivation::DontActivate);
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SetBodyLabel(mSensorID[StaticAttractor], "Static sensor that attracts dynamic bodies");
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}
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{
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// A static sensor that only detects active bodies
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BodyCreationSettings sensor_settings(new BoxShape(Vec3::sReplicate(5.0f)), RVec3(-10, 5.1f, 0), Quat::sIdentity(), EMotionType::Static, Layers::SENSOR);
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sensor_settings.mIsSensor = true;
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mSensorID[StaticSensor] = mBodyInterface->CreateAndAddBody(sensor_settings, EActivation::DontActivate);
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SetBodyLabel(mSensorID[StaticSensor], "Static sensor that detects active dynamic bodies");
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}
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{
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// A kinematic sensor that also detects sleeping bodies
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BodyCreationSettings sensor_settings(new BoxShape(Vec3::sReplicate(5.0f)), RVec3(10, 5.1f, 0), Quat::sIdentity(), EMotionType::Kinematic, Layers::SENSOR);
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sensor_settings.mIsSensor = true;
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mSensorID[KinematicSensor] = mBodyInterface->CreateAndAddBody(sensor_settings, EActivation::Activate);
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SetBodyLabel(mSensorID[KinematicSensor], "Kinematic sensor that also detects sleeping bodies");
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}
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{
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// A kinematic sensor that also detects static bodies
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BodyCreationSettings sensor_settings(new BoxShape(Vec3::sReplicate(5.0f)), RVec3(25, 5.1f, 0), Quat::sIdentity(), EMotionType::Kinematic, Layers::MOVING); // Put in a layer that collides with static
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sensor_settings.mIsSensor = true;
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sensor_settings.mCollideKinematicVsNonDynamic = true;
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mSensorID[SensorDetectingStatic] = mBodyInterface->CreateAndAddBody(sensor_settings, EActivation::Activate);
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SetBodyLabel(mSensorID[SensorDetectingStatic], "Kinematic sensor that also detects sleeping and static bodies");
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}
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// Dynamic bodies
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for (int i = 0; i < 15; ++i)
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(0.1f, 0.5f, 0.2f)), RVec3(-15.0f + i * 3.0f, 25, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
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// Static bodies
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RVec3 static_positions[] = { RVec3(-14, 1, 4), RVec3(6, 1, 4), RVec3(21, 1, 4) };
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for (const RVec3 &p : static_positions)
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.5f)), p, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::Activate);
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#ifdef JPH_OBJECT_STREAM
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// Load ragdoll
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Ref<RagdollSettings> ragdoll_settings = RagdollLoader::sLoad("Human.tof", EMotionType::Dynamic);
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if (ragdoll_settings == nullptr)
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FatalError("Could not load ragdoll");
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#else
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Ref<RagdollSettings> ragdoll_settings = RagdollLoader::sCreate();
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#endif // JPH_OBJECT_STREAM
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// Create pose
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SkeletonPose ragdoll_pose;
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ragdoll_pose.SetSkeleton(ragdoll_settings->GetSkeleton());
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{
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#ifdef JPH_OBJECT_STREAM
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Ref<SkeletalAnimation> animation;
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AssetStream stream("Human/dead_pose1.tof", std::ios::in);
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if (!ObjectStreamIn::sReadObject(stream.Get(), animation))
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FatalError("Could not open animation");
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animation->Sample(0.0f, ragdoll_pose);
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#else
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Ref<Ragdoll> temp_ragdoll = ragdoll_settings->CreateRagdoll(0, 0, mPhysicsSystem);
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temp_ragdoll->GetPose(ragdoll_pose);
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ragdoll_pose.CalculateJointStates();
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#endif // JPH_OBJECT_STREAM
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}
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ragdoll_pose.SetRootOffset(RVec3(0, 30, 0));
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ragdoll_pose.CalculateJointMatrices();
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// Create ragdoll
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mRagdoll = ragdoll_settings->CreateRagdoll(1, 0, mPhysicsSystem);
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mRagdoll->SetPose(ragdoll_pose);
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mRagdoll->AddToPhysicsSystem(EActivation::Activate);
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// Create kinematic body
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BodyCreationSettings kinematic_settings(new BoxShape(Vec3(0.25f, 0.5f, 1.0f)), RVec3(-20, 10, 0), Quat::sIdentity(), EMotionType::Kinematic, Layers::MOVING);
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Body &kinematic = *mBodyInterface->CreateBody(kinematic_settings);
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mKinematicBodyID = kinematic.GetID();
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mBodyInterface->AddBody(kinematic.GetID(), EActivation::Activate);
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}
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void SensorTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
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{
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// Update time
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mTime += inParams.mDeltaTime;
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// Move kinematic body
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RVec3 kinematic_pos = RVec3(-20.0f * Cos(mTime), 10, 0);
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mBodyInterface->MoveKinematic(mKinematicBodyID, kinematic_pos, Quat::sIdentity(), inParams.mDeltaTime);
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// Draw if body is in sensor
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Color sensor_color[] = { Color::sRed, Color::sGreen, Color::sBlue, Color::sPurple };
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for (int sensor = 0; sensor < NumSensors; ++sensor)
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for (const BodyAndCount &body_and_count : mBodiesInSensor[sensor])
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{
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AABox bounds = mBodyInterface->GetTransformedShape(body_and_count.mBodyID).GetWorldSpaceBounds();
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bounds.ExpandBy(Vec3::sReplicate(0.01f * sensor));
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mDebugRenderer->DrawWireBox(bounds, sensor_color[sensor]);
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}
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// Apply forces to dynamic bodies in sensor
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lock_guard lock(mMutex);
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RVec3 center(0, 10, 0);
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float centrifugal_force = 10.0f;
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Vec3 gravity = mPhysicsSystem->GetGravity();
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for (const BodyAndCount &body_and_count : mBodiesInSensor[StaticAttractor])
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{
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BodyLockWrite body_lock(mPhysicsSystem->GetBodyLockInterface(), body_and_count.mBodyID);
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if (body_lock.Succeeded())
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{
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Body &body = body_lock.GetBody();
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if (body.IsKinematic())
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continue;
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// Calculate centrifugal acceleration
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Vec3 acceleration = Vec3(center - body.GetPosition());
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float length = acceleration.Length();
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if (length > 0.0f)
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acceleration *= centrifugal_force / length;
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else
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acceleration = Vec3::sZero();
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// Draw acceleration
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mDebugRenderer->DrawArrow(body.GetPosition(), body.GetPosition() + acceleration, Color::sGreen, 0.1f);
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// Cancel gravity
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acceleration -= gravity;
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// Apply as force
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body.AddForce(acceleration / body.GetMotionProperties()->GetInverseMass());
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}
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}
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}
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void SensorTest::OnContactAdded(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings)
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{
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for (int sensor = 0; sensor < NumSensors; ++sensor)
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{
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BodyID sensor_id = mSensorID[sensor];
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// Check which body is the sensor
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BodyID body_id;
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if (inBody1.GetID() == sensor_id)
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body_id = inBody2.GetID();
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else if (inBody2.GetID() == sensor_id)
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body_id = inBody1.GetID();
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else
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continue;
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lock_guard lock(mMutex);
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// Add to list and make sure that the list remains sorted for determinism (contacts can be added from multiple threads)
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BodyAndCount body_and_count { body_id, 1 };
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BodiesInSensor &bodies_in_sensor = mBodiesInSensor[sensor];
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BodiesInSensor::iterator b = lower_bound(bodies_in_sensor.begin(), bodies_in_sensor.end(), body_and_count);
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if (b != bodies_in_sensor.end() && b->mBodyID == body_id)
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{
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// This is the right body, increment reference
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b->mCount++;
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return;
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}
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bodies_in_sensor.insert(b, body_and_count);
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}
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}
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void SensorTest::OnContactRemoved(const SubShapeIDPair &inSubShapePair)
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{
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for (int sensor = 0; sensor < NumSensors; ++sensor)
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{
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BodyID sensor_id = mSensorID[sensor];
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// Check which body is the sensor
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BodyID body_id;
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if (inSubShapePair.GetBody1ID() == sensor_id)
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body_id = inSubShapePair.GetBody2ID();
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else if (inSubShapePair.GetBody2ID() == sensor_id)
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body_id = inSubShapePair.GetBody1ID();
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else
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continue;
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lock_guard lock(mMutex);
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// Remove from list
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BodyAndCount body_and_count { body_id, 1 };
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BodiesInSensor &bodies_in_sensor = mBodiesInSensor[sensor];
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BodiesInSensor::iterator b = lower_bound(bodies_in_sensor.begin(), bodies_in_sensor.end(), body_and_count);
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if (b != bodies_in_sensor.end() && b->mBodyID == body_id)
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{
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// This is the right body, increment reference
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JPH_ASSERT(b->mCount > 0);
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b->mCount--;
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// When last reference remove from the list
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if (b->mCount == 0)
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bodies_in_sensor.erase(b);
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return;
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}
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JPH_ASSERT(false, "Body pair not found");
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}
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}
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void SensorTest::SaveState(StateRecorder &inStream) const
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{
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inStream.Write(mTime);
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for (const BodiesInSensor &b : mBodiesInSensor)
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inStream.Write(b);
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}
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void SensorTest::RestoreState(StateRecorder &inStream)
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{
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inStream.Read(mTime);
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for (BodiesInSensor &b : mBodiesInSensor)
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inStream.Read(b);
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}
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