// 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
	template <bool GravityThroughAddForce>
	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;

		// Cancel normal gravity and apply it through AddForce if requested
		if constexpr (GravityThroughAddForce)
			ioContext.ZeroGravity();

		// Create sphere
		ioContext.CreateFloor();
		Body &body = ioContext.CreateSphere(cInitialPos, 1.0f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
		body.SetRestitution(1.0f);

		// Callback to apply gravity
		auto apply_custom_gravity = [&body]() {
				if constexpr (GravityThroughAddForce)
				{
					CHECK(body.GetAccumulatedForce() == Vec3::sZero()); // Should have been reset after the step
					body.AddForce(cGravity / body.GetMotionProperties()->GetInverseMass());
				}
				JPH_UNUSED(body);
			};

		// Simulate until at floor
		ioContext.Simulate(cSimulationTime, apply_custom_gravity);
		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
		apply_custom_gravity();
		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(), apply_custom_gravity);
		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);
		apply_custom_gravity();
		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<false>(c1);

		PhysicsTestContext c2(2.0f / 60.0f, 2);
		TestPhysicsCollisionElastic<false>(c2);

		PhysicsTestContext c4(4.0f / 60.0f, 4);
		TestPhysicsCollisionElastic<false>(c4);

		PhysicsTestContext c5(1.0f / 60.0f, 1);
		TestPhysicsCollisionElastic<true>(c5);

		PhysicsTestContext c6(2.0f / 60.0f, 2);
		TestPhysicsCollisionElastic<true>(c6);

		PhysicsTestContext c7(4.0f / 60.0f, 4);
		TestPhysicsCollisionElastic<true>(c7);
	}

	// 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);
		}
	}


	// Test a box moving kinematically
	static void TestPhysicsMoveKinematic(PhysicsTestContext &ioContext)
	{
		const int cNumSteps = 60;

		// Create box
		Body &body = ioContext.CreateBox(RVec3::sZero(), Quat::sIdentity(), EMotionType::Kinematic, EMotionQuality::Discrete, Layers::MOVING, Vec3(1, 1, 1));

		UnitTestRandom random;
		for (int i = 0; i < 10; ++i)
		{
			// Remember old position
			Quat old_rotation = body.GetRotation();
			RVec3 old_position = body.GetPosition();

			// Move to new spot
			RVec3 position = RVec3(Vec3::sRandom(random) * 5.0f);
			Quat rotation = Quat::sRandom(random);
			ioContext.GetBodyInterface().MoveKinematic(body.GetID(), position, rotation, ioContext.GetDeltaTime() * cNumSteps);

			// Simulate cNumSteps
			for (int j = 0; j < cNumSteps; ++j)
			{
				ioContext.SimulateSingleStep();

				// Check intermediate position
				float fraction = float(j + 1) / float(cNumSteps);
				RVec3 expected_pos = old_position + (position - old_position) * fraction;
				CHECK_APPROX_EQUAL(body.GetPosition(), expected_pos, 1.0e-4f);

				// Check intermediate rotation
				Quat expected_rot = old_rotation.SLERP(rotation, fraction);
				CHECK_APPROX_EQUAL(body.GetRotation(), expected_rot, 1.0e-5f);
			}

			// Check arrived
			CHECK_APPROX_EQUAL(body.GetPosition(), position, 1.0e-4f);
			CHECK_APPROX_EQUAL(body.GetRotation(), rotation, 1.0e-5f);
		}
	}

	TEST_CASE("TestPhysicsMoveKinematic")
	{
		PhysicsTestContext c1(1.0f / 60.0f, 1);
		TestPhysicsMoveKinematic(c1);

		PhysicsTestContext c2(2.0f / 60.0f, 2);
		TestPhysicsMoveKinematic(c2);

		PhysicsTestContext c4(4.0f / 60.0f, 4);
		TestPhysicsMoveKinematic(c4);
	}

	// 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();
		}
	}
}
