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@@ -0,0 +1,65 @@
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+// SPDX-FileCopyrightText: 2022 Jorrit Rouwe
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+// SPDX-License-Identifier: MIT
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+
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+#include <TestFramework.h>
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+
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+#include <Tests/General/TwoDFunnelTest.h>
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+#include <Jolt/Physics/Collision/Shape/BoxShape.h>
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+#include <Jolt/Physics/Collision/Shape/SphereShape.h>
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+#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
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+#include <Jolt/Physics/Constraints/SixDOFConstraint.h>
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+#include <Jolt/Physics/Body/BodyCreationSettings.h>
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+#include <Layers.h>
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+
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+JPH_IMPLEMENT_RTTI_VIRTUAL(TwoDFunnelTest)
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+{
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+ JPH_ADD_BASE_CLASS(TwoDFunnelTest, Test)
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+}
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+
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+void TwoDFunnelTest::Initialize()
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+{
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+ // Floor
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+ CreateFloor();
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+
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+ // 2D funnel
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+ RefConst<Shape> wall = new BoxShape(Vec3(0.1f, 10, 1));
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+ mBodyInterface->CreateAndAddBody(BodyCreationSettings(wall, RVec3(-12, 8, 0), Quat::sRotation(Vec3::sAxisZ(), 0.2f * JPH_PI), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
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+ mBodyInterface->CreateAndAddBody(BodyCreationSettings(wall, RVec3(12, 8, 0), Quat::sRotation(Vec3::sAxisZ(), -0.2f * JPH_PI), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
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+
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+ // Shapes falling in 2D funnel
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+ Ref<Shape> shapes[] = {
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+ new SphereShape(0.5f),
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+ new BoxShape(Vec3::sReplicate(0.5f)),
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+ new CapsuleShape(0.2f, 0.3f)
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+ };
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+
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+ // Constraint to limit motion in XY plane
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+ SixDOFConstraintSettings constraint_settings;
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+ constraint_settings.MakeFreeAxis(SixDOFConstraintSettings::EAxis::RotationX); // Don't limit, we use inertia tensor to limit rotation
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+ constraint_settings.MakeFreeAxis(SixDOFConstraintSettings::EAxis::RotationY); // Don't limit, we use inertia tensor to limit rotation
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+ constraint_settings.MakeFreeAxis(SixDOFConstraintSettings::EAxis::RotationZ);
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+ constraint_settings.MakeFreeAxis(SixDOFConstraintSettings::EAxis::TranslationX);
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+ constraint_settings.MakeFreeAxis(SixDOFConstraintSettings::EAxis::TranslationY);
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+ constraint_settings.MakeFixedAxis(SixDOFConstraintSettings::EAxis::TranslationZ); // Don't allow movement in Z direction
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+
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+ BodyCreationSettings bcs(shapes[0], RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
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+ for (int x = 0; x < 20; ++x)
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+ for (int y = 0; y < 10; ++y)
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+ {
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+ // Create body
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+ bcs.SetShape(shapes[(x * y) % size(shapes)]);
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+ bcs.mPosition = RVec3(-10.0_r + x, 10.0_r + y, 0);
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+ Body &body = *mBodyInterface->CreateBody(bcs);
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+ mBodyInterface->AddBody(body.GetID(), EActivation::Activate);
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+
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+ // Constraint the body to the XY plane
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+ TwoBodyConstraint *constraint = constraint_settings.Create(Body::sFixedToWorld, body);
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+ mPhysicsSystem->AddConstraint(constraint);
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+
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+ // Update the mass properties for this body to make it rotate only around Z
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+ MassProperties mass_properties = bcs.GetShape()->GetMassProperties();
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+ MotionProperties *mp = body.GetMotionProperties();
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+ mp->SetInverseMass(1.0f / mass_properties.mMass);
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+ mp->SetInverseInertia(Vec3(0, 0, 1.0f / mass_properties.mInertia.GetAxisZ().Length()), Quat::sIdentity());
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+ }
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+}
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