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@@ -71,19 +71,90 @@ void FixedConstraintTest::Initialize()
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}
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}
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}
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}
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- // Two light bodies attached to a heavy body (gives issues if the wrong anchor point is chosen)
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- Body *light1 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.1f)), Vec3(-5.0f, 7.0f, -5.2f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
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- mBodyInterface->AddBody(light1->GetID(), EActivation::Activate);
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- Body *heavy = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(5.0f)), Vec3(-5.0f, 7.0f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
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- mBodyInterface->AddBody(heavy->GetID(), EActivation::Activate);
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- Body *light2 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.1f)), Vec3(-5.0f, 7.0f, 5.2f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
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- mBodyInterface->AddBody(light2->GetID(), EActivation::Activate);
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-
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- FixedConstraintSettings light1_heavy;
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- light1_heavy.SetPoint(*light1, *heavy);
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- mPhysicsSystem->AddConstraint(light1_heavy.Create(*light1, *heavy));
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-
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- FixedConstraintSettings heavy_light2;
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- heavy_light2.SetPoint(*heavy, *light2);
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- mPhysicsSystem->AddConstraint(heavy_light2.Create(*heavy, *light2));
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+ {
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+ // Two light bodies attached to a heavy body (gives issues if the wrong anchor point is chosen)
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+ Body *light1 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.1f)), Vec3(-5.0f, 7.0f, -5.2f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
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+ mBodyInterface->AddBody(light1->GetID(), EActivation::Activate);
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+ Body *heavy = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(5.0f)), Vec3(-5.0f, 7.0f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
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+ mBodyInterface->AddBody(heavy->GetID(), EActivation::Activate);
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+ Body *light2 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.1f)), Vec3(-5.0f, 7.0f, 5.2f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
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+ mBodyInterface->AddBody(light2->GetID(), EActivation::Activate);
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+
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+ FixedConstraintSettings light1_heavy;
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+ light1_heavy.SetPoint(*light1, *heavy);
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+ mPhysicsSystem->AddConstraint(light1_heavy.Create(*light1, *heavy));
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+
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+ FixedConstraintSettings heavy_light2;
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+ heavy_light2.SetPoint(*heavy, *light2);
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+ mPhysicsSystem->AddConstraint(heavy_light2.Create(*heavy, *light2));
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+ }
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+
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+ {
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+ // A tower of beams and crossbeams (note that it is not recommended to make constructs with this many fixed constraints, this is not always stable)
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+ Vec3 base_position(0, 25, -40.0f);
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+ Quat base_rotation = Quat::sRotation(Vec3::sAxisZ(), -0.5f * JPH_PI);
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+
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+ Ref<BoxShape> pillar = new BoxShape(Vec3(0.1f, 1.0f, 0.1f), 0.0f);
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+ Ref<BoxShape> beam = new BoxShape(Vec3(0.01f, 1.5f, 0.1f), 0.0f);
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+
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+ Body *prev_pillars[4] = { &Body::sFixedToWorld, &Body::sFixedToWorld, &Body::sFixedToWorld, &Body::sFixedToWorld };
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+
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+ Vec3 center(5.0f, 0, 0);
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+ for (int y = 0; y < 10; ++y)
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+ {
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+ // Create pillars
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+ Body *pillars[4];
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+ for (int i = 0; i < 4; ++i)
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+ {
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+ Quat rotation = Quat::sRotation(Vec3::sAxisY(), i * 0.5f * JPH_PI);
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+
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+ pillars[i] = mBodyInterface->CreateBody(BodyCreationSettings(pillar, base_position + base_rotation * (center + rotation * Vec3(1.0f, 1.0f, 1.0f)), base_rotation, EMotionType::Dynamic, Layers::MOVING));
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+ pillars[i]->SetCollisionGroup(CollisionGroup(group_filter, 0, 0)); // For convenience, we disable collisions between all objects in the tower
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+ mBodyInterface->AddBody(pillars[i]->GetID(), EActivation::Activate);
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+ }
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+
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+ for (int i = 0; i < 4; ++i)
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+ {
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+ Quat rotation = Quat::sRotation(Vec3::sAxisY(), i * 0.5f * JPH_PI);
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+
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+ // Create cross beam
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+ Body *cross = mBodyInterface->CreateBody(BodyCreationSettings(beam, base_position + base_rotation * (center + rotation * Vec3(1.105f, 1.0f, 0.0f)), base_rotation * rotation * Quat::sRotation(Vec3::sAxisX(), 0.3f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
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+ cross->SetCollisionGroup(CollisionGroup(group_filter, 0, 0));
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+ mBodyInterface->AddBody(cross->GetID(), EActivation::Activate);
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+
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+ // Attach cross beam to pillars
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+ for (int j = 0; j < 2; ++j)
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+ {
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+ FixedConstraintSettings constraint;
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+ constraint.SetPoint(*cross, *pillars[i]);
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+ mPhysicsSystem->AddConstraint(constraint.Create(*cross, *pillars[(i + j) % 4]));
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+ }
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+
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+ // Attach to previous pillar
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+ if (prev_pillars[i] != nullptr)
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+ {
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+ FixedConstraintSettings constraint;
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+ constraint.SetPoint(*prev_pillars[i], *pillars[i]);
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+ mPhysicsSystem->AddConstraint(constraint.Create(*prev_pillars[i], *pillars[i]));
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+ }
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+
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+ prev_pillars[i] = pillars[i];
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+ }
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+
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+ center += Vec3(0.0f, 2.0f, 0.0f);
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+ }
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+
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+ // Create top
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+ Body *top = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(1.2f, 0.1f, 1.2f)), base_position + base_rotation * (center + Vec3(0.0f, 0.1f, 0.0f)), base_rotation, EMotionType::Dynamic, Layers::MOVING));
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+ top->SetCollisionGroup(CollisionGroup(group_filter, 0, 0));
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+ mBodyInterface->AddBody(top->GetID(), EActivation::Activate);
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+
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+ // Attach top to pillars
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+ for (int i = 0; i < 4; ++i)
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+ {
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+ FixedConstraintSettings constraint;
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+ constraint.SetPoint(*top, *prev_pillars[i]);
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+ mPhysicsSystem->AddConstraint(constraint.Create(*top, *prev_pillars[i]));
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+ }
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+ }
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}
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}
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