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+// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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+// SPDX-FileCopyrightText: 2023 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/Constraints/ConstraintVsCOMChangeTest.h>
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+#include <Jolt/Physics/Collision/Shape/MutableCompoundShape.h>
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+#include <Jolt/Physics/Collision/Shape/BoxShape.h>
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+#include <Jolt/Physics/Collision/GroupFilterTable.h>
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+#include <Jolt/Physics/Constraints/HingeConstraint.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(ConstraintVsCOMChangeTest)
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+{
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+ JPH_ADD_BASE_CLASS(ConstraintVsCOMChangeTest, Test)
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+}
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+
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+void ConstraintVsCOMChangeTest::Initialize()
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+{
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+ constexpr int cChainLength = 15;
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+ constexpr float cMinAngle = DegreesToRadians(-10.0f);
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+ constexpr float cMaxAngle = DegreesToRadians(20.0f);
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+
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+ // Floor
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+ CreateFloor();
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+
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+ // Create box shape
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+ mBox = new BoxShape(Vec3::sReplicate(0.5f * cBoxSize));
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+
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+ // Build a collision group filter that disables collision between adjacent bodies
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+ Ref<GroupFilterTable> group_filter = new GroupFilterTable(cChainLength);
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+ for (CollisionGroup::SubGroupID i = 0; i < cChainLength - 1; ++i)
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+ group_filter->DisableCollision(i, i + 1);
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+
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+ // Create chain of bodies
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+ RVec3 position(0, 25, 0);
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+ for (int i = 0; i < cChainLength; ++i)
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+ {
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+ position += Vec3(cBoxSize, 0, 0);
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+ Quat rotation = Quat::sIdentity();
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+
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+ // Create compound shape specific for this body
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+ MutableCompoundShapeSettings compound_shape;
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+ compound_shape.SetEmbedded();
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+ compound_shape.AddShape(Vec3::sZero(), Quat::sIdentity(), mBox);
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+
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+ // Create body
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+ Body& segment = *mBodyInterface->CreateBody(BodyCreationSettings(&compound_shape, position, rotation, i == 0 ? EMotionType::Static : EMotionType::Dynamic, i == 0 ? Layers::NON_MOVING : Layers::MOVING));
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+ segment.SetCollisionGroup(CollisionGroup(group_filter, 0, CollisionGroup::SubGroupID(i)));
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+ mBodyInterface->AddBody(segment.GetID(), EActivation::Activate);
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+
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+ if (i > 0)
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+ {
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+ // Create hinge
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+ HingeConstraintSettings settings;
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+ settings.mPoint1 = settings.mPoint2 = position + Vec3(-0.5f * cBoxSize, -0.5f * cBoxSize, 0);
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+ settings.mHingeAxis1 = settings.mHingeAxis2 = Vec3::sAxisZ();
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+ settings.mNormalAxis1 = settings.mNormalAxis2 = Vec3::sAxisX();
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+ settings.mLimitsMin = cMinAngle;
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+ settings.mLimitsMax = cMaxAngle;
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+ Constraint* constraint = settings.Create(*mBodies.back(), segment);
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+ mPhysicsSystem->AddConstraint(constraint);
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+
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+ mConstraints.push_back(constraint);
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+ }
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+
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+ mBodies.push_back(&segment);
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+ }
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+}
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+
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+void ConstraintVsCOMChangeTest::PrePhysicsUpdate(const PreUpdateParams& inParams)
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+{
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+ // Increment time
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+ mTime += inParams.mDeltaTime;
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+
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+ UpdateShapes();
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+}
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+
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+void ConstraintVsCOMChangeTest::SaveState(StateRecorder& inStream) const
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+{
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+ inStream.Write(mTime);
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+}
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+
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+void ConstraintVsCOMChangeTest::RestoreState(StateRecorder& inStream)
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+{
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+ inStream.Read(mTime);
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+
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+ UpdateShapes();
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+}
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+
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+void ConstraintVsCOMChangeTest::UpdateShapes()
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+{
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+ // Check if we need to change the configuration
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+ int num_shapes = int(mTime) & 1? 2 : 1;
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+ if (mNumShapes != num_shapes)
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+ {
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+ mNumShapes = num_shapes;
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+
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+ // Change the COM of the bodies
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+ for (int i = 1; i < (int)mBodies.size(); i += 2)
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+ {
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+ Body *b = mBodies[i];
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+ MutableCompoundShape *s = static_cast<MutableCompoundShape *>(const_cast<Shape *>(b->GetShape()));
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+
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+ // Remember the center of mass before the change
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+ Vec3 prev_com = s->GetCenterOfMass();
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+
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+ // First remove all existing shapes
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+ for (int j = s->GetNumSubShapes() - 1; j >= 0; --j)
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+ s->RemoveShape(j);
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+
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+ // Then create the desired number of shapes
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+ for (int j = 0; j < num_shapes; ++j)
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+ s->AddShape(Vec3(0, 0, (1.0f + cBoxSize) * j), Quat::sIdentity(), mBox);
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+
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+ // Update the center of mass to account for the new box configuration
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+ s->AdjustCenterOfMass();
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+
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+ // Notify the physics system that the shape has changed
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+ mBodyInterface->NotifyShapeChanged(b->GetID(), prev_com, true, EActivation::Activate);
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+
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+ // Notify the constraints that the shape has changed (this could be done more efficient as we know which constraints are affected)
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+ Vec3 delta_com = s->GetCenterOfMass() - prev_com;
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+ for (Constraint *c : mConstraints)
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+ c->NotifyShapeChanged(b->GetID(), delta_com);
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+ }
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+ }
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+}
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