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+#include <TestFramework.h>
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+
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+#include <Tests/General/ShapeFilterTest.h>
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+#include <Jolt/Physics/Body/BodyCreationSettings.h>
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+#include <Jolt/Physics/Collision/CollisionCollectorImpl.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/StaticCompoundShape.h>
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+#include <Jolt/Physics/Collision/ShapeCast.h>
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+#include <Renderer/DebugRendererImp.h>
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+#include <Layers.h>
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+
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+JPH_IMPLEMENT_RTTI_VIRTUAL(ShapeFilterTest)
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+{
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+ JPH_ADD_BASE_CLASS(ShapeFilterTest, Test)
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+}
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+
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+void ShapeFilterTest::Initialize()
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+{
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+ // Create geometry to cast against
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+ mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(20, 1, 3)), RVec3(0, -1, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::Activate);
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+ mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(3)), RVec3(0, 3, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::Activate);
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+
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+ // Create shape to cast
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+ Ref box_shape = new BoxShapeSettings(Vec3::sReplicate(1));
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+ box_shape->mUserData = (uint64)ShapeIdentifier::Box;
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+
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+ Ref sphere_shape = new SphereShapeSettings(1);
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+ sphere_shape->mUserData = (uint64)ShapeIdentifier::Sphere;
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+
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+ StaticCompoundShapeSettings cast_shape;
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+ cast_shape.AddShape(Vec3(3, 2, 0), Quat::sIdentity(), box_shape);
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+ cast_shape.AddShape(Vec3(0, 0, 0), Quat::sIdentity(), sphere_shape);
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+ cast_shape.mUserData = (uint64)ShapeIdentifier::Compound;
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+
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+ mCastShape = cast_shape.Create().Get();
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+}
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+
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+void ShapeFilterTest::PostPhysicsUpdate(float inDeltaTime)
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+{
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+ mElapsedTime += inDeltaTime;
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+ float phase = mElapsedTime;
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+
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+ const RVec3 cast_origin = RVec3(Cos(phase) * 10, 10, 0);
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+ const Vec3 cast_motion = Vec3(0, -15, 0);
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+
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+ ClosestHitCollisionCollector<CastShapeCollector> cast_shape_collector;
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+
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+ class MyShapeFilter : public ShapeFilter
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+ {
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+ public:
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+ // Not used in this example
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+ virtual bool ShouldCollide(const Shape *inShape2, const SubShapeID &inSubShapeIDOfShape2) const override
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+ {
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+ return true;
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+ }
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+
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+ virtual bool ShouldCollide(const Shape *inShape1, const SubShapeID &inSubShapeID1, const Shape *inShape2, const SubShapeID &inSubShapeID2) const override
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+ {
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+ return inShape1->GetUserData() != mUserDataOfShapeToIgnore;
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+ }
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+
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+ uint64 mUserDataOfShapeToIgnore = (uint64)ShapeIdentifier::Sphere;
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+ };
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+
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+ MyShapeFilter shape_filter;
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+
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+ // Select which shape to ignore
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+ float shape_select = fmod(phase, 6.0f * JPH_PI);
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+ const char *text;
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+ if (shape_select < 2.0f * JPH_PI)
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+ {
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+ shape_filter.mUserDataOfShapeToIgnore = (uint64)ShapeIdentifier::Box;
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+ text = "Box";
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+ }
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+ else if (shape_select < 4.0f * JPH_PI)
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+ {
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+ shape_filter.mUserDataOfShapeToIgnore = (uint64)ShapeIdentifier::Sphere;
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+ text = "Sphere";
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+ }
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+ else
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+ {
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+ shape_filter.mUserDataOfShapeToIgnore = (uint64)ShapeIdentifier::Compound;
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+ text = "Compound";
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+ }
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+ mDebugRenderer->DrawText3D(cast_origin, StringFormat("Ignoring shape: %s", text), Color::sWhite);
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+
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+ // Do the cast
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+ mPhysicsSystem->GetNarrowPhaseQuery().CastShape(
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+ RShapeCast(mCastShape, Vec3::sReplicate(1), RMat44::sTranslation(cast_origin), cast_motion),
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+ ShapeCastSettings(),
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+ RVec3::sZero(),
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+ cast_shape_collector,
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+ { },
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+ { },
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+ { },
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+ shape_filter
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+ );
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+
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+ // Show the result
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+ RVec3 cast_point;
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+ Color color;
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+ if (cast_shape_collector.HadHit())
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+ {
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+ cast_point = cast_origin + cast_motion * cast_shape_collector.mHit.mFraction;
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+ color = Color::sGreen;
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+ }
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+ else
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+ {
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+ cast_point = cast_origin + cast_motion;
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+ color = Color::sRed;
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+ }
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+ mDebugRenderer->DrawArrow(cast_origin, cast_point, Color::sOrange, 0.1f);
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+ JPH_IF_DEBUG_RENDERER(mCastShape->Draw(mDebugRenderer, RMat44::sTranslation(RVec3(cast_point)), Vec3::sReplicate(1.0f), color, false, true);)
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+}
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