// SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #include #include #include #include #include #include #include JPH_IMPLEMENT_RTTI_VIRTUAL(FixedConstraintTest) { JPH_ADD_BASE_CLASS(FixedConstraintTest, Test) } void FixedConstraintTest::Initialize() { // Floor CreateFloor(); float box_size = 4.0f; RefConst box = new BoxShape(Vec3::sReplicate(0.5f * box_size)); const int num_bodies = 10; // Build a collision group filter that disables collision between adjacent bodies Ref group_filter = new GroupFilterTable(num_bodies); for (CollisionGroup::SubGroupID i = 0; i < num_bodies - 1; ++i) group_filter->DisableCollision(i, i + 1); // Bodies attached through fixed constraints for (int randomness = 0; randomness < 2; ++randomness) { CollisionGroup::GroupID group_id = CollisionGroup::GroupID(randomness); Vec3 position(0, 25.0f, -randomness * 20.0f); Body &top = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING)); top.SetCollisionGroup(CollisionGroup(group_filter, group_id, 0)); mBodyInterface->AddBody(top.GetID(), EActivation::DontActivate); default_random_engine random; uniform_real_distribution displacement(-1.0f, 1.0f); Body *prev = ⊤ for (int i = 1; i < num_bodies; ++i) { Quat rotation; if (randomness == 0) { position += Vec3(box_size, 0, 0); rotation = Quat::sIdentity(); } else { position += Vec3(box_size + abs(displacement(random)), displacement(random), displacement(random)); rotation = Quat::sRandom(random); } Body &segment = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, rotation, EMotionType::Dynamic, Layers::MOVING)); segment.SetCollisionGroup(CollisionGroup(group_filter, group_id, CollisionGroup::SubGroupID(i))); mBodyInterface->AddBody(segment.GetID(), EActivation::Activate); Ref c = FixedConstraintSettings().Create(*prev, segment); mPhysicsSystem->AddConstraint(c); prev = &segment; } } }