// 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); FixedConstraintSettings settings; settings.SetPoint(*prev, segment); Ref c = settings.Create(*prev, segment); mPhysicsSystem->AddConstraint(c); prev = &segment; } } { // Two light bodies attached to a heavy body (gives issues if the wrong anchor point is chosen) Body *light1 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.1f)), Vec3(-5.0f, 7.0f, -5.2f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING)); mBodyInterface->AddBody(light1->GetID(), EActivation::Activate); Body *heavy = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(5.0f)), Vec3(-5.0f, 7.0f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING)); mBodyInterface->AddBody(heavy->GetID(), EActivation::Activate); Body *light2 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.1f)), Vec3(-5.0f, 7.0f, 5.2f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING)); mBodyInterface->AddBody(light2->GetID(), EActivation::Activate); FixedConstraintSettings light1_heavy; light1_heavy.SetPoint(*light1, *heavy); mPhysicsSystem->AddConstraint(light1_heavy.Create(*light1, *heavy)); FixedConstraintSettings heavy_light2; heavy_light2.SetPoint(*heavy, *light2); mPhysicsSystem->AddConstraint(heavy_light2.Create(*heavy, *light2)); } { // 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) Vec3 base_position(0, 25, -40.0f); Quat base_rotation = Quat::sRotation(Vec3::sAxisZ(), -0.5f * JPH_PI); Ref pillar = new BoxShape(Vec3(0.1f, 1.0f, 0.1f), 0.0f); Ref beam = new BoxShape(Vec3(0.01f, 1.5f, 0.1f), 0.0f); Body *prev_pillars[4] = { &Body::sFixedToWorld, &Body::sFixedToWorld, &Body::sFixedToWorld, &Body::sFixedToWorld }; Vec3 center = Vec3::sZero(); for (int y = 0; y < 10; ++y) { // Create pillars Body *pillars[4]; for (int i = 0; i < 4; ++i) { Quat rotation = Quat::sRotation(Vec3::sAxisY(), i * 0.5f * JPH_PI); 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)); pillars[i]->SetCollisionGroup(CollisionGroup(group_filter, 0, 0)); // For convenience, we disable collisions between all objects in the tower mBodyInterface->AddBody(pillars[i]->GetID(), EActivation::Activate); } for (int i = 0; i < 4; ++i) { Quat rotation = Quat::sRotation(Vec3::sAxisY(), i * 0.5f * JPH_PI); // Create cross beam 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)); cross->SetCollisionGroup(CollisionGroup(group_filter, 0, 0)); mBodyInterface->AddBody(cross->GetID(), EActivation::Activate); // Attach cross beam to pillars for (int j = 0; j < 2; ++j) { FixedConstraintSettings constraint; constraint.SetPoint(*pillars[(i + j) % 4], *cross); mPhysicsSystem->AddConstraint(constraint.Create(*pillars[(i + j) % 4], *cross)); } // Attach to previous pillar if (prev_pillars[i] != nullptr) { FixedConstraintSettings constraint; constraint.SetPoint(*prev_pillars[i], *pillars[i]); mPhysicsSystem->AddConstraint(constraint.Create(*prev_pillars[i], *pillars[i])); } prev_pillars[i] = pillars[i]; } center += Vec3(0.0f, 2.0f, 0.0f); } // Create top 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)); top->SetCollisionGroup(CollisionGroup(group_filter, 0, 0)); mBodyInterface->AddBody(top->GetID(), EActivation::Activate); // Attach top to pillars for (int i = 0; i < 4; ++i) { FixedConstraintSettings constraint; constraint.SetPoint(*prev_pillars[i], *top); mPhysicsSystem->AddConstraint(constraint.Create(*prev_pillars[i], *top)); } } }