// SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #include #include #include #include #include #include #include #include #include JPH_IMPLEMENT_RTTI_VIRTUAL(ScaledHeightFieldShapeTest) { JPH_ADD_BASE_CLASS(ScaledHeightFieldShapeTest, Test) } void ScaledHeightFieldShapeTest::Initialize() { // Floor CreateFloor(); const int n = 64; const float cell_size = 0.25f; const float max_height = 4.0f; // Create height samples float heights[n * n]; for (int y = 0; y < n; ++y) for (int x = 0; x < n; ++x) heights[y * n + x] = max_height * PerlinNoise3(float(x) * 2.0f / n, 0, float(y) * 2.0f / n, 256, 256, 256); // Create 'wall' around height field for (int x = 0; x < n; ++x) { heights[x] += 2.0f; heights[x + n * (n - 1)] += 2.0f; } for (int y = 1; y < n - 1; ++y) { heights[n * y] += 2.0f; heights[n - 1 + n * y] += 2.0f; } // Create height field RefConst height_field = new HeightFieldShapeSettings(heights, Vec3(-0.5f * cell_size * n, 0.0f, -0.5f * cell_size * n), Vec3(cell_size, 1.0f, cell_size), n); // Original shape Body &body1 = *mBodyInterface->CreateBody(BodyCreationSettings(height_field, Vec3(-60, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING)); mBodyInterface->AddBody(body1.GetID(), EActivation::DontActivate); // Uniformly scaled shape < 1 Body &body2 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(height_field, Vec3::sReplicate(0.5f)), Vec3(-40, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING)); mBodyInterface->AddBody(body2.GetID(), EActivation::DontActivate); // Uniformly scaled shape > 1 Body &body3 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(height_field, Vec3::sReplicate(1.5f)), Vec3(-20, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING)); mBodyInterface->AddBody(body3.GetID(), EActivation::DontActivate); // Non-uniform scaled shape Body &body4 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(height_field, Vec3(0.5f, 1.0f, 1.5f)), Vec3(0, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING)); mBodyInterface->AddBody(body4.GetID(), EActivation::DontActivate); // Flipped in 2 axis Body &body5 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(height_field, Vec3(-0.5f, 1.0f, -1.5f)), Vec3(20, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING)); mBodyInterface->AddBody(body5.GetID(), EActivation::DontActivate); // Inside out Body &body6 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(height_field, Vec3(-0.5f, 1.0f, 1.5f)), Vec3(40, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING)); mBodyInterface->AddBody(body6.GetID(), EActivation::DontActivate); // Upside down Body &body7 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(height_field, Vec3(0.5f, -1.0f, 1.5f)), Vec3(60, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING)); mBodyInterface->AddBody(body7.GetID(), EActivation::DontActivate); // Create a number of balls above the height fields RefConst sphere_shape = new SphereShape(0.2f); RefConst box_shape = new BoxShape(Vec3(0.2f, 0.2f, 0.4f), 0.01f); for (int i = 0; i < 7; ++i) for (int j = 0; j < 5; ++j) { Body &dynamic = *mBodyInterface->CreateBody(BodyCreationSettings((j & 1)? box_shape : sphere_shape, Vec3(-60.0f + 20.0f * i, 10.0f + max_height + 0.5f * j, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING)); mBodyInterface->AddBody(dynamic.GetID(), EActivation::Activate); } }