// SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #include #include #include #include #include #include #include #include #include JPH_IMPLEMENT_RTTI_VIRTUAL(ScaledMeshShapeTest) { JPH_ADD_BASE_CLASS(ScaledMeshShapeTest, Test) } void ScaledMeshShapeTest::Initialize() { // Floor CreateFloor(); const int n = 10; const float cell_size = 2.0f; const float max_height = 4.0f; // Create heights float heights[n + 1][n + 1]; for (int x = 0; x <= n; ++x) for (int z = 0; z <= n; ++z) heights[x][z] = max_height * PerlinNoise3(float(x) / n, 0, float(z) / n, 256, 256, 256); // Create 'wall' around grid for (int x = 0; x <= n; ++x) { heights[x][0] += 2.0f; heights[x][n] += 2.0f; } for (int y = 1; y < n; ++y) { heights[0][y] += 2.0f; heights[n][y] += 2.0f; } // Create regular grid of triangles TriangleList triangles; for (int x = 0; x < n; ++x) for (int z = 0; z < n; ++z) { float center = n * cell_size / 2; float x1 = cell_size * x - center; float z1 = cell_size * z - center; float x2 = x1 + cell_size; float z2 = z1 + cell_size; Float3 v1 = Float3(x1, heights[x][z], z1); Float3 v2 = Float3(x2, heights[x + 1][z], z1); Float3 v3 = Float3(x1, heights[x][z + 1], z2); Float3 v4 = Float3(x2, heights[x + 1][z + 1], z2); triangles.push_back(Triangle(v1, v3, v4)); triangles.push_back(Triangle(v1, v4, v2)); } RefConst mesh_shape = new MeshShapeSettings(triangles); // Original shape Body &body1 = *mBodyInterface->CreateBody(BodyCreationSettings(mesh_shape, 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(mesh_shape, 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(mesh_shape, 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(mesh_shape, 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(mesh_shape, 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(mesh_shape, 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(mesh_shape, 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 meshes 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); } }