// SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #include #include #include #include #include #include #include JPH_IMPLEMENT_RTTI_VIRTUAL(HingeConstraintTest) { JPH_ADD_BASE_CLASS(HingeConstraintTest, Test) } void HingeConstraintTest::Initialize() { // Floor CreateFloor(); float box_size = 4.0f; RefConst box = new BoxShape(Vec3::sReplicate(0.5f * box_size)); constexpr int cChainLength = 15; constexpr float cMinAngle = DegreesToRadians(-10.0f); constexpr float cMaxAngle = DegreesToRadians(20.0f); // Build a collision group filter that disables collision between adjacent bodies Ref group_filter = new GroupFilterTable(cChainLength); for (CollisionGroup::SubGroupID i = 0; i < cChainLength - 1; ++i) group_filter->DisableCollision(i, i + 1); // Bodies attached through hinge constraints for (int randomness = 0; randomness < 2; ++randomness) { CollisionGroup::GroupID group_id = CollisionGroup::GroupID(randomness); Vec3 position(0, 50, -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 < cChainLength; ++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); HingeConstraintSettings settings; if ((i & 1) == 0) { settings.mPoint1 = settings.mPoint2 = position + Vec3(-0.5f * box_size, 0, 0.5f * box_size); settings.mHingeAxis1 = settings.mHingeAxis2 = Vec3::sAxisY(); settings.mNormalAxis1 = settings.mNormalAxis2 = Vec3::sAxisX(); } else { settings.mPoint1 = settings.mPoint2 = position + Vec3(-0.5f * box_size, -0.5f * box_size, 0); settings.mHingeAxis1 = settings.mHingeAxis2 = Vec3::sAxisZ(); settings.mNormalAxis1 = settings.mNormalAxis2 = Vec3::sAxisX(); } settings.mLimitsMin = cMinAngle; settings.mLimitsMax = cMaxAngle; mPhysicsSystem->AddConstraint(settings.Create(*prev, segment)); prev = &segment; } } }