// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2023 Jorrit Rouwe // SPDX-License-Identifier: MIT #include #include #include #include #include #include #include JPH_IMPLEMENT_RTTI_VIRTUAL(ChangeMotionQualityTest) { JPH_ADD_BASE_CLASS(ChangeMotionQualityTest, Test) } void ChangeMotionQualityTest::Initialize() { // Floor CreateFloor(); // Single shape that has 4 walls to surround fast moving sphere BodyCreationSettings enclosing_settings; Ref box_shape = new BoxShapeSettings(Vec3(5.0f, 1.0f, 0.1f)); Ref enclosing_shape = new StaticCompoundShapeSettings(); enclosing_shape->AddShape(Vec3(0, 0, 5), Quat::sIdentity(), box_shape); enclosing_shape->AddShape(Vec3(0, 0, -5), Quat::sIdentity(), box_shape); enclosing_shape->AddShape(Vec3(5, 0, 0), Quat::sRotation(Vec3::sAxisY(), 0.5f * JPH_PI), box_shape); enclosing_shape->AddShape(Vec3(-5, 0, 0), Quat::sRotation(Vec3::sAxisY(), 0.5f * JPH_PI), box_shape); enclosing_settings.SetShapeSettings(enclosing_shape); enclosing_settings.mMotionType = EMotionType::Kinematic; enclosing_settings.mObjectLayer = Layers::MOVING; enclosing_settings.mPosition = RVec3(0, 1, 0); Body &enclosing = *mBodyInterface->CreateBody(enclosing_settings); mBodyInterface->AddBody(enclosing.GetID(), EActivation::Activate); // Create high speed sphere inside BodyCreationSettings settings; settings.SetShape(new SphereShape(1.0f)); settings.mPosition = RVec3(0, 0.5f, 0); settings.mMotionType = EMotionType::Dynamic; settings.mMotionQuality = EMotionQuality::LinearCast; settings.mLinearVelocity = Vec3(-240, 0, -120); settings.mFriction = 0.0f; settings.mRestitution = 1.0f; settings.mObjectLayer = Layers::MOVING; mBody = mBodyInterface->CreateBody(settings); mBodyInterface->AddBody(mBody->GetID(), EActivation::Activate); } void ChangeMotionQualityTest::UpdateMotionQuality() { // Calculate desired motion quality EMotionQuality motion_quality = (int(mTime) & 1) == 0? EMotionQuality::LinearCast : EMotionQuality::Discrete; mBodyInterface->SetMotionQuality(mBody->GetID(), motion_quality); } void ChangeMotionQualityTest::PrePhysicsUpdate(const PreUpdateParams &inParams) { // Increment time mTime += inParams.mDeltaTime; UpdateMotionQuality(); } void ChangeMotionQualityTest::SaveState(StateRecorder &inStream) const { inStream.Write(mTime); } void ChangeMotionQualityTest::RestoreState(StateRecorder &inStream) { inStream.Read(mTime); UpdateMotionQuality(); }