// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #include #include #include #include #include JPH_IMPLEMENT_RTTI_VIRTUAL(ChangeObjectLayerTest) { JPH_ADD_BASE_CLASS(ChangeObjectLayerTest, Test) } void ChangeObjectLayerTest::Initialize() { // Floor CreateFloor(); // A dynamic box in the MOVING layer mMoving = mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(5, 0.1f, 5)), RVec3(0, 1.5f, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate); // Lots of dynamic objects in the DEBRIS layer default_random_engine random; uniform_real_distribution position_variation(-10, 10); for (int i = 0; i < 50; ++i) { RVec3 position(position_variation(random), 2.0f, position_variation(random)); Quat rotation = Quat::sRandom(random); mDebris.push_back(mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.1f)), position, rotation, EMotionType::Dynamic, Layers::DEBRIS), EActivation::Activate)); } } void ChangeObjectLayerTest::PrePhysicsUpdate(const PreUpdateParams &inParams) { const float cSwitchTime = 2.0f; // Increment time mTime += inParams.mDeltaTime; if (mTime >= cSwitchTime) { mIsDebris = !mIsDebris; // Reposition moving object mBodyInterface->SetPosition(mMoving, RVec3(0, 1.5f, 0), EActivation::Activate); default_random_engine random; uniform_real_distribution position_variation(-7.5f, 7.5f); for (BodyID id : mDebris) { // Reposition debris RVec3 position(position_variation(random), 2.0f, position_variation(random)); Quat rotation = Quat::sRandom(random); mBodyInterface->SetPositionAndRotation(id, position, rotation, EActivation::Activate); // And update layer mBodyInterface->SetObjectLayer(id, mIsDebris? Layers::DEBRIS : Layers::MOVING); } mTime = 0; } } void ChangeObjectLayerTest::SaveState(StateRecorder &inStream) const { inStream.Write(mTime); inStream.Write(mIsDebris); } void ChangeObjectLayerTest::RestoreState(StateRecorder &inStream) { inStream.Read(mTime); inStream.Read(mIsDebris); // Restore layer for (BodyID id : mDebris) mBodyInterface->SetObjectLayer(id, mIsDebris? Layers::DEBRIS : Layers::MOVING); }