// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #include #include #include #include #include #include #include #include #include #include #include #include #include JPH_IMPLEMENT_RTTI_VIRTUAL(FunnelTest) { JPH_ADD_BASE_CLASS(FunnelTest, Test) } void FunnelTest::Initialize() { RefConst box = new BoxShape(Vec3(50, 1, 50), 0.0f); // Funnel for (int i = 0; i < 4; ++i) { Quat rotation = Quat::sRotation(Vec3::sAxisY(), 0.5f * JPH_PI * i); mBodyInterface->CreateAndAddBody(BodyCreationSettings(box, RVec3(rotation * Vec3(25, 25, 0)), rotation * Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate); } default_random_engine random; uniform_real_distribution feature_size(0.1f, 2.0f); uniform_real_distribution position_variation(-40, 40); uniform_real_distribution scale_variation(-1.5f, 1.5f); // Random scale Vec3 scale(scale_variation(random), scale_variation(random), scale_variation(random)); // Make it minimally -0.5 or 0.5 depending on the sign scale += Vec3::sSelect(Vec3::sReplicate(-0.5f), Vec3::sReplicate(0.5f), Vec3::sGreaterOrEqual(scale, Vec3::sZero())); RefConst shape; for (int i = 0; i < 1000; ++i) { switch (random() % 8) { case 0: { shape = new SphereShape(feature_size(random)); scale = scale.Swizzle(); // Only uniform scale supported break; } case 1: { shape = new BoxShape(Vec3(feature_size(random), feature_size(random), feature_size(random))); break; } case 2: { // Create random points Array points; for (int j = 0; j < 20; ++j) points.push_back(feature_size(random) * Vec3::sRandom(random)); shape = ConvexHullShapeSettings(points).Create().Get(); break; } case 3: { shape = new CapsuleShape(0.5f * feature_size(random), feature_size(random)); scale = scale.Swizzle(); // Only uniform scale supported break; } case 4: { float top = feature_size(random); float bottom = feature_size(random); float half_height = max(0.5f * feature_size(random), 0.5f * abs(top - bottom) + 0.001f); shape = TaperedCapsuleShapeSettings(half_height, top, bottom).Create().Get(); scale = scale.Swizzle(); // Only uniform scale supported break; } case 5: { shape = new CylinderShape(0.5f * feature_size(random), feature_size(random)); scale = scale.Swizzle(); // Scale X must be same as Z break; } case 6: { // Simple compound StaticCompoundShapeSettings compound_shape_settings; compound_shape_settings.AddShape(Vec3::sZero(), Quat::sIdentity(), new CapsuleShape(1, 0.1f)); compound_shape_settings.AddShape(Vec3(0, -1, 0), Quat::sIdentity(), new SphereShape(0.5f)); compound_shape_settings.AddShape(Vec3(0, 1, 0), Quat::sIdentity(), new SphereShape(0.5f)); shape = compound_shape_settings.Create().Get(); scale = scale.Swizzle(); // Only uniform scale supported break; } case 7: { // Compound with sub compound and rotation Ref sub_compound = new StaticCompoundShapeSettings(); sub_compound->AddShape(Vec3(0, 0.75f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new BoxShape(Vec3(0.75f, 0.25f, 0.2f))); sub_compound->AddShape(Vec3(0.75f, 0, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new CylinderShape(0.75f, 0.2f)); sub_compound->AddShape(Vec3(0, 0, 0.75f), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), new TaperedCapsuleShapeSettings(0.75f, 0.25f, 0.2f)); StaticCompoundShapeSettings compound_shape_settings; compound_shape_settings.AddShape(Vec3(0, 0, 0), Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), sub_compound); compound_shape_settings.AddShape(Vec3(0, -0.1f, 0), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), -0.75f * JPH_PI), sub_compound); shape = compound_shape_settings.Create().Get(); scale = scale.Swizzle(); // Only uniform scale supported break; } } // Scale the shape if ((random() % 3) == 0) shape = new ScaledShape(shape, scale); RVec3 position(position_variation(random), 100.0f + position_variation(random), position_variation(random)); mBodyInterface->CreateAndAddBody(BodyCreationSettings(shape, position, Quat::sRandom(random), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate); } } void FunnelTest::GetInitialCamera(CameraState &ioState) const { RVec3 cam_tgt = RVec3(0, 50, 0); ioState.mPos = RVec3(50, 100, 50); ioState.mForward = Vec3(cam_tgt - ioState.mPos).Normalized(); }