// 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 JPH_IMPLEMENT_RTTI_VIRTUAL(ManifoldReductionTest) { JPH_ADD_BASE_CLASS(ManifoldReductionTest, Test) } void ManifoldReductionTest::Initialize() { constexpr float cPerturbance = 0.02f; // Create mesh of regular grid of triangles TriangleList triangles; for (int x = -10; x < 10; ++x) for (int z = -10; z < 10; ++z) { float x1 = 0.1f * x; float z1 = 0.1f * z; float x2 = x1 + 0.1f; float z2 = z1 + 0.1f; Float3 v1 = Float3(x1, cPerturbance * PerlinNoise3(x1, 0, z1, 256, 256, 256), z1); Float3 v2 = Float3(x2, cPerturbance * PerlinNoise3(x2, 0, z1, 256, 256, 256), z1); Float3 v3 = Float3(x1, cPerturbance * PerlinNoise3(x1, 0, z2, 256, 256, 256), z2); Float3 v4 = Float3(x2, cPerturbance * PerlinNoise3(x2, 0, z2, 256, 256, 256), z2); triangles.push_back(Triangle(v1, v3, v4, 0)); triangles.push_back(Triangle(v1, v4, v2, 0)); } PhysicsMaterialList materials; materials.push_back(new PhysicsMaterialSimple()); Ref mesh_shape = new MeshShapeSettings(triangles, std::move(materials)); // Floor Body &floor = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(mesh_shape, Vec3::sReplicate(20)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING)); mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate); // Create a box made of meshes Ref mesh_box_shape = new StaticCompoundShapeSettings; mesh_box_shape->AddShape(Vec3(0, -1, 0), Quat::sRotation(Vec3::sAxisX(), JPH_PI), mesh_shape); mesh_box_shape->AddShape(Vec3(0, 1, 0), Quat::sIdentity(), mesh_shape); mesh_box_shape->AddShape(Vec3(-1, 0, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), mesh_shape); mesh_box_shape->AddShape(Vec3(1, 0, 0), Quat::sRotation(Vec3::sAxisZ(), -0.5f * JPH_PI), mesh_shape); mesh_box_shape->AddShape(Vec3(0, 0, -1), Quat::sRotation(Vec3::sAxisX(), -0.5f * JPH_PI), mesh_shape); mesh_box_shape->AddShape(Vec3(0, 0, 1), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), mesh_shape); // A convex box RefConst box_shape = new BoxShapeSettings(Vec3(1, 1, 1), 0.0f); { // Create a compound of 3 mesh boxes Ref three_mesh_box_shape = new StaticCompoundShapeSettings; three_mesh_box_shape->AddShape(Vec3(-2.1f, 0, 0), Quat::sIdentity(), mesh_box_shape); three_mesh_box_shape->AddShape(Vec3(0, -1, 0), Quat::sIdentity(), mesh_box_shape); three_mesh_box_shape->AddShape(Vec3(2.1f, 0, 0), Quat::sIdentity(), mesh_box_shape); // Create a compound of 3 convex boxes Ref three_box_shape = new StaticCompoundShapeSettings; three_box_shape->AddShape(Vec3(-2.1f, 0, 0), Quat::sIdentity(), box_shape); three_box_shape->AddShape(Vec3(0, -1.1f, 0), Quat::sIdentity(), box_shape); three_box_shape->AddShape(Vec3(2.1f, 0, 0), Quat::sIdentity(), box_shape); // A set of 3 mesh boxes to rest on Body &three_mesh_box = *mBodyInterface->CreateBody(BodyCreationSettings(three_mesh_box_shape, RVec3(0, 1, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING)); mBodyInterface->AddBody(three_mesh_box.GetID(), EActivation::DontActivate); // A set of 3 boxes that are dynamic where the middle one penetrates more than the other two BodyCreationSettings box_settings(three_box_shape, RVec3(0, 2.95f, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING); box_settings.mAllowSleeping = false; Body &box = *mBodyInterface->CreateBody(box_settings); mBodyInterface->AddBody(box.GetID(), EActivation::Activate); } { // Create a compound of 2 mesh boxes Ref two_mesh_box_shape = new StaticCompoundShapeSettings; two_mesh_box_shape->AddShape(Vec3(-2.1f, 0, 0), Quat::sIdentity(), mesh_box_shape); two_mesh_box_shape->AddShape(Vec3(0, -1, 0), Quat::sIdentity(), mesh_box_shape); // Create a compound of 2 convex boxes Ref two_box_shape = new StaticCompoundShapeSettings; two_box_shape->AddShape(Vec3(-2.1f, 0, 0), Quat::sIdentity(), box_shape); two_box_shape->AddShape(Vec3(0, -1, 0), Quat::sIdentity(), box_shape); // A set of 2 mesh boxes to rest on Body &two_mesh_box = *mBodyInterface->CreateBody(BodyCreationSettings(two_mesh_box_shape, RVec3(0, 1, 4), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING)); mBodyInterface->AddBody(two_mesh_box.GetID(), EActivation::DontActivate); // A set of 2 boxes that are dynamic, one is lower than the other BodyCreationSettings box_settings(two_box_shape, RVec3(0, 4, 4), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING); box_settings.mAllowSleeping = false; Body &box = *mBodyInterface->CreateBody(box_settings); mBodyInterface->AddBody(box.GetID(), EActivation::Activate); } { // Create a compound of 2 meshes under small angle, small enough to combine the manifolds. Ref two_mesh_shape = new StaticCompoundShapeSettings; two_mesh_shape->AddShape(Vec3(1, 0, 0), Quat::sRotation(Vec3::sAxisZ(), DegreesToRadians(2)), mesh_shape); two_mesh_shape->AddShape(Vec3(-1, 0, 0), Quat::sRotation(Vec3::sAxisZ(), DegreesToRadians(-2)), mesh_shape); // A set of 2 meshes to rest on Body &two_mesh_box = *mBodyInterface->CreateBody(BodyCreationSettings(two_mesh_shape, RVec3(0, 1, -4), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING)); mBodyInterface->AddBody(two_mesh_box.GetID(), EActivation::DontActivate); // A box that is dynamic, resting on the slightly sloped surface. The surface normals are close enough so that the manifold should be merged. BodyCreationSettings box_settings(box_shape, RVec3(0, 4, -4), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING); box_settings.mAllowSleeping = false; Body &box = *mBodyInterface->CreateBody(box_settings); mBodyInterface->AddBody(box.GetID(), EActivation::Activate); } { // Create a compound of 2 meshes under small angle, but bigger than the limit to combine the manifolds. Ref two_mesh_shape = new StaticCompoundShapeSettings(); two_mesh_shape->AddShape(Vec3(1, 0, 0), Quat::sRotation(Vec3::sAxisZ(), DegreesToRadians(3)), mesh_shape); two_mesh_shape->AddShape(Vec3(-1, 0, 0), Quat::sRotation(Vec3::sAxisZ(), DegreesToRadians(-3)), mesh_shape); // A set of 2 meshes to rest on Body &two_mesh_box = *mBodyInterface->CreateBody(BodyCreationSettings(two_mesh_shape, RVec3(0, 1, -8), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING)); mBodyInterface->AddBody(two_mesh_box.GetID(), EActivation::DontActivate); // A box that is dynamic, resting on the slightly sloped surface. The surface normals are not close enough so that the manifold should be merged. BodyCreationSettings box_settings(box_shape, RVec3(0, 4, -8), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING); box_settings.mAllowSleeping = false; Body &box = *mBodyInterface->CreateBody(box_settings); mBodyInterface->AddBody(box.GetID(), EActivation::Activate); } }