// 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(StaticCompoundShapeTest) { JPH_ADD_BASE_CLASS(StaticCompoundShapeTest, Test) } void StaticCompoundShapeTest::Initialize() { // Floor CreateFloor(); // Simple compound Ref compound_shape1 = new StaticCompoundShapeSettings; compound_shape1->AddShape(Vec3::sZero(), Quat::sIdentity(), new CapsuleShape(5, 1)); compound_shape1->AddShape(Vec3(0, -5, 0), Quat::sIdentity(), new SphereShape(2)); compound_shape1->AddShape(Vec3(0, 5, 0), Quat::sIdentity(), new SphereShape(2)); // Compound with sub compound and rotation Ref sub_compound = new StaticCompoundShapeSettings; sub_compound->AddShape(Vec3(0, 1.5f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new BoxShape(Vec3(1.5f, 0.25f, 0.2f))); sub_compound->AddShape(Vec3(1.5f, 0, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new CylinderShape(1.5f, 0.2f)); sub_compound->AddShape(Vec3(0, 0, 1.5f), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), new TaperedCapsuleShapeSettings(1.5f, 0.25f, 0.2f)); Ref compound_shape2 = new StaticCompoundShapeSettings; compound_shape2->AddShape(Vec3(0, 0, 0), Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), sub_compound); compound_shape2->AddShape(Vec3(0, -0.1f, 0), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), -0.75f * JPH_PI), sub_compound); // Compound with large amount of sub shapes Ref compound_shape3 = new StaticCompoundShapeSettings; for (int y = -2; y <= 2; ++y) for (int x = -2; x <= 2; ++x) for (int z = -2; z <= 2; ++z) compound_shape3->AddShape(Vec3(0.5f * x, 0.5f * y, 0.5f * z), Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), new BoxShape(Vec3::sReplicate(0.5f))); Ref shapes[] = { compound_shape1, compound_shape2, compound_shape3 }; for (int i = 0; i < 10; ++i) for (int j = 0; j < 3; ++j) { Quat rotation; if ((i & 1) == 0) rotation = Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI); else rotation = Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI); Body &body = *mBodyInterface->CreateBody(BodyCreationSettings(shapes[j], RVec3(0, 10.0f + 4.0f * i, j * 20.0f), rotation, EMotionType::Dynamic, Layers::MOVING)); mBodyInterface->AddBody(body.GetID(), EActivation::Activate); } }