// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2024 Jorrit Rouwe // SPDX-License-Identifier: MIT #include #include #include #include #include #include #include #include #include JPH_IMPLEMENT_RTTI_VIRTUAL(EnhancedInternalEdgeRemovalTest) { JPH_ADD_BASE_CLASS(EnhancedInternalEdgeRemovalTest, Test) } void EnhancedInternalEdgeRemovalTest::CreateSlidingObjects(RVec3Arg inStart) { // Slide the shapes over the grid of boxes RVec3 pos = inStart - RVec3(0, 0, 8.5_r); for (int enhanced_removal = 0; enhanced_removal < 2; ++enhanced_removal) { // A box BodyCreationSettings box_bcs(new BoxShape(Vec3::sReplicate(2.0f)), pos, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING); box_bcs.mLinearVelocity = Vec3(20, 0, 0); box_bcs.mEnhancedInternalEdgeRemoval = enhanced_removal == 1; mBodyInterface->CreateAndAddBody(box_bcs, EActivation::Activate); pos += RVec3(0, 0, 5.0_r); // A sphere BodyCreationSettings sphere_bcs(new SphereShape(2.0f), pos, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING); sphere_bcs.mLinearVelocity = Vec3(20, 0, 0); sphere_bcs.mEnhancedInternalEdgeRemoval = enhanced_removal == 1; mBodyInterface->CreateAndAddBody(sphere_bcs, EActivation::Activate); pos += RVec3(0, 0, 7.0_r); } } void EnhancedInternalEdgeRemovalTest::Initialize() { // This test creates a grid of connected boxes and tests that objects don't hit the internal edges { StaticCompoundShapeSettings compound_settings; compound_settings.SetEmbedded(); constexpr float size = 2.0f; RefConst box_shape = new BoxShape(Vec3::sReplicate(0.5f * size)); for (int x = -10; x < 10; ++x) for (int z = -10; z < 10; ++z) compound_settings.AddShape(Vec3(size * x, 0, size * z), Quat::sIdentity(), box_shape); mBodyInterface->CreateAndAddBody(BodyCreationSettings(&compound_settings, RVec3(0, -1, -40), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate); CreateSlidingObjects(RVec3(-18, 1.9_r, -40.0_r)); } // This tests if objects do not collide with internal edges { // Create a dense grid of triangles so that we have a large chance of hitting an internal edge constexpr float size = 2.0f; TriangleList triangles; for (int x = -10; x < 10; ++x) for (int z = -10; z < 10; ++z) { float x1 = size * x; float z1 = size * z; float x2 = x1 + size; float z2 = z1 + size; Float3 v1 = Float3(x1, 0, z1); Float3 v2 = Float3(x2, 0, z1); Float3 v3 = Float3(x1, 0, z2); Float3 v4 = Float3(x2, 0, z2); triangles.push_back(Triangle(v1, v3, v4)); triangles.push_back(Triangle(v1, v4, v2)); } MeshShapeSettings mesh_settings(triangles); mesh_settings.mActiveEdgeCosThresholdAngle = FLT_MAX; // Turn off regular active edge determination so that we only rely on the mEnhancedInternalEdgeRemoval flag mesh_settings.SetEmbedded(); mBodyInterface->CreateAndAddBody(BodyCreationSettings(&mesh_settings, RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate); CreateSlidingObjects(RVec3(-18, 1.9_r, 0)); } // This test tests that we only ignore edges that are shared with voided triangles { // Create an L shape mesh lying on its back TriangleList triangles; constexpr float height = 0.5f; constexpr float half_width = 5.0f; constexpr float half_length = 2.0f; triangles.push_back(Triangle(Float3(-half_length, 0, half_width), Float3(half_length, 0, -half_width), Float3(-half_length, 0, -half_width))); triangles.push_back(Triangle(Float3(-half_length, 0, half_width), Float3(half_length, 0, half_width), Float3(half_length, 0, -half_width))); triangles.push_back(Triangle(Float3(half_length, height, half_width), Float3(half_length, height, -half_width), Float3(half_length, 0, half_width))); triangles.push_back(Triangle(Float3(half_length, 0, half_width), Float3(half_length, height, -half_width), Float3(half_length, 0, -half_width))); mBodyInterface->CreateAndAddBody(BodyCreationSettings(new MeshShapeSettings(triangles), RVec3(0, 0, 30), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate); // Roll a sphere towards the edge pointing upwards float z = 28.0f; for (int enhanced_removal = 0; enhanced_removal < 2; ++enhanced_removal) { // A sphere BodyCreationSettings sphere_bcs(new SphereShape(1.0f), RVec3(0, 1, z), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING); sphere_bcs.mLinearVelocity = Vec3(20, 0, 0); sphere_bcs.mEnhancedInternalEdgeRemoval = enhanced_removal == 1; mBodyInterface->CreateAndAddBody(sphere_bcs, EActivation::Activate); z += 4.0f; } } }