// 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, 12.0_r); static const char *labels[] = { "Normal", "Enhanced edge removal" }; 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; BodyID id = mBodyInterface->CreateAndAddBody(box_bcs, EActivation::Activate); SetBodyLabel(id, labels[enhanced_removal]); 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; id = mBodyInterface->CreateAndAddBody(sphere_bcs, EActivation::Activate); SetBodyLabel(id, labels[enhanced_removal]); pos += RVec3(0, 0, 5.0_r); // Compound RefConst box = new BoxShape(Vec3::sReplicate(0.1f)); StaticCompoundShapeSettings compound; compound.SetEmbedded(); for (int x = 0; x < 2; ++x) for (int y = 0; y < 2; ++y) for (int z = 0; z < 2; ++z) compound.AddShape(Vec3(x == 0? -1.9f : 1.9f, y == 0? -1.9f : 1.9f, z == 0? -1.9f : 1.9f), Quat::sIdentity(), box); BodyCreationSettings compound_bcs(&compound, pos, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING); compound_bcs.mLinearVelocity = Vec3(20, 0, 0); compound_bcs.mEnhancedInternalEdgeRemoval = enhanced_removal == 1; id = mBodyInterface->CreateAndAddBody(compound_bcs, EActivation::Activate); SetBodyLabel(id, labels[enhanced_removal]); 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); BodyID id = mBodyInterface->CreateAndAddBody(BodyCreationSettings(&compound_settings, RVec3(0, -1, -40), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate); SetBodyLabel(id, "Dense grid of boxes"); 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 = -1.0f; // Turn off regular active edge determination so that we only rely on the mEnhancedInternalEdgeRemoval flag mesh_settings.SetEmbedded(); BodyID id = mBodyInterface->CreateAndAddBody(BodyCreationSettings(&mesh_settings, RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate); SetBodyLabel(id, "Dense triangle mesh"); 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; } } // This tests that fast moving spheres rolling over a triangle will not be affected by internal edges { // Create a flat plane MeshShapeSettings plane_mesh({ { Float3(-10, 0, -10), Float3(-10, 0, 10), Float3(10, 0, 10) }, { Float3(-10, 0, -10), Float3(10, 0, 10), Float3(10, 0, -10) }, }); plane_mesh.SetEmbedded(); BodyCreationSettings level_plane(&plane_mesh, RVec3(-10, 0, 50), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING); level_plane.mFriction = 1; BodyID id = mBodyInterface->CreateAndAddBody(level_plane, EActivation::DontActivate); SetBodyLabel(id, "Dense triangle mesh"); // Roll a ball over it BodyCreationSettings level_ball(new SphereShape(0.5f), RVec3(-10, 1, 41), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING); level_ball.mEnhancedInternalEdgeRemoval = true; level_ball.mFriction = 1; level_ball.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia; level_ball.mMassPropertiesOverride.mMass = 1; mLevelBall = mBodyInterface->CreateAndAddBody(level_ball, EActivation::Activate); // Create a sloped plane BodyCreationSettings slope_plane(&plane_mesh, RVec3(10, 0, 50), Quat::sRotation(Vec3::sAxisX(), DegreesToRadians(45)), EMotionType::Static, Layers::NON_MOVING); slope_plane.mFriction = 1; id = mBodyInterface->CreateAndAddBody(slope_plane, EActivation::DontActivate); SetBodyLabel(id, "Dense triangle mesh"); // Roll a ball over it BodyCreationSettings slope_ball(new SphereShape(0.5f), RVec3(10, 8, 44), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING); slope_ball.mEnhancedInternalEdgeRemoval = true; slope_ball.mFriction = 1; slope_ball.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia; slope_ball.mMassPropertiesOverride.mMass = 1; mBodyInterface->CreateAndAddBody(slope_ball, EActivation::Activate); } // This tests a previous bug where a compound shape will fall through a box because features are voided by accident. // This is because both boxes of the compound shape collide with the top face of the static box. The big box will have a normal // that is aligned with the face so will be processed immediately. This will void the top face of the static box. The small box, // which collides with an edge of the top face will not be processed. This will cause the small box to penetrate the face. { // A box BodyCreationSettings box_bcs(new BoxShape(Vec3::sReplicate(2.5f)), RVec3(0, 0, 70), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING); mBodyInterface->CreateAndAddBody(box_bcs, EActivation::DontActivate); // Compound StaticCompoundShapeSettings compound; compound.SetEmbedded(); compound.AddShape(Vec3(-2.5f, 0, 0), Quat::sIdentity(), new BoxShape(Vec3(2.5f, 0.1f, 0.1f))); compound.AddShape(Vec3(0.1f, 0, 0), Quat::sIdentity(), new BoxShape(Vec3(0.1f, 1, 1))); BodyCreationSettings compound_bcs(&compound, RVec3(2, 5, 70), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING); compound_bcs.mEnhancedInternalEdgeRemoval = true; mBodyInterface->CreateAndAddBody(compound_bcs, EActivation::Activate); } // Create a super dense grid of triangles { constexpr float size = 0.25f; TriangleList triangles; for (int x = -100; x < 100; ++x) for (int z = -5; z < 5; ++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 = -1.0f; // Turn off regular active edge determination so that we only rely on the mEnhancedInternalEdgeRemoval flag mesh_settings.SetEmbedded(); BodyID id = mBodyInterface->CreateAndAddBody(BodyCreationSettings(&mesh_settings, RVec3(0, 0, 80), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate); SetBodyLabel(id, "Dense triangle mesh"); BodyCreationSettings box_bcs(new BoxShape(Vec3::sReplicate(1.0f)), RVec3(-24, 0.9_r, 80), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING); box_bcs.mLinearVelocity = Vec3(20, 0, 0); box_bcs.mEnhancedInternalEdgeRemoval = true; mBodyInterface->CreateAndAddBody(box_bcs, EActivation::Activate); } } void EnhancedInternalEdgeRemovalTest::PrePhysicsUpdate(const PreUpdateParams &inParams) { // Increase rotation speed of the ball on the flat plane mBodyInterface->AddTorque(mLevelBall, Vec3(JPH_PI * 4, 0, 0)); }