// 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 JPH_IMPLEMENT_RTTI_VIRTUAL(ScaledPlaneShapeTest) { JPH_ADD_BASE_CLASS(ScaledPlaneShapeTest, Test) } void ScaledPlaneShapeTest::Initialize() { // Floor CreateFloor(); RefConst plane_shape = new PlaneShapeSettings(Plane(Vec3(0.1f, 1.0f, 0.1f).Normalized(), -0.5f), nullptr, 5.0f); // Original shape mBodyInterface->CreateAndAddBody(BodyCreationSettings(plane_shape, RVec3(-60, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate); // Uniformly scaled shape < 1 mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(plane_shape, Vec3::sReplicate(0.5f)), RVec3(-40, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate); // Uniformly scaled shape > 1 mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(plane_shape, Vec3::sReplicate(1.5f)), RVec3(-20, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate); // Non-uniform scaled shape mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(plane_shape, Vec3(0.5f, 1.0f, 1.5f)), RVec3(0, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate); // Flipped in 2 axis mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(plane_shape, Vec3(-0.5f, 1.0f, -1.5f)), RVec3(20, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate); // Inside out mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(plane_shape, Vec3(-0.5f, 1.0f, 1.5f)), RVec3(40, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate); // Upside down mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(plane_shape, Vec3(0.5f, -1.0f, 1.5f)), RVec3(60, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate); // Create a number of balls above the planes RefConst sphere_shape = new SphereShape(0.2f); RefConst box_shape = new BoxShape(Vec3(0.2f, 0.2f, 0.4f), 0.01f); for (int i = 0; i < 7; ++i) for (int j = 0; j < 5; ++j) mBodyInterface->CreateAndAddBody(BodyCreationSettings((j & 1)? box_shape : sphere_shape, RVec3(-60.0f + 20.0f * i, 15.0f + 0.5f * j, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate); }