// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2024 Jorrit Rouwe // SPDX-License-Identifier: MIT #include #include #include #include #include #include JPH_IMPLEMENT_RTTI_VIRTUAL(ScaledTaperedCylinderShapeTest) { JPH_ADD_BASE_CLASS(ScaledTaperedCylinderShapeTest, Test) } void ScaledTaperedCylinderShapeTest::Initialize() { // Floor CreateFloor(); // Create tapered cylinder RefConst tapered_cylinder_shape = TaperedCylinderShapeSettings(2.0f, 0.75f, 1.25f).Create().Get(); // Original shape mBodyInterface->CreateAndAddBody(BodyCreationSettings(tapered_cylinder_shape, RVec3(-20, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate); // Uniformly scaled shape mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShape(tapered_cylinder_shape, Vec3::sReplicate(0.25f)), RVec3(-10, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate); // Non-uniform scaled shape mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShape(tapered_cylinder_shape, Vec3(0.25f, 0.5f, 0.25f)), RVec3(0, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate); // Flipped in 2 axis mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShape(tapered_cylinder_shape, Vec3(-1.5f, -0.5f, 1.5f)), RVec3(10, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate); // Inside out mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShape(tapered_cylinder_shape, Vec3(-0.25f, 1.5f, 0.25f)), RVec3(20, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate); }