// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #include "UnitTestFramework.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include "PhysicsTestContext.h" #include "Layers.h" TEST_SUITE("CastShapeTests") { /// Helper function that tests a sphere against a triangle static void sTestCastSphereVertexOrEdge(const Shape *inSphere, Vec3Arg inPosition, Vec3Arg inDirection, const Shape *inTriangle) { ShapeCast shape_cast(inSphere, Vec3::sOne(), Mat44::sTranslation(inPosition - inDirection), inDirection); ShapeCastSettings cast_settings; cast_settings.mBackFaceModeTriangles = EBackFaceMode::CollideWithBackFaces; cast_settings.mBackFaceModeConvex = EBackFaceMode::CollideWithBackFaces; AllHitCollisionCollector collector; CollisionDispatch::sCastShapeVsShapeLocalSpace(shape_cast, cast_settings, inTriangle, Vec3::sOne(), ShapeFilter(), Mat44::sIdentity(), SubShapeIDCreator(), SubShapeIDCreator(), collector); CHECK(collector.mHits.size() == 1); const ShapeCastResult &result = collector.mHits.back(); CHECK_APPROX_EQUAL(result.mFraction, 1.0f - 0.2f / inDirection.Length(), 1.0e-4f); CHECK_APPROX_EQUAL(result.mPenetrationAxis.Normalized(), inDirection.Normalized(), 1.0e-3f); CHECK_APPROX_EQUAL(result.mPenetrationDepth, 0.0f, 1.0e-3f); CHECK_APPROX_EQUAL(result.mContactPointOn1, inPosition, 1.0e-3f); CHECK_APPROX_EQUAL(result.mContactPointOn2, inPosition, 1.0e-3f); } /// Helper function that tests a sphere against a triangle centered on the origin with normal Z static void sTestCastSphereTriangle(const Shape *inTriangle) { // Create sphere Ref sphere = SphereShapeSettings(0.2f).Create().Get(); { // Hit front face ShapeCast shape_cast(sphere, Vec3::sOne(), Mat44::sTranslation(Vec3(0, 0, 15)), Vec3(0, 0, -30)); ShapeCastSettings cast_settings; cast_settings.mBackFaceModeTriangles = EBackFaceMode::IgnoreBackFaces; cast_settings.mBackFaceModeConvex = EBackFaceMode::IgnoreBackFaces; cast_settings.mReturnDeepestPoint = false; AllHitCollisionCollector collector; CollisionDispatch::sCastShapeVsShapeLocalSpace(shape_cast, cast_settings, inTriangle, Vec3::sOne(), ShapeFilter(), Mat44::sIdentity(), SubShapeIDCreator(), SubShapeIDCreator(), collector); CHECK(collector.mHits.size() == 1); const ShapeCastResult &result = collector.mHits.back(); CHECK_APPROX_EQUAL(result.mFraction, (15.0f - 0.2f) / 30.0f, 1.0e-4f); CHECK_APPROX_EQUAL(result.mPenetrationAxis.Normalized(), Vec3(0, 0, -1), 1.0e-3f); CHECK(result.mPenetrationDepth == 0.0f); CHECK_APPROX_EQUAL(result.mContactPointOn1, Vec3::sZero(), 1.0e-3f); CHECK_APPROX_EQUAL(result.mContactPointOn2, Vec3::sZero(), 1.0e-3f); CHECK(!result.mIsBackFaceHit); } { // Hit back face -> ignored ShapeCast shape_cast(sphere, Vec3::sOne(), Mat44::sTranslation(Vec3(0, 0, -15)), Vec3(0, 0, 30)); ShapeCastSettings cast_settings; cast_settings.mBackFaceModeTriangles = EBackFaceMode::IgnoreBackFaces; cast_settings.mBackFaceModeConvex = EBackFaceMode::IgnoreBackFaces; cast_settings.mReturnDeepestPoint = false; AllHitCollisionCollector collector; CollisionDispatch::sCastShapeVsShapeLocalSpace(shape_cast, cast_settings, inTriangle, Vec3::sOne(), ShapeFilter(), Mat44::sIdentity(), SubShapeIDCreator(), SubShapeIDCreator(), collector); CHECK(collector.mHits.empty()); // Hit back face -> collision cast_settings.mBackFaceModeTriangles = EBackFaceMode::CollideWithBackFaces; cast_settings.mBackFaceModeConvex = EBackFaceMode::CollideWithBackFaces; CollisionDispatch::sCastShapeVsShapeLocalSpace(shape_cast, cast_settings, inTriangle, Vec3::sOne(), ShapeFilter(), Mat44::sIdentity(), SubShapeIDCreator(), SubShapeIDCreator(), collector); CHECK(collector.mHits.size() == 1); const ShapeCastResult &result = collector.mHits.back(); CHECK_APPROX_EQUAL(result.mFraction, (15.0f - 0.2f) / 30.0f, 1.0e-4f); CHECK_APPROX_EQUAL(result.mPenetrationAxis.Normalized(), Vec3(0, 0, 1), 1.0e-3f); CHECK(result.mPenetrationDepth == 0.0f); CHECK_APPROX_EQUAL(result.mContactPointOn1, Vec3::sZero(), 1.0e-3f); CHECK_APPROX_EQUAL(result.mContactPointOn2, Vec3::sZero(), 1.0e-3f); CHECK(result.mIsBackFaceHit); } { // Hit back face while starting in collision -> ignored ShapeCast shape_cast(sphere, Vec3::sOne(), Mat44::sTranslation(Vec3(0, 0, -0.1f)), Vec3(0, 0, 15)); ShapeCastSettings cast_settings; cast_settings.mBackFaceModeTriangles = EBackFaceMode::IgnoreBackFaces; cast_settings.mBackFaceModeConvex = EBackFaceMode::IgnoreBackFaces; cast_settings.mReturnDeepestPoint = true; AllHitCollisionCollector collector; CollisionDispatch::sCastShapeVsShapeLocalSpace(shape_cast, cast_settings, inTriangle, Vec3::sOne(), ShapeFilter(), Mat44::sIdentity(), SubShapeIDCreator(), SubShapeIDCreator(), collector); CHECK(collector.mHits.empty()); // Hit back face while starting in collision -> collision cast_settings.mBackFaceModeTriangles = EBackFaceMode::CollideWithBackFaces; cast_settings.mBackFaceModeConvex = EBackFaceMode::CollideWithBackFaces; CollisionDispatch::sCastShapeVsShapeLocalSpace(shape_cast, cast_settings, inTriangle, Vec3::sOne(), ShapeFilter(), Mat44::sIdentity(), SubShapeIDCreator(), SubShapeIDCreator(), collector); CHECK(collector.mHits.size() == 1); const ShapeCastResult &result = collector.mHits.back(); CHECK_APPROX_EQUAL(result.mFraction, 0.0f); CHECK_APPROX_EQUAL(result.mPenetrationAxis.Normalized(), Vec3(0, 0, 1), 1.0e-3f); CHECK_APPROX_EQUAL(result.mPenetrationDepth, 0.1f, 1.0e-3f); CHECK_APPROX_EQUAL(result.mContactPointOn1, Vec3(0, 0, 0.1f), 1.0e-3f); CHECK_APPROX_EQUAL(result.mContactPointOn2, Vec3::sZero(), 1.0e-3f); CHECK(result.mIsBackFaceHit); } // Hit vertex 1, 2 and 3 sTestCastSphereVertexOrEdge(sphere, Vec3(50, 25, 0), Vec3(-10, -10, 0), inTriangle); sTestCastSphereVertexOrEdge(sphere, Vec3(-50, 25, 0), Vec3(10, -10, 0), inTriangle); sTestCastSphereVertexOrEdge(sphere, Vec3(0, -25, 0), Vec3(0, 10, 0), inTriangle); // Hit edge 1, 2 and 3 sTestCastSphereVertexOrEdge(sphere, Vec3(0, 25, 0), Vec3(0, -10, 0), inTriangle); // Edge: Vec3(50, 25, 0), Vec3(-50, 25, 0) sTestCastSphereVertexOrEdge(sphere, Vec3(-25, 0, 0), Vec3(10, 10, 0), inTriangle); // Edge: Vec3(-50, 25, 0), Vec3(0,-25, 0) sTestCastSphereVertexOrEdge(sphere, Vec3(25, 0, 0), Vec3(-10, 10, 0), inTriangle); // Edge: Float3(0,-25, 0), Float3(50, 25, 0) } TEST_CASE("TestCastSphereTriangle") { // Create triangle Ref triangle = TriangleShapeSettings(Vec3(50, 25, 0), Vec3(-50, 25, 0), Vec3(0,-25, 0)).Create().Get(); sTestCastSphereTriangle(triangle); // Create a triangle mesh shape Ref triangle_mesh = MeshShapeSettings({ Triangle(Float3(50, 25, 0), Float3(-50, 25, 0), Float3(0,-25, 0)) }).Create().Get(); sTestCastSphereTriangle(triangle_mesh); } // Test CastShape for a (scaled) sphere vs box TEST_CASE("TestCastShapeSphereVsBox") { PhysicsTestContext c; // Create box to collide against (shape 2) // The box is scaled up by a factor 10 in the X axis and then rotated so that the X axis is up BoxShapeSettings box(Vec3::sOne()); box.SetEmbedded(); ScaledShapeSettings scaled_box(&box, Vec3(10, 1, 1)); scaled_box.SetEmbedded(); Body &body2 = c.CreateBody(&scaled_box, RVec3(0, 1, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, EActivation::DontActivate); // Set settings ShapeCastSettings settings; settings.mReturnDeepestPoint = true; settings.mBackFaceModeTriangles = EBackFaceMode::CollideWithBackFaces; settings.mBackFaceModeConvex = EBackFaceMode::CollideWithBackFaces; { // Create shape cast Ref normal_sphere = new SphereShape(1.0f); RShapeCast shape_cast { normal_sphere, Vec3::sOne(), RMat44::sTranslation(RVec3(0, 11, 0)), Vec3(0, 1, 0) }; // Shape is intersecting at the start AllHitCollisionCollector collector; c.GetSystem()->GetNarrowPhaseQuery().CastShape(shape_cast, settings, RVec3::sZero(), collector); CHECK(collector.mHits.size() == 1); const ShapeCastResult &result = collector.mHits.front(); CHECK(result.mBodyID2 == body2.GetID()); CHECK_APPROX_EQUAL(result.mFraction, 0.0f); CHECK_APPROX_EQUAL(result.mPenetrationAxis.Normalized(), Vec3(0, -1, 0), 1.0e-3f); CHECK_APPROX_EQUAL(result.mPenetrationDepth, 1.0f, 1.0e-5f); CHECK_APPROX_EQUAL(result.mContactPointOn1, Vec3(0, 10, 0), 1.0e-3f); CHECK_APPROX_EQUAL(result.mContactPointOn2, Vec3(0, 11, 0), 1.0e-3f); CHECK(!result.mIsBackFaceHit); } { // This repeats the same test as above but uses scaling at all levels and validate that the penetration depth is still correct Ref scaled_sphere = new ScaledShape(new SphereShape(0.1f), Vec3::sReplicate(5.0f)); RShapeCast shape_cast { scaled_sphere, Vec3::sReplicate(2.0f), RMat44::sTranslation(RVec3(0, 11, 0)), Vec3(0, 1, 0) }; // Shape is intersecting at the start AllHitCollisionCollector collector; c.GetSystem()->GetNarrowPhaseQuery().CastShape(shape_cast, settings, RVec3::sZero(), collector); CHECK(collector.mHits.size() == 1); const ShapeCastResult &result = collector.mHits.front(); CHECK(result.mBodyID2 == body2.GetID()); CHECK_APPROX_EQUAL(result.mFraction, 0.0f); CHECK_APPROX_EQUAL(result.mPenetrationAxis.Normalized(), Vec3(0, -1, 0), 1.0e-3f); CHECK_APPROX_EQUAL(result.mPenetrationDepth, 1.0f, 1.0e-5f); CHECK_APPROX_EQUAL(result.mContactPointOn1, Vec3(0, 10, 0), 1.0e-3f); CHECK_APPROX_EQUAL(result.mContactPointOn2, Vec3(0, 11, 0), 1.0e-3f); CHECK(!result.mIsBackFaceHit); } } // Test CastShape ordering according to penetration depth TEST_CASE("TestCastShapePenetrationDepthOrdering") { PhysicsTestContext c; // Create box to collide against (shape 2) BoxShapeSettings box(Vec3(0.1f, 2.0f, 2.0f)); box.SetEmbedded(); // Create 10 boxes that are 0.2 thick in the X axis and 4 in Y and Z, put them all next to each other on the X axis starting from X = 0 going to X = 2 Array bodies; for (int i = 0; i < 10; ++i) bodies.push_back(&c.CreateBody(&box, RVec3(0.1f + 0.2f * i, 0, 0), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, EActivation::DontActivate)); // Set settings ShapeCastSettings settings; settings.mReturnDeepestPoint = true; settings.mBackFaceModeTriangles = EBackFaceMode::CollideWithBackFaces; settings.mBackFaceModeConvex = EBackFaceMode::CollideWithBackFaces; settings.mCollisionTolerance = 1.0e-5f; // Increased precision settings.mPenetrationTolerance = 1.0e-5f; { // Create shape cast in X from -5 to 5 RefConst sphere = new SphereShape(1.0f); RShapeCast shape_cast { sphere, Vec3::sOne(), RMat44::sTranslation(RVec3(-5, 0, 0)), Vec3(10, 0, 0) }; // We should hit the first body ClosestHitCollisionCollector collector; c.GetSystem()->GetNarrowPhaseQuery().CastShape(shape_cast, settings, RVec3::sZero(), collector); CHECK(collector.HadHit()); CHECK(collector.mHit.mBodyID2 == bodies.front()->GetID()); CHECK_APPROX_EQUAL(collector.mHit.mFraction, 4.0f / 10.0f); CHECK(collector.mHit.mPenetrationAxis.Normalized().Dot(Vec3(1, 0, 0)) > Cos(DegreesToRadians(1.0f))); CHECK_APPROX_EQUAL(collector.mHit.mPenetrationDepth, 0.0f); CHECK_APPROX_EQUAL(collector.mHit.mContactPointOn1, Vec3(0, 0, 0), 2.0e-3f); CHECK_APPROX_EQUAL(collector.mHit.mContactPointOn2, Vec3(0, 0, 0), 2.0e-3f); CHECK(!collector.mHit.mIsBackFaceHit); } { // Create shape cast in X from 5 to -5 RefConst sphere = new SphereShape(1.0f); RShapeCast shape_cast { sphere, Vec3::sOne(), RMat44::sTranslation(RVec3(5, 0, 0)), Vec3(-10, 0, 0) }; // We should hit the last body ClosestHitCollisionCollector collector; c.GetSystem()->GetNarrowPhaseQuery().CastShape(shape_cast, settings, RVec3::sZero(), collector); CHECK(collector.HadHit()); CHECK(collector.mHit.mBodyID2 == bodies.back()->GetID()); CHECK_APPROX_EQUAL(collector.mHit.mFraction, 2.0f / 10.0f, 1.0e-4f); CHECK(collector.mHit.mPenetrationAxis.Normalized().Dot(Vec3(-1, 0, 0)) > Cos(DegreesToRadians(1.0f))); CHECK_APPROX_EQUAL(collector.mHit.mPenetrationDepth, 0.0f); CHECK_APPROX_EQUAL(collector.mHit.mContactPointOn1, Vec3(2, 0, 0), 4.0e-4f); CHECK_APPROX_EQUAL(collector.mHit.mContactPointOn2, Vec3(2, 0, 0), 4.0e-4f); CHECK(!collector.mHit.mIsBackFaceHit); } { // Create shape cast in X from 1.05 to 11, this should intersect with all bodies and have deepest penetration in bodies[5] RefConst sphere = new SphereShape(1.0f); RShapeCast shape_cast { sphere, Vec3::sOne(), RMat44::sTranslation(RVec3(1.05_r, 0, 0)), Vec3(10, 0, 0) }; // We should hit bodies[5] AllHitCollisionCollector collector; c.GetSystem()->GetNarrowPhaseQuery().CastShape(shape_cast, settings, RVec3::sZero(), collector); collector.Sort(); CHECK(collector.mHits.size() == 10); const ShapeCastResult &result = collector.mHits.front(); CHECK(result.mBodyID2 == bodies[5]->GetID()); CHECK_APPROX_EQUAL(result.mFraction, 0.0f); CHECK(result.mPenetrationAxis.Normalized().Dot(Vec3(1, 0, 0)) > Cos(DegreesToRadians(1.0f))); CHECK_APPROX_EQUAL(result.mPenetrationDepth, 1.05f); CHECK_APPROX_EQUAL(result.mContactPointOn1, Vec3(2.05f, 0, 0), 2.0e-5f); // Box starts at 1.0, center of sphere adds 0.05, radius of sphere is 1 CHECK_APPROX_EQUAL(result.mContactPointOn2, Vec3(1.0f, 0, 0), 2.0e-5f); // Box starts at 1.0 CHECK(!result.mIsBackFaceHit); } } // Test casting a capsule against a mesh that is intersecting at fraction 0 and test that it returns the deepest penetration TEST_CASE("TestDeepestPenetrationAtFraction0") { // Create an n x n grid of triangles const int n = 10; const float s = 0.1f; TriangleList triangles; for (int z = 0; z < n; ++z) for (int x = 0; x < n; ++x) { float fx = s * x - s * n / 2, fz = s * z - s * n / 2; triangles.push_back(Triangle(Vec3(fx, 0, fz), Vec3(fx, 0, fz + s), Vec3(fx + s, 0, fz + s))); triangles.push_back(Triangle(Vec3(fx, 0, fz), Vec3(fx + s, 0, fz + s), Vec3(fx + s, 0, fz))); } MeshShapeSettings mesh_settings(triangles); mesh_settings.SetEmbedded(); // Create a compound shape with two copies of the mesh StaticCompoundShapeSettings compound_settings; compound_settings.AddShape(Vec3::sZero(), Quat::sIdentity(), &mesh_settings); compound_settings.AddShape(Vec3(0, -0.01f, 0), Quat::sIdentity(), &mesh_settings); // This will not result in the deepest penetration compound_settings.SetEmbedded(); // Add it to the scene PhysicsTestContext c; c.CreateBody(&compound_settings, RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, EActivation::DontActivate); // Add the same compound a little bit lower (this will not result in the deepest penetration) c.CreateBody(&compound_settings, RVec3(0, -0.1_r, 0), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, EActivation::DontActivate); // We want the deepest hit ShapeCastSettings cast_settings; cast_settings.mReturnDeepestPoint = true; // Create capsule to test const float capsule_half_height = 2.0f; const float capsule_radius = 1.0f; RefConst cast_shape = new CapsuleShape(capsule_half_height, capsule_radius); // Cast the shape starting inside the mesh with a long distance so that internally in the mesh shape the RayAABox4 test will return a low negative fraction. // This used to be confused with the penetration depth and would cause an early out and return the wrong result. const float capsule_offset = 0.1f; RShapeCast shape_cast(cast_shape, Vec3::sOne(), RMat44::sTranslation(RVec3(0, capsule_half_height + capsule_offset, 0)), Vec3(0, -100, 0)); // Cast first using the closest hit collector ClosestHitCollisionCollector collector; c.GetSystem()->GetNarrowPhaseQuery().CastShape(shape_cast, cast_settings, RVec3::sZero(), collector); // Check that it indeed found a hit at fraction 0 with the deepest penetration of all triangles CHECK(collector.HadHit()); CHECK(collector.mHit.mFraction == 0.0f); CHECK_APPROX_EQUAL(collector.mHit.mPenetrationDepth, capsule_radius - capsule_offset, 1.0e-4f); CHECK_APPROX_EQUAL(collector.mHit.mPenetrationAxis.Normalized(), Vec3(0, -1, 0)); CHECK_APPROX_EQUAL(collector.mHit.mContactPointOn2, Vec3::sZero()); // Cast again while triggering a force early out after the first hit class MyCollector : public CastShapeCollector { public: virtual void AddHit(const ShapeCastResult &inResult) override { ++mNumHits; ForceEarlyOut(); } int mNumHits = 0; }; MyCollector collector2; c.GetSystem()->GetNarrowPhaseQuery().CastShape(shape_cast, cast_settings, RVec3::sZero(), collector2); // Ensure that we indeed stopped after the first hit CHECK(collector2.mNumHits == 1); } // Test a problem case where a sphere cast would incorrectly hit a degenerate triangle (see: https://github.com/jrouwe/JoltPhysics/issues/886) TEST_CASE("TestCastSphereVsDegenerateTriangle") { AllHitCollisionCollector collector; SphereShape sphere(0.2f); sphere.SetEmbedded(); ShapeCast cast(&sphere, Vec3::sOne(), Mat44::sTranslation(Vec3(14.8314590f, 8.19055080f, -4.30825043f)), Vec3(-0.0988006592f, 5.96046448e-08f, 0.000732421875f)); ShapeCastSettings settings; CastSphereVsTriangles caster(cast, settings, Vec3::sOne(), Mat44::sIdentity(), { }, collector); caster.Cast(Vec3(14.5536213f, 10.5973721f, -0.00600051880f), Vec3(14.5536213f, 10.5969315f, -3.18638134f), Vec3(14.5536213f, 10.5969315f, -5.18637228f), 0b111, SubShapeID()); CHECK(!collector.HadHit()); } // Test ClosestHitPerBodyCollisionCollector TEST_CASE("TestClosestHitPerBodyCollisionCollector") { PhysicsTestContext c; // Create a 1 by 1 by 1 box consisting of 10 slabs StaticCompoundShapeSettings compound_settings; compound_settings.SetEmbedded(); for (int i = 0; i < 10; ++i) compound_settings.AddShape(Vec3(0.1f * i - 0.45f, 0, 0), Quat::sIdentity(), new BoxShape(Vec3(0.05f, 0.5f, 0.5f))); // Create 2 instances Body &body1 = c.CreateBody(&compound_settings, RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, EActivation::DontActivate); Body &body2 = c.CreateBody(&compound_settings, RVec3(1.0_r, 0, 0), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, EActivation::DontActivate); ShapeCastSettings cast_settings; SphereShape sphere(0.1f); sphere.SetEmbedded(); // Override ClosestHitPerBodyCollisionCollector so that we can count the number of calls to AddHit class MyClosestHitPerBodyCollisionCollector : public ClosestHitPerBodyCollisionCollector { public: virtual void AddHit(const ResultType &inResult) override { ClosestHitPerBodyCollisionCollector::AddHit(inResult); ++mNumCalls; } int mNumCalls = 0; }; { RShapeCast shape_cast(&sphere, Vec3::sOne(), RMat44::sTranslation(RVec3(-1, 0, 0)), Vec3(3, 0, 0)); // Check that the all hit collector finds 20 hits (2 x 10 slabs) AllHitCollisionCollector all_collector; c.GetSystem()->GetNarrowPhaseQuery().CastShape(shape_cast, cast_settings, RVec3::sZero(), all_collector); all_collector.Sort(); CHECK(all_collector.mHits.size() == 20); for (int i = 0; i < 10; ++i) { CHECK(all_collector.mHits[i].mBodyID2 == body1.GetID()); CHECK_APPROX_EQUAL(all_collector.mHits[i].mContactPointOn1, Vec3(-0.5f + 0.1f * i, 0, 0)); } for (int i = 0; i < 10; ++i) { CHECK(all_collector.mHits[10 + i].mBodyID2 == body2.GetID()); CHECK_APPROX_EQUAL(all_collector.mHits[10 + i].mContactPointOn1, Vec3(0.5f + 0.1f * i, 0, 0)); } // Check that the closest hit per body collector only finds 2 MyClosestHitPerBodyCollisionCollector closest_collector; c.GetSystem()->GetNarrowPhaseQuery().CastShape(shape_cast, cast_settings, RVec3::sZero(), closest_collector); CHECK(closest_collector.mNumCalls == 2); // Spatial ordering by the broad phase and compound shape and the early out value should have resulted in only 2 calls to AddHit closest_collector.Sort(); CHECK(closest_collector.mHits.size() == 2); CHECK(closest_collector.mHits[0].mBodyID2 == body1.GetID()); CHECK_APPROX_EQUAL(closest_collector.mHits[0].mContactPointOn1, Vec3(-0.5f, 0, 0)); CHECK(closest_collector.mHits[1].mBodyID2 == body2.GetID()); CHECK_APPROX_EQUAL(closest_collector.mHits[1].mContactPointOn1, Vec3(0.5f, 0, 0)); } { // Cast in reverse direction RShapeCast shape_cast(&sphere, Vec3::sOne(), RMat44::sTranslation(RVec3(2, 0, 0)), Vec3(-3, 0, 0)); // Check that the all hit collector finds 20 hits (2 x 10 slabs) AllHitCollisionCollector all_collector; c.GetSystem()->GetNarrowPhaseQuery().CastShape(shape_cast, cast_settings, RVec3::sZero(), all_collector); all_collector.Sort(); CHECK(all_collector.mHits.size() == 20); for (int i = 0; i < 10; ++i) { CHECK(all_collector.mHits[i].mBodyID2 == body2.GetID()); CHECK_APPROX_EQUAL(all_collector.mHits[i].mContactPointOn1, Vec3(1.5f - 0.1f * i, 0, 0)); } for (int i = 0; i < 10; ++i) { CHECK(all_collector.mHits[10 + i].mBodyID2 == body1.GetID()); CHECK_APPROX_EQUAL(all_collector.mHits[10 + i].mContactPointOn1, Vec3(0.5f - 0.1f * i, 0, 0)); } // Check that the closest hit per body collector only finds 2 MyClosestHitPerBodyCollisionCollector closest_collector; c.GetSystem()->GetNarrowPhaseQuery().CastShape(shape_cast, cast_settings, RVec3::sZero(), closest_collector); CHECK(closest_collector.mNumCalls == 2); // Spatial ordering by the broad phase and compound shape and the early out value should have resulted in only 2 calls to AddHit closest_collector.Sort(); CHECK(closest_collector.mHits.size() == 2); CHECK(closest_collector.mHits[0].mBodyID2 == body2.GetID()); CHECK_APPROX_EQUAL(closest_collector.mHits[0].mContactPointOn1, Vec3(1.5f, 0, 0)); CHECK(closest_collector.mHits[1].mBodyID2 == body1.GetID()); CHECK_APPROX_EQUAL(closest_collector.mHits[1].mContactPointOn1, Vec3(0.5f, 0, 0)); } } }