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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/Constraints/SliderConstraintTest.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/GroupFilterTable.h>
- #include <Jolt/Physics/Constraints/SliderConstraint.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(SliderConstraintTest)
- {
- JPH_ADD_BASE_CLASS(SliderConstraintTest, Test)
- }
- void SliderConstraintTest::Initialize()
- {
- // Floor
- CreateFloor();
-
- const int cChainLength = 10;
- // Create group filter
- Ref<GroupFilterTable> group_filter = new GroupFilterTable(cChainLength);
- for (CollisionGroup::SubGroupID i = 0; i < cChainLength - 1; ++i)
- group_filter->DisableCollision(i, i + 1);
- CollisionGroup::GroupID group_id = 0;
- // Create box
- float box_size = 4.0f;
- RefConst<Shape> box = new BoxShape(Vec3::sReplicate(0.5f * box_size));
- // Bodies attached through slider constraints
- for (int randomness = 0; randomness < 2; ++randomness)
- {
- Vec3 position(0, 25.0f, -randomness * 20.0f);
- Body &top = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- top.SetCollisionGroup(CollisionGroup(group_filter, group_id, 0));
- mBodyInterface->AddBody(top.GetID(), EActivation::DontActivate);
- default_random_engine random;
- uniform_real_distribution<float> displacement(-1.0f, 1.0f);
- Body *prev = ⊤
- for (int i = 1; i < cChainLength; ++i)
- {
- Quat rotation;
- Vec3 slider_axis;
- if (randomness == 0)
- {
- position += Vec3(box_size, 0, 0);
- rotation = Quat::sIdentity();
- slider_axis = Quat::sRotation(Vec3::sAxisZ(), -DegreesToRadians(10)).RotateAxisX();
- }
- else
- {
- position += Vec3(box_size + abs(displacement(random)), displacement(random), displacement(random));
- rotation = Quat::sRandom(random);
- slider_axis = Quat::sRotation(Vec3::sAxisY(), displacement(random) * DegreesToRadians(20)) * Quat::sRotation(Vec3::sAxisZ(), -DegreesToRadians(10)).RotateAxisX();
- }
- Body &segment = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, rotation, EMotionType::Dynamic, Layers::MOVING));
- segment.SetCollisionGroup(CollisionGroup(group_filter, group_id, CollisionGroup::SubGroupID(i)));
- mBodyInterface->AddBody(segment.GetID(), EActivation::Activate);
- SliderConstraintSettings settings;
- settings.SetPoint(*prev, segment);
- settings.SetSliderAxis(slider_axis);
- settings.mLimitsMin = -5.0f;
- settings.mLimitsMax = 10.0f;
- mPhysicsSystem->AddConstraint(settings.Create(*prev, segment));
- prev = &segment;
- }
- group_id++;
- }
- {
- // Two light bodies attached to a heavy body (gives issues if the wrong anchor point is chosen)
- Body *light1 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.1f)), Vec3(-5.0f, 7.0f, -5.2f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- light1->SetCollisionGroup(CollisionGroup(group_filter, group_id, 0));
- mBodyInterface->AddBody(light1->GetID(), EActivation::Activate);
- Body *heavy = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(5.0f)), Vec3(-5.0f, 7.0f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- heavy->SetCollisionGroup(CollisionGroup(group_filter, group_id, 1));
- mBodyInterface->AddBody(heavy->GetID(), EActivation::Activate);
- Body *light2 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.1f)), Vec3(-5.0f, 7.0f, 5.2f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- light2->SetCollisionGroup(CollisionGroup(group_filter, group_id, 2));
- mBodyInterface->AddBody(light2->GetID(), EActivation::Activate);
- ++group_id;
- // Note: This violates the recommendation that body 1 is heavier than body 2, therefore this constraint will not work well (the rotation constraint will not be solved accurately)
- SliderConstraintSettings slider1;
- slider1.SetPoint(*light1, *heavy);
- slider1.SetSliderAxis(Vec3::sAxisZ());
- slider1.mLimitsMin = 0.0f;
- slider1.mLimitsMax = 1.0f;
- mPhysicsSystem->AddConstraint(slider1.Create(*light1, *heavy));
- // This constraint has the heavy body as body 1 so will work fine
- SliderConstraintSettings slider2;
- slider2.SetPoint(*heavy, *light2);
- slider2.SetSliderAxis(Vec3::sAxisZ());
- slider2.mLimitsMin = 0.0f;
- slider2.mLimitsMax = 1.0f;
- mPhysicsSystem->AddConstraint(slider2.Create(*heavy, *light2));
- }
- {
- // Two bodies vertically stacked with a slider constraint
- Body *vert1 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(1.0f)), Vec3(5, 9, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- vert1->SetCollisionGroup(CollisionGroup(group_filter, group_id, 0));
- mBodyInterface->AddBody(vert1->GetID(), EActivation::Activate);
- Body *vert2 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(1.0f)), Vec3(5, 3, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- vert2->SetCollisionGroup(CollisionGroup(group_filter, group_id, 1));
- mBodyInterface->AddBody(vert2->GetID(), EActivation::Activate);
- ++group_id;
- SliderConstraintSettings slider;
- slider.SetPoint(*vert1, *vert2);
- slider.SetSliderAxis(Vec3::sAxisY());
- slider.mLimitsMin = 0.0f;
- slider.mLimitsMax = 2.0f;
- mPhysicsSystem->AddConstraint(slider.Create(*vert1, *vert2));
- }
- {
- // Two bodies vertically stacked with a slider constraint using soft limits
- Body *vert1 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(1.0f)), Vec3(10, 9, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- vert1->SetCollisionGroup(CollisionGroup(group_filter, group_id, 0));
- mBodyInterface->AddBody(vert1->GetID(), EActivation::Activate);
- Body *vert2 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(1.0f)), Vec3(10, 3, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- vert2->SetCollisionGroup(CollisionGroup(group_filter, group_id, 1));
- mBodyInterface->AddBody(vert2->GetID(), EActivation::Activate);
- ++group_id;
- SliderConstraintSettings slider;
- slider.SetPoint(*vert1, *vert2);
- slider.SetSliderAxis(Vec3::sAxisY());
- slider.mLimitsMin = 0.0f;
- slider.mLimitsMax = 2.0f;
- slider.mFrequency = 1.0f;
- slider.mDamping = 0.5f;
- mPhysicsSystem->AddConstraint(slider.Create(*vert1, *vert2));
- }
- }
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