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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/General/ContactListenerTest.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
- #include <Jolt/Physics/Collision/Shape/SphereShape.h>
- #include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- #include <Renderer/DebugRendererImp.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(ContactListenerTest)
- {
- JPH_ADD_BASE_CLASS(ContactListenerTest, Test)
- }
- void ContactListenerTest::Initialize()
- {
- // Floor
- CreateFloor();
- RefConst<Shape> box_shape = new BoxShape(Vec3(0.5f, 1.0f, 2.0f));
- // Dynamic body 1
- Body &body1 = *mBodyInterface->CreateBody(BodyCreationSettings(box_shape, Vec3(0, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- body1.SetAllowSleeping(false);
- mBodyInterface->AddBody(body1.GetID(), EActivation::Activate);
- // Dynamic body 2
- Body &body2 = *mBodyInterface->CreateBody(BodyCreationSettings(box_shape, Vec3(5, 10, 0), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
- body2.SetAllowSleeping(false);
- mBodyInterface->AddBody(body2.GetID(), EActivation::Activate);
- // Dynamic body 3
- Body &body3 = *mBodyInterface->CreateBody(BodyCreationSettings(new SphereShape(2.0f), Vec3(10, 10, 0), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
- body3.SetAllowSleeping(false);
- mBodyInterface->AddBody(body3.GetID(), EActivation::Activate);
- // Dynamic body 4
- Ref<StaticCompoundShapeSettings> compound_shape = new StaticCompoundShapeSettings;
- compound_shape->AddShape(Vec3::sZero(), Quat::sIdentity(), new CapsuleShape(5, 1));
- compound_shape->AddShape(Vec3(0, -5, 0), Quat::sIdentity(), new SphereShape(2));
- compound_shape->AddShape(Vec3(0, 5, 0), Quat::sIdentity(), new SphereShape(2));
- Body &body4 = *mBodyInterface->CreateBody(BodyCreationSettings(compound_shape, Vec3(15, 10, 0), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
- body4.SetAllowSleeping(false);
- mBodyInterface->AddBody(body4.GetID(), EActivation::Activate);
-
- // Store bodies for later use
- mBody[0] = &body1;
- mBody[1] = &body2;
- mBody[2] = &body3;
- mBody[3] = &body4;
- }
- ValidateResult ContactListenerTest::OnContactValidate(const Body &inBody1, const Body &inBody2, const CollideShapeResult &inCollisionResult)
- {
- // Body 1 and 2 should never collide
- return ((&inBody1 == mBody[0] && &inBody2 == mBody[1]) || (&inBody1 == mBody[1] && &inBody2 == mBody[0]))? ValidateResult::RejectAllContactsForThisBodyPair : ValidateResult::AcceptAllContactsForThisBodyPair;
- }
- void ContactListenerTest::OnContactAdded(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings)
- {
- // Make body 1 bounce only when a new contact point is added but not when it is persisted (its restitution is normally 0)
- if (&inBody1 == mBody[0] || &inBody2 == mBody[0])
- {
- JPH_ASSERT(ioSettings.mCombinedRestitution == 0.0f);
- ioSettings.mCombinedRestitution = 1.0f;
- }
- }
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