SliderConstraintTest.cpp 4.2 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #include <TestFramework.h>
  4. #include <Tests/Constraints/SliderConstraintTest.h>
  5. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  6. #include <Jolt/Physics/Collision/GroupFilterTable.h>
  7. #include <Jolt/Physics/Constraints/SliderConstraint.h>
  8. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  9. #include <Layers.h>
  10. JPH_IMPLEMENT_RTTI_VIRTUAL(SliderConstraintTest)
  11. {
  12. JPH_ADD_BASE_CLASS(SliderConstraintTest, Test)
  13. }
  14. void SliderConstraintTest::Initialize()
  15. {
  16. // Floor
  17. CreateFloor();
  18. const int cChainLength = 10;
  19. // Create group filter
  20. Ref<GroupFilterTable> group_filter = new GroupFilterTable(cChainLength);
  21. for (CollisionGroup::SubGroupID i = 0; i < cChainLength - 1; ++i)
  22. group_filter->DisableCollision(i, i + 1);
  23. // Create box
  24. float box_size = 4.0f;
  25. RefConst<Shape> box = new BoxShape(Vec3::sReplicate(0.5f * box_size));
  26. // Bodies attached through slider constraints
  27. for (int randomness = 0; randomness < 2; ++randomness)
  28. {
  29. CollisionGroup::GroupID group_id = CollisionGroup::GroupID(randomness);
  30. Vec3 position(0, 25.0f, -randomness * 20.0f);
  31. Body &top = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  32. top.SetCollisionGroup(CollisionGroup(group_filter, group_id, 0));
  33. mBodyInterface->AddBody(top.GetID(), EActivation::DontActivate);
  34. default_random_engine random;
  35. uniform_real_distribution<float> displacement(-1.0f, 1.0f);
  36. Body *prev = &top;
  37. for (int i = 1; i < cChainLength; ++i)
  38. {
  39. Quat rotation;
  40. Vec3 slider_axis;
  41. if (randomness == 0)
  42. {
  43. position += Vec3(box_size, 0, 0);
  44. rotation = Quat::sIdentity();
  45. slider_axis = Quat::sRotation(Vec3::sAxisZ(), -DegreesToRadians(10)).RotateAxisX();
  46. }
  47. else
  48. {
  49. position += Vec3(box_size + abs(displacement(random)), displacement(random), displacement(random));
  50. rotation = Quat::sRandom(random);
  51. slider_axis = Quat::sRotation(Vec3::sAxisY(), displacement(random) * DegreesToRadians(20)) * Quat::sRotation(Vec3::sAxisZ(), -DegreesToRadians(10)).RotateAxisX();
  52. }
  53. Body &segment = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, rotation, EMotionType::Dynamic, Layers::MOVING));
  54. segment.SetCollisionGroup(CollisionGroup(group_filter, group_id, CollisionGroup::SubGroupID(i)));
  55. mBodyInterface->AddBody(segment.GetID(), EActivation::Activate);
  56. SliderConstraintSettings settings;
  57. settings.SetPoint(*prev, segment);
  58. settings.SetSliderAxis(slider_axis);
  59. settings.mLimitsMin = -5.0f;
  60. settings.mLimitsMax = 10.0f;
  61. mPhysicsSystem->AddConstraint(settings.Create(*prev, segment));
  62. prev = &segment;
  63. }
  64. }
  65. // Two light bodies attached to a heavy body (gives issues if the wrong anchor point is chosen)
  66. Body *light1 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.1f)), Vec3(-5.0f, 7.0f, -5.2f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  67. mBodyInterface->AddBody(light1->GetID(), EActivation::Activate);
  68. Body *heavy = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(5.0f)), Vec3(-5.0f, 7.0f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  69. mBodyInterface->AddBody(heavy->GetID(), EActivation::Activate);
  70. Body *light2 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.1f)), Vec3(-5.0f, 7.0f, 5.2f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  71. mBodyInterface->AddBody(light2->GetID(), EActivation::Activate);
  72. // 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)
  73. SliderConstraintSettings slider1;
  74. slider1.SetPoint(*light1, *heavy);
  75. slider1.SetSliderAxis(Vec3::sAxisZ());
  76. slider1.mLimitsMin = 0.0f;
  77. slider1.mLimitsMax = 1.0f;
  78. mPhysicsSystem->AddConstraint(slider1.Create(*light1, *heavy));
  79. // This constraint has the heavy body as body 1 so will work fine
  80. SliderConstraintSettings slider2;
  81. slider2.SetPoint(*heavy, *light2);
  82. slider2.SetSliderAxis(Vec3::sAxisZ());
  83. slider2.mLimitsMin = 0.0f;
  84. slider2.mLimitsMax = 1.0f;
  85. mPhysicsSystem->AddConstraint(slider2.Create(*heavy, *light2));
  86. }