HingeConstraintTest.cpp 2.4 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #include <TestFramework.h>
  4. #include <Tests/Constraints/HingeConstraintTest.h>
  5. #include <Physics/Collision/Shape/BoxShape.h>
  6. #include <Physics/Collision/GroupFilterTable.h>
  7. #include <Physics/Constraints/HingeConstraint.h>
  8. #include <Physics/Body/BodyCreationSettings.h>
  9. #include <Layers.h>
  10. JPH_IMPLEMENT_RTTI_VIRTUAL(HingeConstraintTest)
  11. {
  12. JPH_ADD_BASE_CLASS(HingeConstraintTest, Test)
  13. }
  14. void HingeConstraintTest::Initialize()
  15. {
  16. // Floor
  17. CreateFloor();
  18. float box_size = 4.0f;
  19. RefConst<Shape> box = new BoxShape(Vec3::sReplicate(0.5f * box_size));
  20. const int cChainLength = 15;
  21. // Build a collision group filter that disables collision between adjacent bodies
  22. Ref<GroupFilterTable> group_filter = new GroupFilterTable(cChainLength);
  23. for (CollisionGroup::SubGroupID i = 0; i < cChainLength - 1; ++i)
  24. group_filter->DisableCollision(i, i + 1);
  25. // Bodies attached through hinge constraints
  26. Vec3 position(0, 50, 0);
  27. Body &top = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  28. top.SetCollisionGroup(CollisionGroup(group_filter, 0, 0));
  29. mBodyInterface->AddBody(top.GetID(), EActivation::DontActivate);
  30. constexpr float min_angle = DegreesToRadians(-10.0f);
  31. constexpr float max_angle = DegreesToRadians(20.0f);
  32. Body *prev = &top;
  33. for (int i = 1; i < cChainLength; ++i)
  34. {
  35. position += Vec3(box_size, 0, 0);
  36. Body &segment = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  37. segment.SetCollisionGroup(CollisionGroup(group_filter, 0, CollisionGroup::SubGroupID(i)));
  38. mBodyInterface->AddBody(segment.GetID(), EActivation::Activate);
  39. HingeConstraintSettings settings;
  40. if ((i & 1) == 0)
  41. {
  42. settings.mPoint1 = settings.mPoint2 = position + Vec3(-0.5f * box_size, 0, 0.5f * box_size);
  43. settings.mHingeAxis1 = settings.mHingeAxis2 = Vec3::sAxisY();
  44. settings.mNormalAxis1 = settings.mNormalAxis2 = Vec3::sAxisX();
  45. }
  46. else
  47. {
  48. settings.mPoint1 = settings.mPoint2 = position + Vec3(-0.5f * box_size, -0.5f * box_size, 0);
  49. settings.mHingeAxis1 = settings.mHingeAxis2 = Vec3::sAxisZ();
  50. settings.mNormalAxis1 = settings.mNormalAxis2 = Vec3::sAxisX();
  51. }
  52. settings.mLimitsMin = min_angle;
  53. settings.mLimitsMax = max_angle;
  54. mPhysicsSystem->AddConstraint(settings.Create(*prev, segment));
  55. prev = &segment;
  56. }
  57. }