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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/Constraints/FixedConstraintTest.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/GroupFilterTable.h>
- #include <Jolt/Physics/Constraints/FixedConstraint.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(FixedConstraintTest)
- {
- JPH_ADD_BASE_CLASS(FixedConstraintTest, Test)
- }
- void FixedConstraintTest::Initialize()
- {
- // Floor
- CreateFloor();
-
- float box_size = 4.0f;
- RefConst<Shape> box = new BoxShape(Vec3::sReplicate(0.5f * box_size));
- const int num_bodies = 10;
- // Build a collision group filter that disables collision between adjacent bodies
- Ref<GroupFilterTable> group_filter = new GroupFilterTable(num_bodies);
- for (CollisionGroup::SubGroupID i = 0; i < num_bodies - 1; ++i)
- group_filter->DisableCollision(i, i + 1);
- // Bodies attached through fixed constraints
- for (int randomness = 0; randomness < 2; ++randomness)
- {
- CollisionGroup::GroupID group_id = CollisionGroup::GroupID(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 < num_bodies; ++i)
- {
- Quat rotation;
- if (randomness == 0)
- {
- position += Vec3(box_size, 0, 0);
- rotation = Quat::sIdentity();
- }
- else
- {
- position += Vec3(box_size + abs(displacement(random)), displacement(random), displacement(random));
- rotation = Quat::sRandom(random);
- }
- 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);
- FixedConstraintSettings settings;
- settings.SetPoint(*prev, segment);
- Ref<Constraint> c = settings.Create(*prev, segment);
- mPhysicsSystem->AddConstraint(c);
-
- prev = &segment;
- }
- }
- {
- // 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));
- 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));
- 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));
- mBodyInterface->AddBody(light2->GetID(), EActivation::Activate);
- FixedConstraintSettings light1_heavy;
- light1_heavy.SetPoint(*light1, *heavy);
- mPhysicsSystem->AddConstraint(light1_heavy.Create(*light1, *heavy));
- FixedConstraintSettings heavy_light2;
- heavy_light2.SetPoint(*heavy, *light2);
- mPhysicsSystem->AddConstraint(heavy_light2.Create(*heavy, *light2));
- }
- {
- // A tower of beams and crossbeams (note that it is not recommended to make constructs with this many fixed constraints, this is not always stable)
- Vec3 base_position(0, 25, -40.0f);
- Quat base_rotation = Quat::sRotation(Vec3::sAxisZ(), -0.5f * JPH_PI);
- Ref<BoxShape> pillar = new BoxShape(Vec3(0.1f, 1.0f, 0.1f), 0.0f);
- Ref<BoxShape> beam = new BoxShape(Vec3(0.01f, 1.5f, 0.1f), 0.0f);
- Body *prev_pillars[4] = { &Body::sFixedToWorld, &Body::sFixedToWorld, &Body::sFixedToWorld, &Body::sFixedToWorld };
- Vec3 center = Vec3::sZero();
- for (int y = 0; y < 10; ++y)
- {
- // Create pillars
- Body *pillars[4];
- for (int i = 0; i < 4; ++i)
- {
- Quat rotation = Quat::sRotation(Vec3::sAxisY(), i * 0.5f * JPH_PI);
- pillars[i] = mBodyInterface->CreateBody(BodyCreationSettings(pillar, base_position + base_rotation * (center + rotation * Vec3(1.0f, 1.0f, 1.0f)), base_rotation, EMotionType::Dynamic, Layers::MOVING));
- pillars[i]->SetCollisionGroup(CollisionGroup(group_filter, 0, 0)); // For convenience, we disable collisions between all objects in the tower
- mBodyInterface->AddBody(pillars[i]->GetID(), EActivation::Activate);
- }
- for (int i = 0; i < 4; ++i)
- {
- Quat rotation = Quat::sRotation(Vec3::sAxisY(), i * 0.5f * JPH_PI);
- // Create cross beam
- Body *cross = mBodyInterface->CreateBody(BodyCreationSettings(beam, base_position + base_rotation * (center + rotation * Vec3(1.105f, 1.0f, 0.0f)), base_rotation * rotation * Quat::sRotation(Vec3::sAxisX(), 0.3f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
- cross->SetCollisionGroup(CollisionGroup(group_filter, 0, 0));
- mBodyInterface->AddBody(cross->GetID(), EActivation::Activate);
- // Attach cross beam to pillars
- for (int j = 0; j < 2; ++j)
- {
- FixedConstraintSettings constraint;
- constraint.SetPoint(*pillars[(i + j) % 4], *cross);
- mPhysicsSystem->AddConstraint(constraint.Create(*pillars[(i + j) % 4], *cross));
- }
- // Attach to previous pillar
- if (prev_pillars[i] != nullptr)
- {
- FixedConstraintSettings constraint;
- constraint.SetPoint(*prev_pillars[i], *pillars[i]);
- mPhysicsSystem->AddConstraint(constraint.Create(*prev_pillars[i], *pillars[i]));
- }
- prev_pillars[i] = pillars[i];
- }
- center += Vec3(0.0f, 2.0f, 0.0f);
- }
- // Create top
- Body *top = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(1.2f, 0.1f, 1.2f)), base_position + base_rotation * (center + Vec3(0.0f, 0.1f, 0.0f)), base_rotation, EMotionType::Dynamic, Layers::MOVING));
- top->SetCollisionGroup(CollisionGroup(group_filter, 0, 0));
- mBodyInterface->AddBody(top->GetID(), EActivation::Activate);
- // Attach top to pillars
- for (int i = 0; i < 4; ++i)
- {
- FixedConstraintSettings constraint;
- constraint.SetPoint(*prev_pillars[i], *top);
- mPhysicsSystem->AddConstraint(constraint.Create(*prev_pillars[i], *top));
- }
- }
- }
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