123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130 |
- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2023 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/Constraints/ConstraintVsCOMChangeTest.h>
- #include <Jolt/Physics/Collision/Shape/MutableCompoundShape.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/GroupFilterTable.h>
- #include <Jolt/Physics/Constraints/HingeConstraint.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(ConstraintVsCOMChangeTest)
- {
- JPH_ADD_BASE_CLASS(ConstraintVsCOMChangeTest, Test)
- }
- void ConstraintVsCOMChangeTest::Initialize()
- {
- constexpr int cChainLength = 15;
- constexpr float cMinAngle = DegreesToRadians(-10.0f);
- constexpr float cMaxAngle = DegreesToRadians(20.0f);
- // Floor
- CreateFloor();
- // Create box shape
- mBox = new BoxShape(Vec3::sReplicate(0.5f * cBoxSize));
- // Build a collision group filter that disables collision between adjacent bodies
- Ref<GroupFilterTable> group_filter = new GroupFilterTable(cChainLength);
- for (CollisionGroup::SubGroupID i = 0; i < cChainLength - 1; ++i)
- group_filter->DisableCollision(i, i + 1);
- // Create chain of bodies
- RVec3 position(0, 25, 0);
- for (int i = 0; i < cChainLength; ++i)
- {
- position += Vec3(cBoxSize, 0, 0);
- Quat rotation = Quat::sIdentity();
- // Create compound shape specific for this body
- MutableCompoundShapeSettings compound_shape;
- compound_shape.SetEmbedded();
- compound_shape.AddShape(Vec3::sZero(), Quat::sIdentity(), mBox);
- // Create body
- Body& segment = *mBodyInterface->CreateBody(BodyCreationSettings(&compound_shape, position, rotation, i == 0 ? EMotionType::Static : EMotionType::Dynamic, i == 0 ? Layers::NON_MOVING : Layers::MOVING));
- segment.SetCollisionGroup(CollisionGroup(group_filter, 0, CollisionGroup::SubGroupID(i)));
- mBodyInterface->AddBody(segment.GetID(), EActivation::Activate);
- if (i > 0)
- {
- // Create hinge
- HingeConstraintSettings settings;
- settings.mPoint1 = settings.mPoint2 = position + Vec3(-0.5f * cBoxSize, -0.5f * cBoxSize, 0);
- settings.mHingeAxis1 = settings.mHingeAxis2 = Vec3::sAxisZ();
- settings.mNormalAxis1 = settings.mNormalAxis2 = Vec3::sAxisX();
- settings.mLimitsMin = cMinAngle;
- settings.mLimitsMax = cMaxAngle;
- Constraint* constraint = settings.Create(*mBodies.back(), segment);
- mPhysicsSystem->AddConstraint(constraint);
- mConstraints.push_back(constraint);
- }
- mBodies.push_back(&segment);
- }
- }
- void ConstraintVsCOMChangeTest::PrePhysicsUpdate(const PreUpdateParams& inParams)
- {
- // Increment time
- mTime += inParams.mDeltaTime;
- UpdateShapes();
- }
- void ConstraintVsCOMChangeTest::SaveState(StateRecorder& inStream) const
- {
- inStream.Write(mTime);
- }
- void ConstraintVsCOMChangeTest::RestoreState(StateRecorder& inStream)
- {
- inStream.Read(mTime);
- UpdateShapes();
- }
- void ConstraintVsCOMChangeTest::UpdateShapes()
- {
- // Check if we need to change the configuration
- int num_shapes = int(mTime) & 1? 2 : 1;
- if (mNumShapes != num_shapes)
- {
- mNumShapes = num_shapes;
- // Change the COM of the bodies
- for (int i = 1; i < (int)mBodies.size(); i += 2)
- {
- Body *b = mBodies[i];
- MutableCompoundShape *s = static_cast<MutableCompoundShape *>(const_cast<Shape *>(b->GetShape()));
- // Remember the center of mass before the change
- Vec3 prev_com = s->GetCenterOfMass();
- // First remove all existing shapes
- for (int j = s->GetNumSubShapes() - 1; j >= 0; --j)
- s->RemoveShape(j);
- // Then create the desired number of shapes
- for (int j = 0; j < num_shapes; ++j)
- s->AddShape(Vec3(0, 0, (1.0f + cBoxSize) * j), Quat::sIdentity(), mBox);
- // Update the center of mass to account for the new box configuration
- s->AdjustCenterOfMass();
- // Notify the physics system that the shape has changed
- mBodyInterface->NotifyShapeChanged(b->GetID(), prev_com, true, EActivation::Activate);
- // Notify the constraints that the shape has changed (this could be done more efficient as we know which constraints are affected)
- Vec3 delta_com = s->GetCenterOfMass() - prev_com;
- for (Constraint *c : mConstraints)
- c->NotifyShapeChanged(b->GetID(), delta_com);
- }
- }
- }
|