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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2024 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/Shapes/MeshShapeUserDataTest.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/Shape/MeshShape.h>
- #include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
- #include <Jolt/Physics/Collision/RayCast.h>
- #include <Jolt/Physics/Collision/CastResult.h>
- #include <Jolt/Geometry/Triangle.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- #include <Renderer/DebugRendererImp.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(MeshShapeUserDataTest)
- {
- JPH_ADD_BASE_CLASS(MeshShapeUserDataTest, Test)
- }
- void MeshShapeUserDataTest::Initialize()
- {
- std::default_random_engine random;
- // Create regular grid of triangles
- uint32 user_data = 0;
- TriangleList triangles[2];
- for (int x = -10; x < 10; ++x)
- for (int z = -10; z < 10; ++z)
- {
- float x1 = 10.0f * x;
- float z1 = 10.0f * z;
- float x2 = x1 + 10.0f;
- float z2 = z1 + 10.0f;
- Float3 v1 = Float3(x1, 0, z1);
- Float3 v2 = Float3(x2, 0, z1);
- Float3 v3 = Float3(x1, 0, z2);
- Float3 v4 = Float3(x2, 0, z2);
- triangles[random() & 1].push_back(Triangle(v1, v3, v4, 0, user_data++));
- triangles[random() & 1].push_back(Triangle(v1, v4, v2, 0, user_data++));
- }
- // Create a compound with 2 meshes
- StaticCompoundShapeSettings compound_settings;
- compound_settings.SetEmbedded();
- for (TriangleList &t : triangles)
- {
- // Shuffle the triangles
- std::shuffle(t.begin(), t.end(), random);
- // Create mesh
- MeshShapeSettings mesh_settings(t);
- mesh_settings.mPerTriangleUserData = true;
- compound_settings.AddShape(Vec3::sZero(), Quat::sIdentity(), mesh_settings.Create().Get());
- }
- // Create body
- mBodyInterface->CreateAndAddBody(BodyCreationSettings(&compound_settings, RVec3::sZero(), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
- // 1 body with zero friction
- BodyCreationSettings bcs(new BoxShape(Vec3::sReplicate(2.0f)), RVec3(0, 55.0f, -50.0f), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI), EMotionType::Dynamic, Layers::MOVING);
- bcs.mFriction = 0.0f;
- bcs.mEnhancedInternalEdgeRemoval = true; // Needed because the 2 meshes have a lot of active edges
- mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
- }
- void MeshShapeUserDataTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
- {
- // Cast a ray
- RayCastResult hit;
- RRayCast ray(inParams.mCameraState.mPos, inParams.mCameraState.mForward * 100.0f);
- mPhysicsSystem->GetNarrowPhaseQuery().CastRay(ray, hit);
- // Get body (if there was a hit)
- BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), hit.mBodyID);
- if (lock.SucceededAndIsInBroadPhase())
- {
- // Get the leaf shape (mesh shape in this case)
- SubShapeID remainder;
- const Shape *shape = lock.GetBody().GetShape()->GetLeafShape(hit.mSubShapeID2, remainder);
- JPH_ASSERT(shape->GetType() == EShapeType::Mesh);
- // Get user data from the triangle that was hit
- uint32 user_data = static_cast<const MeshShape *>(shape)->GetTriangleUserData(remainder);
- // Draw it on screen
- RVec3 hit_pos = ray.GetPointOnRay(hit.mFraction);
- mDebugRenderer->DrawText3D(hit_pos, StringFormat("UserData: %d", user_data).c_str());
- }
- }
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