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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/Constraints/SliderConstraintTest.h>
- #include <Physics/Collision/Shape/BoxShape.h>
- #include <Physics/Collision/GroupFilterTable.h>
- #include <Physics/Constraints/SliderConstraint.h>
- #include <Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(SliderConstraintTest)
- {
- JPH_ADD_BASE_CLASS(SliderConstraintTest, Test)
- }
- void SliderConstraintTest::Initialize()
- {
- // Floor
- CreateFloor();
-
- const int cChainLength = 10;
- // Create group filter
- Ref<GroupFilterTable> group_filter = new GroupFilterTable(cChainLength);
- for (CollisionGroup::SubGroupID i = 0; i < cChainLength - 1; ++i)
- group_filter->DisableCollision(i, i + 1);
- // Create box
- float box_size = 4.0f;
- RefConst<Shape> box = new BoxShape(Vec3::sReplicate(0.5f * box_size));
- // Bodies attached through slider constraints
- {
- Vec3 position(0, 25, 0);
- Body &top = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- top.SetCollisionGroup(CollisionGroup(group_filter, 0, 0));
- mBodyInterface->AddBody(top.GetID(), EActivation::DontActivate);
- Body *prev = ⊤
- for (int i = 1; i < cChainLength; ++i)
- {
- position += Vec3(box_size, 0, 0);
- Body &segment = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- segment.SetCollisionGroup(CollisionGroup(group_filter, 0, CollisionGroup::SubGroupID(i)));
- mBodyInterface->AddBody(segment.GetID(), EActivation::Activate);
- SliderConstraintSettings settings;
- settings.mSliderAxis = Quat::sRotation(Vec3::sAxisZ(), -DegreesToRadians(10)) * Vec3::sAxisX();
- settings.mLimitsMin = -5.0f;
- settings.mLimitsMax = 10.0f;
- mPhysicsSystem->AddConstraint(settings.Create(*prev, segment));
- prev = &segment;
- }
- }
- // Bodies attached through slider constraints with random rotations and translations
- {
- Vec3 position(0, 25, -20);
- Body &top = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- top.SetCollisionGroup(CollisionGroup(group_filter, 1, 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 < cChainLength; ++i)
- {
- position += Vec3(box_size + abs(displacement(random)), displacement(random), displacement(random));
- Body &segment = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, Quat::sRandom(random), EMotionType::Dynamic, Layers::MOVING));
- segment.SetCollisionGroup(CollisionGroup(group_filter, 1, CollisionGroup::SubGroupID(i)));
- mBodyInterface->AddBody(segment.GetID(), EActivation::Activate);
- SliderConstraintSettings settings;
- settings.mSliderAxis = Quat::sRotation(Vec3::sAxisY(), displacement(random) * DegreesToRadians(20)) * Quat::sRotation(Vec3::sAxisZ(), -DegreesToRadians(10)) * Vec3::sAxisX();
- settings.mLimitsMin = -5.0f;
- settings.mLimitsMax = 10.0f;
- mPhysicsSystem->AddConstraint(settings.Create(*prev, segment));
- prev = &segment;
- }
- }
- }
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