SliderConstraintTest.cpp 3.2 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #include <TestFramework.h>
  4. #include <Tests/Constraints/SliderConstraintTest.h>
  5. #include <Physics/Collision/Shape/BoxShape.h>
  6. #include <Physics/Collision/GroupFilterTable.h>
  7. #include <Physics/Constraints/SliderConstraint.h>
  8. #include <Physics/Body/BodyCreationSettings.h>
  9. #include <Layers.h>
  10. JPH_IMPLEMENT_RTTI_VIRTUAL(SliderConstraintTest)
  11. {
  12. JPH_ADD_BASE_CLASS(SliderConstraintTest, Test)
  13. }
  14. void SliderConstraintTest::Initialize()
  15. {
  16. // Floor
  17. CreateFloor();
  18. const int cChainLength = 10;
  19. // Create group filter
  20. Ref<GroupFilterTable> group_filter = new GroupFilterTable(cChainLength);
  21. for (CollisionGroup::SubGroupID i = 0; i < cChainLength - 1; ++i)
  22. group_filter->DisableCollision(i, i + 1);
  23. // Create box
  24. float box_size = 4.0f;
  25. RefConst<Shape> box = new BoxShape(Vec3::sReplicate(0.5f * box_size));
  26. // Bodies attached through slider constraints
  27. {
  28. Vec3 position(0, 25, 0);
  29. Body &top = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  30. top.SetCollisionGroup(CollisionGroup(group_filter, 0, 0));
  31. mBodyInterface->AddBody(top.GetID(), EActivation::DontActivate);
  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. SliderConstraintSettings settings;
  40. settings.mSliderAxis = Quat::sRotation(Vec3::sAxisZ(), -DegreesToRadians(10)) * Vec3::sAxisX();
  41. settings.mLimitsMin = -5.0f;
  42. settings.mLimitsMax = 10.0f;
  43. mPhysicsSystem->AddConstraint(settings.Create(*prev, segment));
  44. prev = &segment;
  45. }
  46. }
  47. // Bodies attached through slider constraints with random rotations and translations
  48. {
  49. Vec3 position(0, 25, -20);
  50. Body &top = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  51. top.SetCollisionGroup(CollisionGroup(group_filter, 1, 0));
  52. mBodyInterface->AddBody(top.GetID(), EActivation::DontActivate);
  53. default_random_engine random;
  54. uniform_real_distribution<float> displacement(-1.0f, 1.0f);
  55. Body *prev = &top;
  56. for (int i = 1; i < cChainLength; ++i)
  57. {
  58. position += Vec3(box_size + abs(displacement(random)), displacement(random), displacement(random));
  59. Body &segment = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, Quat::sRandom(random), EMotionType::Dynamic, Layers::MOVING));
  60. segment.SetCollisionGroup(CollisionGroup(group_filter, 1, CollisionGroup::SubGroupID(i)));
  61. mBodyInterface->AddBody(segment.GetID(), EActivation::Activate);
  62. SliderConstraintSettings settings;
  63. settings.mSliderAxis = Quat::sRotation(Vec3::sAxisY(), displacement(random) * DegreesToRadians(20)) * Quat::sRotation(Vec3::sAxisZ(), -DegreesToRadians(10)) * Vec3::sAxisX();
  64. settings.mLimitsMin = -5.0f;
  65. settings.mLimitsMax = 10.0f;
  66. mPhysicsSystem->AddConstraint(settings.Create(*prev, segment));
  67. prev = &segment;
  68. }
  69. }
  70. }