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ScaledHeightFieldShapeTest.cpp 3.9 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #include <TestFramework.h>
  4. #include <Tests/ScaledShapes/ScaledHeightFieldShapeTest.h>
  5. #include <Math/Perlin.h>
  6. #include <Physics/Collision/Shape/HeightFieldShape.h>
  7. #include <Physics/Collision/Shape/SphereShape.h>
  8. #include <Physics/Collision/Shape/BoxShape.h>
  9. #include <Physics/Collision/Shape/ScaledShape.h>
  10. #include <Physics/Body/BodyCreationSettings.h>
  11. #include <Layers.h>
  12. JPH_IMPLEMENT_RTTI_VIRTUAL(ScaledHeightFieldShapeTest)
  13. {
  14. JPH_ADD_BASE_CLASS(ScaledHeightFieldShapeTest, Test)
  15. }
  16. void ScaledHeightFieldShapeTest::Initialize()
  17. {
  18. // Floor
  19. CreateFloor();
  20. const int n = 64;
  21. const float cell_size = 0.25f;
  22. const float max_height = 4.0f;
  23. // Create height samples
  24. float heights[n * n];
  25. for (int y = 0; y < n; ++y)
  26. for (int x = 0; x < n; ++x)
  27. heights[y * n + x] = max_height * PerlinNoise3(float(x) * 2.0f / n, 0, float(y) * 2.0f / n, 256, 256, 256);
  28. // Create 'wall' around height field
  29. for (int x = 0; x < n; ++x)
  30. {
  31. heights[x] += 2.0f;
  32. heights[x + n * (n - 1)] += 2.0f;
  33. }
  34. for (int y = 1; y < n - 1; ++y)
  35. {
  36. heights[n * y] += 2.0f;
  37. heights[n - 1 + n * y] += 2.0f;
  38. }
  39. // Create height field
  40. RefConst<ShapeSettings> height_field = new HeightFieldShapeSettings(heights, Vec3(-0.5f * cell_size * n, 0.0f, -0.5f * cell_size * n), Vec3(cell_size, 1.0f, cell_size), n);
  41. // Original shape
  42. Body &body1 = *mBodyInterface->CreateBody(BodyCreationSettings(height_field, Vec3(-60, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  43. mBodyInterface->AddBody(body1.GetID(), EActivation::DontActivate);
  44. // Uniformly scaled shape < 1
  45. Body &body2 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(height_field, Vec3::sReplicate(0.5f)), Vec3(-40, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  46. mBodyInterface->AddBody(body2.GetID(), EActivation::DontActivate);
  47. // Uniformly scaled shape > 1
  48. Body &body3 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(height_field, Vec3::sReplicate(1.5f)), Vec3(-20, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  49. mBodyInterface->AddBody(body3.GetID(), EActivation::DontActivate);
  50. // Non-uniform scaled shape
  51. Body &body4 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(height_field, Vec3(0.5f, 1.0f, 1.5f)), Vec3(0, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  52. mBodyInterface->AddBody(body4.GetID(), EActivation::DontActivate);
  53. // Flipped in 2 axis
  54. Body &body5 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(height_field, Vec3(-0.5f, 1.0f, -1.5f)), Vec3(20, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  55. mBodyInterface->AddBody(body5.GetID(), EActivation::DontActivate);
  56. // Inside out
  57. Body &body6 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(height_field, Vec3(-0.5f, 1.0f, 1.5f)), Vec3(40, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  58. mBodyInterface->AddBody(body6.GetID(), EActivation::DontActivate);
  59. // Upside down
  60. Body &body7 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(height_field, Vec3(0.5f, -1.0f, 1.5f)), Vec3(60, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  61. mBodyInterface->AddBody(body7.GetID(), EActivation::DontActivate);
  62. // Create a number of balls above the height fields
  63. RefConst<Shape> sphere_shape = new SphereShape(0.2f);
  64. RefConst<Shape> box_shape = new BoxShape(Vec3(0.2f, 0.2f, 0.4f), 0.01f);
  65. for (int i = 0; i < 7; ++i)
  66. for (int j = 0; j < 5; ++j)
  67. {
  68. Body &dynamic = *mBodyInterface->CreateBody(BodyCreationSettings((j & 1)? box_shape : sphere_shape, Vec3(-60.0f + 20.0f * i, 10.0f + max_height + 0.5f * j, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  69. mBodyInterface->AddBody(dynamic.GetID(), EActivation::Activate);
  70. }
  71. }