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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/ScaledShapes/ScaledTriangleShapeTest.h>
- #include <Physics/Collision/Shape/TriangleShape.h>
- #include <Physics/Collision/Shape/ScaledShape.h>
- #include <Physics/Collision/Shape/BoxShape.h>
- #include <Physics/Collision/Shape/SphereShape.h>
- #include <Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(ScaledTriangleShapeTest)
- {
- JPH_ADD_BASE_CLASS(ScaledTriangleShapeTest, Test)
- }
- void ScaledTriangleShapeTest::Initialize()
- {
- // Floor
- CreateFloor();
- // Single triangle
- RefConst<TriangleShape> triangle_shape = new TriangleShape(Vec3(-10, -1, 0), Vec3(0, 1, 10), Vec3(10, -2, -10));
-
- // Original shape
- Body &body1 = *mBodyInterface->CreateBody(BodyCreationSettings(triangle_shape, Vec3(-60, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- mBodyInterface->AddBody(body1.GetID(), EActivation::DontActivate);
- // Uniformly scaled shape < 1
- Body &body2 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShape(triangle_shape, Vec3::sReplicate(0.5f)), Vec3(-40, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- mBodyInterface->AddBody(body2.GetID(), EActivation::DontActivate);
- // Uniformly scaled shape > 1
- Body &body3 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShape(triangle_shape, Vec3::sReplicate(1.5f)), Vec3(-20, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- mBodyInterface->AddBody(body3.GetID(), EActivation::DontActivate);
- // Non-uniform scaled shape
- Body &body4 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShape(triangle_shape, Vec3(0.5f, 1.0f, 1.5f)), Vec3(0, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- mBodyInterface->AddBody(body4.GetID(), EActivation::DontActivate);
- // Flipped in 2 axis
- Body &body5 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShape(triangle_shape, Vec3(-0.5f, 1.0f, -1.5f)), Vec3(20, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- mBodyInterface->AddBody(body5.GetID(), EActivation::DontActivate);
- // Inside out
- Body &body6 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShape(triangle_shape, Vec3(-0.5f, 1.0f, 1.5f)), Vec3(40, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- mBodyInterface->AddBody(body6.GetID(), EActivation::DontActivate);
- // Upside down
- Body &body7 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShape(triangle_shape, Vec3(0.5f, -1.0f, 1.5f)), Vec3(60, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- mBodyInterface->AddBody(body7.GetID(), EActivation::DontActivate);
- // Create a number of balls above the triangles
- RefConst<Shape> sphere_shape = new SphereShape(0.2f);
- RefConst<Shape> box_shape = new BoxShape(Vec3(0.2f, 0.2f, 0.4f), 0.01f);
- for (int i = 0; i < 7; ++i)
- for (int j = 0; j < 5; ++j)
- {
- Body &dynamic = *mBodyInterface->CreateBody(BodyCreationSettings((j & 1)? box_shape : sphere_shape, Vec3(-60.0f + 20.0f * i, 10.0f + 0.5f * j, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- mBodyInterface->AddBody(dynamic.GetID(), EActivation::Activate);
- }
- }
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