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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/Constraints/FixedConstraintTest.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/GroupFilterTable.h>
- #include <Jolt/Physics/Constraints/FixedConstraint.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(FixedConstraintTest)
- {
- JPH_ADD_BASE_CLASS(FixedConstraintTest, Test)
- }
- void FixedConstraintTest::Initialize()
- {
- // Floor
- CreateFloor();
-
- float box_size = 4.0f;
- RefConst<Shape> box = new BoxShape(Vec3::sReplicate(0.5f * box_size));
- const int num_bodies = 10;
- // Build a collision group filter that disables collision between adjacent bodies
- Ref<GroupFilterTable> group_filter = new GroupFilterTable(num_bodies);
- for (CollisionGroup::SubGroupID i = 0; i < num_bodies - 1; ++i)
- group_filter->DisableCollision(i, i + 1);
- // Bodies attached through fixed constraints
- for (int randomness = 0; randomness < 2; ++randomness)
- {
- CollisionGroup::GroupID group_id = CollisionGroup::GroupID(randomness);
- Vec3 position(0, 25.0f, -randomness * 20.0f);
- Body &top = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- top.SetCollisionGroup(CollisionGroup(group_filter, group_id, 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 < num_bodies; ++i)
- {
- Quat rotation;
- if (randomness == 0)
- {
- position += Vec3(box_size, 0, 0);
- rotation = Quat::sIdentity();
- }
- else
- {
- position += Vec3(box_size + abs(displacement(random)), displacement(random), displacement(random));
- rotation = Quat::sRandom(random);
- }
- Body &segment = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, rotation, EMotionType::Dynamic, Layers::MOVING));
- segment.SetCollisionGroup(CollisionGroup(group_filter, group_id, CollisionGroup::SubGroupID(i)));
- mBodyInterface->AddBody(segment.GetID(), EActivation::Activate);
- Ref<Constraint> c = FixedConstraintSettings().Create(*prev, segment);
- mPhysicsSystem->AddConstraint(c);
-
- prev = &segment;
- }
- }
- // Two light bodies attached to a heavy body (gives issues if the wrong anchor point is chosen)
- Body *light1 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.1f)), Vec3(-5.0f, 7.0f, -5.2f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- mBodyInterface->AddBody(light1->GetID(), EActivation::Activate);
- Body *heavy = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(5.0f)), Vec3(-5.0f, 7.0f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- mBodyInterface->AddBody(heavy->GetID(), EActivation::Activate);
- Body *light2 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.1f)), Vec3(-5.0f, 7.0f, 5.2f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- mBodyInterface->AddBody(light2->GetID(), EActivation::Activate);
- mPhysicsSystem->AddConstraint(FixedConstraintSettings().Create(*light1, *heavy));
- mPhysicsSystem->AddConstraint(FixedConstraintSettings().Create(*heavy, *light2));
- }
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