SliderConstraintTest.cpp 4.8 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 <Jolt/Physics/Collision/Shape/BoxShape.h>
  6. #include <Jolt/Physics/Collision/GroupFilterTable.h>
  7. #include <Jolt/Physics/Constraints/SliderConstraint.h>
  8. #include <Jolt/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.SetPoint(*prev, segment);
  41. settings.SetSliderAxis(Quat::sRotation(Vec3::sAxisZ(), -DegreesToRadians(10)).RotateAxisX());
  42. settings.mLimitsMin = -5.0f;
  43. settings.mLimitsMax = 10.0f;
  44. mPhysicsSystem->AddConstraint(settings.Create(*prev, segment));
  45. prev = &segment;
  46. }
  47. }
  48. // Bodies attached through slider constraints with random rotations and translations
  49. {
  50. Vec3 position(0, 25, -20);
  51. Body &top = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  52. top.SetCollisionGroup(CollisionGroup(group_filter, 1, 0));
  53. mBodyInterface->AddBody(top.GetID(), EActivation::DontActivate);
  54. default_random_engine random;
  55. uniform_real_distribution<float> displacement(-1.0f, 1.0f);
  56. Body *prev = &top;
  57. for (int i = 1; i < cChainLength; ++i)
  58. {
  59. position += Vec3(box_size + abs(displacement(random)), displacement(random), displacement(random));
  60. Body &segment = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, Quat::sRandom(random), EMotionType::Dynamic, Layers::MOVING));
  61. segment.SetCollisionGroup(CollisionGroup(group_filter, 1, CollisionGroup::SubGroupID(i)));
  62. mBodyInterface->AddBody(segment.GetID(), EActivation::Activate);
  63. SliderConstraintSettings settings;
  64. settings.SetPoint(*prev, segment);
  65. settings.SetSliderAxis(Quat::sRotation(Vec3::sAxisY(), displacement(random) * DegreesToRadians(20)) * Quat::sRotation(Vec3::sAxisZ(), -DegreesToRadians(10)).RotateAxisX());
  66. settings.mLimitsMin = -5.0f;
  67. settings.mLimitsMax = 10.0f;
  68. mPhysicsSystem->AddConstraint(settings.Create(*prev, segment));
  69. prev = &segment;
  70. }
  71. }
  72. // Two light bodies attached to a heavy body (gives issues if the wrong anchor point is chosen)
  73. Body *light1 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.1f)), Vec3(-5.0f, 7.0f, -5.2f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  74. mBodyInterface->AddBody(light1->GetID(), EActivation::Activate);
  75. Body *heavy = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(5.0f)), Vec3(-5.0f, 7.0f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  76. mBodyInterface->AddBody(heavy->GetID(), EActivation::Activate);
  77. Body *light2 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.1f)), Vec3(-5.0f, 7.0f, 5.2f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  78. mBodyInterface->AddBody(light2->GetID(), EActivation::Activate);
  79. // Note: This violates the recommendation that body 1 is heavier than body 2, therefore this constraint will not work well (the rotation constraint will not be solved accurately)
  80. SliderConstraintSettings slider1;
  81. slider1.SetPoint(*light1, *heavy);
  82. slider1.SetSliderAxis(Vec3::sAxisZ());
  83. slider1.mLimitsMin = 0.0f;
  84. slider1.mLimitsMax = 1.0f;
  85. mPhysicsSystem->AddConstraint(slider1.Create(*light1, *heavy));
  86. // This constraint has the heavy body as body 1 so will work fine
  87. SliderConstraintSettings slider2;
  88. slider2.SetPoint(*heavy, *light2);
  89. slider2.SetSliderAxis(Vec3::sAxisZ());
  90. slider2.mLimitsMin = 0.0f;
  91. slider2.mLimitsMax = 1.0f;
  92. mPhysicsSystem->AddConstraint(slider2.Create(*heavy, *light2));
  93. }