ScaledPlaneShapeTest.cpp 3.3 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2024 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #include <TestFramework.h>
  5. #include <Tests/ScaledShapes/ScaledPlaneShapeTest.h>
  6. #include <Jolt/Physics/Collision/Shape/PlaneShape.h>
  7. #include <Jolt/Physics/Collision/Shape/ScaledShape.h>
  8. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  9. #include <Jolt/Physics/Collision/Shape/SphereShape.h>
  10. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  11. #include <Layers.h>
  12. JPH_IMPLEMENT_RTTI_VIRTUAL(ScaledPlaneShapeTest)
  13. {
  14. JPH_ADD_BASE_CLASS(ScaledPlaneShapeTest, Test)
  15. }
  16. void ScaledPlaneShapeTest::Initialize()
  17. {
  18. // Floor
  19. CreateFloor();
  20. RefConst<ShapeSettings> plane_shape = new PlaneShapeSettings(Plane(Vec3(0.1f, 1.0f, 0.1f).Normalized(), -0.5f), nullptr, 5.0f);
  21. // Original shape
  22. Body &body1 = *mBodyInterface->CreateBody(BodyCreationSettings(plane_shape, RVec3(-60, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  23. mBodyInterface->AddBody(body1.GetID(), EActivation::DontActivate);
  24. // Uniformly scaled shape < 1
  25. Body &body2 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(plane_shape, Vec3::sReplicate(0.5f)), RVec3(-40, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  26. mBodyInterface->AddBody(body2.GetID(), EActivation::DontActivate);
  27. // Uniformly scaled shape > 1
  28. Body &body3 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(plane_shape, Vec3::sReplicate(1.5f)), RVec3(-20, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  29. mBodyInterface->AddBody(body3.GetID(), EActivation::DontActivate);
  30. // Non-uniform scaled shape
  31. Body &body4 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(plane_shape, Vec3(0.5f, 1.0f, 1.5f)), RVec3(0, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  32. mBodyInterface->AddBody(body4.GetID(), EActivation::DontActivate);
  33. // Flipped in 2 axis
  34. Body &body5 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(plane_shape, Vec3(-0.5f, 1.0f, -1.5f)), RVec3(20, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  35. mBodyInterface->AddBody(body5.GetID(), EActivation::DontActivate);
  36. // Inside out
  37. Body &body6 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(plane_shape, Vec3(-0.5f, 1.0f, 1.5f)), RVec3(40, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  38. mBodyInterface->AddBody(body6.GetID(), EActivation::DontActivate);
  39. // Upside down
  40. Body &body7 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(plane_shape, Vec3(0.5f, -1.0f, 1.5f)), RVec3(60, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  41. mBodyInterface->AddBody(body7.GetID(), EActivation::DontActivate);
  42. // Create a number of balls above the planes
  43. RefConst<Shape> sphere_shape = new SphereShape(0.2f);
  44. RefConst<Shape> box_shape = new BoxShape(Vec3(0.2f, 0.2f, 0.4f), 0.01f);
  45. for (int i = 0; i < 7; ++i)
  46. for (int j = 0; j < 5; ++j)
  47. {
  48. Body &dynamic = *mBodyInterface->CreateBody(BodyCreationSettings((j & 1)? box_shape : sphere_shape, RVec3(-60.0f + 20.0f * i, 15.0f + 0.5f * j, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  49. mBodyInterface->AddBody(dynamic.GetID(), EActivation::Activate);
  50. }
  51. }