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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/Constraints/HingeConstraintTest.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/GroupFilterTable.h>
- #include <Jolt/Physics/Constraints/HingeConstraint.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(HingeConstraintTest)
- {
- JPH_ADD_BASE_CLASS(HingeConstraintTest, Test)
- }
- void HingeConstraintTest::Initialize()
- {
- // Floor
- CreateFloor();
-
- float box_size = 4.0f;
- RefConst<Shape> box = new BoxShape(Vec3::sReplicate(0.5f * box_size));
- constexpr int cChainLength = 15;
- constexpr float cMinAngle = DegreesToRadians(-10.0f);
- constexpr float cMaxAngle = DegreesToRadians(20.0f);
- // Build a collision group filter that disables collision between adjacent bodies
- Ref<GroupFilterTable> group_filter = new GroupFilterTable(cChainLength);
- for (CollisionGroup::SubGroupID i = 0; i < cChainLength - 1; ++i)
- group_filter->DisableCollision(i, i + 1);
- // Bodies attached through hinge constraints
- for (int randomness = 0; randomness < 2; ++randomness)
- {
- CollisionGroup::GroupID group_id = CollisionGroup::GroupID(randomness);
- Vec3 position(0, 50, -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 < cChainLength; ++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);
- HingeConstraintSettings settings;
- if ((i & 1) == 0)
- {
- settings.mPoint1 = settings.mPoint2 = position + Vec3(-0.5f * box_size, 0, 0.5f * box_size);
- settings.mHingeAxis1 = settings.mHingeAxis2 = Vec3::sAxisY();
- settings.mNormalAxis1 = settings.mNormalAxis2 = Vec3::sAxisX();
- }
- else
- {
- settings.mPoint1 = settings.mPoint2 = position + Vec3(-0.5f * box_size, -0.5f * box_size, 0);
- settings.mHingeAxis1 = settings.mHingeAxis2 = Vec3::sAxisZ();
- settings.mNormalAxis1 = settings.mNormalAxis2 = Vec3::sAxisX();
- }
- settings.mLimitsMin = cMinAngle;
- settings.mLimitsMax = cMaxAngle;
- mPhysicsSystem->AddConstraint(settings.Create(*prev, segment));
- prev = &segment;
- }
- }
- }
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