HingeConstraintTest.cpp 3.0 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #include <TestFramework.h>
  4. #include <Tests/Constraints/HingeConstraintTest.h>
  5. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  6. #include <Jolt/Physics/Collision/GroupFilterTable.h>
  7. #include <Jolt/Physics/Constraints/HingeConstraint.h>
  8. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  9. #include <Layers.h>
  10. JPH_IMPLEMENT_RTTI_VIRTUAL(HingeConstraintTest)
  11. {
  12. JPH_ADD_BASE_CLASS(HingeConstraintTest, Test)
  13. }
  14. void HingeConstraintTest::Initialize()
  15. {
  16. // Floor
  17. CreateFloor();
  18. float box_size = 4.0f;
  19. RefConst<Shape> box = new BoxShape(Vec3::sReplicate(0.5f * box_size));
  20. constexpr int cChainLength = 15;
  21. constexpr float cMinAngle = DegreesToRadians(-10.0f);
  22. constexpr float cMaxAngle = DegreesToRadians(20.0f);
  23. // Build a collision group filter that disables collision between adjacent bodies
  24. Ref<GroupFilterTable> group_filter = new GroupFilterTable(cChainLength);
  25. for (CollisionGroup::SubGroupID i = 0; i < cChainLength - 1; ++i)
  26. group_filter->DisableCollision(i, i + 1);
  27. // Bodies attached through hinge constraints
  28. for (int randomness = 0; randomness < 2; ++randomness)
  29. {
  30. CollisionGroup::GroupID group_id = CollisionGroup::GroupID(randomness);
  31. Vec3 position(0, 50, -randomness * 20.0f);
  32. Body &top = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  33. top.SetCollisionGroup(CollisionGroup(group_filter, group_id, 0));
  34. mBodyInterface->AddBody(top.GetID(), EActivation::DontActivate);
  35. default_random_engine random;
  36. uniform_real_distribution<float> displacement(-1.0f, 1.0f);
  37. Body *prev = &top;
  38. for (int i = 1; i < cChainLength; ++i)
  39. {
  40. Quat rotation;
  41. if (randomness == 0)
  42. {
  43. position += Vec3(box_size, 0, 0);
  44. rotation = Quat::sIdentity();
  45. }
  46. else
  47. {
  48. position += Vec3(box_size + abs(displacement(random)), displacement(random), displacement(random));
  49. rotation = Quat::sRandom(random);
  50. }
  51. Body &segment = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, rotation, EMotionType::Dynamic, Layers::MOVING));
  52. segment.SetCollisionGroup(CollisionGroup(group_filter, group_id, CollisionGroup::SubGroupID(i)));
  53. mBodyInterface->AddBody(segment.GetID(), EActivation::Activate);
  54. HingeConstraintSettings settings;
  55. if ((i & 1) == 0)
  56. {
  57. settings.mPoint1 = settings.mPoint2 = position + Vec3(-0.5f * box_size, 0, 0.5f * box_size);
  58. settings.mHingeAxis1 = settings.mHingeAxis2 = Vec3::sAxisY();
  59. settings.mNormalAxis1 = settings.mNormalAxis2 = Vec3::sAxisX();
  60. }
  61. else
  62. {
  63. settings.mPoint1 = settings.mPoint2 = position + Vec3(-0.5f * box_size, -0.5f * box_size, 0);
  64. settings.mHingeAxis1 = settings.mHingeAxis2 = Vec3::sAxisZ();
  65. settings.mNormalAxis1 = settings.mNormalAxis2 = Vec3::sAxisX();
  66. }
  67. settings.mLimitsMin = cMinAngle;
  68. settings.mLimitsMax = cMaxAngle;
  69. mPhysicsSystem->AddConstraint(settings.Create(*prev, segment));
  70. prev = &segment;
  71. }
  72. }
  73. }