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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/ScaledShapes/ScaledConvexHullShapeTest.h>
- #include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
- #include <Jolt/Physics/Collision/Shape/ScaledShape.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(ScaledConvexHullShapeTest)
- {
- JPH_ADD_BASE_CLASS(ScaledConvexHullShapeTest, Test)
- }
- void ScaledConvexHullShapeTest::Initialize()
- {
- // Floor
- CreateFloor();
- // Create tetrahedron
- Array<Vec3> tetrahedron;
- tetrahedron.push_back(Vec3::sZero());
- tetrahedron.push_back(Vec3(10, 0, 12.5f));
- tetrahedron.push_back(Vec3(15, 0, 2.5f));
- tetrahedron.push_back(Vec3(10, -5, 5));
- // Create vertices for box
- Array<Vec3> box;
- box.push_back(Vec3(1, 2, 3));
- box.push_back(Vec3(-1, 2, 3));
- box.push_back(Vec3(1, -2, 3));
- box.push_back(Vec3(-1, -2, 3));
- box.push_back(Vec3(1, 2, -3));
- box.push_back(Vec3(-1, 2, -3));
- box.push_back(Vec3(1, -2, -3));
- box.push_back(Vec3(-1, -2, -3));
- // Rotate and translate vertices
- Mat44 m = Mat44::sTranslation(Vec3(3.0f, -2.0f, 1.0f)) * Mat44::sRotationY(0.2f * JPH_PI) * Mat44::sRotationZ(0.1f * JPH_PI);
- for (Vec3 &v : box)
- v = m * v;
- // Create convex hulls
- RefConst<ShapeSettings> hull_shape[2] = { new ConvexHullShapeSettings(tetrahedron), new ConvexHullShapeSettings(box) };
- for (int i = 0; i < 2; ++i)
- {
- // Original shape
- Body &body1 = *mBodyInterface->CreateBody(BodyCreationSettings(hull_shape[i], Vec3(-40, 10, i * 20.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- mBodyInterface->AddBody(body1.GetID(), EActivation::Activate);
- // Uniformly scaled shape
- Body &body2 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(hull_shape[i], Vec3::sReplicate(0.25f)), Vec3(-20, 10, i * 20.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- mBodyInterface->AddBody(body2.GetID(), EActivation::Activate);
- // Non-uniform scaled shape
- Body &body3 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(hull_shape[i], Vec3(0.25f, 0.5f, 1.5f)), Vec3(0, 10, i * 20.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- mBodyInterface->AddBody(body3.GetID(), EActivation::Activate);
- // Flipped in 2 axis
- Body &body4 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(hull_shape[i], Vec3(-0.25f, 0.5f, -1.5f)), Vec3(20, 10, i * 20.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- mBodyInterface->AddBody(body4.GetID(), EActivation::Activate);
- // Inside out
- Body &body5 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(hull_shape[i], Vec3(-0.25f, 0.5f, 1.5f)), Vec3(40, 10, i * 20.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- mBodyInterface->AddBody(body5.GetID(), EActivation::Activate);
- }
- }
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