ScaledCylinderShapeTest.cpp 2.0 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #include <TestFramework.h>
  4. #include <Tests/ScaledShapes/ScaledCylinderShapeTest.h>
  5. #include <Jolt/Physics/Collision/Shape/CylinderShape.h>
  6. #include <Jolt/Physics/Collision/Shape/ScaledShape.h>
  7. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  8. #include <Layers.h>
  9. JPH_IMPLEMENT_RTTI_VIRTUAL(ScaledCylinderShapeTest)
  10. {
  11. JPH_ADD_BASE_CLASS(ScaledCylinderShapeTest, Test)
  12. }
  13. void ScaledCylinderShapeTest::Initialize()
  14. {
  15. // Floor
  16. CreateFloor();
  17. // Create cylinder
  18. RefConst<CylinderShape> cylinder_shape = new CylinderShape(3.0f, 2.0f);
  19. // Original shape
  20. Body &body1 = *mBodyInterface->CreateBody(BodyCreationSettings(cylinder_shape, Vec3(-20, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  21. mBodyInterface->AddBody(body1.GetID(), EActivation::Activate);
  22. // Uniformly scaled shape
  23. Body &body2 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShape(cylinder_shape, Vec3::sReplicate(0.25f)), Vec3(-10, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  24. mBodyInterface->AddBody(body2.GetID(), EActivation::Activate);
  25. // Non-uniform scaled shape
  26. Body &body3 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShape(cylinder_shape, Vec3(0.25f, 0.5f, 0.25f)), Vec3(0, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  27. mBodyInterface->AddBody(body3.GetID(), EActivation::Activate);
  28. // Flipped in 2 axis
  29. Body &body4 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShape(cylinder_shape, Vec3(-1.5f, -0.5f, 1.5f)), Vec3(10, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  30. mBodyInterface->AddBody(body4.GetID(), EActivation::Activate);
  31. // Inside out
  32. Body &body5 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShape(cylinder_shape, Vec3(-0.25f, 1.5f, 0.25f)), Vec3(20, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  33. mBodyInterface->AddBody(body5.GetID(), EActivation::Activate);
  34. }