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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/ScaledShapes/ScaledMeshShapeTest.h>
- #include <Math/Perlin.h>
- #include <Jolt/Physics/Collision/Shape/MeshShape.h>
- #include <Jolt/Physics/Collision/Shape/ScaledShape.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/Shape/SphereShape.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(ScaledMeshShapeTest)
- {
- JPH_ADD_BASE_CLASS(ScaledMeshShapeTest, Test)
- }
- void ScaledMeshShapeTest::Initialize()
- {
- // Floor
- CreateFloor();
- const int n = 10;
- const float cell_size = 2.0f;
- const float max_height = 4.0f;
- // Create heights
- float heights[n + 1][n + 1];
- for (int x = 0; x <= n; ++x)
- for (int z = 0; z <= n; ++z)
- heights[x][z] = max_height * PerlinNoise3(float(x) / n, 0, float(z) / n, 256, 256, 256);
- // Create 'wall' around grid
- for (int x = 0; x <= n; ++x)
- {
- heights[x][0] += 2.0f;
- heights[x][n] += 2.0f;
- }
- for (int y = 1; y < n; ++y)
- {
- heights[0][y] += 2.0f;
- heights[n][y] += 2.0f;
- }
- // Create regular grid of triangles
- TriangleList triangles;
- for (int x = 0; x < n; ++x)
- for (int z = 0; z < n; ++z)
- {
- float center = n * cell_size / 2;
- float x1 = cell_size * x - center;
- float z1 = cell_size * z - center;
- float x2 = x1 + cell_size;
- float z2 = z1 + cell_size;
- Float3 v1 = Float3(x1, heights[x][z], z1);
- Float3 v2 = Float3(x2, heights[x + 1][z], z1);
- Float3 v3 = Float3(x1, heights[x][z + 1], z2);
- Float3 v4 = Float3(x2, heights[x + 1][z + 1], z2);
- triangles.push_back(Triangle(v1, v3, v4));
- triangles.push_back(Triangle(v1, v4, v2));
- }
- RefConst<ShapeSettings> mesh_shape = new MeshShapeSettings(triangles);
-
- // Original shape
- Body &body1 = *mBodyInterface->CreateBody(BodyCreationSettings(mesh_shape, Vec3(-60, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- mBodyInterface->AddBody(body1.GetID(), EActivation::DontActivate);
- // Uniformly scaled shape < 1
- Body &body2 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(mesh_shape, Vec3::sReplicate(0.5f)), Vec3(-40, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- mBodyInterface->AddBody(body2.GetID(), EActivation::DontActivate);
- // Uniformly scaled shape > 1
- Body &body3 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(mesh_shape, Vec3::sReplicate(1.5f)), Vec3(-20, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- mBodyInterface->AddBody(body3.GetID(), EActivation::DontActivate);
- // Non-uniform scaled shape
- Body &body4 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(mesh_shape, Vec3(0.5f, 1.0f, 1.5f)), Vec3(0, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- mBodyInterface->AddBody(body4.GetID(), EActivation::DontActivate);
- // Flipped in 2 axis
- Body &body5 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(mesh_shape, Vec3(-0.5f, 1.0f, -1.5f)), Vec3(20, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- mBodyInterface->AddBody(body5.GetID(), EActivation::DontActivate);
- // Inside out
- Body &body6 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(mesh_shape, Vec3(-0.5f, 1.0f, 1.5f)), Vec3(40, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- mBodyInterface->AddBody(body6.GetID(), EActivation::DontActivate);
- // Upside down
- Body &body7 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(mesh_shape, Vec3(0.5f, -1.0f, 1.5f)), Vec3(60, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- mBodyInterface->AddBody(body7.GetID(), EActivation::DontActivate);
- // Create a number of balls above the meshes
- RefConst<Shape> sphere_shape = new SphereShape(0.2f);
- RefConst<Shape> box_shape = new BoxShape(Vec3(0.2f, 0.2f, 0.4f), 0.01f);
- for (int i = 0; i < 7; ++i)
- for (int j = 0; j < 5; ++j)
- {
- Body &dynamic = *mBodyInterface->CreateBody(BodyCreationSettings((j & 1)? box_shape : sphere_shape, Vec3(-60.0f + 20.0f * i, 10.0f + max_height + 0.5f * j, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- mBodyInterface->AddBody(dynamic.GetID(), EActivation::Activate);
- }
- }
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