ScaledTriangleShapeTest.cpp 3.2 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #include <TestFramework.h>
  4. #include <Tests/ScaledShapes/ScaledTriangleShapeTest.h>
  5. #include <Jolt/Physics/Collision/Shape/TriangleShape.h>
  6. #include <Jolt/Physics/Collision/Shape/ScaledShape.h>
  7. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  8. #include <Jolt/Physics/Collision/Shape/SphereShape.h>
  9. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  10. #include <Layers.h>
  11. JPH_IMPLEMENT_RTTI_VIRTUAL(ScaledTriangleShapeTest)
  12. {
  13. JPH_ADD_BASE_CLASS(ScaledTriangleShapeTest, Test)
  14. }
  15. void ScaledTriangleShapeTest::Initialize()
  16. {
  17. // Floor
  18. CreateFloor();
  19. // Single triangle
  20. RefConst<TriangleShape> triangle_shape = new TriangleShape(Vec3(-10, -1, 0), Vec3(0, 1, 10), Vec3(10, -2, -10));
  21. // Original shape
  22. Body &body1 = *mBodyInterface->CreateBody(BodyCreationSettings(triangle_shape, Vec3(-60, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  23. mBodyInterface->AddBody(body1.GetID(), EActivation::DontActivate);
  24. // Uniformly scaled shape < 1
  25. Body &body2 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShape(triangle_shape, Vec3::sReplicate(0.5f)), Vec3(-40, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  26. mBodyInterface->AddBody(body2.GetID(), EActivation::DontActivate);
  27. // Uniformly scaled shape > 1
  28. Body &body3 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShape(triangle_shape, Vec3::sReplicate(1.5f)), Vec3(-20, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  29. mBodyInterface->AddBody(body3.GetID(), EActivation::DontActivate);
  30. // Non-uniform scaled shape
  31. Body &body4 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShape(triangle_shape, Vec3(0.5f, 1.0f, 1.5f)), Vec3(0, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  32. mBodyInterface->AddBody(body4.GetID(), EActivation::DontActivate);
  33. // Flipped in 2 axis
  34. Body &body5 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShape(triangle_shape, Vec3(-0.5f, 1.0f, -1.5f)), Vec3(20, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  35. mBodyInterface->AddBody(body5.GetID(), EActivation::DontActivate);
  36. // Inside out
  37. Body &body6 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShape(triangle_shape, Vec3(-0.5f, 1.0f, 1.5f)), Vec3(40, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  38. mBodyInterface->AddBody(body6.GetID(), EActivation::DontActivate);
  39. // Upside down
  40. Body &body7 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShape(triangle_shape, Vec3(0.5f, -1.0f, 1.5f)), Vec3(60, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  41. mBodyInterface->AddBody(body7.GetID(), EActivation::DontActivate);
  42. // Create a number of balls above the triangles
  43. RefConst<Shape> sphere_shape = new SphereShape(0.2f);
  44. RefConst<Shape> box_shape = new BoxShape(Vec3(0.2f, 0.2f, 0.4f), 0.01f);
  45. for (int i = 0; i < 7; ++i)
  46. for (int j = 0; j < 5; ++j)
  47. {
  48. Body &dynamic = *mBodyInterface->CreateBody(BodyCreationSettings((j & 1)? box_shape : sphere_shape, Vec3(-60.0f + 20.0f * i, 10.0f + 0.5f * j, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  49. mBodyInterface->AddBody(dynamic.GetID(), EActivation::Activate);
  50. }
  51. }