123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341 |
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include "UnitTestFramework.h"
- #include "PhysicsTestContext.h"
- #include "Layers.h"
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
- #include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
- #include <Jolt/Physics/Collision/Shape/MeshShape.h>
- #include <Jolt/Physics/Collision/Shape/HeightFieldShape.h>
- #include <Jolt/Physics/Collision/Shape/ScaledShape.h>
- #include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
- #include <Jolt/Physics/Collision/CollideShape.h>
- #include <Jolt/Physics/Collision/ShapeCast.h>
- #include <Jolt/Physics/Collision/CollisionDispatch.h>
- TEST_SUITE("ActiveEdgesTest")
- {
- static const float cCapsuleProbeOffset = 0.1f; // How much to offset the probe from y = 0 in order to avoid hitting a back instead of a front face
- static const float cCapsuleRadius = 0.1f;
- // Create a capsule as our probe
- static Ref<Shape> sCreateProbeCapsule()
- {
- // Ensure capsule is long enough so that when active edges mode is on, we will always get a horizontal penetration axis rather than a vertical one
- CapsuleShapeSettings capsule(1.0f, cCapsuleRadius);
- capsule.SetEmbedded();
- return capsule.Create().Get();
- }
- // Create a flat mesh shape consting of 7 x 7 quads, we know that only the outer edges of this shape are active
- static Ref<ShapeSettings> sCreateMeshShape()
- {
- TriangleList triangles;
- for (int z = 0; z < 7; ++z)
- for (int x = 0; x < 7; ++x)
- {
- float fx = (float)x - 3.5f, fz = (float)z - 3.5f;
- triangles.push_back(Triangle(Vec3(fx, 0, fz), Vec3(fx, 0, fz + 1), Vec3(fx + 1, 0, fz + 1)));
- triangles.push_back(Triangle(Vec3(fx, 0, fz), Vec3(fx + 1, 0, fz + 1), Vec3(fx + 1, 0, fz)));
- }
- return new MeshShapeSettings(triangles);
- }
- // Create a flat height field shape that has the same properties as the mesh shape
- static Ref<ShapeSettings> sCreateHeightFieldShape()
- {
- float samples[8*8];
- memset(samples, 0, sizeof(samples));
- return new HeightFieldShapeSettings(samples, Vec3(-3.5f, 0, -3.5f), Vec3::sReplicate(1.0f), 8);
- }
- // This struct indicates what we hope to find as hit
- struct ExpectedHit
- {
- Vec3 mPosition;
- Vec3 mPenetrationAxis;
- };
- // Compare expected hits with returned hits
- template <class ResultType>
- static void sCheckMatch(const Array<ResultType> &inResult, const Array<ExpectedHit> &inExpectedHits, float inAccuracySq)
- {
- CHECK(inResult.size() == inExpectedHits.size());
- for (const ExpectedHit &hit : inExpectedHits)
- {
- bool found = false;
- for (const ResultType &result : inResult)
- if (result.mContactPointOn2.IsClose(hit.mPosition, inAccuracySq)
- && result.mPenetrationAxis.Normalized().IsClose(hit.mPenetrationAxis, inAccuracySq))
- {
- found = true;
- break;
- }
- CHECK(found);
- }
- }
- // Collide our probe against the test shape and validate the hit results
- static void sTestCollideShape(Shape *inProbeShape, Shape *inTestShape, Vec3Arg inTestShapeScale, const CollideShapeSettings &inSettings, Vec3Arg inProbeShapePos, const Array<ExpectedHit> &inExpectedHits)
- {
- AllHitCollisionCollector<CollideShapeCollector> collector;
- CollisionDispatch::sCollideShapeVsShape(inProbeShape, inTestShape, Vec3::sReplicate(1.0f), inTestShapeScale, Mat44::sTranslation(inProbeShapePos), Mat44::sIdentity(), SubShapeIDCreator(), SubShapeIDCreator(), inSettings, collector);
- sCheckMatch(collector.mHits, inExpectedHits, 1.0e-8f);
- }
- // Collide a probe shape against our test shape in various locations to verify active edge behavior
- static void sTestCollideShape(const ShapeSettings *inTestShape, Vec3Arg inTestShapeScale, bool inActiveEdgesOnly)
- {
- CollideShapeSettings settings;
- settings.mActiveEdgeMode = inActiveEdgesOnly? EActiveEdgeMode::CollideOnlyWithActive : EActiveEdgeMode::CollideWithAll;
- Ref<Shape> test_shape = inTestShape->Create().Get();
- Ref<Shape> capsule = sCreateProbeCapsule();
- // Test hitting all active edges
- sTestCollideShape(capsule, test_shape, inTestShapeScale, settings, Vec3(-3.5f, cCapsuleProbeOffset, 0), { { Vec3(-3.5f, 0, 0), Vec3(1, 0, 0) } });
- sTestCollideShape(capsule, test_shape, inTestShapeScale, settings, Vec3(3.5f, cCapsuleProbeOffset, 0), { { Vec3(3.5f, 0, 0), Vec3(-1, 0, 0) } });
- sTestCollideShape(capsule, test_shape, inTestShapeScale, settings, Vec3(0, cCapsuleProbeOffset, -3.5f), { { Vec3(0, 0, -3.5f), Vec3(0, 0, 1) } });
- sTestCollideShape(capsule, test_shape, inTestShapeScale, settings, Vec3(0, cCapsuleProbeOffset, 3.5f), { { Vec3(0, 0, 3.5f), Vec3(0, 0, -1) } });
- // Test hitting internal edges, this should return two hits
- sTestCollideShape(capsule, test_shape, inTestShapeScale, settings, Vec3(-2.5f, cCapsuleProbeOffset, 0), { { Vec3(-2.5f, 0, 0), inActiveEdgesOnly? Vec3(0, -1, 0) : Vec3(-1, 0, 0) }, { Vec3(-2.5f, 0, 0), inActiveEdgesOnly? Vec3(0, -1, 0) : Vec3(1, 0, 0) } });
- sTestCollideShape(capsule, test_shape, inTestShapeScale, settings, Vec3(0, cCapsuleProbeOffset, -2.5f), { { Vec3(0, 0, -2.5f), inActiveEdgesOnly? Vec3(0, -1, 0) : Vec3(0, 0, -1) }, { Vec3(0, 0, -2.5f), inActiveEdgesOnly? Vec3(0, -1, 0) : Vec3(0, 0, -1) } });
- // Test hitting an interior diagonal, this should return two hits
- sTestCollideShape(capsule, test_shape, inTestShapeScale, settings, Vec3(-3.0f, cCapsuleProbeOffset, 0), { { Vec3(-3.0f, 0, 0), inActiveEdgesOnly? Vec3(0, -1, 0) : (inTestShapeScale * Vec3(1, 0, -1)).Normalized() }, { Vec3(-3.0f, 0, 0), inActiveEdgesOnly? Vec3(0, -1, 0) : (inTestShapeScale * Vec3(-1, 0, 1)).Normalized() } });
- }
- TEST_CASE("CollideShapeMesh")
- {
- Ref<ShapeSettings> shape = sCreateMeshShape();
- sTestCollideShape(shape, Vec3::sReplicate(1.0f), false);
- sTestCollideShape(shape, Vec3::sReplicate(1.0f), true);
- sTestCollideShape(shape, Vec3(-1, 1, 1), false);
- sTestCollideShape(shape, Vec3(-1, 1, 1), true);
- }
- TEST_CASE("CollideShapeHeightField")
- {
- Ref<ShapeSettings> shape = sCreateHeightFieldShape();
- sTestCollideShape(shape, Vec3::sReplicate(1.0f), false);
- sTestCollideShape(shape, Vec3::sReplicate(1.0f), true);
- sTestCollideShape(shape, Vec3(-1, 1, 1), false);
- sTestCollideShape(shape, Vec3(-1, 1, 1), true);
- }
- // Cast our probe against the test shape and validate the hit results
- static void sTestCastShape(Shape *inProbeShape, Shape *inTestShape, Vec3Arg inTestShapeScale, const ShapeCastSettings &inSettings, Vec3Arg inProbeShapePos, Vec3Arg inProbeShapeDirection, const Array<ExpectedHit> &inExpectedHits)
- {
- AllHitCollisionCollector<CastShapeCollector> collector;
- ShapeCast shape_cast(inProbeShape, Vec3::sReplicate(1.0f), Mat44::sTranslation(inProbeShapePos), inProbeShapeDirection);
- CollisionDispatch::sCastShapeVsShapeLocalSpace(shape_cast, inSettings, inTestShape, inTestShapeScale, ShapeFilter(), Mat44::sIdentity(), SubShapeIDCreator(), SubShapeIDCreator(), collector);
- sCheckMatch(collector.mHits, inExpectedHits, 1.0e-6f);
- }
- // Cast a probe shape against our test shape in various locations to verify active edge behavior
- static void sTestCastShape(const ShapeSettings *inTestShape, Vec3Arg inTestShapeScale, bool inActiveEdgesOnly)
- {
- ShapeCastSettings settings;
- settings.mActiveEdgeMode = inActiveEdgesOnly? EActiveEdgeMode::CollideOnlyWithActive : EActiveEdgeMode::CollideWithAll;
- settings.mReturnDeepestPoint = true;
- Ref<Shape> test_shape = inTestShape->Create().Get();
- Ref<Shape> capsule = sCreateProbeCapsule();
- // Test hitting all active edges
- sTestCastShape(capsule, test_shape, inTestShapeScale, settings, Vec3(-4, cCapsuleProbeOffset, 0), Vec3(0.5f, 0, 0), { { Vec3(-3.5f, 0, 0), Vec3(1, 0, 0) } });
- sTestCastShape(capsule, test_shape, inTestShapeScale, settings, Vec3(4, cCapsuleProbeOffset, 0), Vec3(-0.5f, 0, 0), { { Vec3(3.5f, 0, 0), Vec3(-1, 0, 0) } });
- sTestCastShape(capsule, test_shape, inTestShapeScale, settings, Vec3(0, cCapsuleProbeOffset, -4), Vec3(0, 0, 0.5f), { { Vec3(0, 0, -3.5f), Vec3(0, 0, 1) } });
- sTestCastShape(capsule, test_shape, inTestShapeScale, settings, Vec3(0, cCapsuleProbeOffset, 4), Vec3(0, 0, -0.5f), { { Vec3(0, 0, 3.5f), Vec3(0, 0, -1) } });
- // Test hitting internal edges, this should return two hits
- sTestCastShape(capsule, test_shape, inTestShapeScale, settings, Vec3(-2.5f - 1.1f * cCapsuleRadius, cCapsuleProbeOffset, 0), Vec3(0.2f * cCapsuleRadius, 0, 0), { { Vec3(-2.5f, 0, 0), inActiveEdgesOnly? Vec3(0, -1, 0) : Vec3(-1, 0, 0) }, { Vec3(-2.5f, 0, 0), inActiveEdgesOnly? Vec3(0, -1, 0) : Vec3(1, 0, 0) } });
- sTestCastShape(capsule, test_shape, inTestShapeScale, settings, Vec3(0, cCapsuleProbeOffset, -2.5f - 1.1f * cCapsuleRadius), Vec3(0, 0, 0.2f * cCapsuleRadius), { { Vec3(0, 0, -2.5f), inActiveEdgesOnly? Vec3(0, -1, 0) : Vec3(0, 0, -1) }, { Vec3(0, 0, -2.5f), inActiveEdgesOnly? Vec3(0, -1, 0) : Vec3(0, 0, -1) } });
- }
- TEST_CASE("CastShapeMesh")
- {
- Ref<ShapeSettings> shape = sCreateMeshShape();
- sTestCastShape(shape, Vec3::sReplicate(1.0f), false);
- sTestCastShape(shape, Vec3::sReplicate(1.0f), true);
- sTestCastShape(shape, Vec3(-1, 1, 1), false);
- sTestCastShape(shape, Vec3(-1, 1, 1), true);
- }
- TEST_CASE("CastShapeHeightField")
- {
- Ref<ShapeSettings> shape = sCreateHeightFieldShape();
- sTestCastShape(shape, Vec3::sReplicate(1.0f), false);
- sTestCastShape(shape, Vec3::sReplicate(1.0f), true);
- sTestCastShape(shape, Vec3(-1, 1, 1), false);
- sTestCastShape(shape, Vec3(-1, 1, 1), true);
- }
- // Tests a discrete cube sliding over a mesh / heightfield shape
- static void sDiscreteCubeSlide(Ref<ShapeSettings> inShape, bool inCheckActiveEdges)
- {
- PhysicsTestContext c(1.0f / 60.0f, 1, 1);
- const float cPenetrationSlop = c.GetSystem()->GetPhysicsSettings().mPenetrationSlop;
- // Set simulation settings
- PhysicsSettings settings;
- settings.mCheckActiveEdges = inCheckActiveEdges;
- c.GetSystem()->SetPhysicsSettings(settings);
- // Create frictionless floor
- Body &floor = c.CreateBody(inShape, Vec3::sZero(), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, EActivation::DontActivate);
- floor.SetFriction(0.0f);
- // Create box sliding over the floor
- Vec3 initial_position(-3, 0.1f - cPenetrationSlop, 0);
- Vec3 initial_velocity(3, 0, 0);
- Body &box = c.CreateBox(initial_position, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sReplicate(0.1f));
- box.SetLinearVelocity(initial_velocity);
- box.SetFriction(0.0f);
- box.GetMotionProperties()->SetLinearDamping(0.0f);
- const float cSimulationTime = 2.0f;
- c.Simulate(cSimulationTime);
- Vec3 expected_position = initial_position + cSimulationTime * initial_velocity;
- if (inCheckActiveEdges)
- {
- // Box should have slided frictionless over the plane without encountering any collisions
- CHECK_APPROX_EQUAL(box.GetPosition(), expected_position, 1.0e-4f);
- CHECK_APPROX_EQUAL(box.GetLinearVelocity(), initial_velocity, 1.0e-4f);
- }
- else
- {
- // Box should have bumped into an internal edge and not reached its target
- CHECK(box.GetPosition().GetX() < expected_position.GetX() - 1.0f);
- }
- }
- TEST_CASE("DiscreteCubeSlideMesh")
- {
- Ref<ShapeSettings> shape = sCreateMeshShape();
- sDiscreteCubeSlide(shape, false);
- sDiscreteCubeSlide(shape, true);
- Ref<ShapeSettings> scaled_shape = new ScaledShapeSettings(shape, Vec3(-1, 1, 1));
- sDiscreteCubeSlide(scaled_shape, false);
- sDiscreteCubeSlide(scaled_shape, true);
- }
- TEST_CASE("DiscreteCubeSlideHeightField")
- {
- Ref<ShapeSettings> shape = sCreateHeightFieldShape();
- sDiscreteCubeSlide(shape, false);
- sDiscreteCubeSlide(shape, true);
- Ref<ShapeSettings> scaled_shape = new ScaledShapeSettings(shape, Vec3(-1, 1, 1));
- sDiscreteCubeSlide(scaled_shape, false);
- sDiscreteCubeSlide(scaled_shape, true);
- }
- // Tests a linear cast cube sliding over a mesh / heightfield shape
- static void sLinearCastCubeSlide(Ref<ShapeSettings> inShape, bool inCheckActiveEdges)
- {
- PhysicsTestContext c(1.0f / 60.0f, 1, 1);
- const float cPenetrationSlop = c.GetSystem()->GetPhysicsSettings().mPenetrationSlop;
- // Set simulation settings
- PhysicsSettings settings;
- settings.mCheckActiveEdges = inCheckActiveEdges;
- c.GetSystem()->SetPhysicsSettings(settings);
- // Create frictionless floor
- Body &floor = c.CreateBody(inShape, Vec3::sZero(), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, EActivation::DontActivate);
- floor.SetFriction(0.0f);
- // Create box starting a little bit above the floor and ending 0.5 * cPenetrationSlop below the floor so that if no internal edges are hit the motion should not be stopped
- // Note that we need the vertical velocity or else back face culling will ignore the face
- Vec3 initial_position(-3, 0.1f + cPenetrationSlop, 0);
- Vec3 initial_velocity(6 * 60, -1.5f * cPenetrationSlop * 60, 0);
- Body &box = c.CreateBox(initial_position, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::LinearCast, Layers::MOVING, Vec3::sReplicate(0.1f));
- box.SetLinearVelocity(initial_velocity);
- box.SetFriction(0.0f);
- box.GetMotionProperties()->SetLinearDamping(0.0f);
- // To avoid extra vertical velocity being picked up in 1 step, zero gravity
- c.ZeroGravity();
- c.SimulateSingleStep();
- Vec3 expected_position = initial_position + initial_velocity / 60.0f;
- if (inCheckActiveEdges)
- {
- // Box should stepped in one frame over the plane without encountering any linear cast collisions
- CHECK_APPROX_EQUAL(box.GetPosition(), expected_position, 1.0e-4f);
- CHECK_APPROX_EQUAL(box.GetLinearVelocity(), initial_velocity, 1.0e-4f);
- }
- else
- {
- // Box should have bumped into an internal edge and not reached its target
- CHECK(box.GetPosition().GetX() < expected_position.GetX() - 1.0f);
- }
- }
- TEST_CASE("LinearCastCubeSlideMesh")
- {
- Ref<ShapeSettings> shape = sCreateMeshShape();
- sLinearCastCubeSlide(shape, false);
- sLinearCastCubeSlide(shape, true);
- Ref<ShapeSettings> scaled_shape = new ScaledShapeSettings(shape, Vec3(-1, 1, 1));
- sLinearCastCubeSlide(scaled_shape, false);
- sLinearCastCubeSlide(scaled_shape, true);
- }
- TEST_CASE("LinearCastCubeSlideHeightField")
- {
- Ref<ShapeSettings> shape = sCreateHeightFieldShape();
- sLinearCastCubeSlide(shape, false);
- sLinearCastCubeSlide(shape, true);
- Ref<ShapeSettings> scaled_shape = new ScaledShapeSettings(shape, Vec3(-1, 1, 1));
- sLinearCastCubeSlide(scaled_shape, false);
- sLinearCastCubeSlide(scaled_shape, true);
- }
- }
|