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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include "UnitTestFramework.h"
- #include "PhysicsTestContext.h"
- #include <Jolt/Physics/Collision/Shape/ScaledShape.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
- #include <Jolt/Physics/Collision/TransformedShape.h>
- #include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
- #include <Jolt/Physics/Collision/RayCast.h>
- #include <Jolt/Physics/Collision/CastResult.h>
- #include <Jolt/Physics/Collision/PhysicsMaterialSimple.h>
- TEST_SUITE("TransformedShapeTests")
- {
- TEST_CASE("TestTransformedShape")
- {
- const Vec3 half_extents(0.5f, 1.0f, 1.5f);
- const Vec3 scale(-2, 3, 4);
- const Vec3 rtshape_translation(1, 3, 5);
- const Quat rtshape_rotation = Quat::sRotation(Vec3(1, 2, 3).Normalized(), 0.25f * JPH_PI);
- const Vec3 translation(13, 9, 7);
- const Quat rotation = Quat::sRotation(Vec3::sAxisY(), 0.5f * JPH_PI); // A rotation of 90 degrees in order to not shear the shape
- PhysicsMaterialSimple *material = new PhysicsMaterialSimple("Test Material", Color::sRed);
- // Create a scaled, rotated and translated box
- BoxShapeSettings box_settings(half_extents, 0.0f, material);
- box_settings.SetEmbedded();
- ScaledShapeSettings scale_settings(&box_settings, scale);
- scale_settings.SetEmbedded();
- RotatedTranslatedShapeSettings rtshape_settings(rtshape_translation, rtshape_rotation, &scale_settings);
- rtshape_settings.SetEmbedded();
- // Create a body with this shape
- PhysicsTestContext c;
- Body &body = c.CreateBody(&rtshape_settings, translation, rotation, EMotionType::Static, EMotionQuality::Discrete, 0, EActivation::DontActivate);
- // Collect the leaf shape transform
- AllHitCollisionCollector<TransformedShapeCollector> collector;
- c.GetSystem()->GetNarrowPhaseQuery().CollectTransformedShapes(AABox::sBiggest(), collector);
- // Check that there is exactly 1 shape
- CHECK(collector.mHits.size() == 1);
- TransformedShape &ts = collector.mHits.front();
- // Check that we got the leaf shape: box
- CHECK(ts.mShape == box_settings.Create().Get());
- // Check that its transform matches the transform that we provided
- Mat44 calc_transform = Mat44::sRotationTranslation(rotation, translation) * Mat44::sRotationTranslation(rtshape_rotation, rtshape_translation) * Mat44::sScale(scale);
- CHECK_APPROX_EQUAL(calc_transform, ts.GetWorldTransform());
- // Check that all corner points are in the bounding box
- AABox aabox = ts.GetWorldSpaceBounds();
- Vec3 corners[] = {
- Vec3(-0.99f, -0.99f, -0.99f) * half_extents,
- Vec3( 0.99f, -0.99f, -0.99f) * half_extents,
- Vec3(-0.99f, 0.99f, -0.99f) * half_extents,
- Vec3( 0.99f, 0.99f, -0.99f) * half_extents,
- Vec3(-0.99f, -0.99f, 0.99f) * half_extents,
- Vec3( 0.99f, -0.99f, 0.99f) * half_extents,
- Vec3(-0.99f, 0.99f, 0.99f) * half_extents,
- Vec3( 0.99f, 0.99f, 0.99f) * half_extents
- };
- for (Vec3 corner : corners)
- {
- CHECK(aabox.Contains(calc_transform * corner));
- CHECK(!aabox.Contains(calc_transform * (2 * corner))); // Check that points twice as far away are not in the box
- }
- // Now pick a point on the box near the edge in local space, determine a raycast that hits it
- const Vec3 point_on_box(half_extents.GetX() - 0.01f, half_extents.GetY() - 0.01f, half_extents.GetZ());
- const Vec3 normal_on_box(0, 0, 1);
- const Vec3 ray_direction_local(1, 1, -1);
-
- // Transform to world space and do the raycast
- Vec3 ray_start_local = point_on_box - ray_direction_local;
- Vec3 ray_end_local = point_on_box + ray_direction_local;
- Vec3 ray_start_world = calc_transform * ray_start_local;
- Vec3 ray_end_world = calc_transform * ray_end_local;
- Vec3 ray_direction_world = ray_end_world - ray_start_world;
- RayCast ray_in_world { ray_start_world, ray_direction_world };
- RayCastResult hit;
- ts.CastRay(ray_in_world, hit);
- // Check the hit result
- CHECK_APPROX_EQUAL(hit.mFraction, 0.5f);
- CHECK(hit.mBodyID == body.GetID());
- CHECK(ts.GetMaterial(hit.mSubShapeID2) == material);
- Vec3 world_space_normal = ts.GetWorldSpaceSurfaceNormal(hit.mSubShapeID2, ray_in_world.GetPointOnRay(hit.mFraction));
- Vec3 expected_normal = (calc_transform.GetDirectionPreservingMatrix() * normal_on_box).Normalized();
- CHECK_APPROX_EQUAL(world_space_normal, expected_normal);
- // Reset the transform to identity and check that it worked
- ts.SetWorldTransform(Mat44::sIdentity());
- CHECK_APPROX_EQUAL(ts.GetWorldTransform(), Mat44::sIdentity());
- // Set the calculated world transform again to see if getting/setting a transform is symmetric
- ts.SetWorldTransform(calc_transform);
- CHECK_APPROX_EQUAL(calc_transform, ts.GetWorldTransform());
- }
- }
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