TwoDFunnelTest.cpp 3.1 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2022 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #include <TestFramework.h>
  5. #include <Tests/General/TwoDFunnelTest.h>
  6. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  7. #include <Jolt/Physics/Collision/Shape/SphereShape.h>
  8. #include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
  9. #include <Jolt/Physics/Constraints/SixDOFConstraint.h>
  10. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  11. #include <Layers.h>
  12. JPH_IMPLEMENT_RTTI_VIRTUAL(TwoDFunnelTest)
  13. {
  14. JPH_ADD_BASE_CLASS(TwoDFunnelTest, Test)
  15. }
  16. void TwoDFunnelTest::Initialize()
  17. {
  18. // Floor
  19. CreateFloor();
  20. // 2D funnel
  21. RefConst<Shape> wall = new BoxShape(Vec3(0.1f, 10, 1));
  22. mBodyInterface->CreateAndAddBody(BodyCreationSettings(wall, RVec3(-12, 8, 0), Quat::sRotation(Vec3::sAxisZ(), 0.2f * JPH_PI), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  23. mBodyInterface->CreateAndAddBody(BodyCreationSettings(wall, RVec3(12, 8, 0), Quat::sRotation(Vec3::sAxisZ(), -0.2f * JPH_PI), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
  24. // Shapes falling in 2D funnel
  25. Ref<Shape> shapes[] = {
  26. new SphereShape(0.5f),
  27. new BoxShape(Vec3::sReplicate(0.5f)),
  28. new CapsuleShape(0.2f, 0.3f)
  29. };
  30. // Constraint to limit motion in XY plane
  31. SixDOFConstraintSettings constraint_settings;
  32. constraint_settings.MakeFreeAxis(SixDOFConstraintSettings::EAxis::RotationX); // Don't limit, we use inertia tensor to limit rotation
  33. constraint_settings.MakeFreeAxis(SixDOFConstraintSettings::EAxis::RotationY); // Don't limit, we use inertia tensor to limit rotation
  34. constraint_settings.MakeFreeAxis(SixDOFConstraintSettings::EAxis::RotationZ);
  35. constraint_settings.MakeFreeAxis(SixDOFConstraintSettings::EAxis::TranslationX);
  36. constraint_settings.MakeFreeAxis(SixDOFConstraintSettings::EAxis::TranslationY);
  37. constraint_settings.MakeFixedAxis(SixDOFConstraintSettings::EAxis::TranslationZ); // Don't allow movement in Z direction
  38. BodyCreationSettings bcs(shapes[0], RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  39. for (int x = 0; x < 20; ++x)
  40. for (int y = 0; y < 10; ++y)
  41. {
  42. // Create body
  43. bcs.SetShape(shapes[(x * y) % size(shapes)]);
  44. bcs.mPosition = RVec3(-10.0_r + x, 10.0_r + y, 0);
  45. Body &body = *mBodyInterface->CreateBody(bcs);
  46. mBodyInterface->AddBody(body.GetID(), EActivation::Activate);
  47. // Constraint the body to the XY plane
  48. constraint_settings.mPosition1 = constraint_settings.mPosition2 = body.GetCenterOfMassPosition(); // Attach it at the initial position of the body for best precision
  49. TwoBodyConstraint *constraint = constraint_settings.Create(Body::sFixedToWorld, body);
  50. mPhysicsSystem->AddConstraint(constraint);
  51. // Update the mass properties for this body to make it rotate only around Z
  52. MassProperties mass_properties = bcs.GetShape()->GetMassProperties();
  53. MotionProperties *mp = body.GetMotionProperties();
  54. mp->SetInverseMass(1.0f / mass_properties.mMass);
  55. mp->SetInverseInertia(Vec3(0, 0, 1.0f / mass_properties.mInertia.GetAxisZ().Length()), Quat::sIdentity());
  56. }
  57. }