12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667 |
- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2022 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/General/TwoDFunnelTest.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/Shape/SphereShape.h>
- #include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
- #include <Jolt/Physics/Constraints/SixDOFConstraint.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(TwoDFunnelTest)
- {
- JPH_ADD_BASE_CLASS(TwoDFunnelTest, Test)
- }
- void TwoDFunnelTest::Initialize()
- {
- // Floor
- CreateFloor();
- // 2D funnel
- RefConst<Shape> wall = new BoxShape(Vec3(0.1f, 10, 1));
- mBodyInterface->CreateAndAddBody(BodyCreationSettings(wall, RVec3(-12, 8, 0), Quat::sRotation(Vec3::sAxisZ(), 0.2f * JPH_PI), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
- mBodyInterface->CreateAndAddBody(BodyCreationSettings(wall, RVec3(12, 8, 0), Quat::sRotation(Vec3::sAxisZ(), -0.2f * JPH_PI), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
- // Shapes falling in 2D funnel
- Ref<Shape> shapes[] = {
- new SphereShape(0.5f),
- new BoxShape(Vec3::sReplicate(0.5f)),
- new CapsuleShape(0.2f, 0.3f)
- };
- // Constraint to limit motion in XY plane
- SixDOFConstraintSettings constraint_settings;
- constraint_settings.MakeFreeAxis(SixDOFConstraintSettings::EAxis::RotationX); // Don't limit, we use inertia tensor to limit rotation
- constraint_settings.MakeFreeAxis(SixDOFConstraintSettings::EAxis::RotationY); // Don't limit, we use inertia tensor to limit rotation
- constraint_settings.MakeFreeAxis(SixDOFConstraintSettings::EAxis::RotationZ);
- constraint_settings.MakeFreeAxis(SixDOFConstraintSettings::EAxis::TranslationX);
- constraint_settings.MakeFreeAxis(SixDOFConstraintSettings::EAxis::TranslationY);
- constraint_settings.MakeFixedAxis(SixDOFConstraintSettings::EAxis::TranslationZ); // Don't allow movement in Z direction
- BodyCreationSettings bcs(shapes[0], RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
- for (int x = 0; x < 20; ++x)
- for (int y = 0; y < 10; ++y)
- {
- // Create body
- bcs.SetShape(shapes[(x * y) % size(shapes)]);
- bcs.mPosition = RVec3(-10.0_r + x, 10.0_r + y, 0);
- Body &body = *mBodyInterface->CreateBody(bcs);
- mBodyInterface->AddBody(body.GetID(), EActivation::Activate);
- // Constraint the body to the XY plane
- constraint_settings.mPosition1 = constraint_settings.mPosition2 = body.GetCenterOfMassPosition(); // Attach it at the initial position of the body for best precision
- TwoBodyConstraint *constraint = constraint_settings.Create(Body::sFixedToWorld, body);
- mPhysicsSystem->AddConstraint(constraint);
- // Update the mass properties for this body to make it rotate only around Z
- MassProperties mass_properties = bcs.GetShape()->GetMassProperties();
- MotionProperties *mp = body.GetMotionProperties();
- mp->SetInverseMass(1.0f / mass_properties.mMass);
- mp->SetInverseInertia(Vec3(0, 0, 1.0f / mass_properties.mInertia.GetAxisZ().Length()), Quat::sIdentity());
- }
- }
|