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HingeConstraintTest.cpp 5.1 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #include <TestFramework.h>
  5. #include <Tests/Constraints/HingeConstraintTest.h>
  6. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  7. #include <Jolt/Physics/Collision/GroupFilterTable.h>
  8. #include <Jolt/Physics/Constraints/HingeConstraint.h>
  9. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  10. #include <Layers.h>
  11. JPH_IMPLEMENT_RTTI_VIRTUAL(HingeConstraintTest)
  12. {
  13. JPH_ADD_BASE_CLASS(HingeConstraintTest, Test)
  14. }
  15. void HingeConstraintTest::Initialize()
  16. {
  17. // Floor
  18. CreateFloor();
  19. float box_size = 4.0f;
  20. RefConst<Shape> box = new BoxShape(Vec3::sReplicate(0.5f * box_size));
  21. constexpr int cChainLength = 15;
  22. constexpr float cMinAngle = DegreesToRadians(-10.0f);
  23. constexpr float cMaxAngle = DegreesToRadians(20.0f);
  24. // Build a collision group filter that disables collision between adjacent bodies
  25. Ref<GroupFilterTable> group_filter = new GroupFilterTable(cChainLength);
  26. for (CollisionGroup::SubGroupID i = 0; i < cChainLength - 1; ++i)
  27. group_filter->DisableCollision(i, i + 1);
  28. // Bodies attached through hinge constraints
  29. for (int randomness = 0; randomness < 2; ++randomness)
  30. {
  31. CollisionGroup::GroupID group_id = CollisionGroup::GroupID(randomness);
  32. RVec3 position(0, 50, -randomness * 20.0f);
  33. Body &top = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  34. top.SetCollisionGroup(CollisionGroup(group_filter, group_id, 0));
  35. mBodyInterface->AddBody(top.GetID(), EActivation::DontActivate);
  36. default_random_engine random;
  37. uniform_real_distribution<float> displacement(-1.0f, 1.0f);
  38. Body *prev = &top;
  39. for (int i = 1; i < cChainLength; ++i)
  40. {
  41. Quat rotation;
  42. if (randomness == 0)
  43. {
  44. position += Vec3(box_size, 0, 0);
  45. rotation = Quat::sIdentity();
  46. }
  47. else
  48. {
  49. position += Vec3(box_size + abs(displacement(random)), displacement(random), displacement(random));
  50. rotation = Quat::sRandom(random);
  51. }
  52. Body &segment = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, rotation, EMotionType::Dynamic, Layers::MOVING));
  53. segment.SetCollisionGroup(CollisionGroup(group_filter, group_id, CollisionGroup::SubGroupID(i)));
  54. mBodyInterface->AddBody(segment.GetID(), EActivation::Activate);
  55. HingeConstraintSettings settings;
  56. if ((i & 1) == 0)
  57. {
  58. settings.mPoint1 = settings.mPoint2 = position + Vec3(-0.5f * box_size, 0, 0.5f * box_size);
  59. settings.mHingeAxis1 = settings.mHingeAxis2 = Vec3::sAxisY();
  60. settings.mNormalAxis1 = settings.mNormalAxis2 = Vec3::sAxisX();
  61. }
  62. else
  63. {
  64. settings.mPoint1 = settings.mPoint2 = position + Vec3(-0.5f * box_size, -0.5f * box_size, 0);
  65. settings.mHingeAxis1 = settings.mHingeAxis2 = Vec3::sAxisZ();
  66. settings.mNormalAxis1 = settings.mNormalAxis2 = Vec3::sAxisX();
  67. }
  68. settings.mLimitsMin = cMinAngle;
  69. settings.mLimitsMax = cMaxAngle;
  70. mPhysicsSystem->AddConstraint(settings.Create(*prev, segment));
  71. prev = &segment;
  72. }
  73. }
  74. {
  75. // Two bodies connected with a hard hinge
  76. Body *body1 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(1.0f)), RVec3(4, 5, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  77. body1->SetCollisionGroup(CollisionGroup(group_filter, 0, 0));
  78. mBodyInterface->AddBody(body1->GetID(), EActivation::DontActivate);
  79. Body *body2 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(1.0f)), RVec3(6, 5, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  80. body2->SetCollisionGroup(CollisionGroup(group_filter, 0, 1));
  81. mBodyInterface->AddBody(body2->GetID(), EActivation::Activate);
  82. HingeConstraintSettings hinge;
  83. hinge.mPoint1 = hinge.mPoint2 = RVec3(5, 4, 0);
  84. hinge.mHingeAxis1 = hinge.mHingeAxis2 = Vec3::sAxisZ();
  85. hinge.mNormalAxis1 = hinge.mNormalAxis2 = Vec3::sAxisY();
  86. hinge.mLimitsMin = DegreesToRadians(-10.0f);
  87. hinge.mLimitsMax = DegreesToRadians(110.0f);
  88. mPhysicsSystem->AddConstraint(hinge.Create(*body1, *body2));
  89. }
  90. {
  91. // Two bodies connected with a soft hinge
  92. Body *body1 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(1.0f)), RVec3(10, 5, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  93. body1->SetCollisionGroup(CollisionGroup(group_filter, 0, 0));
  94. mBodyInterface->AddBody(body1->GetID(), EActivation::DontActivate);
  95. Body *body2 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(1.0f)), RVec3(12, 5, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  96. body2->SetCollisionGroup(CollisionGroup(group_filter, 0, 1));
  97. mBodyInterface->AddBody(body2->GetID(), EActivation::Activate);
  98. HingeConstraintSettings hinge;
  99. hinge.mPoint1 = hinge.mPoint2 = RVec3(11, 4, 0);
  100. hinge.mHingeAxis1 = hinge.mHingeAxis2 = Vec3::sAxisZ();
  101. hinge.mNormalAxis1 = hinge.mNormalAxis2 = Vec3::sAxisY();
  102. hinge.mLimitsMin = DegreesToRadians(-10.0f);
  103. hinge.mLimitsMax = DegreesToRadians(110.0f);
  104. hinge.mLimitsSpringSettings.mFrequency = 1.0f;
  105. hinge.mLimitsSpringSettings.mDamping = 0.5f;
  106. mPhysicsSystem->AddConstraint(hinge.Create(*body1, *body2));
  107. }
  108. }