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SliderConstraintTest.cpp 6.4 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/SliderConstraintTest.h>
  6. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  7. #include <Jolt/Physics/Collision/GroupFilterTable.h>
  8. #include <Jolt/Physics/Constraints/SliderConstraint.h>
  9. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  10. #include <Layers.h>
  11. JPH_IMPLEMENT_RTTI_VIRTUAL(SliderConstraintTest)
  12. {
  13. JPH_ADD_BASE_CLASS(SliderConstraintTest, Test)
  14. }
  15. void SliderConstraintTest::Initialize()
  16. {
  17. // Floor
  18. CreateFloor();
  19. const int cChainLength = 10;
  20. // Create group filter
  21. Ref<GroupFilterTable> group_filter = new GroupFilterTable(cChainLength);
  22. for (CollisionGroup::SubGroupID i = 0; i < cChainLength - 1; ++i)
  23. group_filter->DisableCollision(i, i + 1);
  24. CollisionGroup::GroupID group_id = 0;
  25. // Create box
  26. float box_size = 4.0f;
  27. RefConst<Shape> box = new BoxShape(Vec3::sReplicate(0.5f * box_size));
  28. // Bodies attached through slider constraints
  29. for (int randomness = 0; randomness < 2; ++randomness)
  30. {
  31. RVec3 position(0, 25.0f, -randomness * 20.0f);
  32. Body &top = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  33. top.SetCollisionGroup(CollisionGroup(group_filter, group_id, 0));
  34. mBodyInterface->AddBody(top.GetID(), EActivation::DontActivate);
  35. default_random_engine random;
  36. uniform_real_distribution<float> displacement(-1.0f, 1.0f);
  37. Body *prev = &top;
  38. for (int i = 1; i < cChainLength; ++i)
  39. {
  40. Quat rotation;
  41. Vec3 slider_axis;
  42. if (randomness == 0)
  43. {
  44. position += Vec3(box_size, 0, 0);
  45. rotation = Quat::sIdentity();
  46. slider_axis = Quat::sRotation(Vec3::sAxisZ(), -DegreesToRadians(10)).RotateAxisX();
  47. }
  48. else
  49. {
  50. position += Vec3(box_size + abs(displacement(random)), displacement(random), displacement(random));
  51. rotation = Quat::sRandom(random);
  52. slider_axis = Quat::sRotation(Vec3::sAxisY(), displacement(random) * DegreesToRadians(20)) * Quat::sRotation(Vec3::sAxisZ(), -DegreesToRadians(10)).RotateAxisX();
  53. }
  54. Body &segment = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, rotation, EMotionType::Dynamic, Layers::MOVING));
  55. segment.SetCollisionGroup(CollisionGroup(group_filter, group_id, CollisionGroup::SubGroupID(i)));
  56. mBodyInterface->AddBody(segment.GetID(), EActivation::Activate);
  57. SliderConstraintSettings settings;
  58. settings.mAutoDetectPoint = true;
  59. settings.SetSliderAxis(slider_axis);
  60. settings.mLimitsMin = -5.0f;
  61. settings.mLimitsMax = 10.0f;
  62. mPhysicsSystem->AddConstraint(settings.Create(*prev, segment));
  63. prev = &segment;
  64. }
  65. group_id++;
  66. }
  67. {
  68. // Two light bodies attached to a heavy body (gives issues if the wrong anchor point is chosen)
  69. Body *light1 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.1f)), RVec3(-5.0f, 7.0f, -5.2f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  70. light1->SetCollisionGroup(CollisionGroup(group_filter, group_id, 0));
  71. mBodyInterface->AddBody(light1->GetID(), EActivation::Activate);
  72. Body *heavy = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(5.0f)), RVec3(-5.0f, 7.0f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  73. heavy->SetCollisionGroup(CollisionGroup(group_filter, group_id, 1));
  74. mBodyInterface->AddBody(heavy->GetID(), EActivation::Activate);
  75. Body *light2 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.1f)), RVec3(-5.0f, 7.0f, 5.2f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  76. light2->SetCollisionGroup(CollisionGroup(group_filter, group_id, 2));
  77. mBodyInterface->AddBody(light2->GetID(), EActivation::Activate);
  78. ++group_id;
  79. // Note: This violates the recommendation that body 1 is heavier than body 2, therefore this constraint will not work well (the rotation constraint will not be solved accurately)
  80. SliderConstraintSettings slider1;
  81. slider1.mAutoDetectPoint = true;
  82. slider1.SetSliderAxis(Vec3::sAxisZ());
  83. slider1.mLimitsMin = 0.0f;
  84. slider1.mLimitsMax = 1.0f;
  85. mPhysicsSystem->AddConstraint(slider1.Create(*light1, *heavy));
  86. // This constraint has the heavy body as body 1 so will work fine
  87. SliderConstraintSettings slider2;
  88. slider2.mAutoDetectPoint = true;
  89. slider2.SetSliderAxis(Vec3::sAxisZ());
  90. slider2.mLimitsMin = 0.0f;
  91. slider2.mLimitsMax = 1.0f;
  92. mPhysicsSystem->AddConstraint(slider2.Create(*heavy, *light2));
  93. }
  94. {
  95. // Two bodies vertically stacked with a slider constraint
  96. Body *vert1 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(1.0f)), RVec3(5, 9, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  97. vert1->SetCollisionGroup(CollisionGroup(group_filter, group_id, 0));
  98. mBodyInterface->AddBody(vert1->GetID(), EActivation::Activate);
  99. Body *vert2 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(1.0f)), RVec3(5, 3, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  100. vert2->SetCollisionGroup(CollisionGroup(group_filter, group_id, 1));
  101. mBodyInterface->AddBody(vert2->GetID(), EActivation::Activate);
  102. ++group_id;
  103. SliderConstraintSettings slider;
  104. slider.mAutoDetectPoint = true;
  105. slider.SetSliderAxis(Vec3::sAxisY());
  106. slider.mLimitsMin = 0.0f;
  107. slider.mLimitsMax = 2.0f;
  108. mPhysicsSystem->AddConstraint(slider.Create(*vert1, *vert2));
  109. }
  110. {
  111. // Two bodies vertically stacked with a slider constraint using soft limits
  112. Body *vert1 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(1.0f)), RVec3(10, 9, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  113. vert1->SetCollisionGroup(CollisionGroup(group_filter, group_id, 0));
  114. mBodyInterface->AddBody(vert1->GetID(), EActivation::Activate);
  115. Body *vert2 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(1.0f)), RVec3(10, 3, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  116. vert2->SetCollisionGroup(CollisionGroup(group_filter, group_id, 1));
  117. mBodyInterface->AddBody(vert2->GetID(), EActivation::Activate);
  118. ++group_id;
  119. SliderConstraintSettings slider;
  120. slider.mAutoDetectPoint = true;
  121. slider.SetSliderAxis(Vec3::sAxisY());
  122. slider.mLimitsMin = 0.0f;
  123. slider.mLimitsMax = 2.0f;
  124. slider.mLimitsSpringSettings.mFrequency = 1.0f;
  125. slider.mLimitsSpringSettings.mDamping = 0.5f;
  126. mPhysicsSystem->AddConstraint(slider.Create(*vert1, *vert2));
  127. }
  128. }