CapsuleVsBoxTest.cpp 3.4 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/ConvexCollision/CapsuleVsBoxTest.h>
  6. #include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
  7. #include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
  8. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  9. #include <Jolt/Physics/Collision/CollideShape.h>
  10. #include <Jolt/Physics/Collision/CollisionDispatch.h>
  11. #include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
  12. #include <Utils/DebugRendererSP.h>
  13. JPH_IMPLEMENT_RTTI_VIRTUAL(CapsuleVsBoxTest)
  14. {
  15. JPH_ADD_BASE_CLASS(CapsuleVsBoxTest, Test)
  16. }
  17. void CapsuleVsBoxTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
  18. {
  19. // Create box
  20. Vec3 box_min(-1.0f, -2.0f, 0.5f);
  21. Vec3 box_max(2.0f, -0.5f, 3.0f);
  22. Ref<RotatedTranslatedShapeSettings> box_settings = new RotatedTranslatedShapeSettings(0.5f * (box_min + box_max), Quat::sIdentity(), new BoxShapeSettings(0.5f * (box_max - box_min)));
  23. Ref<Shape> box_shape = box_settings->Create().Get();
  24. Mat44 box_transform(Vec4(0.516170502f, -0.803887904f, -0.295520246f, 0.0f), Vec4(0.815010250f, 0.354940295f, 0.458012700f, 0.0f), Vec4(-0.263298869f, -0.477264702f, 0.838386655f, 0.0f), Vec4(-10.2214508f, -18.6808319f, 40.7468987f, 1.0f));
  25. // Create capsule
  26. float capsule_half_height = 75.0f;
  27. float capsule_radius = 1.5f;
  28. Quat capsule_compound_rotation(0.499999970f, -0.499999970f, -0.499999970f, 0.499999970f);
  29. Ref<RotatedTranslatedShapeSettings> capsule_settings = new RotatedTranslatedShapeSettings(Vec3(0, 0, 75), capsule_compound_rotation, new CapsuleShapeSettings(capsule_half_height, capsule_radius));
  30. Ref<Shape> capsule_shape = capsule_settings->Create().Get();
  31. Mat44 capsule_transform = Mat44::sTranslation(Vec3(-9.68538570f, -18.0328083f, 41.3212280f));
  32. // Collision settings
  33. CollideShapeSettings settings;
  34. settings.mActiveEdgeMode = EActiveEdgeMode::CollideWithAll;
  35. settings.mBackFaceMode = EBackFaceMode::CollideWithBackFaces;
  36. settings.mCollectFacesMode = ECollectFacesMode::NoFaces;
  37. // Collide the two shapes
  38. AllHitCollisionCollector<CollideShapeCollector> collector;
  39. CollisionDispatch::sCollideShapeVsShape(capsule_shape, box_shape, Vec3::sReplicate(1.0f), Vec3::sReplicate(1.0f), capsule_transform, box_transform, SubShapeIDCreator(), SubShapeIDCreator(), settings, collector);
  40. #ifdef JPH_DEBUG_RENDERER
  41. // Draw the shapes
  42. box_shape->Draw(mDebugRenderer, RMat44(box_transform), Vec3::sReplicate(1.0f), Color::sWhite, false, false);
  43. capsule_shape->Draw(mDebugRenderer, RMat44(capsule_transform), Vec3::sReplicate(1.0f), Color::sWhite, false, false);
  44. #endif // JPH_DEBUG_RENDERER
  45. // Draw contact points
  46. const CollideShapeResult &hit = collector.mHits[0];
  47. DrawMarkerSP(mDebugRenderer, hit.mContactPointOn1, Color::sRed, 1.0f);
  48. DrawMarkerSP(mDebugRenderer, hit.mContactPointOn2, Color::sGreen, 1.0f);
  49. // Draw penetration axis with length of the penetration
  50. Vec3 pen_axis = hit.mPenetrationAxis;
  51. float pen_axis_len = pen_axis.Length();
  52. if (pen_axis_len > 0.0f)
  53. {
  54. pen_axis *= hit.mPenetrationDepth / pen_axis_len;
  55. DrawArrowSP(mDebugRenderer, hit.mContactPointOn2, hit.mContactPointOn2 + pen_axis, Color::sYellow, 0.01f);
  56. #ifdef JPH_DEBUG_RENDERER
  57. Mat44 resolved_box = box_transform.PostTranslated(pen_axis);
  58. box_shape->Draw(mDebugRenderer, RMat44(resolved_box), Vec3::sReplicate(1.0f), Color::sGreen, false, false);
  59. #endif // JPH_DEBUG_RENDERER
  60. }
  61. }