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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/General/ActiveEdgesTest.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/Shape/MeshShape.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Jolt/Geometry/Triangle.h>
- #include <Layers.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(ActiveEdgesTest)
- {
- JPH_ADD_BASE_CLASS(ActiveEdgesTest, Test)
- }
- void ActiveEdgesTest::Initialize()
- {
- const float cWidth = 5.0f;
- const float cLength = 10.0f;
- // Setings for a frictionless box
- Ref<BoxShape> box_shape = new BoxShape(Vec3(1.0f, 1.0f, 1.0f), cDefaultConvexRadius);
- BodyCreationSettings box_settings(box_shape, RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
- box_settings.mFriction = 0.0f;
- box_settings.mLinearDamping = 0.0f;
- box_settings.mAllowSleeping = false;
- // Create various triangle strips
- TriangleList triangles;
- for (int angle = -90; angle <= 90; angle++)
- {
- // Under which normal we want to place the block
- Vec3 desired_normal = angle < 0? Vec3(0, 1, -1).Normalized() : Vec3(0, 1, 0);
- float best_dot = -FLT_MAX;
- // Place segments
- float x = cWidth * angle;
- Vec3 v1(x, 0.0f, -0.5f * cLength);
- Vec3 v2(x + cWidth, 0.0f, -0.5f * cLength);
- for (int total_angle = 0, cur_segment = 0; abs(total_angle) <= 90 && cur_segment < 90; total_angle += angle, ++cur_segment)
- {
- // Determine positions of end of this segment
- float total_angle_rad = DegreesToRadians(float(total_angle));
- Quat rotation = Quat::sRotation(Vec3::sAxisX(), total_angle_rad);
- Vec3 delta = cLength * rotation.RotateAxisZ();
- Vec3 v3 = v1 + delta;
- Vec3 v4 = v2 + delta;
- // Check if this segment is the best segment to place the dynamic block on
- Vec3 normal = (v3 - v1).Cross(v2 - v1).Normalized();
- float dot = normal.Dot(desired_normal);
- if (dot > best_dot)
- {
- best_dot = dot;
- box_settings.mPosition = RVec3((v1 + v2 + v3 + v4) / 4 + normal);
- box_settings.mRotation = rotation;
- }
- // Add segment
- triangles.push_back(Triangle(v1, v3, v4));
- triangles.push_back(Triangle(v1, v4, v2));
- // Add segment mirrored in Z axis
- if (cur_segment != 0)
- {
- Vec3 flip(1, 1, -1);
- triangles.push_back(Triangle(flip * v1, flip * v4, flip * v3));
- triangles.push_back(Triangle(flip * v1, flip * v2, flip * v4));
- }
- // The end of the segment will be the start for the next iteration
- v1 = v3;
- v2 = v4;
- }
- // Place box on best segment
- Body &body = *mBodyInterface->CreateBody(box_settings);
- mBodyInterface->AddBody(body.GetID(), EActivation::Activate);
- // For convex segments give the block a push
- if (angle >= 0)
- body.SetLinearVelocity(Vec3(0, 0, 2.0f));
- }
- // Mesh shape
- MeshShapeSettings mesh_shape(triangles);
- mesh_shape.SetEmbedded();
- mesh_shape.mActiveEdgeCosThresholdAngle = Cos(DegreesToRadians(50.0f));
- // Mesh
- BodyCreationSettings mesh_settings(&mesh_shape, RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
- mesh_settings.mFriction = 0.0f;
- Body &mesh = *mBodyInterface->CreateBody(mesh_settings);
- mBodyInterface->AddBody(mesh.GetID(), EActivation::DontActivate);
- }
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