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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2023 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/General/ChangeMotionQualityTest.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/Shape/SphereShape.h>
- #include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(ChangeMotionQualityTest)
- {
- JPH_ADD_BASE_CLASS(ChangeMotionQualityTest, Test)
- }
- void ChangeMotionQualityTest::Initialize()
- {
- // Floor
- CreateFloor();
- // Single shape that has 4 walls to surround fast moving sphere
- BodyCreationSettings enclosing_settings;
- Ref<BoxShapeSettings> box_shape = new BoxShapeSettings(Vec3(5.0f, 1.0f, 0.1f));
- Ref<StaticCompoundShapeSettings> enclosing_shape = new StaticCompoundShapeSettings();
- enclosing_shape->AddShape(Vec3(0, 0, 5), Quat::sIdentity(), box_shape);
- enclosing_shape->AddShape(Vec3(0, 0, -5), Quat::sIdentity(), box_shape);
- enclosing_shape->AddShape(Vec3(5, 0, 0), Quat::sRotation(Vec3::sAxisY(), 0.5f * JPH_PI), box_shape);
- enclosing_shape->AddShape(Vec3(-5, 0, 0), Quat::sRotation(Vec3::sAxisY(), 0.5f * JPH_PI), box_shape);
- enclosing_settings.SetShapeSettings(enclosing_shape);
- enclosing_settings.mMotionType = EMotionType::Kinematic;
- enclosing_settings.mObjectLayer = Layers::MOVING;
- enclosing_settings.mPosition = RVec3(0, 1, 0);
- Body &enclosing = *mBodyInterface->CreateBody(enclosing_settings);
- mBodyInterface->AddBody(enclosing.GetID(), EActivation::Activate);
- // Create high speed sphere inside
- BodyCreationSettings settings;
- settings.SetShape(new SphereShape(1.0f));
- settings.mPosition = RVec3(0, 0.5f, 0);
- settings.mMotionType = EMotionType::Dynamic;
- settings.mMotionQuality = EMotionQuality::LinearCast;
- settings.mLinearVelocity = Vec3(-240, 0, -120);
- settings.mFriction = 0.0f;
- settings.mRestitution = 1.0f;
- settings.mObjectLayer = Layers::MOVING;
- mBody = mBodyInterface->CreateBody(settings);
- mBodyInterface->AddBody(mBody->GetID(), EActivation::Activate);
- }
- void ChangeMotionQualityTest::UpdateMotionQuality()
- {
- // Calculate desired motion quality
- EMotionQuality motion_quality = (int(mTime) & 1) == 0? EMotionQuality::LinearCast : EMotionQuality::Discrete;
- mBodyInterface->SetMotionQuality(mBody->GetID(), motion_quality);
- }
- void ChangeMotionQualityTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
- {
- // Increment time
- mTime += inParams.mDeltaTime;
- UpdateMotionQuality();
- }
- void ChangeMotionQualityTest::SaveState(StateRecorder &inStream) const
- {
- inStream.Write(mTime);
- }
- void ChangeMotionQualityTest::RestoreState(StateRecorder &inStream)
- {
- inStream.Read(mTime);
- UpdateMotionQuality();
- }
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