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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/ContactListenerTest.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
- #include <Jolt/Physics/Collision/Shape/SphereShape.h>
- #include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
- #include <Jolt/Physics/Collision/EstimateCollisionResponse.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- #include <Renderer/DebugRendererImp.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(ContactListenerTest)
- {
- JPH_ADD_BASE_CLASS(ContactListenerTest, Test)
- }
- void ContactListenerTest::Initialize()
- {
- // Floor
- CreateFloor();
- RefConst<Shape> box_shape = new BoxShape(Vec3(0.5f, 1.0f, 2.0f));
- // Dynamic body 1
- Body &body1 = *mBodyInterface->CreateBody(BodyCreationSettings(box_shape, RVec3(0, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- body1.SetAllowSleeping(false);
- mBodyInterface->AddBody(body1.GetID(), EActivation::Activate);
- // Dynamic body 2
- Body &body2 = *mBodyInterface->CreateBody(BodyCreationSettings(box_shape, RVec3(5, 10, 0), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
- body2.SetAllowSleeping(false);
- mBodyInterface->AddBody(body2.GetID(), EActivation::Activate);
- // Dynamic body 3
- Body &body3 = *mBodyInterface->CreateBody(BodyCreationSettings(new SphereShape(2.0f), RVec3(10, 10, 0), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
- body3.SetAllowSleeping(false);
- mBodyInterface->AddBody(body3.GetID(), EActivation::Activate);
- // Dynamic body 4
- Ref<StaticCompoundShapeSettings> compound_shape = new StaticCompoundShapeSettings;
- compound_shape->AddShape(Vec3::sZero(), Quat::sIdentity(), new CapsuleShape(5, 1));
- compound_shape->AddShape(Vec3(0, -5, 0), Quat::sIdentity(), new SphereShape(2));
- compound_shape->AddShape(Vec3(0, 5, 0), Quat::sIdentity(), new SphereShape(2));
- Body &body4 = *mBodyInterface->CreateBody(BodyCreationSettings(compound_shape, RVec3(15, 10, 0), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
- body4.SetAllowSleeping(false);
- mBodyInterface->AddBody(body4.GetID(), EActivation::Activate);
- // Store bodies for later use
- mBody[0] = &body1;
- mBody[1] = &body2;
- mBody[2] = &body3;
- mBody[3] = &body4;
- }
- void ContactListenerTest::PostPhysicsUpdate(float inDeltaTime)
- {
- // Check that predicted velocities match actual velocities
- lock_guard lock(mPredictedVelocitiesMutex);
- for (const PredictedVelocity &v : mPredictedVelocities)
- {
- BodyLockRead body_lock(mPhysicsSystem->GetBodyLockInterface(), v.mBodyID);
- if (body_lock.Succeeded())
- {
- const Body &body = body_lock.GetBody();
- Vec3 linear_velocity = body.GetLinearVelocity();
- Vec3 angular_velocity = body.GetAngularVelocity();
- float diff_v = (v.mLinearVelocity - linear_velocity).Length();
- float diff_w = (v.mAngularVelocity - angular_velocity).Length();
- if (diff_v > 1.0e-3f || diff_w > 1.0e-3f)
- Trace("Mispredicted collision for body: %08x, v=%s, w=%s, predicted_v=%s, predicted_w=%s, diff_v=%f, diff_w=%f",
- body.GetID().GetIndex(),
- ConvertToString(linear_velocity).c_str(), ConvertToString(angular_velocity).c_str(),
- ConvertToString(v.mLinearVelocity).c_str(), ConvertToString(v.mAngularVelocity).c_str(),
- (double)diff_v,
- (double)diff_w);
- }
- }
- mPredictedVelocities.clear();
- }
- ValidateResult ContactListenerTest::OnContactValidate(const Body &inBody1, const Body &inBody2, RVec3Arg inBaseOffset, const CollideShapeResult &inCollisionResult)
- {
- // Body 1 and 2 should never collide
- return ((&inBody1 == mBody[0] && &inBody2 == mBody[1]) || (&inBody1 == mBody[1] && &inBody2 == mBody[0]))? ValidateResult::RejectAllContactsForThisBodyPair : ValidateResult::AcceptAllContactsForThisBodyPair;
- }
- void ContactListenerTest::OnContactAdded(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings)
- {
- // Make body 1 bounce only when a new contact point is added but not when it is persisted (its restitution is normally 0)
- if (&inBody1 == mBody[0] || &inBody2 == mBody[0])
- {
- JPH_ASSERT(ioSettings.mCombinedRestitution == 0.0f);
- ioSettings.mCombinedRestitution = 1.0f;
- }
- // Estimate the contact impulses.
- CollisionEstimationResult result;
- EstimateCollisionResponse(inBody1, inBody2, inManifold, result, ioSettings.mCombinedFriction, ioSettings.mCombinedRestitution);
- // Trace the result
- String impulses_str;
- for (const CollisionEstimationResult::Impulse &impulse : result.mImpulses)
- impulses_str += StringFormat("(%f, %f, %f) ", (double)impulse.mContactImpulse, (double)impulse.mFrictionImpulse1, (double)impulse.mFrictionImpulse2);
- Trace("Estimated velocity after collision, body1: %08x, v=%s, w=%s, body2: %08x, v=%s, w=%s, impulses: %s",
- inBody1.GetID().GetIndex(), ConvertToString(result.mLinearVelocity1).c_str(), ConvertToString(result.mAngularVelocity1).c_str(),
- inBody2.GetID().GetIndex(), ConvertToString(result.mLinearVelocity2).c_str(), ConvertToString(result.mAngularVelocity2).c_str(),
- impulses_str.c_str());
- // Log predicted velocities
- {
- lock_guard lock(mPredictedVelocitiesMutex);
- mPredictedVelocities.push_back({ inBody1.GetID(), result.mLinearVelocity1, result.mAngularVelocity1 });
- mPredictedVelocities.push_back({ inBody2.GetID(), result.mLinearVelocity2, result.mAngularVelocity2 });
- }
- }
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