ScaledConvexHullShapeTest.cpp 2.9 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/ScaledShapes/ScaledConvexHullShapeTest.h>
  6. #include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
  7. #include <Jolt/Physics/Collision/Shape/ScaledShape.h>
  8. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  9. #include <Layers.h>
  10. JPH_IMPLEMENT_RTTI_VIRTUAL(ScaledConvexHullShapeTest)
  11. {
  12. JPH_ADD_BASE_CLASS(ScaledConvexHullShapeTest, Test)
  13. }
  14. void ScaledConvexHullShapeTest::Initialize()
  15. {
  16. // Floor
  17. CreateFloor();
  18. // Create tetrahedron
  19. Array<Vec3> tetrahedron;
  20. tetrahedron.push_back(Vec3::sZero());
  21. tetrahedron.push_back(Vec3(10, 0, 12.5f));
  22. tetrahedron.push_back(Vec3(15, 0, 2.5f));
  23. tetrahedron.push_back(Vec3(10, -5, 5));
  24. // Create vertices for box
  25. Array<Vec3> box;
  26. box.push_back(Vec3(1, 2, 3));
  27. box.push_back(Vec3(-1, 2, 3));
  28. box.push_back(Vec3(1, -2, 3));
  29. box.push_back(Vec3(-1, -2, 3));
  30. box.push_back(Vec3(1, 2, -3));
  31. box.push_back(Vec3(-1, 2, -3));
  32. box.push_back(Vec3(1, -2, -3));
  33. box.push_back(Vec3(-1, -2, -3));
  34. // Rotate and translate vertices
  35. Mat44 m = Mat44::sTranslation(Vec3(3.0f, -2.0f, 1.0f)) * Mat44::sRotationY(0.2f * JPH_PI) * Mat44::sRotationZ(0.1f * JPH_PI);
  36. for (Vec3 &v : box)
  37. v = m * v;
  38. // Create convex hulls
  39. RefConst<ShapeSettings> hull_shape[2] = { new ConvexHullShapeSettings(tetrahedron), new ConvexHullShapeSettings(box) };
  40. for (int i = 0; i < 2; ++i)
  41. {
  42. // Original shape
  43. Body &body1 = *mBodyInterface->CreateBody(BodyCreationSettings(hull_shape[i], RVec3(-40, 10, i * 20.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  44. mBodyInterface->AddBody(body1.GetID(), EActivation::Activate);
  45. // Uniformly scaled shape
  46. Body &body2 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(hull_shape[i], Vec3::sReplicate(0.25f)), RVec3(-20, 10, i * 20.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  47. mBodyInterface->AddBody(body2.GetID(), EActivation::Activate);
  48. // Non-uniform scaled shape
  49. Body &body3 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(hull_shape[i], Vec3(0.25f, 0.5f, 1.5f)), RVec3(0, 10, i * 20.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  50. mBodyInterface->AddBody(body3.GetID(), EActivation::Activate);
  51. // Flipped in 2 axis
  52. Body &body4 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(hull_shape[i], Vec3(-0.25f, 0.5f, -1.5f)), RVec3(20, 10, i * 20.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  53. mBodyInterface->AddBody(body4.GetID(), EActivation::Activate);
  54. // Inside out
  55. Body &body5 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(hull_shape[i], Vec3(-0.25f, 0.5f, 1.5f)), RVec3(40, 10, i * 20.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  56. mBodyInterface->AddBody(body5.GetID(), EActivation::Activate);
  57. }
  58. }