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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/Shapes/ConvexHullShapeTest.h>
- #include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(ConvexHullShapeTest)
- {
- JPH_ADD_BASE_CLASS(ConvexHullShapeTest, Test)
- }
- void ConvexHullShapeTest::Initialize()
- {
- // Floor
- CreateFloor();
- // Create tetrahedron
- Array<Vec3> tetrahedron;
- tetrahedron.push_back(Vec3(-5, 0, -5));
- tetrahedron.push_back(Vec3(0, 0, 5));
- tetrahedron.push_back(Vec3(5, 0, -5));
- tetrahedron.push_back(Vec3(0, -5, 0));
- Body &body_tetrahedron = *mBodyInterface->CreateBody(BodyCreationSettings(new ConvexHullShapeSettings(tetrahedron), RVec3(0, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- mBodyInterface->AddBody(body_tetrahedron.GetID(), EActivation::Activate);
- // Create box
- Array<Vec3> box;
- box.push_back(Vec3(5, 5, 5));
- box.push_back(Vec3(-5, 5, 5));
- box.push_back(Vec3(5, -5, 5));
- box.push_back(Vec3(-5, -5, 5));
- box.push_back(Vec3(5, 5, -5));
- box.push_back(Vec3(-5, 5, -5));
- box.push_back(Vec3(5, -5, -5));
- box.push_back(Vec3(-5, -5, -5));
- Body &body_box = *mBodyInterface->CreateBody(BodyCreationSettings(new ConvexHullShapeSettings(box), RVec3(20, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- mBodyInterface->AddBody(body_box.GetID(), EActivation::Activate);
- // Add a sphere of many points
- Array<Vec3> sphere;
- for (float theta = 0.0f; theta <= JPH_PI; theta += JPH_PI / 20.0f)
- for (float phi = 0.0f; phi <= 2.0f * JPH_PI; phi += 2.0f * JPH_PI / 20.0f)
- sphere.push_back(5.0f * Vec3::sUnitSpherical(theta, phi));
- Body &body_sphere = *mBodyInterface->CreateBody(BodyCreationSettings(new ConvexHullShapeSettings(sphere), RVec3(40, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- mBodyInterface->AddBody(body_sphere.GetID(), EActivation::Activate);
- // Add a tapered cylinder of many points
- Array<Vec3> tapered_cylinder;
- for (float theta = 0.0f; theta <= 2.0f * JPH_PI; theta += JPH_PI / 128.0f)
- {
- tapered_cylinder.push_back(4.0f * Vec3(-0.1f, Sin(theta), Cos(theta)));
- tapered_cylinder.push_back(4.5f * Vec3(0.1f, Sin(theta), Cos(theta)));
- }
- Body &body_tapered_cylinder = *mBodyInterface->CreateBody(BodyCreationSettings(new ConvexHullShapeSettings(tapered_cylinder), RVec3(60, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- mBodyInterface->AddBody(body_tapered_cylinder.GetID(), EActivation::Activate);
- // Create convex hull with on one side nearly coplanar faces
- Array<Vec3> coplanar;
- coplanar.push_back(Vec3(1.04298747f, 4.68531752f, 0.858853102f));
- coplanar.push_back(Vec3(-1.00753999f, 4.63935566f, -0.959064901f));
- coplanar.push_back(Vec3(-1.01861656f, 4.72096348f, 0.846121550f));
- coplanar.push_back(Vec3(-2.37996006f, 1.26311386f, -1.10994697f));
- coplanar.push_back(Vec3(0.213164970f, 0.0198628306f, -1.70677519f));
- coplanar.push_back(Vec3(-2.27295995f, -0.899001241f, -0.472913086f));
- coplanar.push_back(Vec3(-1.85078228f, -1.25204790f, 2.42339849f));
- coplanar.push_back(Vec3(1.91183412f, -1.25204790f, 2.42339849f));
- coplanar.push_back(Vec3(-2.75279832f, 3.25019693f, 1.67055058f));
- coplanar.push_back(Vec3(-0.0697868019f, -2.78841114f, -0.422013819f));
- coplanar.push_back(Vec3(2.26410985f, -0.918261647f, -0.493922710f));
- coplanar.push_back(Vec3(0.765828013f, -2.82050991f, 1.91100550f));
- coplanar.push_back(Vec3(2.33326006f, 1.26643038f, -1.18808103f));
- coplanar.push_back(Vec3(-0.591650009f, 2.27845216f, -1.87628603f));
- coplanar.push_back(Vec3(-2.22145009f, 3.04359150f, 0.234738767f));
- coplanar.push_back(Vec3(-1.00753999f, 4.39097166f, -1.27783847f));
- coplanar.push_back(Vec3(0.995577991f, 4.39734173f, -1.27900386f));
- coplanar.push_back(Vec3(0.995577991f, 4.64572525f, -0.960230291f));
- coplanar.push_back(Vec3(2.74527335f, 3.06491613f, 1.77647924f));
- coplanar.push_back(Vec3(-1.53122997f, -2.18120861f, 2.31516361f));
- Body &body_coplanar = *mBodyInterface->CreateBody(BodyCreationSettings(new ConvexHullShapeSettings(coplanar), RVec3(80, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- mBodyInterface->AddBody(body_coplanar.GetID(), EActivation::Activate);
- // Bodies with random convex shapes
- default_random_engine random;
- uniform_real_distribution<float> hull_size(0.1f, 10.0f);
- for (int i = 0; i < 10; ++i)
- {
- // Create random points
- Array<Vec3> points;
- for (int j = 0; j < 20; ++j)
- points.push_back(hull_size(random) * Vec3::sRandom(random));
- Body &body = *mBodyInterface->CreateBody(BodyCreationSettings(new ConvexHullShapeSettings(points), RVec3(-90.0f + i * 18.0f, 10, 20), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- mBodyInterface->AddBody(body.GetID(), EActivation::Activate);
- }
- // Bodies with random convex polygons (this is not something you should be doing, but this tests the 2D convex hull shape generation and allows you to test the probe against them)
- for (int i = 0; i < 10; ++i)
- {
- // Create random points
- Array<Vec3> points;
- for (int j = 0; j < 20; ++j)
- {
- Vec3 v = hull_size(random) * Vec3::sRandom(random);
- v.SetZ(0.0f);
- points.push_back(v);
- }
- // Convex hull needs to be created with convex radius of 0 because the shape has no volume, so we cannot move the planes backwards to make space for the convex radius
- Ref<ShapeSettings> shape_settings = new ConvexHullShapeSettings(points, 0.0f);
- BodyCreationSettings creation_settings(shape_settings, RVec3(-90.0f + i * 18.0f, 10, 40), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
- // The polygon has no volume, so we need to provide a dummy mass and inertia for this shape
- creation_settings.mOverrideMassProperties = EOverrideMassProperties::MassAndInertiaProvided;
- creation_settings.mMassPropertiesOverride.mMass = 1.0f;
- creation_settings.mMassPropertiesOverride.mInertia = Mat44::sIdentity();
- Body &body = *mBodyInterface->CreateBody(creation_settings);
- mBodyInterface->AddBody(body.GetID(), EActivation::Activate);
- }
- }
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