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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/MeshShapeTest.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/Shape/MeshShape.h>
- #include <Jolt/Physics/Collision/PhysicsMaterialSimple.h>
- #include <Jolt/Geometry/Triangle.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(MeshShapeTest)
- {
- JPH_ADD_BASE_CLASS(MeshShapeTest, Test)
- }
- void MeshShapeTest::Initialize()
- {
- // Create regular grid of triangles
- uint32 max_material_index = 0;
- TriangleList triangles;
- for (int x = -10; x < 10; ++x)
- for (int z = -10; z < 10; ++z)
- {
- float x1 = 10.0f * x;
- float z1 = 10.0f * z;
- float x2 = x1 + 10.0f;
- float z2 = z1 + 10.0f;
- Float3 v1 = Float3(x1, 0, z1);
- Float3 v2 = Float3(x2, 0, z1);
- Float3 v3 = Float3(x1, 0, z2);
- Float3 v4 = Float3(x2, 0, z2);
- uint32 material_index = uint32((Vec3(v1) + Vec3(v2) + Vec3(v3) + Vec3(v4)).Length() / 40.0f);
- max_material_index = max(max_material_index, material_index);
- triangles.push_back(Triangle(v1, v3, v4, material_index));
- triangles.push_back(Triangle(v1, v4, v2, material_index));
- }
- // Create materials
- PhysicsMaterialList materials;
- for (uint i = 0; i <= max_material_index; ++i)
- materials.push_back(new PhysicsMaterialSimple("Material " + ConvertToString(i), Color::sGetDistinctColor(i)));
- // Floor
- Body &floor = *mBodyInterface->CreateBody(BodyCreationSettings(new MeshShapeSettings(triangles, std::move(materials)), RVec3::sZero(), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI), EMotionType::Static, Layers::NON_MOVING));
- mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate);
- // 1 body with zero friction to test active edge detection
- Ref<BoxShape> box_shape = new BoxShape(Vec3(2.0f, 2.0f, 2.0f), cDefaultConvexRadius, new PhysicsMaterialSimple("Box Material", Color::sYellow));
- Body &body = *mBodyInterface->CreateBody(BodyCreationSettings(box_shape, RVec3(0, 55.0f, -50.0f), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
- body.SetFriction(0.0f);
- mBodyInterface->AddBody(body.GetID(), EActivation::Activate);
- }
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