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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/TaperedCapsuleShapeTest.h>
- #include <Jolt/Physics/Collision/Shape/TaperedCapsuleShape.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(TaperedCapsuleShapeTest)
- {
- JPH_ADD_BASE_CLASS(TaperedCapsuleShapeTest, Test)
- }
- void TaperedCapsuleShapeTest::Initialize()
- {
- // Floor
- CreateFloor();
- RefConst<ShapeSettings> big_taperedcapsule = new TaperedCapsuleShapeSettings(2.0f, 1.0f, 3.0f);
- RefConst<ShapeSettings> big_taperedcapsule2 = new TaperedCapsuleShapeSettings(2.0f, 3.0f, 1.0f);
- // Tapered capsule on outer sphere
- Body &body1 = *mBodyInterface->CreateBody(BodyCreationSettings(big_taperedcapsule, RVec3(0, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- mBodyInterface->AddBody(body1.GetID(), EActivation::Activate);
- // Tapered capsule on other outer sphere
- Body &body2 = *mBodyInterface->CreateBody(BodyCreationSettings(big_taperedcapsule2, RVec3(10, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- mBodyInterface->AddBody(body2.GetID(), EActivation::Activate);
- // Tapered capsule on side
- Body &body3 = *mBodyInterface->CreateBody(BodyCreationSettings(big_taperedcapsule, RVec3(20, 10, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
- mBodyInterface->AddBody(body3.GetID(), EActivation::Activate);
- RefConst<ShapeSettings> long_taperedcapsule = new TaperedCapsuleShapeSettings(5, 0.5f, 1.0f);
- // Tower of tapered capsules
- for (int i = 0; i < 10; ++i)
- {
- for (int j = 0; j < 2; ++j)
- {
- RVec3 position;
- Quat rotation;
- if (i & 1)
- {
- position = RVec3(-4.0f + 8.0f * j, 2.0f + 3.0f * i, -20.0f);
- rotation = Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI + (j & 1) * JPH_PI);
- }
- else
- {
- position = RVec3(0, 2.0f + 3.0f * i, -20.0f - 4.0f + 8.0f * j);
- rotation = Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI + (j & 1) * JPH_PI);
- }
- Body &body = *mBodyInterface->CreateBody(BodyCreationSettings(long_taperedcapsule, position, rotation, EMotionType::Dynamic, Layers::MOVING));
- mBodyInterface->AddBody(body.GetID(), EActivation::Activate);
- }
- }
- }
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