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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2024 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/General/EnhancedInternalEdgeRemovalTest.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/Shape/SphereShape.h>
- #include <Jolt/Physics/Collision/Shape/MeshShape.h>
- #include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
- #include <Jolt/Geometry/Triangle.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(EnhancedInternalEdgeRemovalTest)
- {
- JPH_ADD_BASE_CLASS(EnhancedInternalEdgeRemovalTest, Test)
- }
- void EnhancedInternalEdgeRemovalTest::CreateSlidingObjects(RVec3Arg inStart)
- {
- // Slide the shapes over the grid of boxes
- RVec3 pos = inStart - RVec3(0, 0, 8.5_r);
- for (int enhanced_removal = 0; enhanced_removal < 2; ++enhanced_removal)
- {
- // A box
- BodyCreationSettings box_bcs(new BoxShape(Vec3::sReplicate(2.0f)), pos, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
- box_bcs.mLinearVelocity = Vec3(20, 0, 0);
- box_bcs.mEnhancedInternalEdgeRemoval = enhanced_removal == 1;
- mBodyInterface->CreateAndAddBody(box_bcs, EActivation::Activate);
- pos += RVec3(0, 0, 5.0_r);
- // A sphere
- BodyCreationSettings sphere_bcs(new SphereShape(2.0f), pos, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
- sphere_bcs.mLinearVelocity = Vec3(20, 0, 0);
- sphere_bcs.mEnhancedInternalEdgeRemoval = enhanced_removal == 1;
- mBodyInterface->CreateAndAddBody(sphere_bcs, EActivation::Activate);
- pos += RVec3(0, 0, 7.0_r);
- }
- }
- void EnhancedInternalEdgeRemovalTest::Initialize()
- {
- // This test creates a grid of connected boxes and tests that objects don't hit the internal edges
- {
- StaticCompoundShapeSettings compound_settings;
- compound_settings.SetEmbedded();
- constexpr float size = 2.0f;
- RefConst<Shape> box_shape = new BoxShape(Vec3::sReplicate(0.5f * size));
- for (int x = -10; x < 10; ++x)
- for (int z = -10; z < 10; ++z)
- compound_settings.AddShape(Vec3(size * x, 0, size * z), Quat::sIdentity(), box_shape);
- mBodyInterface->CreateAndAddBody(BodyCreationSettings(&compound_settings, RVec3(0, -1, -40), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
- CreateSlidingObjects(RVec3(-18, 1.9_r, -40.0_r));
- }
- // This tests if objects do not collide with internal edges
- {
- // Create a dense grid of triangles so that we have a large chance of hitting an internal edge
- constexpr float size = 2.0f;
- TriangleList triangles;
- for (int x = -10; x < 10; ++x)
- for (int z = -10; z < 10; ++z)
- {
- float x1 = size * x;
- float z1 = size * z;
- float x2 = x1 + size;
- float z2 = z1 + size;
- Float3 v1 = Float3(x1, 0, z1);
- Float3 v2 = Float3(x2, 0, z1);
- Float3 v3 = Float3(x1, 0, z2);
- Float3 v4 = Float3(x2, 0, z2);
- triangles.push_back(Triangle(v1, v3, v4));
- triangles.push_back(Triangle(v1, v4, v2));
- }
- MeshShapeSettings mesh_settings(triangles);
- mesh_settings.mActiveEdgeCosThresholdAngle = FLT_MAX; // Turn off regular active edge determination so that we only rely on the mEnhancedInternalEdgeRemoval flag
- mesh_settings.SetEmbedded();
- mBodyInterface->CreateAndAddBody(BodyCreationSettings(&mesh_settings, RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
- CreateSlidingObjects(RVec3(-18, 1.9_r, 0));
- }
- // This test tests that we only ignore edges that are shared with voided triangles
- {
- // Create an L shape mesh lying on its back
- TriangleList triangles;
- constexpr float height = 0.5f;
- constexpr float half_width = 5.0f;
- constexpr float half_length = 2.0f;
- triangles.push_back(Triangle(Float3(-half_length, 0, half_width), Float3(half_length, 0, -half_width), Float3(-half_length, 0, -half_width)));
- triangles.push_back(Triangle(Float3(-half_length, 0, half_width), Float3(half_length, 0, half_width), Float3(half_length, 0, -half_width)));
- triangles.push_back(Triangle(Float3(half_length, height, half_width), Float3(half_length, height, -half_width), Float3(half_length, 0, half_width)));
- triangles.push_back(Triangle(Float3(half_length, 0, half_width), Float3(half_length, height, -half_width), Float3(half_length, 0, -half_width)));
- mBodyInterface->CreateAndAddBody(BodyCreationSettings(new MeshShapeSettings(triangles), RVec3(0, 0, 30), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
- // Roll a sphere towards the edge pointing upwards
- float z = 28.0f;
- for (int enhanced_removal = 0; enhanced_removal < 2; ++enhanced_removal)
- {
- // A sphere
- BodyCreationSettings sphere_bcs(new SphereShape(1.0f), RVec3(0, 1, z), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
- sphere_bcs.mLinearVelocity = Vec3(20, 0, 0);
- sphere_bcs.mEnhancedInternalEdgeRemoval = enhanced_removal == 1;
- mBodyInterface->CreateAndAddBody(sphere_bcs, EActivation::Activate);
- z += 4.0f;
- }
- }
- }
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