ScaledTriangleShapeTest.cpp 3.3 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/ScaledTriangleShapeTest.h>
  6. #include <Jolt/Physics/Collision/Shape/TriangleShape.h>
  7. #include <Jolt/Physics/Collision/Shape/ScaledShape.h>
  8. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  9. #include <Jolt/Physics/Collision/Shape/SphereShape.h>
  10. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  11. #include <Layers.h>
  12. JPH_IMPLEMENT_RTTI_VIRTUAL(ScaledTriangleShapeTest)
  13. {
  14. JPH_ADD_BASE_CLASS(ScaledTriangleShapeTest, Test)
  15. }
  16. void ScaledTriangleShapeTest::Initialize()
  17. {
  18. // Floor
  19. CreateFloor();
  20. // Single triangle
  21. RefConst<TriangleShape> triangle_shape = new TriangleShape(Vec3(-10, -1, 0), Vec3(0, 1, 10), Vec3(10, -2, -10));
  22. // Original shape
  23. Body &body1 = *mBodyInterface->CreateBody(BodyCreationSettings(triangle_shape, RVec3(-60, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  24. mBodyInterface->AddBody(body1.GetID(), EActivation::DontActivate);
  25. // Uniformly scaled shape < 1
  26. Body &body2 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShape(triangle_shape, Vec3::sReplicate(0.5f)), RVec3(-40, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  27. mBodyInterface->AddBody(body2.GetID(), EActivation::DontActivate);
  28. // Uniformly scaled shape > 1
  29. Body &body3 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShape(triangle_shape, Vec3::sReplicate(1.5f)), RVec3(-20, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  30. mBodyInterface->AddBody(body3.GetID(), EActivation::DontActivate);
  31. // Non-uniform scaled shape
  32. Body &body4 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShape(triangle_shape, Vec3(0.5f, 1.0f, 1.5f)), RVec3(0, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  33. mBodyInterface->AddBody(body4.GetID(), EActivation::DontActivate);
  34. // Flipped in 2 axis
  35. Body &body5 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShape(triangle_shape, Vec3(-0.5f, 1.0f, -1.5f)), RVec3(20, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  36. mBodyInterface->AddBody(body5.GetID(), EActivation::DontActivate);
  37. // Inside out
  38. Body &body6 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShape(triangle_shape, Vec3(-0.5f, 1.0f, 1.5f)), RVec3(40, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  39. mBodyInterface->AddBody(body6.GetID(), EActivation::DontActivate);
  40. // Upside down
  41. Body &body7 = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShape(triangle_shape, Vec3(0.5f, -1.0f, 1.5f)), RVec3(60, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
  42. mBodyInterface->AddBody(body7.GetID(), EActivation::DontActivate);
  43. // Create a number of balls above the triangles
  44. RefConst<Shape> sphere_shape = new SphereShape(0.2f);
  45. RefConst<Shape> box_shape = new BoxShape(Vec3(0.2f, 0.2f, 0.4f), 0.01f);
  46. for (int i = 0; i < 7; ++i)
  47. for (int j = 0; j < 5; ++j)
  48. {
  49. Body &dynamic = *mBodyInterface->CreateBody(BodyCreationSettings((j & 1)? box_shape : sphere_shape, RVec3(-60.0f + 20.0f * i, 10.0f + 0.5f * j, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
  50. mBodyInterface->AddBody(dynamic.GetID(), EActivation::Activate);
  51. }
  52. }