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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/ScaledShapes/DynamicScaledShape.h>
- #include <Jolt/Physics/Collision/Shape/SphereShape.h>
- #include <Jolt/Physics/Collision/Shape/ScaledShape.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(DynamicScaledShape)
- {
- JPH_ADD_BASE_CLASS(DynamicScaledShape, Test)
- }
- void DynamicScaledShape::Initialize()
- {
- // Floor
- CreateHeightFieldTerrain();
- // Create scaled sphere
- RefConst<Shape> scaled_sphere_shape = new ScaledShape(new SphereShape(2.0f), Vec3::sOne());
- mBodyID = mBodyInterface->CreateAndAddBody(BodyCreationSettings(scaled_sphere_shape, RVec3(0, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
- }
- void DynamicScaledShape::PrePhysicsUpdate(const PreUpdateParams &inParams)
- {
- // Update time
- mTime += inParams.mDeltaTime;
- BodyLockWrite lock(mPhysicsSystem->GetBodyLockInterface(), mBodyID);
- if (lock.Succeeded())
- {
- Body &body = lock.GetBody();
- // Fetch the inner shape
- // Note that we know here that the inner shape is the original shape, but if you're scaling a CompoundShape non-uniformly the inner shape
- // may be a new compound shape with the scale baked into the children. In this case you need to keep track of your original shape yourself.
- JPH_ASSERT(body.GetShape()->GetSubType() == EShapeSubType::Scaled);
- const ScaledShape *scaled_shape = static_cast<const ScaledShape *>(body.GetShape());
- const Shape *non_scaled_shape = scaled_shape->GetInnerShape();
- // Rescale the sphere
- float new_scale = 1.0f + 0.5f * Sin(mTime);
- Shape::ShapeResult new_shape = non_scaled_shape->ScaleShape(Vec3::sReplicate(new_scale));
- JPH_ASSERT(new_shape.IsValid()); // We're uniformly scaling a sphere, this should always succeed
- // Note: Using non-locking interface here because we already have the lock
- // Also note that scaling shapes may cause simulation issues as the bodies can get stuck when they get bigger.
- // Recalculating mass every frame can also be an expensive operation.
- mPhysicsSystem->GetBodyInterfaceNoLock().SetShape(body.GetID(), new_shape.Get(), true, EActivation::Activate);
- }
- }
- void DynamicScaledShape::SaveState(StateRecorder &inStream) const
- {
- inStream.Write(mTime);
- }
- void DynamicScaledShape::RestoreState(StateRecorder &inStream)
- {
- inStream.Read(mTime);
- }
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