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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/General/ChangeShapeTest.h>
#include <Layers.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
#include <Jolt/Physics/Collision/Shape/TaperedCapsuleShape.h>
#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Application/DebugUI.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(ChangeShapeTest)
{
JPH_ADD_BASE_CLASS(ChangeShapeTest, Test)
}
void ChangeShapeTest::Initialize()
{
// Floor
CreateFloor();
// Shapes
mShapes.push_back(new BoxShape(Vec3(0.5f, 1.5f, 0.5f)));
mShapes.push_back(new SphereShape(0.5f));
mShapes.push_back(new CapsuleShape(1.0f, 0.5f));
mShapes.push_back(TaperedCapsuleShapeSettings(1.0f, 0.5f, 0.3f).Create().Get());
// Compound with center of mass shifted (this requires a correction of the position in the body)
StaticCompoundShapeSettings compound_settings;
compound_settings.AddShape(Vec3(0, 1.5f, 0), Quat::sIdentity(), new CapsuleShape(1.5f, 0.5f));
compound_settings.AddShape(Vec3(0, 3, 0), Quat::sIdentity(), new SphereShape(1));
RefConst<Shape> compound = compound_settings.Create().Get();
mShapes.push_back(compound);
// Create dynamic body that changes shape
BodyCreationSettings settings;
settings.SetShape(mShapes[mShapeIdx]);
settings.mPosition = RVec3(0, 10, 0);
settings.mMotionType = EMotionType::Dynamic;
settings.mObjectLayer = Layers::MOVING;
mBodyID = mBodyInterface->CreateBody(settings)->GetID();
mBodyInterface->AddBody(mBodyID, EActivation::Activate);
}
void ChangeShapeTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
{
const float cSwitchTime = 3.0f;
// Increment time
mTime += inParams.mDeltaTime;
// Get new shape
int shape_idx = int(mTime / cSwitchTime) % mShapes.size();
// Change shape
if (mShapeIdx != shape_idx)
{
mShapeIdx = shape_idx;
mBodyInterface->SetShape(mBodyID, mShapes[mShapeIdx], true, mActivateAfterSwitch? EActivation::Activate : EActivation::DontActivate);
}
}
void ChangeShapeTest::SaveState(StateRecorder &inStream) const
{
inStream.Write(mTime);
inStream.Write(mShapeIdx);
}
void ChangeShapeTest::RestoreState(StateRecorder &inStream)
{
inStream.Read(mTime);
inStream.Read(mShapeIdx);
// Reset the shape to what was stored
mBodyInterface->SetShape(mBodyID, mShapes[mShapeIdx], true, EActivation::DontActivate);
}
void ChangeShapeTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
{
inUI->CreateCheckBox(inSubMenu, "Activate Body After Switch", mActivateAfterSwitch, [this](UICheckBox::EState inState) { mActivateAfterSwitch = inState == UICheckBox::STATE_CHECKED; });
}