38 lines
1.2 KiB
C++
38 lines
1.2 KiB
C++
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2023 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include <TestFramework.h>
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#include <Tests/General/PyramidTest.h>
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#include <Jolt/Physics/Collision/Shape/BoxShape.h>
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#include <Jolt/Physics/Body/BodyCreationSettings.h>
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#include <Layers.h>
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JPH_IMPLEMENT_RTTI_VIRTUAL(PyramidTest)
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{
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JPH_ADD_BASE_CLASS(PyramidTest, Test)
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}
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void PyramidTest::Initialize()
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{
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// Floor
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CreateFloor();
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const float cBoxSize = 2.0f;
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const float cBoxSeparation = 0.5f;
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const float cHalfBoxSize = 0.5f * cBoxSize;
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const int cPyramidHeight = 15;
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RefConst<Shape> box_shape = new BoxShape(Vec3::sReplicate(cHalfBoxSize));
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// Pyramid
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for (int i = 0; i < cPyramidHeight; ++i)
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for (int j = i / 2; j < cPyramidHeight - (i + 1) / 2; ++j)
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for (int k = i / 2; k < cPyramidHeight - (i + 1) / 2; ++k)
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{
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RVec3 position(-cPyramidHeight + cBoxSize * j + (i & 1? cHalfBoxSize : 0.0f), 1.0f + (cBoxSize + cBoxSeparation) * i, -cPyramidHeight + cBoxSize * k + (i & 1? cHalfBoxSize : 0.0f));
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(box_shape, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
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}
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}
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