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CosmicEngine/lib/All/JoltPhysics/Samples/Tests/ScaledShapes/ScaledStaticCompoundShapeTest.cpp

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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/ScaledShapes/ScaledStaticCompoundShapeTest.h>
#include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
#include <Jolt/Physics/Collision/Shape/ScaledShape.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Layers.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(ScaledStaticCompoundShapeTest)
{
JPH_ADD_BASE_CLASS(ScaledStaticCompoundShapeTest, Test)
}
void ScaledStaticCompoundShapeTest::Initialize()
{
// Floor
CreateFloor();
// Left end
Array<Vec3> end1;
end1.push_back(Vec3(0, 0, 0));
end1.push_back(Vec3(0, 0, 1));
end1.push_back(Vec3(2, 0, 0));
end1.push_back(Vec3(2, 0, 1));
end1.push_back(Vec3(0, 1, 0));
end1.push_back(Vec3(0, 1, 1));
end1.push_back(Vec3(2, 1, 0));
end1.push_back(Vec3(2, 1, 1));
RefConst<ShapeSettings> end1_shape = new ConvexHullShapeSettings(end1);
// Right end
Array<Vec3> end2;
end2.push_back(Vec3(0, 0, 0));
end2.push_back(Vec3(0, 0, 5));
end2.push_back(Vec3(0, 1, 0));
end2.push_back(Vec3(0, 1, 5));
end2.push_back(Vec3(1, 0, 0));
end2.push_back(Vec3(1, 0, 5));
end2.push_back(Vec3(1, 1, 0));
end2.push_back(Vec3(1, 1, 5));
RefConst<ShapeSettings> end2_shape = new ConvexHullShapeSettings(end2);
// Central part
Array<Vec3> center;
center.push_back(Vec3(0, 0, 0));
center.push_back(Vec3(0, 0, 1));
center.push_back(Vec3(0, 1, 0));
center.push_back(Vec3(0, 1, 1));
center.push_back(Vec3(10, 0, 0));
center.push_back(Vec3(10, 0, 1));
center.push_back(Vec3(10, 1, 0));
center.push_back(Vec3(10, 1, 1));
RefConst<ShapeSettings> center_shape = new ConvexHullShapeSettings(center);
// Create compound
Ref<StaticCompoundShapeSettings> compound_shape = new StaticCompoundShapeSettings;
compound_shape->AddShape(Vec3(-5, -1.5f, -0.5f), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), end1_shape);
compound_shape->AddShape(Vec3(5, -0.5f, -0.5f), Quat::sIdentity(), end2_shape);
compound_shape->AddShape(Vec3(-5, -0.5f, -0.5f), Quat::sIdentity(), center_shape);
// Original shape
mBodyInterface->CreateAndAddBody(BodyCreationSettings(compound_shape, RVec3(-40, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
// Uniformly scaled shape
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(compound_shape, Vec3::sReplicate(0.25f)), RVec3(-20, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
// Non-uniform scaled shape
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(compound_shape, Vec3(0.25f, 0.5f, 1.5f)), RVec3(0, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
// Flipped in 2 axis
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(compound_shape, Vec3(-0.25f, 0.5f, -1.5f)), RVec3(20, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
// Inside out
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(compound_shape, Vec3(-0.25f, 0.5f, 1.5f)), RVec3(40, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
}