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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include "UnitTestFramework.h"
#include "PhysicsTestContext.h"
#include "Layers.h"
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
#include <Jolt/Physics/Collision/Shape/MeshShape.h>
#include <Jolt/Physics/Collision/Shape/HeightFieldShape.h>
#include <Jolt/Physics/Collision/Shape/ScaledShape.h>
#include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
#include <Jolt/Physics/Collision/CollideShape.h>
#include <Jolt/Physics/Collision/ShapeCast.h>
#include <Jolt/Physics/Collision/CollisionDispatch.h>
TEST_SUITE("ActiveEdgesTest")
{
static const float cCapsuleProbeOffset = 0.1f; // How much to offset the probe from y = 0 in order to avoid hitting a back instead of a front face
static const float cCapsuleRadius = 0.1f;
// Create a capsule as our probe
static Ref<Shape> sCreateProbeCapsule()
{
// Ensure capsule is long enough so that when active edges mode is on, we will always get a horizontal penetration axis rather than a vertical one
CapsuleShapeSettings capsule(1.0f, cCapsuleRadius);
capsule.SetEmbedded();
return capsule.Create().Get();
}
// Create a flat mesh shape consisting of 7 x 7 quads, we know that only the outer edges of this shape are active
static Ref<ShapeSettings> sCreateMeshShape()
{
TriangleList triangles;
for (int z = 0; z < 7; ++z)
for (int x = 0; x < 7; ++x)
{
float fx = (float)x - 3.5f, fz = (float)z - 3.5f;
triangles.push_back(Triangle(Vec3(fx, 0, fz), Vec3(fx, 0, fz + 1), Vec3(fx + 1, 0, fz + 1)));
triangles.push_back(Triangle(Vec3(fx, 0, fz), Vec3(fx + 1, 0, fz + 1), Vec3(fx + 1, 0, fz)));
}
return new MeshShapeSettings(triangles);
}
// Create a flat height field shape that has the same properties as the mesh shape
static Ref<ShapeSettings> sCreateHeightFieldShape()
{
float samples[8*8];
memset(samples, 0, sizeof(samples));
return new HeightFieldShapeSettings(samples, Vec3(-3.5f, 0, -3.5f), Vec3::sOne(), 8);
}
// This struct indicates what we hope to find as hit
struct ExpectedHit
{
Vec3 mPosition;
Vec3 mPenetrationAxis;
};
// Compare expected hits with returned hits
template <class ResultType>
static void sCheckMatch(const Array<ResultType> &inResult, const Array<ExpectedHit> &inExpectedHits, float inAccuracySq)
{
CHECK(inResult.size() == inExpectedHits.size());
for (const ExpectedHit &hit : inExpectedHits)
{
bool found = false;
for (const ResultType &result : inResult)
if (result.mContactPointOn2.IsClose(hit.mPosition, inAccuracySq)
&& result.mPenetrationAxis.Normalized().IsClose(hit.mPenetrationAxis, inAccuracySq))
{
found = true;
break;
}
CHECK(found);
}
}
// Collide our probe against the test shape and validate the hit results
static void sTestCollideShape(Shape *inProbeShape, Shape *inTestShape, Vec3Arg inTestShapeScale, const CollideShapeSettings &inSettings, Vec3Arg inProbeShapePos, const Array<ExpectedHit> &inExpectedHits)
{
AllHitCollisionCollector<CollideShapeCollector> collector;
CollisionDispatch::sCollideShapeVsShape(inProbeShape, inTestShape, Vec3::sOne(), inTestShapeScale, Mat44::sTranslation(inProbeShapePos), Mat44::sIdentity(), SubShapeIDCreator(), SubShapeIDCreator(), inSettings, collector);
sCheckMatch(collector.mHits, inExpectedHits, 1.0e-8f);
}
// Collide a probe shape against our test shape in various locations to verify active edge behavior
static void sTestCollideShape(const ShapeSettings *inTestShape, Vec3Arg inTestShapeScale, bool inActiveEdgesOnly)
{
CollideShapeSettings settings;
settings.mActiveEdgeMode = inActiveEdgesOnly? EActiveEdgeMode::CollideOnlyWithActive : EActiveEdgeMode::CollideWithAll;
Ref<Shape> test_shape = inTestShape->Create().Get();
Ref<Shape> capsule = sCreateProbeCapsule();
// Test hitting all active edges
sTestCollideShape(capsule, test_shape, inTestShapeScale, settings, Vec3(-3.5f, cCapsuleProbeOffset, 0), { { Vec3(-3.5f, 0, 0), Vec3(1, 0, 0) } });
sTestCollideShape(capsule, test_shape, inTestShapeScale, settings, Vec3(3.5f, cCapsuleProbeOffset, 0), { { Vec3(3.5f, 0, 0), Vec3(-1, 0, 0) } });
sTestCollideShape(capsule, test_shape, inTestShapeScale, settings, Vec3(0, cCapsuleProbeOffset, -3.5f), { { Vec3(0, 0, -3.5f), Vec3(0, 0, 1) } });
sTestCollideShape(capsule, test_shape, inTestShapeScale, settings, Vec3(0, cCapsuleProbeOffset, 3.5f), { { Vec3(0, 0, 3.5f), Vec3(0, 0, -1) } });
// Test hitting internal edges, this should return two hits
sTestCollideShape(capsule, test_shape, inTestShapeScale, settings, Vec3(-2.5f, cCapsuleProbeOffset, 0), { { Vec3(-2.5f, 0, 0), inActiveEdgesOnly? Vec3(0, -1, 0) : Vec3(-1, 0, 0) }, { Vec3(-2.5f, 0, 0), inActiveEdgesOnly? Vec3(0, -1, 0) : Vec3(1, 0, 0) } });
sTestCollideShape(capsule, test_shape, inTestShapeScale, settings, Vec3(0, cCapsuleProbeOffset, -2.5f), { { Vec3(0, 0, -2.5f), inActiveEdgesOnly? Vec3(0, -1, 0) : Vec3(0, 0, -1) }, { Vec3(0, 0, -2.5f), inActiveEdgesOnly? Vec3(0, -1, 0) : Vec3(0, 0, -1) } });
// Test hitting an interior diagonal, this should return two hits
sTestCollideShape(capsule, test_shape, inTestShapeScale, settings, Vec3(-3.0f, cCapsuleProbeOffset, 0), { { Vec3(-3.0f, 0, 0), inActiveEdgesOnly? Vec3(0, -1, 0) : (inTestShapeScale * Vec3(1, 0, -1)).Normalized() }, { Vec3(-3.0f, 0, 0), inActiveEdgesOnly? Vec3(0, -1, 0) : (inTestShapeScale * Vec3(-1, 0, 1)).Normalized() } });
}
TEST_CASE("CollideShapeMesh")
{
Ref<ShapeSettings> shape = sCreateMeshShape();
sTestCollideShape(shape, Vec3::sOne(), false);
sTestCollideShape(shape, Vec3::sOne(), true);
sTestCollideShape(shape, Vec3(-1, 1, 1), false);
sTestCollideShape(shape, Vec3(-1, 1, 1), true);
}
TEST_CASE("CollideShapeHeightField")
{
Ref<ShapeSettings> shape = sCreateHeightFieldShape();
sTestCollideShape(shape, Vec3::sOne(), false);
sTestCollideShape(shape, Vec3::sOne(), true);
sTestCollideShape(shape, Vec3(-1, 1, 1), false);
sTestCollideShape(shape, Vec3(-1, 1, 1), true);
}
// Cast our probe against the test shape and validate the hit results
static void sTestCastShape(Shape *inProbeShape, Shape *inTestShape, Vec3Arg inTestShapeScale, const ShapeCastSettings &inSettings, Vec3Arg inProbeShapePos, Vec3Arg inProbeShapeDirection, const Array<ExpectedHit> &inExpectedHits)
{
AllHitCollisionCollector<CastShapeCollector> collector;
ShapeCast shape_cast(inProbeShape, Vec3::sOne(), Mat44::sTranslation(inProbeShapePos), inProbeShapeDirection);
CollisionDispatch::sCastShapeVsShapeLocalSpace(shape_cast, inSettings, inTestShape, inTestShapeScale, ShapeFilter(), Mat44::sIdentity(), SubShapeIDCreator(), SubShapeIDCreator(), collector);
sCheckMatch(collector.mHits, inExpectedHits, 1.0e-6f);
}
// Cast a probe shape against our test shape in various locations to verify active edge behavior
static void sTestCastShape(const ShapeSettings *inTestShape, Vec3Arg inTestShapeScale, bool inActiveEdgesOnly)
{
ShapeCastSettings settings;
settings.mActiveEdgeMode = inActiveEdgesOnly? EActiveEdgeMode::CollideOnlyWithActive : EActiveEdgeMode::CollideWithAll;
settings.mReturnDeepestPoint = true;
Ref<Shape> test_shape = inTestShape->Create().Get();
Ref<Shape> capsule = sCreateProbeCapsule();
// Test hitting all active edges
sTestCastShape(capsule, test_shape, inTestShapeScale, settings, Vec3(-4, cCapsuleProbeOffset, 0), Vec3(0.5f, 0, 0), { { Vec3(-3.5f, 0, 0), Vec3(1, 0, 0) } });
sTestCastShape(capsule, test_shape, inTestShapeScale, settings, Vec3(4, cCapsuleProbeOffset, 0), Vec3(-0.5f, 0, 0), { { Vec3(3.5f, 0, 0), Vec3(-1, 0, 0) } });
sTestCastShape(capsule, test_shape, inTestShapeScale, settings, Vec3(0, cCapsuleProbeOffset, -4), Vec3(0, 0, 0.5f), { { Vec3(0, 0, -3.5f), Vec3(0, 0, 1) } });
sTestCastShape(capsule, test_shape, inTestShapeScale, settings, Vec3(0, cCapsuleProbeOffset, 4), Vec3(0, 0, -0.5f), { { Vec3(0, 0, 3.5f), Vec3(0, 0, -1) } });
// Test hitting internal edges, this should return two hits
sTestCastShape(capsule, test_shape, inTestShapeScale, settings, Vec3(-2.5f - 1.1f * cCapsuleRadius, cCapsuleProbeOffset, 0), Vec3(0.2f * cCapsuleRadius, 0, 0), { { Vec3(-2.5f, 0, 0), inActiveEdgesOnly? Vec3(0, -1, 0) : Vec3(-1, 0, 0) }, { Vec3(-2.5f, 0, 0), inActiveEdgesOnly? Vec3(0, -1, 0) : Vec3(1, 0, 0) } });
sTestCastShape(capsule, test_shape, inTestShapeScale, settings, Vec3(0, cCapsuleProbeOffset, -2.5f - 1.1f * cCapsuleRadius), Vec3(0, 0, 0.2f * cCapsuleRadius), { { Vec3(0, 0, -2.5f), inActiveEdgesOnly? Vec3(0, -1, 0) : Vec3(0, 0, -1) }, { Vec3(0, 0, -2.5f), inActiveEdgesOnly? Vec3(0, -1, 0) : Vec3(0, 0, -1) } });
}
TEST_CASE("CastShapeMesh")
{
Ref<ShapeSettings> shape = sCreateMeshShape();
sTestCastShape(shape, Vec3::sOne(), false);
sTestCastShape(shape, Vec3::sOne(), true);
sTestCastShape(shape, Vec3(-1, 1, 1), false);
sTestCastShape(shape, Vec3(-1, 1, 1), true);
}
TEST_CASE("CastShapeHeightField")
{
Ref<ShapeSettings> shape = sCreateHeightFieldShape();
sTestCastShape(shape, Vec3::sOne(), false);
sTestCastShape(shape, Vec3::sOne(), true);
sTestCastShape(shape, Vec3(-1, 1, 1), false);
sTestCastShape(shape, Vec3(-1, 1, 1), true);
}
// Tests a discrete cube sliding over a mesh / heightfield shape
static void sDiscreteCubeSlide(Ref<ShapeSettings> inShape, bool inCheckActiveEdges)
{
PhysicsTestContext c;
const float cPenetrationSlop = c.GetSystem()->GetPhysicsSettings().mPenetrationSlop;
// Set simulation settings
PhysicsSettings settings;
settings.mCheckActiveEdges = inCheckActiveEdges;
c.GetSystem()->SetPhysicsSettings(settings);
// Create frictionless floor
Body &floor = c.CreateBody(inShape, RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, EActivation::DontActivate);
floor.SetFriction(0.0f);
// Create box sliding over the floor
RVec3 initial_position(-3, 0.1f - cPenetrationSlop, 0);
Vec3 initial_velocity(3, 0, 0);
Body &box = c.CreateBox(initial_position, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sReplicate(0.1f));
box.SetLinearVelocity(initial_velocity);
box.SetFriction(0.0f);
box.GetMotionProperties()->SetLinearDamping(0.0f);
const float cSimulationTime = 2.0f;
c.Simulate(cSimulationTime);
RVec3 expected_position = initial_position + cSimulationTime * initial_velocity;
if (inCheckActiveEdges)
{
// Box should have slided frictionless over the plane without encountering any collisions
CHECK_APPROX_EQUAL(box.GetPosition(), expected_position, 1.0e-3f);
CHECK_APPROX_EQUAL(box.GetLinearVelocity(), initial_velocity, 2.0e-3f);
}
else
{
// Box should have bumped into an internal edge and not reached its target
CHECK(box.GetPosition().GetX() < expected_position.GetX() - 1.0f);
}
}
TEST_CASE("DiscreteCubeSlideMesh")
{
Ref<ShapeSettings> shape = sCreateMeshShape();
sDiscreteCubeSlide(shape, false);
sDiscreteCubeSlide(shape, true);
Ref<ShapeSettings> scaled_shape = new ScaledShapeSettings(shape, Vec3(-1, 1, 1));
sDiscreteCubeSlide(scaled_shape, false);
sDiscreteCubeSlide(scaled_shape, true);
}
TEST_CASE("DiscreteCubeSlideHeightField")
{
Ref<ShapeSettings> shape = sCreateHeightFieldShape();
sDiscreteCubeSlide(shape, false);
sDiscreteCubeSlide(shape, true);
Ref<ShapeSettings> scaled_shape = new ScaledShapeSettings(shape, Vec3(-1, 1, 1));
sDiscreteCubeSlide(scaled_shape, false);
sDiscreteCubeSlide(scaled_shape, true);
}
// Tests a linear cast cube sliding over a mesh / heightfield shape
static void sLinearCastCubeSlide(Ref<ShapeSettings> inShape, bool inCheckActiveEdges)
{
PhysicsTestContext c;
const float cPenetrationSlop = c.GetSystem()->GetPhysicsSettings().mPenetrationSlop;
// Set simulation settings
PhysicsSettings settings;
settings.mCheckActiveEdges = inCheckActiveEdges;
c.GetSystem()->SetPhysicsSettings(settings);
// Create frictionless floor
Body &floor = c.CreateBody(inShape, RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, EActivation::DontActivate);
floor.SetFriction(0.0f);
// Create box starting a little bit above the floor and ending 0.5 * cPenetrationSlop below the floor so that if no internal edges are hit the motion should not be stopped
// Note that we need the vertical velocity or else back face culling will ignore the face
RVec3 initial_position(-3, 0.1f + cPenetrationSlop, 0);
Vec3 initial_velocity(6 * 60, -1.5f * cPenetrationSlop * 60, 0);
Body &box = c.CreateBox(initial_position, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::LinearCast, Layers::MOVING, Vec3::sReplicate(0.1f));
box.SetLinearVelocity(initial_velocity);
box.SetFriction(0.0f);
box.GetMotionProperties()->SetLinearDamping(0.0f);
// To avoid extra vertical velocity being picked up in 1 step, zero gravity
c.ZeroGravity();
c.SimulateSingleStep();
RVec3 expected_position = initial_position + initial_velocity / 60.0f;
if (inCheckActiveEdges)
{
// Box should stepped in one frame over the plane without encountering any linear cast collisions
CHECK_APPROX_EQUAL(box.GetPosition(), expected_position, 1.0e-4f);
CHECK_APPROX_EQUAL(box.GetLinearVelocity(), initial_velocity, 1.0e-4f);
}
else
{
// Box should have bumped into an internal edge and not reached its target
CHECK(box.GetPosition().GetX() < expected_position.GetX() - 1.0f);
}
}
TEST_CASE("LinearCastCubeSlideMesh")
{
Ref<ShapeSettings> shape = sCreateMeshShape();
sLinearCastCubeSlide(shape, false);
sLinearCastCubeSlide(shape, true);
Ref<ShapeSettings> scaled_shape = new ScaledShapeSettings(shape, Vec3(-1, 1, 1));
sLinearCastCubeSlide(scaled_shape, false);
sLinearCastCubeSlide(scaled_shape, true);
}
TEST_CASE("LinearCastCubeSlideHeightField")
{
Ref<ShapeSettings> shape = sCreateHeightFieldShape();
sLinearCastCubeSlide(shape, false);
sLinearCastCubeSlide(shape, true);
Ref<ShapeSettings> scaled_shape = new ScaledShapeSettings(shape, Vec3(-1, 1, 1));
sLinearCastCubeSlide(scaled_shape, false);
sLinearCastCubeSlide(scaled_shape, true);
}
TEST_CASE("TestNonManifoldMesh")
{
// Test 3 triangles in a plane that all share the same edge
// Normally the shared edge would not be active, but since the mesh is non-manifold we expect all of them to be active
TriangleList triangles;
triangles.push_back(Triangle(Float3(0, 0, -1), Float3(0, 0, 1), Float3(1, 0, 0), 0));
triangles.push_back(Triangle(Float3(0, 0, 1), Float3(0, 0, -1), Float3(-1, 0, 0), 0));
triangles.push_back(Triangle(Float3(0, 0, 1), Float3(0, 0, -1), Float3(-0.5f, 0, 0), 0));
ShapeRefC shape = MeshShapeSettings(triangles).Create().Get();
ShapeRefC sphere = new SphereShape(0.1f);
CollideShapeSettings settings;
settings.mActiveEdgeMode = EActiveEdgeMode::CollideOnlyWithActive;
// Collide a sphere on both sides of the active edge so that a 45 degree normal will be found then the edge is active.
// An inactive edge will return a normal that is perpendicular to the plane.
{
AllHitCollisionCollector<CollideShapeCollector> collector;
CollisionDispatch::sCollideShapeVsShape(sphere, shape, Vec3::sOne(), Vec3::sOne(), Mat44::sTranslation(Vec3(0.05f, 0.05f, 0)), Mat44::sIdentity(), SubShapeIDCreator(), SubShapeIDCreator(), settings, collector);
CHECK(collector.mHits.size() == 3);
// We expect one interior hit because the sphere is above the triangle and 2 active edge hits that provide a normal pointing towards the sphere
int num_interior = 0, num_on_shared_edge = 0;
for (const CollideShapeResult &r : collector.mHits)
if (r.mContactPointOn2.IsClose(Vec3(0.05f, 0.0f, 0.0f)))
{
CHECK_APPROX_EQUAL(r.mPenetrationAxis.Normalized(), Vec3(0, -1, 0));
++num_interior;
}
else if (r.mContactPointOn2.IsNearZero())
{
CHECK_APPROX_EQUAL(r.mPenetrationAxis.Normalized(), Vec3(-1, -1, 0).Normalized(), 1.0e-5f);
++num_on_shared_edge;
}
CHECK(num_interior == 1);
CHECK(num_on_shared_edge == 2);
}
{
AllHitCollisionCollector<CollideShapeCollector> collector;
CollisionDispatch::sCollideShapeVsShape(sphere, shape, Vec3::sOne(), Vec3::sOne(), Mat44::sTranslation(Vec3(-0.05f, 0.05f, 0)), Mat44::sIdentity(), SubShapeIDCreator(), SubShapeIDCreator(), settings, collector);
CHECK(collector.mHits.size() == 3);
// We expect 2 interior hits because the sphere is above the triangle and 1 active edge hit that provide a normal pointing towards the sphere
int num_interior = 0, num_on_shared_edge = 0;
for (const CollideShapeResult &r : collector.mHits)
if (r.mContactPointOn2.IsClose(Vec3(-0.05f, 0.0f, 0.0f)))
{
CHECK_APPROX_EQUAL(r.mPenetrationAxis.Normalized(), Vec3(0, -1, 0));
++num_interior;
}
else if (r.mContactPointOn2.IsNearZero())
{
CHECK_APPROX_EQUAL(r.mPenetrationAxis.Normalized(), Vec3(1, -1, 0).Normalized(), 1.0e-5f);
++num_on_shared_edge;
}
CHECK(num_interior == 2);
CHECK(num_on_shared_edge == 1);
}
}
}