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CosmicEngine/lib/All/JoltPhysics/Samples/Tests/Constraints/GearConstraintTest.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/Constraints/GearConstraintTest.h>
#include <Jolt/Physics/Collision/Shape/CylinderShape.h>
#include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
#include <Jolt/Physics/Collision/GroupFilterTable.h>
#include <Jolt/Physics/Constraints/HingeConstraint.h>
#include <Jolt/Physics/Constraints/GearConstraint.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Layers.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(GearConstraintTest)
{
JPH_ADD_BASE_CLASS(GearConstraintTest, Test)
}
void GearConstraintTest::Initialize()
{
// Floor
CreateFloor();
constexpr float cGearHalfWidth = 0.05f;
constexpr float cGear1Radius = 0.5f;
constexpr int cGear1NumTeeth = 100;
constexpr float cGear2Radius = 2.0f;
constexpr int cGear2NumTeeth = int(cGear1NumTeeth * cGear2Radius / cGear1Radius);
constexpr float cToothThicknessBottom = 0.01f;
constexpr float cToothThicknessTop = 0.005f;
constexpr float cToothHeight = 0.02f;
// Create a tooth
Array<Vec3> tooth_points = {
Vec3(0, cGearHalfWidth, cToothThicknessBottom),
Vec3(0, -cGearHalfWidth, cToothThicknessBottom),
Vec3(0, cGearHalfWidth, -cToothThicknessBottom),
Vec3(0, -cGearHalfWidth, -cToothThicknessBottom),
Vec3(cToothHeight, -cGearHalfWidth, cToothThicknessTop),
Vec3(cToothHeight, cGearHalfWidth, cToothThicknessTop),
Vec3(cToothHeight, -cGearHalfWidth, -cToothThicknessTop),
Vec3(cToothHeight, cGearHalfWidth, -cToothThicknessTop),
};
ConvexHullShapeSettings tooth_settings(tooth_points);
tooth_settings.SetEmbedded();
// Create gear 1
CylinderShapeSettings gear1_cylinder(cGearHalfWidth, cGear1Radius);
gear1_cylinder.SetEmbedded();
StaticCompoundShapeSettings gear1_settings;
gear1_settings.SetEmbedded();
gear1_settings.AddShape(Vec3::sZero(), Quat::sIdentity(), &gear1_cylinder);
for (int i = 0; i < cGear1NumTeeth; ++i)
{
Quat rotation = Quat::sRotation(Vec3::sAxisY(), 2.0f * JPH_PI * i / cGear1NumTeeth);
gear1_settings.AddShape(rotation * Vec3(cGear1Radius, 0, 0), rotation, &tooth_settings);
}
RVec3 gear1_initial_p(0, 3.0f, 0);
Quat gear1_initial_r = Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI);
Body *gear1 = mBodyInterface->CreateBody(BodyCreationSettings(&gear1_settings, gear1_initial_p, gear1_initial_r, EMotionType::Dynamic, Layers::MOVING));
mBodyInterface->AddBody(gear1->GetID(), EActivation::Activate);
// Create gear 2
CylinderShapeSettings gear2_cylinder(cGearHalfWidth, cGear2Radius);
gear2_cylinder.SetEmbedded();
StaticCompoundShapeSettings gear2_settings;
gear2_settings.SetEmbedded();
gear2_settings.AddShape(Vec3::sZero(), Quat::sIdentity(), &gear2_cylinder);
for (int i = 0; i < cGear2NumTeeth; ++i)
{
Quat rotation = Quat::sRotation(Vec3::sAxisY(), 2.0f * JPH_PI * (i + 0.5f) / cGear2NumTeeth);
gear2_settings.AddShape(rotation * Vec3(cGear2Radius, 0, 0), rotation, &tooth_settings);
}
RVec3 gear2_initial_p = gear1_initial_p + Vec3(cGear1Radius + cGear2Radius + cToothHeight, 0, 0);
Quat gear2_initial_r = gear1_initial_r;
Body *gear2 = mBodyInterface->CreateBody(BodyCreationSettings(&gear2_settings, gear2_initial_p, gear2_initial_r, EMotionType::Dynamic, Layers::MOVING));
mBodyInterface->AddBody(gear2->GetID(), EActivation::Activate);
// Create a hinge for gear 1
HingeConstraintSettings hinge1;
hinge1.mPoint1 = hinge1.mPoint2 = gear1_initial_p;
hinge1.mHingeAxis1 = hinge1.mHingeAxis2 = Vec3::sAxisZ();
hinge1.mNormalAxis1 = hinge1.mNormalAxis2 = Vec3::sAxisX();
Constraint *hinge1_constraint = hinge1.Create(Body::sFixedToWorld, *gear1);
mPhysicsSystem->AddConstraint(hinge1_constraint);
// Create a hinge for gear 1
HingeConstraintSettings hinge2;
hinge2.mPoint1 = hinge2.mPoint2 = gear2_initial_p;
hinge2.mHingeAxis1 = hinge2.mHingeAxis2 = Vec3::sAxisZ();
hinge2.mNormalAxis1 = hinge2.mNormalAxis2 = Vec3::sAxisX();
Constraint *hinge2_constraint = hinge2.Create(Body::sFixedToWorld, *gear2);
mPhysicsSystem->AddConstraint(hinge2_constraint);
// Disable collision between gears
Ref<GroupFilterTable> group_filter = new GroupFilterTable(2);
group_filter->DisableCollision(0, 1);
gear1->SetCollisionGroup(CollisionGroup(group_filter, 0, 0));
gear2->SetCollisionGroup(CollisionGroup(group_filter, 0, 1));
// Create gear constraint to constrain the two bodies
GearConstraintSettings gear;
gear.mHingeAxis1 = hinge1.mHingeAxis1;
gear.mHingeAxis2 = hinge2.mHingeAxis1;
gear.SetRatio(cGear1NumTeeth, cGear2NumTeeth);
GearConstraint *gear_constraint = static_cast<GearConstraint *>(gear.Create(*gear1, *gear2));
gear_constraint->SetConstraints(hinge1_constraint, hinge2_constraint);
mPhysicsSystem->AddConstraint(gear_constraint);
// Give the gear a spin
gear2->SetAngularVelocity(Vec3(0, 0, 3.0f));
}