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CosmicEngine/lib/All/JoltPhysics/Samples/Tests/Constraints/HingeConstraintTest.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/HingeConstraintTest.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/GroupFilterTable.h>
#include <Jolt/Physics/Constraints/HingeConstraint.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Layers.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(HingeConstraintTest)
{
JPH_ADD_BASE_CLASS(HingeConstraintTest, Test)
}
void HingeConstraintTest::Initialize()
{
// Floor
CreateFloor();
float box_size = 4.0f;
RefConst<Shape> box = new BoxShape(Vec3::sReplicate(0.5f * box_size));
constexpr int cChainLength = 15;
constexpr float cMinAngle = DegreesToRadians(-10.0f);
constexpr float cMaxAngle = DegreesToRadians(20.0f);
// Build a collision group filter that disables collision between adjacent bodies
Ref<GroupFilterTable> group_filter = new GroupFilterTable(cChainLength);
for (CollisionGroup::SubGroupID i = 0; i < cChainLength - 1; ++i)
group_filter->DisableCollision(i, i + 1);
// Bodies attached through hinge constraints
for (int randomness = 0; randomness < 2; ++randomness)
{
CollisionGroup::GroupID group_id = CollisionGroup::GroupID(randomness);
RVec3 position(0, 50, -randomness * 20.0f);
Body &top = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
top.SetCollisionGroup(CollisionGroup(group_filter, group_id, 0));
mBodyInterface->AddBody(top.GetID(), EActivation::DontActivate);
default_random_engine random;
uniform_real_distribution<float> displacement(-1.0f, 1.0f);
Body *prev = &top;
for (int i = 1; i < cChainLength; ++i)
{
Quat rotation;
if (randomness == 0)
{
position += Vec3(box_size, 0, 0);
rotation = Quat::sIdentity();
}
else
{
position += Vec3(box_size + abs(displacement(random)), displacement(random), displacement(random));
rotation = Quat::sRandom(random);
}
Body &segment = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, rotation, EMotionType::Dynamic, Layers::MOVING));
segment.SetCollisionGroup(CollisionGroup(group_filter, group_id, CollisionGroup::SubGroupID(i)));
mBodyInterface->AddBody(segment.GetID(), EActivation::Activate);
HingeConstraintSettings settings;
if ((i & 1) == 0)
{
settings.mPoint1 = settings.mPoint2 = position + Vec3(-0.5f * box_size, 0, 0.5f * box_size);
settings.mHingeAxis1 = settings.mHingeAxis2 = Vec3::sAxisY();
settings.mNormalAxis1 = settings.mNormalAxis2 = Vec3::sAxisX();
}
else
{
settings.mPoint1 = settings.mPoint2 = position + Vec3(-0.5f * box_size, -0.5f * box_size, 0);
settings.mHingeAxis1 = settings.mHingeAxis2 = Vec3::sAxisZ();
settings.mNormalAxis1 = settings.mNormalAxis2 = Vec3::sAxisX();
}
settings.mLimitsMin = cMinAngle;
settings.mLimitsMax = cMaxAngle;
mPhysicsSystem->AddConstraint(settings.Create(*prev, segment));
prev = &segment;
}
}
{
// Two bodies connected with a hard hinge
Body *body1 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sOne()), RVec3(4, 5, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
body1->SetCollisionGroup(CollisionGroup(group_filter, 0, 0));
mBodyInterface->AddBody(body1->GetID(), EActivation::DontActivate);
Body *body2 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sOne()), RVec3(6, 5, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
body2->SetCollisionGroup(CollisionGroup(group_filter, 0, 1));
mBodyInterface->AddBody(body2->GetID(), EActivation::Activate);
HingeConstraintSettings hinge;
hinge.mPoint1 = hinge.mPoint2 = RVec3(5, 4, 0);
hinge.mHingeAxis1 = hinge.mHingeAxis2 = Vec3::sAxisZ();
hinge.mNormalAxis1 = hinge.mNormalAxis2 = Vec3::sAxisY();
hinge.mLimitsMin = DegreesToRadians(-10.0f);
hinge.mLimitsMax = DegreesToRadians(110.0f);
mPhysicsSystem->AddConstraint(hinge.Create(*body1, *body2));
}
{
// Two bodies connected with a soft hinge
Body *body1 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sOne()), RVec3(10, 5, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
body1->SetCollisionGroup(CollisionGroup(group_filter, 0, 0));
mBodyInterface->AddBody(body1->GetID(), EActivation::DontActivate);
Body *body2 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sOne()), RVec3(12, 5, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
body2->SetCollisionGroup(CollisionGroup(group_filter, 0, 1));
mBodyInterface->AddBody(body2->GetID(), EActivation::Activate);
HingeConstraintSettings hinge;
hinge.mPoint1 = hinge.mPoint2 = RVec3(11, 4, 0);
hinge.mHingeAxis1 = hinge.mHingeAxis2 = Vec3::sAxisZ();
hinge.mNormalAxis1 = hinge.mNormalAxis2 = Vec3::sAxisY();
hinge.mLimitsMin = DegreesToRadians(-10.0f);
hinge.mLimitsMax = DegreesToRadians(110.0f);
hinge.mLimitsSpringSettings.mFrequency = 1.0f;
hinge.mLimitsSpringSettings.mDamping = 0.5f;
mPhysicsSystem->AddConstraint(hinge.Create(*body1, *body2));
}
}