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CosmicEngine/lib/All/JoltPhysics/Samples/Tests/Constraints/ConstraintPriorityTest.cpp

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2023 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <Tests/Constraints/ConstraintPriorityTest.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Layers.h>
#include <Renderer/DebugRendererImp.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(ConstraintPriorityTest)
{
JPH_ADD_BASE_CLASS(ConstraintPriorityTest, Test)
}
void ConstraintPriorityTest::Initialize()
{
float box_size = 1.0f;
RefConst<Shape> box = new BoxShape(Vec3(0.5f * box_size, 0.2f, 0.2f));
const int num_bodies = 20;
// Bodies attached through fixed constraints
for (int priority = 0; priority < 2; ++priority)
{
RVec3 position(0, 10.0f, 0.2f * priority);
Body &top = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
mBodyInterface->AddBody(top.GetID(), EActivation::DontActivate);
Body *prev = &top;
for (int i = 1; i < num_bodies; ++i)
{
position += Vec3(box_size, 0, 0);
Body &segment = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::NON_MOVING)); // Putting all bodies in the NON_MOVING layer so they won't collide
mBodyInterface->AddBody(segment.GetID(), EActivation::Activate);
FixedConstraintSettings settings;
settings.mAutoDetectPoint = true;
settings.mConstraintPriority = priority == 0? i : num_bodies - i; // Priority is reversed for one chain compared to the other
Ref<Constraint> c = settings.Create(*prev, segment);
mPhysicsSystem->AddConstraint(c);
mConstraints.push_back(StaticCast<FixedConstraint>(c));
prev = &segment;
}
}
}
void ConstraintPriorityTest::PostPhysicsUpdate(float inDeltaTime)
{
for (FixedConstraint *c : mConstraints)
mDebugRenderer->DrawText3D(0.5f * (c->GetBody1()->GetCenterOfMassPosition() + c->GetBody2()->GetCenterOfMassPosition()), StringFormat("Priority: %d", c->GetConstraintPriority()), Color::sWhite, 0.2f);
}