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CosmicEngine/lib/All/JoltPhysics/Samples/Tests/Shapes/TaperedCapsuleShapeTest.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/Shapes/TaperedCapsuleShapeTest.h>
#include <Jolt/Physics/Collision/Shape/TaperedCapsuleShape.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Layers.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(TaperedCapsuleShapeTest)
{
JPH_ADD_BASE_CLASS(TaperedCapsuleShapeTest, Test)
}
void TaperedCapsuleShapeTest::Initialize()
{
// Floor
CreateFloor();
RefConst<ShapeSettings> big_taperedcapsule = new TaperedCapsuleShapeSettings(2.0f, 1.0f, 3.0f);
RefConst<ShapeSettings> big_taperedcapsule2 = new TaperedCapsuleShapeSettings(2.0f, 3.0f, 1.0f);
// Tapered capsule on outer sphere
mBodyInterface->CreateAndAddBody(BodyCreationSettings(big_taperedcapsule, RVec3(0, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
// Tapered capsule on other outer sphere
mBodyInterface->CreateAndAddBody(BodyCreationSettings(big_taperedcapsule2, RVec3(10, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
// Tapered capsule on side
mBodyInterface->CreateAndAddBody(BodyCreationSettings(big_taperedcapsule, RVec3(20, 10, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
RefConst<ShapeSettings> long_taperedcapsule = new TaperedCapsuleShapeSettings(5, 0.5f, 1.0f);
// Tower of tapered capsules
for (int i = 0; i < 10; ++i)
{
for (int j = 0; j < 2; ++j)
{
RVec3 position;
Quat rotation;
if (i & 1)
{
position = RVec3(-4.0f + 8.0f * j, 2.0f + 3.0f * i, -20.0f);
rotation = Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI + (j & 1) * JPH_PI);
}
else
{
position = RVec3(0, 2.0f + 3.0f * i, -20.0f - 4.0f + 8.0f * j);
rotation = Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI + (j & 1) * JPH_PI);
}
mBodyInterface->CreateAndAddBody(BodyCreationSettings(long_taperedcapsule, position, rotation, EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
}
}
}