88 lines
2.8 KiB
C++
88 lines
2.8 KiB
C++
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include <TestFramework.h>
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#include <Tests/General/ChangeShapeTest.h>
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#include <Layers.h>
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#include <Jolt/Physics/Collision/Shape/BoxShape.h>
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#include <Jolt/Physics/Collision/Shape/SphereShape.h>
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#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
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#include <Jolt/Physics/Collision/Shape/TaperedCapsuleShape.h>
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#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
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#include <Jolt/Physics/Body/BodyCreationSettings.h>
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#include <Application/DebugUI.h>
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JPH_IMPLEMENT_RTTI_VIRTUAL(ChangeShapeTest)
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{
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JPH_ADD_BASE_CLASS(ChangeShapeTest, Test)
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}
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void ChangeShapeTest::Initialize()
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{
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// Floor
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CreateFloor();
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// Shapes
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mShapes.push_back(new BoxShape(Vec3(0.5f, 1.5f, 0.5f)));
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mShapes.push_back(new SphereShape(0.5f));
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mShapes.push_back(new CapsuleShape(1.0f, 0.5f));
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mShapes.push_back(TaperedCapsuleShapeSettings(1.0f, 0.5f, 0.3f).Create().Get());
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// Compound with center of mass shifted (this requires a correction of the position in the body)
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StaticCompoundShapeSettings compound_settings;
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compound_settings.AddShape(Vec3(0, 1.5f, 0), Quat::sIdentity(), new CapsuleShape(1.5f, 0.5f));
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compound_settings.AddShape(Vec3(0, 3, 0), Quat::sIdentity(), new SphereShape(1));
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RefConst<Shape> compound = compound_settings.Create().Get();
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mShapes.push_back(compound);
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// Create dynamic body that changes shape
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BodyCreationSettings settings;
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settings.SetShape(mShapes[mShapeIdx]);
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settings.mPosition = RVec3(0, 10, 0);
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settings.mMotionType = EMotionType::Dynamic;
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settings.mObjectLayer = Layers::MOVING;
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mBodyID = mBodyInterface->CreateBody(settings)->GetID();
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mBodyInterface->AddBody(mBodyID, EActivation::Activate);
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}
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void ChangeShapeTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
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{
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const float cSwitchTime = 3.0f;
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// Increment time
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mTime += inParams.mDeltaTime;
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// Get new shape
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int shape_idx = int(mTime / cSwitchTime) % mShapes.size();
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// Change shape
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if (mShapeIdx != shape_idx)
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{
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mShapeIdx = shape_idx;
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mBodyInterface->SetShape(mBodyID, mShapes[mShapeIdx], true, mActivateAfterSwitch? EActivation::Activate : EActivation::DontActivate);
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}
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}
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void ChangeShapeTest::SaveState(StateRecorder &inStream) const
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{
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inStream.Write(mTime);
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inStream.Write(mShapeIdx);
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}
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void ChangeShapeTest::RestoreState(StateRecorder &inStream)
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{
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inStream.Read(mTime);
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inStream.Read(mShapeIdx);
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// Reset the shape to what was stored
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mBodyInterface->SetShape(mBodyID, mShapes[mShapeIdx], true, EActivation::DontActivate);
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}
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void ChangeShapeTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
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{
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inUI->CreateCheckBox(inSubMenu, "Activate Body After Switch", mActivateAfterSwitch, [this](UICheckBox::EState inState) { mActivateAfterSwitch = inState == UICheckBox::STATE_CHECKED; });
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}
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