Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer

This commit is contained in:
Tom Ray
2026-03-22 00:28:03 +01:00
parent 6695d46bcd
commit 48348936a8
1147 changed files with 214331 additions and 353 deletions

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2024 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <Tests/General/EnhancedInternalEdgeRemovalTest.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <Jolt/Physics/Collision/Shape/MeshShape.h>
#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
#include <Jolt/Geometry/Triangle.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Layers.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(EnhancedInternalEdgeRemovalTest)
{
JPH_ADD_BASE_CLASS(EnhancedInternalEdgeRemovalTest, Test)
}
void EnhancedInternalEdgeRemovalTest::CreateSlidingObjects(RVec3Arg inStart)
{
// Slide the shapes over the grid of boxes
RVec3 pos = inStart - RVec3(0, 0, 12.0_r);
static const char *labels[] = { "Normal", "Enhanced edge removal" };
for (int enhanced_removal = 0; enhanced_removal < 2; ++enhanced_removal)
{
// A box
BodyCreationSettings box_bcs(new BoxShape(Vec3::sReplicate(2.0f)), pos, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
box_bcs.mLinearVelocity = Vec3(20, 0, 0);
box_bcs.mEnhancedInternalEdgeRemoval = enhanced_removal == 1;
BodyID id = mBodyInterface->CreateAndAddBody(box_bcs, EActivation::Activate);
SetBodyLabel(id, labels[enhanced_removal]);
pos += RVec3(0, 0, 5.0_r);
// A sphere
BodyCreationSettings sphere_bcs(new SphereShape(2.0f), pos, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
sphere_bcs.mLinearVelocity = Vec3(20, 0, 0);
sphere_bcs.mEnhancedInternalEdgeRemoval = enhanced_removal == 1;
id = mBodyInterface->CreateAndAddBody(sphere_bcs, EActivation::Activate);
SetBodyLabel(id, labels[enhanced_removal]);
pos += RVec3(0, 0, 5.0_r);
// Compound
RefConst<Shape> box = new BoxShape(Vec3::sReplicate(0.1f));
StaticCompoundShapeSettings compound;
compound.SetEmbedded();
for (int x = 0; x < 2; ++x)
for (int y = 0; y < 2; ++y)
for (int z = 0; z < 2; ++z)
compound.AddShape(Vec3(x == 0? -1.9f : 1.9f, y == 0? -1.9f : 1.9f, z == 0? -1.9f : 1.9f), Quat::sIdentity(), box);
BodyCreationSettings compound_bcs(&compound, pos, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
compound_bcs.mLinearVelocity = Vec3(20, 0, 0);
compound_bcs.mEnhancedInternalEdgeRemoval = enhanced_removal == 1;
id = mBodyInterface->CreateAndAddBody(compound_bcs, EActivation::Activate);
SetBodyLabel(id, labels[enhanced_removal]);
pos += RVec3(0, 0, 7.0_r);
}
}
void EnhancedInternalEdgeRemovalTest::Initialize()
{
// This test creates a grid of connected boxes and tests that objects don't hit the internal edges
{
StaticCompoundShapeSettings compound_settings;
compound_settings.SetEmbedded();
constexpr float size = 2.0f;
RefConst<Shape> box_shape = new BoxShape(Vec3::sReplicate(0.5f * size));
for (int x = -10; x < 10; ++x)
for (int z = -10; z < 10; ++z)
compound_settings.AddShape(Vec3(size * x, 0, size * z), Quat::sIdentity(), box_shape);
BodyID id = mBodyInterface->CreateAndAddBody(BodyCreationSettings(&compound_settings, RVec3(0, -1, -40), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
SetBodyLabel(id, "Dense grid of boxes");
CreateSlidingObjects(RVec3(-18, 1.9_r, -40.0_r));
}
// This tests if objects do not collide with internal edges
{
// Create a dense grid of triangles so that we have a large chance of hitting an internal edge
constexpr float size = 2.0f;
TriangleList triangles;
for (int x = -10; x < 10; ++x)
for (int z = -10; z < 10; ++z)
{
float x1 = size * x;
float z1 = size * z;
float x2 = x1 + size;
float z2 = z1 + size;
Float3 v1 = Float3(x1, 0, z1);
Float3 v2 = Float3(x2, 0, z1);
Float3 v3 = Float3(x1, 0, z2);
Float3 v4 = Float3(x2, 0, z2);
triangles.push_back(Triangle(v1, v3, v4));
triangles.push_back(Triangle(v1, v4, v2));
}
MeshShapeSettings mesh_settings(triangles);
mesh_settings.mActiveEdgeCosThresholdAngle = -1.0f; // Turn off regular active edge determination so that we only rely on the mEnhancedInternalEdgeRemoval flag
mesh_settings.SetEmbedded();
BodyID id = mBodyInterface->CreateAndAddBody(BodyCreationSettings(&mesh_settings, RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
SetBodyLabel(id, "Dense triangle mesh");
CreateSlidingObjects(RVec3(-18, 1.9_r, 0));
}
// This test tests that we only ignore edges that are shared with voided triangles
{
// Create an L shape mesh lying on its back
TriangleList triangles;
constexpr float height = 0.5f;
constexpr float half_width = 5.0f;
constexpr float half_length = 2.0f;
triangles.push_back(Triangle(Float3(-half_length, 0, half_width), Float3(half_length, 0, -half_width), Float3(-half_length, 0, -half_width)));
triangles.push_back(Triangle(Float3(-half_length, 0, half_width), Float3(half_length, 0, half_width), Float3(half_length, 0, -half_width)));
triangles.push_back(Triangle(Float3(half_length, height, half_width), Float3(half_length, height, -half_width), Float3(half_length, 0, half_width)));
triangles.push_back(Triangle(Float3(half_length, 0, half_width), Float3(half_length, height, -half_width), Float3(half_length, 0, -half_width)));
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new MeshShapeSettings(triangles), RVec3(0, 0, 30), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
// Roll a sphere towards the edge pointing upwards
float z = 28.0f;
for (int enhanced_removal = 0; enhanced_removal < 2; ++enhanced_removal)
{
// A sphere
BodyCreationSettings sphere_bcs(new SphereShape(1.0f), RVec3(0, 1, z), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
sphere_bcs.mLinearVelocity = Vec3(20, 0, 0);
sphere_bcs.mEnhancedInternalEdgeRemoval = enhanced_removal == 1;
mBodyInterface->CreateAndAddBody(sphere_bcs, EActivation::Activate);
z += 4.0f;
}
}
// This tests that fast moving spheres rolling over a triangle will not be affected by internal edges
{
// Create a flat plane
MeshShapeSettings plane_mesh({
{
Float3(-10, 0, -10),
Float3(-10, 0, 10),
Float3(10, 0, 10)
},
{
Float3(-10, 0, -10),
Float3(10, 0, 10),
Float3(10, 0, -10)
},
});
plane_mesh.SetEmbedded();
BodyCreationSettings level_plane(&plane_mesh, RVec3(-10, 0, 50), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
level_plane.mFriction = 1;
BodyID id = mBodyInterface->CreateAndAddBody(level_plane, EActivation::DontActivate);
SetBodyLabel(id, "Dense triangle mesh");
// Roll a ball over it
BodyCreationSettings level_ball(new SphereShape(0.5f), RVec3(-10, 1, 41), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
level_ball.mEnhancedInternalEdgeRemoval = true;
level_ball.mFriction = 1;
level_ball.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
level_ball.mMassPropertiesOverride.mMass = 1;
mLevelBall = mBodyInterface->CreateAndAddBody(level_ball, EActivation::Activate);
// Create a sloped plane
BodyCreationSettings slope_plane(&plane_mesh, RVec3(10, 0, 50), Quat::sRotation(Vec3::sAxisX(), DegreesToRadians(45)), EMotionType::Static, Layers::NON_MOVING);
slope_plane.mFriction = 1;
id = mBodyInterface->CreateAndAddBody(slope_plane, EActivation::DontActivate);
SetBodyLabel(id, "Dense triangle mesh");
// Roll a ball over it
BodyCreationSettings slope_ball(new SphereShape(0.5f), RVec3(10, 8, 44), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
slope_ball.mEnhancedInternalEdgeRemoval = true;
slope_ball.mFriction = 1;
slope_ball.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
slope_ball.mMassPropertiesOverride.mMass = 1;
mBodyInterface->CreateAndAddBody(slope_ball, EActivation::Activate);
}
// This tests a previous bug where a compound shape will fall through a box because features are voided by accident.
// This is because both boxes of the compound shape collide with the top face of the static box. The big box will have a normal
// that is aligned with the face so will be processed immediately. This will void the top face of the static box. The small box,
// which collides with an edge of the top face will not be processed. This will cause the small box to penetrate the face.
{
// A box
BodyCreationSettings box_bcs(new BoxShape(Vec3::sReplicate(2.5f)), RVec3(0, 0, 70), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
mBodyInterface->CreateAndAddBody(box_bcs, EActivation::DontActivate);
// Compound
StaticCompoundShapeSettings compound;
compound.SetEmbedded();
compound.AddShape(Vec3(-2.5f, 0, 0), Quat::sIdentity(), new BoxShape(Vec3(2.5f, 0.1f, 0.1f)));
compound.AddShape(Vec3(0.1f, 0, 0), Quat::sIdentity(), new BoxShape(Vec3(0.1f, 1, 1)));
BodyCreationSettings compound_bcs(&compound, RVec3(2, 5, 70), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
compound_bcs.mEnhancedInternalEdgeRemoval = true;
mBodyInterface->CreateAndAddBody(compound_bcs, EActivation::Activate);
}
// Create a super dense grid of triangles
{
constexpr float size = 0.25f;
TriangleList triangles;
for (int x = -100; x < 100; ++x)
for (int z = -5; z < 5; ++z)
{
float x1 = size * x;
float z1 = size * z;
float x2 = x1 + size;
float z2 = z1 + size;
Float3 v1 = Float3(x1, 0, z1);
Float3 v2 = Float3(x2, 0, z1);
Float3 v3 = Float3(x1, 0, z2);
Float3 v4 = Float3(x2, 0, z2);
triangles.push_back(Triangle(v1, v3, v4));
triangles.push_back(Triangle(v1, v4, v2));
}
MeshShapeSettings mesh_settings(triangles);
mesh_settings.mActiveEdgeCosThresholdAngle = -1.0f; // Turn off regular active edge determination so that we only rely on the mEnhancedInternalEdgeRemoval flag
mesh_settings.SetEmbedded();
BodyID id = mBodyInterface->CreateAndAddBody(BodyCreationSettings(&mesh_settings, RVec3(0, 0, 80), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
SetBodyLabel(id, "Dense triangle mesh");
BodyCreationSettings box_bcs(new BoxShape(Vec3::sReplicate(1.0f)), RVec3(-24, 0.9_r, 80), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
box_bcs.mLinearVelocity = Vec3(20, 0, 0);
box_bcs.mEnhancedInternalEdgeRemoval = true;
mBodyInterface->CreateAndAddBody(box_bcs, EActivation::Activate);
}
}
void EnhancedInternalEdgeRemovalTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
{
// Increase rotation speed of the ball on the flat plane
mBodyInterface->AddTorque(mLevelBall, Vec3(JPH_PI * 4, 0, 0));
}