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

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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: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include "UnitTestFramework.h"
#include <Jolt/Geometry/ConvexSupport.h>
#include <Jolt/Geometry/GJKClosestPoint.h>
#include <Jolt/Geometry/AABox.h>
#include <Jolt/Geometry/Sphere.h>
#include <Jolt/Geometry/RayTriangle.h>
#include <Jolt/Geometry/RaySphere.h>
#include <Jolt/Geometry/RayAABox.h>
#include <Jolt/Geometry/RayCapsule.h>
#include <Jolt/Geometry/RayCylinder.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
#include <Jolt/Physics/Collision/Shape/CylinderShape.h>
#include <random>
TEST_SUITE("GJKTests")
{
TEST_CASE("TestGJKIntersectSphere")
{
GJKClosestPoint gjk;
// Sphere 1 is centered around the origin
Sphere s1(Vec3::sZero(), 1.0f);
// Shere 2 is far away from s1
Vec3 c2(10.0f, 10.0f, 10.0f);
Sphere s2(c2, 1.0f);
// Sphere 3 is exactly 2 away from s1
float l = 2.0f / sqrt(3.0f);
Vec3 c3(l, l, l);
Sphere s3(c3, 1.0f);
{
// Test sphere s1 and s2, they should not collide
Vec3 v = Vec3::sZero();
CHECK_FALSE(gjk.Intersects(s1, s2, 1.0e-4f, v));
}
{
// Test sphere s1 and s3, they should touch exactly
Vec3 v = Vec3::sZero();
CHECK(gjk.Intersects(s1, s3, 1.0e-4f, v));
}
{
// Test sphere s1 and s2, they should not collide, verify their closest points
Vec3 pa, pb, v = Vec3::sZero();
float d = sqrt(gjk.GetClosestPoints(s1, s2, 1.0e-4f, cLargeFloat, v, pa, pb));
CHECK_APPROX_EQUAL(c2.Length() - 2.0f, d, 1.0e-4f);
CHECK_APPROX_EQUAL(c2.Normalized(), pa, 1.0e-4f);
CHECK_APPROX_EQUAL(c2 - c2.Normalized(), pb, 1.0e-4f);
}
{
// Test sphere s1 and s3, they should touch exactly, verify their closest points
Vec3 pa, pb, v = Vec3::sZero();
float d = sqrt(gjk.GetClosestPoints(s1, s3, 1.0e-4f, cLargeFloat, v, pa, pb));
CHECK_APPROX_EQUAL(0.0f, d, 1.0e-4f);
CHECK_APPROX_EQUAL(c2.Normalized(), pa, 1.0e-4f);
CHECK_APPROX_EQUAL(c2.Normalized(), pb, 1.0e-4f);
}
}
template <typename A, typename B>
static void TestIntersect(
A (*inCreateFuncA)(UnitTestRandom &),
B (*inCreateFuncB)(UnitTestRandom &),
bool (*inCompareFunc)(const A &inA, const B &inB, bool inIsIntersecting, float inTolerance))
{
UnitTestRandom random(12345);
const int count = 10000;
int hits = 0;
GJKClosestPoint gjk;
for (int i = 0; i < count; ++i)
{
A shape1 = inCreateFuncA(random);
B shape2 = inCreateFuncB(random);
// Use GJK to test for intersection
Vec3 v = Vec3::sZero();
const float cTolerance = 1.0e-4f;
bool result_gjk = gjk.Intersects(shape1, shape2, cTolerance, v);
// Compare with reference function and increase tolerance a bit to account for floating point imprecision
CHECK(inCompareFunc(shape1, shape2, result_gjk, 2.0f * cTolerance));
if (result_gjk)
++hits;
}
// Check that there were enough hits so that the test is representative
float hit_rate = 100.0f * hits / count;
CHECK(hit_rate > 30.0f);
CHECK(hit_rate < 70.0f);
}
TEST_CASE("TestGJKSphereVsSphereIntersect")
{
auto sphere_creator = [](UnitTestRandom &inRandom) {
uniform_real_distribution<float> pos(-2.0f, 2.0f);
uniform_real_distribution<float> rad(0.5f, 2.0f);
return Sphere(Vec3(pos(inRandom), pos(inRandom), pos(inRandom)), rad(inRandom));
};
TestIntersect<Sphere, Sphere>(
sphere_creator,
sphere_creator,
[](const Sphere &inSphereA, const Sphere &inSphereB, bool inIsIntersecting, float inTolerance) {
// Test without and with tolerance if the results are equal
return inSphereA.Overlaps(inSphereB) == inIsIntersecting
|| Sphere(inSphereA.GetCenter(), inSphereA.GetRadius() + inTolerance).Overlaps(inSphereB) == inIsIntersecting;
});
}
TEST_CASE("TestGJKSphereVsBoxIntersect")
{
auto sphere_creator = [](UnitTestRandom &inRandom) {
uniform_real_distribution<float> pos(-2.0f, 2.0f);
uniform_real_distribution<float> rad(0.5f, 2.0f);
return Sphere(Vec3(pos(inRandom), pos(inRandom), pos(inRandom)), rad(inRandom));
};
auto box_creator = [](UnitTestRandom &inRandom) {
uniform_real_distribution<float> pos(-2.0f, 2.0f);
Vec3 p1 = Vec3(pos(inRandom), pos(inRandom), pos(inRandom));
Vec3 p2 = Vec3(pos(inRandom), pos(inRandom), pos(inRandom));
return AABox::sFromTwoPoints(p1, p2);
};
TestIntersect<Sphere, AABox>(
sphere_creator,
box_creator,
[](const Sphere &inSphereA, const AABox &inBoxB, bool inIsIntersecting, float inTolerance) {
// Test without and with tolerance if the results are equal
return inSphereA.Overlaps(inBoxB) == inIsIntersecting
|| Sphere(inSphereA.GetCenter(), inSphereA.GetRadius() + inTolerance).Overlaps(inBoxB) == inIsIntersecting;
});
}
template <typename A, typename Context>
static void TestRay(const A &inA, const Context &inContext, float (*inCompareFunc)(const Context &inContext, Vec3Arg inRayOrigin, Vec3Arg inRayDirection))
{
UnitTestRandom random(12345);
uniform_real_distribution<float> random_scale(-2.0f, 2.0f);
const int count = 1000;
for (int i = 0; i < count; ++i)
{
Vec3 from(random_scale(random), random_scale(random), random_scale(random));
Vec3 to(random_scale(random), random_scale(random), random_scale(random));
Vec3 direction = to - from;
// Use GJK to cast a ray
float fraction1 = 1.0f + FLT_EPSILON;
GJKClosestPoint gjk;
if (!gjk.CastRay(from, direction, 1.0e-4f, inA, fraction1))
fraction1 = FLT_MAX;
// Use the comparison function
float fraction2 = inCompareFunc(inContext, from, direction);
// The comparison functions work with infinite rays, so a fraction > 1 means a miss
if (fraction2 > 1.0f)
fraction2 = FLT_MAX;
CHECK_APPROX_EQUAL(fraction1, fraction2, 0.01f);
}
}
TEST_CASE("TestGJKRaySphere")
{
Sphere sphere(Vec3(0.1f, 0.2f, 0.3f), 1.1f);
TestRay<Sphere, Sphere>(sphere, sphere, [](const Sphere &inSphere, Vec3Arg inRayOrigin, Vec3Arg inRayDirection) {
return RaySphere(inRayOrigin, inRayDirection, inSphere.GetCenter(), inSphere.GetRadius());
});
}
TEST_CASE("TestGJKRaySphereShape")
{
SphereShape sphere_shape(1.1f);
ConvexShape::SupportBuffer buffer;
const ConvexShape::Support *support = sphere_shape.GetSupportFunction(ConvexShape::ESupportMode::IncludeConvexRadius, buffer, Vec3::sOne());
TestRay<ConvexShape::Support, SphereShape>(*support, sphere_shape, [](const SphereShape &inSphere, Vec3Arg inRayOrigin, Vec3Arg inRayDirection) {
return RaySphere(inRayOrigin, inRayDirection, Vec3::sZero(), inSphere.GetRadius());
});
}
TEST_CASE("TestGJKRayBox")
{
AABox box(Vec3(-0.9f, -1.0f, -1.1f), Vec3(0.8f, 0.9f, 1.0f));
TestRay<AABox, AABox>(box, box, [](const AABox &inBox, Vec3Arg inRayOrigin, Vec3Arg inRayDirection) {
float fraction = RayAABox(inRayOrigin, RayInvDirection(inRayDirection), inBox.mMin, inBox.mMax);
return max(fraction, 0.0f);
});
}
TEST_CASE("TestGJKRayBoxShape")
{
BoxShape box_shape(Vec3(0.9f, 1.0f, 1.1f), 0.0f);
ConvexShape::SupportBuffer buffer;
const ConvexShape::Support *support = box_shape.GetSupportFunction(ConvexShape::ESupportMode::IncludeConvexRadius, buffer, Vec3::sOne());
TestRay<ConvexShape::Support, BoxShape>(*support, box_shape, [](const BoxShape &inBox, Vec3Arg inRayOrigin, Vec3Arg inRayDirection) {
float fraction = RayAABox(inRayOrigin, RayInvDirection(inRayDirection), -inBox.GetHalfExtent(), inBox.GetHalfExtent());
return max(fraction, 0.0f);
});
}
TEST_CASE("TestGJKRayCapsuleShape")
{
CapsuleShape capsule_shape(1.1f, 0.6f);
ConvexShape::SupportBuffer buffer;
const ConvexShape::Support *support = capsule_shape.GetSupportFunction(ConvexShape::ESupportMode::IncludeConvexRadius, buffer, Vec3::sOne());
TestRay<ConvexShape::Support, CapsuleShape>(*support, capsule_shape, [](const CapsuleShape &inCapsule, Vec3Arg inRayOrigin, Vec3Arg inRayDirection) {
return RayCapsule(inRayOrigin, inRayDirection, inCapsule.GetHalfHeightOfCylinder(), inCapsule.GetRadius());
});
}
TEST_CASE("TestGJKRayCylinderShape")
{
CylinderShape cylinder_shape(1.5f, 0.6f, 0.0f);
ConvexShape::SupportBuffer buffer;
const ConvexShape::Support *support = cylinder_shape.GetSupportFunction(ConvexShape::ESupportMode::IncludeConvexRadius, buffer, Vec3::sOne());
TestRay<ConvexShape::Support, CylinderShape>(*support, cylinder_shape, [](const CylinderShape &inCylinder, Vec3Arg inRayOrigin, Vec3Arg inRayDirection) {
return RayCylinder(inRayOrigin, inRayDirection, inCylinder.GetHalfHeight(), inCylinder.GetRadius());
});
}
TEST_CASE("TestGJKRayTriangle")
{
TriangleConvexSupport triangle(Vec3(0.1f, 0.9f, 0.3f), Vec3(-0.9f, -0.5f, 0.2f), Vec3(0.7f, -0.3f, -0.1f));
TestRay<TriangleConvexSupport, TriangleConvexSupport>(triangle, triangle, [](const TriangleConvexSupport &inTriangle, Vec3Arg inRayOrigin, Vec3Arg inRayDirection) {
return RayTriangle(inRayOrigin, inRayDirection, inTriangle.mV1, inTriangle.mV2, inTriangle.mV3);
});
}
}