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 "PhysicsTestContext.h"
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <Jolt/Physics/Collision/Shape/TriangleShape.h>
#include <Jolt/Physics/Collision/Shape/MeshShape.h>
#include <Jolt/Physics/Collision/CollideShape.h>
#include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
#include <Jolt/Physics/Collision/CollideConvexVsTriangles.h>
#include <Jolt/Physics/Collision/CollideSphereVsTriangles.h>
#include "Layers.h"
TEST_SUITE("ConvexVsTrianglesTest")
{
static constexpr float cEdgeLength = 4.0f;
template <class Collider>
static void sCheckCollisionNoHit(const CollideShapeSettings &inSettings, Vec3Arg inCenter, float inRadius, uint8 inActiveEdges)
{
// Our sphere
Ref<SphereShape> sphere = new SphereShape(inRadius);
// Our default triangle
Vec3 v1(0, 0, 0);
Vec3 v2(0, 0, cEdgeLength);
Vec3 v3(cEdgeLength, 0, 0);
{
// Collide sphere
AllHitCollisionCollector<CollideShapeCollector> collector;
Collider collider(sphere, Vec3::sOne(), Vec3::sOne(), Mat44::sTranslation(inCenter), Mat44::sIdentity(), SubShapeID(), inSettings, collector);
collider.Collide(v1, v2, v3, inActiveEdges, SubShapeID());
CHECK(!collector.HadHit());
}
// A triangle shape has all edges active, so only test if all edges are active
if (inActiveEdges == 0b111)
{
// Create the triangle shape
PhysicsTestContext context;
context.CreateBody(new TriangleShapeSettings(v1, v2, v3), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, EActivation::DontActivate);
// Collide sphere
AllHitCollisionCollector<CollideShapeCollector> collector;
context.GetSystem()->GetNarrowPhaseQuery().CollideShape(sphere, Vec3::sOne(), RMat44::sTranslation(RVec3(inCenter)), inSettings, RVec3::sZero(), collector);
CHECK(!collector.HadHit());
}
// A mesh shape with a single triangle has all edges active, so only test if all edges are active
if (inActiveEdges == 0b111)
{
// Create a mesh with a single triangle
TriangleList triangles;
triangles.push_back(Triangle(v1, v2, v3));
PhysicsTestContext context;
context.CreateBody(new MeshShapeSettings(triangles), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, EActivation::DontActivate);
// Collide sphere
AllHitCollisionCollector<CollideShapeCollector> collector;
context.GetSystem()->GetNarrowPhaseQuery().CollideShape(sphere, Vec3::sOne(), RMat44::sTranslation(RVec3(inCenter)), inSettings, RVec3::sZero(), collector);
CHECK(!collector.HadHit());
}
}
template <class Collider>
static void sCheckCollision(const CollideShapeSettings &inSettings, Vec3Arg inCenter, float inRadius, uint8 inActiveEdges, Vec3Arg inExpectedContactOn1, Vec3Arg inExpectedContactOn2, Vec3Arg inExpectedPenetrationAxis, float inExpectedPenetrationDepth)
{
// Our sphere
Ref<SphereShape> sphere = new SphereShape(inRadius);
// Our default triangle
Vec3 v1(0, 0, 0);
Vec3 v2(0, 0, cEdgeLength);
Vec3 v3(cEdgeLength, 0, 0);
// A semi random transform for the triangle
Vec3 translation = Vec3(1, 2, 3);
Quat rotation = Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI);
Mat44 transform = Mat44::sRotationTranslation(rotation, translation);
Mat44 inv_transform = transform.InversedRotationTranslation();
// The transform for the sphere
Mat44 sphere_transform = transform * Mat44::sTranslation(inCenter);
// Transform incoming settings
CollideShapeSettings settings = inSettings;
settings.mActiveEdgeMovementDirection = transform.Multiply3x3(inSettings.mActiveEdgeMovementDirection);
// Test the specified collider
{
SubShapeID sub_shape_id1, sub_shape_id2;
sub_shape_id1.SetValue(123);
sub_shape_id2.SetValue(456);
// Collide sphere
AllHitCollisionCollector<CollideShapeCollector> collector;
Collider collider(sphere, Vec3::sOne(), Vec3::sOne(), sphere_transform, transform, sub_shape_id1, settings, collector);
collider.Collide(v1, v2, v3, inActiveEdges, sub_shape_id2);
// Test result
CHECK(collector.mHits.size() == 1);
const CollideShapeResult &hit = collector.mHits[0];
CHECK(hit.mBodyID2 == BodyID());
CHECK(hit.mSubShapeID1.GetValue() == sub_shape_id1.GetValue());
CHECK(hit.mSubShapeID2.GetValue() == sub_shape_id2.GetValue());
Vec3 contact1 = inv_transform * hit.mContactPointOn1;
Vec3 contact2 = inv_transform * hit.mContactPointOn2;
Vec3 pen_axis = transform.Multiply3x3Transposed(hit.mPenetrationAxis).Normalized();
Vec3 expected_pen_axis = inExpectedPenetrationAxis.Normalized();
CHECK_APPROX_EQUAL(contact1, inExpectedContactOn1, 1.0e-4f);
CHECK_APPROX_EQUAL(contact2, inExpectedContactOn2, 1.0e-4f);
CHECK_APPROX_EQUAL(pen_axis, expected_pen_axis, 1.0e-4f);
CHECK_APPROX_EQUAL(hit.mPenetrationDepth, inExpectedPenetrationDepth, 1.0e-4f);
}
// A triangle shape has all edges active, so only test if all edges are active
if (inActiveEdges == 0b111)
{
// Create the triangle shape
PhysicsTestContext context;
Body &body = context.CreateBody(new TriangleShapeSettings(v1, v2, v3), RVec3(translation), rotation, EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, EActivation::DontActivate);
// Collide sphere
AllHitCollisionCollector<CollideShapeCollector> collector;
context.GetSystem()->GetNarrowPhaseQuery().CollideShape(sphere, Vec3::sOne(), RMat44(sphere_transform), settings, RVec3::sZero(), collector);
// Test result
CHECK(collector.mHits.size() == 1);
const CollideShapeResult &hit = collector.mHits[0];
CHECK(hit.mBodyID2 == body.GetID());
CHECK(hit.mSubShapeID1.GetValue() == SubShapeID().GetValue());
CHECK(hit.mSubShapeID2.GetValue() == SubShapeID().GetValue());
Vec3 contact1 = inv_transform * hit.mContactPointOn1;
Vec3 contact2 = inv_transform * hit.mContactPointOn2;
Vec3 pen_axis = transform.Multiply3x3Transposed(hit.mPenetrationAxis).Normalized();
Vec3 expected_pen_axis = inExpectedPenetrationAxis.Normalized();
CHECK_APPROX_EQUAL(contact1, inExpectedContactOn1, 1.0e-4f);
CHECK_APPROX_EQUAL(contact2, inExpectedContactOn2, 1.0e-4f);
CHECK_APPROX_EQUAL(pen_axis, expected_pen_axis, 1.0e-4f);
CHECK_APPROX_EQUAL(hit.mPenetrationDepth, inExpectedPenetrationDepth, 1.0e-4f);
}
// A mesh shape with a single triangle has all edges active, so only test if all edges are active
if (inActiveEdges == 0b111)
{
// Create a mesh with a single triangle
TriangleList triangles;
triangles.push_back(Triangle(v1, v2, v3));
PhysicsTestContext context;
Body &body = context.CreateBody(new MeshShapeSettings(triangles), RVec3(translation), rotation, EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, EActivation::DontActivate);
// Collide sphere
AllHitCollisionCollector<CollideShapeCollector> collector;
context.GetSystem()->GetNarrowPhaseQuery().CollideShape(sphere, Vec3::sOne(), RMat44(sphere_transform), settings, RVec3::sZero(), collector);
// Test result
CHECK(collector.mHits.size() == 1);
const CollideShapeResult &hit = collector.mHits[0];
CHECK(hit.mBodyID2 == body.GetID());
CHECK(hit.mSubShapeID1.GetValue() == SubShapeID().GetValue());
CHECK(hit.mSubShapeID2.GetValue() != SubShapeID().GetValue()); // We don't really know what SubShapeID a triangle in the mesh will get, but it should not be invalid
Vec3 contact1 = inv_transform * hit.mContactPointOn1;
Vec3 contact2 = inv_transform * hit.mContactPointOn2;
Vec3 pen_axis = transform.Multiply3x3Transposed(hit.mPenetrationAxis).Normalized();
Vec3 expected_pen_axis = inExpectedPenetrationAxis.Normalized();
CHECK_APPROX_EQUAL(contact1, inExpectedContactOn1, 1.0e-4f);
CHECK_APPROX_EQUAL(contact2, inExpectedContactOn2, 1.0e-4f);
CHECK_APPROX_EQUAL(pen_axis, expected_pen_axis, 1.0e-4f);
CHECK_APPROX_EQUAL(hit.mPenetrationDepth, inExpectedPenetrationDepth, 1.0e-4f);
}
}
// Compares CollideShapeResult for two spheres with given positions and radii
template <class Collider>
static void sTestConvexVsTriangles()
{
const float cRadius = 0.5f;
const float cRadiusRS2 = cRadius / sqrt(2.0f);
const float cDistanceToTriangle = 0.1f;
const float cDistanceToTriangleRS2 = cDistanceToTriangle / sqrt(2.0f);
const float cEpsilon = 1.0e-6f; // A small epsilon to ensure we hit the front side
const float cMaxSeparationDistance = 0.5f;
const float cSeparationDistance = 0.1f;
// Loop over all possible active edge combinations
for (uint8 active_edges = 0; active_edges <= 0b111; ++active_edges)
{
// Create settings
CollideShapeSettings settings;
settings.mBackFaceMode = EBackFaceMode::CollideWithBackFaces;
// Settings with ignore back faces
CollideShapeSettings settings_no_bf;
settings_no_bf.mBackFaceMode = EBackFaceMode::IgnoreBackFaces;
// Settings with max separation distance
CollideShapeSettings settings_max_distance;
settings_max_distance.mBackFaceMode = EBackFaceMode::CollideWithBackFaces;
settings_max_distance.mMaxSeparationDistance = cMaxSeparationDistance;
{
// There should be no hit in front of the triangle
Vec3 sphere_center(0.25f * cEdgeLength, cRadius + cSeparationDistance, 0.25f * cEdgeLength);
sCheckCollisionNoHit<Collider>(settings, sphere_center, cRadius, active_edges);
// But if there's a max separation distance there should be
Vec3 expected1 = sphere_center + Vec3(0, -cRadius, 0);
Vec3 expected2(0.25f * cEdgeLength, 0, 0.25f * cEdgeLength);
Vec3 pen_axis(0, -1, 0);
float pen_depth = -cSeparationDistance;
sCheckCollision<Collider>(settings_max_distance, sphere_center, cRadius, active_edges, expected1, expected2, pen_axis, pen_depth);
}
{
// But if we go beyond the separation distance we should again have no hit
Vec3 sphere_center(0.25f * cEdgeLength, cRadius + cMaxSeparationDistance + cSeparationDistance, 0.25f * cEdgeLength);
sCheckCollisionNoHit<Collider>(settings_max_distance, sphere_center, cRadius, active_edges);
}
{
// There should be no hit in behind the triangle
Vec3 sphere_center(0.25f * cEdgeLength, -cRadius - cSeparationDistance, 0.25f * cEdgeLength);
sCheckCollisionNoHit<Collider>(settings, sphere_center, cRadius, active_edges);
// But if there's a max separation distance there should be
Vec3 expected1 = sphere_center + Vec3(0, cRadius, 0);
Vec3 expected2(0.25f * cEdgeLength, 0, 0.25f * cEdgeLength);
Vec3 pen_axis(0, 1, 0);
float pen_depth = -cSeparationDistance;
sCheckCollision<Collider>(settings_max_distance, sphere_center, cRadius, active_edges, expected1, expected2, pen_axis, pen_depth);
}
{
// But if we go beyond the separation distance we should again have no hit
Vec3 sphere_center(0.25f * cEdgeLength, -cRadius - cMaxSeparationDistance - cSeparationDistance, 0.25f * cEdgeLength);
sCheckCollisionNoHit<Collider>(settings_max_distance, sphere_center, cRadius, active_edges);
}
{
// Hit interior from front side
Vec3 expected2(0.25f * cEdgeLength, 0, 0.25f * cEdgeLength);
Vec3 sphere_center = expected2 + Vec3(0, cDistanceToTriangle, 0);
Vec3 expected1 = sphere_center + Vec3(0, -cRadius, 0);
Vec3 pen_axis(0, -1, 0);
float pen_depth = cRadius - cDistanceToTriangle;
sCheckCollision<Collider>(settings, sphere_center, cRadius, active_edges, expected1, expected2, pen_axis, pen_depth);
// Ignore back faces should not matter
sCheckCollision<Collider>(settings_no_bf, sphere_center, cRadius, active_edges, expected1, expected2, pen_axis, pen_depth);
}
{
// Hit interior from back side
Vec3 expected2(0.25f * cEdgeLength, 0, 0.25f * cEdgeLength);
Vec3 sphere_center = expected2 + Vec3(0, -cDistanceToTriangle, 0);
Vec3 expected1 = sphere_center + Vec3(0, cRadius, 0);
Vec3 pen_axis(0, 1, 0);
float pen_depth = cRadius - cDistanceToTriangle;
sCheckCollision<Collider>(settings, sphere_center, cRadius, active_edges, expected1, expected2, pen_axis, pen_depth);
// Back face hit should be filtered
sCheckCollisionNoHit<Collider>(settings_no_bf, sphere_center, cRadius, active_edges);
}
// Loop over possible active edge movement direction permutations
for (int movement_direction = 0; movement_direction < 3; ++movement_direction)
{
switch (movement_direction)
{
case 0:
// Disable the system
settings.mActiveEdgeMovementDirection = Vec3::sZero();
break;
case 1:
// Move into the triangle, this should always give us the normal from the edge
settings.mActiveEdgeMovementDirection = Vec3(0, -1, 0);
break;
case 2:
// Move out of the triangle, we should always get the normal of the triangle
settings.mActiveEdgeMovementDirection = Vec3(0, 1, 0);
break;
}
{
// Hit edge 1
Vec3 expected2(0, 0, 0.5f * cEdgeLength);
Vec3 sphere_center = expected2 + Vec3(-cDistanceToTriangle, cEpsilon, 0);
Vec3 expected1 = sphere_center + Vec3(cRadius, 0, 0);
Vec3 pen_axis = (active_edges & 0b001) != 0 || movement_direction == 1? Vec3(1, 0, 0) : Vec3(0, -1, 0);
float pen_depth = cRadius - cDistanceToTriangle;
sCheckCollision<Collider>(settings, sphere_center, cRadius, active_edges, expected1, expected2, pen_axis, pen_depth);
}
{
// Hit edge 2
Vec3 expected2(0.5f * cEdgeLength, 0, 0.5f * cEdgeLength);
Vec3 sphere_center = expected2 + Vec3(cDistanceToTriangleRS2, cEpsilon, cDistanceToTriangleRS2);
Vec3 expected1 = sphere_center - Vec3(cRadiusRS2, 0, cRadiusRS2);
Vec3 pen_axis = (active_edges & 0b010) != 0 || movement_direction == 1? Vec3(-1, 0, -1) : Vec3(0, -1, 0);
float pen_depth = cRadius - cDistanceToTriangle;
sCheckCollision<Collider>(settings, sphere_center, cRadius, active_edges, expected1, expected2, pen_axis, pen_depth);
}
{
// Hit edge 3
Vec3 expected2(0.5f * cEdgeLength, 0, 0);
Vec3 sphere_center = expected2 + Vec3(0, cEpsilon, -cDistanceToTriangle);
Vec3 expected1 = sphere_center + Vec3(0, 0, cRadius);
Vec3 pen_axis = (active_edges & 0b100) != 0 || movement_direction == 1? Vec3(0, 0, 1) : Vec3(0, -1, 0);
float pen_depth = cRadius - cDistanceToTriangle;
sCheckCollision<Collider>(settings, sphere_center, cRadius, active_edges, expected1, expected2, pen_axis, pen_depth);
}
{
// Hit vertex 1
Vec3 expected2(0, 0, 0);
Vec3 sphere_center = expected2 + Vec3(-cDistanceToTriangleRS2, cEpsilon, -cDistanceToTriangleRS2);
Vec3 expected1 = sphere_center + Vec3(cRadiusRS2, 0, cRadiusRS2);
Vec3 pen_axis = (active_edges & 0b101) != 0 || movement_direction == 1? Vec3(1, 0, 1) : Vec3(0, -1, 0);
float pen_depth = cRadius - cDistanceToTriangle;
sCheckCollision<Collider>(settings, sphere_center, cRadius, active_edges, expected1, expected2, pen_axis, pen_depth);
}
{
// Hit vertex 2
Vec3 expected2(0, 0, cEdgeLength);
Vec3 sphere_center = expected2 + Vec3(-cDistanceToTriangleRS2, cEpsilon, cDistanceToTriangleRS2);
Vec3 expected1 = sphere_center + Vec3(cRadiusRS2, 0, -cRadiusRS2);
Vec3 pen_axis = (active_edges & 0b011) != 0 || movement_direction == 1? Vec3(1, 0, -1) : Vec3(0, -1, 0);
float pen_depth = cRadius - cDistanceToTriangle;
sCheckCollision<Collider>(settings, sphere_center, cRadius, active_edges, expected1, expected2, pen_axis, pen_depth);
}
{
// Hit vertex 3
Vec3 expected2(cEdgeLength, 0, 0);
Vec3 sphere_center = expected2 + Vec3(cDistanceToTriangleRS2, cEpsilon, -cDistanceToTriangleRS2);
Vec3 expected1 = sphere_center + Vec3(-cRadiusRS2, 0, cRadiusRS2);
Vec3 pen_axis = (active_edges & 0b110) != 0 || movement_direction == 1? Vec3(-1, 0, 1) : Vec3(0, -1, 0);
float pen_depth = cRadius - cDistanceToTriangle;
sCheckCollision<Collider>(settings, sphere_center, cRadius, active_edges, expected1, expected2, pen_axis, pen_depth);
}
}
}
}
TEST_CASE("TestConvexVsTriangles")
{
sTestConvexVsTriangles<CollideConvexVsTriangles>();
}
TEST_CASE("TestSphereVsTriangles")
{
sTestConvexVsTriangles<CollideSphereVsTriangles>();
}
}