Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
This commit is contained in:
@@ -0,0 +1,104 @@
|
||||
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
|
||||
// SPDX-FileCopyrightText: 2024 Jorrit Rouwe
|
||||
// SPDX-License-Identifier: MIT
|
||||
|
||||
#include "UnitTestFramework.h"
|
||||
#include "PhysicsTestContext.h"
|
||||
#include <Jolt/Physics/Collision/Shape/TaperedCylinderShape.h>
|
||||
#include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
|
||||
#include <Jolt/Physics/Collision/CollidePointResult.h>
|
||||
|
||||
TEST_SUITE("TaperedCylinderShapeTests")
|
||||
{
|
||||
TEST_CASE("TestMassAndInertia")
|
||||
{
|
||||
const float cDensity = 3.0f;
|
||||
const float cRadius = 5.0f;
|
||||
const float cHeight = 7.0f;
|
||||
|
||||
TaperedCylinderShapeSettings settings1(0.5f * cHeight, cRadius, 0.0f, 0.0f);
|
||||
settings1.SetDensity(cDensity);
|
||||
|
||||
TaperedCylinderShapeSettings settings2(0.5f * cHeight, 0.0f, cRadius, 0.0f);
|
||||
settings2.SetDensity(cDensity);
|
||||
|
||||
RefConst<TaperedCylinderShape> cylinder1 = StaticCast<TaperedCylinderShape>(settings1.Create().Get());
|
||||
RefConst<TaperedCylinderShape> cylinder2 = StaticCast<TaperedCylinderShape>(settings2.Create().Get());
|
||||
|
||||
// Check accessors
|
||||
CHECK(cylinder1->GetTopRadius() == cRadius);
|
||||
CHECK(cylinder1->GetBottomRadius() == 0.0f);
|
||||
CHECK(cylinder1->GetConvexRadius() == 0.0f);
|
||||
CHECK_APPROX_EQUAL(cylinder1->GetHalfHeight(), 0.5f * cHeight);
|
||||
|
||||
MassProperties m1 = cylinder1->GetMassProperties();
|
||||
MassProperties m2 = cylinder2->GetMassProperties();
|
||||
|
||||
// Mass/inertia is the same for both shapes because they are mirrored versions (inertia is calculated from COM)
|
||||
CHECK_APPROX_EQUAL(m1.mMass, m2.mMass);
|
||||
CHECK_APPROX_EQUAL(m1.mInertia, m2.mInertia);
|
||||
|
||||
// Center of mass for a cone is at 1/4 h (if cone runs from -h/2 to h/2)
|
||||
// See: https://www.miniphysics.com/uy1-centre-of-mass-of-a-cone.html
|
||||
Vec3 expected_com1(0, cHeight / 4.0f, 0);
|
||||
Vec3 expected_com2 = -expected_com1;
|
||||
CHECK_APPROX_EQUAL(cylinder1->GetCenterOfMass(), expected_com1);
|
||||
CHECK_APPROX_EQUAL(cylinder2->GetCenterOfMass(), expected_com2);
|
||||
|
||||
// Mass of cone
|
||||
float expected_mass = cDensity * JPH_PI * Square(cRadius) * cHeight / 3.0f;
|
||||
CHECK_APPROX_EQUAL(expected_mass, m1.mMass);
|
||||
|
||||
// Inertia of cone (according to https://en.wikipedia.org/wiki/List_of_moments_of_inertia)
|
||||
float expected_inertia_xx = expected_mass * (3.0f / 20.0f * Square(cRadius) + 3.0f / 80.0f * Square(cHeight));
|
||||
float expected_inertia_yy = expected_mass * (3.0f / 10.0f * Square(cRadius));
|
||||
CHECK_APPROX_EQUAL(expected_inertia_xx, m1.mInertia(0, 0), 1.0e-3f);
|
||||
CHECK_APPROX_EQUAL(expected_inertia_yy, m1.mInertia(1, 1), 1.0e-3f);
|
||||
CHECK_APPROX_EQUAL(expected_inertia_xx, m1.mInertia(2, 2), 1.0e-3f);
|
||||
}
|
||||
|
||||
TEST_CASE("TestCollidePoint")
|
||||
{
|
||||
const float cTopRadius = 3.0f;
|
||||
const float cBottomRadius = 5.0f;
|
||||
const float cHalfHeight = 3.5f;
|
||||
|
||||
RefConst<Shape> shape = TaperedCylinderShapeSettings(cHalfHeight, cTopRadius, cBottomRadius).Create().Get();
|
||||
|
||||
auto test_inside = [shape](Vec3Arg inPoint)
|
||||
{
|
||||
AllHitCollisionCollector<CollidePointCollector> collector;
|
||||
shape->CollidePoint(inPoint - shape->GetCenterOfMass(), SubShapeIDCreator(), collector);
|
||||
CHECK(collector.mHits.size() == 1);
|
||||
};
|
||||
|
||||
auto test_outside = [shape](Vec3Arg inPoint)
|
||||
{
|
||||
AllHitCollisionCollector<CollidePointCollector> collector;
|
||||
shape->CollidePoint(inPoint - shape->GetCenterOfMass(), SubShapeIDCreator(), collector);
|
||||
CHECK(collector.mHits.size() == 0);
|
||||
};
|
||||
|
||||
constexpr float cEpsilon = 1.0e-3f;
|
||||
|
||||
test_inside(Vec3::sZero());
|
||||
|
||||
// Top plane
|
||||
test_inside(Vec3(0, cHalfHeight - cEpsilon, 0));
|
||||
test_outside(Vec3(0, cHalfHeight + cEpsilon, 0));
|
||||
|
||||
// Bottom plane
|
||||
test_inside(Vec3(0, -cHalfHeight + cEpsilon, 0));
|
||||
test_outside(Vec3(0, -cHalfHeight - cEpsilon, 0));
|
||||
|
||||
// COM plane
|
||||
test_inside(Vec3(0.5f * (cTopRadius + cBottomRadius) - cEpsilon, 0, 0));
|
||||
test_outside(Vec3(0.5f * (cTopRadius + cBottomRadius) + cEpsilon, 0, 0));
|
||||
|
||||
// At quarter h above COM plane
|
||||
float h = 0.5f * cHalfHeight;
|
||||
float r = cBottomRadius + (cTopRadius - cBottomRadius) * (h + cHalfHeight) / (2.0f * cHalfHeight);
|
||||
test_inside(Vec3(0, h, r - cEpsilon));
|
||||
test_outside(Vec3(0, h, r + cEpsilon));
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user