Files

158 lines
5.9 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <Tests/General/FunnelTest.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
#include <Jolt/Physics/Collision/Shape/TaperedCapsuleShape.h>
#include <Jolt/Physics/Collision/Shape/CylinderShape.h>
#include <Jolt/Physics/Collision/Shape/TaperedCylinderShape.h>
#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
#include <Jolt/Physics/Collision/Shape/ScaledShape.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <random>
#include <Layers.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(FunnelTest)
{
JPH_ADD_BASE_CLASS(FunnelTest, Test)
}
void FunnelTest::Initialize()
{
RefConst<Shape> box = new BoxShape(Vec3(50, 1, 50), 0.0f);
// Funnel
for (int i = 0; i < 4; ++i)
{
Quat rotation = Quat::sRotation(Vec3::sAxisY(), 0.5f * JPH_PI * i);
mBodyInterface->CreateAndAddBody(BodyCreationSettings(box, RVec3(rotation * Vec3(25, 25, 0)), rotation * Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
}
default_random_engine random;
uniform_real_distribution<float> feature_size(0.1f, 2.0f);
uniform_real_distribution<float> position_variation(-40, 40);
uniform_real_distribution<float> scale_variation(-1.5f, 1.5f);
// Random scale
Vec3 scale(scale_variation(random), scale_variation(random), scale_variation(random));
// Make it minimally -0.5 or 0.5 depending on the sign
scale += Vec3::sSelect(Vec3::sReplicate(-0.5f), Vec3::sReplicate(0.5f), Vec3::sGreaterOrEqual(scale, Vec3::sZero()));
RefConst<Shape> shape;
for (int i = 0; i < 1000; ++i)
{
switch (random() % 10)
{
case 0:
{
shape = new SphereShape(feature_size(random));
scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
break;
}
case 1:
{
shape = new BoxShape(Vec3(feature_size(random), feature_size(random), feature_size(random)));
break;
}
case 2:
{
// Create random points
Array<Vec3> points;
for (int j = 0; j < 20; ++j)
points.push_back(feature_size(random) * Vec3::sRandom(random));
shape = ConvexHullShapeSettings(points).Create().Get();
break;
}
case 3:
{
shape = new CapsuleShape(0.5f * feature_size(random), feature_size(random));
scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
break;
}
case 4:
{
float top = feature_size(random);
float bottom = feature_size(random);
float half_height = max(0.5f * feature_size(random), 0.5f * abs(top - bottom) + 0.001f);
shape = TaperedCapsuleShapeSettings(half_height, top, bottom).Create().Get();
scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
break;
}
case 5:
{
shape = new CylinderShape(0.5f * feature_size(random), feature_size(random));
scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_Y, SWIZZLE_X>(); // Scale X must be same as Z
break;
}
case 6:
{
shape = TaperedCylinderShapeSettings(0.5f * feature_size(random), feature_size(random), feature_size(random)).Create().Get();
scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_Y, SWIZZLE_X>(); // Scale X must be same as Z
break;
}
case 7:
{
shape = TaperedCylinderShapeSettings(0.5f * feature_size(random), 0.0f, feature_size(random), 0.0f).Create().Get();
scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_Y, SWIZZLE_X>(); // Scale X must be same as Z
break;
}
case 8:
{
// Simple compound
StaticCompoundShapeSettings compound_shape_settings;
compound_shape_settings.AddShape(Vec3::sZero(), Quat::sIdentity(), new CapsuleShape(1, 0.1f));
compound_shape_settings.AddShape(Vec3(0, -1, 0), Quat::sIdentity(), new SphereShape(0.5f));
compound_shape_settings.AddShape(Vec3(0, 1, 0), Quat::sIdentity(), new SphereShape(0.5f));
shape = compound_shape_settings.Create().Get();
scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
break;
}
case 9:
{
// Compound with sub compound and rotation
Ref<StaticCompoundShapeSettings> sub_compound = new StaticCompoundShapeSettings();
sub_compound->AddShape(Vec3(0, 0.75f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new BoxShape(Vec3(0.75f, 0.25f, 0.2f)));
sub_compound->AddShape(Vec3(0.75f, 0, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new CylinderShape(0.75f, 0.2f));
sub_compound->AddShape(Vec3(0, 0, 0.75f), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), new TaperedCapsuleShapeSettings(0.75f, 0.25f, 0.2f));
StaticCompoundShapeSettings compound_shape_settings;
compound_shape_settings.AddShape(Vec3(0, 0, 0), Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), sub_compound);
compound_shape_settings.AddShape(Vec3(0, -0.1f, 0), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), -0.75f * JPH_PI), sub_compound);
shape = compound_shape_settings.Create().Get();
scale = scale.Swizzle<SWIZZLE_X, SWIZZLE_X, SWIZZLE_X>(); // Only uniform scale supported
break;
}
}
// Scale the shape
if ((random() % 3) == 0)
shape = new ScaledShape(shape, scale);
RVec3 position(position_variation(random), 100.0f + position_variation(random), position_variation(random));
mBodyInterface->CreateAndAddBody(BodyCreationSettings(shape, position, Quat::sRandom(random), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
}
}
void FunnelTest::GetInitialCamera(CameraState &ioState) const
{
RVec3 cam_tgt = RVec3(0, 50, 0);
ioState.mPos = RVec3(50, 100, 50);
ioState.mForward = Vec3(cam_tgt - ioState.mPos).Normalized();
}