Files
CosmicEngine/lib/All/JoltPhysics/Samples/Tests/Shapes/StaticCompoundShapeTest.cpp

63 lines
3.0 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <Tests/Shapes/StaticCompoundShapeTest.h>
#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.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/TaperedCapsuleShape.h>
#include <Jolt/Physics/Collision/Shape/CylinderShape.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Layers.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(StaticCompoundShapeTest)
{
JPH_ADD_BASE_CLASS(StaticCompoundShapeTest, Test)
}
void StaticCompoundShapeTest::Initialize()
{
// Floor
CreateFloor();
// Simple compound
Ref<StaticCompoundShapeSettings> compound_shape1 = new StaticCompoundShapeSettings;
compound_shape1->AddShape(Vec3::sZero(), Quat::sIdentity(), new CapsuleShape(5, 1));
compound_shape1->AddShape(Vec3(0, -5, 0), Quat::sIdentity(), new SphereShape(2));
compound_shape1->AddShape(Vec3(0, 5, 0), Quat::sIdentity(), new SphereShape(2));
// Compound with sub compound and rotation
Ref<StaticCompoundShapeSettings> sub_compound = new StaticCompoundShapeSettings;
sub_compound->AddShape(Vec3(0, 1.5f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new BoxShape(Vec3(1.5f, 0.25f, 0.2f)));
sub_compound->AddShape(Vec3(1.5f, 0, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new CylinderShape(1.5f, 0.2f));
sub_compound->AddShape(Vec3(0, 0, 1.5f), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), new TaperedCapsuleShapeSettings(1.5f, 0.25f, 0.2f));
Ref<StaticCompoundShapeSettings> compound_shape2 = new StaticCompoundShapeSettings;
compound_shape2->AddShape(Vec3(0, 0, 0), Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), sub_compound);
compound_shape2->AddShape(Vec3(0, -0.1f, 0), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), -0.75f * JPH_PI), sub_compound);
// Compound with large amount of sub shapes
Ref<StaticCompoundShapeSettings> compound_shape3 = new StaticCompoundShapeSettings;
for (int y = -2; y <= 2; ++y)
for (int x = -2; x <= 2; ++x)
for (int z = -2; z <= 2; ++z)
compound_shape3->AddShape(Vec3(0.5f * x, 0.5f * y, 0.5f * z), Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), new BoxShape(Vec3::sReplicate(0.5f)));
Ref<StaticCompoundShapeSettings> shapes[] = { compound_shape1, compound_shape2, compound_shape3 };
for (int i = 0; i < 10; ++i)
for (int j = 0; j < 3; ++j)
{
Quat rotation;
if ((i & 1) == 0)
rotation = Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI);
else
rotation = Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI);
mBodyInterface->CreateAndAddBody(BodyCreationSettings(shapes[j], RVec3(0, 10.0f + 4.0f * i, j * 20.0f), rotation, EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
}
}