127 lines
5.1 KiB
C++
127 lines
5.1 KiB
C++
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include <TestFramework.h>
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#include <Tests/Constraints/HingeConstraintTest.h>
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#include <Jolt/Physics/Collision/Shape/BoxShape.h>
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#include <Jolt/Physics/Collision/GroupFilterTable.h>
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#include <Jolt/Physics/Constraints/HingeConstraint.h>
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#include <Jolt/Physics/Body/BodyCreationSettings.h>
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#include <Layers.h>
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JPH_IMPLEMENT_RTTI_VIRTUAL(HingeConstraintTest)
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{
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JPH_ADD_BASE_CLASS(HingeConstraintTest, Test)
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}
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void HingeConstraintTest::Initialize()
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{
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// Floor
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CreateFloor();
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float box_size = 4.0f;
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RefConst<Shape> box = new BoxShape(Vec3::sReplicate(0.5f * box_size));
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constexpr int cChainLength = 15;
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constexpr float cMinAngle = DegreesToRadians(-10.0f);
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constexpr float cMaxAngle = DegreesToRadians(20.0f);
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// Build a collision group filter that disables collision between adjacent bodies
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Ref<GroupFilterTable> group_filter = new GroupFilterTable(cChainLength);
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for (CollisionGroup::SubGroupID i = 0; i < cChainLength - 1; ++i)
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group_filter->DisableCollision(i, i + 1);
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// Bodies attached through hinge constraints
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for (int randomness = 0; randomness < 2; ++randomness)
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{
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CollisionGroup::GroupID group_id = CollisionGroup::GroupID(randomness);
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RVec3 position(0, 50, -randomness * 20.0f);
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Body &top = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
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top.SetCollisionGroup(CollisionGroup(group_filter, group_id, 0));
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mBodyInterface->AddBody(top.GetID(), EActivation::DontActivate);
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default_random_engine random;
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uniform_real_distribution<float> displacement(-1.0f, 1.0f);
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Body *prev = ⊤
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for (int i = 1; i < cChainLength; ++i)
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{
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Quat rotation;
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if (randomness == 0)
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{
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position += Vec3(box_size, 0, 0);
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rotation = Quat::sIdentity();
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}
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else
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{
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position += Vec3(box_size + abs(displacement(random)), displacement(random), displacement(random));
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rotation = Quat::sRandom(random);
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}
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Body &segment = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, rotation, EMotionType::Dynamic, Layers::MOVING));
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segment.SetCollisionGroup(CollisionGroup(group_filter, group_id, CollisionGroup::SubGroupID(i)));
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mBodyInterface->AddBody(segment.GetID(), EActivation::Activate);
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HingeConstraintSettings settings;
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if ((i & 1) == 0)
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{
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settings.mPoint1 = settings.mPoint2 = position + Vec3(-0.5f * box_size, 0, 0.5f * box_size);
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settings.mHingeAxis1 = settings.mHingeAxis2 = Vec3::sAxisY();
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settings.mNormalAxis1 = settings.mNormalAxis2 = Vec3::sAxisX();
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}
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else
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{
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settings.mPoint1 = settings.mPoint2 = position + Vec3(-0.5f * box_size, -0.5f * box_size, 0);
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settings.mHingeAxis1 = settings.mHingeAxis2 = Vec3::sAxisZ();
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settings.mNormalAxis1 = settings.mNormalAxis2 = Vec3::sAxisX();
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}
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settings.mLimitsMin = cMinAngle;
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settings.mLimitsMax = cMaxAngle;
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mPhysicsSystem->AddConstraint(settings.Create(*prev, segment));
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prev = &segment;
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}
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}
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{
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// Two bodies connected with a hard hinge
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Body *body1 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sOne()), RVec3(4, 5, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
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body1->SetCollisionGroup(CollisionGroup(group_filter, 0, 0));
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mBodyInterface->AddBody(body1->GetID(), EActivation::DontActivate);
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Body *body2 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sOne()), RVec3(6, 5, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
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body2->SetCollisionGroup(CollisionGroup(group_filter, 0, 1));
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mBodyInterface->AddBody(body2->GetID(), EActivation::Activate);
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HingeConstraintSettings hinge;
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hinge.mPoint1 = hinge.mPoint2 = RVec3(5, 4, 0);
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hinge.mHingeAxis1 = hinge.mHingeAxis2 = Vec3::sAxisZ();
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hinge.mNormalAxis1 = hinge.mNormalAxis2 = Vec3::sAxisY();
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hinge.mLimitsMin = DegreesToRadians(-10.0f);
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hinge.mLimitsMax = DegreesToRadians(110.0f);
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mPhysicsSystem->AddConstraint(hinge.Create(*body1, *body2));
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}
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{
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// Two bodies connected with a soft hinge
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Body *body1 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sOne()), RVec3(10, 5, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
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body1->SetCollisionGroup(CollisionGroup(group_filter, 0, 0));
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mBodyInterface->AddBody(body1->GetID(), EActivation::DontActivate);
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Body *body2 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sOne()), RVec3(12, 5, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
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body2->SetCollisionGroup(CollisionGroup(group_filter, 0, 1));
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mBodyInterface->AddBody(body2->GetID(), EActivation::Activate);
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HingeConstraintSettings hinge;
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hinge.mPoint1 = hinge.mPoint2 = RVec3(11, 4, 0);
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hinge.mHingeAxis1 = hinge.mHingeAxis2 = Vec3::sAxisZ();
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hinge.mNormalAxis1 = hinge.mNormalAxis2 = Vec3::sAxisY();
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hinge.mLimitsMin = DegreesToRadians(-10.0f);
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hinge.mLimitsMax = DegreesToRadians(110.0f);
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hinge.mLimitsSpringSettings.mFrequency = 1.0f;
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hinge.mLimitsSpringSettings.mDamping = 0.5f;
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mPhysicsSystem->AddConstraint(hinge.Create(*body1, *body2));
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}
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}
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