Files
CosmicEngine/lib/All/JoltPhysics/Samples/Tests/ScaledShapes/DynamicScaledShape.cpp

66 lines
2.4 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2024 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <Tests/ScaledShapes/DynamicScaledShape.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <Jolt/Physics/Collision/Shape/ScaledShape.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Layers.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(DynamicScaledShape)
{
JPH_ADD_BASE_CLASS(DynamicScaledShape, Test)
}
void DynamicScaledShape::Initialize()
{
// Floor
CreateHeightFieldTerrain();
// Create scaled sphere
RefConst<Shape> scaled_sphere_shape = new ScaledShape(new SphereShape(2.0f), Vec3::sOne());
mBodyID = mBodyInterface->CreateAndAddBody(BodyCreationSettings(scaled_sphere_shape, RVec3(0, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
}
void DynamicScaledShape::PrePhysicsUpdate(const PreUpdateParams &inParams)
{
// Update time
mTime += inParams.mDeltaTime;
BodyLockWrite lock(mPhysicsSystem->GetBodyLockInterface(), mBodyID);
if (lock.Succeeded())
{
Body &body = lock.GetBody();
// Fetch the inner shape
// Note that we know here that the inner shape is the original shape, but if you're scaling a CompoundShape non-uniformly the inner shape
// may be a new compound shape with the scale baked into the children. In this case you need to keep track of your original shape yourself.
JPH_ASSERT(body.GetShape()->GetSubType() == EShapeSubType::Scaled);
const ScaledShape *scaled_shape = static_cast<const ScaledShape *>(body.GetShape());
const Shape *non_scaled_shape = scaled_shape->GetInnerShape();
// Rescale the sphere
float new_scale = 1.0f + 0.5f * Sin(mTime);
Shape::ShapeResult new_shape = non_scaled_shape->ScaleShape(Vec3::sReplicate(new_scale));
JPH_ASSERT(new_shape.IsValid()); // We're uniformly scaling a sphere, this should always succeed
// Note: Using non-locking interface here because we already have the lock
// Also note that scaling shapes may cause simulation issues as the bodies can get stuck when they get bigger.
// Recalculating mass every frame can also be an expensive operation.
mPhysicsSystem->GetBodyInterfaceNoLock().SetShape(body.GetID(), new_shape.Get(), true, EActivation::Activate);
}
}
void DynamicScaledShape::SaveState(StateRecorder &inStream) const
{
inStream.Write(mTime);
}
void DynamicScaledShape::RestoreState(StateRecorder &inStream)
{
inStream.Read(mTime);
}