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CosmicEngine/lib/All/JoltPhysics/UnitTests/Physics/CastShapeTests.cpp

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include "UnitTestFramework.h"
#include <Jolt/Physics/Collision/ShapeCast.h>
#include <Jolt/Physics/Collision/CastResult.h>
#include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
#include <Jolt/Physics/Collision/Shape/TriangleShape.h>
#include <Jolt/Physics/Collision/Shape/MeshShape.h>
#include <Jolt/Physics/Collision/Shape/ScaledShape.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
#include <Jolt/Physics/Collision/ShapeFilter.h>
#include <Jolt/Physics/Collision/CollisionDispatch.h>
#include <Jolt/Physics/Collision/CastSphereVsTriangles.h>
#include "PhysicsTestContext.h"
#include "Layers.h"
TEST_SUITE("CastShapeTests")
{
/// Helper function that tests a sphere against a triangle
static void sTestCastSphereVertexOrEdge(const Shape *inSphere, Vec3Arg inPosition, Vec3Arg inDirection, const Shape *inTriangle)
{
ShapeCast shape_cast(inSphere, Vec3::sOne(), Mat44::sTranslation(inPosition - inDirection), inDirection);
ShapeCastSettings cast_settings;
cast_settings.mBackFaceModeTriangles = EBackFaceMode::CollideWithBackFaces;
cast_settings.mBackFaceModeConvex = EBackFaceMode::CollideWithBackFaces;
AllHitCollisionCollector<CastShapeCollector> collector;
CollisionDispatch::sCastShapeVsShapeLocalSpace(shape_cast, cast_settings, inTriangle, Vec3::sOne(), ShapeFilter(), Mat44::sIdentity(), SubShapeIDCreator(), SubShapeIDCreator(), collector);
CHECK(collector.mHits.size() == 1);
const ShapeCastResult &result = collector.mHits.back();
CHECK_APPROX_EQUAL(result.mFraction, 1.0f - 0.2f / inDirection.Length(), 1.0e-4f);
CHECK_APPROX_EQUAL(result.mPenetrationAxis.Normalized(), inDirection.Normalized(), 1.0e-3f);
CHECK_APPROX_EQUAL(result.mPenetrationDepth, 0.0f, 1.0e-3f);
CHECK_APPROX_EQUAL(result.mContactPointOn1, inPosition, 1.0e-3f);
CHECK_APPROX_EQUAL(result.mContactPointOn2, inPosition, 1.0e-3f);
}
/// Helper function that tests a sphere against a triangle centered on the origin with normal Z
static void sTestCastSphereTriangle(const Shape *inTriangle)
{
// Create sphere
Ref<Shape> sphere = SphereShapeSettings(0.2f).Create().Get();
{
// Hit front face
ShapeCast shape_cast(sphere, Vec3::sOne(), Mat44::sTranslation(Vec3(0, 0, 15)), Vec3(0, 0, -30));
ShapeCastSettings cast_settings;
cast_settings.mBackFaceModeTriangles = EBackFaceMode::IgnoreBackFaces;
cast_settings.mBackFaceModeConvex = EBackFaceMode::IgnoreBackFaces;
cast_settings.mReturnDeepestPoint = false;
AllHitCollisionCollector<CastShapeCollector> collector;
CollisionDispatch::sCastShapeVsShapeLocalSpace(shape_cast, cast_settings, inTriangle, Vec3::sOne(), ShapeFilter(), Mat44::sIdentity(), SubShapeIDCreator(), SubShapeIDCreator(), collector);
CHECK(collector.mHits.size() == 1);
const ShapeCastResult &result = collector.mHits.back();
CHECK_APPROX_EQUAL(result.mFraction, (15.0f - 0.2f) / 30.0f, 1.0e-4f);
CHECK_APPROX_EQUAL(result.mPenetrationAxis.Normalized(), Vec3(0, 0, -1), 1.0e-3f);
CHECK(result.mPenetrationDepth == 0.0f);
CHECK_APPROX_EQUAL(result.mContactPointOn1, Vec3::sZero(), 1.0e-3f);
CHECK_APPROX_EQUAL(result.mContactPointOn2, Vec3::sZero(), 1.0e-3f);
CHECK(!result.mIsBackFaceHit);
}
{
// Hit back face -> ignored
ShapeCast shape_cast(sphere, Vec3::sOne(), Mat44::sTranslation(Vec3(0, 0, -15)), Vec3(0, 0, 30));
ShapeCastSettings cast_settings;
cast_settings.mBackFaceModeTriangles = EBackFaceMode::IgnoreBackFaces;
cast_settings.mBackFaceModeConvex = EBackFaceMode::IgnoreBackFaces;
cast_settings.mReturnDeepestPoint = false;
AllHitCollisionCollector<CastShapeCollector> collector;
CollisionDispatch::sCastShapeVsShapeLocalSpace(shape_cast, cast_settings, inTriangle, Vec3::sOne(), ShapeFilter(), Mat44::sIdentity(), SubShapeIDCreator(), SubShapeIDCreator(), collector);
CHECK(collector.mHits.empty());
// Hit back face -> collision
cast_settings.mBackFaceModeTriangles = EBackFaceMode::CollideWithBackFaces;
cast_settings.mBackFaceModeConvex = EBackFaceMode::CollideWithBackFaces;
CollisionDispatch::sCastShapeVsShapeLocalSpace(shape_cast, cast_settings, inTriangle, Vec3::sOne(), ShapeFilter(), Mat44::sIdentity(), SubShapeIDCreator(), SubShapeIDCreator(), collector);
CHECK(collector.mHits.size() == 1);
const ShapeCastResult &result = collector.mHits.back();
CHECK_APPROX_EQUAL(result.mFraction, (15.0f - 0.2f) / 30.0f, 1.0e-4f);
CHECK_APPROX_EQUAL(result.mPenetrationAxis.Normalized(), Vec3(0, 0, 1), 1.0e-3f);
CHECK(result.mPenetrationDepth == 0.0f);
CHECK_APPROX_EQUAL(result.mContactPointOn1, Vec3::sZero(), 1.0e-3f);
CHECK_APPROX_EQUAL(result.mContactPointOn2, Vec3::sZero(), 1.0e-3f);
CHECK(result.mIsBackFaceHit);
}
{
// Hit back face while starting in collision -> ignored
ShapeCast shape_cast(sphere, Vec3::sOne(), Mat44::sTranslation(Vec3(0, 0, -0.1f)), Vec3(0, 0, 15));
ShapeCastSettings cast_settings;
cast_settings.mBackFaceModeTriangles = EBackFaceMode::IgnoreBackFaces;
cast_settings.mBackFaceModeConvex = EBackFaceMode::IgnoreBackFaces;
cast_settings.mReturnDeepestPoint = true;
AllHitCollisionCollector<CastShapeCollector> collector;
CollisionDispatch::sCastShapeVsShapeLocalSpace(shape_cast, cast_settings, inTriangle, Vec3::sOne(), ShapeFilter(), Mat44::sIdentity(), SubShapeIDCreator(), SubShapeIDCreator(), collector);
CHECK(collector.mHits.empty());
// Hit back face while starting in collision -> collision
cast_settings.mBackFaceModeTriangles = EBackFaceMode::CollideWithBackFaces;
cast_settings.mBackFaceModeConvex = EBackFaceMode::CollideWithBackFaces;
CollisionDispatch::sCastShapeVsShapeLocalSpace(shape_cast, cast_settings, inTriangle, Vec3::sOne(), ShapeFilter(), Mat44::sIdentity(), SubShapeIDCreator(), SubShapeIDCreator(), collector);
CHECK(collector.mHits.size() == 1);
const ShapeCastResult &result = collector.mHits.back();
CHECK_APPROX_EQUAL(result.mFraction, 0.0f);
CHECK_APPROX_EQUAL(result.mPenetrationAxis.Normalized(), Vec3(0, 0, 1), 1.0e-3f);
CHECK_APPROX_EQUAL(result.mPenetrationDepth, 0.1f, 1.0e-3f);
CHECK_APPROX_EQUAL(result.mContactPointOn1, Vec3(0, 0, 0.1f), 1.0e-3f);
CHECK_APPROX_EQUAL(result.mContactPointOn2, Vec3::sZero(), 1.0e-3f);
CHECK(result.mIsBackFaceHit);
}
// Hit vertex 1, 2 and 3
sTestCastSphereVertexOrEdge(sphere, Vec3(50, 25, 0), Vec3(-10, -10, 0), inTriangle);
sTestCastSphereVertexOrEdge(sphere, Vec3(-50, 25, 0), Vec3(10, -10, 0), inTriangle);
sTestCastSphereVertexOrEdge(sphere, Vec3(0, -25, 0), Vec3(0, 10, 0), inTriangle);
// Hit edge 1, 2 and 3
sTestCastSphereVertexOrEdge(sphere, Vec3(0, 25, 0), Vec3(0, -10, 0), inTriangle); // Edge: Vec3(50, 25, 0), Vec3(-50, 25, 0)
sTestCastSphereVertexOrEdge(sphere, Vec3(-25, 0, 0), Vec3(10, 10, 0), inTriangle); // Edge: Vec3(-50, 25, 0), Vec3(0,-25, 0)
sTestCastSphereVertexOrEdge(sphere, Vec3(25, 0, 0), Vec3(-10, 10, 0), inTriangle); // Edge: Float3(0,-25, 0), Float3(50, 25, 0)
}
TEST_CASE("TestCastSphereTriangle")
{
// Create triangle
Ref<Shape> triangle = TriangleShapeSettings(Vec3(50, 25, 0), Vec3(-50, 25, 0), Vec3(0,-25, 0)).Create().Get();
sTestCastSphereTriangle(triangle);
// Create a triangle mesh shape
Ref<Shape> triangle_mesh = MeshShapeSettings({ Triangle(Float3(50, 25, 0), Float3(-50, 25, 0), Float3(0,-25, 0)) }).Create().Get();
sTestCastSphereTriangle(triangle_mesh);
}
// Test CastShape for a (scaled) sphere vs box
TEST_CASE("TestCastShapeSphereVsBox")
{
PhysicsTestContext c;
// Create box to collide against (shape 2)
// The box is scaled up by a factor 10 in the X axis and then rotated so that the X axis is up
BoxShapeSettings box(Vec3::sOne());
box.SetEmbedded();
ScaledShapeSettings scaled_box(&box, Vec3(10, 1, 1));
scaled_box.SetEmbedded();
Body &body2 = c.CreateBody(&scaled_box, RVec3(0, 1, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, EActivation::DontActivate);
// Set settings
ShapeCastSettings settings;
settings.mReturnDeepestPoint = true;
settings.mBackFaceModeTriangles = EBackFaceMode::CollideWithBackFaces;
settings.mBackFaceModeConvex = EBackFaceMode::CollideWithBackFaces;
{
// Create shape cast
Ref<Shape> normal_sphere = new SphereShape(1.0f);
RShapeCast shape_cast { normal_sphere, Vec3::sOne(), RMat44::sTranslation(RVec3(0, 11, 0)), Vec3(0, 1, 0) };
// Shape is intersecting at the start
AllHitCollisionCollector<CastShapeCollector> collector;
c.GetSystem()->GetNarrowPhaseQuery().CastShape(shape_cast, settings, RVec3::sZero(), collector);
CHECK(collector.mHits.size() == 1);
const ShapeCastResult &result = collector.mHits.front();
CHECK(result.mBodyID2 == body2.GetID());
CHECK_APPROX_EQUAL(result.mFraction, 0.0f);
CHECK_APPROX_EQUAL(result.mPenetrationAxis.Normalized(), Vec3(0, -1, 0), 1.0e-3f);
CHECK_APPROX_EQUAL(result.mPenetrationDepth, 1.0f, 1.0e-5f);
CHECK_APPROX_EQUAL(result.mContactPointOn1, Vec3(0, 10, 0), 1.0e-3f);
CHECK_APPROX_EQUAL(result.mContactPointOn2, Vec3(0, 11, 0), 1.0e-3f);
CHECK(!result.mIsBackFaceHit);
}
{
// This repeats the same test as above but uses scaling at all levels and validate that the penetration depth is still correct
Ref<Shape> scaled_sphere = new ScaledShape(new SphereShape(0.1f), Vec3::sReplicate(5.0f));
RShapeCast shape_cast { scaled_sphere, Vec3::sReplicate(2.0f), RMat44::sTranslation(RVec3(0, 11, 0)), Vec3(0, 1, 0) };
// Shape is intersecting at the start
AllHitCollisionCollector<CastShapeCollector> collector;
c.GetSystem()->GetNarrowPhaseQuery().CastShape(shape_cast, settings, RVec3::sZero(), collector);
CHECK(collector.mHits.size() == 1);
const ShapeCastResult &result = collector.mHits.front();
CHECK(result.mBodyID2 == body2.GetID());
CHECK_APPROX_EQUAL(result.mFraction, 0.0f);
CHECK_APPROX_EQUAL(result.mPenetrationAxis.Normalized(), Vec3(0, -1, 0), 1.0e-3f);
CHECK_APPROX_EQUAL(result.mPenetrationDepth, 1.0f, 1.0e-5f);
CHECK_APPROX_EQUAL(result.mContactPointOn1, Vec3(0, 10, 0), 1.0e-3f);
CHECK_APPROX_EQUAL(result.mContactPointOn2, Vec3(0, 11, 0), 1.0e-3f);
CHECK(!result.mIsBackFaceHit);
}
}
// Test CastShape ordering according to penetration depth
TEST_CASE("TestCastShapePenetrationDepthOrdering")
{
PhysicsTestContext c;
// Create box to collide against (shape 2)
BoxShapeSettings box(Vec3(0.1f, 2.0f, 2.0f));
box.SetEmbedded();
// Create 10 boxes that are 0.2 thick in the X axis and 4 in Y and Z, put them all next to each other on the X axis starting from X = 0 going to X = 2
Array<Body *> bodies;
for (int i = 0; i < 10; ++i)
bodies.push_back(&c.CreateBody(&box, RVec3(0.1f + 0.2f * i, 0, 0), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, EActivation::DontActivate));
// Set settings
ShapeCastSettings settings;
settings.mReturnDeepestPoint = true;
settings.mBackFaceModeTriangles = EBackFaceMode::CollideWithBackFaces;
settings.mBackFaceModeConvex = EBackFaceMode::CollideWithBackFaces;
settings.mCollisionTolerance = 1.0e-5f; // Increased precision
settings.mPenetrationTolerance = 1.0e-5f;
{
// Create shape cast in X from -5 to 5
RefConst<Shape> sphere = new SphereShape(1.0f);
RShapeCast shape_cast { sphere, Vec3::sOne(), RMat44::sTranslation(RVec3(-5, 0, 0)), Vec3(10, 0, 0) };
// We should hit the first body
ClosestHitCollisionCollector<CastShapeCollector> collector;
c.GetSystem()->GetNarrowPhaseQuery().CastShape(shape_cast, settings, RVec3::sZero(), collector);
CHECK(collector.HadHit());
CHECK(collector.mHit.mBodyID2 == bodies.front()->GetID());
CHECK_APPROX_EQUAL(collector.mHit.mFraction, 4.0f / 10.0f);
CHECK(collector.mHit.mPenetrationAxis.Normalized().Dot(Vec3(1, 0, 0)) > Cos(DegreesToRadians(1.0f)));
CHECK_APPROX_EQUAL(collector.mHit.mPenetrationDepth, 0.0f);
CHECK_APPROX_EQUAL(collector.mHit.mContactPointOn1, Vec3(0, 0, 0), 2.0e-3f);
CHECK_APPROX_EQUAL(collector.mHit.mContactPointOn2, Vec3(0, 0, 0), 2.0e-3f);
CHECK(!collector.mHit.mIsBackFaceHit);
}
{
// Create shape cast in X from 5 to -5
RefConst<Shape> sphere = new SphereShape(1.0f);
RShapeCast shape_cast { sphere, Vec3::sOne(), RMat44::sTranslation(RVec3(5, 0, 0)), Vec3(-10, 0, 0) };
// We should hit the last body
ClosestHitCollisionCollector<CastShapeCollector> collector;
c.GetSystem()->GetNarrowPhaseQuery().CastShape(shape_cast, settings, RVec3::sZero(), collector);
CHECK(collector.HadHit());
CHECK(collector.mHit.mBodyID2 == bodies.back()->GetID());
CHECK_APPROX_EQUAL(collector.mHit.mFraction, 2.0f / 10.0f, 1.0e-4f);
CHECK(collector.mHit.mPenetrationAxis.Normalized().Dot(Vec3(-1, 0, 0)) > Cos(DegreesToRadians(1.0f)));
CHECK_APPROX_EQUAL(collector.mHit.mPenetrationDepth, 0.0f);
CHECK_APPROX_EQUAL(collector.mHit.mContactPointOn1, Vec3(2, 0, 0), 4.0e-4f);
CHECK_APPROX_EQUAL(collector.mHit.mContactPointOn2, Vec3(2, 0, 0), 4.0e-4f);
CHECK(!collector.mHit.mIsBackFaceHit);
}
{
// Create shape cast in X from 1.05 to 11, this should intersect with all bodies and have deepest penetration in bodies[5]
RefConst<Shape> sphere = new SphereShape(1.0f);
RShapeCast shape_cast { sphere, Vec3::sOne(), RMat44::sTranslation(RVec3(1.05_r, 0, 0)), Vec3(10, 0, 0) };
// We should hit bodies[5]
AllHitCollisionCollector<CastShapeCollector> collector;
c.GetSystem()->GetNarrowPhaseQuery().CastShape(shape_cast, settings, RVec3::sZero(), collector);
collector.Sort();
CHECK(collector.mHits.size() == 10);
const ShapeCastResult &result = collector.mHits.front();
CHECK(result.mBodyID2 == bodies[5]->GetID());
CHECK_APPROX_EQUAL(result.mFraction, 0.0f);
CHECK(result.mPenetrationAxis.Normalized().Dot(Vec3(1, 0, 0)) > Cos(DegreesToRadians(1.0f)));
CHECK_APPROX_EQUAL(result.mPenetrationDepth, 1.05f);
CHECK_APPROX_EQUAL(result.mContactPointOn1, Vec3(2.05f, 0, 0), 2.0e-5f); // Box starts at 1.0, center of sphere adds 0.05, radius of sphere is 1
CHECK_APPROX_EQUAL(result.mContactPointOn2, Vec3(1.0f, 0, 0), 2.0e-5f); // Box starts at 1.0
CHECK(!result.mIsBackFaceHit);
}
}
// Test casting a capsule against a mesh that is intersecting at fraction 0 and test that it returns the deepest penetration
TEST_CASE("TestDeepestPenetrationAtFraction0")
{
// Create an n x n grid of triangles
const int n = 10;
const float s = 0.1f;
TriangleList triangles;
for (int z = 0; z < n; ++z)
for (int x = 0; x < n; ++x)
{
float fx = s * x - s * n / 2, fz = s * z - s * n / 2;
triangles.push_back(Triangle(Vec3(fx, 0, fz), Vec3(fx, 0, fz + s), Vec3(fx + s, 0, fz + s)));
triangles.push_back(Triangle(Vec3(fx, 0, fz), Vec3(fx + s, 0, fz + s), Vec3(fx + s, 0, fz)));
}
MeshShapeSettings mesh_settings(triangles);
mesh_settings.SetEmbedded();
// Create a compound shape with two copies of the mesh
StaticCompoundShapeSettings compound_settings;
compound_settings.AddShape(Vec3::sZero(), Quat::sIdentity(), &mesh_settings);
compound_settings.AddShape(Vec3(0, -0.01f, 0), Quat::sIdentity(), &mesh_settings); // This will not result in the deepest penetration
compound_settings.SetEmbedded();
// Add it to the scene
PhysicsTestContext c;
c.CreateBody(&compound_settings, RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, EActivation::DontActivate);
// Add the same compound a little bit lower (this will not result in the deepest penetration)
c.CreateBody(&compound_settings, RVec3(0, -0.1_r, 0), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, EActivation::DontActivate);
// We want the deepest hit
ShapeCastSettings cast_settings;
cast_settings.mReturnDeepestPoint = true;
// Create capsule to test
const float capsule_half_height = 2.0f;
const float capsule_radius = 1.0f;
RefConst<Shape> cast_shape = new CapsuleShape(capsule_half_height, capsule_radius);
// Cast the shape starting inside the mesh with a long distance so that internally in the mesh shape the RayAABox4 test will return a low negative fraction.
// This used to be confused with the penetration depth and would cause an early out and return the wrong result.
const float capsule_offset = 0.1f;
RShapeCast shape_cast(cast_shape, Vec3::sOne(), RMat44::sTranslation(RVec3(0, capsule_half_height + capsule_offset, 0)), Vec3(0, -100, 0));
// Cast first using the closest hit collector
ClosestHitCollisionCollector<CastShapeCollector> collector;
c.GetSystem()->GetNarrowPhaseQuery().CastShape(shape_cast, cast_settings, RVec3::sZero(), collector);
// Check that it indeed found a hit at fraction 0 with the deepest penetration of all triangles
CHECK(collector.HadHit());
CHECK(collector.mHit.mFraction == 0.0f);
CHECK_APPROX_EQUAL(collector.mHit.mPenetrationDepth, capsule_radius - capsule_offset, 1.0e-4f);
CHECK_APPROX_EQUAL(collector.mHit.mPenetrationAxis.Normalized(), Vec3(0, -1, 0));
CHECK_APPROX_EQUAL(collector.mHit.mContactPointOn2, Vec3::sZero());
// Cast again while triggering a force early out after the first hit
class MyCollector : public CastShapeCollector
{
public:
virtual void AddHit(const ShapeCastResult &inResult) override
{
++mNumHits;
ForceEarlyOut();
}
int mNumHits = 0;
};
MyCollector collector2;
c.GetSystem()->GetNarrowPhaseQuery().CastShape(shape_cast, cast_settings, RVec3::sZero(), collector2);
// Ensure that we indeed stopped after the first hit
CHECK(collector2.mNumHits == 1);
}
// Test a problem case where a sphere cast would incorrectly hit a degenerate triangle (see: https://github.com/jrouwe/JoltPhysics/issues/886)
TEST_CASE("TestCastSphereVsDegenerateTriangle")
{
AllHitCollisionCollector<CastShapeCollector> collector;
SphereShape sphere(0.2f);
sphere.SetEmbedded();
ShapeCast cast(&sphere, Vec3::sOne(), Mat44::sTranslation(Vec3(14.8314590f, 8.19055080f, -4.30825043f)), Vec3(-0.0988006592f, 5.96046448e-08f, 0.000732421875f));
ShapeCastSettings settings;
CastSphereVsTriangles caster(cast, settings, Vec3::sOne(), Mat44::sIdentity(), { }, collector);
caster.Cast(Vec3(14.5536213f, 10.5973721f, -0.00600051880f), Vec3(14.5536213f, 10.5969315f, -3.18638134f), Vec3(14.5536213f, 10.5969315f, -5.18637228f), 0b111, SubShapeID());
CHECK(!collector.HadHit());
}
// Test ClosestHitPerBodyCollisionCollector
TEST_CASE("TestClosestHitPerBodyCollisionCollector")
{
PhysicsTestContext c;
// Create a 1 by 1 by 1 box consisting of 10 slabs
StaticCompoundShapeSettings compound_settings;
compound_settings.SetEmbedded();
for (int i = 0; i < 10; ++i)
compound_settings.AddShape(Vec3(0.1f * i - 0.45f, 0, 0), Quat::sIdentity(), new BoxShape(Vec3(0.05f, 0.5f, 0.5f)));
// Create 2 instances
Body &body1 = c.CreateBody(&compound_settings, RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, EActivation::DontActivate);
Body &body2 = c.CreateBody(&compound_settings, RVec3(1.0_r, 0, 0), Quat::sIdentity(), EMotionType::Static, EMotionQuality::Discrete, Layers::NON_MOVING, EActivation::DontActivate);
ShapeCastSettings cast_settings;
SphereShape sphere(0.1f);
sphere.SetEmbedded();
// Override ClosestHitPerBodyCollisionCollector so that we can count the number of calls to AddHit
class MyClosestHitPerBodyCollisionCollector : public ClosestHitPerBodyCollisionCollector<CastShapeCollector>
{
public:
virtual void AddHit(const ResultType &inResult) override
{
ClosestHitPerBodyCollisionCollector<CastShapeCollector>::AddHit(inResult);
++mNumCalls;
}
int mNumCalls = 0;
};
{
RShapeCast shape_cast(&sphere, Vec3::sOne(), RMat44::sTranslation(RVec3(-1, 0, 0)), Vec3(3, 0, 0));
// Check that the all hit collector finds 20 hits (2 x 10 slabs)
AllHitCollisionCollector<CastShapeCollector> all_collector;
c.GetSystem()->GetNarrowPhaseQuery().CastShape(shape_cast, cast_settings, RVec3::sZero(), all_collector);
all_collector.Sort();
CHECK(all_collector.mHits.size() == 20);
for (int i = 0; i < 10; ++i)
{
CHECK(all_collector.mHits[i].mBodyID2 == body1.GetID());
CHECK_APPROX_EQUAL(all_collector.mHits[i].mContactPointOn1, Vec3(-0.5f + 0.1f * i, 0, 0));
}
for (int i = 0; i < 10; ++i)
{
CHECK(all_collector.mHits[10 + i].mBodyID2 == body2.GetID());
CHECK_APPROX_EQUAL(all_collector.mHits[10 + i].mContactPointOn1, Vec3(0.5f + 0.1f * i, 0, 0));
}
// Check that the closest hit per body collector only finds 2
MyClosestHitPerBodyCollisionCollector closest_collector;
c.GetSystem()->GetNarrowPhaseQuery().CastShape(shape_cast, cast_settings, RVec3::sZero(), closest_collector);
CHECK(closest_collector.mNumCalls == 2); // Spatial ordering by the broad phase and compound shape and the early out value should have resulted in only 2 calls to AddHit
closest_collector.Sort();
CHECK(closest_collector.mHits.size() == 2);
CHECK(closest_collector.mHits[0].mBodyID2 == body1.GetID());
CHECK_APPROX_EQUAL(closest_collector.mHits[0].mContactPointOn1, Vec3(-0.5f, 0, 0));
CHECK(closest_collector.mHits[1].mBodyID2 == body2.GetID());
CHECK_APPROX_EQUAL(closest_collector.mHits[1].mContactPointOn1, Vec3(0.5f, 0, 0));
}
{
// Cast in reverse direction
RShapeCast shape_cast(&sphere, Vec3::sOne(), RMat44::sTranslation(RVec3(2, 0, 0)), Vec3(-3, 0, 0));
// Check that the all hit collector finds 20 hits (2 x 10 slabs)
AllHitCollisionCollector<CastShapeCollector> all_collector;
c.GetSystem()->GetNarrowPhaseQuery().CastShape(shape_cast, cast_settings, RVec3::sZero(), all_collector);
all_collector.Sort();
CHECK(all_collector.mHits.size() == 20);
for (int i = 0; i < 10; ++i)
{
CHECK(all_collector.mHits[i].mBodyID2 == body2.GetID());
CHECK_APPROX_EQUAL(all_collector.mHits[i].mContactPointOn1, Vec3(1.5f - 0.1f * i, 0, 0));
}
for (int i = 0; i < 10; ++i)
{
CHECK(all_collector.mHits[10 + i].mBodyID2 == body1.GetID());
CHECK_APPROX_EQUAL(all_collector.mHits[10 + i].mContactPointOn1, Vec3(0.5f - 0.1f * i, 0, 0));
}
// Check that the closest hit per body collector only finds 2
MyClosestHitPerBodyCollisionCollector closest_collector;
c.GetSystem()->GetNarrowPhaseQuery().CastShape(shape_cast, cast_settings, RVec3::sZero(), closest_collector);
CHECK(closest_collector.mNumCalls == 2); // Spatial ordering by the broad phase and compound shape and the early out value should have resulted in only 2 calls to AddHit
closest_collector.Sort();
CHECK(closest_collector.mHits.size() == 2);
CHECK(closest_collector.mHits[0].mBodyID2 == body2.GetID());
CHECK_APPROX_EQUAL(closest_collector.mHits[0].mContactPointOn1, Vec3(1.5f, 0, 0));
CHECK(closest_collector.mHits[1].mBodyID2 == body1.GetID());
CHECK_APPROX_EQUAL(closest_collector.mHits[1].mContactPointOn1, Vec3(0.5f, 0, 0));
}
}
// Test 2D shape cast against a box
TEST_CASE("TestCast2DBoxVsBox")
{
RefConst<Shape> box_shape;
{
float size = 5.0f;
float thickness = 1.0f;
Array<Vec3> points = {
Vec3(-size, -size, thickness),
Vec3(size, -size, thickness),
Vec3(size, size, thickness),
Vec3(-size, size, thickness),
Vec3(-size, -size, -thickness),
Vec3(size, -size, -thickness),
Vec3(size, size, -thickness),
Vec3(-size, size, -thickness),
};
ConvexHullShapeSettings box_shape_settings(points);
box_shape_settings.SetEmbedded();
box_shape_settings.mMaxConvexRadius = 0.0f;
box_shape = box_shape_settings.Create().Get();
}
RefConst<Shape> cast_shape;
{
float size = 1.0f;
Array<Vec3> points = {
Vec3(-size, -size, 0),
Vec3(size, -size, 0),
Vec3(size, size, 0),
Vec3(-size, size, 0),
};
ConvexHullShapeSettings cast_shape_settings(points);
cast_shape_settings.SetEmbedded();
cast_shape_settings.mMaxConvexRadius = 0.0f;
cast_shape = cast_shape_settings.Create().Get();
}
// The 2d box cast touches the surface of the box at the start and moves into it
ShapeCastSettings settings;
settings.mReturnDeepestPoint = true;
ShapeCast shape_cast(cast_shape, Vec3::sOne(), Mat44::sTranslation(Vec3(0, 0, 1)), Vec3(0, 0, -10));
ClosestHitCollisionCollector<CastShapeCollector> cast_shape_collector;
CollisionDispatch::sCastShapeVsShapeLocalSpace(shape_cast, settings, box_shape, Vec3::sOne(), ShapeFilter(), Mat44::sIdentity(), SubShapeIDCreator(), SubShapeIDCreator(), cast_shape_collector);
CHECK(cast_shape_collector.HadHit());
CHECK(cast_shape_collector.mHit.mFraction == 0.0f);
CHECK_APPROX_EQUAL(cast_shape_collector.mHit.mPenetrationAxis.Normalized(), Vec3(0, 0, -1));
CHECK_APPROX_EQUAL(cast_shape_collector.mHit.mPenetrationDepth, 0.0f);
CHECK_APPROX_EQUAL(cast_shape_collector.mHit.mContactPointOn1, Vec3(0, 0, 1), 1.0e-4f);
CHECK_APPROX_EQUAL(cast_shape_collector.mHit.mContactPointOn2, Vec3(0, 0, 1), 1.0e-4f);
}
}