Files
CosmicEngine/lib/All/JoltPhysics/Samples/Tests/Constraints/FixedConstraintTest.cpp

166 lines
6.7 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <Tests/Constraints/FixedConstraintTest.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/GroupFilterTable.h>
#include <Jolt/Physics/Constraints/FixedConstraint.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Layers.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(FixedConstraintTest)
{
JPH_ADD_BASE_CLASS(FixedConstraintTest, Test)
}
void FixedConstraintTest::Initialize()
{
// Floor
CreateFloor();
float box_size = 4.0f;
RefConst<Shape> box = new BoxShape(Vec3::sReplicate(0.5f * box_size));
const int num_bodies = 10;
// Build a collision group filter that disables collision between adjacent bodies
Ref<GroupFilterTable> group_filter = new GroupFilterTable(num_bodies);
for (CollisionGroup::SubGroupID i = 0; i < num_bodies - 1; ++i)
group_filter->DisableCollision(i, i + 1);
// Bodies attached through fixed constraints
for (int randomness = 0; randomness < 2; ++randomness)
{
CollisionGroup::GroupID group_id = CollisionGroup::GroupID(randomness);
RVec3 position(0, 25.0f, -randomness * 20.0f);
Body &top = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
top.SetCollisionGroup(CollisionGroup(group_filter, group_id, 0));
mBodyInterface->AddBody(top.GetID(), EActivation::DontActivate);
default_random_engine random;
uniform_real_distribution<float> displacement(-1.0f, 1.0f);
Body *prev = &top;
for (int i = 1; i < num_bodies; ++i)
{
Quat rotation;
if (randomness == 0)
{
position += Vec3(box_size, 0, 0);
rotation = Quat::sIdentity();
}
else
{
position += Vec3(box_size + abs(displacement(random)), displacement(random), displacement(random));
rotation = Quat::sRandom(random);
}
Body &segment = *mBodyInterface->CreateBody(BodyCreationSettings(box, position, rotation, EMotionType::Dynamic, Layers::MOVING));
segment.SetCollisionGroup(CollisionGroup(group_filter, group_id, CollisionGroup::SubGroupID(i)));
mBodyInterface->AddBody(segment.GetID(), EActivation::Activate);
FixedConstraintSettings settings;
settings.mAutoDetectPoint = true;
Ref<Constraint> c = settings.Create(*prev, segment);
mPhysicsSystem->AddConstraint(c);
prev = &segment;
}
}
{
// Two light bodies attached to a heavy body (gives issues if the wrong anchor point is chosen)
Body *light1 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.1f)), RVec3(-5.0f, 7.0f, -5.2f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
mBodyInterface->AddBody(light1->GetID(), EActivation::Activate);
Body *heavy = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(5.0f)), RVec3(-5.0f, 7.0f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
mBodyInterface->AddBody(heavy->GetID(), EActivation::Activate);
Body *light2 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.1f)), RVec3(-5.0f, 7.0f, 5.2f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
mBodyInterface->AddBody(light2->GetID(), EActivation::Activate);
FixedConstraintSettings light1_heavy;
light1_heavy.mAutoDetectPoint = true;
mPhysicsSystem->AddConstraint(light1_heavy.Create(*light1, *heavy));
FixedConstraintSettings heavy_light2;
heavy_light2.mAutoDetectPoint = true;
mPhysicsSystem->AddConstraint(heavy_light2.Create(*heavy, *light2));
}
{
// A tower of beams and crossbeams (note that it is not recommended to make constructs with this many fixed constraints, this is not always stable)
RVec3 base_position(0, 25, -40.0f);
Quat base_rotation = Quat::sRotation(Vec3::sAxisZ(), -0.5f * JPH_PI);
Ref<BoxShape> pillar = new BoxShape(Vec3(0.1f, 1.0f, 0.1f), 0.0f);
Ref<BoxShape> beam = new BoxShape(Vec3(0.01f, 1.5f, 0.1f), 0.0f);
Body *prev_pillars[4] = { &Body::sFixedToWorld, &Body::sFixedToWorld, &Body::sFixedToWorld, &Body::sFixedToWorld };
Vec3 center = Vec3::sZero();
for (int y = 0; y < 10; ++y)
{
// Create pillars
Body *pillars[4];
for (int i = 0; i < 4; ++i)
{
Quat rotation = Quat::sRotation(Vec3::sAxisY(), i * 0.5f * JPH_PI);
pillars[i] = mBodyInterface->CreateBody(BodyCreationSettings(pillar, base_position + base_rotation * (center + rotation * Vec3(1.0f, 1.0f, 1.0f)), base_rotation, EMotionType::Dynamic, Layers::MOVING));
pillars[i]->SetCollisionGroup(CollisionGroup(group_filter, 0, 0)); // For convenience, we disable collisions between all objects in the tower
mBodyInterface->AddBody(pillars[i]->GetID(), EActivation::Activate);
}
for (int i = 0; i < 4; ++i)
{
Quat rotation = Quat::sRotation(Vec3::sAxisY(), i * 0.5f * JPH_PI);
// Create cross beam
Body *cross = mBodyInterface->CreateBody(BodyCreationSettings(beam, base_position + base_rotation * (center + rotation * Vec3(1.105f, 1.0f, 0.0f)), base_rotation * rotation * Quat::sRotation(Vec3::sAxisX(), 0.3f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
cross->SetCollisionGroup(CollisionGroup(group_filter, 0, 0));
mBodyInterface->AddBody(cross->GetID(), EActivation::Activate);
// Attach cross beam to pillars
for (int j = 0; j < 2; ++j)
{
FixedConstraintSettings constraint;
constraint.mAutoDetectPoint = true;
constraint.mNumVelocityStepsOverride = 64; // This structure needs more solver steps to be stable
constraint.mNumPositionStepsOverride = JPH_IF_NOT_DEBUG(64) JPH_IF_DEBUG(8); // In debug mode use less steps to preserve framerate (at the cost of stability)
mPhysicsSystem->AddConstraint(constraint.Create(*pillars[(i + j) % 4], *cross));
}
// Attach to previous pillar
if (prev_pillars[i] != nullptr)
{
FixedConstraintSettings constraint;
constraint.mAutoDetectPoint = true;
constraint.mNumVelocityStepsOverride = 64;
constraint.mNumPositionStepsOverride = JPH_IF_NOT_DEBUG(64) JPH_IF_DEBUG(8);
mPhysicsSystem->AddConstraint(constraint.Create(*prev_pillars[i], *pillars[i]));
}
prev_pillars[i] = pillars[i];
}
center += Vec3(0.0f, 2.0f, 0.0f);
}
// Create top
Body *top = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(1.2f, 0.1f, 1.2f)), base_position + base_rotation * (center + Vec3(0.0f, 0.1f, 0.0f)), base_rotation, EMotionType::Dynamic, Layers::MOVING));
top->SetCollisionGroup(CollisionGroup(group_filter, 0, 0));
mBodyInterface->AddBody(top->GetID(), EActivation::Activate);
// Attach top to pillars
for (int i = 0; i < 4; ++i)
{
FixedConstraintSettings constraint;
constraint.mAutoDetectPoint = true;
mPhysicsSystem->AddConstraint(constraint.Create(*prev_pillars[i], *top));
}
}
}