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

78 lines
3.2 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2023 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include "UnitTestFramework.h"
#include <Jolt/Physics/Collision/EstimateCollisionResponse.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include "PhysicsTestContext.h"
#include "Layers.h"
TEST_SUITE("EstimateCollisionResponseTests")
{
// Test CastShape ordering according to penetration depth
TEST_CASE("TestEstimateCollisionResponse")
{
PhysicsTestContext c;
c.ZeroGravity();
const Vec3 cBox1HalfExtents(0.1f, 1, 2);
const Vec3 cBox2HalfExtents(0.2f, 3, 4);
// Test different motion types, restitution, positions and angular velocities
for (EMotionType mt : { EMotionType::Static, EMotionType::Kinematic, EMotionType::Dynamic })
for (float restitution : { 0.0f, 0.3f, 1.0f })
for (float friction : { 0.0f, 0.3f, 1.0f })
for (float y : { 0.0f, 0.5f, cBox2HalfExtents.GetY() })
for (float z : { 0.0f, 0.5f, cBox2HalfExtents.GetZ() })
for (float w : { 0.0f, -1.0f, 1.0f })
{
// Install a listener that predicts the collision response
class MyListener : public ContactListener
{
public:
virtual void OnContactAdded(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings) override
{
EstimateCollisionResponse(inBody1, inBody2, inManifold, mResult, ioSettings.mCombinedFriction, ioSettings.mCombinedRestitution);
}
CollisionEstimationResult mResult;
};
MyListener listener;
c.GetSystem()->SetContactListener(&listener);
const RVec3 cBaseOffset(1, 2, 3);
const Real cEpsilon = 0.0001_r;
Body &box1 = c.CreateBox(cBaseOffset, Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, cBox1HalfExtents);
box1.SetFriction(friction);
box1.SetRestitution(restitution);
box1.SetLinearVelocity(Vec3(1, 1, 0));
box1.SetAngularVelocity(Vec3(0, w, 0));
Body &box2 = c.CreateBox(cBaseOffset + RVec3(cBox1HalfExtents.GetX() + cBox2HalfExtents.GetX() - cEpsilon, y, z), Quat::sIdentity(), mt, EMotionQuality::Discrete, mt == EMotionType::Static? Layers::NON_MOVING : Layers::MOVING, cBox2HalfExtents);
box2.SetFriction(friction);
box2.SetRestitution(restitution);
if (mt != EMotionType::Static)
box2.SetLinearVelocity(Vec3(-1, 0, 0));
// Step the simulation
c.SimulateSingleStep();
// Check that the predicted velocities are correct
CHECK_APPROX_EQUAL(listener.mResult.mLinearVelocity1, box1.GetLinearVelocity());
CHECK_APPROX_EQUAL(listener.mResult.mAngularVelocity1, box1.GetAngularVelocity());
CHECK_APPROX_EQUAL(listener.mResult.mLinearVelocity2, box2.GetLinearVelocity());
CHECK_APPROX_EQUAL(listener.mResult.mAngularVelocity2, box2.GetAngularVelocity());
// Remove the bodies in reverse order
BodyInterface &bi = c.GetBodyInterface();
bi.RemoveBody(box2.GetID());
bi.RemoveBody(box1.GetID());
bi.DestroyBody(box2.GetID());
bi.DestroyBody(box1.GetID());
}
}
}