166 lines
6.7 KiB
C++
166 lines
6.7 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/FixedConstraintTest.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/FixedConstraint.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(FixedConstraintTest)
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{
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JPH_ADD_BASE_CLASS(FixedConstraintTest, Test)
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}
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void FixedConstraintTest::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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const int num_bodies = 10;
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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(num_bodies);
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for (CollisionGroup::SubGroupID i = 0; i < num_bodies - 1; ++i)
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group_filter->DisableCollision(i, i + 1);
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// Bodies attached through fixed 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, 25.0f, -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 < num_bodies; ++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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FixedConstraintSettings settings;
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settings.mAutoDetectPoint = true;
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Ref<Constraint> c = settings.Create(*prev, segment);
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mPhysicsSystem->AddConstraint(c);
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prev = &segment;
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}
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}
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{
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// Two light bodies attached to a heavy body (gives issues if the wrong anchor point is chosen)
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Body *light1 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.1f)), RVec3(-5.0f, 7.0f, -5.2f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
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mBodyInterface->AddBody(light1->GetID(), EActivation::Activate);
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Body *heavy = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(5.0f)), RVec3(-5.0f, 7.0f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
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mBodyInterface->AddBody(heavy->GetID(), EActivation::Activate);
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Body *light2 = mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.1f)), RVec3(-5.0f, 7.0f, 5.2f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
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mBodyInterface->AddBody(light2->GetID(), EActivation::Activate);
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FixedConstraintSettings light1_heavy;
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light1_heavy.mAutoDetectPoint = true;
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mPhysicsSystem->AddConstraint(light1_heavy.Create(*light1, *heavy));
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FixedConstraintSettings heavy_light2;
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heavy_light2.mAutoDetectPoint = true;
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mPhysicsSystem->AddConstraint(heavy_light2.Create(*heavy, *light2));
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}
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{
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// 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)
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RVec3 base_position(0, 25, -40.0f);
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Quat base_rotation = Quat::sRotation(Vec3::sAxisZ(), -0.5f * JPH_PI);
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Ref<BoxShape> pillar = new BoxShape(Vec3(0.1f, 1.0f, 0.1f), 0.0f);
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Ref<BoxShape> beam = new BoxShape(Vec3(0.01f, 1.5f, 0.1f), 0.0f);
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Body *prev_pillars[4] = { &Body::sFixedToWorld, &Body::sFixedToWorld, &Body::sFixedToWorld, &Body::sFixedToWorld };
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Vec3 center = Vec3::sZero();
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for (int y = 0; y < 10; ++y)
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{
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// Create pillars
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Body *pillars[4];
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for (int i = 0; i < 4; ++i)
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{
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Quat rotation = Quat::sRotation(Vec3::sAxisY(), i * 0.5f * JPH_PI);
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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));
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pillars[i]->SetCollisionGroup(CollisionGroup(group_filter, 0, 0)); // For convenience, we disable collisions between all objects in the tower
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mBodyInterface->AddBody(pillars[i]->GetID(), EActivation::Activate);
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}
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for (int i = 0; i < 4; ++i)
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{
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Quat rotation = Quat::sRotation(Vec3::sAxisY(), i * 0.5f * JPH_PI);
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// Create cross beam
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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));
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cross->SetCollisionGroup(CollisionGroup(group_filter, 0, 0));
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mBodyInterface->AddBody(cross->GetID(), EActivation::Activate);
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// Attach cross beam to pillars
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for (int j = 0; j < 2; ++j)
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{
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FixedConstraintSettings constraint;
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constraint.mAutoDetectPoint = true;
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constraint.mNumVelocityStepsOverride = 64; // This structure needs more solver steps to be stable
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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)
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mPhysicsSystem->AddConstraint(constraint.Create(*pillars[(i + j) % 4], *cross));
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}
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// Attach to previous pillar
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if (prev_pillars[i] != nullptr)
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{
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FixedConstraintSettings constraint;
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constraint.mAutoDetectPoint = true;
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constraint.mNumVelocityStepsOverride = 64;
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constraint.mNumPositionStepsOverride = JPH_IF_NOT_DEBUG(64) JPH_IF_DEBUG(8);
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mPhysicsSystem->AddConstraint(constraint.Create(*prev_pillars[i], *pillars[i]));
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}
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prev_pillars[i] = pillars[i];
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}
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center += Vec3(0.0f, 2.0f, 0.0f);
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}
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// Create top
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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));
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top->SetCollisionGroup(CollisionGroup(group_filter, 0, 0));
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mBodyInterface->AddBody(top->GetID(), EActivation::Activate);
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// Attach top to pillars
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for (int i = 0; i < 4; ++i)
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{
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FixedConstraintSettings constraint;
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constraint.mAutoDetectPoint = true;
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mPhysicsSystem->AddConstraint(constraint.Create(*prev_pillars[i], *top));
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}
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}
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}
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