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CosmicEngine/lib/All/JoltPhysics/UnitTests/Physics/ShapeTests.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 "PhysicsTestContext.h"
#include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
#include <Jolt/Physics/Collision/Shape/TaperedCapsuleShape.h>
#include <Jolt/Physics/Collision/Shape/CylinderShape.h>
#include <Jolt/Physics/Collision/Shape/TaperedCylinderShape.h>
#include <Jolt/Physics/Collision/Shape/ScaledShape.h>
#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
#include <Jolt/Physics/Collision/Shape/MutableCompoundShape.h>
#include <Jolt/Physics/Collision/Shape/TriangleShape.h>
#include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
#include <Jolt/Physics/Collision/Shape/HeightFieldShape.h>
#include <Jolt/Physics/Collision/Shape/MeshShape.h>
#include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
#include <Jolt/Physics/Collision/CollidePointResult.h>
#include <Jolt/Physics/Collision/RayCast.h>
#include <Jolt/Physics/Collision/CastResult.h>
#include <Jolt/Physics/Collision/CollisionDispatch.h>
#include <Jolt/Core/StreamWrapper.h>
TEST_SUITE("ShapeTests")
{
// Test convex hull shape
TEST_CASE("TestConvexHullShape")
{
const float cDensity = 1.5f;
// Create convex hull shape of a box
Array<Vec3> box;
box.push_back(Vec3(5, 6, 7));
box.push_back(Vec3(5, 6, 14));
box.push_back(Vec3(5, 12, 7));
box.push_back(Vec3(5, 12, 14));
box.push_back(Vec3(10, 6, 7));
box.push_back(Vec3(10, 6, 14));
box.push_back(Vec3(10, 12, 7));
box.push_back(Vec3(10, 12, 14));
ConvexHullShapeSettings settings(box);
settings.SetDensity(cDensity);
RefConst<Shape> shape = settings.Create().Get();
// Validate calculated center of mass
Vec3 com = shape->GetCenterOfMass();
CHECK_APPROX_EQUAL(Vec3(7.5f, 9.0f, 10.5f), com, 1.0e-5f);
// Calculate reference value of mass and inertia of a box
MassProperties reference;
reference.SetMassAndInertiaOfSolidBox(Vec3(5, 6, 7), cDensity);
// Mass is easy to calculate, double check if SetMassAndInertiaOfSolidBox calculated it correctly
CHECK_APPROX_EQUAL(5.0f * 6.0f * 7.0f * cDensity, reference.mMass, 1.0e-6f);
// Get calculated inertia tensor
MassProperties m = shape->GetMassProperties();
CHECK_APPROX_EQUAL(reference.mMass, m.mMass, 1.0e-6f);
CHECK_APPROX_EQUAL(reference.mInertia, m.mInertia, 1.0e-4f);
// Check inner radius
CHECK_APPROX_EQUAL(shape->GetInnerRadius(), 2.5f);
}
// Test inertia calculations for a capsule vs that of a convex hull of a capsule
TEST_CASE("TestCapsuleVsConvexHullInertia")
{
const float half_height = 5.0f;
const float radius = 3.0f;
// Create a capsule
CapsuleShape capsule(half_height, radius);
capsule.SetDensity(7.0f);
capsule.SetEmbedded();
MassProperties mp_capsule = capsule.GetMassProperties();
// Verify mass
float mass_cylinder = 2.0f * half_height * JPH_PI * Square(radius) * capsule.GetDensity();
float mass_sphere = 4.0f / 3.0f * JPH_PI * Cubed(radius) * capsule.GetDensity();
CHECK_APPROX_EQUAL(mp_capsule.mMass, mass_cylinder + mass_sphere);
// Extract support points
ConvexShape::SupportBuffer buffer;
const ConvexShape::Support *support = capsule.GetSupportFunction(ConvexShape::ESupportMode::IncludeConvexRadius, buffer, Vec3::sOne());
Array<Vec3> capsule_points;
capsule_points.reserve(Vec3::sUnitSphere.size());
for (const Vec3 &v : Vec3::sUnitSphere)
capsule_points.push_back(support->GetSupport(v));
// Create a convex hull using the support points
ConvexHullShapeSettings capsule_hull(capsule_points);
capsule_hull.SetDensity(capsule.GetDensity());
RefConst<Shape> capsule_hull_shape = capsule_hull.Create().Get();
MassProperties mp_capsule_hull = capsule_hull_shape->GetMassProperties();
// Check that the mass and inertia of the convex hull match that of the capsule (within certain tolerance since the convex hull is an approximation)
float mass_error = (mp_capsule_hull.mMass - mp_capsule.mMass) / mp_capsule.mMass;
CHECK(mass_error > -0.05f);
CHECK(mass_error < 0.0f); // Mass is smaller since the convex hull is smaller
for (int i = 0; i < 3; ++i)
for (int j = 0; j < 3; ++j)
{
if (i == j)
{
float inertia_error = (mp_capsule_hull.mInertia(i, j) - mp_capsule.mInertia(i, j)) / mp_capsule.mInertia(i, j);
CHECK(inertia_error > -0.05f);
CHECK(inertia_error < 0.0f); // Inertia is smaller since the convex hull is smaller
}
else
{
CHECK(mp_capsule.mInertia(i, j) == 0.0f);
float scaled_inertia = mp_capsule_hull.mInertia(i, j) / mp_capsule_hull.mMass;
CHECK_APPROX_EQUAL(scaled_inertia, 0.0f, 1.0e-3f);
}
}
}
// Test IsValidScale function
TEST_CASE("TestIsValidScale")
{
constexpr float cMinScaleToleranceSq = Square(1.0e-6f * ScaleHelpers::cMinScale);
// Test simple shapes
Ref<Shape> sphere = new SphereShape(2.0f);
CHECK(!sphere->IsValidScale(Vec3::sZero()));
CHECK(sphere->IsValidScale(Vec3(2, 2, 2)));
CHECK(sphere->IsValidScale(Vec3(-1, 1, -1)));
CHECK(!sphere->IsValidScale(Vec3(2, 1, 1)));
CHECK(!sphere->IsValidScale(Vec3(1, 2, 1)));
CHECK(!sphere->IsValidScale(Vec3(1, 1, 2)));
CHECK(sphere->MakeScaleValid(Vec3::sZero()).IsClose(Vec3::sReplicate(ScaleHelpers::cMinScale), cMinScaleToleranceSq)); // Averaging can cause a slight error
CHECK(sphere->MakeScaleValid(Vec3(-2, 3, 4)) == Vec3(-3, 3, 3));
Ref<Shape> capsule = new CapsuleShape(2.0f, 0.5f);
CHECK(!capsule->IsValidScale(Vec3::sZero()));
CHECK(!capsule->IsValidScale(Vec3(0, 1, 0)));
CHECK(!capsule->IsValidScale(Vec3(1, 0, 1)));
CHECK(capsule->IsValidScale(Vec3(2, 2, 2)));
CHECK(capsule->IsValidScale(Vec3(-1, 1, -1)));
CHECK(!capsule->IsValidScale(Vec3(2, 1, 1)));
CHECK(!capsule->IsValidScale(Vec3(1, 2, 1)));
CHECK(!capsule->IsValidScale(Vec3(1, 1, 2)));
CHECK(capsule->MakeScaleValid(Vec3::sZero()).IsClose(Vec3::sReplicate(ScaleHelpers::cMinScale), cMinScaleToleranceSq));
CHECK(capsule->MakeScaleValid(Vec3(-2, 3, 4)) == Vec3(-3, 3, 3));
Ref<Shape> tapered_capsule = TaperedCapsuleShapeSettings(2.0f, 0.5f, 0.7f).Create().Get();
CHECK(!tapered_capsule->IsValidScale(Vec3::sZero()));
CHECK(tapered_capsule->IsValidScale(Vec3(2, 2, 2)));
CHECK(tapered_capsule->IsValidScale(Vec3(-1, 1, -1)));
CHECK(!tapered_capsule->IsValidScale(Vec3(2, 1, 1)));
CHECK(!tapered_capsule->IsValidScale(Vec3(1, 2, 1)));
CHECK(!tapered_capsule->IsValidScale(Vec3(1, 1, 2)));
CHECK(tapered_capsule->MakeScaleValid(Vec3::sZero()).IsClose(Vec3::sReplicate(ScaleHelpers::cMinScale), cMinScaleToleranceSq));
CHECK(tapered_capsule->MakeScaleValid(Vec3(2, -3, 4)) == Vec3(3, -3, 3));
Ref<Shape> cylinder = new CylinderShape(0.5f, 2.0f);
CHECK(!cylinder->IsValidScale(Vec3::sZero()));
CHECK(!cylinder->IsValidScale(Vec3(0, 1, 0)));
CHECK(!cylinder->IsValidScale(Vec3(1, 0, 1)));
CHECK(cylinder->IsValidScale(Vec3(2, 2, 2)));
CHECK(cylinder->IsValidScale(Vec3(-1, 1, -1)));
CHECK(!cylinder->IsValidScale(Vec3(2, 1, 1)));
CHECK(cylinder->IsValidScale(Vec3(1, 2, 1)));
CHECK(!cylinder->IsValidScale(Vec3(1, 1, 2)));
CHECK(cylinder->MakeScaleValid(Vec3::sZero()).IsClose(Vec3::sReplicate(ScaleHelpers::cMinScale), cMinScaleToleranceSq));
CHECK(cylinder->MakeScaleValid(Vec3(-1.0e-10f, 1, 1.0e-10f)) == Vec3(-ScaleHelpers::cMinScale, 1, ScaleHelpers::cMinScale));
CHECK(cylinder->MakeScaleValid(Vec3(2, 5, -4)) == Vec3(3, 5, -3));
Ref<Shape> tapered_cylinder = TaperedCylinderShapeSettings(0.5f, 2.0f, 3.0f).Create().Get();
CHECK(!tapered_cylinder->IsValidScale(Vec3::sZero()));
CHECK(!tapered_cylinder->IsValidScale(Vec3(0, 1, 0)));
CHECK(!tapered_cylinder->IsValidScale(Vec3(1, 0, 1)));
CHECK(tapered_cylinder->IsValidScale(Vec3(2, 2, 2)));
CHECK(tapered_cylinder->IsValidScale(Vec3(-1, 1, -1)));
CHECK(!tapered_cylinder->IsValidScale(Vec3(2, 1, 1)));
CHECK(tapered_cylinder->IsValidScale(Vec3(1, 2, 1)));
CHECK(!tapered_cylinder->IsValidScale(Vec3(1, 1, 2)));
CHECK(tapered_cylinder->MakeScaleValid(Vec3::sZero()).IsClose(Vec3::sReplicate(ScaleHelpers::cMinScale), cMinScaleToleranceSq));
CHECK(tapered_cylinder->MakeScaleValid(Vec3(-1.0e-10f, 1, 1.0e-10f)) == Vec3(-ScaleHelpers::cMinScale, 1, ScaleHelpers::cMinScale));
CHECK(tapered_cylinder->MakeScaleValid(Vec3(2, 5, -4)) == Vec3(3, 5, -3));
Ref<Shape> triangle = new TriangleShape(Vec3(1, 2, 3), Vec3(4, 5, 6), Vec3(7, 8, 9));
CHECK(!triangle->IsValidScale(Vec3::sZero()));
CHECK(!triangle->IsValidScale(Vec3::sAxisX()));
CHECK(!triangle->IsValidScale(Vec3::sAxisY()));
CHECK(!triangle->IsValidScale(Vec3::sAxisZ()));
CHECK(triangle->IsValidScale(Vec3(2, 2, 2)));
CHECK(triangle->IsValidScale(Vec3(-1, 1, -1)));
CHECK(triangle->IsValidScale(Vec3(2, 1, 1)));
CHECK(triangle->IsValidScale(Vec3(1, 2, 1)));
CHECK(triangle->IsValidScale(Vec3(1, 1, 2)));
CHECK(triangle->MakeScaleValid(Vec3::sZero()).IsClose(Vec3::sReplicate(ScaleHelpers::cMinScale), cMinScaleToleranceSq));
CHECK(triangle->MakeScaleValid(Vec3(2, 5, -4)) == Vec3(2, 5, -4));
Ref<Shape> triangle2 = new TriangleShape(Vec3(1, 2, 3), Vec3(4, 5, 6), Vec3(7, 8, 9), 0.01f); // With convex radius
CHECK(!triangle2->IsValidScale(Vec3::sZero()));
CHECK(!triangle2->IsValidScale(Vec3::sAxisX()));
CHECK(!triangle2->IsValidScale(Vec3::sAxisY()));
CHECK(!triangle2->IsValidScale(Vec3::sAxisZ()));
CHECK(triangle2->IsValidScale(Vec3(2, 2, 2)));
CHECK(triangle2->IsValidScale(Vec3(-1, 1, -1)));
CHECK(!triangle2->IsValidScale(Vec3(2, 1, 1)));
CHECK(!triangle2->IsValidScale(Vec3(1, 2, 1)));
CHECK(!triangle2->IsValidScale(Vec3(1, 1, 2)));
CHECK(triangle2->MakeScaleValid(Vec3::sZero()).IsClose(Vec3::sReplicate(ScaleHelpers::cMinScale), cMinScaleToleranceSq));
CHECK(triangle2->MakeScaleValid(Vec3(2, 6, -4)) == Vec3(4, 4, -4));
Ref<Shape> scaled = new ScaledShape(sphere, Vec3(1, 2, 1));
CHECK(!scaled->IsValidScale(Vec3::sZero()));
CHECK(!scaled->IsValidScale(Vec3(1, 1, 1)));
CHECK(scaled->IsValidScale(Vec3(1, 0.5f, 1)));
CHECK(scaled->IsValidScale(Vec3(-1, 0.5f, 1)));
CHECK(!scaled->IsValidScale(Vec3(2, 1, 1)));
CHECK(!scaled->IsValidScale(Vec3(1, 2, 1)));
CHECK(!scaled->IsValidScale(Vec3(1, 1, 2)));
CHECK(scaled->MakeScaleValid(Vec3(3, 3, 3)) == Vec3(4, 2, 4));
CHECK(scaled->MakeScaleValid(Vec3(4, 2, 4)) == Vec3(4, 2, 4));
Ref<Shape> scaled2 = new ScaledShape(scaled, Vec3(1, 0.5f, 1));
CHECK(!scaled2->IsValidScale(Vec3::sZero()));
CHECK(scaled2->IsValidScale(Vec3(2, 2, 2)));
CHECK(scaled2->IsValidScale(Vec3(-1, 1, -1)));
CHECK(!scaled2->IsValidScale(Vec3(2, 1, 1)));
CHECK(!scaled2->IsValidScale(Vec3(1, 2, 1)));
CHECK(!scaled2->IsValidScale(Vec3(1, 1, 2)));
CHECK(scaled2->MakeScaleValid(Vec3(3, 3, 3)) == Vec3(3, 3, 3));
CHECK(scaled2->MakeScaleValid(Vec3(5, 2, 5)) == Vec3(4, 4, 4));
// Test a compound with shapes that can only be scaled uniformly
StaticCompoundShapeSettings compound_settings;
compound_settings.AddShape(Vec3(1, 2, 3), Quat::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI), sphere);
compound_settings.AddShape(Vec3(4, 5, 6), Quat::sRotation(Vec3::sAxisY(), 0.1f * JPH_PI), capsule);
Ref<Shape> compound = compound_settings.Create().Get();
CHECK(!compound->IsValidScale(Vec3::sZero()));
CHECK(compound->IsValidScale(Vec3(1, 1, 1)));
CHECK(compound->IsValidScale(Vec3(2, 2, 2)));
CHECK(!compound->IsValidScale(Vec3(2, 1, 1)));
CHECK(!compound->IsValidScale(Vec3(1, 2, 1)));
CHECK(!compound->IsValidScale(Vec3(1, 1, 2)));
// Test compound containing a triangle shape that can be scaled in any way
StaticCompoundShapeSettings compound_settings2;
compound_settings2.AddShape(Vec3(1, 2, 3), Quat::sIdentity(), triangle);
compound_settings2.AddShape(Vec3(4, 5, 6), Quat::sIdentity(), new ScaledShape(triangle, Vec3(10, 11, 12)));
Ref<Shape> compound2 = compound_settings2.Create().Get();
CHECK(!compound2->IsValidScale(Vec3::sZero()));
CHECK(compound2->IsValidScale(Vec3(1, 1, 1)));
CHECK(compound2->IsValidScale(Vec3(2, 2, 2)));
CHECK(compound2->IsValidScale(Vec3(2, 1, 1)));
CHECK(compound2->IsValidScale(Vec3(1, 2, 1)));
CHECK(compound2->IsValidScale(Vec3(1, 1, 2)));
// Test rotations inside the compound of 90 degrees
StaticCompoundShapeSettings compound_settings3;
compound_settings3.AddShape(Vec3(1, 2, 3), Quat::sRotation(Vec3::sAxisZ(), -0.5f * JPH_PI), triangle);
compound_settings3.AddShape(Vec3(4, 5, 6), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new ScaledShape(triangle, Vec3(10, 11, 12)));
Ref<Shape> compound3 = compound_settings3.Create().Get();
CHECK(!compound3->IsValidScale(Vec3::sZero()));
CHECK(compound3->IsValidScale(Vec3(1, 1, 1)));
CHECK(compound3->IsValidScale(Vec3(2, 2, 2)));
CHECK(compound3->IsValidScale(Vec3(2, 1, 1)));
CHECK(compound3->IsValidScale(Vec3(1, 2, 1)));
CHECK(compound3->IsValidScale(Vec3(1, 1, 2)));
// Test non-90 degree rotations, this would cause shearing so is not allowed (we can't express that by passing a diagonal scale vector)
StaticCompoundShapeSettings compound_settings4;
compound_settings4.AddShape(Vec3(1, 2, 3), Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), triangle);
compound_settings4.AddShape(Vec3(1, 2, 3), Quat::sRotation(Vec3::sAxisZ(), -0.25f * JPH_PI), triangle);
Ref<Shape> compound4 = compound_settings4.Create().Get();
CHECK(!compound4->IsValidScale(Vec3::sZero()));
CHECK(compound4->IsValidScale(Vec3(1, 1, 1)));
CHECK(compound4->IsValidScale(Vec3(2, 2, 2)));
CHECK(!compound4->IsValidScale(Vec3(2, 1, 1)));
CHECK(!compound4->IsValidScale(Vec3(1, 2, 1)));
CHECK(compound4->IsValidScale(Vec3(1, 1, 2))); // We're rotation around Z, so non-uniform in the Z direction is ok
// Test a mutable compound with shapes that can only be scaled uniformly
MutableCompoundShapeSettings mutable_compound_settings;
mutable_compound_settings.AddShape(Vec3(1, 2, 3), Quat::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI), sphere);
mutable_compound_settings.AddShape(Vec3(4, 5, 6), Quat::sRotation(Vec3::sAxisY(), 0.1f * JPH_PI), capsule);
Ref<Shape> mutable_compound = mutable_compound_settings.Create().Get();
CHECK(!mutable_compound->IsValidScale(Vec3::sZero()));
CHECK(mutable_compound->IsValidScale(Vec3(1, 1, 1)));
CHECK(mutable_compound->IsValidScale(Vec3(2, 2, 2)));
CHECK(!mutable_compound->IsValidScale(Vec3(2, 1, 1)));
CHECK(!mutable_compound->IsValidScale(Vec3(1, 2, 1)));
CHECK(!mutable_compound->IsValidScale(Vec3(1, 1, 2)));
// Test mutable compound containing a triangle shape that can be scaled in any way
MutableCompoundShapeSettings mutable_compound_settings2;
mutable_compound_settings2.AddShape(Vec3(1, 2, 3), Quat::sIdentity(), triangle);
mutable_compound_settings2.AddShape(Vec3(4, 5, 6), Quat::sIdentity(), new ScaledShape(triangle, Vec3(10, 11, 12)));
Ref<Shape> mutable_compound2 = mutable_compound_settings2.Create().Get();
CHECK(!mutable_compound2->IsValidScale(Vec3::sZero()));
CHECK(mutable_compound2->IsValidScale(Vec3(1, 1, 1)));
CHECK(mutable_compound2->IsValidScale(Vec3(2, 2, 2)));
CHECK(mutable_compound2->IsValidScale(Vec3(2, 1, 1)));
CHECK(mutable_compound2->IsValidScale(Vec3(1, 2, 1)));
CHECK(mutable_compound2->IsValidScale(Vec3(1, 1, 2)));
// Test rotations inside the mutable compound of 90 degrees
MutableCompoundShapeSettings mutable_compound_settings3;
mutable_compound_settings3.AddShape(Vec3(1, 2, 3), Quat::sRotation(Vec3::sAxisZ(), -0.5f * JPH_PI), triangle);
mutable_compound_settings3.AddShape(Vec3(4, 5, 6), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new ScaledShape(triangle, Vec3(10, 11, 12)));
Ref<Shape> mutable_compound3 = mutable_compound_settings3.Create().Get();
CHECK(!mutable_compound3->IsValidScale(Vec3::sZero()));
CHECK(mutable_compound3->IsValidScale(Vec3(1, 1, 1)));
CHECK(mutable_compound3->IsValidScale(Vec3(2, 2, 2)));
CHECK(mutable_compound3->IsValidScale(Vec3(2, 1, 1)));
CHECK(mutable_compound3->IsValidScale(Vec3(1, 2, 1)));
CHECK(mutable_compound3->IsValidScale(Vec3(1, 1, 2)));
// Test non-90 degree rotations, this would cause shearing so is not allowed (we can't express that by passing a diagonal scale vector)
MutableCompoundShapeSettings mutable_compound_settings4;
mutable_compound_settings4.AddShape(Vec3(1, 2, 3), Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), triangle);
mutable_compound_settings4.AddShape(Vec3(1, 2, 3), Quat::sRotation(Vec3::sAxisZ(), -0.25f * JPH_PI), triangle);
Ref<Shape> mutable_compound4 = mutable_compound_settings4.Create().Get();
CHECK(!mutable_compound4->IsValidScale(Vec3::sZero()));
CHECK(mutable_compound4->IsValidScale(Vec3(1, 1, 1)));
CHECK(mutable_compound4->IsValidScale(Vec3(2, 2, 2)));
CHECK(!mutable_compound4->IsValidScale(Vec3(2, 1, 1)));
CHECK(!mutable_compound4->IsValidScale(Vec3(1, 2, 1)));
CHECK(mutable_compound4->IsValidScale(Vec3(1, 1, 2))); // We're rotation around Z, so non-uniform in the Z direction is ok
// Test a cylinder rotated by 90 degrees around Z rotating Y to X, meaning that Y and Z should be scaled uniformly
MutableCompoundShapeSettings mutable_compound_settings5;
mutable_compound_settings5.AddShape(Vec3(1, 2, 3), Quat::sRotation(Vec3::sAxisZ(), -0.5f * JPH_PI), new CylinderShape(1.0f, 0.5f));
Ref<Shape> mutable_compound5 = mutable_compound_settings5.Create().Get();
CHECK(mutable_compound5->IsValidScale(Vec3::sReplicate(2)));
CHECK(mutable_compound5->IsValidScale(Vec3(1, 2, 2)));
CHECK(mutable_compound5->IsValidScale(Vec3(1, 2, -2)));
CHECK(!mutable_compound5->IsValidScale(Vec3(2, 1, 2)));
CHECK(!mutable_compound5->IsValidScale(Vec3(2, 2, 1)));
CHECK(mutable_compound5->MakeScaleValid(Vec3::sReplicate(2)).IsClose(Vec3::sReplicate(2)));
CHECK(mutable_compound5->MakeScaleValid(Vec3::sReplicate(-2)).IsClose(Vec3::sReplicate(-2)));
CHECK(mutable_compound5->MakeScaleValid(Vec3(1, 2, 2)).IsClose(Vec3(1, 2, 2)));
CHECK(mutable_compound5->MakeScaleValid(Vec3(1, 2, -2)).IsClose(Vec3(1, 2, -2)));
CHECK(mutable_compound5->MakeScaleValid(Vec3(2, 1, 2)).IsClose(Vec3::sReplicate(5.0f / 3.0f))); // Not the best solution, but we don't have logic to average over YZ only
CHECK(mutable_compound5->MakeScaleValid(Vec3(2, 2, 1)).IsClose(Vec3::sReplicate(5.0f / 3.0f))); // Not the best solution, but we don't have logic to average over YZ only
// Test a rotated translated shape that can only be scaled uniformly
RotatedTranslatedShapeSettings rt_settings(Vec3(1, 2, 3), Quat::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI), sphere);
Ref<Shape> rt_shape = rt_settings.Create().Get();
CHECK(!rt_shape->IsValidScale(Vec3::sZero()));
CHECK(rt_shape->IsValidScale(Vec3(1, 1, 1)));
CHECK(rt_shape->IsValidScale(Vec3(2, 2, 2)));
CHECK(!rt_shape->IsValidScale(Vec3(2, 1, 1)));
CHECK(!rt_shape->IsValidScale(Vec3(1, 2, 1)));
CHECK(!rt_shape->IsValidScale(Vec3(1, 1, 2)));
// Test rotated translated shape containing a triangle shape that can be scaled in any way
RotatedTranslatedShapeSettings rt_settings2(Vec3(4, 5, 6), Quat::sIdentity(), new ScaledShape(triangle, Vec3(10, 11, 12)));
Ref<Shape> rt_shape2 = rt_settings2.Create().Get();
CHECK(!rt_shape2->IsValidScale(Vec3::sZero()));
CHECK(rt_shape2->IsValidScale(Vec3(1, 1, 1)));
CHECK(rt_shape2->IsValidScale(Vec3(2, 2, 2)));
CHECK(rt_shape2->IsValidScale(Vec3(2, 1, 1)));
CHECK(rt_shape2->IsValidScale(Vec3(1, 2, 1)));
CHECK(rt_shape2->IsValidScale(Vec3(1, 1, 2)));
// Test rotations inside the rotated translated of 90 degrees
RotatedTranslatedShapeSettings rt_settings3(Vec3(1, 2, 3), Quat::sRotation(Vec3::sAxisZ(), -0.5f * JPH_PI), triangle);
Ref<Shape> rt_shape3 = rt_settings3.Create().Get();
CHECK(!rt_shape3->IsValidScale(Vec3::sZero()));
CHECK(rt_shape3->IsValidScale(Vec3(1, 1, 1)));
CHECK(rt_shape3->IsValidScale(Vec3(2, 2, 2)));
CHECK(rt_shape3->IsValidScale(Vec3(2, 1, 1)));
CHECK(rt_shape3->IsValidScale(Vec3(1, 2, 1)));
CHECK(rt_shape3->IsValidScale(Vec3(1, 1, 2)));
// Test non-90 degree rotations, this would cause shearing so is not allowed (we can't express that by passing a diagonal scale vector)
RotatedTranslatedShapeSettings rt_settings4(Vec3(1, 2, 3), Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), triangle);
Ref<Shape> rt_shape4 = rt_settings4.Create().Get();
CHECK(!rt_shape4->IsValidScale(Vec3::sZero()));
CHECK(rt_shape4->IsValidScale(Vec3(1, 1, 1)));
CHECK(rt_shape4->IsValidScale(Vec3(2, 2, 2)));
CHECK(!rt_shape4->IsValidScale(Vec3(2, 1, 1)));
CHECK(!rt_shape4->IsValidScale(Vec3(1, 2, 1)));
CHECK(rt_shape4->IsValidScale(Vec3(1, 1, 2))); // We're rotation around Z, so non-uniform in the Z direction is ok
// Test a cylinder rotated by 90 degrees around Z rotating Y to X, meaning that Y and Z should be scaled uniformly
RotatedTranslatedShapeSettings rt_settings5(Vec3(1, 2, 3), Quat::sRotation(Vec3::sAxisZ(), -0.5f * JPH_PI), new CylinderShape(1.0f, 0.5f));
Ref<Shape> rt_shape5 = rt_settings5.Create().Get();
CHECK(rt_shape5->IsValidScale(Vec3::sReplicate(2)));
CHECK(rt_shape5->IsValidScale(Vec3(1, 2, 2)));
CHECK(rt_shape5->IsValidScale(Vec3(1, 2, -2)));
CHECK(!rt_shape5->IsValidScale(Vec3(2, 1, 2)));
CHECK(!rt_shape5->IsValidScale(Vec3(2, 2, 1)));
CHECK(rt_shape5->MakeScaleValid(Vec3::sReplicate(2)).IsClose(Vec3::sReplicate(2)));
CHECK(rt_shape5->MakeScaleValid(Vec3::sReplicate(-2)).IsClose(Vec3::sReplicate(-2)));
CHECK(rt_shape5->MakeScaleValid(Vec3(1, 2, 2)).IsClose(Vec3(1, 2, 2)));
CHECK(rt_shape5->MakeScaleValid(Vec3(1, 2, -2)).IsClose(Vec3(1, 2, -2)));
CHECK(rt_shape5->MakeScaleValid(Vec3(2, 1, 2)).IsClose(Vec3(2, 1.5f, 1.5f))); // YZ will be averaged here
CHECK(rt_shape5->MakeScaleValid(Vec3(2, 2, 1)).IsClose(Vec3(2, 1.5f, 1.5f))); // YZ will be averaged here
}
// Test embedded shape
TEST_CASE("TestEmbeddedShape")
{
{
// Test shape constructed on stack, where shape construction succeeds
ConvexHullShapeSettings settings;
settings.mPoints.push_back(Vec3(0, 0, 0));
settings.mPoints.push_back(Vec3(1, 0, 0));
settings.mPoints.push_back(Vec3(0, 1, 0));
settings.mPoints.push_back(Vec3(0, 0, 1));
Shape::ShapeResult result;
ConvexHullShape shape(settings, result);
shape.SetEmbedded();
CHECK(result.IsValid());
result.Clear(); // Release the reference from the result
// Test CollidePoint for this shape
AllHitCollisionCollector<CollidePointCollector> collector;
shape.CollidePoint(Vec3::sReplicate(-0.1f) - shape.GetCenterOfMass(), SubShapeIDCreator(), collector);
CHECK(collector.mHits.empty());
shape.CollidePoint(Vec3::sReplicate(0.1f) - shape.GetCenterOfMass(), SubShapeIDCreator(), collector);
CHECK(collector.mHits.size() == 1);
}
{
// Test shape constructed on stack, where shape construction fails
ConvexHullShapeSettings settings;
Shape::ShapeResult result;
ConvexHullShape shape(settings, result);
shape.SetEmbedded();
CHECK(!result.IsValid());
}
}
// Test re-creating shape using the same settings object
TEST_CASE("TestClearCachedResult")
{
// Create a sphere and check radius
SphereShapeSettings sphere_settings(1.0f);
RefConst<SphereShape> sphere1 = StaticCast<SphereShape>(sphere_settings.Create().Get());
CHECK(sphere1->GetRadius() == 1.0f);
// Modify radius and check that creating the shape again returns the cached result
sphere_settings.mRadius = 2.0f;
RefConst<SphereShape> sphere2 = StaticCast<SphereShape>(sphere_settings.Create().Get());
CHECK(sphere2 == sphere1);
sphere_settings.ClearCachedResult();
RefConst<SphereShape> sphere3 = StaticCast<SphereShape>(sphere_settings.Create().Get());
CHECK(sphere3->GetRadius() == 2.0f);
}
// Test submerged volume calculation
TEST_CASE("TestGetSubmergedVolume")
{
Ref<BoxShape> box = new BoxShape(Vec3(1, 2, 3));
Vec3 scale(2, -3, 4);
Mat44 translation = Mat44::sTranslation(Vec3(0, 6, 0)); // Translate so we're on the y = 0 plane
// Plane pointing positive Y
// Entirely above the plane
{
float total_volume, submerged_volume;
Vec3 center_of_buoyancy;
box->GetSubmergedVolume(translation, scale, Plane::sFromPointAndNormal(Vec3(0, -0.001f, 0), Vec3::sAxisY()), total_volume, submerged_volume, center_of_buoyancy JPH_IF_DEBUG_RENDERER(, RVec3::sZero()));
CHECK_APPROX_EQUAL(total_volume, 4.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(submerged_volume, 0.0f);
}
// Entirely below the plane
{
float total_volume, submerged_volume;
Vec3 center_of_buoyancy;
box->GetSubmergedVolume(translation, scale, Plane::sFromPointAndNormal(Vec3(0, 12.001f, 0), Vec3::sAxisY()), total_volume, submerged_volume, center_of_buoyancy JPH_IF_DEBUG_RENDERER(, RVec3::sZero()));
CHECK_APPROX_EQUAL(total_volume, 4.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(submerged_volume, 4.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(center_of_buoyancy, Vec3(0, 6, 0));
}
// Halfway through
{
float total_volume, submerged_volume;
Vec3 center_of_buoyancy;
box->GetSubmergedVolume(translation, scale, Plane::sFromPointAndNormal(Vec3(0, 6.0f, 0), Vec3::sAxisY()), total_volume, submerged_volume, center_of_buoyancy JPH_IF_DEBUG_RENDERER(, RVec3::sZero()));
CHECK_APPROX_EQUAL(total_volume, 4.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(submerged_volume, 4.0f * 6.0f * 24.0f);
CHECK_APPROX_EQUAL(center_of_buoyancy, Vec3(0, 3, 0));
}
// Plane pointing negative Y
// Entirely above the plane
{
float total_volume, submerged_volume;
Vec3 center_of_buoyancy;
box->GetSubmergedVolume(translation, scale, Plane::sFromPointAndNormal(Vec3(-4, 12.001f, 0), -Vec3::sAxisY()), total_volume, submerged_volume, center_of_buoyancy JPH_IF_DEBUG_RENDERER(, RVec3::sZero()));
CHECK_APPROX_EQUAL(total_volume, 4.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(submerged_volume, 0.0f);
}
// Entirely below the plane
{
float total_volume, submerged_volume;
Vec3 center_of_buoyancy;
box->GetSubmergedVolume(translation, scale, Plane::sFromPointAndNormal(Vec3(0, -0.001f, 0), -Vec3::sAxisY()), total_volume, submerged_volume, center_of_buoyancy JPH_IF_DEBUG_RENDERER(, RVec3::sZero()));
CHECK_APPROX_EQUAL(total_volume, 4.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(submerged_volume, 4.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(center_of_buoyancy, Vec3(0, 6, 0));
}
// Halfway through
{
float total_volume, submerged_volume;
Vec3 center_of_buoyancy;
box->GetSubmergedVolume(translation, scale, Plane::sFromPointAndNormal(Vec3(0, 6.0f, 0), -Vec3::sAxisY()), total_volume, submerged_volume, center_of_buoyancy JPH_IF_DEBUG_RENDERER(, RVec3::sZero()));
CHECK_APPROX_EQUAL(total_volume, 4.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(submerged_volume, 4.0f * 6.0f * 24.0f);
CHECK_APPROX_EQUAL(center_of_buoyancy, Vec3(0, 9, 0));
}
// Plane pointing positive X
// Entirely above the plane
{
float total_volume, submerged_volume;
Vec3 center_of_buoyancy;
box->GetSubmergedVolume(translation, scale, Plane::sFromPointAndNormal(Vec3(-2.001f, 0, 0), Vec3::sAxisX()), total_volume, submerged_volume, center_of_buoyancy JPH_IF_DEBUG_RENDERER(, RVec3::sZero()));
CHECK_APPROX_EQUAL(total_volume, 4.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(submerged_volume, 0.0f);
}
// Entirely below the plane
{
float total_volume, submerged_volume;
Vec3 center_of_buoyancy;
box->GetSubmergedVolume(translation, scale, Plane::sFromPointAndNormal(Vec3(2.001f, 0, 0), Vec3::sAxisX()), total_volume, submerged_volume, center_of_buoyancy JPH_IF_DEBUG_RENDERER(, RVec3::sZero()));
CHECK_APPROX_EQUAL(total_volume, 4.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(submerged_volume, 4.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(center_of_buoyancy, Vec3(0, 6, 0));
}
// Halfway through
{
float total_volume, submerged_volume;
Vec3 center_of_buoyancy;
box->GetSubmergedVolume(translation, scale, Plane::sFromPointAndNormal(Vec3(0, 0, 0), Vec3::sAxisX()), total_volume, submerged_volume, center_of_buoyancy JPH_IF_DEBUG_RENDERER(, RVec3::sZero()));
CHECK_APPROX_EQUAL(total_volume, 4.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(submerged_volume, 2.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(center_of_buoyancy, Vec3(-1, 6, 0));
}
// Plane pointing negative X
// Entirely above the plane
{
float total_volume, submerged_volume;
Vec3 center_of_buoyancy;
box->GetSubmergedVolume(translation, scale, Plane::sFromPointAndNormal(Vec3(2.001f, 0, 0), -Vec3::sAxisX()), total_volume, submerged_volume, center_of_buoyancy JPH_IF_DEBUG_RENDERER(, RVec3::sZero()));
CHECK_APPROX_EQUAL(total_volume, 4.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(submerged_volume, 0.0f);
}
// Entirely below the plane
{
float total_volume, submerged_volume;
Vec3 center_of_buoyancy;
box->GetSubmergedVolume(translation, scale, Plane::sFromPointAndNormal(Vec3(-2.001f, 0, 0), -Vec3::sAxisX()), total_volume, submerged_volume, center_of_buoyancy JPH_IF_DEBUG_RENDERER(, RVec3::sZero()));
CHECK_APPROX_EQUAL(total_volume, 4.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(submerged_volume, 4.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(center_of_buoyancy, Vec3(0, 6, 0));
}
// Halfway through
{
float total_volume, submerged_volume;
Vec3 center_of_buoyancy;
box->GetSubmergedVolume(translation, scale, Plane::sFromPointAndNormal(Vec3(0, 0, 0), -Vec3::sAxisX()), total_volume, submerged_volume, center_of_buoyancy JPH_IF_DEBUG_RENDERER(, RVec3::sZero()));
CHECK_APPROX_EQUAL(total_volume, 4.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(submerged_volume, 2.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(center_of_buoyancy, Vec3(1, 6, 0));
}
// Plane pointing positive Z
// Entirely above the plane
{
float total_volume, submerged_volume;
Vec3 center_of_buoyancy;
box->GetSubmergedVolume(translation, scale, Plane::sFromPointAndNormal(Vec3(0, 0, -12.001f), Vec3::sAxisZ()), total_volume, submerged_volume, center_of_buoyancy JPH_IF_DEBUG_RENDERER(, RVec3::sZero()));
CHECK_APPROX_EQUAL(total_volume, 4.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(submerged_volume, 0.0f);
}
// Entirely below the plane
{
float total_volume, submerged_volume;
Vec3 center_of_buoyancy;
box->GetSubmergedVolume(translation, scale, Plane::sFromPointAndNormal(Vec3(0, 0, 12.001f), Vec3::sAxisZ()), total_volume, submerged_volume, center_of_buoyancy JPH_IF_DEBUG_RENDERER(, RVec3::sZero()));
CHECK_APPROX_EQUAL(total_volume, 4.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(submerged_volume, 4.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(center_of_buoyancy, Vec3(0, 6, 0));
}
// Halfway through
{
float total_volume, submerged_volume;
Vec3 center_of_buoyancy;
box->GetSubmergedVolume(translation, scale, Plane::sFromPointAndNormal(Vec3(0, 0, 0), Vec3::sAxisZ()), total_volume, submerged_volume, center_of_buoyancy JPH_IF_DEBUG_RENDERER(, RVec3::sZero()));
CHECK_APPROX_EQUAL(total_volume, 4.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(submerged_volume, 4.0f * 12.0f * 12.0f);
CHECK_APPROX_EQUAL(center_of_buoyancy, Vec3(0, 6, -6));
}
// Plane pointing negative Z
// Entirely above the plane
{
float total_volume, submerged_volume;
Vec3 center_of_buoyancy;
box->GetSubmergedVolume(translation, scale, Plane::sFromPointAndNormal(Vec3(0, 0, 12.001f), -Vec3::sAxisZ()), total_volume, submerged_volume, center_of_buoyancy JPH_IF_DEBUG_RENDERER(, RVec3::sZero()));
CHECK_APPROX_EQUAL(total_volume, 4.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(submerged_volume, 0.0f);
}
// Entirely below the plane
{
float total_volume, submerged_volume;
Vec3 center_of_buoyancy;
box->GetSubmergedVolume(translation, scale, Plane::sFromPointAndNormal(Vec3(0, 0, -12.001f), -Vec3::sAxisZ()), total_volume, submerged_volume, center_of_buoyancy JPH_IF_DEBUG_RENDERER(, RVec3::sZero()));
CHECK_APPROX_EQUAL(total_volume, 4.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(submerged_volume, 4.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(center_of_buoyancy, Vec3(0, 6, 0));
}
// Halfway through
{
float total_volume, submerged_volume;
Vec3 center_of_buoyancy;
box->GetSubmergedVolume(translation, scale, Plane::sFromPointAndNormal(Vec3(0, 0, 0), -Vec3::sAxisZ()), total_volume, submerged_volume, center_of_buoyancy JPH_IF_DEBUG_RENDERER(, RVec3::sZero()));
CHECK_APPROX_EQUAL(total_volume, 4.0f * 12.0f * 24.0f);
CHECK_APPROX_EQUAL(submerged_volume, 4.0f * 12.0f * 12.0f);
CHECK_APPROX_EQUAL(center_of_buoyancy, Vec3(0, 6, 6));
}
}
// Test setting user data on shapes
TEST_CASE("TestShapeUserData")
{
const float cRadius = 2.0f;
// Create a sphere with user data
SphereShapeSettings sphere_settings(cRadius);
sphere_settings.mUserData = 0x1234567887654321;
Ref<Shape> sphere = sphere_settings.Create().Get();
CHECK(sphere->GetUserData() == 0x1234567887654321);
// Change the user data
sphere->SetUserData(0x5678123443218765);
CHECK(sphere->GetUserData() == 0x5678123443218765);
stringstream data;
// Write sphere to a binary stream
{
StreamOutWrapper stream_out(data);
sphere->SaveBinaryState(stream_out);
}
// Destroy the sphere
sphere = nullptr;
// Read sphere from binary stream
{
StreamInWrapper stream_in(data);
sphere = Shape::sRestoreFromBinaryState(stream_in).Get();
}
// Check that the sphere and its user data was preserved
CHECK(sphere->GetType() == EShapeType::Convex);
CHECK(sphere->GetSubType() == EShapeSubType::Sphere);
CHECK(sphere->GetUserData() == 0x5678123443218765);
CHECK(StaticCast<SphereShape>(sphere)->GetRadius() == cRadius);
}
// Test setting user data on shapes
TEST_CASE("TestIsValidSubShapeID")
{
MutableCompoundShapeSettings shape1_settings;
RefConst<CompoundShape> shape1 = StaticCast<CompoundShape>(shape1_settings.Create().Get());
MutableCompoundShapeSettings shape2_settings;
shape2_settings.AddShape(Vec3::sZero(), Quat::sIdentity(), new SphereShape(1.0f));
shape2_settings.AddShape(Vec3::sZero(), Quat::sIdentity(), new SphereShape(1.0f));
shape2_settings.AddShape(Vec3::sZero(), Quat::sIdentity(), new SphereShape(1.0f));
RefConst<CompoundShape> shape2 = StaticCast<CompoundShape>(shape2_settings.Create().Get());
// Get sub shape IDs of shape 2 and test if they're valid
SubShapeID sub_shape1 = shape2->GetSubShapeIDFromIndex(0, SubShapeIDCreator()).GetID();
CHECK(shape2->IsSubShapeIDValid(sub_shape1));
SubShapeID sub_shape2 = shape2->GetSubShapeIDFromIndex(1, SubShapeIDCreator()).GetID();
CHECK(shape2->IsSubShapeIDValid(sub_shape2));
SubShapeID sub_shape3 = shape2->GetSubShapeIDFromIndex(2, SubShapeIDCreator()).GetID();
CHECK(shape2->IsSubShapeIDValid(sub_shape3));
SubShapeID sub_shape4 = shape2->GetSubShapeIDFromIndex(3, SubShapeIDCreator()).GetID(); // This one doesn't exist
CHECK(!shape2->IsSubShapeIDValid(sub_shape4));
// Shape 1 has no parts so these sub shape ID's should not be valid
CHECK(!shape1->IsSubShapeIDValid(sub_shape1));
CHECK(!shape1->IsSubShapeIDValid(sub_shape2));
CHECK(!shape1->IsSubShapeIDValid(sub_shape3));
CHECK(!shape1->IsSubShapeIDValid(sub_shape4));
}
// Test that an error is reported when we run out of sub shape bits
TEST_CASE("TestOutOfSubShapeIDBits")
{
static constexpr uint32 cHeightFieldSamples = 1024;
static constexpr int cNumBitsPerCompound = 4;
// Create a heightfield
float *samples = new float [cHeightFieldSamples * cHeightFieldSamples];
memset(samples, 0, cHeightFieldSamples * cHeightFieldSamples * sizeof(float));
RefConst<Shape> previous_shape = HeightFieldShapeSettings(samples, Vec3::sZero(), Vec3::sOne(), cHeightFieldSamples).Create().Get();
delete [] samples;
// Calculate the amount of bits needed to address all triangles in the heightfield
uint num_bits = 32 - CountLeadingZeros((cHeightFieldSamples - 1) * (cHeightFieldSamples - 1) * 2);
for (;;)
{
// Check that the total sub shape ID bits up to this point is correct
CHECK(previous_shape->GetSubShapeIDBitsRecursive() == num_bits);
// Create a compound with a number of sub shapes
StaticCompoundShapeSettings compound_settings;
compound_settings.SetEmbedded();
for (int i = 0; i < (1 << cNumBitsPerCompound) ; ++i)
compound_settings.AddShape(Vec3((float)i, 0, 0), Quat::sIdentity(), previous_shape);
Shape::ShapeResult result = compound_settings.Create();
num_bits += cNumBitsPerCompound;
if (num_bits < SubShapeID::MaxBits)
{
// Creation should have succeeded
CHECK(result.IsValid());
previous_shape = result.Get();
}
else
{
// Creation should have failed because we ran out of bits
CHECK(!result.IsValid());
break;
}
}
}
TEST_CASE("TestEmptyMutableCompound")
{
// Create empty shape
Ref<MutableCompoundShape> mutable_compound = new MutableCompoundShape();
// A non-identity rotation
Quat rotation = Quat::sRotation(Vec3::sReplicate(1.0f / sqrt(3.0f)), 0.1f * JPH_PI);
// Check that local bounding box is a single point
AABox bounds1 = mutable_compound->GetLocalBounds();
CHECK(bounds1 == AABox(Vec3::sZero(), Vec3::sZero()));
// Check that get world space bounds returns a single point
Vec3 vec3_pos(100, 200, 300);
AABox bounds2 = mutable_compound->GetWorldSpaceBounds(Mat44::sRotationTranslation(rotation, vec3_pos), Vec3(1, 2, 3));
CHECK(bounds2 == AABox(vec3_pos, vec3_pos));
// Check that get world space bounds returns a single point for double precision parameters
AABox bounds3 = mutable_compound->GetWorldSpaceBounds(DMat44::sRotationTranslation(rotation, DVec3(vec3_pos)), Vec3(1, 2, 3));
CHECK(bounds3 == AABox(vec3_pos, vec3_pos));
// Add a shape
mutable_compound->AddShape(Vec3::sZero(), Quat::sIdentity(), new BoxShape(Vec3::sReplicate(1.0f)));
AABox bounds4 = mutable_compound->GetLocalBounds();
CHECK(bounds4 == AABox(Vec3::sReplicate(-1.0f), Vec3::sReplicate(1.0f)));
// Remove it again
mutable_compound->RemoveShape(0);
// Check that the bounding box has zero size again
AABox bounds5 = mutable_compound->GetLocalBounds();
CHECK(bounds5 == AABox(Vec3::sZero(), Vec3::sZero()));
}
TEST_CASE("TestSaveMeshShape")
{
// 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();
RefConst<Shape> shape = mesh_settings.Create().Get();
// Calculate expected bounds
AABox expected_bounds;
for (const Triangle &t : triangles)
for (const Float3 &v : t.mV)
expected_bounds.Encapsulate(Vec3(v));
stringstream stream;
{
// Write mesh to stream
StreamOutWrapper wrapper(stream);
shape->SaveBinaryState(wrapper);
}
{
// Read back mesh
StreamInWrapper iwrapper(stream);
Shape::ShapeResult result = Shape::sRestoreFromBinaryState(iwrapper);
CHECK(result.IsValid());
RefConst<MeshShape> mesh_shape = StaticCast<MeshShape>(result.Get());
// Test if it contains the same amount of triangles
Shape::Stats stats = mesh_shape->GetStats();
CHECK(stats.mNumTriangles == triangles.size());
// Check bounding box
CHECK(mesh_shape->GetLocalBounds() == expected_bounds);
// Check if we can hit it with a ray
RayCastResult hit;
RayCast ray(Vec3(0.5f * s, 1, 0.25f * s), Vec3(0, -2, 0)); // Hit in the center of a triangle
CHECK(mesh_shape->CastRay(ray, SubShapeIDCreator(), hit));
CHECK(hit.mFraction == 0.5f);
CHECK(mesh_shape->GetSurfaceNormal(hit.mSubShapeID2, ray.GetPointOnRay(hit.mFraction)) == Vec3::sAxisY());
}
}
TEST_CASE("TestMeshShapePerTriangleUserData")
{
UnitTestRandom random;
// Create regular grid of triangles
TriangleList triangles[2];
for (int x = 0; x < 20; ++x)
for (int z = 0; z < 20; ++z)
{
float x1 = 10.0f * x;
float z1 = 10.0f * z;
float x2 = x1 + 10.0f;
float z2 = z1 + 10.0f;
Float3 v1 = Float3(x1, 0, z1);
Float3 v2 = Float3(x2, 0, z1);
Float3 v3 = Float3(x1, 0, z2);
Float3 v4 = Float3(x2, 0, z2);
uint32 user_data = (x << 16) + z;
triangles[random() & 1].push_back(Triangle(v1, v3, v4, 0, user_data));
triangles[random() & 1].push_back(Triangle(v1, v4, v2, 0, user_data | 0x80000000));
}
// Create a compound with 2 meshes
StaticCompoundShapeSettings compound_settings;
compound_settings.SetEmbedded();
for (TriangleList &t : triangles)
{
// Shuffle the triangles
std::shuffle(t.begin(), t.end(), random);
// Create mesh
MeshShapeSettings mesh_settings(t);
mesh_settings.mPerTriangleUserData = true;
compound_settings.AddShape(Vec3::sZero(), Quat::sIdentity(), mesh_settings.Create().Get());
}
RefConst<Shape> compound = compound_settings.Create().Get();
// Collide the compound with a box to get all triangles back
RefConst<Shape> box = new BoxShape(Vec3::sReplicate(100.0f));
AllHitCollisionCollector<CollideShapeCollector> collector;
CollideShapeSettings settings;
settings.mCollectFacesMode = ECollectFacesMode::CollectFaces;
CollisionDispatch::sCollideShapeVsShape(box, compound, Vec3::sOne(), Vec3::sOne(), Mat44::sTranslation(Vec3(100.0f, 0, 100.0f)), Mat44::sIdentity(), SubShapeIDCreator(), SubShapeIDCreator(), settings, collector);
CHECK(collector.mHits.size() == triangles[0].size() + triangles[1].size());
for (const CollideShapeResult &r : collector.mHits)
{
// Get average vertex
Vec3 avg = Vec3::sZero();
for (const Vec3 &v : r.mShape2Face)
avg += v;
// Calculate the expected user data
avg = avg / 30.0f;
uint x = uint(avg.GetX());
uint z = uint(avg.GetZ());
uint32 expected_user_data = (x << 16) + z;
if (avg.GetX() - float(x) > 0.5f)
expected_user_data |= 0x80000000;
// Get the leaf shape (mesh shape in this case)
SubShapeID remainder;
const Shape *shape = compound->GetLeafShape(r.mSubShapeID2, remainder);
JPH_ASSERT(shape->GetType() == EShapeType::Mesh);
// Get user data from the triangle that was hit
uint32 user_data = static_cast<const MeshShape *>(shape)->GetTriangleUserData(remainder);
CHECK(user_data == expected_user_data);
}
}
TEST_CASE("TestBoxShape")
{
{
// Check half extents must be positive
BoxShapeSettings box_settings(Vec3(-1, 1, 1));
CHECK(box_settings.Create().HasError());
}
{
// Check convex radius must be positive
BoxShapeSettings box_settings(Vec3::sReplicate(1.0f), -1.0f);
CHECK(box_settings.Create().HasError());
}
{
// Create zero sized box
BoxShapeSettings box_settings(Vec3::sZero(), 1.0f);
RefConst<BoxShape> box = StaticCast<BoxShape>(box_settings.Create().Get());
// Create another box by using a different constructor
RefConst<BoxShape> box2 = new BoxShape(Vec3::sZero(), 1.0f);
// Check convex radius is adjusted to zero
CHECK(box->GetConvexRadius() == 0.0f);
CHECK(box2->GetConvexRadius() == 0.0f);
// Check that it successfully rests on a floor
PhysicsTestContext c;
c.CreateFloor();
// Override speculative contact distance and penetration slop to 0 so that we land exactly at (0, 0, 0)
PhysicsSettings settings;
settings.mSpeculativeContactDistance = 0.0f;
settings.mPenetrationSlop = 0.0f;
c.GetSystem()->SetPhysicsSettings(settings);
// Create bodies and check it lands on the floor
BodyCreationSettings bcs;
bcs.SetShape(box);
bcs.mOverrideMassProperties = EOverrideMassProperties::MassAndInertiaProvided;
bcs.mMassPropertiesOverride.mMass = 1.0f;
bcs.mMassPropertiesOverride.mInertia = Mat44::sIdentity();
bcs.mPosition = RVec3(0, 1, 0);
bcs.mObjectLayer = Layers::MOVING;
Body &body1 = c.CreateBody(bcs, EActivation::Activate);
bcs.mPosition = RVec3(1, 1, 0);
bcs.SetShape(box2);
Body &body2 = c.CreateBody(bcs, EActivation::Activate);
c.Simulate(1.0f);
CHECK_APPROX_EQUAL(body1.GetPosition(), RVec3::sZero());
CHECK_APPROX_EQUAL(body2.GetPosition(), RVec3(1, 0, 0));
}
}
TEST_CASE("TestCylinderShape")
{
{
// Check half height must be positive
CylinderShapeSettings cylinder_settings(-1.0f, 1.0f, 1.0f);
CHECK(cylinder_settings.Create().HasError());
}
{
// Check radius must be positive
CylinderShapeSettings cylinder_settings(1.0f, -1.0f, 1.0f);
CHECK(cylinder_settings.Create().HasError());
}
{
// Check convex radius must be positive
CylinderShapeSettings cylinder_settings(1.0f, 1.0f, -1.0f);
CHECK(cylinder_settings.Create().HasError());
}
{
// Create zero sized cylinder
CylinderShapeSettings cylinder_settings(0.0f, 0.0f, 1.0f);
RefConst<CylinderShape> cylinder = StaticCast<CylinderShape>(cylinder_settings.Create().Get());
// Create another cylinder by using a different constructor
RefConst<CylinderShape> cylinder2 = new CylinderShape(0.0f, 0.0f, 1.0f);
// Check convex radius is adjusted to zero
CHECK(cylinder->GetConvexRadius() == 0.0f);
CHECK(cylinder2->GetConvexRadius() == 0.0f);
// Check that it successfully rests on a floor
PhysicsTestContext c;
c.CreateFloor();
// Override speculative contact distance and penetration slop to 0 so that we land exactly at (0, 0, 0)
PhysicsSettings settings;
settings.mSpeculativeContactDistance = 0.0f;
settings.mPenetrationSlop = 0.0f;
c.GetSystem()->SetPhysicsSettings(settings);
// Create bodies and check it lands on the floor
BodyCreationSettings bcs;
bcs.SetShape(cylinder);
bcs.mOverrideMassProperties = EOverrideMassProperties::MassAndInertiaProvided;
bcs.mMassPropertiesOverride.mMass = 1.0f;
bcs.mMassPropertiesOverride.mInertia = Mat44::sIdentity();
bcs.mPosition = RVec3(0, 1, 0);
bcs.mObjectLayer = Layers::MOVING;
Body &body1 = c.CreateBody(bcs, EActivation::Activate);
bcs.mPosition = RVec3(1, 1, 0);
bcs.SetShape(cylinder2);
Body &body2 = c.CreateBody(bcs, EActivation::Activate);
c.Simulate(1.0f);
CHECK_APPROX_EQUAL(body1.GetPosition(), RVec3::sZero());
CHECK_APPROX_EQUAL(body2.GetPosition(), RVec3(1, 0, 0));
}
}
TEST_CASE("TestTaperedCylinderShape")
{
{
// Check half height must be positive
TaperedCylinderShapeSettings cylinder_settings(-1.0f, 1.0f, 0.1f, 1.0f); // Top != bottom or else we'll be creating a CylinderShape instead
CHECK(cylinder_settings.Create().HasError());
}
{
// Check top radius must be positive
TaperedCylinderShapeSettings cylinder_settings(1.0f, -1.0f, 0.1f, 1.0f); // Top != bottom or else we'll be creating a CylinderShape instead
CHECK(cylinder_settings.Create().HasError());
}
{
// Check bottom radius must be positive
TaperedCylinderShapeSettings cylinder_settings(1.0f, 1.0f, -0.1f, 1.0f); // Top != bottom or else we'll be creating a CylinderShape instead
CHECK(cylinder_settings.Create().HasError());
}
{
// Check convex radius must be positive
TaperedCylinderShapeSettings cylinder_settings(1.0f, 1.0f, 0.1f, -1.0f); // Top != bottom or else we'll be creating a CylinderShape instead
CHECK(cylinder_settings.Create().HasError());
}
{
// Create zero sized cylinder
TaperedCylinderShapeSettings cylinder_settings(1.0e-12f, 0.0f, 1.0e-12f, 1.0f); // Top != bottom or else we'll be creating a CylinderShape instead
RefConst<TaperedCylinderShape> cylinder = StaticCast<TaperedCylinderShape>(cylinder_settings.Create().Get());
// Check convex radius is adjusted to zero
CHECK(cylinder->GetConvexRadius() == 0.0f);
// Check that it successfully rests on a floor
PhysicsTestContext c;
c.CreateFloor();
// Override speculative contact distance and penetration slop to 0 so that we land exactly at (0, 0, 0)
PhysicsSettings settings;
settings.mSpeculativeContactDistance = 0.0f;
settings.mPenetrationSlop = 0.0f;
c.GetSystem()->SetPhysicsSettings(settings);
// Create bodies and check it lands on the floor
BodyCreationSettings bcs;
bcs.SetShape(cylinder);
bcs.mOverrideMassProperties = EOverrideMassProperties::MassAndInertiaProvided;
bcs.mMassPropertiesOverride.mMass = 1.0f;
bcs.mMassPropertiesOverride.mInertia = Mat44::sIdentity();
bcs.mPosition = RVec3(0, 1, 0);
bcs.mObjectLayer = Layers::MOVING;
Body &body1 = c.CreateBody(bcs, EActivation::Activate);
c.Simulate(1.0f);
CHECK_APPROX_EQUAL(body1.GetPosition(), RVec3::sZero());
}
}
}