Working on collision detection unit tests

This commit is contained in:
Daniel Chappuis 2018-02-13 07:20:00 +01:00
parent 6dac7e0916
commit 1ac9bc3dba

View File

@ -329,7 +329,7 @@ class TestCollisionWorld : public Test {
Transform boxTransform2(Vector3(-10, 20, 0), Quaternion::identity());
mBoxBody2 = mWorld->createCollisionBody(boxTransform2);
mBoxShape2 = new BoxShape(Vector3(4, 2, 8));
mBoxProxyShape2 = mBoxBody2->addCollisionShape(mBoxShape1, Transform::identity());
mBoxProxyShape2 = mBoxBody2->addCollisionShape(mBoxShape2, Transform::identity());
// ---------- Spheres ---------- //
mSphereShape1 = new SphereShape(3.0);
@ -482,6 +482,14 @@ class TestCollisionWorld : public Test {
testSphereVsBoxCollision();
testSphereVsCapsuleCollision();
testSphereVsConvexMeshCollision();
testSphereVsConcaveMeshCollision();
testBoxVsBoxCollision();
testBoxVsConvexMeshCollision();
testBoxVsCapsuleCollision();
testConvexMeshVsConvexMeshCollision();
testConvexMeshVsCapsuleCollision();
testMultipleCollisions();
}
@ -1616,6 +1624,856 @@ class TestCollisionWorld : public Test {
mConvexMeshBody1->setTransform(initTransform2);
}
void testSphereVsConcaveMeshCollision() {
Transform initTransform1 = mSphereBody1->getTransform();
Transform initTransform2 = mConcaveMeshBody->getTransform();
/********************************************************************************
* Test Sphere vs Concave Mesh
*********************************************************************************/
Transform transform1(Vector3(10, 22.98f, 50), Quaternion::identity());
Transform transform2(Vector3(10, 20, 50), Quaternion::identity());
// Move spheres to collide with each other
mSphereBody1->setTransform(transform1);
mConcaveMeshBody->setTransform(transform2);
// ----- Test AABB overlap ----- //
test(mWorld->testAABBOverlap(mSphereBody1, mConcaveMeshBody));
mOverlapCallback.reset();
mWorld->testOverlap(mSphereBody1, &mOverlapCallback);
test(mOverlapCallback.hasOverlap());
mOverlapCallback.reset();
mWorld->testOverlap(mConcaveMeshBody, &mOverlapCallback);
test(mOverlapCallback.hasOverlap());
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(&mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mSphereProxyShape1, mConcaveMeshProxyShape));
// Get collision data
const CollisionData* collisionData = mCollisionCallback.getCollisionData(mSphereProxyShape1, mConcaveMeshProxyShape);
test(collisionData != nullptr);
test(collisionData->getNbContactManifolds() == 1);
test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
bool swappedBodiesCollisionData = collisionData->getBody1()->getID() != mSphereBody1->getID();
// Test contact points
Vector3 localBody1Point(0, -3, 0);
Vector3 localBody2Point(0, 0, 0);
decimal penetrationDepth = 0.02f;
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mSphereBody1, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mSphereProxyShape1, mConcaveMeshProxyShape));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereProxyShape1, mConcaveMeshProxyShape);
test(collisionData != nullptr);
test(collisionData->getNbContactManifolds() == 1);
test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getID() != mSphereBody1->getID();
// Test contact points
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mConcaveMeshBody, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mSphereProxyShape1, mConcaveMeshProxyShape));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereProxyShape1, mConcaveMeshProxyShape);
test(collisionData != nullptr);
test(collisionData->getNbContactManifolds() == 1);
test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getID() != mSphereBody1->getID();
// Test contact points
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against selected body 1 and 2 ----- //
mCollisionCallback.reset();
mWorld->testCollision(mSphereBody1, mConcaveMeshBody, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mSphereProxyShape1, mConcaveMeshProxyShape));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereProxyShape1, mConcaveMeshProxyShape);
test(collisionData != nullptr);
test(collisionData->getNbContactManifolds() == 1);
test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getID() != mSphereBody1->getID();
// Test contact points
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// Reset the init transforms
mSphereBody1->setTransform(initTransform1);
mConcaveMeshBody->setTransform(initTransform2);
}
void testBoxVsBoxCollision() {
Transform initTransform1 = mBoxBody1->getTransform();
Transform initTransform2 = mBoxBody2->getTransform();
/********************************************************************************
* Test Box vs Box Face collision *
*********************************************************************************/
Transform transform1(Vector3(11, 20, 50), Quaternion::identity());
Transform transform2(Vector3(4.5, 16, 40), Quaternion::identity());
// Move spheres to collide with each other
mBoxBody1->setTransform(transform1);
mBoxBody2->setTransform(transform2);
// ----- Test AABB overlap ----- //
test(mWorld->testAABBOverlap(mBoxBody1, mBoxBody2));
mOverlapCallback.reset();
mWorld->testOverlap(mBoxBody1, &mOverlapCallback);
test(mOverlapCallback.hasOverlap());
mOverlapCallback.reset();
mWorld->testOverlap(mBoxBody2, &mOverlapCallback);
test(mOverlapCallback.hasOverlap());
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(&mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mBoxProxyShape1, mBoxProxyShape2));
// Get collision data
const CollisionData* collisionData = mCollisionCallback.getCollisionData(mBoxProxyShape1, mBoxProxyShape2);
test(collisionData != nullptr);
test(collisionData->getNbContactManifolds() == 1);
test(collisionData->getTotalNbContactPoints() == 4);
// True if the bodies are swapped in the collision callback response
bool swappedBodiesCollisionData = collisionData->getBody1()->getID() != mBoxBody1->getID();
// Test contact points
Vector3 localBody1Point1(-3, -2, -2);
Vector3 localBody2Point1(4, 2, 8);
decimal penetrationDepth1 = 0.5f;
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
Vector3 localBody1Point2(-3, -2, -3);
Vector3 localBody2Point2(4, 2, 7);
decimal penetrationDepth2 = 0.5f;
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point2 : localBody1Point2,
swappedBodiesCollisionData ? localBody1Point2 : localBody2Point2,
penetrationDepth2));
Vector3 localBody1Point3(-3, -3, -2);
Vector3 localBody2Point3(4, 1, 8);
decimal penetrationDepth3 = 0.5f;
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point3 : localBody1Point3,
swappedBodiesCollisionData ? localBody1Point3 : localBody2Point3,
penetrationDepth3));
Vector3 localBody1Point4(-3, -3, -3);
Vector3 localBody2Point4(4, 1, 7);
decimal penetrationDepth4 = 0.5f;
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point4 : localBody1Point4,
swappedBodiesCollisionData ? localBody1Point4 : localBody2Point4,
penetrationDepth4));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mBoxBody1, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mBoxProxyShape1, mBoxProxyShape2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mBoxProxyShape1, mBoxProxyShape2);
test(collisionData != nullptr);
test(collisionData->getNbContactManifolds() == 1);
test(collisionData->getTotalNbContactPoints() == 4);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getID() != mBoxBody1->getID();
// Test contact points
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point2 : localBody1Point2,
swappedBodiesCollisionData ? localBody1Point2 : localBody2Point2,
penetrationDepth2));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point3 : localBody1Point3,
swappedBodiesCollisionData ? localBody1Point3 : localBody2Point3,
penetrationDepth3));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point4 : localBody1Point4,
swappedBodiesCollisionData ? localBody1Point4 : localBody2Point4,
penetrationDepth4));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mBoxBody2, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mBoxProxyShape1, mBoxProxyShape2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mBoxProxyShape1, mBoxProxyShape2);
test(collisionData != nullptr);
test(collisionData->getNbContactManifolds() == 1);
test(collisionData->getTotalNbContactPoints() == 4);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getID() != mBoxBody1->getID();
// Test contact points
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point2 : localBody1Point2,
swappedBodiesCollisionData ? localBody1Point2 : localBody2Point2,
penetrationDepth2));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point3 : localBody1Point3,
swappedBodiesCollisionData ? localBody1Point3 : localBody2Point3,
penetrationDepth3));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point4 : localBody1Point4,
swappedBodiesCollisionData ? localBody1Point4 : localBody2Point4,
penetrationDepth4));
// ----- Test collision against selected body 1 and 2 ----- //
mCollisionCallback.reset();
mWorld->testCollision(mBoxBody1, mBoxBody2, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mBoxProxyShape1, mBoxProxyShape2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mBoxProxyShape1, mBoxProxyShape2);
test(collisionData != nullptr);
test(collisionData->getNbContactManifolds() == 1);
test(collisionData->getTotalNbContactPoints() == 4);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getID() != mBoxBody1->getID();
// Test contact points
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point2 : localBody1Point2,
swappedBodiesCollisionData ? localBody1Point2 : localBody2Point2,
penetrationDepth2));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point3 : localBody1Point3,
swappedBodiesCollisionData ? localBody1Point3 : localBody2Point3,
penetrationDepth3));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point4 : localBody1Point4,
swappedBodiesCollisionData ? localBody1Point4 : localBody2Point4,
penetrationDepth4));
// reset the init transforms
mBoxBody1->setTransform(initTransform1);
mBoxBody2->setTransform(initTransform2);
}
void testBoxVsConvexMeshCollision() {
Transform initTransform1 = mBoxBody1->getTransform();
Transform initTransform2 = mConvexMeshBody2->getTransform();
/********************************************************************************
* Test Box vs Convex Mesh collision *
*********************************************************************************/
Transform transform1(Vector3(11, 20, 50), Quaternion::identity());
Transform transform2(Vector3(4.5, 16, 40), Quaternion::identity());
// Move spheres to collide with each other
mBoxBody1->setTransform(transform1);
mConvexMeshBody2->setTransform(transform2);
// ----- Test AABB overlap ----- //
test(mWorld->testAABBOverlap(mBoxBody1, mConvexMeshBody2));
mOverlapCallback.reset();
mWorld->testOverlap(mBoxBody1, &mOverlapCallback);
test(mOverlapCallback.hasOverlap());
mOverlapCallback.reset();
mWorld->testOverlap(mConvexMeshBody2, &mOverlapCallback);
test(mOverlapCallback.hasOverlap());
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(&mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mBoxProxyShape1, mConvexMeshProxyShape2));
// Get collision data
const CollisionData* collisionData = mCollisionCallback.getCollisionData(mBoxProxyShape1, mConvexMeshProxyShape2);
test(collisionData != nullptr);
test(collisionData->getNbContactManifolds() == 1);
test(collisionData->getTotalNbContactPoints() == 4);
// True if the bodies are swapped in the collision callback response
bool swappedBodiesCollisionData = collisionData->getBody1()->getID() != mBoxBody1->getID();
// Test contact points
Vector3 localBody1Point1(-3, -2, -2);
Vector3 localBody2Point1(4, 2, 8);
decimal penetrationDepth1 = 0.5f;
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
Vector3 localBody1Point2(-3, -2, -3);
Vector3 localBody2Point2(4, 2, 7);
decimal penetrationDepth2 = 0.5f;
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point2 : localBody1Point2,
swappedBodiesCollisionData ? localBody1Point2 : localBody2Point2,
penetrationDepth2));
Vector3 localBody1Point3(-3, -3, -2);
Vector3 localBody2Point3(4, 1, 8);
decimal penetrationDepth3 = 0.5f;
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point3 : localBody1Point3,
swappedBodiesCollisionData ? localBody1Point3 : localBody2Point3,
penetrationDepth3));
Vector3 localBody1Point4(-3, -3, -3);
Vector3 localBody2Point4(4, 1, 7);
decimal penetrationDepth4 = 0.5f;
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point4 : localBody1Point4,
swappedBodiesCollisionData ? localBody1Point4 : localBody2Point4,
penetrationDepth4));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mBoxBody1, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mBoxProxyShape1, mConvexMeshProxyShape2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mBoxProxyShape1, mConvexMeshProxyShape2);
test(collisionData != nullptr);
test(collisionData->getNbContactManifolds() == 1);
test(collisionData->getTotalNbContactPoints() == 4);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getID() != mBoxBody1->getID();
// Test contact points
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point2 : localBody1Point2,
swappedBodiesCollisionData ? localBody1Point2 : localBody2Point2,
penetrationDepth2));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point3 : localBody1Point3,
swappedBodiesCollisionData ? localBody1Point3 : localBody2Point3,
penetrationDepth3));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point4 : localBody1Point4,
swappedBodiesCollisionData ? localBody1Point4 : localBody2Point4,
penetrationDepth4));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mConvexMeshBody2, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mBoxProxyShape1, mConvexMeshProxyShape2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mBoxProxyShape1, mConvexMeshProxyShape2);
test(collisionData != nullptr);
test(collisionData->getNbContactManifolds() == 1);
test(collisionData->getTotalNbContactPoints() == 4);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getID() != mBoxBody1->getID();
// Test contact points
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point2 : localBody1Point2,
swappedBodiesCollisionData ? localBody1Point2 : localBody2Point2,
penetrationDepth2));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point3 : localBody1Point3,
swappedBodiesCollisionData ? localBody1Point3 : localBody2Point3,
penetrationDepth3));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point4 : localBody1Point4,
swappedBodiesCollisionData ? localBody1Point4 : localBody2Point4,
penetrationDepth4));
// ----- Test collision against selected body 1 and 2 ----- //
mCollisionCallback.reset();
mWorld->testCollision(mBoxBody1, mConvexMeshBody2, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mBoxProxyShape1, mConvexMeshProxyShape2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mBoxProxyShape1, mConvexMeshProxyShape2);
test(collisionData != nullptr);
test(collisionData->getNbContactManifolds() == 1);
test(collisionData->getTotalNbContactPoints() == 4);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getID() != mBoxBody1->getID();
// Test contact points
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point2 : localBody1Point2,
swappedBodiesCollisionData ? localBody1Point2 : localBody2Point2,
penetrationDepth2));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point3 : localBody1Point3,
swappedBodiesCollisionData ? localBody1Point3 : localBody2Point3,
penetrationDepth3));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point4 : localBody1Point4,
swappedBodiesCollisionData ? localBody1Point4 : localBody2Point4,
penetrationDepth4));
// reset the init transforms
mBoxBody1->setTransform(initTransform1);
mConvexMeshBody2->setTransform(initTransform2);
}
void testConvexMeshVsConvexMeshCollision() {
Transform initTransform1 = mConvexMeshBody1->getTransform();
Transform initTransform2 = mConvexMeshBody2->getTransform();
/********************************************************************************
* Test Convex Mesh vs Convex Mesh collision *
*********************************************************************************/
Transform transform1(Vector3(11, 20, 50), Quaternion::identity());
Transform transform2(Vector3(4.5, 16, 40), Quaternion::identity());
// Move spheres to collide with each other
mConvexMeshBody1->setTransform(transform1);
mConvexMeshBody2->setTransform(transform2);
// ----- Test AABB overlap ----- //
test(mWorld->testAABBOverlap(mConvexMeshBody1, mConvexMeshBody2));
mOverlapCallback.reset();
mWorld->testOverlap(mConvexMeshBody1, &mOverlapCallback);
test(mOverlapCallback.hasOverlap());
mOverlapCallback.reset();
mWorld->testOverlap(mConvexMeshBody2, &mOverlapCallback);
test(mOverlapCallback.hasOverlap());
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(&mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mConvexMeshProxyShape1, mConvexMeshProxyShape2));
// Get collision data
const CollisionData* collisionData = mCollisionCallback.getCollisionData(mConvexMeshProxyShape1, mConvexMeshProxyShape2);
test(collisionData != nullptr);
test(collisionData->getNbContactManifolds() == 1);
test(collisionData->getTotalNbContactPoints() == 4);
// True if the bodies are swapped in the collision callback response
bool swappedBodiesCollisionData = collisionData->getBody1()->getID() != mConvexMeshBody1->getID();
// Test contact points
Vector3 localBody1Point1(-3, -2, -2);
Vector3 localBody2Point1(4, 2, 8);
decimal penetrationDepth1 = 0.5f;
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
Vector3 localBody1Point2(-3, -2, -3);
Vector3 localBody2Point2(4, 2, 7);
decimal penetrationDepth2 = 0.5f;
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point2 : localBody1Point2,
swappedBodiesCollisionData ? localBody1Point2 : localBody2Point2,
penetrationDepth2));
Vector3 localBody1Point3(-3, -3, -2);
Vector3 localBody2Point3(4, 1, 8);
decimal penetrationDepth3 = 0.5f;
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point3 : localBody1Point3,
swappedBodiesCollisionData ? localBody1Point3 : localBody2Point3,
penetrationDepth3));
Vector3 localBody1Point4(-3, -3, -3);
Vector3 localBody2Point4(4, 1, 7);
decimal penetrationDepth4 = 0.5f;
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point4 : localBody1Point4,
swappedBodiesCollisionData ? localBody1Point4 : localBody2Point4,
penetrationDepth4));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mConvexMeshBody1, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mConvexMeshProxyShape1, mConvexMeshProxyShape2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mConvexMeshProxyShape1, mConvexMeshProxyShape2);
test(collisionData != nullptr);
test(collisionData->getNbContactManifolds() == 1);
test(collisionData->getTotalNbContactPoints() == 4);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getID() != mConvexMeshBody1->getID();
// Test contact points
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point2 : localBody1Point2,
swappedBodiesCollisionData ? localBody1Point2 : localBody2Point2,
penetrationDepth2));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point3 : localBody1Point3,
swappedBodiesCollisionData ? localBody1Point3 : localBody2Point3,
penetrationDepth3));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point4 : localBody1Point4,
swappedBodiesCollisionData ? localBody1Point4 : localBody2Point4,
penetrationDepth4));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mConvexMeshBody2, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mConvexMeshProxyShape1, mConvexMeshProxyShape2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mConvexMeshProxyShape1, mConvexMeshProxyShape2);
test(collisionData != nullptr);
test(collisionData->getNbContactManifolds() == 1);
test(collisionData->getTotalNbContactPoints() == 4);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getID() != mConvexMeshBody1->getID();
// Test contact points
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point2 : localBody1Point2,
swappedBodiesCollisionData ? localBody1Point2 : localBody2Point2,
penetrationDepth2));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point3 : localBody1Point3,
swappedBodiesCollisionData ? localBody1Point3 : localBody2Point3,
penetrationDepth3));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point4 : localBody1Point4,
swappedBodiesCollisionData ? localBody1Point4 : localBody2Point4,
penetrationDepth4));
// ----- Test collision against selected body 1 and 2 ----- //
mCollisionCallback.reset();
mWorld->testCollision(mConvexMeshBody1, mConvexMeshBody2, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mConvexMeshProxyShape1, mConvexMeshProxyShape2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mConvexMeshProxyShape1, mConvexMeshProxyShape2);
test(collisionData != nullptr);
test(collisionData->getNbContactManifolds() == 1);
test(collisionData->getTotalNbContactPoints() == 4);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getID() != mConvexMeshBody1->getID();
// Test contact points
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point2 : localBody1Point2,
swappedBodiesCollisionData ? localBody1Point2 : localBody2Point2,
penetrationDepth2));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point3 : localBody1Point3,
swappedBodiesCollisionData ? localBody1Point3 : localBody2Point3,
penetrationDepth3));
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point4 : localBody1Point4,
swappedBodiesCollisionData ? localBody1Point4 : localBody2Point4,
penetrationDepth4));
// reset the init transforms
mConvexMeshBody1->setTransform(initTransform1);
mConvexMeshBody2->setTransform(initTransform2);
}
void testBoxVsCapsuleCollision() {
Transform initTransform1 = mBoxBody1->getTransform();
Transform initTransform2 = mCapsuleBody1->getTransform();
/********************************************************************************
* Test Box vs Capsule collision *
*********************************************************************************/
Transform transform1(Vector3(10, 20, 50), Quaternion::identity());
Transform transform2(Vector3(17, 21, 50), Quaternion::fromEulerAngles(0, 0, rp3d::PI * 0.5f));
// Move spheres to collide with each other
mBoxBody1->setTransform(transform1);
mCapsuleBody1->setTransform(transform2);
// ----- Test AABB overlap ----- //
test(mWorld->testAABBOverlap(mBoxBody1, mCapsuleBody1));
mOverlapCallback.reset();
mWorld->testOverlap(mBoxBody1, &mOverlapCallback);
test(mOverlapCallback.hasOverlap());
mOverlapCallback.reset();
mWorld->testOverlap(mCapsuleBody1, &mOverlapCallback);
test(mOverlapCallback.hasOverlap());
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(&mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mBoxProxyShape1, mCapsuleProxyShape1));
// Get collision data
const CollisionData* collisionData = mCollisionCallback.getCollisionData(mBoxProxyShape1, mCapsuleProxyShape1);
test(collisionData != nullptr);
test(collisionData->getNbContactManifolds() == 1);
test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
bool swappedBodiesCollisionData = collisionData->getBody1()->getID() != mBoxBody1->getID();
// Test contact points
Vector3 localBody1Point1(3, 1, 0);
Vector3 localBody2Point1(0, 5, 0);
decimal penetrationDepth1 = 1.0f;
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mBoxBody1, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mBoxProxyShape1, mCapsuleProxyShape1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mBoxProxyShape1, mCapsuleProxyShape1);
test(collisionData != nullptr);
test(collisionData->getNbContactManifolds() == 1);
test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getID() != mBoxBody1->getID();
// Test contact points
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCapsuleBody1, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mBoxProxyShape1, mCapsuleProxyShape1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mBoxProxyShape1, mCapsuleProxyShape1);
test(collisionData != nullptr);
test(collisionData->getNbContactManifolds() == 1);
test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getID() != mBoxBody1->getID();
// Test contact points
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
// ----- Test collision against selected body 1 and 2 ----- //
mCollisionCallback.reset();
mWorld->testCollision(mBoxBody1, mCapsuleBody1, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mBoxProxyShape1, mCapsuleProxyShape1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mBoxProxyShape1, mCapsuleProxyShape1);
test(collisionData != nullptr);
test(collisionData->getNbContactManifolds() == 1);
test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getID() != mBoxBody1->getID();
// Test contact points
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
// reset the init transforms
mBoxBody1->setTransform(initTransform1);
mCapsuleBody1->setTransform(initTransform2);
}
void testConvexMeshVsCapsuleCollision() {
Transform initTransform1 = mConvexMeshBody1->getTransform();
Transform initTransform2 = mCapsuleBody1->getTransform();
/********************************************************************************
* Test Box vs Capsule collision *
*********************************************************************************/
Transform transform1(Vector3(10, 20, 50), Quaternion::identity());
Transform transform2(Vector3(17, 21, 50), Quaternion::fromEulerAngles(0, 0, rp3d::PI * 0.5f));
// Move spheres to collide with each other
mConvexMeshBody1->setTransform(transform1);
mCapsuleBody1->setTransform(transform2);
// ----- Test AABB overlap ----- //
test(mWorld->testAABBOverlap(mConvexMeshBody1, mCapsuleBody1));
mOverlapCallback.reset();
mWorld->testOverlap(mConvexMeshBody1, &mOverlapCallback);
test(mOverlapCallback.hasOverlap());
mOverlapCallback.reset();
mWorld->testOverlap(mCapsuleBody1, &mOverlapCallback);
test(mOverlapCallback.hasOverlap());
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(&mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mConvexMeshProxyShape1, mCapsuleProxyShape1));
// Get collision data
const CollisionData* collisionData = mCollisionCallback.getCollisionData(mConvexMeshProxyShape1, mCapsuleProxyShape1);
test(collisionData != nullptr);
test(collisionData->getNbContactManifolds() == 1);
test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
bool swappedBodiesCollisionData = collisionData->getBody1()->getID() != mConvexMeshBody1->getID();
// Test contact points
Vector3 localBody1Point1(3, 1, 0);
Vector3 localBody2Point1(0, 5, 0);
decimal penetrationDepth1 = 1.0f;
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mConvexMeshBody1, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mConvexMeshProxyShape1, mCapsuleProxyShape1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mConvexMeshProxyShape1, mCapsuleProxyShape1);
test(collisionData != nullptr);
test(collisionData->getNbContactManifolds() == 1);
test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getID() != mConvexMeshBody1->getID();
// Test contact points
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCapsuleBody1, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mConvexMeshProxyShape1, mCapsuleProxyShape1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mConvexMeshProxyShape1, mCapsuleProxyShape1);
test(collisionData != nullptr);
test(collisionData->getNbContactManifolds() == 1);
test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getID() != mConvexMeshBody1->getID();
// Test contact points
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
// ----- Test collision against selected body 1 and 2 ----- //
mCollisionCallback.reset();
mWorld->testCollision(mConvexMeshBody1, mCapsuleBody1, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mConvexMeshProxyShape1, mCapsuleProxyShape1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mConvexMeshProxyShape1, mCapsuleProxyShape1);
test(collisionData != nullptr);
test(collisionData->getNbContactManifolds() == 1);
test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getID() != mConvexMeshBody1->getID();
// Test contact points
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
// reset the init transforms
mConvexMeshBody1->setTransform(initTransform1);
mCapsuleBody1->setTransform(initTransform2);
}
void testMultipleCollisions() {
// TODO : Test collisions without categories set