Working on collision detection unit tests

This commit is contained in:
Daniel Chappuis 2018-02-14 07:35:30 +01:00
parent 1ac9bc3dba
commit f73e54bb6d

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@ -487,11 +487,14 @@ class TestCollisionWorld : public Test {
testBoxVsBoxCollision(); testBoxVsBoxCollision();
testBoxVsConvexMeshCollision(); testBoxVsConvexMeshCollision();
testBoxVsCapsuleCollision(); testBoxVsCapsuleCollision();
testBoxVsConcaveMeshCollision();
testCapsuleVsCapsuleCollision();
testCapsuleVsConcaveMeshCollision();
testConvexMeshVsConvexMeshCollision(); testConvexMeshVsConvexMeshCollision();
testConvexMeshVsCapsuleCollision(); testConvexMeshVsCapsuleCollision();
testConvexMeshVsConcaveMeshCollision();
testMultipleCollisions();
} }
void testNoCollisions() { void testNoCollisions() {
@ -2361,7 +2364,7 @@ class TestCollisionWorld : public Test {
Transform initTransform2 = mCapsuleBody1->getTransform(); Transform initTransform2 = mCapsuleBody1->getTransform();
/******************************************************************************** /********************************************************************************
* Test Box vs Capsule collision * * Test Convex Mesh vs Capsule collision *
*********************************************************************************/ *********************************************************************************/
Transform transform1(Vector3(10, 20, 50), Quaternion::identity()); Transform transform1(Vector3(10, 20, 50), Quaternion::identity());
@ -2474,17 +2477,583 @@ class TestCollisionWorld : public Test {
mCapsuleBody1->setTransform(initTransform2); mCapsuleBody1->setTransform(initTransform2);
} }
void testMultipleCollisions() { void testBoxVsConcaveMeshCollision() {
// TODO : Test collisions without categories set Transform initTransform1 = mBoxBody1->getTransform();
Transform initTransform2 = mConcaveMeshBody->getTransform();
// TODO : Test colliisons with categories set /********************************************************************************
* Test Box vs Concave Mesh
*********************************************************************************/
// Assign collision categories to proxy shapes Transform transform1(Vector3(10, 22, 50), Quaternion::identity());
//mBoxProxyShape->setCollisionCategoryBits(CATEGORY_1); Transform transform2(Vector3(10, 20, 50), Quaternion::identity());
//mSphere1ProxyShape->setCollisionCategoryBits(CATEGORY_1);
//mSphere2ProxyShape->setCollisionCategoryBits(CATEGORY_2); // Move spheres to collide with each other
} mBoxBody1->setTransform(transform1);
mConcaveMeshBody->setTransform(transform2);
// ----- Test AABB overlap ----- //
test(mWorld->testAABBOverlap(mBoxBody1, mConcaveMeshBody));
mOverlapCallback.reset();
mWorld->testOverlap(mBoxBody1, &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(mBoxProxyShape1, mConcaveMeshProxyShape));
// Get collision data
const CollisionData* collisionData = mCollisionCallback.getCollisionData(mBoxProxyShape1, mConcaveMeshProxyShape);
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();
for (int i=0; i<collisionData->contactManifolds[0].contactPoints.size(); i++) {
test(approxEqual(collisionData->contactManifolds[0].contactPoints[i].penetrationDepth, 1.0f));
}
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mBoxBody1, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mBoxProxyShape1, mConcaveMeshProxyShape));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mBoxProxyShape1, mConcaveMeshProxyShape);
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();
for (int i=0; i<collisionData->contactManifolds[0].contactPoints.size(); i++) {
test(approxEqual(collisionData->contactManifolds[0].contactPoints[i].penetrationDepth, 1.0f));
}
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mConcaveMeshBody, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mBoxProxyShape1, mConcaveMeshProxyShape));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mBoxProxyShape1, mConcaveMeshProxyShape);
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();
for (int i=0; i<collisionData->contactManifolds[0].contactPoints.size(); i++) {
test(approxEqual(collisionData->contactManifolds[0].contactPoints[i].penetrationDepth, 1.0f));
}
// ----- Test collision against selected body 1 and 2 ----- //
mCollisionCallback.reset();
mWorld->testCollision(mBoxBody1, mConcaveMeshBody, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mBoxProxyShape1, mConcaveMeshProxyShape));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mBoxProxyShape1, mConcaveMeshProxyShape);
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
for (int i=0; i<collisionData->contactManifolds[0].contactPoints.size(); i++) {
test(approxEqual(collisionData->contactManifolds[0].contactPoints[i].penetrationDepth, 1.0f));
}
// Reset the init transforms
mBoxBody1->setTransform(initTransform1);
mConcaveMeshBody->setTransform(initTransform2);
}
void testConvexMeshVsConcaveMeshCollision() {
Transform initTransform1 = mConvexMeshBody1->getTransform();
Transform initTransform2 = mConcaveMeshBody->getTransform();
/********************************************************************************
* Test Box vs Concave Mesh
*********************************************************************************/
Transform transform1(Vector3(10, 22, 50), Quaternion::identity());
Transform transform2(Vector3(10, 20, 50), Quaternion::identity());
// Move spheres to collide with each other
mConvexMeshBody1->setTransform(transform1);
mConcaveMeshBody->setTransform(transform2);
// ----- Test AABB overlap ----- //
test(mWorld->testAABBOverlap(mConvexMeshBody1, mConcaveMeshBody));
mOverlapCallback.reset();
mWorld->testOverlap(mConvexMeshBody1, &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(mConvexMeshProxyShape1, mConcaveMeshProxyShape));
// Get collision data
const CollisionData* collisionData = mCollisionCallback.getCollisionData(mConvexMeshProxyShape1, mConcaveMeshProxyShape);
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();
for (int i=0; i<collisionData->contactManifolds[0].contactPoints.size(); i++) {
test(approxEqual(collisionData->contactManifolds[0].contactPoints[i].penetrationDepth, 1.0f));
}
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mConvexMeshBody1, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mConvexMeshProxyShape1, mConcaveMeshProxyShape));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mConvexMeshProxyShape1, mConcaveMeshProxyShape);
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();
for (int i=0; i<collisionData->contactManifolds[0].contactPoints.size(); i++) {
test(approxEqual(collisionData->contactManifolds[0].contactPoints[i].penetrationDepth, 1.0f));
}
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mConcaveMeshBody, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mConvexMeshProxyShape1, mConcaveMeshProxyShape));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mConvexMeshProxyShape1, mConcaveMeshProxyShape);
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();
for (int i=0; i<collisionData->contactManifolds[0].contactPoints.size(); i++) {
test(approxEqual(collisionData->contactManifolds[0].contactPoints[i].penetrationDepth, 1.0f));
}
// ----- Test collision against selected body 1 and 2 ----- //
mCollisionCallback.reset();
mWorld->testCollision(mConvexMeshBody1, mConcaveMeshBody, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mConvexMeshProxyShape1, mConcaveMeshProxyShape));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mConvexMeshProxyShape1, mConcaveMeshProxyShape);
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
for (int i=0; i<collisionData->contactManifolds[0].contactPoints.size(); i++) {
test(approxEqual(collisionData->contactManifolds[0].contactPoints[i].penetrationDepth, 1.0f));
}
// Reset the init transforms
mConvexMeshBody1->setTransform(initTransform1);
mConcaveMeshBody->setTransform(initTransform2);
}
void testCapsuleVsCapsuleCollision() {
Transform initTransform1 = mCapsuleBody1->getTransform();
Transform initTransform2 = mCapsuleBody2->getTransform();
/********************************************************************************
* Test Capsule (sphere cap) vs Capsule (sphere cap) collision *
*********************************************************************************/
Transform transform1(Vector3(10, 20, 50), Quaternion::identity());
Transform transform2(Vector3(16, 23, 50), Quaternion::fromEulerAngles(0, 0, rp3d::PI * 0.5f));
// Move spheres to collide with each other
mCapsuleBody1->setTransform(transform1);
mCapsuleBody2->setTransform(transform2);
// ----- Test AABB overlap ----- //
test(mWorld->testAABBOverlap(mCapsuleBody1, mCapsuleBody2));
mOverlapCallback.reset();
mWorld->testOverlap(mCapsuleBody1, &mOverlapCallback);
test(mOverlapCallback.hasOverlap());
mOverlapCallback.reset();
mWorld->testOverlap(mCapsuleBody2, &mOverlapCallback);
test(mOverlapCallback.hasOverlap());
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(&mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mCapsuleProxyShape1, mCapsuleProxyShape2));
// Get collision data
const CollisionData* collisionData = mCollisionCallback.getCollisionData(mCapsuleProxyShape1, mCapsuleProxyShape2);
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() != mCapsuleBody1->getID();
// Test contact points
Vector3 localBody1Point(2, 3, 0);
Vector3 localBody2Point(0, 5, 0);
decimal penetrationDepth = 1.0f;
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCapsuleBody1, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mCapsuleProxyShape1, mCapsuleProxyShape2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mCapsuleProxyShape1, mCapsuleProxyShape2);
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() != mCapsuleBody1->getID();
// Test contact points
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCapsuleBody2, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mCapsuleProxyShape1, mCapsuleProxyShape2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mCapsuleProxyShape1, mCapsuleProxyShape2);
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() != mCapsuleBody1->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(mCapsuleBody1, mCapsuleBody2, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mCapsuleProxyShape1, mCapsuleProxyShape2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mCapsuleProxyShape1, mCapsuleProxyShape2);
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() != mCapsuleBody1->getID();
// Test contact points
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
/********************************************************************************
* Test Capsule (sphere cap) vs Capsule (cylinder side) collision *
*********************************************************************************/
transform1 = Transform(Vector3(10, 20, 50), Quaternion::identity());
transform2 = Transform(Vector3(10, 27, 50), Quaternion::fromEulerAngles(0, 0, rp3d::PI * 0.5f));
// Move spheres to collide with each other
mCapsuleBody1->setTransform(transform1);
mCapsuleBody2->setTransform(transform2);
// ----- Test AABB overlap ----- //
test(mWorld->testAABBOverlap(mCapsuleBody1, mCapsuleBody2));
mOverlapCallback.reset();
mWorld->testOverlap(mCapsuleBody1, &mOverlapCallback);
test(mOverlapCallback.hasOverlap());
mOverlapCallback.reset();
mWorld->testOverlap(mCapsuleBody2, &mOverlapCallback);
test(mOverlapCallback.hasOverlap());
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(&mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mCapsuleProxyShape1, mCapsuleProxyShape2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mCapsuleProxyShape1, mCapsuleProxyShape2);
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() != mCapsuleBody1->getID();
// Test contact points
localBody1Point = Vector3(0, 5, 0);
localBody2Point = Vector3(-3, 0, 0);
penetrationDepth = decimal(1.0);
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCapsuleBody1, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mCapsuleProxyShape1, mCapsuleProxyShape2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mCapsuleProxyShape1, mCapsuleProxyShape2);
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() != mCapsuleBody1->getID();
// Test contact points
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCapsuleBody2, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mCapsuleProxyShape1, mCapsuleProxyShape2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mCapsuleProxyShape1, mCapsuleProxyShape2);
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() != mCapsuleBody1->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(mCapsuleBody1, mCapsuleBody2, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mCapsuleProxyShape1, mCapsuleProxyShape2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mCapsuleProxyShape1, mCapsuleProxyShape2);
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() != mCapsuleBody1->getID();
// Test contact points
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// Reset the init transforms
mCapsuleBody1->setTransform(initTransform1);
mCapsuleBody2->setTransform(initTransform2);
}
void testCapsuleVsConcaveMeshCollision() {
Transform initTransform1 = mCapsuleBody1->getTransform();
Transform initTransform2 = mConcaveMeshBody->getTransform();
/********************************************************************************
* Test Capsule vs Concave Mesh
*********************************************************************************/
Transform transform1(Vector3(10, 24.98f, 50), Quaternion::identity());
Transform transform2(Vector3(10, 20, 50), Quaternion::identity());
// Move spheres to collide with each other
mCapsuleBody1->setTransform(transform1);
mConcaveMeshBody->setTransform(transform2);
// ----- Test AABB overlap ----- //
test(mWorld->testAABBOverlap(mCapsuleBody1, mConcaveMeshBody));
mOverlapCallback.reset();
mWorld->testOverlap(mCapsuleBody1, &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(mCapsuleProxyShape1, mConcaveMeshProxyShape));
// Get collision data
const CollisionData* collisionData = mCollisionCallback.getCollisionData(mCapsuleProxyShape1, 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() != mCapsuleBody1->getID();
// Test contact points
Vector3 localBody1Point(0, -5, 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(mCapsuleBody1, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mCapsuleProxyShape1, mConcaveMeshProxyShape));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mCapsuleProxyShape1, 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() != mCapsuleBody1->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(mCapsuleProxyShape1, mConcaveMeshProxyShape));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mCapsuleProxyShape1, 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() != mCapsuleBody1->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(mCapsuleBody1, mConcaveMeshBody, &mCollisionCallback);
test(mCollisionCallback.areProxyShapesColliding(mCapsuleProxyShape1, mConcaveMeshProxyShape));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mCapsuleProxyShape1, 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() != mCapsuleBody1->getID();
// Test contact points
test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// Reset the init transforms
mCapsuleBody1->setTransform(initTransform1);
mConcaveMeshBody->setTransform(initTransform2);
}
}; };
} }