/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2015 Daniel Chappuis * ********************************************************************************* * * * This software is provided 'as-is', without any express or implied warranty. * * In no event will the authors be held liable for any damages arising from the * * use of this software. * * * * Permission is granted to anyone to use this software for any purpose, * * including commercial applications, and to alter it and redistribute it * * freely, subject to the following restrictions: * * * * 1. The origin of this software must not be misrepresented; you must not claim * * that you wrote the original software. If you use this software in a * * product, an acknowledgment in the product documentation would be * * appreciated but is not required. * * * * 2. Altered source versions must be plainly marked as such, and must not be * * misrepresented as being the original software. * * * * 3. This notice may not be removed or altered from any source distribution. * * * ********************************************************************************/ #ifndef TEST_COLLISION_WORLD_H #define TEST_COLLISION_WORLD_H // Libraries #include "reactphysics3d.h" /// Reactphysics3D namespace namespace reactphysics3d { // Enumeration for categories enum CollisionCategory { CATEGORY_1 = 0x0001, CATEGORY_2 = 0x0002, CATEGORY_3 = 0x0004 }; // Class class WorldCollisionCallback : public CollisionCallback { public: bool boxCollideWithSphere1; bool boxCollideWithCylinder; bool sphere1CollideWithCylinder; bool sphere1CollideWithSphere2; CollisionBody* boxBody; CollisionBody* sphere1Body; CollisionBody* sphere2Body; CollisionBody* cylinderBody; WorldCollisionCallback() { reset(); } void reset() { boxCollideWithSphere1 = false; boxCollideWithCylinder = false; sphere1CollideWithCylinder = false; sphere1CollideWithSphere2 = false; } // This method will be called for contact virtual void notifyContact(const ContactPointInfo& contactPointInfo) { if (isContactBetweenBodies(boxBody, sphere1Body, contactPointInfo)) { boxCollideWithSphere1 = true; } else if (isContactBetweenBodies(boxBody, cylinderBody, contactPointInfo)) { boxCollideWithCylinder = true; } else if (isContactBetweenBodies(sphere1Body, cylinderBody, contactPointInfo)) { sphere1CollideWithCylinder = true; } else if (isContactBetweenBodies(sphere1Body, sphere2Body, contactPointInfo)) { sphere1CollideWithSphere2 = true; } } bool isContactBetweenBodies(const CollisionBody* body1, const CollisionBody* body2, const ContactPointInfo& contactPointInfo) { return (contactPointInfo.shape1->getBody()->getID() == body1->getID() && contactPointInfo.shape2->getBody()->getID() == body2->getID()) || (contactPointInfo.shape2->getBody()->getID() == body1->getID() && contactPointInfo.shape1->getBody()->getID() == body2->getID()); } }; // Class TestCollisionWorld /** * Unit test for the CollisionWorld class. */ class TestCollisionWorld : public Test { private : // ---------- Atributes ---------- // // Physics world CollisionWorld* mWorld; // Bodies CollisionBody* mBoxBody; CollisionBody* mSphere1Body; CollisionBody* mSphere2Body; CollisionBody* mCylinderBody; // Shapes ProxyShape* mBoxShape; ProxyShape* mSphere1Shape; ProxyShape* mSphere2Shape; ProxyShape* mCylinderShape; // Collision callback class WorldCollisionCallback mCollisionCallback; public : // ---------- Methods ---------- // /// Constructor TestCollisionWorld(const std::string& name) : Test(name) { // Create the world mWorld = new CollisionWorld(); // Create the bodies Transform boxTransform(Vector3(10, 0, 0), Quaternion::identity()); mBoxBody = mWorld->createCollisionBody(boxTransform); BoxShape boxShape(Vector3(3, 3, 3)); mBoxShape = mBoxBody->addCollisionShape(boxShape, Transform::identity()); SphereShape sphereShape(3.0); Transform sphere1Transform(Vector3(10,5, 0), Quaternion::identity()); mSphere1Body = mWorld->createCollisionBody(sphere1Transform); mSphere1Shape = mSphere1Body->addCollisionShape(sphereShape, Transform::identity()); Transform sphere2Transform(Vector3(30, 10, 10), Quaternion::identity()); mSphere2Body = mWorld->createCollisionBody(sphere2Transform); mSphere2Shape = mSphere2Body->addCollisionShape(sphereShape, Transform::identity()); Transform cylinderTransform(Vector3(10, -5, 0), Quaternion::identity()); mCylinderBody = mWorld->createCollisionBody(cylinderTransform); CylinderShape cylinderShape(2, 5); mCylinderShape = mCylinderBody->addCollisionShape(cylinderShape, Transform::identity()); // Assign collision categories to proxy shapes mBoxShape->setCollisionCategoryBits(CATEGORY_1); mSphere1Shape->setCollisionCategoryBits(CATEGORY_1); mSphere2Shape->setCollisionCategoryBits(CATEGORY_2); mCylinderShape->setCollisionCategoryBits(CATEGORY_3); mCollisionCallback.boxBody = mBoxBody; mCollisionCallback.sphere1Body = mSphere1Body; mCollisionCallback.sphere2Body = mSphere2Body; mCollisionCallback.cylinderBody = mCylinderBody; } /// Run the tests void run() { testCollisions(); } void testCollisions() { mCollisionCallback.reset(); mWorld->testCollision(&mCollisionCallback); test(mCollisionCallback.boxCollideWithSphere1); test(mCollisionCallback.boxCollideWithCylinder); test(!mCollisionCallback.sphere1CollideWithCylinder); test(!mCollisionCallback.sphere1CollideWithSphere2); test(mWorld->testAABBOverlap(mBoxBody, mSphere1Body)); test(mWorld->testAABBOverlap(mBoxBody, mCylinderBody)); test(!mWorld->testAABBOverlap(mSphere1Body, mCylinderBody)); test(!mWorld->testAABBOverlap(mSphere1Body, mSphere2Body)); test(mWorld->testAABBOverlap(mBoxShape, mSphere1Shape)); test(mWorld->testAABBOverlap(mBoxShape, mCylinderShape)); test(!mWorld->testAABBOverlap(mSphere1Shape, mCylinderShape)); test(!mWorld->testAABBOverlap(mSphere1Shape, mSphere2Shape)); mCollisionCallback.reset(); mWorld->testCollision(mCylinderBody, &mCollisionCallback); test(!mCollisionCallback.boxCollideWithSphere1); test(mCollisionCallback.boxCollideWithCylinder); test(!mCollisionCallback.sphere1CollideWithCylinder); test(!mCollisionCallback.sphere1CollideWithSphere2); mCollisionCallback.reset(); mWorld->testCollision(mBoxBody, mSphere1Body, &mCollisionCallback); test(mCollisionCallback.boxCollideWithSphere1); test(!mCollisionCallback.boxCollideWithCylinder); test(!mCollisionCallback.sphere1CollideWithCylinder); test(!mCollisionCallback.sphere1CollideWithSphere2); mCollisionCallback.reset(); mWorld->testCollision(mBoxBody, mCylinderBody, &mCollisionCallback); test(!mCollisionCallback.boxCollideWithSphere1); test(mCollisionCallback.boxCollideWithCylinder); test(!mCollisionCallback.sphere1CollideWithCylinder); test(!mCollisionCallback.sphere1CollideWithSphere2); mCollisionCallback.reset(); mWorld->testCollision(mCylinderShape, &mCollisionCallback); test(!mCollisionCallback.boxCollideWithSphere1); test(mCollisionCallback.boxCollideWithCylinder); test(!mCollisionCallback.sphere1CollideWithCylinder); test(!mCollisionCallback.sphere1CollideWithSphere2); mCollisionCallback.reset(); mWorld->testCollision(mBoxShape, mCylinderShape, &mCollisionCallback); test(!mCollisionCallback.boxCollideWithSphere1); test(mCollisionCallback.boxCollideWithCylinder); test(!mCollisionCallback.sphere1CollideWithCylinder); test(!mCollisionCallback.sphere1CollideWithSphere2); // Move sphere 1 to collide with sphere 2 mSphere1Body->setTransform(Transform(Vector3(30, 15, 10), Quaternion::identity())); mCollisionCallback.reset(); mWorld->testCollision(&mCollisionCallback); test(!mCollisionCallback.boxCollideWithSphere1); test(mCollisionCallback.boxCollideWithCylinder); test(!mCollisionCallback.sphere1CollideWithCylinder); test(mCollisionCallback.sphere1CollideWithSphere2); mCollisionCallback.reset(); mWorld->testCollision(mBoxBody, mSphere1Body, &mCollisionCallback); test(!mCollisionCallback.boxCollideWithSphere1); test(!mCollisionCallback.boxCollideWithCylinder); test(!mCollisionCallback.sphere1CollideWithCylinder); test(!mCollisionCallback.sphere1CollideWithSphere2); mCollisionCallback.reset(); mWorld->testCollision(mBoxBody, mCylinderBody, &mCollisionCallback); test(!mCollisionCallback.boxCollideWithSphere1); test(mCollisionCallback.boxCollideWithCylinder); test(!mCollisionCallback.sphere1CollideWithCylinder); test(!mCollisionCallback.sphere1CollideWithSphere2); // Move sphere 1 to collide with box mSphere1Body->setTransform(Transform(Vector3(10, 5, 0), Quaternion::identity())); // --------- Test collision with inactive bodies --------- // mCollisionCallback.reset(); mBoxBody->setIsActive(false); mCylinderBody->setIsActive(false); mSphere1Body->setIsActive(false); mSphere2Body->setIsActive(false); mWorld->testCollision(&mCollisionCallback); test(!mCollisionCallback.boxCollideWithSphere1); test(!mCollisionCallback.boxCollideWithCylinder); test(!mCollisionCallback.sphere1CollideWithCylinder); test(!mCollisionCallback.sphere1CollideWithSphere2); test(!mWorld->testAABBOverlap(mBoxBody, mSphere1Body)); test(!mWorld->testAABBOverlap(mBoxBody, mCylinderBody)); test(!mWorld->testAABBOverlap(mSphere1Body, mCylinderBody)); test(!mWorld->testAABBOverlap(mSphere1Body, mSphere2Body)); test(!mWorld->testAABBOverlap(mBoxShape, mSphere1Shape)); test(!mWorld->testAABBOverlap(mBoxShape, mCylinderShape)); test(!mWorld->testAABBOverlap(mSphere1Shape, mCylinderShape)); test(!mWorld->testAABBOverlap(mSphere1Shape, mSphere2Shape)); mBoxBody->setIsActive(true); mCylinderBody->setIsActive(true); mSphere1Body->setIsActive(true); mSphere2Body->setIsActive(true); // --------- Test collision with collision filtering -------- // mBoxShape->setCollideWithMaskBits(CATEGORY_1 | CATEGORY_3); mSphere1Shape->setCollideWithMaskBits(CATEGORY_1 | CATEGORY_2); mSphere2Shape->setCollideWithMaskBits(CATEGORY_1); mCylinderShape->setCollideWithMaskBits(CATEGORY_1); mCollisionCallback.reset(); mWorld->testCollision(&mCollisionCallback); test(mCollisionCallback.boxCollideWithSphere1); test(mCollisionCallback.boxCollideWithCylinder); test(!mCollisionCallback.sphere1CollideWithCylinder); test(!mCollisionCallback.sphere1CollideWithSphere2); // Move sphere 1 to collide with sphere 2 mSphere1Body->setTransform(Transform(Vector3(30, 15, 10), Quaternion::identity())); mCollisionCallback.reset(); mWorld->testCollision(&mCollisionCallback); test(!mCollisionCallback.boxCollideWithSphere1); test(mCollisionCallback.boxCollideWithCylinder); test(!mCollisionCallback.sphere1CollideWithCylinder); test(mCollisionCallback.sphere1CollideWithSphere2); mBoxShape->setCollideWithMaskBits(CATEGORY_2); mSphere1Shape->setCollideWithMaskBits(CATEGORY_2); mSphere2Shape->setCollideWithMaskBits(CATEGORY_3); mCylinderShape->setCollideWithMaskBits(CATEGORY_1); mCollisionCallback.reset(); mWorld->testCollision(&mCollisionCallback); test(!mCollisionCallback.boxCollideWithSphere1); test(!mCollisionCallback.boxCollideWithCylinder); test(!mCollisionCallback.sphere1CollideWithCylinder); test(!mCollisionCallback.sphere1CollideWithSphere2); // Move sphere 1 to collide with box mSphere1Body->setTransform(Transform(Vector3(10, 5, 0), Quaternion::identity())); mBoxShape->setCollideWithMaskBits(0xFFFF); mSphere1Shape->setCollideWithMaskBits(0xFFFF); mSphere2Shape->setCollideWithMaskBits(0xFFFF); mCylinderShape->setCollideWithMaskBits(0xFFFF); } }; } #endif