reactphysics3d/test/tests/collision/TestCollisionWorld.h
2020-05-24 16:13:44 +02:00

2961 lines
144 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2016 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/reactphysics3d.h>
#include "Test.h"
#include <reactphysics3d/constraint/ContactPoint.h>
#include <reactphysics3d/collision/ContactManifold.h>
#include <map>
#include <vector>
/// Reactphysics3D namespace
namespace reactphysics3d {
// Enumeration for categories
enum CollisionCategory {
CATEGORY_1 = 0x0001,
CATEGORY_2 = 0x0002,
CATEGORY_3 = 0x0004
};
// Contact point collision data
struct CollisionPointData {
Vector3 localPointBody1;
Vector3 localPointBody2;
decimal penetrationDepth;
CollisionPointData(const Vector3& point1, const Vector3& point2, decimal penDepth) {
localPointBody1 = point1;
localPointBody2 = point2;
penetrationDepth = penDepth;
}
bool isContactPointSimilarTo(const Vector3& pointBody1, const Vector3& pointBody2, decimal penDepth, decimal epsilon = 0.001) const {
return approxEqual(pointBody1, localPointBody1, epsilon) &&
approxEqual(pointBody2, localPointBody2, epsilon) &&
approxEqual(penetrationDepth, penDepth, epsilon);
}
};
// Contact pair collision data
struct ContactPairData {
std::vector<CollisionPointData> contactPoints;
uint getNbContactPoints() const {
return contactPoints.size();
}
bool hasContactPointSimilarTo(const Vector3& localPointBody1, const Vector3& localPointBody2, decimal penetrationDepth, decimal epsilon = 0.001) const {
std::vector<CollisionPointData>::const_iterator it;
for (it = contactPoints.cbegin(); it != contactPoints.cend(); ++it) {
Vector3 vec = it->localPointBody1;
if (it->isContactPointSimilarTo(localPointBody1, localPointBody2, penetrationDepth)) {
return true;
}
}
return false;
}
};
// Collision data between two colliders
struct CollisionData {
std::pair<const Collider*, const Collider*> colliders;
std::pair<CollisionBody*, CollisionBody*> bodies;
std::vector<ContactPairData> contactPairs;
int getNbContactPairs() const {
return contactPairs.size();
}
int getTotalNbContactPoints() const {
int nbPoints = 0;
std::vector<ContactPairData>::const_iterator it;
for (it = contactPairs.begin(); it != contactPairs.end(); ++it) {
nbPoints += it->getNbContactPoints();
}
return nbPoints;
}
const CollisionBody* getBody1() const {
return bodies.first;
}
const CollisionBody* getBody2() const {
return bodies.second;
}
bool hasContactPointSimilarTo(const Vector3& localPointBody1, const Vector3& localPointBody2, decimal penetrationDepth, decimal epsilon = 0.001) const {
std::vector<ContactPairData>::const_iterator it;
for (it = contactPairs.cbegin(); it != contactPairs.cend(); ++it) {
if (it->hasContactPointSimilarTo(localPointBody1, localPointBody2, penetrationDepth)) {
return true;
}
}
return false;
}
};
// Class
class WorldCollisionCallback : public CollisionCallback
{
private:
std::map<std::pair<const Collider*, const Collider*>, CollisionData> mCollisionDatas;
std::pair<const Collider*, const Collider*> getCollisionKeyPair(std::pair<const Collider*, const Collider*> pair) const {
if (pair.first > pair.second) {
return std::make_pair(pair.second, pair.first);
}
return pair;
}
public:
WorldCollisionCallback()
{
reset();
}
void reset()
{
mCollisionDatas.clear();
}
bool hasContacts() const {
return mCollisionDatas.size() > 0;
}
bool areCollidersColliding(const Collider* collider1, const Collider* collider2) {
return mCollisionDatas.find(getCollisionKeyPair(std::make_pair(collider1, collider2))) != mCollisionDatas.end();
}
const CollisionData* getCollisionData(const Collider* collider1, const Collider* collider2) const {
std::map<std::pair<const Collider*, const Collider*>, CollisionData>::const_iterator it = mCollisionDatas.find(getCollisionKeyPair(std::make_pair(collider1, collider2)));
if (it != mCollisionDatas.end()) {
return &(it->second);
}
else {
return nullptr;
}
}
// This method is called when some contacts occur
virtual void onContact(const CallbackData& callbackData) override {
CollisionData collisionData;
// For each contact pair
for (uint p=0; p < callbackData.getNbContactPairs(); p++) {
ContactPairData contactPairData;
ContactPair contactPair = callbackData.getContactPair(p);
collisionData.bodies = std::make_pair(contactPair.getBody1(), contactPair.getBody2());
collisionData.colliders = std::make_pair(contactPair.getCollider1(), contactPair.getCollider2());
// For each contact point
for (uint c=0; c < contactPair.getNbContactPoints(); c++) {
ContactPoint contactPoint = contactPair.getContactPoint(c);
CollisionPointData collisionPoint(contactPoint.getLocalPointOnCollider1(), contactPoint.getLocalPointOnCollider2(), contactPoint.getPenetrationDepth());
contactPairData.contactPoints.push_back(collisionPoint);
}
collisionData.contactPairs.push_back(contactPairData);
}
mCollisionDatas.insert(std::make_pair(getCollisionKeyPair(collisionData.colliders), collisionData));
}
};
/// Overlap callback
class WorldOverlapCallback : public OverlapCallback {
private:
std::vector<std::pair<CollisionBody*, CollisionBody*>> mOverlapBodies;
public:
/// Destructor
virtual ~WorldOverlapCallback() override {
reset();
}
/// This method will be called for each reported overlapping bodies
virtual void onOverlap(CallbackData& callbackData) override {
// For each overlapping pair
for (uint i=0; i < callbackData.getNbOverlappingPairs(); i++) {
OverlapPair overlapPair = callbackData.getOverlappingPair(i);
mOverlapBodies.push_back(std::make_pair(overlapPair.getBody1(), overlapPair.getBody2()));
}
}
void reset() {
mOverlapBodies.clear();
}
bool hasOverlapWithBody(CollisionBody* collisionBody) const {
for (uint i=0; i < mOverlapBodies.size(); i++) {
if (mOverlapBodies[i].first == collisionBody || mOverlapBodies[i].second == collisionBody) {
return true;
}
}
return false;
}
};
// Class TestCollisionWorld
/**
* Unit test for the CollisionWorld class.
*/
class TestCollisionWorld : public Test {
private :
// ---------- Atributes ---------- //
PhysicsCommon mPhysicsCommon;
// Physics world
PhysicsWorld* mWorld;
// Bodies
CollisionBody* mBoxBody1;
CollisionBody* mBoxBody2;
CollisionBody* mSphereBody1;
CollisionBody* mSphereBody2;
CollisionBody* mCapsuleBody1;
CollisionBody* mCapsuleBody2;
CollisionBody* mConvexMeshBody1;
CollisionBody* mConvexMeshBody2;
CollisionBody* mConcaveMeshBody;
// Collision shapes
BoxShape* mBoxShape1;
BoxShape* mBoxShape2;
SphereShape* mSphereShape1;
SphereShape* mSphereShape2;
CapsuleShape* mCapsuleShape1;
CapsuleShape* mCapsuleShape2;
ConvexMeshShape* mConvexMeshShape1;
ConvexMeshShape* mConvexMeshShape2;
ConcaveMeshShape* mConcaveMeshShape;
// Colliders
Collider* mBoxCollider1;
Collider* mBoxCollider2;
Collider* mSphereCollider1;
Collider* mSphereCollider2;
Collider* mCapsuleCollider1;
Collider* mCapsuleCollider2;
Collider* mConvexMeshCollider1;
Collider* mConvexMeshCollider2;
Collider* mConcaveMeshCollider;
PolygonVertexArray* mConvexMesh1PolygonVertexArray;
PolygonVertexArray* mConvexMesh2PolygonVertexArray;
PolyhedronMesh* mConvexMesh1PolyhedronMesh;
PolyhedronMesh* mConvexMesh2PolyhedronMesh;
PolygonVertexArray::PolygonFace* mConvexMeshPolygonFaces;
TriangleVertexArray* mConcaveMeshTriangleVertexArray;
Vector3 mConvexMesh1CubeVertices[8];
Vector3 mConvexMesh2CubeVertices[8];
int mConvexMeshCubeIndices[24];
Vector3 mConcaveMeshPlaneVertices[36];
int mConcaveMeshPlaneIndices[25 * 2 * 3];
TriangleMesh* mConcaveTriangleMesh;
// Collision callback
WorldCollisionCallback mCollisionCallback;
// Overlap callback
WorldOverlapCallback mOverlapCallback;
public :
// ---------- Methods ---------- //
/// Constructor
TestCollisionWorld(const std::string& name) : Test(name) {
// Create the collision world
mWorld = mPhysicsCommon.createPhysicsWorld();
// ---------- Boxes ---------- //
Transform boxTransform1(Vector3(-20, 20, 0), Quaternion::identity());
mBoxBody1 = mWorld->createCollisionBody(boxTransform1);
mBoxShape1 = mPhysicsCommon.createBoxShape(Vector3(3, 3, 3));
mBoxCollider1 = mBoxBody1->addCollider(mBoxShape1, Transform::identity());
Transform boxTransform2(Vector3(-10, 20, 0), Quaternion::identity());
mBoxBody2 = mWorld->createCollisionBody(boxTransform2);
mBoxShape2 = mPhysicsCommon.createBoxShape(Vector3(4, 2, 8));
mBoxCollider2 = mBoxBody2->addCollider(mBoxShape2, Transform::identity());
// ---------- Spheres ---------- //
mSphereShape1 = mPhysicsCommon.createSphereShape(3.0);
Transform sphereTransform1(Vector3(10, 20, 0), Quaternion::identity());
mSphereBody1 = mWorld->createCollisionBody(sphereTransform1);
mSphereCollider1 = mSphereBody1->addCollider(mSphereShape1, Transform::identity());
mSphereShape2 = mPhysicsCommon.createSphereShape(5.0);
Transform sphereTransform2(Vector3(20, 20, 0), Quaternion::identity());
mSphereBody2 = mWorld->createCollisionBody(sphereTransform2);
mSphereCollider2 = mSphereBody2->addCollider(mSphereShape2, Transform::identity());
// ---------- Capsules ---------- //
mCapsuleShape1 = mPhysicsCommon.createCapsuleShape(2, 6);
Transform capsuleTransform1(Vector3(-10, 0, 0), Quaternion::identity());
mCapsuleBody1 = mWorld->createCollisionBody(capsuleTransform1);
mCapsuleCollider1 = mCapsuleBody1->addCollider(mCapsuleShape1, Transform::identity());
mCapsuleShape2 = mPhysicsCommon.createCapsuleShape(3, 4);
Transform capsuleTransform2(Vector3(-20, 0, 0), Quaternion::identity());
mCapsuleBody2 = mWorld->createCollisionBody(capsuleTransform2);
mCapsuleCollider2 = mCapsuleBody2->addCollider(mCapsuleShape2, Transform::identity());
// ---------- Convex Meshes ---------- //
mConvexMesh1CubeVertices[0] = Vector3(-3, -3, 3);
mConvexMesh1CubeVertices[1] = Vector3(3, -3, 3);
mConvexMesh1CubeVertices[2] = Vector3(3, -3, -3);
mConvexMesh1CubeVertices[3] = Vector3(-3, -3, -3);
mConvexMesh1CubeVertices[4] = Vector3(-3, 3, 3);
mConvexMesh1CubeVertices[5] = Vector3(3, 3, 3);
mConvexMesh1CubeVertices[6] = Vector3(3, 3, -3);
mConvexMesh1CubeVertices[7] = Vector3(-3, 3, -3);
mConvexMeshCubeIndices[0] = 0; mConvexMeshCubeIndices[1] = 3; mConvexMeshCubeIndices[2] = 2; mConvexMeshCubeIndices[3] = 1;
mConvexMeshCubeIndices[4] = 4; mConvexMeshCubeIndices[5] = 5; mConvexMeshCubeIndices[6] = 6; mConvexMeshCubeIndices[7] = 7;
mConvexMeshCubeIndices[8] = 0; mConvexMeshCubeIndices[9] = 1; mConvexMeshCubeIndices[10] = 5; mConvexMeshCubeIndices[11] = 4;
mConvexMeshCubeIndices[12] = 1; mConvexMeshCubeIndices[13] = 2; mConvexMeshCubeIndices[14] = 6; mConvexMeshCubeIndices[15] = 5;
mConvexMeshCubeIndices[16] = 2; mConvexMeshCubeIndices[17] = 3; mConvexMeshCubeIndices[18] = 7; mConvexMeshCubeIndices[19] = 6;
mConvexMeshCubeIndices[20] = 0; mConvexMeshCubeIndices[21] = 4; mConvexMeshCubeIndices[22] = 7; mConvexMeshCubeIndices[23] = 3;
mConvexMeshPolygonFaces = new rp3d::PolygonVertexArray::PolygonFace[6];
rp3d::PolygonVertexArray::PolygonFace* face = mConvexMeshPolygonFaces;
for (int f = 0; f < 6; f++) {
face->indexBase = f * 4;
face->nbVertices = 4;
face++;
}
mConvexMesh1PolygonVertexArray = new rp3d::PolygonVertexArray(8, &(mConvexMesh1CubeVertices[0]), sizeof(Vector3),
&(mConvexMeshCubeIndices[0]), sizeof(int), 6, mConvexMeshPolygonFaces,
rp3d::PolygonVertexArray::VertexDataType::VERTEX_FLOAT_TYPE,
rp3d::PolygonVertexArray::IndexDataType::INDEX_INTEGER_TYPE);
mConvexMesh1PolyhedronMesh = mPhysicsCommon.createPolyhedronMesh(mConvexMesh1PolygonVertexArray);
mConvexMeshShape1 = mPhysicsCommon.createConvexMeshShape(mConvexMesh1PolyhedronMesh);
Transform convexMeshTransform1(Vector3(10, 0, 0), Quaternion::identity());
mConvexMeshBody1 = mWorld->createCollisionBody(convexMeshTransform1);
mConvexMeshCollider1 = mConvexMeshBody1->addCollider(mConvexMeshShape1, Transform::identity());
mConvexMesh2CubeVertices[0] = Vector3(-4, -2, 8);
mConvexMesh2CubeVertices[1] = Vector3(4, -2, 8);
mConvexMesh2CubeVertices[2] = Vector3(4, -2, -8);
mConvexMesh2CubeVertices[3] = Vector3(-4, -2, -8);
mConvexMesh2CubeVertices[4] = Vector3(-4, 2, 8);
mConvexMesh2CubeVertices[5] = Vector3(4, 2, 8);
mConvexMesh2CubeVertices[6] = Vector3(4, 2, -8);
mConvexMesh2CubeVertices[7] = Vector3(-4, 2, -8);
mConvexMesh2PolygonVertexArray = new rp3d::PolygonVertexArray(8, &(mConvexMesh2CubeVertices[0]), sizeof(Vector3),
&(mConvexMeshCubeIndices[0]), sizeof(int), 6, mConvexMeshPolygonFaces,
rp3d::PolygonVertexArray::VertexDataType::VERTEX_FLOAT_TYPE,
rp3d::PolygonVertexArray::IndexDataType::INDEX_INTEGER_TYPE);
mConvexMesh2PolyhedronMesh = mPhysicsCommon.createPolyhedronMesh(mConvexMesh2PolygonVertexArray);
mConvexMeshShape2 = mPhysicsCommon.createConvexMeshShape(mConvexMesh2PolyhedronMesh);
Transform convexMeshTransform2(Vector3(20, 0, 0), Quaternion::identity());
mConvexMeshBody2 = mWorld->createCollisionBody(convexMeshTransform2);
mConvexMeshCollider2 = mConvexMeshBody2->addCollider(mConvexMeshShape2, Transform::identity());
// ---------- Concave Meshes ---------- //
for (int i = 0; i < 6; i++) {
for (int j = 0; j < 6; j++) {
mConcaveMeshPlaneVertices[i * 6 + j] = Vector3(-2.5f + i, 0, -2.5f + j);
}
}
int triangleIndex = 0;
for (int i = 0; i < 5; i++) {
for (int j = 0; j < 5; j++) {
// Triangle 1
mConcaveMeshPlaneIndices[triangleIndex * 3] = i * 6 + j;
mConcaveMeshPlaneIndices[triangleIndex * 3 + 1] = (i+1) * 6 + (j+1);
mConcaveMeshPlaneIndices[triangleIndex * 3 + 2] = i * 6 + (j+1);
triangleIndex++;
// Triangle 2
mConcaveMeshPlaneIndices[triangleIndex * 3] = i * 6 + j;
mConcaveMeshPlaneIndices[triangleIndex * 3 + 1] = (i+1) * 6 + j;
mConcaveMeshPlaneIndices[triangleIndex * 3 + 2] = (i+1) * 6 + (j+1);
triangleIndex++;
}
}
mConcaveMeshTriangleVertexArray = new rp3d::TriangleVertexArray(36, &(mConcaveMeshPlaneVertices[0]), sizeof(Vector3),
25, &(mConcaveMeshPlaneIndices[0]), 3 * sizeof(int),
rp3d::TriangleVertexArray::VertexDataType::VERTEX_FLOAT_TYPE,
rp3d::TriangleVertexArray::IndexDataType::INDEX_INTEGER_TYPE);
// Add the triangle vertex array of the subpart to the triangle mesh
Transform concaveMeshTransform(Vector3(0, -20, 0), Quaternion::identity());
mConcaveTriangleMesh = mPhysicsCommon.createTriangleMesh();
mConcaveTriangleMesh->addSubpart(mConcaveMeshTriangleVertexArray);
mConcaveMeshShape = mPhysicsCommon.createConcaveMeshShape(mConcaveTriangleMesh);
mConcaveMeshBody = mWorld->createCollisionBody(concaveMeshTransform);
mConcaveMeshCollider = mConcaveMeshBody->addCollider(mConcaveMeshShape, rp3d::Transform::identity());
}
/// Destructor
virtual ~TestCollisionWorld() {
mPhysicsCommon.destroyPhysicsWorld(mWorld);
mPhysicsCommon.destroyBoxShape(mBoxShape1);
mPhysicsCommon.destroyBoxShape(mBoxShape2);
mPhysicsCommon.destroySphereShape(mSphereShape1);
mPhysicsCommon.destroySphereShape(mSphereShape2);
mPhysicsCommon.destroyCapsuleShape(mCapsuleShape1);
mPhysicsCommon.destroyCapsuleShape(mCapsuleShape2);
mPhysicsCommon.destroyConvexMeshShape(mConvexMeshShape1);
mPhysicsCommon.destroyConvexMeshShape(mConvexMeshShape2);
mPhysicsCommon.destroyPolyhedronMesh(mConvexMesh1PolyhedronMesh);
mPhysicsCommon.destroyPolyhedronMesh(mConvexMesh2PolyhedronMesh);
delete mConvexMesh1PolygonVertexArray;
delete mConvexMesh2PolygonVertexArray;
delete[] mConvexMeshPolygonFaces;
mPhysicsCommon.destroyConcaveMeshShape(mConcaveMeshShape);
mPhysicsCommon.destroyTriangleMesh(mConcaveTriangleMesh);
delete mConcaveMeshTriangleVertexArray;
}
/// Run the tests
void run() {
testNoCollisions();
testNoOverlap();
testSphereVsSphereCollision();
testSphereVsBoxCollision();
testSphereVsCapsuleCollision();
testSphereVsConvexMeshCollision();
testSphereVsConcaveMeshCollision();
testBoxVsBoxCollision();
testBoxVsConvexMeshCollision();
testBoxVsCapsuleCollision();
testBoxVsConcaveMeshCollision();
testCapsuleVsCapsuleCollision();
testCapsuleVsConcaveMeshCollision();
testConvexMeshVsConvexMeshCollision();
testConvexMeshVsCapsuleCollision();
testConvexMeshVsConcaveMeshCollision();
}
void testNoCollisions() {
// All the shapes of the world are not touching when they are created.
// Here we test that at the beginning, there is no collision at all.
// ---------- Global test ---------- //
mCollisionCallback.reset();
mWorld->testCollision(mCollisionCallback);
rp3d_test(!mCollisionCallback.hasContacts());
// ---------- Single body test ---------- //
mCollisionCallback.reset();
mWorld->testCollision(mBoxBody1, mCollisionCallback);
rp3d_test(!mCollisionCallback.hasContacts());
mCollisionCallback.reset();
mWorld->testCollision(mBoxBody2, mCollisionCallback);
rp3d_test(!mCollisionCallback.hasContacts());
mCollisionCallback.reset();
mWorld->testCollision(mSphereBody1, mCollisionCallback);
rp3d_test(!mCollisionCallback.hasContacts());
mCollisionCallback.reset();
mWorld->testCollision(mSphereBody2, mCollisionCallback);
rp3d_test(!mCollisionCallback.hasContacts());
// Two bodies test
mCollisionCallback.reset();
mWorld->testCollision(mBoxBody1, mBoxBody2, mCollisionCallback);
rp3d_test(!mCollisionCallback.hasContacts());
mCollisionCallback.reset();
mWorld->testCollision(mSphereBody1, mSphereBody2, mCollisionCallback);
rp3d_test(!mCollisionCallback.hasContacts());
mCollisionCallback.reset();
mWorld->testCollision(mBoxBody1, mSphereBody1, mCollisionCallback);
rp3d_test(!mCollisionCallback.hasContacts());
mCollisionCallback.reset();
mWorld->testCollision(mBoxBody1, mSphereBody2, mCollisionCallback);
rp3d_test(!mCollisionCallback.hasContacts());
mCollisionCallback.reset();
mWorld->testCollision(mBoxBody2, mSphereBody1, mCollisionCallback);
rp3d_test(!mCollisionCallback.hasContacts());
mCollisionCallback.reset();
mWorld->testCollision(mBoxBody2, mSphereBody2, mCollisionCallback);
rp3d_test(!mCollisionCallback.hasContacts());
}
void testNoOverlap() {
// All the shapes of the world are not touching when they are created.
// Here we test that at the beginning, there is no overlap at all.
// ---------- Single body test ---------- //
mOverlapCallback.reset();
mWorld->testOverlap(mBoxBody1, mOverlapCallback);
rp3d_test(!mOverlapCallback.hasOverlapWithBody(mBoxBody1));
mOverlapCallback.reset();
mWorld->testOverlap(mBoxBody2, mOverlapCallback);
rp3d_test(!mOverlapCallback.hasOverlapWithBody(mBoxBody2));
mOverlapCallback.reset();
mWorld->testOverlap(mSphereBody1, mOverlapCallback);
rp3d_test(!mOverlapCallback.hasOverlapWithBody(mSphereBody1));
mOverlapCallback.reset();
mWorld->testOverlap(mSphereBody2, mOverlapCallback);
rp3d_test(!mOverlapCallback.hasOverlapWithBody(mSphereBody2));
// Two bodies test
rp3d_test(!mWorld->testOverlap(mBoxBody1, mBoxBody2));
rp3d_test(!mWorld->testOverlap(mSphereBody1, mSphereBody2));
rp3d_test(!mWorld->testOverlap(mBoxBody1, mSphereBody1));
rp3d_test(!mWorld->testOverlap(mBoxBody1, mSphereBody2));
rp3d_test(!mWorld->testOverlap(mBoxBody2, mSphereBody1));
rp3d_test(!mWorld->testOverlap(mBoxBody2, mSphereBody2));
}
void testSphereVsSphereCollision() {
Transform initTransform1 = mSphereBody1->getTransform();
Transform initTransform2 = mSphereBody2->getTransform();
Transform transform1(Vector3(10, 20, 50), Quaternion::identity());
Transform transform2(Vector3(17, 20, 50), Quaternion::fromEulerAngles(rp3d::PI / 8.0f, rp3d::PI / 4.0f, rp3d::PI / 16.0f));
// Move spheres to collide with each other
mSphereBody1->setTransform(transform1);
mSphereBody2->setTransform(transform2);
mOverlapCallback.reset();
mWorld->testOverlap(mSphereBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mSphereBody1));
mOverlapCallback.reset();
mWorld->testOverlap(mSphereBody2, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mSphereBody2));
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mSphereCollider2));
// Get collision data
const CollisionData* collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mSphereCollider2);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
bool swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
Vector3 localBody1Point(3, 0, 0);
Vector3 localBody2Point = transform2.getInverse() * Vector3(12, 20, 50);
decimal penetrationDepth = 1.0f;
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mSphereBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mSphereCollider2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mSphereCollider2);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mSphereBody2, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mSphereCollider2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mSphereCollider2);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against selected body 1 and 2 ----- //
mCollisionCallback.reset();
mWorld->testCollision(mSphereBody1, mSphereBody2, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mSphereCollider2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mSphereCollider2);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// Reset the init transforms
mSphereBody1->setTransform(initTransform1);
mSphereBody2->setTransform(initTransform2);
}
void testSphereVsBoxCollision() {
Transform initTransform1 = mSphereBody1->getTransform();
Transform initTransform2 = mBoxBody1->getTransform();
/********************************************************************************
* Test Sphere vs Box Face collision *
*********************************************************************************/
Transform transform1(Vector3(10, 20, 50), Quaternion::identity());
Transform transform2(Vector3(14, 20, 50), Quaternion::identity());
// Move spheres to collide with each other
mSphereBody1->setTransform(transform1);
mBoxBody1->setTransform(transform2);
mOverlapCallback.reset();
mWorld->testOverlap(mSphereBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mSphereBody1));
mOverlapCallback.reset();
mWorld->testOverlap(mBoxBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mBoxBody1));
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mBoxCollider1));
// Get collision data
const CollisionData* collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mBoxCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
bool swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
Vector3 localBody1Point(3, 0, 0);
Vector3 localBody2Point(-3, 0, 0);
decimal penetrationDepth = 2.0f;
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mSphereBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mBoxCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mBoxCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mBoxBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mBoxCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mBoxCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against selected body 1 and 2 ----- //
mCollisionCallback.reset();
mWorld->testCollision(mSphereBody1, mBoxBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mBoxCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mBoxCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
/********************************************************************************
* Test Sphere vs Box Edge collision *
*********************************************************************************/
transform1 = Transform(Vector3(10, 20, 50), Quaternion::identity());
transform2 = Transform(Vector3(14, 16, 50), Quaternion::identity());
// Move spheres to collide with each other
mSphereBody1->setTransform(transform1);
mBoxBody1->setTransform(transform2);
mOverlapCallback.reset();
mWorld->testOverlap(mSphereBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mSphereBody1));
mOverlapCallback.reset();
mWorld->testOverlap(mBoxBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mBoxBody1));
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mBoxCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mBoxCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
localBody1Point = std::sqrt(4.5f) * Vector3(1, -1, 0);
localBody2Point = Vector3(-3, 3, 0);
penetrationDepth = decimal(3.0) - std::sqrt(2);
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mSphereBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mBoxCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mBoxCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mBoxBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mBoxCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mBoxCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against selected body 1 and 2 ----- //
mCollisionCallback.reset();
mWorld->testCollision(mSphereBody1, mBoxBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mBoxCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mBoxCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
/********************************************************************************
* Test Sphere vs Box Vertex collision *
*********************************************************************************/
transform1 = Transform(Vector3(10, 20, 50), Quaternion::identity());
transform2 = Transform(Vector3(14, 16, 46), Quaternion::identity());
// Move spheres to collide with each other
mSphereBody1->setTransform(transform1);
mBoxBody1->setTransform(transform2);
mOverlapCallback.reset();
mWorld->testOverlap(mSphereBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mSphereBody1));
mOverlapCallback.reset();
mWorld->testOverlap(mBoxBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mBoxBody1));
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mBoxCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mBoxCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
localBody1Point = std::sqrt(9.0f / 3.0f) * Vector3(1, -1, -1);
localBody2Point = Vector3(-3, 3, 3);
penetrationDepth = decimal(3.0) - std::sqrt(3);
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mSphereBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mBoxCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mBoxCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mBoxBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mBoxCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mBoxCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against selected body 1 and 2 ----- //
mCollisionCallback.reset();
mWorld->testCollision(mSphereBody1, mBoxBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mBoxCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mBoxCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// Reset the init transforms
mSphereBody1->setTransform(initTransform1);
mBoxBody1->setTransform(initTransform2);
}
void testSphereVsCapsuleCollision() {
Transform initTransform1 = mSphereBody1->getTransform();
Transform initTransform2 = mCapsuleBody1->getTransform();
/********************************************************************************
* Test Sphere vs Capsule (sphere side) collision *
*********************************************************************************/
Transform transform1(Vector3(10, 20, 50), Quaternion::identity());
Transform transform2(Vector3(10, 14, 50), Quaternion::identity());
// Move spheres to collide with each other
mSphereBody1->setTransform(transform1);
mCapsuleBody1->setTransform(transform2);
mOverlapCallback.reset();
mWorld->testOverlap(mSphereBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mSphereBody1));
mOverlapCallback.reset();
mWorld->testOverlap(mCapsuleBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mCapsuleBody1));
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mCapsuleCollider1));
// Get collision data
const CollisionData* collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mCapsuleCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
bool swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
Vector3 localBody1Point(0, -3, 0);
Vector3 localBody2Point(0, 5, 0);
decimal penetrationDepth = 2.0f;
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mSphereBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mCapsuleCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mCapsuleCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCapsuleBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mCapsuleCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mCapsuleCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against selected body 1 and 2 ----- //
mCollisionCallback.reset();
mWorld->testCollision(mSphereBody1, mCapsuleBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mCapsuleCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mCapsuleCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
/********************************************************************************
* Test Sphere vs Box Capsule (cylinder side) collision *
*********************************************************************************/
transform1 = Transform(Vector3(10, 20, 50), Quaternion::identity());
transform2 = Transform(Vector3(14, 19, 50), Quaternion::identity());
// Move spheres to collide with each other
mSphereBody1->setTransform(transform1);
mCapsuleBody1->setTransform(transform2);
mOverlapCallback.reset();
mWorld->testOverlap(mSphereBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mSphereBody1));
mOverlapCallback.reset();
mWorld->testOverlap(mCapsuleBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mCapsuleBody1));
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mCapsuleCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mCapsuleCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
localBody1Point = Vector3(3, 0, 0);
localBody2Point = Vector3(-2, 1, 0);
penetrationDepth = decimal(1.0);
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mSphereBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mCapsuleCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mCapsuleCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCapsuleBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mCapsuleCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mCapsuleCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against selected body 1 and 2 ----- //
mCollisionCallback.reset();
mWorld->testCollision(mSphereBody1, mCapsuleBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mCapsuleCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mCapsuleCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// Reset the init transforms
mSphereBody1->setTransform(initTransform1);
mCapsuleBody1->setTransform(initTransform2);
}
void testSphereVsConvexMeshCollision() {
Transform initTransform1 = mSphereBody1->getTransform();
Transform initTransform2 = mConvexMeshBody1->getTransform();
/********************************************************************************
* Test Sphere vs Convex Mesh (Cube Face) collision *
*********************************************************************************/
Transform transform1(Vector3(10, 20, 50), Quaternion::identity());
Transform transform2(Vector3(14, 20, 50), Quaternion::identity());
// Move spheres to collide with each other
mSphereBody1->setTransform(transform1);
mConvexMeshBody1->setTransform(transform2);
mOverlapCallback.reset();
mWorld->testOverlap(mSphereBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mSphereBody1));
mOverlapCallback.reset();
mWorld->testOverlap(mConvexMeshBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mConvexMeshBody1));
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mConvexMeshCollider1));
// Get collision data
const CollisionData* collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mConvexMeshCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
bool swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
Vector3 localBody1Point(3, 0, 0);
Vector3 localBody2Point(-3, 0, 0);
decimal penetrationDepth = 2.0f;
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mSphereBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mConvexMeshCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mConvexMeshCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mConvexMeshBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mConvexMeshCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mConvexMeshCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against selected body 1 and 2 ----- //
mCollisionCallback.reset();
mWorld->testCollision(mSphereBody1, mConvexMeshBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mConvexMeshCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mConvexMeshCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
/********************************************************************************
* Test Sphere vs Convex Mesh (Cube Edge) collision *
*********************************************************************************/
transform1 = Transform(Vector3(10, 20, 50), Quaternion::identity());
transform2 = Transform(Vector3(14, 16, 50), Quaternion::identity());
// Move spheres to collide with each other
mSphereBody1->setTransform(transform1);
mConvexMeshBody1->setTransform(transform2);
mOverlapCallback.reset();
mWorld->testOverlap(mSphereBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mSphereBody1));
mOverlapCallback.reset();
mWorld->testOverlap(mConvexMeshBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mConvexMeshBody1));
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mConvexMeshCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mConvexMeshCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
localBody1Point = std::sqrt(4.5f) * Vector3(1, -1, 0);
localBody2Point = Vector3(-3, 3, 0);
penetrationDepth = decimal(3.0) - std::sqrt(2);
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mSphereBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mConvexMeshCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mConvexMeshCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mConvexMeshBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mConvexMeshCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mConvexMeshCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against selected body 1 and 2 ----- //
mCollisionCallback.reset();
mWorld->testCollision(mSphereBody1, mConvexMeshBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mConvexMeshCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mConvexMeshCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
/********************************************************************************
* Test Sphere vs ConvexMesh (Cube Vertex) collision *
*********************************************************************************/
transform1 = Transform(Vector3(10, 20, 50), Quaternion::identity());
transform2 = Transform(Vector3(14, 16, 46), Quaternion::identity());
// Move spheres to collide with each other
mSphereBody1->setTransform(transform1);
mConvexMeshBody1->setTransform(transform2);
mOverlapCallback.reset();
mWorld->testOverlap(mSphereBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mSphereBody1));
mOverlapCallback.reset();
mWorld->testOverlap(mConvexMeshBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mConvexMeshBody1));
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mConvexMeshCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mConvexMeshCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
localBody1Point = std::sqrt(9.0f / 3.0f) * Vector3(1, -1, -1);
localBody2Point = Vector3(-3, 3, 3);
penetrationDepth = decimal(3.0) - std::sqrt(3);
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mSphereBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mConvexMeshCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mConvexMeshCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mConvexMeshBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mConvexMeshCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mConvexMeshCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against selected body 1 and 2 ----- //
mCollisionCallback.reset();
mWorld->testCollision(mSphereBody1, mConvexMeshBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mConvexMeshCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mConvexMeshCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// Reset the init transforms
mSphereBody1->setTransform(initTransform1);
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);
mOverlapCallback.reset();
mWorld->testOverlap(mSphereBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mSphereBody1));
mOverlapCallback.reset();
mWorld->testOverlap(mConcaveMeshBody, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mConcaveMeshBody));
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mConcaveMeshCollider));
// Get collision data
const CollisionData* collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mConcaveMeshCollider);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
bool swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
Vector3 localBody1Point(0, -3, 0);
Vector3 localBody2Point(0, 0, 0);
decimal penetrationDepth = 0.02f;
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mSphereBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mConcaveMeshCollider));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mConcaveMeshCollider);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mConcaveMeshBody, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mConcaveMeshCollider));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mConcaveMeshCollider);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_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);
rp3d_test(mCollisionCallback.areCollidersColliding(mSphereCollider1, mConcaveMeshCollider));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mSphereCollider1, mConcaveMeshCollider);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mSphereBody1->getEntity();
// Test contact points
rp3d_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);
mOverlapCallback.reset();
mWorld->testOverlap(mBoxBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mBoxBody1));
mOverlapCallback.reset();
mWorld->testOverlap(mBoxBody2, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mBoxBody2));
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mBoxCollider1, mBoxCollider2));
// Get collision data
const CollisionData* collisionData = mCollisionCallback.getCollisionData(mBoxCollider1, mBoxCollider2);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 4);
// True if the bodies are swapped in the collision callback response
bool swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mBoxBody1->getEntity();
// Test contact points
Vector3 localBody1Point1(-3, -2, -2);
Vector3 localBody2Point1(4, 2, 8);
decimal penetrationDepth1 = 0.5f;
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
Vector3 localBody1Point2(-3, -2, -3);
Vector3 localBody2Point2(4, 2, 7);
decimal penetrationDepth2 = 0.5f;
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point2 : localBody1Point2,
swappedBodiesCollisionData ? localBody1Point2 : localBody2Point2,
penetrationDepth2));
Vector3 localBody1Point3(-3, -3, -2);
Vector3 localBody2Point3(4, 1, 8);
decimal penetrationDepth3 = 0.5f;
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point3 : localBody1Point3,
swappedBodiesCollisionData ? localBody1Point3 : localBody2Point3,
penetrationDepth3));
Vector3 localBody1Point4(-3, -3, -3);
Vector3 localBody2Point4(4, 1, 7);
decimal penetrationDepth4 = 0.5f;
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point4 : localBody1Point4,
swappedBodiesCollisionData ? localBody1Point4 : localBody2Point4,
penetrationDepth4));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mBoxBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mBoxCollider1, mBoxCollider2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mBoxCollider1, mBoxCollider2);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 4);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mBoxBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point2 : localBody1Point2,
swappedBodiesCollisionData ? localBody1Point2 : localBody2Point2,
penetrationDepth2));
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point3 : localBody1Point3,
swappedBodiesCollisionData ? localBody1Point3 : localBody2Point3,
penetrationDepth3));
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point4 : localBody1Point4,
swappedBodiesCollisionData ? localBody1Point4 : localBody2Point4,
penetrationDepth4));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mBoxBody2, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mBoxCollider1, mBoxCollider2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mBoxCollider1, mBoxCollider2);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 4);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mBoxBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point2 : localBody1Point2,
swappedBodiesCollisionData ? localBody1Point2 : localBody2Point2,
penetrationDepth2));
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point3 : localBody1Point3,
swappedBodiesCollisionData ? localBody1Point3 : localBody2Point3,
penetrationDepth3));
rp3d_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);
rp3d_test(mCollisionCallback.areCollidersColliding(mBoxCollider1, mBoxCollider2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mBoxCollider1, mBoxCollider2);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 4);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mBoxBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point2 : localBody1Point2,
swappedBodiesCollisionData ? localBody1Point2 : localBody2Point2,
penetrationDepth2));
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point3 : localBody1Point3,
swappedBodiesCollisionData ? localBody1Point3 : localBody2Point3,
penetrationDepth3));
rp3d_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);
mOverlapCallback.reset();
mWorld->testOverlap(mBoxBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mBoxBody1));
mOverlapCallback.reset();
mWorld->testOverlap(mConvexMeshBody2, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mConvexMeshBody2));
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mBoxCollider1, mConvexMeshCollider2));
// Get collision data
const CollisionData* collisionData = mCollisionCallback.getCollisionData(mBoxCollider1, mConvexMeshCollider2);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 4);
// True if the bodies are swapped in the collision callback response
bool swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mBoxBody1->getEntity();
// Test contact points
Vector3 localBody1Point1(-3, -2, -2);
Vector3 localBody2Point1(4, 2, 8);
decimal penetrationDepth1 = 0.5f;
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
Vector3 localBody1Point2(-3, -2, -3);
Vector3 localBody2Point2(4, 2, 7);
decimal penetrationDepth2 = 0.5f;
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point2 : localBody1Point2,
swappedBodiesCollisionData ? localBody1Point2 : localBody2Point2,
penetrationDepth2));
Vector3 localBody1Point3(-3, -3, -2);
Vector3 localBody2Point3(4, 1, 8);
decimal penetrationDepth3 = 0.5f;
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point3 : localBody1Point3,
swappedBodiesCollisionData ? localBody1Point3 : localBody2Point3,
penetrationDepth3));
Vector3 localBody1Point4(-3, -3, -3);
Vector3 localBody2Point4(4, 1, 7);
decimal penetrationDepth4 = 0.5f;
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point4 : localBody1Point4,
swappedBodiesCollisionData ? localBody1Point4 : localBody2Point4,
penetrationDepth4));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mBoxBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mBoxCollider1, mConvexMeshCollider2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mBoxCollider1, mConvexMeshCollider2);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 4);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mBoxBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point2 : localBody1Point2,
swappedBodiesCollisionData ? localBody1Point2 : localBody2Point2,
penetrationDepth2));
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point3 : localBody1Point3,
swappedBodiesCollisionData ? localBody1Point3 : localBody2Point3,
penetrationDepth3));
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point4 : localBody1Point4,
swappedBodiesCollisionData ? localBody1Point4 : localBody2Point4,
penetrationDepth4));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mConvexMeshBody2, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mBoxCollider1, mConvexMeshCollider2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mBoxCollider1, mConvexMeshCollider2);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 4);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mBoxBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point2 : localBody1Point2,
swappedBodiesCollisionData ? localBody1Point2 : localBody2Point2,
penetrationDepth2));
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point3 : localBody1Point3,
swappedBodiesCollisionData ? localBody1Point3 : localBody2Point3,
penetrationDepth3));
rp3d_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);
rp3d_test(mCollisionCallback.areCollidersColliding(mBoxCollider1, mConvexMeshCollider2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mBoxCollider1, mConvexMeshCollider2);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 4);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mBoxBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point2 : localBody1Point2,
swappedBodiesCollisionData ? localBody1Point2 : localBody2Point2,
penetrationDepth2));
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point3 : localBody1Point3,
swappedBodiesCollisionData ? localBody1Point3 : localBody2Point3,
penetrationDepth3));
rp3d_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);
mOverlapCallback.reset();
mWorld->testOverlap(mConvexMeshBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mConvexMeshBody1));
mOverlapCallback.reset();
mWorld->testOverlap(mConvexMeshBody2, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mConvexMeshBody2));
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mConvexMeshCollider1, mConvexMeshCollider2));
// Get collision data
const CollisionData* collisionData = mCollisionCallback.getCollisionData(mConvexMeshCollider1, mConvexMeshCollider2);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 4);
// True if the bodies are swapped in the collision callback response
bool swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mConvexMeshBody1->getEntity();
// Test contact points
Vector3 localBody1Point1(-3, -2, -2);
Vector3 localBody2Point1(4, 2, 8);
decimal penetrationDepth1 = 0.5f;
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
Vector3 localBody1Point2(-3, -2, -3);
Vector3 localBody2Point2(4, 2, 7);
decimal penetrationDepth2 = 0.5f;
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point2 : localBody1Point2,
swappedBodiesCollisionData ? localBody1Point2 : localBody2Point2,
penetrationDepth2));
Vector3 localBody1Point3(-3, -3, -2);
Vector3 localBody2Point3(4, 1, 8);
decimal penetrationDepth3 = 0.5f;
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point3 : localBody1Point3,
swappedBodiesCollisionData ? localBody1Point3 : localBody2Point3,
penetrationDepth3));
Vector3 localBody1Point4(-3, -3, -3);
Vector3 localBody2Point4(4, 1, 7);
decimal penetrationDepth4 = 0.5f;
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point4 : localBody1Point4,
swappedBodiesCollisionData ? localBody1Point4 : localBody2Point4,
penetrationDepth4));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mConvexMeshBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mConvexMeshCollider1, mConvexMeshCollider2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mConvexMeshCollider1, mConvexMeshCollider2);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 4);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mConvexMeshBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point2 : localBody1Point2,
swappedBodiesCollisionData ? localBody1Point2 : localBody2Point2,
penetrationDepth2));
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point3 : localBody1Point3,
swappedBodiesCollisionData ? localBody1Point3 : localBody2Point3,
penetrationDepth3));
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point4 : localBody1Point4,
swappedBodiesCollisionData ? localBody1Point4 : localBody2Point4,
penetrationDepth4));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mConvexMeshBody2, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mConvexMeshCollider1, mConvexMeshCollider2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mConvexMeshCollider1, mConvexMeshCollider2);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 4);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mConvexMeshBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point2 : localBody1Point2,
swappedBodiesCollisionData ? localBody1Point2 : localBody2Point2,
penetrationDepth2));
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point3 : localBody1Point3,
swappedBodiesCollisionData ? localBody1Point3 : localBody2Point3,
penetrationDepth3));
rp3d_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);
rp3d_test(mCollisionCallback.areCollidersColliding(mConvexMeshCollider1, mConvexMeshCollider2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mConvexMeshCollider1, mConvexMeshCollider2);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 4);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mConvexMeshBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point2 : localBody1Point2,
swappedBodiesCollisionData ? localBody1Point2 : localBody2Point2,
penetrationDepth2));
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point3 : localBody1Point3,
swappedBodiesCollisionData ? localBody1Point3 : localBody2Point3,
penetrationDepth3));
rp3d_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);
mOverlapCallback.reset();
mWorld->testOverlap(mBoxBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mBoxBody1));
mOverlapCallback.reset();
mWorld->testOverlap(mCapsuleBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mCapsuleBody1));
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mBoxCollider1, mCapsuleCollider1));
// Get collision data
const CollisionData* collisionData = mCollisionCallback.getCollisionData(mBoxCollider1, mCapsuleCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
bool swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mBoxBody1->getEntity();
// Test contact points
Vector3 localBody1Point1(3, 1, 0);
Vector3 localBody2Point1(0, 5, 0);
decimal penetrationDepth1 = 1.0f;
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mBoxBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mBoxCollider1, mCapsuleCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mBoxCollider1, mCapsuleCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mBoxBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCapsuleBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mBoxCollider1, mCapsuleCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mBoxCollider1, mCapsuleCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mBoxBody1->getEntity();
// Test contact points
rp3d_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);
rp3d_test(mCollisionCallback.areCollidersColliding(mBoxCollider1, mCapsuleCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mBoxCollider1, mCapsuleCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mBoxBody1->getEntity();
// Test contact points
rp3d_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 Convex Mesh 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);
mOverlapCallback.reset();
mWorld->testOverlap(mConvexMeshBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mConvexMeshBody1));
mOverlapCallback.reset();
mWorld->testOverlap(mCapsuleBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mCapsuleBody1));
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mConvexMeshCollider1, mCapsuleCollider1));
// Get collision data
const CollisionData* collisionData = mCollisionCallback.getCollisionData(mConvexMeshCollider1, mCapsuleCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
bool swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mConvexMeshBody1->getEntity();
// Test contact points
Vector3 localBody1Point1(3, 1, 0);
Vector3 localBody2Point1(0, 5, 0);
decimal penetrationDepth1 = 1.0f;
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mConvexMeshBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mConvexMeshCollider1, mCapsuleCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mConvexMeshCollider1, mCapsuleCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mConvexMeshBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCapsuleBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mConvexMeshCollider1, mCapsuleCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mConvexMeshCollider1, mCapsuleCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mConvexMeshBody1->getEntity();
// Test contact points
rp3d_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);
rp3d_test(mCollisionCallback.areCollidersColliding(mConvexMeshCollider1, mCapsuleCollider1));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mConvexMeshCollider1, mCapsuleCollider1);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mConvexMeshBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point1 : localBody1Point1,
swappedBodiesCollisionData ? localBody1Point1 : localBody2Point1,
penetrationDepth1));
// reset the init transforms
mConvexMeshBody1->setTransform(initTransform1);
mCapsuleBody1->setTransform(initTransform2);
}
void testBoxVsConcaveMeshCollision() {
Transform initTransform1 = mBoxBody1->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
mBoxBody1->setTransform(transform1);
mConcaveMeshBody->setTransform(transform2);
mOverlapCallback.reset();
mWorld->testOverlap(mBoxBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mBoxBody1));
mOverlapCallback.reset();
mWorld->testOverlap(mConcaveMeshBody, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mConcaveMeshBody));
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mBoxCollider1, mConcaveMeshCollider));
// Get collision data
const CollisionData* collisionData = mCollisionCallback.getCollisionData(mBoxCollider1, mConcaveMeshCollider);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 4);
for (size_t i=0; i<collisionData->contactPairs[0].contactPoints.size(); i++) {
rp3d_test(approxEqual(collisionData->contactPairs[0].contactPoints[i].penetrationDepth, 1.0f));
}
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mBoxBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mBoxCollider1, mConcaveMeshCollider));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mBoxCollider1, mConcaveMeshCollider);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 4);
for (size_t i=0; i<collisionData->contactPairs[0].contactPoints.size(); i++) {
rp3d_test(approxEqual(collisionData->contactPairs[0].contactPoints[i].penetrationDepth, 1.0f));
}
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mConcaveMeshBody, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mBoxCollider1, mConcaveMeshCollider));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mBoxCollider1, mConcaveMeshCollider);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 4);
for (size_t i=0; i<collisionData->contactPairs[0].contactPoints.size(); i++) {
rp3d_test(approxEqual(collisionData->contactPairs[0].contactPoints[i].penetrationDepth, 1.0f));
}
// ----- Test collision against selected body 1 and 2 ----- //
mCollisionCallback.reset();
mWorld->testCollision(mBoxBody1, mConcaveMeshBody, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mBoxCollider1, mConcaveMeshCollider));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mBoxCollider1, mConcaveMeshCollider);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 4);
// Test contact points
for (size_t i=0; i<collisionData->contactPairs[0].contactPoints.size(); i++) {
rp3d_test(approxEqual(collisionData->contactPairs[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);
mOverlapCallback.reset();
mWorld->testOverlap(mConvexMeshBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mConvexMeshBody1));
mOverlapCallback.reset();
mWorld->testOverlap(mConcaveMeshBody, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mConcaveMeshBody));
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mConvexMeshCollider1, mConcaveMeshCollider));
// Get collision data
const CollisionData* collisionData = mCollisionCallback.getCollisionData(mConvexMeshCollider1, mConcaveMeshCollider);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 4);
for (size_t i=0; i<collisionData->contactPairs[0].contactPoints.size(); i++) {
rp3d_test(approxEqual(collisionData->contactPairs[0].contactPoints[i].penetrationDepth, 1.0f));
}
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mConvexMeshBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mConvexMeshCollider1, mConcaveMeshCollider));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mConvexMeshCollider1, mConcaveMeshCollider);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 4);
for (size_t i=0; i<collisionData->contactPairs[0].contactPoints.size(); i++) {
rp3d_test(approxEqual(collisionData->contactPairs[0].contactPoints[i].penetrationDepth, 1.0f));
}
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mConcaveMeshBody, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mConvexMeshCollider1, mConcaveMeshCollider));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mConvexMeshCollider1, mConcaveMeshCollider);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 4);
for (size_t i=0; i<collisionData->contactPairs[0].contactPoints.size(); i++) {
rp3d_test(approxEqual(collisionData->contactPairs[0].contactPoints[i].penetrationDepth, 1.0f));
}
// ----- Test collision against selected body 1 and 2 ----- //
mCollisionCallback.reset();
mWorld->testCollision(mConvexMeshBody1, mConcaveMeshBody, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mConvexMeshCollider1, mConcaveMeshCollider));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mConvexMeshCollider1, mConcaveMeshCollider);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 4);
// Test contact points
for (size_t i=0; i<collisionData->contactPairs[0].contactPoints.size(); i++) {
rp3d_test(approxEqual(collisionData->contactPairs[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);
mOverlapCallback.reset();
mWorld->testOverlap(mCapsuleBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mCapsuleBody1));
mOverlapCallback.reset();
mWorld->testOverlap(mCapsuleBody2, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mCapsuleBody2));
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mCapsuleCollider1, mCapsuleCollider2));
// Get collision data
const CollisionData* collisionData = mCollisionCallback.getCollisionData(mCapsuleCollider1, mCapsuleCollider2);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
bool swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mCapsuleBody1->getEntity();
// Test contact points
Vector3 localBody1Point(2, 3, 0);
Vector3 localBody2Point(0, 5, 0);
decimal penetrationDepth = 1.0f;
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCapsuleBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mCapsuleCollider1, mCapsuleCollider2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mCapsuleCollider1, mCapsuleCollider2);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mCapsuleBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCapsuleBody2, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mCapsuleCollider1, mCapsuleCollider2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mCapsuleCollider1, mCapsuleCollider2);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mCapsuleBody1->getEntity();
// Test contact points
rp3d_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);
rp3d_test(mCollisionCallback.areCollidersColliding(mCapsuleCollider1, mCapsuleCollider2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mCapsuleCollider1, mCapsuleCollider2);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mCapsuleBody1->getEntity();
// Test contact points
rp3d_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);
mOverlapCallback.reset();
mWorld->testOverlap(mCapsuleBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mCapsuleBody1));
mOverlapCallback.reset();
mWorld->testOverlap(mCapsuleBody2, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mCapsuleBody2));
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mCapsuleCollider1, mCapsuleCollider2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mCapsuleCollider1, mCapsuleCollider2);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mCapsuleBody1->getEntity();
// Test contact points
localBody1Point = Vector3(0, 5, 0);
localBody2Point = Vector3(-3, 0, 0);
penetrationDepth = decimal(1.0);
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCapsuleBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mCapsuleCollider1, mCapsuleCollider2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mCapsuleCollider1, mCapsuleCollider2);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mCapsuleBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCapsuleBody2, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mCapsuleCollider1, mCapsuleCollider2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mCapsuleCollider1, mCapsuleCollider2);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mCapsuleBody1->getEntity();
// Test contact points
rp3d_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);
rp3d_test(mCollisionCallback.areCollidersColliding(mCapsuleCollider1, mCapsuleCollider2));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mCapsuleCollider1, mCapsuleCollider2);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mCapsuleBody1->getEntity();
// Test contact points
rp3d_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);
mOverlapCallback.reset();
mWorld->testOverlap(mCapsuleBody1, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mCapsuleBody1));
mOverlapCallback.reset();
mWorld->testOverlap(mConcaveMeshBody, mOverlapCallback);
rp3d_test(mOverlapCallback.hasOverlapWithBody(mConcaveMeshBody));
// ----- Test global collision test ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mCapsuleCollider1, mConcaveMeshCollider));
// Get collision data
const CollisionData* collisionData = mCollisionCallback.getCollisionData(mCapsuleCollider1, mConcaveMeshCollider);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
bool swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mCapsuleBody1->getEntity();
// Test contact points
Vector3 localBody1Point(0, -5, 0);
Vector3 localBody2Point(0, 0, 0);
decimal penetrationDepth = 0.02f;
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 1 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mCapsuleBody1, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mCapsuleCollider1, mConcaveMeshCollider));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mCapsuleCollider1, mConcaveMeshCollider);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mCapsuleBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// ----- Test collision against body 2 only ----- //
mCollisionCallback.reset();
mWorld->testCollision(mConcaveMeshBody, mCollisionCallback);
rp3d_test(mCollisionCallback.areCollidersColliding(mCapsuleCollider1, mConcaveMeshCollider));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mCapsuleCollider1, mConcaveMeshCollider);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mCapsuleBody1->getEntity();
// Test contact points
rp3d_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);
rp3d_test(mCollisionCallback.areCollidersColliding(mCapsuleCollider1, mConcaveMeshCollider));
// Get collision data
collisionData = mCollisionCallback.getCollisionData(mCapsuleCollider1, mConcaveMeshCollider);
rp3d_test(collisionData != nullptr);
rp3d_test(collisionData->getNbContactPairs() == 1);
rp3d_test(collisionData->getTotalNbContactPoints() == 1);
// True if the bodies are swapped in the collision callback response
swappedBodiesCollisionData = collisionData->getBody1()->getEntity() != mCapsuleBody1->getEntity();
// Test contact points
rp3d_test(collisionData->hasContactPointSimilarTo(swappedBodiesCollisionData ? localBody2Point : localBody1Point,
swappedBodiesCollisionData ? localBody1Point : localBody2Point,
penetrationDepth));
// Reset the init transforms
mCapsuleBody1->setTransform(initTransform1);
mConcaveMeshBody->setTransform(initTransform2);
}
};
}
#endif