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tests/physics/src/VerletShapeTests.cpp
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768
tests/physics/src/VerletShapeTests.cpp
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//
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// VerletShapeTests.cpp
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// tests/physics/src
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//
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// Created by Andrew Meadows on 02/21/2014.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//#include <stdio.h>
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#include <iostream>
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#include <math.h>
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#include <glm/glm.hpp>
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#include <glm/gtx/quaternion.hpp>
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#include <CollisionInfo.h>
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#include <ShapeCollider.h>
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#include <SharedUtil.h>
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#include <VerletCapsuleShape.h>
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#include <VerletSphereShape.h>
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#include <StreamUtils.h>
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#include "VerletShapeTests.h"
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const glm::vec3 origin(0.0f);
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static const glm::vec3 xAxis(1.0f, 0.0f, 0.0f);
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static const glm::vec3 yAxis(0.0f, 1.0f, 0.0f);
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static const glm::vec3 zAxis(0.0f, 0.0f, 1.0f);
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void VerletShapeTests::setSpherePosition() {
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float radius = 1.0f;
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glm::vec3 offset(1.23f, 4.56f, 7.89f);
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glm::vec3 point;
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VerletSphereShape sphere(radius, &point);
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point = glm::vec3(0.f);
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float d = glm::distance(glm::vec3(0.0f), sphere.getTranslation());
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if (d != 0.0f) {
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std::cout << __FILE__ << ":" << __LINE__ << " ERROR: sphere should be at origin" << std::endl;
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}
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point = offset;
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d = glm::distance(glm::vec3(0.0f), sphere.getTranslation());
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if (d != glm::length(offset)) {
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std::cout << __FILE__ << ":" << __LINE__ << " ERROR: sphere should be at offset" << std::endl;
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}
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}
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void VerletShapeTests::sphereMissesSphere() {
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// non-overlapping spheres of unequal size
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float radiusA = 7.0f;
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float radiusB = 3.0f;
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float alpha = 1.2f;
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float beta = 1.3f;
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glm::vec3 offsetDirection = glm::normalize(glm::vec3(1.0f, 2.0f, 3.0f));
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float offsetDistance = alpha * radiusA + beta * radiusB;
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// create points for the sphere centers
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glm::vec3 points[2];
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// give pointers to the spheres
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VerletSphereShape sphereA(radiusA, (points + 0));
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VerletSphereShape sphereB(radiusB, (points + 1));
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// set the positions of the spheres by slamming the points directly
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points[0] = origin;
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points[1] = offsetDistance * offsetDirection;
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CollisionList collisions(16);
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// collide A to B...
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{
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bool touching = ShapeCollider::collideShapes(&sphereA, &sphereB, collisions);
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if (touching) {
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: sphereA and sphereB should NOT touch" << std::endl;
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}
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}
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// collide B to A...
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{
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bool touching = ShapeCollider::collideShapes(&sphereB, &sphereA, collisions);
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if (touching) {
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: sphereA and sphereB should NOT touch" << std::endl;
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}
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}
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// also test shapeShape
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{
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bool touching = ShapeCollider::collideShapes(&sphereB, &sphereA, collisions);
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if (touching) {
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: sphereA and sphereB should NOT touch" << std::endl;
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}
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}
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if (collisions.size() > 0) {
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: expected empty collision list but size is " << collisions.size()
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<< std::endl;
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}
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}
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void VerletShapeTests::sphereTouchesSphere() {
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// overlapping spheres of unequal size
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float radiusA = 7.0f;
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float radiusB = 3.0f;
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float alpha = 0.2f;
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float beta = 0.3f;
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glm::vec3 offsetDirection = glm::normalize(glm::vec3(1.0f, 2.0f, 3.0f));
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float offsetDistance = alpha * radiusA + beta * radiusB;
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float expectedPenetrationDistance = (1.0f - alpha) * radiusA + (1.0f - beta) * radiusB;
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glm::vec3 expectedPenetration = expectedPenetrationDistance * offsetDirection;
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// create two points for the sphere centers
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glm::vec3 points[2];
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// give pointers to the spheres
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VerletSphereShape sphereA(radiusA, points+0);
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VerletSphereShape sphereB(radiusB, points+1);
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// set the positions of the spheres by slamming the points directly
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points[0] = origin;
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points[1] = offsetDistance * offsetDirection;
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CollisionList collisions(16);
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int numCollisions = 0;
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// collide A to B...
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{
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bool touching = ShapeCollider::collideShapes(&sphereA, &sphereB, collisions);
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if (!touching) {
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: sphereA and sphereB should touch" << std::endl;
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} else {
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++numCollisions;
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}
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// verify state of collisions
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if (numCollisions != collisions.size()) {
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: expected collisions size of " << numCollisions << " but actual size is " << collisions.size()
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<< std::endl;
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}
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CollisionInfo* collision = collisions.getCollision(numCollisions - 1);
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if (!collision) {
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: null collision" << std::endl;
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}
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// penetration points from sphereA into sphereB
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float inaccuracy = glm::length(collision->_penetration - expectedPenetration);
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if (fabs(inaccuracy) > EPSILON) {
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: bad penetration: expected = " << expectedPenetration
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<< " actual = " << collision->_penetration;
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}
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// contactPoint is on surface of sphereA
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glm::vec3 AtoB = sphereB.getTranslation() - sphereA.getTranslation();
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glm::vec3 expectedContactPoint = sphereA.getTranslation() + radiusA * glm::normalize(AtoB);
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inaccuracy = glm::length(collision->_contactPoint - expectedContactPoint);
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if (fabs(inaccuracy) > EPSILON) {
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: bad contactPoint: expected = " << expectedContactPoint
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<< " actual = " << collision->_contactPoint;
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}
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}
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// collide B to A...
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{
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bool touching = ShapeCollider::collideShapes(&sphereB, &sphereA, collisions);
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if (!touching) {
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: sphereA and sphereB should touch" << std::endl;
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} else {
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++numCollisions;
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}
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// penetration points from sphereA into sphereB
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CollisionInfo* collision = collisions.getCollision(numCollisions - 1);
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float inaccuracy = glm::length(collision->_penetration + expectedPenetration);
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if (fabs(inaccuracy) > EPSILON) {
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: bad penetration: expected = " << expectedPenetration
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<< " actual = " << collision->_penetration;
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}
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// contactPoint is on surface of sphereA
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glm::vec3 BtoA = sphereA.getTranslation() - sphereB.getTranslation();
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glm::vec3 expectedContactPoint = sphereB.getTranslation() + radiusB * glm::normalize(BtoA);
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inaccuracy = glm::length(collision->_contactPoint - expectedContactPoint);
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if (fabs(inaccuracy) > EPSILON) {
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: bad contactPoint: expected = " << expectedContactPoint
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<< " actual = " << collision->_contactPoint;
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}
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}
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}
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void VerletShapeTests::sphereMissesCapsule() {
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// non-overlapping sphere and capsule
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float radiusA = 1.5f;
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float radiusB = 2.3f;
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float totalRadius = radiusA + radiusB;
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float halfHeightB = 1.7f;
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float axialOffset = totalRadius + 1.1f * halfHeightB;
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float radialOffset = 1.2f * radiusA + 1.3f * radiusB;
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// create points for the sphere + capsule
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glm::vec3 points[3];
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for (int i = 0; i < 3; ++i) {
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points[i] = glm::vec3(0.0f);
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}
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// give the points to the shapes
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VerletSphereShape sphereA(radiusA, points);
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VerletCapsuleShape capsuleB(radiusB, points+1, points+2);
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capsuleB.setHalfHeight(halfHeightB);
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// give the capsule some arbitrary transform
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float angle = 37.8f;
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glm::vec3 axis = glm::normalize( glm::vec3(-7.0f, 2.8f, 9.3f) );
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glm::quat rotation = glm::angleAxis(angle, axis);
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glm::vec3 translation(15.1f, -27.1f, -38.6f);
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capsuleB.setRotation(rotation);
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capsuleB.setTranslation(translation);
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CollisionList collisions(16);
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// walk sphereA along the local yAxis next to, but not touching, capsuleB
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glm::vec3 localStartPosition(radialOffset, axialOffset, 0.0f);
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int numberOfSteps = 10;
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float delta = 1.3f * (totalRadius + halfHeightB) / (numberOfSteps - 1);
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for (int i = 0; i < numberOfSteps; ++i) {
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// translate sphereA into world-frame
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glm::vec3 localPosition = localStartPosition + ((float)i * delta) * yAxis;
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sphereA.setTranslation(rotation * localPosition + translation);
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// sphereA agains capsuleB
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if (ShapeCollider::collideShapes(&sphereA, &capsuleB, collisions))
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{
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: sphere and capsule should NOT touch"
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<< std::endl;
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}
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// capsuleB against sphereA
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if (ShapeCollider::collideShapes(&capsuleB, &sphereA, collisions))
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{
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: sphere and capsule should NOT touch"
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<< std::endl;
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}
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}
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if (collisions.size() > 0) {
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: expected empty collision list but size is " << collisions.size()
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<< std::endl;
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}
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}
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void VerletShapeTests::sphereTouchesCapsule() {
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// overlapping sphere and capsule
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float radiusA = 2.0f;
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float radiusB = 1.0f;
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float totalRadius = radiusA + radiusB;
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float halfHeightB = 2.0f;
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float alpha = 0.5f;
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float beta = 0.5f;
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float radialOffset = alpha * radiusA + beta * radiusB;
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// create points for the sphere + capsule
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glm::vec3 points[3];
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for (int i = 0; i < 3; ++i) {
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points[i] = glm::vec3(0.0f);
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}
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// give the points to the shapes
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VerletSphereShape sphereA(radiusA, points);
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VerletCapsuleShape capsuleB(radiusB, points+1, points+2);
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capsuleB.setHalfHeight(halfHeightB);
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CollisionList collisions(16);
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int numCollisions = 0;
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{ // sphereA collides with capsuleB's cylindrical wall
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sphereA.setTranslation(radialOffset * xAxis);
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if (!ShapeCollider::collideShapes(&sphereA, &capsuleB, collisions))
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{
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: sphere and capsule should touch"
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<< std::endl;
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} else {
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++numCollisions;
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}
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// penetration points from sphereA into capsuleB
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CollisionInfo* collision = collisions.getCollision(numCollisions - 1);
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glm::vec3 expectedPenetration = (radialOffset - totalRadius) * xAxis;
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float inaccuracy = glm::length(collision->_penetration - expectedPenetration);
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if (fabs(inaccuracy) > EPSILON) {
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: bad penetration: expected = " << expectedPenetration
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<< " actual = " << collision->_penetration;
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}
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// contactPoint is on surface of sphereA
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glm::vec3 expectedContactPoint = sphereA.getTranslation() - radiusA * xAxis;
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inaccuracy = glm::length(collision->_contactPoint - expectedContactPoint);
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if (fabs(inaccuracy) > EPSILON) {
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: bad contactPoint: expected = " << expectedContactPoint
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<< " actual = " << collision->_contactPoint;
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}
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// capsuleB collides with sphereA
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if (!ShapeCollider::collideShapes(&capsuleB, &sphereA, collisions))
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{
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: capsule and sphere should touch"
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<< std::endl;
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} else {
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++numCollisions;
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}
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// penetration points from sphereA into capsuleB
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collision = collisions.getCollision(numCollisions - 1);
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expectedPenetration = - (radialOffset - totalRadius) * xAxis;
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inaccuracy = glm::length(collision->_penetration - expectedPenetration);
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if (fabs(inaccuracy) > EPSILON) {
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: bad penetration: expected = " << expectedPenetration
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<< " actual = " << collision->_penetration;
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}
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// contactPoint is on surface of capsuleB
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glm::vec3 BtoA = sphereA.getTranslation() - capsuleB.getTranslation();
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glm::vec3 closestApproach = capsuleB.getTranslation() + glm::dot(BtoA, yAxis) * yAxis;
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expectedContactPoint = closestApproach + radiusB * glm::normalize(BtoA - closestApproach);
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inaccuracy = glm::length(collision->_contactPoint - expectedContactPoint);
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if (fabs(inaccuracy) > EPSILON) {
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: bad contactPoint: expected = " << expectedContactPoint
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<< " actual = " << collision->_contactPoint;
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}
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}
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{ // sphereA hits end cap at axis
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glm::vec3 axialOffset = (halfHeightB + alpha * radiusA + beta * radiusB) * yAxis;
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sphereA.setTranslation(axialOffset * yAxis);
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if (!ShapeCollider::collideShapes(&sphereA, &capsuleB, collisions))
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{
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: sphere and capsule should touch"
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<< std::endl;
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} else {
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++numCollisions;
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}
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// penetration points from sphereA into capsuleB
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CollisionInfo* collision = collisions.getCollision(numCollisions - 1);
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glm::vec3 expectedPenetration = - ((1.0f - alpha) * radiusA + (1.0f - beta) * radiusB) * yAxis;
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float inaccuracy = glm::length(collision->_penetration - expectedPenetration);
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if (fabs(inaccuracy) > EPSILON) {
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: bad penetration: expected = " << expectedPenetration
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<< " actual = " << collision->_penetration;
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}
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// contactPoint is on surface of sphereA
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glm::vec3 expectedContactPoint = sphereA.getTranslation() - radiusA * yAxis;
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inaccuracy = glm::length(collision->_contactPoint - expectedContactPoint);
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if (fabs(inaccuracy) > EPSILON) {
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: bad contactPoint: expected = " << expectedContactPoint
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<< " actual = " << collision->_contactPoint;
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}
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// capsuleB collides with sphereA
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if (!ShapeCollider::collideShapes(&capsuleB, &sphereA, collisions))
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{
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: capsule and sphere should touch"
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<< std::endl;
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} else {
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++numCollisions;
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}
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// penetration points from sphereA into capsuleB
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collision = collisions.getCollision(numCollisions - 1);
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expectedPenetration = ((1.0f - alpha) * radiusA + (1.0f - beta) * radiusB) * yAxis;
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inaccuracy = glm::length(collision->_penetration - expectedPenetration);
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if (fabs(inaccuracy) > EPSILON) {
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: bad penetration: expected = " << expectedPenetration
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<< " actual = " << collision->_penetration;
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}
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// contactPoint is on surface of capsuleB
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glm::vec3 endPoint;
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capsuleB.getEndPoint(endPoint);
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expectedContactPoint = endPoint + radiusB * yAxis;
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inaccuracy = glm::length(collision->_contactPoint - expectedContactPoint);
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if (fabs(inaccuracy) > EPSILON) {
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: bad contactPoint: expected = " << expectedContactPoint
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<< " actual = " << collision->_contactPoint;
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}
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}
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{ // sphereA hits start cap at axis
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glm::vec3 axialOffset = - (halfHeightB + alpha * radiusA + beta * radiusB) * yAxis;
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sphereA.setTranslation(axialOffset * yAxis);
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if (!ShapeCollider::collideShapes(&sphereA, &capsuleB, collisions))
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{
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std::cout << __FILE__ << ":" << __LINE__
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<< " ERROR: sphere and capsule should touch"
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<< std::endl;
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} else {
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++numCollisions;
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}
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// penetration points from sphereA into capsuleB
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CollisionInfo* collision = collisions.getCollision(numCollisions - 1);
|
||||
glm::vec3 expectedPenetration = ((1.0f - alpha) * radiusA + (1.0f - beta) * radiusB) * yAxis;
|
||||
float inaccuracy = glm::length(collision->_penetration - expectedPenetration);
|
||||
if (fabs(inaccuracy) > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: bad penetration: expected = " << expectedPenetration
|
||||
<< " actual = " << collision->_penetration;
|
||||
}
|
||||
|
||||
// contactPoint is on surface of sphereA
|
||||
glm::vec3 expectedContactPoint = sphereA.getTranslation() + radiusA * yAxis;
|
||||
inaccuracy = glm::length(collision->_contactPoint - expectedContactPoint);
|
||||
if (fabs(inaccuracy) > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: bad contactPoint: expected = " << expectedContactPoint
|
||||
<< " actual = " << collision->_contactPoint;
|
||||
}
|
||||
|
||||
// capsuleB collides with sphereA
|
||||
if (!ShapeCollider::collideShapes(&capsuleB, &sphereA, collisions))
|
||||
{
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: capsule and sphere should touch"
|
||||
<< std::endl;
|
||||
} else {
|
||||
++numCollisions;
|
||||
}
|
||||
|
||||
// penetration points from sphereA into capsuleB
|
||||
collision = collisions.getCollision(numCollisions - 1);
|
||||
expectedPenetration = - ((1.0f - alpha) * radiusA + (1.0f - beta) * radiusB) * yAxis;
|
||||
inaccuracy = glm::length(collision->_penetration - expectedPenetration);
|
||||
if (fabs(inaccuracy) > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: bad penetration: expected = " << expectedPenetration
|
||||
<< " actual = " << collision->_penetration;
|
||||
}
|
||||
|
||||
// contactPoint is on surface of capsuleB
|
||||
glm::vec3 startPoint;
|
||||
capsuleB.getStartPoint(startPoint);
|
||||
expectedContactPoint = startPoint - radiusB * yAxis;
|
||||
inaccuracy = glm::length(collision->_contactPoint - expectedContactPoint);
|
||||
if (fabs(inaccuracy) > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: bad contactPoint: expected = " << expectedContactPoint
|
||||
<< " actual = " << collision->_contactPoint;
|
||||
}
|
||||
}
|
||||
if (collisions.size() != numCollisions) {
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: expected " << numCollisions << " collisions but actual number is " << collisions.size()
|
||||
<< std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
void VerletShapeTests::capsuleMissesCapsule() {
|
||||
// non-overlapping capsules
|
||||
float radiusA = 2.0f;
|
||||
float halfHeightA = 3.0f;
|
||||
float radiusB = 3.0f;
|
||||
float halfHeightB = 4.0f;
|
||||
|
||||
float totalRadius = radiusA + radiusB;
|
||||
float totalHalfLength = totalRadius + halfHeightA + halfHeightB;
|
||||
|
||||
// create points for the shapes
|
||||
glm::vec3 points[4];
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
points[i] = glm::vec3(0.0f);
|
||||
}
|
||||
|
||||
// give the points to the shapes
|
||||
VerletCapsuleShape capsuleA(radiusA, points+0, points+1);
|
||||
VerletCapsuleShape capsuleB(radiusB, points+2, points+3);
|
||||
capsuleA.setHalfHeight(halfHeightA);
|
||||
capsuleA.setHalfHeight(halfHeightB);
|
||||
|
||||
CollisionList collisions(16);
|
||||
|
||||
// side by side
|
||||
capsuleB.setTranslation((1.01f * totalRadius) * xAxis);
|
||||
if (ShapeCollider::collideShapes(&capsuleA, &capsuleB, collisions))
|
||||
{
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: capsule and capsule should NOT touch"
|
||||
<< std::endl;
|
||||
}
|
||||
if (ShapeCollider::collideShapes(&capsuleB, &capsuleA, collisions))
|
||||
{
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: capsule and capsule should NOT touch"
|
||||
<< std::endl;
|
||||
}
|
||||
|
||||
// end to end
|
||||
capsuleB.setTranslation((1.01f * totalHalfLength) * xAxis);
|
||||
if (ShapeCollider::collideShapes(&capsuleA, &capsuleB, collisions))
|
||||
{
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: capsule and capsule should NOT touch"
|
||||
<< std::endl;
|
||||
}
|
||||
if (ShapeCollider::collideShapes(&capsuleB, &capsuleA, collisions))
|
||||
{
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: capsule and capsule should NOT touch"
|
||||
<< std::endl;
|
||||
}
|
||||
|
||||
// rotate B and move it to the side
|
||||
glm::quat rotation = glm::angleAxis(PI_OVER_TWO, zAxis);
|
||||
capsuleB.setRotation(rotation);
|
||||
capsuleB.setTranslation((1.01f * (totalRadius + capsuleB.getHalfHeight())) * xAxis);
|
||||
if (ShapeCollider::collideShapes(&capsuleA, &capsuleB, collisions))
|
||||
{
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: capsule and capsule should NOT touch"
|
||||
<< std::endl;
|
||||
}
|
||||
if (ShapeCollider::collideShapes(&capsuleB, &capsuleA, collisions))
|
||||
{
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: capsule and capsule should NOT touch"
|
||||
<< std::endl;
|
||||
}
|
||||
|
||||
if (collisions.size() > 0) {
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: expected empty collision list but size is " << collisions.size()
|
||||
<< std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
void VerletShapeTests::capsuleTouchesCapsule() {
|
||||
// overlapping capsules
|
||||
float radiusA = 2.0f;
|
||||
float halfHeightA = 3.0f;
|
||||
float radiusB = 3.0f;
|
||||
float halfHeightB = 4.0f;
|
||||
|
||||
float totalRadius = radiusA + radiusB;
|
||||
float totalHalfLength = totalRadius + halfHeightA + halfHeightB;
|
||||
|
||||
// create points for the shapes
|
||||
glm::vec3 points[4];
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
points[i] = glm::vec3(0.0f);
|
||||
}
|
||||
|
||||
// give the points to the shapes
|
||||
VerletCapsuleShape capsuleA(radiusA, points+0, points+1);
|
||||
VerletCapsuleShape capsuleB(radiusB, points+2, points+3);
|
||||
capsuleA.setHalfHeight(halfHeightA);
|
||||
capsuleB.setHalfHeight(halfHeightB);
|
||||
|
||||
CollisionList collisions(16);
|
||||
int numCollisions = 0;
|
||||
|
||||
{ // side by side
|
||||
capsuleB.setTranslation((0.99f * totalRadius) * xAxis);
|
||||
if (!ShapeCollider::collideShapes(&capsuleA, &capsuleB, collisions))
|
||||
{
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: capsule and capsule should touch"
|
||||
<< std::endl;
|
||||
} else {
|
||||
++numCollisions;
|
||||
}
|
||||
if (!ShapeCollider::collideShapes(&capsuleB, &capsuleA, collisions))
|
||||
{
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: capsule and capsule should touch"
|
||||
<< std::endl;
|
||||
} else {
|
||||
++numCollisions;
|
||||
}
|
||||
}
|
||||
|
||||
{ // end to end
|
||||
capsuleB.setTranslation((0.99f * totalHalfLength) * yAxis);
|
||||
|
||||
if (!ShapeCollider::collideShapes(&capsuleA, &capsuleB, collisions))
|
||||
{
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: capsule and capsule should touch"
|
||||
<< std::endl;
|
||||
} else {
|
||||
++numCollisions;
|
||||
}
|
||||
if (!ShapeCollider::collideShapes(&capsuleB, &capsuleA, collisions))
|
||||
{
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: capsule and capsule should touch"
|
||||
<< std::endl;
|
||||
} else {
|
||||
++numCollisions;
|
||||
}
|
||||
}
|
||||
|
||||
{ // rotate B and move it to the side
|
||||
glm::quat rotation = glm::angleAxis(PI_OVER_TWO, zAxis);
|
||||
capsuleB.setRotation(rotation);
|
||||
capsuleB.setTranslation((0.99f * (totalRadius + capsuleB.getHalfHeight())) * xAxis);
|
||||
|
||||
if (!ShapeCollider::collideShapes(&capsuleA, &capsuleB, collisions))
|
||||
{
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: capsule and capsule should touch"
|
||||
<< std::endl;
|
||||
} else {
|
||||
++numCollisions;
|
||||
}
|
||||
if (!ShapeCollider::collideShapes(&capsuleB, &capsuleA, collisions))
|
||||
{
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: capsule and capsule should touch"
|
||||
<< std::endl;
|
||||
} else {
|
||||
++numCollisions;
|
||||
}
|
||||
}
|
||||
|
||||
{ // again, but this time check collision details
|
||||
float overlap = 0.1f;
|
||||
glm::quat rotation = glm::angleAxis(PI_OVER_TWO, zAxis);
|
||||
capsuleB.setRotation(rotation);
|
||||
glm::vec3 positionB = ((totalRadius + capsuleB.getHalfHeight()) - overlap) * xAxis;
|
||||
capsuleB.setTranslation(positionB);
|
||||
|
||||
// capsuleA vs capsuleB
|
||||
if (!ShapeCollider::collideShapes(&capsuleA, &capsuleB, collisions))
|
||||
{
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: capsule and capsule should touch"
|
||||
<< std::endl;
|
||||
} else {
|
||||
++numCollisions;
|
||||
}
|
||||
|
||||
CollisionInfo* collision = collisions.getCollision(numCollisions - 1);
|
||||
glm::vec3 expectedPenetration = overlap * xAxis;
|
||||
float inaccuracy = glm::length(collision->_penetration - expectedPenetration);
|
||||
if (fabs(inaccuracy) > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: bad penetration: expected = " << expectedPenetration
|
||||
<< " actual = " << collision->_penetration;
|
||||
}
|
||||
|
||||
glm::vec3 expectedContactPoint = capsuleA.getTranslation() + radiusA * xAxis;
|
||||
inaccuracy = glm::length(collision->_contactPoint - expectedContactPoint);
|
||||
if (fabs(inaccuracy) > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: bad contactPoint: expected = " << expectedContactPoint
|
||||
<< " actual = " << collision->_contactPoint;
|
||||
}
|
||||
|
||||
// capsuleB vs capsuleA
|
||||
if (!ShapeCollider::collideShapes(&capsuleB, &capsuleA, collisions))
|
||||
{
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: capsule and capsule should touch"
|
||||
<< std::endl;
|
||||
} else {
|
||||
++numCollisions;
|
||||
}
|
||||
|
||||
collision = collisions.getCollision(numCollisions - 1);
|
||||
expectedPenetration = - overlap * xAxis;
|
||||
inaccuracy = glm::length(collision->_penetration - expectedPenetration);
|
||||
if (fabs(inaccuracy) > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: bad penetration: expected = " << expectedPenetration
|
||||
<< " actual = " << collision->_penetration
|
||||
<< std::endl;
|
||||
}
|
||||
|
||||
expectedContactPoint = capsuleB.getTranslation() - (radiusB + halfHeightB) * xAxis;
|
||||
inaccuracy = glm::length(collision->_contactPoint - expectedContactPoint);
|
||||
if (fabs(inaccuracy) > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: bad contactPoint: expected = " << expectedContactPoint
|
||||
<< " actual = " << collision->_contactPoint
|
||||
<< std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
{ // collide cylinder wall against cylinder wall
|
||||
float overlap = 0.137f;
|
||||
float shift = 0.317f * halfHeightA;
|
||||
glm::quat rotation = glm::angleAxis(PI_OVER_TWO, zAxis);
|
||||
capsuleB.setRotation(rotation);
|
||||
glm::vec3 positionB = (totalRadius - overlap) * zAxis + shift * yAxis;
|
||||
capsuleB.setTranslation(positionB);
|
||||
|
||||
// capsuleA vs capsuleB
|
||||
if (!ShapeCollider::collideShapes(&capsuleA, &capsuleB, collisions))
|
||||
{
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: capsule and capsule should touch"
|
||||
<< std::endl;
|
||||
} else {
|
||||
++numCollisions;
|
||||
}
|
||||
|
||||
CollisionInfo* collision = collisions.getCollision(numCollisions - 1);
|
||||
glm::vec3 expectedPenetration = overlap * zAxis;
|
||||
float inaccuracy = glm::length(collision->_penetration - expectedPenetration);
|
||||
if (fabs(inaccuracy) > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: bad penetration: expected = " << expectedPenetration
|
||||
<< " actual = " << collision->_penetration
|
||||
<< std::endl;
|
||||
}
|
||||
|
||||
glm::vec3 expectedContactPoint = capsuleA.getTranslation() + radiusA * zAxis + shift * yAxis;
|
||||
inaccuracy = glm::length(collision->_contactPoint - expectedContactPoint);
|
||||
if (fabs(inaccuracy) > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__
|
||||
<< " ERROR: bad contactPoint: expected = " << expectedContactPoint
|
||||
<< " actual = " << collision->_contactPoint
|
||||
<< std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void VerletShapeTests::runAllTests() {
|
||||
setSpherePosition();
|
||||
sphereMissesSphere();
|
||||
sphereTouchesSphere();
|
||||
|
||||
sphereMissesCapsule();
|
||||
sphereTouchesCapsule();
|
||||
|
||||
capsuleMissesCapsule();
|
||||
capsuleTouchesCapsule();
|
||||
}
|
30
tests/physics/src/VerletShapeTests.h
Normal file
30
tests/physics/src/VerletShapeTests.h
Normal file
|
@ -0,0 +1,30 @@
|
|||
//
|
||||
// VerletShapeTests.h
|
||||
// tests/physics/src
|
||||
//
|
||||
// Created by Andrew Meadows on 2014.06.18
|
||||
// Copyright 2014 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_VerletShapeTests_h
|
||||
#define hifi_VerletShapeTests_h
|
||||
|
||||
namespace VerletShapeTests {
|
||||
void setSpherePosition();
|
||||
|
||||
void sphereMissesSphere();
|
||||
void sphereTouchesSphere();
|
||||
|
||||
void sphereMissesCapsule();
|
||||
void sphereTouchesCapsule();
|
||||
|
||||
void capsuleMissesCapsule();
|
||||
void capsuleTouchesCapsule();
|
||||
|
||||
void runAllTests();
|
||||
}
|
||||
|
||||
#endif // hifi_VerletShapeTests_h
|
Loading…
Reference in a new issue