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added more tests
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137
include/omath/collision/physx_rigid_body.hpp
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137
include/omath/collision/physx_rigid_body.hpp
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//
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// Created by orange-cpp
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//
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#pragma once
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#ifdef OMATH_ENABLE_PHYSX
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#include "collider_interface.hpp"
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#include "physx_world.hpp"
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#include <PxPhysicsAPI.h>
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#include <extensions/PxRigidBodyExt.h>
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#include <cmath>
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namespace omath::collision
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{
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/// Dynamic rigid body backed by a PhysX PxRigidDynamic actor.
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/// Implements ColliderInterface so it can participate in both omath GJK
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/// and PhysX simulation-based collision resolution.
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///
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/// Ownership: the actor is added to the world's scene on construction
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/// and removed + released on destruction.
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class PhysXRigidBody final : public ColliderInterface<Vector3<float>>
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{
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public:
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/// @param world PhysXWorld that owns the scene.
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/// @param geometry Shape geometry (PxBoxGeometry, PxSphereGeometry, …).
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/// @param origin Initial world-space position.
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/// @param density Mass density used to compute mass and inertia.
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PhysXRigidBody(PhysXWorld& world, const physx::PxGeometry& geometry,
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const VectorType& origin = {}, float density = 1.f)
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: m_world(world)
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, m_geometry(geometry)
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{
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const physx::PxTransform pose(physx::PxVec3(origin.x, origin.y, origin.z));
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m_actor = world.get_physics().createRigidDynamic(pose);
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physx::PxShape* shape = world.get_physics().createShape(
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geometry, world.get_default_material(), true);
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m_actor->attachShape(*shape);
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shape->release();
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physx::PxRigidBodyExt::updateMassAndInertia(*m_actor, density);
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world.get_scene().addActor(*m_actor);
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}
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~PhysXRigidBody() override
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{
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m_world.get_scene().removeActor(*m_actor);
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m_actor->release();
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}
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PhysXRigidBody(const PhysXRigidBody&) = delete;
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PhysXRigidBody& operator=(const PhysXRigidBody&) = delete;
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// ── ColliderInterface ────────────────────────────────────────────────
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/// Support function — delegates to the stored geometry type so the body
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/// can be used with omath GJK alongside the non-simulated colliders.
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[[nodiscard]]
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VectorType find_abs_furthest_vertex_position(const VectorType& direction) const override
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{
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const VectorType o = get_origin();
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switch (m_geometry.getType())
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{
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case physx::PxGeometryType::eBOX:
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{
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const auto& he = m_geometry.box().halfExtents;
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return {
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o.x + (direction.x >= 0.f ? he.x : -he.x),
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o.y + (direction.y >= 0.f ? he.y : -he.y),
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o.z + (direction.z >= 0.f ? he.z : -he.z),
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};
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}
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case physx::PxGeometryType::eSPHERE:
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{
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const float r = m_geometry.sphere().radius;
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const float len = std::sqrt(direction.x * direction.x +
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direction.y * direction.y +
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direction.z * direction.z);
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if (len == 0.f)
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return o;
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const float inv = r / len;
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return { o.x + direction.x * inv,
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o.y + direction.y * inv,
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o.z + direction.z * inv };
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}
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default:
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return o; // unsupported geometry — return centre
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}
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}
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[[nodiscard]]
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const VectorType& get_origin() const override
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{
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const auto& p = m_actor->getGlobalPose().p;
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m_cached_origin = { p.x, p.y, p.z };
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return m_cached_origin;
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}
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void set_origin(const VectorType& new_origin) override
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{
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physx::PxTransform pose = m_actor->getGlobalPose();
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pose.p = physx::PxVec3(new_origin.x, new_origin.y, new_origin.z);
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m_actor->setGlobalPose(pose);
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}
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// ── PhysX-specific API ───────────────────────────────────────────────
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[[nodiscard]] physx::PxRigidDynamic& get_actor() { return *m_actor; }
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[[nodiscard]] const physx::PxRigidDynamic& get_actor() const { return *m_actor; }
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void set_linear_velocity(const VectorType& v)
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{
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m_actor->setLinearVelocity(physx::PxVec3(v.x, v.y, v.z));
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}
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[[nodiscard]]
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VectorType get_linear_velocity() const
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{
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const auto& v = m_actor->getLinearVelocity();
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return { v.x, v.y, v.z };
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}
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void set_kinematic(bool enabled)
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{
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m_actor->setRigidBodyFlag(physx::PxRigidBodyFlag::eKINEMATIC, enabled);
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}
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private:
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PhysXWorld& m_world;
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physx::PxGeometryHolder m_geometry;
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physx::PxRigidDynamic* m_actor{nullptr};
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mutable VectorType m_cached_origin{};
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};
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} // namespace omath::collision
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#endif // OMATH_ENABLE_PHYSX
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82
include/omath/collision/physx_world.hpp
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82
include/omath/collision/physx_world.hpp
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//
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// Created by orange-cpp
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//
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#pragma once
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#ifdef OMATH_ENABLE_PHYSX
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#include <PxPhysicsAPI.h>
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namespace omath::collision
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{
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/// RAII owner of a PhysX Foundation + Physics + Scene.
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/// One world per simulation context; not copyable or movable.
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class PhysXWorld final
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{
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public:
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explicit PhysXWorld(physx::PxVec3 gravity = {0.f, -9.81f, 0.f},
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physx::PxU32 cpu_threads = 2)
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{
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m_foundation = PxCreateFoundation(PX_PHYSICS_VERSION, m_allocator, m_error_callback);
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m_physics = PxCreatePhysics(PX_PHYSICS_VERSION, *m_foundation,
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physx::PxTolerancesScale{});
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physx::PxSceneDesc desc(m_physics->getTolerancesScale());
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desc.gravity = gravity;
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desc.cpuDispatcher = physx::PxDefaultCpuDispatcherCreate(cpu_threads);
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m_dispatcher = static_cast<physx::PxDefaultCpuDispatcher*>(desc.cpuDispatcher);
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desc.filterShader = physx::PxDefaultSimulationFilterShader;
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m_scene = m_physics->createScene(desc);
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// Default material: static friction 0.5, dynamic friction 0.5, restitution 0.
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m_default_material = m_physics->createMaterial(0.5f, 0.5f, 0.f);
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}
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~PhysXWorld()
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{
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m_scene->release();
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m_dispatcher->release();
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m_default_material->release();
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m_physics->release();
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m_foundation->release();
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}
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PhysXWorld(const PhysXWorld&) = delete;
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PhysXWorld& operator=(const PhysXWorld&) = delete;
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/// Advance the simulation by @p dt seconds and block until results are ready.
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void step(float dt)
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{
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m_scene->simulate(dt);
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m_scene->fetchResults(true);
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}
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[[nodiscard]] physx::PxPhysics& get_physics() { return *m_physics; }
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[[nodiscard]] physx::PxScene& get_scene() { return *m_scene; }
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[[nodiscard]] physx::PxMaterial& get_default_material() { return *m_default_material; }
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/// Add an infinite static ground plane at y = @p y_level facing +Y.
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physx::PxRigidStatic* add_ground_plane(float y_level = 0.f)
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{
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physx::PxRigidStatic* plane = PxCreatePlane(
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*m_physics,
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physx::PxPlane(0.f, 1.f, 0.f, -y_level),
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*m_default_material);
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m_scene->addActor(*plane);
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return plane;
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}
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private:
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physx::PxDefaultAllocator m_allocator{};
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physx::PxDefaultErrorCallback m_error_callback{};
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physx::PxFoundation* m_foundation{nullptr};
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physx::PxPhysics* m_physics{nullptr};
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physx::PxDefaultCpuDispatcher* m_dispatcher{nullptr};
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physx::PxScene* m_scene{nullptr};
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physx::PxMaterial* m_default_material{nullptr};
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};
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} // namespace omath::collision
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#endif // OMATH_ENABLE_PHYSX
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@@ -6,7 +6,9 @@
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#include <gtest/gtest.h>
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#include <omath/collision/gjk_algorithm.hpp>
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#include <omath/collision/physx_box_collider.hpp>
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#include <omath/collision/physx_rigid_body.hpp>
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#include <omath/collision/physx_sphere_collider.hpp>
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#include <omath/collision/physx_world.hpp>
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using namespace omath::collision;
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using omath::Vector3;
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@@ -253,4 +255,87 @@ TEST(PhysXSphereGjk, DifferentRadiiNotColliding)
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EXPECT_FALSE(GjkSphere::is_collide(a, b));
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}
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// ─── PhysX simulation-based collision resolution ─────────────────────────────
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// Helper: step the world N times with a fixed dt.
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static void step_n(omath::collision::PhysXWorld& world, int n, float dt = 1.f / 60.f)
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{
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for (int i = 0; i < n; ++i)
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world.step(dt);
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}
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TEST(PhysXSimulation, BoxFallsAndStopsOnGround)
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{
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// A box dropped from y=5 should come to rest at y≈0.5 (half-extent) above the ground plane.
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omath::collision::PhysXWorld world;
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world.add_ground_plane(0.f);
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omath::collision::PhysXRigidBody box(world, physx::PxBoxGeometry(0.5f, 0.5f, 0.5f),
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{0.f, 5.f, 0.f});
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step_n(world, 300); // ~5 simulated seconds
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EXPECT_NEAR(box.get_origin().y, 0.5f, 0.05f);
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}
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TEST(PhysXSimulation, SphereFallsAndStopsOnGround)
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{
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// A sphere of radius 1 dropped from y=5 should rest at y≈1.
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omath::collision::PhysXWorld world;
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world.add_ground_plane(0.f);
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omath::collision::PhysXRigidBody sphere(world, physx::PxSphereGeometry(1.f),
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{0.f, 5.f, 0.f});
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step_n(world, 300);
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EXPECT_NEAR(sphere.get_origin().y, 1.f, 0.05f);
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}
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TEST(PhysXSimulation, TwoBoxesCollideSeparate)
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{
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// Two boxes launched toward each other — after collision they must be
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// further apart than their combined half-extents (no overlap).
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omath::collision::PhysXWorld world({0.f, 0.f, 0.f}); // no gravity
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omath::collision::PhysXRigidBody left (world, physx::PxBoxGeometry(0.5f, 0.5f, 0.5f), {-3.f, 0.f, 0.f});
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omath::collision::PhysXRigidBody right(world, physx::PxBoxGeometry(0.5f, 0.5f, 0.5f), { 3.f, 0.f, 0.f});
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left.set_linear_velocity({ 5.f, 0.f, 0.f});
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right.set_linear_velocity({-5.f, 0.f, 0.f});
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step_n(world, 120); // 2 simulated seconds
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const float distance = right.get_origin().x - left.get_origin().x;
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// Boxes must not be overlapping (combined extents = 1.0).
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EXPECT_GE(distance, 1.0f);
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}
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TEST(PhysXSimulation, BoxGetOriginMatchesSetOrigin)
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{
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// Kinematic teleport — set_origin must immediately reflect in get_origin.
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omath::collision::PhysXWorld world;
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omath::collision::PhysXRigidBody box(world, physx::PxBoxGeometry(1.f, 1.f, 1.f));
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box.set_kinematic(true);
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box.set_origin({7.f, 3.f, -2.f});
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EXPECT_NEAR(box.get_origin().x, 7.f, 1e-4f);
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EXPECT_NEAR(box.get_origin().y, 3.f, 1e-4f);
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EXPECT_NEAR(box.get_origin().z, -2.f, 1e-4f);
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}
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TEST(PhysXSimulation, BoxFallsUnderGravity)
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{
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// Without a floor, a box should be lower after simulation than its start.
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omath::collision::PhysXWorld world; // default gravity -9.81 Y
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omath::collision::PhysXRigidBody box(world, physx::PxBoxGeometry(0.5f, 0.5f, 0.5f),
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{0.f, 10.f, 0.f});
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const float y_start = box.get_origin().y;
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step_n(world, 60); // 1 simulated second
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EXPECT_LT(box.get_origin().y, y_start);
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}
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#endif // OMATH_ENABLE_PHYSX
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