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3 Commits

Author SHA1 Message Date
69e9735063 added more tests 2026-03-13 03:23:02 +03:00
35b8510cf4 fixed tests 2026-03-13 03:18:13 +03:00
ba662e44e2 added files 2026-03-13 03:16:32 +03:00
9 changed files with 704 additions and 2 deletions

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@@ -34,6 +34,8 @@ option(OMATH_ENABLE_FORCE_INLINE
option(OMATH_ENABLE_LUA
"omath bindings for lua" OFF)
option(OMATH_ENABLE_PHYSX
"PhysX-backed collider implementations" OFF)
if(VCPKG_MANIFEST_FEATURES)
foreach(omath_feature IN LISTS VCPKG_MANIFEST_FEATURES)
if(omath_feature STREQUAL "imgui")
@@ -48,6 +50,8 @@ if(VCPKG_MANIFEST_FEATURES)
set(OMATH_BUILD_EXAMPLES ON)
elseif(omath_feature STREQUAL "lua")
set(OMATH_ENABLE_LUA ON)
elseif(omath_feature STREQUAL "physx")
set(OMATH_ENABLE_PHYSX ON)
endif()
endforeach()
@@ -78,6 +82,7 @@ if(${PROJECT_IS_TOP_LEVEL})
message(STATUS "[${PROJECT_NAME}]: Coverage feature status ${OMATH_ENABLE_COVERAGE}")
message(STATUS "[${PROJECT_NAME}]: Valgrind feature status ${OMATH_ENABLE_VALGRIND}")
message(STATUS "[${PROJECT_NAME}]: Lua feature status ${OMATH_ENABLE_LUA}")
message(STATUS "[${PROJECT_NAME}]: PhysX feature status ${OMATH_ENABLE_PHYSX}")
endif()
file(GLOB_RECURSE OMATH_SOURCES CONFIGURE_DEPENDS "${CMAKE_CURRENT_SOURCE_DIR}/source/*.cpp")
@@ -100,6 +105,13 @@ if (OMATH_ENABLE_LUA)
target_include_directories(${PROJECT_NAME} PRIVATE ${SOL2_INCLUDE_DIRS})
endif ()
if (OMATH_ENABLE_PHYSX)
target_compile_definitions(${PROJECT_NAME} PUBLIC OMATH_ENABLE_PHYSX)
find_package(unofficial-omniverse-physx-sdk CONFIG REQUIRED)
target_link_libraries(${PROJECT_NAME} PUBLIC unofficial::omniverse-physx-sdk::sdk)
endif ()
add_library(${PROJECT_NAME}::${PROJECT_NAME} ALIAS ${PROJECT_NAME})
target_compile_definitions(${PROJECT_NAME} PUBLIC OMATH_VERSION="${PROJECT_VERSION}")

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@@ -145,7 +145,7 @@
"hidden": true,
"inherits": ["linux-base", "vcpkg-base"],
"cacheVariables": {
"VCPKG_MANIFEST_FEATURES": "tests;imgui;avx2;lua"
"VCPKG_MANIFEST_FEATURES": "tests;imgui;avx2;lua;physx"
}
},
{

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@@ -0,0 +1,59 @@
//
// Created by orange-cpp
//
#pragma once
#ifdef OMATH_ENABLE_PHYSX
#include "collider_interface.hpp"
#include <PxPhysicsAPI.h>
namespace omath::collision
{
/// Axis-aligned box collider backed by PhysX PxBoxGeometry.
/// Half-extents are stored in PhysX convention (positive values along each axis).
class PhysXBoxCollider final : public ColliderInterface<Vector3<float>>
{
public:
/// @param half_extents Half-widths along X, Y and Z axes (all must be > 0).
/// @param origin World-space centre of the box.
explicit PhysXBoxCollider(const VectorType& half_extents, const VectorType& origin = {})
: m_geometry(physx::PxVec3(half_extents.x, half_extents.y, half_extents.z))
, m_origin(origin)
{
}
/// Support function: returns the world-space point on the box furthest in @p direction.
/// For a box, the furthest point along d is origin + (sign(d.x)*hx, sign(d.y)*hy, sign(d.z)*hz).
[[nodiscard]]
VectorType find_abs_furthest_vertex_position(const VectorType& direction) const override
{
const auto& he = m_geometry.halfExtents;
return {
m_origin.x + (direction.x >= 0.f ? he.x : -he.x),
m_origin.y + (direction.y >= 0.f ? he.y : -he.y),
m_origin.z + (direction.z >= 0.f ? he.z : -he.z),
};
}
[[nodiscard]]
const VectorType& get_origin() const override { return m_origin; }
void set_origin(const VectorType& new_origin) override { m_origin = new_origin; }
[[nodiscard]]
const physx::PxBoxGeometry& get_geometry() const { return m_geometry; }
/// Update half-extents at runtime.
void set_half_extents(const VectorType& half_extents)
{
m_geometry = physx::PxBoxGeometry(physx::PxVec3(half_extents.x, half_extents.y, half_extents.z));
}
private:
physx::PxBoxGeometry m_geometry;
VectorType m_origin;
};
} // namespace omath::collision
#endif // OMATH_ENABLE_PHYSX

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@@ -0,0 +1,137 @@
//
// Created by orange-cpp
//
#pragma once
#ifdef OMATH_ENABLE_PHYSX
#include "collider_interface.hpp"
#include "physx_world.hpp"
#include <PxPhysicsAPI.h>
#include <extensions/PxRigidBodyExt.h>
#include <cmath>
namespace omath::collision
{
/// Dynamic rigid body backed by a PhysX PxRigidDynamic actor.
/// Implements ColliderInterface so it can participate in both omath GJK
/// and PhysX simulation-based collision resolution.
///
/// Ownership: the actor is added to the world's scene on construction
/// and removed + released on destruction.
class PhysXRigidBody final : public ColliderInterface<Vector3<float>>
{
public:
/// @param world PhysXWorld that owns the scene.
/// @param geometry Shape geometry (PxBoxGeometry, PxSphereGeometry, …).
/// @param origin Initial world-space position.
/// @param density Mass density used to compute mass and inertia.
PhysXRigidBody(PhysXWorld& world, const physx::PxGeometry& geometry,
const VectorType& origin = {}, float density = 1.f)
: m_world(world)
, m_geometry(geometry)
{
const physx::PxTransform pose(physx::PxVec3(origin.x, origin.y, origin.z));
m_actor = world.get_physics().createRigidDynamic(pose);
physx::PxShape* shape = world.get_physics().createShape(
geometry, world.get_default_material(), true);
m_actor->attachShape(*shape);
shape->release();
physx::PxRigidBodyExt::updateMassAndInertia(*m_actor, density);
world.get_scene().addActor(*m_actor);
}
~PhysXRigidBody() override
{
m_world.get_scene().removeActor(*m_actor);
m_actor->release();
}
PhysXRigidBody(const PhysXRigidBody&) = delete;
PhysXRigidBody& operator=(const PhysXRigidBody&) = delete;
// ── ColliderInterface ────────────────────────────────────────────────
/// Support function — delegates to the stored geometry type so the body
/// can be used with omath GJK alongside the non-simulated colliders.
[[nodiscard]]
VectorType find_abs_furthest_vertex_position(const VectorType& direction) const override
{
const VectorType o = get_origin();
switch (m_geometry.getType())
{
case physx::PxGeometryType::eBOX:
{
const auto& he = m_geometry.box().halfExtents;
return {
o.x + (direction.x >= 0.f ? he.x : -he.x),
o.y + (direction.y >= 0.f ? he.y : -he.y),
o.z + (direction.z >= 0.f ? he.z : -he.z),
};
}
case physx::PxGeometryType::eSPHERE:
{
const float r = m_geometry.sphere().radius;
const float len = std::sqrt(direction.x * direction.x +
direction.y * direction.y +
direction.z * direction.z);
if (len == 0.f)
return o;
const float inv = r / len;
return { o.x + direction.x * inv,
o.y + direction.y * inv,
o.z + direction.z * inv };
}
default:
return o; // unsupported geometry — return centre
}
}
[[nodiscard]]
const VectorType& get_origin() const override
{
const auto& p = m_actor->getGlobalPose().p;
m_cached_origin = { p.x, p.y, p.z };
return m_cached_origin;
}
void set_origin(const VectorType& new_origin) override
{
physx::PxTransform pose = m_actor->getGlobalPose();
pose.p = physx::PxVec3(new_origin.x, new_origin.y, new_origin.z);
m_actor->setGlobalPose(pose);
}
// ── PhysX-specific API ───────────────────────────────────────────────
[[nodiscard]] physx::PxRigidDynamic& get_actor() { return *m_actor; }
[[nodiscard]] const physx::PxRigidDynamic& get_actor() const { return *m_actor; }
void set_linear_velocity(const VectorType& v)
{
m_actor->setLinearVelocity(physx::PxVec3(v.x, v.y, v.z));
}
[[nodiscard]]
VectorType get_linear_velocity() const
{
const auto& v = m_actor->getLinearVelocity();
return { v.x, v.y, v.z };
}
void set_kinematic(bool enabled)
{
m_actor->setRigidBodyFlag(physx::PxRigidBodyFlag::eKINEMATIC, enabled);
}
private:
PhysXWorld& m_world;
physx::PxGeometryHolder m_geometry;
physx::PxRigidDynamic* m_actor{nullptr};
mutable VectorType m_cached_origin{};
};
} // namespace omath::collision
#endif // OMATH_ENABLE_PHYSX

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@@ -0,0 +1,64 @@
//
// Created by orange-cpp
//
#pragma once
#ifdef OMATH_ENABLE_PHYSX
#include "collider_interface.hpp"
#include <PxPhysicsAPI.h>
#include <cmath>
namespace omath::collision
{
/// Sphere collider backed by PhysX PxSphereGeometry.
class PhysXSphereCollider final : public ColliderInterface<Vector3<float>>
{
public:
/// @param radius Sphere radius (must be > 0).
/// @param origin World-space centre of the sphere.
explicit PhysXSphereCollider(float radius, const VectorType& origin = {})
: m_geometry(radius)
, m_origin(origin)
{
}
/// Support function: returns the world-space point on the sphere furthest in @p direction.
/// For a sphere that is simply origin + normalize(direction) * radius.
[[nodiscard]]
VectorType find_abs_furthest_vertex_position(const VectorType& direction) const override
{
const float len = std::sqrt(direction.x * direction.x +
direction.y * direction.y +
direction.z * direction.z);
if (len == 0.f)
return m_origin;
const float inv = m_geometry.radius / len;
return {
m_origin.x + direction.x * inv,
m_origin.y + direction.y * inv,
m_origin.z + direction.z * inv,
};
}
[[nodiscard]]
const VectorType& get_origin() const override { return m_origin; }
void set_origin(const VectorType& new_origin) override { m_origin = new_origin; }
[[nodiscard]]
const physx::PxSphereGeometry& get_geometry() const { return m_geometry; }
[[nodiscard]]
float get_radius() const { return m_geometry.radius; }
void set_radius(float radius) { m_geometry = physx::PxSphereGeometry(radius); }
private:
physx::PxSphereGeometry m_geometry;
VectorType m_origin;
};
} // namespace omath::collision
#endif // OMATH_ENABLE_PHYSX

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@@ -0,0 +1,82 @@
//
// Created by orange-cpp
//
#pragma once
#ifdef OMATH_ENABLE_PHYSX
#include <PxPhysicsAPI.h>
namespace omath::collision
{
/// RAII owner of a PhysX Foundation + Physics + Scene.
/// One world per simulation context; not copyable or movable.
class PhysXWorld final
{
public:
explicit PhysXWorld(physx::PxVec3 gravity = {0.f, -9.81f, 0.f},
physx::PxU32 cpu_threads = 2)
{
m_foundation = PxCreateFoundation(PX_PHYSICS_VERSION, m_allocator, m_error_callback);
m_physics = PxCreatePhysics(PX_PHYSICS_VERSION, *m_foundation,
physx::PxTolerancesScale{});
physx::PxSceneDesc desc(m_physics->getTolerancesScale());
desc.gravity = gravity;
desc.cpuDispatcher = physx::PxDefaultCpuDispatcherCreate(cpu_threads);
m_dispatcher = static_cast<physx::PxDefaultCpuDispatcher*>(desc.cpuDispatcher);
desc.filterShader = physx::PxDefaultSimulationFilterShader;
m_scene = m_physics->createScene(desc);
// Default material: static friction 0.5, dynamic friction 0.5, restitution 0.
m_default_material = m_physics->createMaterial(0.5f, 0.5f, 0.f);
}
~PhysXWorld()
{
m_scene->release();
m_dispatcher->release();
m_default_material->release();
m_physics->release();
m_foundation->release();
}
PhysXWorld(const PhysXWorld&) = delete;
PhysXWorld& operator=(const PhysXWorld&) = delete;
/// Advance the simulation by @p dt seconds and block until results are ready.
void step(float dt)
{
m_scene->simulate(dt);
m_scene->fetchResults(true);
}
[[nodiscard]] physx::PxPhysics& get_physics() { return *m_physics; }
[[nodiscard]] physx::PxScene& get_scene() { return *m_scene; }
[[nodiscard]] physx::PxMaterial& get_default_material() { return *m_default_material; }
/// Add an infinite static ground plane at y = @p y_level facing +Y.
physx::PxRigidStatic* add_ground_plane(float y_level = 0.f)
{
physx::PxRigidStatic* plane = PxCreatePlane(
*m_physics,
physx::PxPlane(0.f, 1.f, 0.f, -y_level),
*m_default_material);
m_scene->addActor(*plane);
return plane;
}
private:
physx::PxDefaultAllocator m_allocator{};
physx::PxDefaultErrorCallback m_error_callback{};
physx::PxFoundation* m_foundation{nullptr};
physx::PxPhysics* m_physics{nullptr};
physx::PxDefaultCpuDispatcher* m_dispatcher{nullptr};
physx::PxScene* m_scene{nullptr};
physx::PxMaterial* m_default_material{nullptr};
};
} // namespace omath::collision
#endif // OMATH_ENABLE_PHYSX

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@@ -0,0 +1,341 @@
//
// Created by orange-cpp
//
#ifdef OMATH_ENABLE_PHYSX
#include <gtest/gtest.h>
#include <omath/collision/gjk_algorithm.hpp>
#include <omath/collision/physx_box_collider.hpp>
#include <omath/collision/physx_rigid_body.hpp>
#include <omath/collision/physx_sphere_collider.hpp>
#include <omath/collision/physx_world.hpp>
using namespace omath::collision;
using omath::Vector3;
// ─── PhysXBoxCollider ────────────────────────────────────────────────────────
TEST(PhysXBoxCollider, DefaultOriginIsZero)
{
PhysXBoxCollider box({1.f, 1.f, 1.f});
EXPECT_EQ(box.get_origin(), Vector3<float>(0.f, 0.f, 0.f));
}
TEST(PhysXBoxCollider, SetAndGetOrigin)
{
PhysXBoxCollider box({1.f, 1.f, 1.f}, {3.f, 4.f, 5.f});
EXPECT_EQ(box.get_origin(), Vector3<float>(3.f, 4.f, 5.f));
box.set_origin({-1.f, 0.f, 2.f});
EXPECT_EQ(box.get_origin(), Vector3<float>(-1.f, 0.f, 2.f));
}
TEST(PhysXBoxCollider, FurthestPointPositiveDirection)
{
// Box centred at origin with half-extents (2, 3, 4).
// Direction (+x, +y, +z) → furthest corner is (+2, +3, +4).
PhysXBoxCollider box({2.f, 3.f, 4.f});
const auto p = box.find_abs_furthest_vertex_position({1.f, 1.f, 1.f});
EXPECT_FLOAT_EQ(p.x, 2.f);
EXPECT_FLOAT_EQ(p.y, 3.f);
EXPECT_FLOAT_EQ(p.z, 4.f);
}
TEST(PhysXBoxCollider, FurthestPointNegativeDirection)
{
// Direction (-x, -y, -z) → furthest corner is (-2, -3, -4).
PhysXBoxCollider box({2.f, 3.f, 4.f});
const auto p = box.find_abs_furthest_vertex_position({-1.f, -1.f, -1.f});
EXPECT_FLOAT_EQ(p.x, -2.f);
EXPECT_FLOAT_EQ(p.y, -3.f);
EXPECT_FLOAT_EQ(p.z, -4.f);
}
TEST(PhysXBoxCollider, FurthestPointMixedDirection)
{
// Direction (+x, -y, +z) → furthest corner is (+2, -3, +4).
PhysXBoxCollider box({2.f, 3.f, 4.f});
const auto p = box.find_abs_furthest_vertex_position({1.f, -1.f, 1.f});
EXPECT_FLOAT_EQ(p.x, 2.f);
EXPECT_FLOAT_EQ(p.y, -3.f);
EXPECT_FLOAT_EQ(p.z, 4.f);
}
TEST(PhysXBoxCollider, FurthestPointWithNonZeroOrigin)
{
// Box at (10, 0, 0), half-extents (1, 1, 1). Direction +x → (11, 1, 1).
PhysXBoxCollider box({1.f, 1.f, 1.f}, {10.f, 0.f, 0.f});
const auto p = box.find_abs_furthest_vertex_position({1.f, 1.f, 1.f});
EXPECT_FLOAT_EQ(p.x, 11.f);
EXPECT_FLOAT_EQ(p.y, 1.f);
EXPECT_FLOAT_EQ(p.z, 1.f);
}
TEST(PhysXBoxCollider, SetHalfExtentsUpdatesGeometry)
{
PhysXBoxCollider box({1.f, 1.f, 1.f});
box.set_half_extents({5.f, 6.f, 7.f});
const auto& he = box.get_geometry().halfExtents;
EXPECT_FLOAT_EQ(he.x, 5.f);
EXPECT_FLOAT_EQ(he.y, 6.f);
EXPECT_FLOAT_EQ(he.z, 7.f);
// Furthest vertex must reflect the new extents.
const auto p = box.find_abs_furthest_vertex_position({1.f, 1.f, 1.f});
EXPECT_FLOAT_EQ(p.x, 5.f);
EXPECT_FLOAT_EQ(p.y, 6.f);
EXPECT_FLOAT_EQ(p.z, 7.f);
}
// ─── PhysXSphereCollider ─────────────────────────────────────────────────────
TEST(PhysXSphereCollider, DefaultOriginIsZero)
{
PhysXSphereCollider sphere(1.f);
EXPECT_EQ(sphere.get_origin(), Vector3<float>(0.f, 0.f, 0.f));
}
TEST(PhysXSphereCollider, SetAndGetOrigin)
{
PhysXSphereCollider sphere(1.f, {1.f, 2.f, 3.f});
EXPECT_EQ(sphere.get_origin(), Vector3<float>(1.f, 2.f, 3.f));
sphere.set_origin({-5.f, 0.f, 0.f});
EXPECT_EQ(sphere.get_origin(), Vector3<float>(-5.f, 0.f, 0.f));
}
TEST(PhysXSphereCollider, FurthestPointAlongPureXAxis)
{
// Direction (1,0,0), radius 3 → furthest point is (3, 0, 0).
PhysXSphereCollider sphere(3.f);
const auto p = sphere.find_abs_furthest_vertex_position({1.f, 0.f, 0.f});
EXPECT_FLOAT_EQ(p.x, 3.f);
EXPECT_FLOAT_EQ(p.y, 0.f);
EXPECT_FLOAT_EQ(p.z, 0.f);
}
TEST(PhysXSphereCollider, FurthestPointAlongDiagonal)
{
// Direction (1,1,0), radius 1 → furthest point at distance 1 from origin.
PhysXSphereCollider sphere(1.f);
const auto p = sphere.find_abs_furthest_vertex_position({1.f, 1.f, 0.f});
const float dist = std::sqrt(p.x * p.x + p.y * p.y + p.z * p.z);
EXPECT_NEAR(dist, 1.f, 1e-5f);
}
TEST(PhysXSphereCollider, FurthestPointWithNonZeroOrigin)
{
// Sphere at (5, 0, 0), radius 2. Direction +x → (7, 0, 0).
PhysXSphereCollider sphere(2.f, {5.f, 0.f, 0.f});
const auto p = sphere.find_abs_furthest_vertex_position({1.f, 0.f, 0.f});
EXPECT_FLOAT_EQ(p.x, 7.f);
EXPECT_FLOAT_EQ(p.y, 0.f);
EXPECT_FLOAT_EQ(p.z, 0.f);
}
TEST(PhysXSphereCollider, ZeroDirectionReturnsOrigin)
{
PhysXSphereCollider sphere(5.f, {1.f, 2.f, 3.f});
const auto p = sphere.find_abs_furthest_vertex_position({0.f, 0.f, 0.f});
EXPECT_EQ(p, sphere.get_origin());
}
TEST(PhysXSphereCollider, SetRadiusUpdatesGeometry)
{
PhysXSphereCollider sphere(1.f);
sphere.set_radius(10.f);
EXPECT_FLOAT_EQ(sphere.get_radius(), 10.f);
// Furthest point along +x should now be at x = 10.
const auto p = sphere.find_abs_furthest_vertex_position({1.f, 0.f, 0.f});
EXPECT_FLOAT_EQ(p.x, 10.f);
}
// ─── GJK: Box vs Box ─────────────────────────────────────────────────────────
using GjkBox = omath::collision::GjkAlgorithm<PhysXBoxCollider>;
using GjkSphere = omath::collision::GjkAlgorithm<PhysXSphereCollider>;
TEST(PhysXBoxGjk, CollidingOverlap)
{
// Two unit boxes: A at origin, B shifted by 0.5 — clearly overlapping.
const PhysXBoxCollider a({1.f, 1.f, 1.f});
const PhysXBoxCollider b({1.f, 1.f, 1.f}, {0.5f, 0.f, 0.f});
EXPECT_TRUE(GjkBox::is_collide(a, b));
}
TEST(PhysXBoxGjk, NotCollidingTouching)
{
// Boxes exactly touching on the +X face: A[-1,1] and B[1,3] along X.
// GJK treats boundary contact (Minkowski difference passes through origin) as non-collision.
const PhysXBoxCollider a({1.f, 1.f, 1.f});
const PhysXBoxCollider b({1.f, 1.f, 1.f}, {2.f, 0.f, 0.f});
EXPECT_FALSE(GjkBox::is_collide(a, b));
}
TEST(PhysXBoxGjk, CollidingSlightOverlap)
{
// Boxes overlapping by 0.1 along X: A[-1,1] and B[0.9,2.9].
const PhysXBoxCollider a({1.f, 1.f, 1.f});
const PhysXBoxCollider b({1.f, 1.f, 1.f}, {1.9f, 0.f, 0.f});
EXPECT_TRUE(GjkBox::is_collide(a, b));
}
TEST(PhysXBoxGjk, NotCollidingSeparated)
{
// Boxes separated by a gap: A[-1,1] and B[3,5] along X.
const PhysXBoxCollider a({1.f, 1.f, 1.f});
const PhysXBoxCollider b({1.f, 1.f, 1.f}, {4.f, 0.f, 0.f});
EXPECT_FALSE(GjkBox::is_collide(a, b));
}
TEST(PhysXBoxGjk, CollidingSameOrigin)
{
// Same position — fully overlapping.
const PhysXBoxCollider a({1.f, 1.f, 1.f});
const PhysXBoxCollider b({1.f, 1.f, 1.f});
EXPECT_TRUE(GjkBox::is_collide(a, b));
}
TEST(PhysXBoxGjk, NotCollidingDiagonalSeparation)
{
// Boxes separated along a diagonal so no axis-aligned faces overlap.
const PhysXBoxCollider a({1.f, 1.f, 1.f});
const PhysXBoxCollider b({1.f, 1.f, 1.f}, {3.f, 3.f, 3.f});
EXPECT_FALSE(GjkBox::is_collide(a, b));
}
TEST(PhysXBoxGjk, DifferentSizesColliding)
{
// Large box vs small box inside it.
const PhysXBoxCollider large({5.f, 5.f, 5.f});
const PhysXBoxCollider small_box({1.f, 1.f, 1.f}, {2.f, 0.f, 0.f});
EXPECT_TRUE(GjkBox::is_collide(large, small_box));
}
// ─── GJK: Sphere vs Sphere ───────────────────────────────────────────────────
TEST(PhysXSphereGjk, CollidingOverlap)
{
// Radii 1 each, centres 1 apart — overlapping.
const PhysXSphereCollider a(1.f);
const PhysXSphereCollider b(1.f, {1.f, 0.f, 0.f});
EXPECT_TRUE(GjkSphere::is_collide(a, b));
}
TEST(PhysXSphereGjk, CollidingSameOrigin)
{
const PhysXSphereCollider a(1.f);
const PhysXSphereCollider b(1.f);
EXPECT_TRUE(GjkSphere::is_collide(a, b));
}
TEST(PhysXSphereGjk, NotCollidingSeparated)
{
// Radii 1 each, centres 3 apart — gap of 1.
const PhysXSphereCollider a(1.f);
const PhysXSphereCollider b(1.f, {3.f, 0.f, 0.f});
EXPECT_FALSE(GjkSphere::is_collide(a, b));
}
TEST(PhysXSphereGjk, DifferentRadiiColliding)
{
// r=2 and r=1, centres 2.5 apart — still overlapping.
const PhysXSphereCollider a(2.f);
const PhysXSphereCollider b(1.f, {2.5f, 0.f, 0.f});
EXPECT_TRUE(GjkSphere::is_collide(a, b));
}
TEST(PhysXSphereGjk, DifferentRadiiNotColliding)
{
// r=1 and r=1, centres 5 apart — separated.
const PhysXSphereCollider a(1.f);
const PhysXSphereCollider b(1.f, {5.f, 0.f, 0.f});
EXPECT_FALSE(GjkSphere::is_collide(a, b));
}
// ─── PhysX simulation-based collision resolution ─────────────────────────────
// Helper: step the world N times with a fixed dt.
static void step_n(omath::collision::PhysXWorld& world, int n, float dt = 1.f / 60.f)
{
for (int i = 0; i < n; ++i)
world.step(dt);
}
TEST(PhysXSimulation, BoxFallsAndStopsOnGround)
{
// A box dropped from y=5 should come to rest at y≈0.5 (half-extent) above the ground plane.
omath::collision::PhysXWorld world;
world.add_ground_plane(0.f);
omath::collision::PhysXRigidBody box(world, physx::PxBoxGeometry(0.5f, 0.5f, 0.5f),
{0.f, 5.f, 0.f});
step_n(world, 300); // ~5 simulated seconds
EXPECT_NEAR(box.get_origin().y, 0.5f, 0.05f);
}
TEST(PhysXSimulation, SphereFallsAndStopsOnGround)
{
// A sphere of radius 1 dropped from y=5 should rest at y≈1.
omath::collision::PhysXWorld world;
world.add_ground_plane(0.f);
omath::collision::PhysXRigidBody sphere(world, physx::PxSphereGeometry(1.f),
{0.f, 5.f, 0.f});
step_n(world, 300);
EXPECT_NEAR(sphere.get_origin().y, 1.f, 0.05f);
}
TEST(PhysXSimulation, TwoBoxesCollideSeparate)
{
// Two boxes launched toward each other — after collision they must be
// further apart than their combined half-extents (no overlap).
omath::collision::PhysXWorld world({0.f, 0.f, 0.f}); // no gravity
omath::collision::PhysXRigidBody left (world, physx::PxBoxGeometry(0.5f, 0.5f, 0.5f), {-3.f, 0.f, 0.f});
omath::collision::PhysXRigidBody right(world, physx::PxBoxGeometry(0.5f, 0.5f, 0.5f), { 3.f, 0.f, 0.f});
left.set_linear_velocity({ 5.f, 0.f, 0.f});
right.set_linear_velocity({-5.f, 0.f, 0.f});
step_n(world, 120); // 2 simulated seconds
const float distance = right.get_origin().x - left.get_origin().x;
// Boxes must not be overlapping (combined extents = 1.0).
EXPECT_GE(distance, 1.0f);
}
TEST(PhysXSimulation, BoxGetOriginMatchesSetOrigin)
{
// Kinematic teleport — set_origin must immediately reflect in get_origin.
omath::collision::PhysXWorld world;
omath::collision::PhysXRigidBody box(world, physx::PxBoxGeometry(1.f, 1.f, 1.f));
box.set_kinematic(true);
box.set_origin({7.f, 3.f, -2.f});
EXPECT_NEAR(box.get_origin().x, 7.f, 1e-4f);
EXPECT_NEAR(box.get_origin().y, 3.f, 1e-4f);
EXPECT_NEAR(box.get_origin().z, -2.f, 1e-4f);
}
TEST(PhysXSimulation, BoxFallsUnderGravity)
{
// Without a floor, a box should be lower after simulation than its start.
omath::collision::PhysXWorld world; // default gravity -9.81 Y
omath::collision::PhysXRigidBody box(world, physx::PxBoxGeometry(0.5f, 0.5f, 0.5f),
{0.f, 10.f, 0.f});
const float y_start = box.get_origin().y;
step_n(world, 60); // 1 simulated second
EXPECT_LT(box.get_origin().y, y_start);
}
#endif // OMATH_ENABLE_PHYSX

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@@ -1,7 +1,7 @@
{
"default-registry": {
"kind": "git",
"baseline": "b1b19307e2d2ec1eefbdb7ea069de7d4bcd31f01",
"baseline": "efa4634bd526b87559684607d2cbbdeeec0f07d8",
"repository": "https://github.com/microsoft/vcpkg"
},
"registries": [

View File

@@ -52,6 +52,13 @@
"lua",
"sol2"
]
},
"physx": {
"description": "PhysX-backed collider implementations",
"dependencies": [
"physx"
],
"supports": "(windows & x64 & !mingw & !uwp) | (linux & x64) | (linux & arm64)"
}
}
}