mirror of
https://github.com/cocos/cocos-engine.git
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* support ccd * clearState after change type * fix Instantiate rigid body with custom group * add some extra functions * update physics libs * tweaks rigid body component * add EVENT_UPDATE to PhysicsMaterial * tweaks * support switch physics backend * remove redundant constants * add config & min volume size * update @cocos/physx to 1.0.4 * fix destroy cannon world * correct init if manual construct physics system * disable log info in test * add some physics unit test * add physics unit test * make the config optional * add runInEditor to selector * pack physx js libs by default * fix * STASH * stash * tweaks * rename * update test * support query trigger * update @cocos/ammo to 1.1.6 * fix raycast with query trigger in physx * raycast test with query trigger * rename * docs * fix calculate local inertia (#8956) * rename * delete * allow generate mesh/terrain collider at runtime * tweaks * use sap by default * update @cocos/ammo to 1.1.8 * update @cocos/physx to 1.0.7 * update @cocos/cannon to 1.2.8 * update package-lock * add ccd test * remove config * rename * fix 2d phy sys typing * support global allow sleep toggle for bullet * tweaks * use naive broadphase by default * rename * docs * tweaks * add missing jugement
55 lines
1.8 KiB
TypeScript
55 lines
1.8 KiB
TypeScript
import { director, Node, Vec3 } from "../../cocos/core";
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import { physics } from "../../exports/physics-framework";
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/**
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* This function is used to test stability of the physics
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*/
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export default function (parent: Node, steps = 500, scale = 0.5) {
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const nodeStatic = new Node('StaticB');
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parent.addChild(nodeStatic);
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nodeStatic.addComponent(physics.BoxCollider);
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nodeStatic.worldScale = new Vec3(20, 0.01, 20);
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nodeStatic.worldPosition = new Vec3(0, -0.005, 0);
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const size = new Vec3(scale, scale, scale);
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const X = 8, Y = 8, Z = 4;
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let x = 0, y = 0, z = 0;
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for (let i = 0; i < Y; i++) {
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y = size.y / 2 + size.y * i;
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const CX = X - i;
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for (let j = 0; j < CX; j++) {
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x = CX * -size.x / 2 + j * size.x;
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for (let k = 0; k < Z; k++) {
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const nodeDynamic = new Node(`${i}-${j}`);
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parent.addChild(nodeDynamic);
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nodeDynamic.worldScale = size;
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nodeDynamic.worldPosition = new Vec3(x, y, z + k * size.z * 2);
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nodeDynamic.addComponent(physics.RigidBody);
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nodeDynamic.addComponent(physics.BoxCollider);
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}
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}
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}
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const dt = physics.PhysicsSystem.instance.fixedTimeStep;
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const bodies = parent.getComponentsInChildren(physics.RigidBody) as physics.RigidBody[];
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const middle = Math.floor(steps / 2);
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for (let i = 0; i < steps; i++) {
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if (i === middle) {
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bodies.forEach((v) => {
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v.wakeUp();
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expect(v.isSleeping).toBe(false);
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expect(v.isAwake).toBe(true);
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});
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}
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director.tick(dt);
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}
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bodies.forEach((v) => {
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expect(v.isSleeping).toBe(true);
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expect(v.isAwake).toBe(false);
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})
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parent.destroyAllChildren();
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parent.removeAllChildren();
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}
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