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HARFANG Physics QA tests

A series of test, implemented in Lua, for QA'ing the integration of Bullet Physics into HARFANG. Each .lua unit as a specific purpose. The list below is meant to set an overall roadmap of the topics to be tested:

Collision shapes

  • check dimensions, matching ScenePhysicDebug with specified dimensions
    • quick visual check with HG Studio is welcome
  • check transformations
  • correct handling of multi shape (eg. chair with multiple box coll)

Body types (cube, sphere, cylinder...)

  • static

    • no reaction to forces (gravity, force, impulse, collisions)
    • cannot be moved
  • kinematic

    • no reaction to forces (gravity, force, impulse, collisions)

    • movable in code

      • get() new coordinates?
    • kinematic parenting must work

      • via instantiation
      • via animation
  • dynamic

    • reaction to forces (gravity, force, impulse, torque, collisions)
  • interaction between types

    • static/kinematic interaction
      • collision event should be raised! (e.g. implement a character controller by hand)
    • kinematic/dynamic interaction (moving platform with a cube/sphere/cone on it)
      • check collision event
    • dynamic/dynamic interaction

Raycast

  • Press the R key to casts 4 raycasts offseted on X and Y view space and displays in 3d the intersection points (white ray to the intersection point or red if no intersection)

Collision event

  • display the number of collisions in the frame
  • provide visual output (ScenePhysicDebug probably)

Restitution

  • ground plane with 10 cubes bouncing from a pre-defined height (0, 0.1, 0.2, 0.3, etc...)

Friction

  • ground plane with 10 sliding cubes (0, 0.1, 0.2, 0.3, etc.)

Addition/removal of physical elements

  • TODO