feat(physics): add physx raycast queries

This commit is contained in:
2026-04-15 12:43:38 +08:00
parent f90f449745
commit 7cbc992bd8
5 changed files with 240 additions and 21 deletions

View File

@@ -160,4 +160,124 @@ TEST(PhysicsWorld_Test, DynamicSimulationWritesBackTransform) {
EXPECT_LT(ball->GetTransform()->GetPosition().y, initialY - 0.1f);
}
TEST(PhysicsWorld_Test, RaycastHitsClosestCollider) {
using namespace XCEngine::Components;
Scene scene("PhysicsScene");
GameObject* ground = scene.CreateGameObject("Ground");
ground->GetTransform()->SetPosition(XCEngine::Math::Vector3(0.0f, -0.5f, 0.0f));
BoxColliderComponent* groundCollider = ground->AddComponent<BoxColliderComponent>();
groundCollider->SetSize(XCEngine::Math::Vector3(20.0f, 1.0f, 20.0f));
GameObject* target = scene.CreateGameObject("Target");
target->GetTransform()->SetPosition(XCEngine::Math::Vector3(0.0f, 2.0f, 0.0f));
SphereColliderComponent* sphereCollider = target->AddComponent<SphereColliderComponent>();
sphereCollider->SetRadius(0.5f);
XCEngine::Physics::PhysicsWorld world;
XCEngine::Physics::PhysicsWorldCreateInfo createInfo = {};
createInfo.scene = &scene;
const bool expectedInitialized = XCEngine::Physics::PhysicsWorld::IsPhysXAvailable();
ASSERT_EQ(world.Initialize(createInfo), expectedInitialized);
XCEngine::Physics::RaycastHit hit;
const bool result = world.Raycast(
XCEngine::Math::Vector3(0.0f, 5.0f, 0.0f),
XCEngine::Math::Vector3::Down(),
10.0f,
hit);
if (!expectedInitialized) {
EXPECT_FALSE(result);
EXPECT_EQ(hit.gameObject, nullptr);
return;
}
ASSERT_TRUE(result);
EXPECT_EQ(hit.gameObject, target);
EXPECT_NEAR(hit.distance, 2.5f, 0.02f);
EXPECT_NEAR(hit.point.x, 0.0f, 0.001f);
EXPECT_NEAR(hit.point.y, 2.5f, 0.02f);
EXPECT_NEAR(hit.point.z, 0.0f, 0.001f);
EXPECT_NEAR(hit.normal.x, 0.0f, 0.001f);
EXPECT_NEAR(hit.normal.y, 1.0f, 0.02f);
EXPECT_NEAR(hit.normal.z, 0.0f, 0.001f);
EXPECT_FALSE(hit.isTrigger);
}
TEST(PhysicsWorld_Test, RaycastMissClearsHitOutput) {
using namespace XCEngine::Components;
Scene scene("PhysicsScene");
GameObject* target = scene.CreateGameObject("Target");
target->AddComponent<BoxColliderComponent>();
XCEngine::Physics::PhysicsWorld world;
XCEngine::Physics::PhysicsWorldCreateInfo createInfo = {};
createInfo.scene = &scene;
const bool expectedInitialized = XCEngine::Physics::PhysicsWorld::IsPhysXAvailable();
ASSERT_EQ(world.Initialize(createInfo), expectedInitialized);
XCEngine::Physics::RaycastHit hit;
hit.gameObject = target;
hit.point = XCEngine::Math::Vector3::One();
hit.normal = XCEngine::Math::Vector3::Up();
hit.distance = 123.0f;
hit.isTrigger = true;
const bool result = world.Raycast(
XCEngine::Math::Vector3(0.0f, 5.0f, 0.0f),
XCEngine::Math::Vector3::Up(),
10.0f,
hit);
EXPECT_FALSE(result);
EXPECT_EQ(hit.gameObject, nullptr);
EXPECT_EQ(hit.point, XCEngine::Math::Vector3::Zero());
EXPECT_EQ(hit.normal, XCEngine::Math::Vector3::Zero());
EXPECT_FLOAT_EQ(hit.distance, 0.0f);
EXPECT_FALSE(hit.isTrigger);
}
TEST(PhysicsWorld_Test, RaycastCanHitTriggerCollider) {
using namespace XCEngine::Components;
Scene scene("PhysicsScene");
GameObject* trigger = scene.CreateGameObject("Trigger");
SphereColliderComponent* sphereCollider = trigger->AddComponent<SphereColliderComponent>();
sphereCollider->SetRadius(1.0f);
sphereCollider->SetTrigger(true);
XCEngine::Physics::PhysicsWorld world;
XCEngine::Physics::PhysicsWorldCreateInfo createInfo = {};
createInfo.scene = &scene;
const bool expectedInitialized = XCEngine::Physics::PhysicsWorld::IsPhysXAvailable();
ASSERT_EQ(world.Initialize(createInfo), expectedInitialized);
XCEngine::Physics::RaycastHit hit;
const bool result = world.Raycast(
XCEngine::Math::Vector3(0.0f, 0.0f, -5.0f),
XCEngine::Math::Vector3::Forward(),
10.0f,
hit);
if (!expectedInitialized) {
EXPECT_FALSE(result);
EXPECT_EQ(hit.gameObject, nullptr);
return;
}
ASSERT_TRUE(result);
EXPECT_EQ(hit.gameObject, trigger);
EXPECT_NEAR(hit.distance, 4.0f, 0.02f);
EXPECT_TRUE(hit.isTrigger);
EXPECT_NEAR(hit.normal.x, 0.0f, 0.001f);
EXPECT_NEAR(hit.normal.y, 0.0f, 0.001f);
EXPECT_NEAR(hit.normal.z, -1.0f, 0.02f);
}
} // namespace