// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #include #include #include #include #include #include JPH_IMPLEMENT_RTTI_VIRTUAL(FrictionTest) { JPH_ADD_BASE_CLASS(FrictionTest, Test) } void FrictionTest::Initialize() { // Floor Body &floor = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(100.0f, 1.0f, 100.0f), 0.0f), RVec3::sZero(), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI), EMotionType::Static, Layers::NON_MOVING)); floor.SetFriction(1.0f); mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate); RefConst box = new BoxShape(Vec3(2.0f, 2.0f, 2.0f)); RefConst sphere = new SphereShape(2.0f); // Bodies with increasing friction for (int i = 0; i <= 10; ++i) { Body &body = *mBodyInterface->CreateBody(BodyCreationSettings(box, RVec3(-50.0f + i * 10.0f, 55.0f, -50.0f), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI), EMotionType::Dynamic, Layers::MOVING)); body.SetFriction(0.1f * i); mBodyInterface->AddBody(body.GetID(), EActivation::Activate); } for (int i = 0; i <= 10; ++i) { Body &body = *mBodyInterface->CreateBody(BodyCreationSettings(sphere, RVec3(-50.0f + i * 10.0f, 47.0f, -40.0f), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI), EMotionType::Dynamic, Layers::MOVING)); body.SetFriction(0.1f * i); mBodyInterface->AddBody(body.GetID(), EActivation::Activate); } }