// 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(OffsetCenterOfMassShapeTest) { JPH_ADD_BASE_CLASS(OffsetCenterOfMassShapeTest, Test) } void OffsetCenterOfMassShapeTest::Initialize() { // Floor Body &floor = CreateFloor(); floor.SetFriction(1.0f); Ref sphere = new SphereShapeSettings(1.0f); Ref left = new OffsetCenterOfMassShapeSettings(Vec3(-1, 0, 0), sphere); Ref right = new OffsetCenterOfMassShapeSettings(Vec3(1, 0, 0), sphere); // Sphere with center of mass moved to the left side Body &body_left = *mBodyInterface->CreateBody(BodyCreationSettings(left, RVec3(-5, 5, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING)); body_left.SetFriction(1.0f); mBodyInterface->AddBody(body_left.GetID(), EActivation::Activate); // Sphere with center of mass centered Body &body_center = *mBodyInterface->CreateBody(BodyCreationSettings(sphere, RVec3(0, 5, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING)); body_center.SetFriction(1.0f); mBodyInterface->AddBody(body_center.GetID(), EActivation::Activate); // Sphere with center of mass moved to the right side Body &body_right = *mBodyInterface->CreateBody(BodyCreationSettings(right, RVec3(5, 5, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING)); body_right.SetFriction(1.0f); mBodyInterface->AddBody(body_right.GetID(), EActivation::Activate); // Create body and apply a large angular impulse so see that it spins around the COM BodyCreationSettings bcs(new OffsetCenterOfMassShapeSettings(Vec3(-3, 0, 0), new SphereShapeSettings(1.0f)), RVec3(-5, 5, 10), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING); bcs.mGravityFactor = 0.0f; bcs.mLinearDamping = 0.0f; bcs.mAngularDamping = 0.0f; Body *body_rotating1 = mBodyInterface->CreateBody(bcs); mBodyInterface->AddBody(body_rotating1->GetID(), EActivation::Activate); body_rotating1->AddAngularImpulse(Vec3(0, 1.0e6f, 0)); // Create the same body but this time apply a torque bcs.mPosition = RVec3(5, 5, 10); Body *body_rotating2 = mBodyInterface->CreateBody(bcs); mBodyInterface->AddBody(body_rotating2->GetID(), EActivation::Activate); body_rotating2->AddTorque(Vec3(0, 1.0e6f * 60.0f, 0)); // Assuming physics sim is at 60Hz here, otherwise the bodies won't rotate with the same speed }