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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/Constraints/SpringTest.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Constraints/DistanceConstraint.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(SpringTest)
- {
- JPH_ADD_BASE_CLASS(SpringTest, Test)
- }
- void SpringTest::Initialize()
- {
- // Floor
- CreateFloor();
-
- // Top fixed body
- Vec3 position(0, 75, 0);
- Body &top = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(100.0f, 1.0f, 1.0f)), position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- mBodyInterface->AddBody(top.GetID(), EActivation::DontActivate);
- // Bodies attached with spring with different string lengths, same frequency and no damping
- for (int i = 0; i < 10; ++i)
- {
- // Create body
- Vec3 attachment_point = position + Vec3(-100.0f + i * 5.0f, 0, 0);
- Vec3 body_position = attachment_point - Vec3(0, 10.0f + i * 2.5f, 0);
- Body &body = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.75f)), body_position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- body.GetMotionProperties()->SetAngularDamping(0.0f);
- body.GetMotionProperties()->SetLinearDamping(0.0f);
- mBodyInterface->AddBody(body.GetID(), EActivation::Activate);
- // Attach spring
- DistanceConstraintSettings settings;
- settings.mPoint1 = attachment_point;
- settings.mPoint2 = body_position;
- settings.mFrequency = 0.33f;
- mPhysicsSystem->AddConstraint(settings.Create(top, body));
- // Move the body up so that it can start oscillating
- mBodyInterface->SetPositionAndRotation(body.GetID(), attachment_point - Vec3(0, 5, 0), Quat::sIdentity(), EActivation::DontActivate);
- }
- // Bodies attached with spring with different frequency and no damping
- for (int i = 0; i < 10; ++i)
- {
- // Create body
- Vec3 attachment_point = position + Vec3(-25.0f + i * 5.0f, 0, 0);
- Vec3 body_position = attachment_point - Vec3(0, 25.0f, 0);
- Body &body = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.75f)), body_position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- body.GetMotionProperties()->SetAngularDamping(0.0f);
- body.GetMotionProperties()->SetLinearDamping(0.0f);
- mBodyInterface->AddBody(body.GetID(), EActivation::Activate);
- // Attach spring
- DistanceConstraintSettings settings;
- settings.mPoint1 = attachment_point;
- settings.mPoint2 = body_position;
- settings.mFrequency = 0.1f + 0.1f * i;
- mPhysicsSystem->AddConstraint(settings.Create(top, body));
- // Move the body up so that it can start oscillating
- mBodyInterface->SetPositionAndRotation(body.GetID(), attachment_point - Vec3(0, 5, 0), Quat::sIdentity(), EActivation::DontActivate);
- }
- // Bodies attached with spring with same spring length, same frequency and different damping
- for (int i = 0; i < 10; ++i)
- {
- // Create body
- Vec3 attachment_point = position + Vec3(50.0f + i * 5.0f, 0, 0);
- Vec3 body_position = attachment_point - Vec3(0, 25.0f, 0);
- Body &body = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.75f)), body_position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- body.GetMotionProperties()->SetAngularDamping(0.0f);
- body.GetMotionProperties()->SetLinearDamping(0.0f);
- mBodyInterface->AddBody(body.GetID(), EActivation::Activate);
-
- // Attach spring
- DistanceConstraintSettings settings;
- settings.mPoint1 = attachment_point;
- settings.mPoint2 = body_position;
- settings.mFrequency = 0.33f;
- settings.mDamping = (1.0f / 9.0f) * i;
- mPhysicsSystem->AddConstraint(settings.Create(top, body));
- // Move the body up so that it can start oscillating
- mBodyInterface->SetPositionAndRotation(body.GetID(), attachment_point - Vec3(0, 5, 0), Quat::sIdentity(), EActivation::DontActivate);
- }
- }
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