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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/Shapes/OffsetCenterOfMassShapeTest.h>
- #include <Jolt/Physics/Collision/Shape/SphereShape.h>
- #include <Jolt/Physics/Collision/Shape/OffsetCenterOfMassShape.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(OffsetCenterOfMassShapeTest)
- {
- JPH_ADD_BASE_CLASS(OffsetCenterOfMassShapeTest, Test)
- }
- void OffsetCenterOfMassShapeTest::Initialize()
- {
- // Floor
- Body &floor = CreateFloor();
- floor.SetFriction(1.0f);
- Ref<ShapeSettings> sphere = new SphereShapeSettings(1.0f);
- Ref<OffsetCenterOfMassShapeSettings> left = new OffsetCenterOfMassShapeSettings(Vec3(-1, 0, 0), sphere);
- Ref<OffsetCenterOfMassShapeSettings> 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
- }
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