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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/General/DampingTest.h>
- #include <Jolt/Physics/Collision/Shape/SphereShape.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(DampingTest)
- {
- JPH_ADD_BASE_CLASS(DampingTest, Test)
- }
- void DampingTest::Initialize()
- {
- // Floor
- CreateFloor();
- RefConst<Shape> sphere = new SphereShape(2.0f);
- // Bodies with increasing damping
- for (int i = 0; i <= 10; ++i)
- {
- Body &body = *mBodyInterface->CreateBody(BodyCreationSettings(sphere, RVec3(-50.0f + i * 10.0f, 2.0f, -80.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- body.GetMotionProperties()->SetAngularDamping(0.0f);
- body.GetMotionProperties()->SetLinearDamping(0.1f * i);
- body.SetLinearVelocity(Vec3(0, 0, 10));
- mBodyInterface->AddBody(body.GetID(), EActivation::Activate);
- SetBodyLabel(body.GetID(), StringFormat("Linear damping: %.1f", double(body.GetMotionProperties()->GetLinearDamping())));
- }
- for (int i = 0; i <= 10; ++i)
- {
- Body &body = *mBodyInterface->CreateBody(BodyCreationSettings(sphere, RVec3(-50.0f + i * 10.0f, 2.0f, -90.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
- body.GetMotionProperties()->SetLinearDamping(0.0f);
- body.GetMotionProperties()->SetAngularDamping(0.1f * i);
- body.SetAngularVelocity(Vec3(0, 10, 0));
- mBodyInterface->AddBody(body.GetID(), EActivation::Activate);
- SetBodyLabel(body.GetID(), StringFormat("Angular damping: %.1f", double(body.GetMotionProperties()->GetAngularDamping())));
- }
- }
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