42 lines
1.7 KiB
C++
42 lines
1.7 KiB
C++
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2024 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include <TestFramework.h>
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#include <Tests/SoftBody/SoftBodyVsFastMovingTest.h>
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#include <Jolt/Physics/Body/BodyCreationSettings.h>
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#include <Jolt/Physics/SoftBody/SoftBodyCreationSettings.h>
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#include <Jolt/Physics/Collision/Shape/SphereShape.h>
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#include <Utils/SoftBodyCreator.h>
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#include <Layers.h>
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JPH_IMPLEMENT_RTTI_VIRTUAL(SoftBodyVsFastMovingTest)
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{
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JPH_ADD_BASE_CLASS(SoftBodyVsFastMovingTest, Test)
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}
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void SoftBodyVsFastMovingTest::Initialize()
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{
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// Floor
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CreateFloor();
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// Create sphere moving towards the cloth
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BodyCreationSettings bcs(new SphereShape(1.0f), RVec3(-2, 20, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
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bcs.mMotionQuality = EMotionQuality::LinearCast;
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bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
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bcs.mMassPropertiesOverride.mMass = 25.0f;
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bcs.mLinearVelocity = Vec3(0, -250, 0);
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mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
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// Create cloth that's fixated at the corners
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SoftBodyCreationSettings cloth(SoftBodyCreator::CreateClothWithFixatedCorners(), RVec3(0, 15, 0), Quat::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI) * Quat::sRotation(Vec3::sAxisY(), 0.25f * JPH_PI), Layers::MOVING);
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cloth.mUpdatePosition = false; // Don't update the position of the cloth as it is fixed to the world
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cloth.mMakeRotationIdentity = false; // Test explicitly checks if soft bodies with a rotation collide with shapes properly
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mBodyInterface->CreateAndAddSoftBody(cloth, EActivation::Activate);
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// Create another body with a higher ID than the cloth
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bcs.mPosition = RVec3(2, 20, 0);
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mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
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}
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