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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2024 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include "UnitTestFramework.h"
#include "PhysicsTestContext.h"
#include "Layers.h"
#include <Jolt/Physics/SoftBody/SoftBodySharedSettings.h>
#include <Jolt/Physics/SoftBody/SoftBodyCreationSettings.h>
#include <Jolt/Physics/SoftBody/SoftBodyMotionProperties.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
TEST_SUITE("SoftBodyTests")
{
TEST_CASE("TestBendConstraint")
{
// Possible values for x3
const Float3 x3_values[] = {
Float3(0, 0, 1), // forming flat plane
Float3(0, 0, -1), // overlapping
Float3(0, 1, 0), // 90 degrees concave
Float3(0, -1, 0), // 90 degrees convex
Float3(0, 1, 1), // 45 degrees concave
Float3(0, -1, -1) // 135 degrees convex
};
for (const Float3 &x3 : x3_values)
{
PhysicsTestContext c;
PhysicsSystem *s = c.GetSystem();
BodyInterface &bi = s->GetBodyInterface();
// Create settings
Ref<SoftBodySharedSettings> shared_settings = new SoftBodySharedSettings;
/* Create two triangles with a shared edge, x3 = free, the rest is locked
x2
e1/ \e3
/ \
x0----x1
\ e0 /
e2\ /e4
x3
*/
SoftBodySharedSettings::Vertex v;
v.mPosition = Float3(-1, 0, 0);
v.mInvMass = 0;
shared_settings->mVertices.push_back(v);
v.mPosition = Float3(1, 0, 0);
shared_settings->mVertices.push_back(v);
v.mPosition = Float3(0, 0, -1);
shared_settings->mVertices.push_back(v);
v.mPosition = x3;
v.mInvMass = 1;
shared_settings->mVertices.push_back(v);
// Create the 2 triangles
shared_settings->AddFace(SoftBodySharedSettings::Face(0, 1, 2));
shared_settings->AddFace(SoftBodySharedSettings::Face(0, 3, 1));
// Create edge and dihedral constraints
SoftBodySharedSettings::VertexAttributes va;
va.mShearCompliance = FLT_MAX;
va.mBendCompliance = 0;
shared_settings->CreateConstraints(&va, 1, SoftBodySharedSettings::EBendType::Dihedral);
// Optimize the settings
shared_settings->Optimize();
// Create the soft body
SoftBodyCreationSettings sb_settings(shared_settings, RVec3::sZero(), Quat::sIdentity(), Layers::MOVING);
sb_settings.mGravityFactor = 0.0f;
sb_settings.mAllowSleeping = false;
sb_settings.mUpdatePosition = false;
Body &body = *bi.CreateSoftBody(sb_settings);
bi.AddBody(body.GetID(), EActivation::Activate);
SoftBodyMotionProperties *mp = static_cast<SoftBodyMotionProperties *>(body.GetMotionProperties());
// Test 4 angles to see if there are singularities (the dot product between the triangles has the same value for 2 configurations)
for (float angle : { 0.0f, 90.0f, 180.0f, 270.0f })
{
// Perturb x3
Vec3 perturbed_x3(x3);
mp->GetVertex(3).mPosition = 0.5f * (Mat44::sRotationX(DegreesToRadians(angle)) * perturbed_x3);
// Simulate
c.Simulate(0.25f);
// Should return to the original position
CHECK_APPROX_EQUAL(mp->GetVertex(3).mPosition, Vec3(x3), 1.0e-3f);
}
}
}
// Test that applying a force to a soft body and rigid body of the same mass has the same effect
TEST_CASE("TestApplyForce")
{
PhysicsTestContext c;
PhysicsSystem *s = c.GetSystem();
BodyInterface &bi = s->GetBodyInterface();
// Soft body cube
SoftBodyCreationSettings sb_box_settings(SoftBodySharedSettings::sCreateCube(6, 0.2f), RVec3::sZero(), Quat::sIdentity(), Layers::MOVING);
sb_box_settings.mGravityFactor = 0.0f;
sb_box_settings.mLinearDamping = 0.0f;
Body &sb_box = *bi.CreateSoftBody(sb_box_settings);
BodyID sb_id = sb_box.GetID();
bi.AddBody(sb_id, EActivation::Activate);
constexpr float cMass = 216; // 6 * 6 * 6 * 1 kg
CHECK_APPROX_EQUAL(sb_box.GetMotionProperties()->GetInverseMass(), 1.0f / cMass);
// Rigid body cube of same size and mass
const RVec3 cRBBoxPos(0, 2, 0);
BodyCreationSettings rb_box_settings(new BoxShape(Vec3::sReplicate(0.5f)), cRBBoxPos, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
rb_box_settings.mGravityFactor = 0.0f;
rb_box_settings.mLinearDamping = 0.0f;
rb_box_settings.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
rb_box_settings.mMassPropertiesOverride.mMass = cMass;
Body &rb_box = *bi.CreateBody(rb_box_settings);
BodyID rb_id = rb_box.GetID();
bi.AddBody(rb_id, EActivation::Activate);
// Simulate for 3 seconds while applying the same force
constexpr int cNumSteps = 180;
const Vec3 cForce(10000.0f, 0, 0);
for (int i = 0; i < cNumSteps; ++i)
{
bi.AddForce(sb_id, cForce, EActivation::Activate);
bi.AddForce(rb_id, cForce, EActivation::Activate);
c.SimulateSingleStep();
}
// Check that the rigid body moved as expected
const float cTotalTime = cNumSteps * c.GetStepDeltaTime();
const Vec3 cAcceleration = cForce / cMass;
const RVec3 cExpectedPos = c.PredictPosition(cRBBoxPos, Vec3::sZero(), cAcceleration, cTotalTime);
CHECK_APPROX_EQUAL(rb_box.GetPosition(), cExpectedPos);
const Vec3 cExpectedVel = cAcceleration * cTotalTime;
CHECK_APPROX_EQUAL(rb_box.GetLinearVelocity(), cExpectedVel, 1.0e-3f);
CHECK_APPROX_EQUAL(rb_box.GetAngularVelocity(), Vec3::sZero());
// Check that the soft body moved within 1% of that
const RVec3 cExpectedPosSB = cExpectedPos - cRBBoxPos;
CHECK_APPROX_EQUAL(sb_box.GetPosition(), cExpectedPosSB, 0.01f * cExpectedPosSB.Length());
CHECK_APPROX_EQUAL(sb_box.GetLinearVelocity(), cExpectedVel, 2.0e-3f);
CHECK_APPROX_EQUAL(sb_box.GetAngularVelocity(), Vec3::sZero(), 0.01f);
}
}