Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2023 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include "UnitTestFramework.h"
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#include "PhysicsTestContext.h"
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#include <Jolt/Physics/Constraints/HingeConstraint.h>
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#include <Jolt/Physics/Collision/Shape/SphereShape.h>
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#include "Layers.h"
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TEST_SUITE("HingeConstraintTests")
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{
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// Test if the hinge constraint can be used to create a spring
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TEST_CASE("TestHingeSpring")
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{
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// Configuration of the spring
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const float cInitialAngle = DegreesToRadians(100.0f);
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const float cFrequency = 2.0f;
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const float cDamping = 0.1f;
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for (int mode = 0; mode < 2; ++mode)
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{
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// Create a sphere
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PhysicsTestContext context;
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Body &body = context.CreateBody(new SphereShapeSettings(0.5f), RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, EActivation::Activate);
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body.GetMotionProperties()->SetAngularDamping(0.0f);
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body.SetAllowSleeping(false);
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// Calculate stiffness and damping of spring
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float inertia = body.GetMotionProperties()->GetInverseInertiaForRotation(Mat44::sIdentity()).Inversed3x3().GetAxisY().Length();
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float omega = 2.0f * JPH_PI * cFrequency;
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float k = inertia * Square(omega);
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float c = 2.0f * inertia * cDamping * omega;
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// Create spring
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HingeConstraintSettings constraint;
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if (mode == 0)
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{
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// First iteration use stiffness and damping
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constraint.mLimitsSpringSettings.mMode = ESpringMode::StiffnessAndDamping;
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constraint.mLimitsSpringSettings.mStiffness = k;
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constraint.mLimitsSpringSettings.mDamping = c;
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}
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else
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{
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// Second iteration use frequency and damping
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constraint.mLimitsSpringSettings.mMode = ESpringMode::FrequencyAndDamping;
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constraint.mLimitsSpringSettings.mFrequency = cFrequency;
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constraint.mLimitsSpringSettings.mDamping = cDamping;
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}
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constraint.mLimitsMin = constraint.mLimitsMax = 0.0f;
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context.CreateConstraint<HingeConstraint>(Body::sFixedToWorld, body, constraint);
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// Rotate the body to the initial angle
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context.GetBodyInterface().SetRotation(body.GetID(), Quat::sRotation(Vec3::sAxisY(), cInitialAngle), EActivation::Activate);
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// Simulate angular spring
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float angle = cInitialAngle;
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float angular_v = 0.0f;
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float dt = context.GetDeltaTime();
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for (int i = 0; i < 120; ++i)
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{
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// Using the equations from page 32 of Soft Constraints: Reinventing The Spring - Erin Catto - GDC 2011 for an implicit euler spring damper
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angular_v = (angular_v - dt * k / inertia * angle) / (1.0f + dt * c / inertia + Square(dt) * k / inertia);
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angle += angular_v * dt;
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// Run physics simulation
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context.SimulateSingleStep();
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// Decompose body rotation
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Vec3 actual_axis;
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float actual_angle;
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body.GetRotation().GetAxisAngle(actual_axis, actual_angle);
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if (actual_axis.GetY() < 0.0f)
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actual_angle = -actual_angle;
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// Test if simulation matches prediction
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CHECK_APPROX_EQUAL(angle, actual_angle, DegreesToRadians(0.1f));
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CHECK_APPROX_EQUAL(actual_axis.GetX(), 0);
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CHECK_APPROX_EQUAL(actual_axis.GetZ(), 0);
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}
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}
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}
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}
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