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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/Constraints/SpringTest.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Constraints/DistanceConstraint.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Layers.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(SpringTest)
{
JPH_ADD_BASE_CLASS(SpringTest, Test)
}
void SpringTest::Initialize()
{
// Floor
CreateFloor();
// Top fixed body
RVec3 position(0, 75, 0);
Body &top = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(100.0f, 1.0f, 1.0f)), position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
mBodyInterface->AddBody(top.GetID(), EActivation::DontActivate);
// Bodies attached with spring with different string lengths, same frequency and no damping
for (int i = 0; i < 10; ++i)
{
// Create body
RVec3 attachment_point = position + Vec3(-100.0f + i * 5.0f, 0, 0);
RVec3 body_position = attachment_point - Vec3(0, 10.0f + i * 2.5f, 0);
Body &body = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.75f)), body_position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
body.GetMotionProperties()->SetAngularDamping(0.0f);
body.GetMotionProperties()->SetLinearDamping(0.0f);
mBodyInterface->AddBody(body.GetID(), EActivation::Activate);
// Attach spring
DistanceConstraintSettings settings;
settings.mPoint1 = attachment_point;
settings.mPoint2 = body_position;
settings.mLimitsSpringSettings.mFrequency = 0.33f;
mPhysicsSystem->AddConstraint(settings.Create(top, body));
// Move the body up so that it can start oscillating
mBodyInterface->SetPositionAndRotation(body.GetID(), attachment_point - Vec3(0, 5, 0), Quat::sIdentity(), EActivation::DontActivate);
}
// Bodies attached with spring with different frequency and no damping
for (int i = 0; i < 10; ++i)
{
// Create body
RVec3 attachment_point = position + Vec3(-25.0f + i * 5.0f, 0, 0);
RVec3 body_position = attachment_point - Vec3(0, 25.0f, 0);
Body &body = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.75f)), body_position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
body.GetMotionProperties()->SetAngularDamping(0.0f);
body.GetMotionProperties()->SetLinearDamping(0.0f);
mBodyInterface->AddBody(body.GetID(), EActivation::Activate);
// Attach spring
DistanceConstraintSettings settings;
settings.mPoint1 = attachment_point;
settings.mPoint2 = body_position;
settings.mLimitsSpringSettings.mFrequency = 0.1f + 0.1f * i;
mPhysicsSystem->AddConstraint(settings.Create(top, body));
// Move the body up so that it can start oscillating
mBodyInterface->SetPositionAndRotation(body.GetID(), attachment_point - Vec3(0, 5, 0), Quat::sIdentity(), EActivation::DontActivate);
}
// Bodies attached with spring with same spring length, same frequency and different damping
for (int i = 0; i < 10; ++i)
{
// Create body
RVec3 attachment_point = position + Vec3(50.0f + i * 5.0f, 0, 0);
RVec3 body_position = attachment_point - Vec3(0, 25.0f, 0);
Body &body = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.75f)), body_position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
body.GetMotionProperties()->SetAngularDamping(0.0f);
body.GetMotionProperties()->SetLinearDamping(0.0f);
mBodyInterface->AddBody(body.GetID(), EActivation::Activate);
// Attach spring
DistanceConstraintSettings settings;
settings.mPoint1 = attachment_point;
settings.mPoint2 = body_position;
settings.mLimitsSpringSettings.mFrequency = 0.33f;
settings.mLimitsSpringSettings.mDamping = (1.0f / 9.0f) * i;
mPhysicsSystem->AddConstraint(settings.Create(top, body));
// Move the body up so that it can start oscillating
mBodyInterface->SetPositionAndRotation(body.GetID(), attachment_point - Vec3(0, 5, 0), Quat::sIdentity(), EActivation::DontActivate);
}
}