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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())));
}
}