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CosmicEngine/lib/All/JoltPhysics/UnitTests/Physics/DistanceConstraintTests.cpp

75 lines
2.5 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2023 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include "UnitTestFramework.h"
#include "PhysicsTestContext.h"
#include <Jolt/Physics/Constraints/DistanceConstraint.h>
#include "Layers.h"
TEST_SUITE("DistanceConstraintTests")
{
// Test if the distance constraint can be used to create a spring
TEST_CASE("TestDistanceSpring")
{
// Configuration of the spring
const RVec3 cInitialPosition(10, 0, 0);
const float cFrequency = 2.0f;
const float cDamping = 0.1f;
for (int mode = 0; mode < 2; ++mode)
{
// Create a sphere
PhysicsTestContext context;
context.ZeroGravity();
Body &body = context.CreateSphere(cInitialPosition, 0.5f, EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING);
body.GetMotionProperties()->SetLinearDamping(0.0f);
// Calculate stiffness and damping of spring
float m = 1.0f / body.GetMotionProperties()->GetInverseMass();
float omega = 2.0f * JPH_PI * cFrequency;
float k = m * Square(omega);
float c = 2.0f * m * cDamping * omega;
// Create spring
DistanceConstraintSettings constraint;
constraint.mPoint2 = cInitialPosition;
if (mode == 0)
{
// First iteration use stiffness and damping
constraint.mLimitsSpringSettings.mMode = ESpringMode::StiffnessAndDamping;
constraint.mLimitsSpringSettings.mStiffness = k;
constraint.mLimitsSpringSettings.mDamping = c;
}
else
{
// Second iteration use frequency and damping
constraint.mLimitsSpringSettings.mMode = ESpringMode::FrequencyAndDamping;
constraint.mLimitsSpringSettings.mFrequency = cFrequency;
constraint.mLimitsSpringSettings.mDamping = cDamping;
}
constraint.mMinDistance = constraint.mMaxDistance = 0.0f;
context.CreateConstraint<DistanceConstraint>(Body::sFixedToWorld, body, constraint);
// Simulate spring
Real x = cInitialPosition.GetX();
float v = 0.0f;
float dt = context.GetDeltaTime();
for (int i = 0; i < 120; ++i)
{
// Using the equations from page 32 of Soft Constraints: Reinventing The Spring - Erin Catto - GDC 2011 for an implicit euler spring damper
v = (v - dt * k / m * float(x)) / (1.0f + dt * c / m + Square(dt) * k / m);
x += v * dt;
// Run physics simulation
context.SimulateSingleStep();
// Test if simulation matches prediction
CHECK_APPROX_EQUAL(x, body.GetPosition().GetX(), 5.0e-6_r);
CHECK(body.GetPosition().GetY() == 0);
CHECK(body.GetPosition().GetZ() == 0);
}
}
}
}