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CosmicEngine/lib/All/JoltPhysics/Samples/Tests/SoftBody/SoftBodyVsFastMovingTest.cpp

42 lines
1.7 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2024 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <Tests/SoftBody/SoftBodyVsFastMovingTest.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Jolt/Physics/SoftBody/SoftBodyCreationSettings.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <Utils/SoftBodyCreator.h>
#include <Layers.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(SoftBodyVsFastMovingTest)
{
JPH_ADD_BASE_CLASS(SoftBodyVsFastMovingTest, Test)
}
void SoftBodyVsFastMovingTest::Initialize()
{
// Floor
CreateFloor();
// Create sphere moving towards the cloth
BodyCreationSettings bcs(new SphereShape(1.0f), RVec3(-2, 20, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
bcs.mMotionQuality = EMotionQuality::LinearCast;
bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
bcs.mMassPropertiesOverride.mMass = 25.0f;
bcs.mLinearVelocity = Vec3(0, -250, 0);
mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
// Create cloth that's fixated at the corners
SoftBodyCreationSettings cloth(SoftBodyCreator::CreateClothWithFixatedCorners(), RVec3(0, 15, 0), Quat::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI) * Quat::sRotation(Vec3::sAxisY(), 0.25f * JPH_PI), Layers::MOVING);
cloth.mUpdatePosition = false; // Don't update the position of the cloth as it is fixed to the world
cloth.mMakeRotationIdentity = false; // Test explicitly checks if soft bodies with a rotation collide with shapes properly
mBodyInterface->CreateAndAddSoftBody(cloth, EActivation::Activate);
// Create another body with a higher ID than the cloth
bcs.mPosition = RVec3(2, 20, 0);
mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
}