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

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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/HingeConstraint.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include "Layers.h"
TEST_SUITE("HingeConstraintTests")
{
// Test if the hinge constraint can be used to create a spring
TEST_CASE("TestHingeSpring")
{
// Configuration of the spring
const float cInitialAngle = DegreesToRadians(100.0f);
const float cFrequency = 2.0f;
const float cDamping = 0.1f;
for (int mode = 0; mode < 2; ++mode)
{
// Create a sphere
PhysicsTestContext context;
Body &body = context.CreateBody(new SphereShapeSettings(0.5f), RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, EActivation::Activate);
body.GetMotionProperties()->SetAngularDamping(0.0f);
body.SetAllowSleeping(false);
// Calculate stiffness and damping of spring
float inertia = body.GetMotionProperties()->GetInverseInertiaForRotation(Mat44::sIdentity()).Inversed3x3().GetAxisY().Length();
float omega = 2.0f * JPH_PI * cFrequency;
float k = inertia * Square(omega);
float c = 2.0f * inertia * cDamping * omega;
// Create spring
HingeConstraintSettings constraint;
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.mLimitsMin = constraint.mLimitsMax = 0.0f;
context.CreateConstraint<HingeConstraint>(Body::sFixedToWorld, body, constraint);
// Rotate the body to the initial angle
context.GetBodyInterface().SetRotation(body.GetID(), Quat::sRotation(Vec3::sAxisY(), cInitialAngle), EActivation::Activate);
// Simulate angular spring
float angle = cInitialAngle;
float angular_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
angular_v = (angular_v - dt * k / inertia * angle) / (1.0f + dt * c / inertia + Square(dt) * k / inertia);
angle += angular_v * dt;
// Run physics simulation
context.SimulateSingleStep();
// Decompose body rotation
Vec3 actual_axis;
float actual_angle;
body.GetRotation().GetAxisAngle(actual_axis, actual_angle);
if (actual_axis.GetY() < 0.0f)
actual_angle = -actual_angle;
// Test if simulation matches prediction
CHECK_APPROX_EQUAL(angle, actual_angle, DegreesToRadians(0.1f));
CHECK_APPROX_EQUAL(actual_axis.GetX(), 0);
CHECK_APPROX_EQUAL(actual_axis.GetZ(), 0);
}
}
}
}