#include "zeroerr/assert.h" #include "zeroerr/unittest.h" #include "physics/Physics.h" #include "physics/Cloth.h" #include "physics/Fluid.h" #include "graphics/Graphics.h" #include "window/Window.h" #include #include #include using namespace eve::physics; using namespace eve::graphics; TEST_CASE("softbody.cloth.fallsAndPinsHold") { auto *mod = Physics::create(); std::unique_ptr cloth(mod->newCloth(8, 6, 10.f, 100.f, 40.f)); REQUIRE(cloth.get() != nullptr); CHECK_EQ(cloth->getCols(), 8); CHECK_EQ(cloth->getRows(), 6); CHECK_EQ(cloth->getParticleCount(), 48); CHECK(cloth->isPinned(0)); CHECK(cloth->isPinned(7)); // Pinned top row holds under gravity. const float pinY0 = cloth->getParticleY(0); const float pinX0 = cloth->getParticleX(0); cloth->setBounds(0.f, 0.f, 800.f, 600.f); for (int i = 0; i < 60; ++i) cloth->update(1.f / 60.f); CHECK(std::fabs(cloth->getParticleY(0) - pinY0) < 0.5f); CHECK(std::fabs(cloth->getParticleX(0) - pinX0) < 0.5f); // Free-fall: unpin everything and verify gravity moves particles down. for (int i = 0; i < cloth->getParticleCount(); ++i) cloth->unpin(i); const float freeY0 = cloth->getParticleY(20); for (int i = 0; i < 45; ++i) cloth->update(1.f / 60.f); CHECK_GT(cloth->getParticleY(20), freeY0 + 20.f); } TEST_CASE("softbody.cloth.grabMovesParticle") { auto *mod = Physics::create(); std::unique_ptr cloth(mod->newCloth(6, 6, 12.f, 50.f, 50.f)); // Unpin a mid particle so it can be grabbed. const int idx = 3 * 6 + 3; cloth->unpin(idx); const float x = cloth->getParticleX(idx); const float y = cloth->getParticleY(idx); int grabbed = cloth->grabAt(x, y, 20.f); CHECK_EQ(grabbed, idx); CHECK(cloth->isGrabbing()); cloth->moveGrab(x + 40.f, y + 30.f); for (int i = 0; i < 10; ++i) cloth->update(1.f / 60.f); CHECK(std::fabs(cloth->getParticleX(idx) - (x + 40.f)) < 1.f); CHECK(std::fabs(cloth->getParticleY(idx) - (y + 30.f)) < 1.f); cloth->releaseGrab(); CHECK(!cloth->isGrabbing()); } TEST_CASE("softbody.fluid.emitAndSettle") { auto *mod = Physics::create(); std::unique_ptr fluid(mod->newFluid(256)); REQUIRE(fluid.get() != nullptr); fluid->setBounds(0.f, 0.f, 400.f, 400.f); fluid->setGravity(0.f, 900.f); int added = fluid->emit(200.f, 80.f, 40, 0.f, 0.f); CHECK_EQ(added, 40); CHECK_EQ(fluid->getParticleCount(), 40); float y0 = 0.f; for (int i = 0; i < fluid->getParticleCount(); ++i) y0 += fluid->getParticleY(i); y0 /= float(fluid->getParticleCount()); for (int i = 0; i < 120; ++i) fluid->update(1.f / 60.f); float y1 = 0.f; for (int i = 0; i < fluid->getParticleCount(); ++i) y1 += fluid->getParticleY(i); y1 /= float(fluid->getParticleCount()); CHECK_GT(y1, y0 + 10.f); // Stay inside container. for (int i = 0; i < fluid->getParticleCount(); ++i) { CHECK_GE(fluid->getParticleX(i), -1.f); CHECK_LE(fluid->getParticleX(i), 401.f); CHECK_GE(fluid->getParticleY(i), -1.f); CHECK_LE(fluid->getParticleY(i), 401.f); } } TEST_CASE("softbody.fluid.interactRepels") { auto *mod = Physics::create(); std::unique_ptr fluid(mod->newFluid(128)); fluid->setBounds(0.f, 0.f, 300.f, 300.f); fluid->setGravity(0.f, 0.f); fluid->emit(150.f, 150.f, 25, 0.f, 0.f); float avgDist0 = 0.f; for (int i = 0; i < fluid->getParticleCount(); ++i) { const float dx = fluid->getParticleX(i) - 150.f; const float dy = fluid->getParticleY(i) - 150.f; avgDist0 += std::sqrt(dx * dx + dy * dy); } avgDist0 /= float(fluid->getParticleCount()); for (int i = 0; i < 45; ++i) { fluid->interactAt(150.f, 150.f, 80.f, -4000.f); fluid->update(1.f / 60.f); } float avgDist1 = 0.f; for (int i = 0; i < fluid->getParticleCount(); ++i) { const float dx = fluid->getParticleX(i) - 150.f; const float dy = fluid->getParticleY(i) - 150.f; avgDist1 += std::sqrt(dx * dx + dy * dy); } avgDist1 /= float(fluid->getParticleCount()); CHECK_GT(avgDist1, avgDist0 + 2.f); } TEST_CASE("softbody.render.clothAndFluidPreview") { auto *win = eve::window::Window::create(); auto *gfx = Graphics::create(); REQUIRE(win != nullptr); REQUIRE(gfx != nullptr); win->setGraphics(gfx); eve::window::WindowSettings s; s.width = 720; s.height = 420; s.centered = true; REQUIRE(win->setWindowSettings(s)); auto *mod = Physics::create(); std::unique_ptr cloth(mod->newCloth(14, 10, 12.f, 40.f, 30.f)); cloth->setBounds(0.f, 0.f, 720.f, 420.f); cloth->setColor(0.78f, 0.84f, 0.98f, 1.f); std::unique_ptr fluid(mod->newFluid(400)); fluid->setBounds(360.f, 40.f, 320.f, 340.f); fluid->setGravity(0.f, 980.f); fluid->setColor(0.2f, 0.55f, 0.95f, 0.9f); fluid->emit(520.f, 90.f, 120, 0.f, 40.f); gfx->setBackgroundColorRGBA(0.07f, 0.08f, 0.11f, 1.f); for (int frame = 0; frame < 90; ++frame) { if (frame == 30) cloth->grabAt(cloth->getParticleX(5 * 14 + 7), cloth->getParticleY(5 * 14 + 7), 30.f); if (frame >= 30 && frame < 60) cloth->moveGrab(180.f + float(frame - 30) * 2.f, 220.f); if (frame == 60) cloth->releaseGrab(); if ((frame % 15) == 0) fluid->emit(500.f, 70.f, 8, 20.f, 60.f); fluid->interactAt(520.f, 200.f, 70.f, -2500.f); cloth->update(1.f / 60.f); fluid->update(1.f / 60.f); gfx->clearScreen(); // Fluid tank outline. gfx->drawSolidRectRGBA(360.f, 40.f, 320.f, 340.f, 0.12f, 0.14f, 0.18f, 1.f); cloth->draw(gfx); fluid->draw(gfx); gfx->present(); SDL_Event e; while (SDL_PollEvent(&e)) { if (e.type == SDL_QUIT) break; } SDL_Delay(16); } CHECK_GT(cloth->getParticleY(5 * 14 + 7), 40.f); CHECK_GT(fluid->getParticleCount(), 100); win->close(); }