Files
EVEngine/test/softbody.cpp
T
西风逍遥游andCursor Agent cbb6f14ac4 feat(physics): interactive cloth and 2D fluid (#25)
* feat(physics): add interactive cloth and 2D fluid solvers

Extend the Physics module with Verlet cloth (pin/grab) and
double-density-relaxation fluid (emit/interact), plus Squirrel
bindings, tests, docs, and an examples/softbody demo.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* fix(physics): improve cloth constraint solve and softbody tests

Apply full distance correction when one cloth particle is pinned, and
tighten unit tests around pin hold, free-fall, grab, and fluid behavior.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

---------

Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-11 14:49:17 +08:00

187 lines
6.0 KiB
C++

#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 <SDL2/SDL.h>
#include <cmath>
#include <memory>
using namespace eve::physics;
using namespace eve::graphics;
TEST_CASE("softbody.cloth.fallsAndPinsHold") {
auto *mod = Physics::create();
std::unique_ptr<Cloth> 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> 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> 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> 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> 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> 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();
}