228 lines
7.2 KiB
C++
228 lines
7.2 KiB
C++
#include <iostream>
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#include "catch.hpp"
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#include "rbdlsim.h"
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using namespace std;
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using namespace RBDLSim;
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TEST_CASE("Simple Box vs Sphere Collision", "[Collision]") {
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SimShape box;
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box.mType = SimShape::Box;
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box.pos.set(0.0, 0.5, 0.);
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box.scale.set(1., 1., 1.);
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box.orientation.set(0., 0., 0., 1.);
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SimShape sphere;
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sphere.mType = SimShape::Sphere;
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sphere.scale.set(0.5, 0.5, 0.5);
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sphere.orientation.set(0., 0., 0., 1.);
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bool cresult = false;
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CollisionInfo cinfo;
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SECTION("Box and Sphere Touching") {
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sphere.pos.set(0., 1.5, 0.);
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cresult = CheckPenetration(box, sphere, cinfo);
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REQUIRE(cresult == true);
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}
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SECTION("Box and Sphere Intersecting") {
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sphere.pos.set(0., 1.4, 0.);
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cresult = CheckPenetration(box, sphere, cinfo);
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REQUIRE(cresult == true);
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}
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SECTION("Box and Sphere Separated") {
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sphere.pos.set(0., 1.5001, 0.);
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cresult = CheckPenetration(box, sphere, cinfo);
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REQUIRE(cresult == false);
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}
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}
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TEST_CASE("CheckCollisionSphereVsPlane", "[Collision]") {
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SimShape plane;
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plane.mType = SimShape::Plane;
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plane.pos = Vector3d(0., 0., 0.);
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plane.orientation = Quaternion(0., 1., 0., 1.);
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plane.scale = Vector3d(1., 1., 1.);
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SimShape sphere;
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sphere.mType = SimShape::Sphere;
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sphere.scale = Vector3d(1.5, 1.5, 1.5);
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sphere.orientation = Quaternion(0., 0., 0., 1.);
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CollisionInfo cinfo;
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bool cresult = false;
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SECTION("Sphere above plane") {
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sphere.pos = Vector3d(0., 2.0, 0.);
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cresult = CheckPenetrationSphereVsPlane(sphere, plane, cinfo);
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REQUIRE(cresult == false);
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}
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SECTION("Sphere touching") {
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sphere.pos = Vector3d(0., 0.75, 0.);
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cresult = CheckPenetrationSphereVsPlane(sphere, plane, cinfo);
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REQUIRE((cinfo.posA - Vector3d(0., 0.0, 0.)).norm() < 1.0e-12);
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REQUIRE((cinfo.posB - Vector3d(0., 0.0, 0.)).norm() < 1.0e-12);
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REQUIRE(cresult == true);
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}
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SECTION("Sphere penetration") {
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sphere.pos = Vector3d(1., -1., 0.);
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cresult = CheckPenetrationSphereVsPlane(sphere, plane, cinfo);
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REQUIRE((cinfo.posA - Vector3d(1., -1.75, 0.)).norm() < 1.0e-12);
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REQUIRE((cinfo.posB - Vector3d(1., 0.0, 0.)).norm() < 1.0e-12);
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REQUIRE(cresult == true);
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}
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}
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TEST_CASE("CheckCollisionSphereVsSphere", "[Collision]") {
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SimShape sphere_a;
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sphere_a.mType = SimShape::Sphere;
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sphere_a.scale = Vector3d(1.4, 1.4, 1.4);
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sphere_a.orientation = Quaternion(0., 0., 0., 1.);
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SimShape sphere_b;
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sphere_b.mType = SimShape::Sphere;
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sphere_b.scale = Vector3d(1.6, 1.6, 1.6);
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sphere_b.orientation = Quaternion(0., 0., 0., 1.);
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CollisionInfo cinfo;
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bool cresult = false;
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SECTION("Spheres non-overlapping") {
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sphere_a.pos = Vector3d(0., 4.0, 0.);
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sphere_b.pos = Vector3d(0., 0.0, 0.);
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cresult = CheckPenetrationSphereVsSphere(sphere_a, sphere_b, cinfo);
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REQUIRE(cresult == false);
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}
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SECTION("Spheres touching") {
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sphere_a.pos = Vector3d(0., 1.5, 0.);
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sphere_b.pos = Vector3d(0., 0.0, 0.);
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cresult = CheckPenetrationSphereVsSphere(sphere_a, sphere_b, cinfo);
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REQUIRE(cresult == true);
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}
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SECTION("Spheres overlapping") {
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sphere_a.pos = Vector3d(0., 1.0, 0.);
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sphere_b.pos = Vector3d(0., 0.0, 0.);
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cresult = CheckPenetrationSphereVsSphere(sphere_a, sphere_b, cinfo);
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REQUIRE(cresult == true);
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double err_pos_A = (cinfo.posA - Vector3d(0., 0.3, 0.)).norm();
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REQUIRE_THAT(
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(cinfo.dir - Vector3d(0., -1., 0.)).norm(),
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Catch::WithinRel(0., 1.0e-12));
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REQUIRE((cinfo.posA - Vector3d(0., 0.3, 0.)).norm() < 1.0e-12);
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REQUIRE((cinfo.posB - Vector3d(0., 0.8, 0.)).norm() < 1.0e-12);
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REQUIRE_THAT(cinfo.depth, Catch::WithinRel(0.5, 1.0e-12));
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}
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SECTION("Spheres overlapping reversed") {
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sphere_a.pos = Vector3d(0., 1.0, 0.);
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sphere_b.pos = Vector3d(0., 0.0, 0.);
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cresult = CheckPenetrationSphereVsSphere(sphere_b, sphere_a, cinfo);
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REQUIRE(cresult == true);
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REQUIRE_THAT(
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(cinfo.dir - Vector3d(0., 1., 0.)).norm(),
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Catch::WithinRel(0., 1.0e-12));
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REQUIRE((cinfo.posA - Vector3d(0., 0.8, 0.)).norm() < 1.0e-12);
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REQUIRE((cinfo.posB - Vector3d(0., 0.3, 0.)).norm() < 1.0e-12);
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REQUIRE_THAT(cinfo.depth, Catch::WithinRel(0.5, 1.0e-12));
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}
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}
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TEST_CASE("CalcConstraintImpulse", "[Collision]") {
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SimBody ground_body;
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SimShape ground_shape;
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ground_shape.mType = SimShape::Plane;
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ground_shape.pos = Vector3d::Zero();
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ground_shape.orientation = Quaternion(0., 0., 0., 1.);
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ground_body.mCollisionShapes.push_back(SimBody::BodyCollisionInfo(-1, ground_shape));
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ground_body.mIsStatic = true;
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double sphere_a_mass = 1.5;
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double sphere_b_mass = 1.5;
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SimBody sphere_a_body = CreateSphereBody(
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sphere_a_mass, 1.0, 0., Vector3d (0., 0.5, 0.), Vector3d (0., -1., 0.));
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SimBody sphere_b_body = CreateSphereBody(
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sphere_b_mass, 1.0, 0., Vector3d (0., 0.5, 0.), Vector3d (0., -1., 0.));
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CollisionInfo cinfo;
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SECTION ("SphereOnGroundButColliding") {
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sphere_a_body.q[1] = 0.5;
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sphere_a_body.qdot[1] = -1.23;
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sphere_a_body.updateCollisionShapes();
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std::vector<CollisionInfo> collisions;
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CalcCollisions(ground_body, sphere_a_body, collisions);
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REQUIRE(collisions.size() == 1);
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cinfo = collisions[0];
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bool cresult = CheckPenetration(ground_shape,
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sphere_a_body.mCollisionShapes[0].second, cinfo);
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REQUIRE(cresult == true);
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REQUIRE((cinfo.dir - Vector3d(0., 1., 0.)).norm() < 1.0e-12);
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PrepareConstraintImpulse(&ground_body, &sphere_a_body, cinfo);
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CalcConstraintImpulse(&ground_body,&sphere_a_body, cinfo, 0);
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double reference_impulseB = sphere_a_mass * sphere_a_body.qdot[1];
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REQUIRE(cinfo.accumImpulseA < 1.0e-12);
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REQUIRE(cinfo.accumImpulseB + reference_impulseB < 1.0e-12);
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ApplyConstraintImpulse(&ground_body, &sphere_a_body, cinfo);
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REQUIRE(sphere_a_body.qdot.norm() < 1.0e-12);
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}
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SECTION ("SphereVsSphereCollision") {
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double sphere_b_mass = 1.5;
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SimBody sphere_b_body = CreateSphereBody(sphere_b_mass, 1.0, 0., Vector3d (0., -0.5, 0.), Vector3d (0., 1., 0.));
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sphere_a_body.q[1] = 0.5;
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sphere_a_body.qdot[1] = -1.23;
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sphere_a_body.updateCollisionShapes();
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sphere_b_body.q[1] = -0.5;
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sphere_b_body.qdot[1] = 1.23;
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sphere_b_body.updateCollisionShapes();
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std::vector<CollisionInfo> collisions;
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CalcCollisions(sphere_a_body, sphere_b_body, collisions);
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REQUIRE(collisions.size() == 1);
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cinfo = collisions[0];
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REQUIRE((cinfo.dir - Vector3d(0., 1., 0.)).norm() < 1.0e-12);
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PrepareConstraintImpulse(&sphere_a_body, &sphere_b_body, cinfo);
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CalcConstraintImpulse(&sphere_a_body, &sphere_b_body, cinfo, 0);
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// REQUIRE((cinfo.accumImpulseA - Vector3d(0., 0., 0.)).norm() < 1.0e-12);
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// REQUIRE((cinfo.accumImpulseB - Vector3d(0., -sphere_mass * sphere_a_body.qdot[1], 0.)).norm() < 1.0e-12);
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cout << "pre impulse: " << sphere_a_body.qdot.transpose() << endl;
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cout << "pre impulse2: " << sphere_b_body.qdot.transpose() << endl;
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ApplyConstraintImpulse(&sphere_a_body, &sphere_b_body, cinfo);
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cout << "pst impulse: " << sphere_a_body.qdot.transpose() << endl;
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cout << "pst impulse2: " << sphere_b_body.qdot.transpose() << endl;
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REQUIRE(sphere_a_body.qdot.norm() < 1.0e-12);
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REQUIRE(sphere_b_body.qdot.norm() < 1.0e-12);
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}
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}
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