forked from bartvdbraak/blender
193 lines
4.3 KiB
C++
193 lines
4.3 KiB
C++
#ifndef RIGIDBODY_H
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#define RIGIDBODY_H
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#include <vector>
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#include <SimdPoint3.h>
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#include <SimdTransform.h>
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class CollisionShape;
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struct MassProps;
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typedef SimdScalar dMatrix3[4*3];
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extern float gLinearAirDamping;
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extern bool gUseEpa;
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#define MAX_RIGIDBODIES 1024
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/// RigidBody class for RigidBody Dynamics
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///
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class RigidBody {
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public:
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RigidBody(const MassProps& massProps,SimdScalar linearDamping,SimdScalar angularDamping,SimdScalar friction,SimdScalar restitution);
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void proceedToTransform(const SimdTransform& newTrans);
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bool mergesSimulationIslands() const;
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/// continuous collision detection needs prediction
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void predictIntegratedTransform(SimdScalar step, SimdTransform& predictedTransform) const;
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void applyForces(SimdScalar step);
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void setGravity(const SimdVector3& acceleration);
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void setDamping(SimdScalar lin_damping, SimdScalar ang_damping);
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CollisionShape* GetCollisionShape() { return m_collisionShape; }
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void setMassProps(SimdScalar mass, const SimdVector3& inertia);
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SimdScalar getInvMass() const { return m_inverseMass; }
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const SimdMatrix3x3& getInvInertiaTensorWorld() const { return m_invInertiaTensorWorld; }
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void integrateVelocities(SimdScalar step);
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void setCenterOfMassTransform(const SimdTransform& xform);
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void applyCentralForce(const SimdVector3& force)
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{
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m_totalForce += force;
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}
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const SimdVector3& getInvInertiaDiagLocal()
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{
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return m_invInertiaLocal;
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};
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void setInvInertiaDiagLocal(const SimdVector3& diagInvInertia)
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{
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m_invInertiaLocal = diagInvInertia;
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}
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void applyTorque(const SimdVector3& torque)
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{
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m_totalTorque += torque;
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}
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void applyForce(const SimdVector3& force, const SimdVector3& rel_pos)
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{
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applyCentralForce(force);
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applyTorque(rel_pos.cross(force));
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}
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void applyCentralImpulse(const SimdVector3& impulse)
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{
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m_linearVelocity += impulse * m_inverseMass;
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}
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void applyTorqueImpulse(const SimdVector3& torque)
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{
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m_angularVelocity += m_invInertiaTensorWorld * torque;
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}
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void applyImpulse(const SimdVector3& impulse, const SimdVector3& rel_pos)
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{
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if (m_inverseMass != 0.f)
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{
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applyCentralImpulse(impulse);
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applyTorqueImpulse(rel_pos.cross(impulse));
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}
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}
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void clearForces()
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{
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m_totalForce.setValue(0.0f, 0.0f, 0.0f);
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m_totalTorque.setValue(0.0f, 0.0f, 0.0f);
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}
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void updateInertiaTensor();
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const SimdPoint3& getCenterOfMassPosition() const { return m_worldTransform.getOrigin(); }
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SimdQuaternion getOrientation() const;
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const SimdTransform& getCenterOfMassTransform() const { return m_worldTransform; }
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const SimdVector3& getLinearVelocity() const { return m_linearVelocity; }
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const SimdVector3& getAngularVelocity() const { return m_angularVelocity; }
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void setLinearVelocity(const SimdVector3& lin_vel);
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void setAngularVelocity(const SimdVector3& ang_vel) { m_angularVelocity = ang_vel; }
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SimdVector3 getVelocityInLocalPoint(const SimdVector3& rel_pos) const
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{
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return m_linearVelocity + m_angularVelocity.cross(rel_pos);
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}
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void translate(const SimdVector3& v)
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{
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m_worldTransform.getOrigin() += v;
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}
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void SetCollisionShape(CollisionShape* mink);
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void getAabb(SimdVector3& aabbMin,SimdVector3& aabbMax) const;
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int GetActivationState() const { return m_activationState1;}
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void SetActivationState(int newState);
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void setRestitution(float rest)
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{
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m_restitution = rest;
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}
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float getRestitution() const
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{
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return m_restitution;
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}
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void setFriction(float frict)
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{
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m_friction = frict;
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}
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float getFriction() const
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{
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return m_friction;
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}
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void activate();
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private:
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SimdTransform m_worldTransform;
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SimdMatrix3x3 m_invInertiaTensorWorld;
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SimdVector3 m_gravity;
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SimdVector3 m_invInertiaLocal;
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SimdVector3 m_totalForce;
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SimdVector3 m_totalTorque;
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// SimdQuaternion m_orn1;
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SimdVector3 m_linearVelocity;
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SimdVector3 m_angularVelocity;
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SimdScalar m_linearDamping;
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SimdScalar m_angularDamping;
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SimdScalar m_inverseMass;
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SimdScalar m_friction;
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SimdScalar m_restitution;
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CollisionShape* m_collisionShape;
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public:
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/// for ode solver-binding
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dMatrix3 m_R;//temp
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dMatrix3 m_I;
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dMatrix3 m_invI;
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int m_islandTag1;//temp
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int m_activationState1;//temp
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float m_deactivationTime;
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int m_odeTag;
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float m_padding[1024];
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SimdVector3 m_tacc;//temp
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SimdVector3 m_facc;
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SimdScalar m_hitFraction; //time of impact calculation
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int m_debugBodyId;
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};
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#endif
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