167 lines
5.9 KiB
C++
167 lines
5.9 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2022 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef REACTPHYSICS3D_MATERIAL_H
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#define REACTPHYSICS3D_MATERIAL_H
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// Libraries
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#include <cassert>
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#include <cmath>
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#include <reactphysics3d/configuration.h>
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namespace reactphysics3d {
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// Class Material
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/**
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* This class contains the material properties of a collider that will be use for
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* the dynamics simulation like the friction coefficient or the bounciness of the rigid
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* body.
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*/
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class Material {
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private :
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// -------------------- Attributes -------------------- //
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/// Square root of the friction coefficient
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decimal mFrictionCoefficientSqrt;
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/// Bounciness during collisions (between 0 and 1) where 1 is for a very bouncy body
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decimal mBounciness;
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/// Density of mass used to compute the mass of the collider
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decimal mMassDensity;
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// -------------------- Methods -------------------- //
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/// Constructor
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Material(decimal frictionCoefficient, decimal bounciness, decimal massDensity = decimal(1.0));
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public :
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// -------------------- Methods -------------------- //
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/// Return the bounciness
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decimal getBounciness() const;
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/// Set the bounciness.
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void setBounciness(decimal bounciness);
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/// Return the friction coefficient
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decimal getFrictionCoefficient() const;
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/// Set the friction coefficient.
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void setFrictionCoefficient(decimal frictionCoefficient);
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/// Return the square root friction coefficient
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decimal getFrictionCoefficientSqrt() const;
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/// Return the mass density of the collider
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decimal getMassDensity() const;
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/// Set the mass density of the collider
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void setMassDensity(decimal massDensity);
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/// Return a string representation for the material
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std::string to_string() const;
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// ---------- Friendship ---------- //
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friend class Collider;
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friend class CollisionBody;
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friend class RigidBody;
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};
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// Return the bounciness
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/**
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* @return Bounciness factor (between 0 and 1) where 1 is very bouncy
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*/
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RP3D_FORCE_INLINE decimal Material::getBounciness() const {
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return mBounciness;
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}
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// Set the bounciness.
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/// The bounciness should be a value between 0 and 1. The value 1 is used for a
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/// very bouncy body and zero is used for a body that is not bouncy at all.
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/**
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* @param bounciness Bounciness factor (between 0 and 1) where 1 is very bouncy
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*/
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RP3D_FORCE_INLINE void Material::setBounciness(decimal bounciness) {
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assert(bounciness >= decimal(0.0) && bounciness <= decimal(1.0));
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mBounciness = bounciness;
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}
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// Return the friction coefficient
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/**
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* @return Friction coefficient (positive value)
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*/
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RP3D_FORCE_INLINE decimal Material::getFrictionCoefficient() const {
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return mFrictionCoefficientSqrt * mFrictionCoefficientSqrt;
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}
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// Set the friction coefficient.
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/// The friction coefficient has to be a positive value. The value zero is used for no
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/// friction at all.
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/**
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* @param frictionCoefficient Friction coefficient (positive value)
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*/
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RP3D_FORCE_INLINE void Material::setFrictionCoefficient(decimal frictionCoefficient) {
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assert(frictionCoefficient >= decimal(0.0));
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mFrictionCoefficientSqrt = std::sqrt(frictionCoefficient);
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}
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// Return the square root friction coefficient
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RP3D_FORCE_INLINE decimal Material::getFrictionCoefficientSqrt() const {
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return mFrictionCoefficientSqrt;
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}
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// Return the mass density of the collider
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RP3D_FORCE_INLINE decimal Material::getMassDensity() const {
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return mMassDensity;
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}
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// Set the mass density of the collider
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/**
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* @param massDensity The mass density of the collider
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*/
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RP3D_FORCE_INLINE void Material::setMassDensity(decimal massDensity) {
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mMassDensity = massDensity;
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}
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// Return a string representation for the material
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RP3D_FORCE_INLINE std::string Material::to_string() const {
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std::stringstream ss;
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ss << "frictionCoefficient=" << (mFrictionCoefficientSqrt * mFrictionCoefficientSqrt) << std::endl;
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ss << "bounciness=" << mBounciness << std::endl;
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return ss.str();
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}
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}
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#endif
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