165 lines
8.0 KiB
C++
165 lines
8.0 KiB
C++
/****************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* *
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU Lesser General Public License as published *
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* by the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* ReactPhysics3D is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Lesser General Public License for more details. *
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* *
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* You should have received a copy of the GNU Lesser General Public License *
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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// Libraries
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#include "PhysicsEngine.h"
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#include "../integration/SemiImplicitEuler.h"
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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// Constructor
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PhysicsEngine::PhysicsEngine(PhysicsWorld* world, const Time& timeStep) throw (std::invalid_argument)
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: world(world), timer(Time(0.0), timeStep), collisionDetection(world), constraintSolver(world) {
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// Check if the pointer to the world is not NULL
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if (world == 0) {
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// Throw an exception
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throw std::invalid_argument("Exception in PhysicsEngine constructor : World pointer cannot be NULL");
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}
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// Creation of the Semi-Implicit Euler integration algorithm
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integrationAlgorithm = new SemiImplicitEuler();
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}
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// Destructor
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PhysicsEngine::~PhysicsEngine() {
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delete integrationAlgorithm;
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}
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void PhysicsEngine::update() {
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updateCollision();
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}
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// TODO : Delete this method
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// Update the physics simulation
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void PhysicsEngine::updateDynamic() {
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// Check if the physics simulation is running
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if (timer.getIsRunning()) {
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// While the time accumulator is not empty
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while(timer.getAccumulator() >= timer.getTimeStep().getValue()) {
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// For each body in the dynamic world
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for(std::vector<Body*>::const_iterator it = world->getBodiesBeginIterator(); it != world->getBodiesEndIterator(); ++it) {
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// If the body is a RigidBody and if the rigid body motion is enabled
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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if (rigidBody && rigidBody->getIsMotionEnabled()) {
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// Update the state of the rigid body
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updateBodyState(rigidBody, timer.getTimeStep());
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}
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}
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// Update the timer
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timer.update();
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}
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// For each body in the dynamic world
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for(std::vector<Body*>::const_iterator it = world->getBodiesBeginIterator(); it != world->getBodiesEndIterator(); ++it) {
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// If the body is a RigidBody and if the rigid body motion is enabled
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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if (rigidBody && rigidBody->getIsMotionEnabled()) {
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// Update the interpolation factor of the rigid body
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// This one will be used to compute the interpolated state
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rigidBody->setInterpolationFactor(timer.getInterpolationFactor());
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}
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}
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}
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}
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// TODO : Delethe this method
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// Update the physics simulation
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void PhysicsEngine::updateCollision() {
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// While the time accumulator is not empty
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while(timer.getAccumulator() >= timer.getTimeStep().getValue()) {
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// Compute the collision detection
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if (collisionDetection.computeCollisionDetection()) {
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// TODO : Delete this ----------------------------------------------------------
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for (std::vector<Constraint*>::iterator it = world->getConstraintsBeginIterator(); it != world->getConstraintsEndIterator(); it++) {
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Contact* contact = dynamic_cast<Contact*>(*it);
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std::cout << "Const : " << contact << "pDepth before: " << contact->getPenetrationDepth() << std::endl;
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}
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/*
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for (std::vector<Constraint*>::iterator it = world->getConstraintsBeginIterator(); it != world->getConstraintsEndIterator(); ++it) {
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RigidBody* rigidBody1 = dynamic_cast<RigidBody*>((*it)->getBody1());
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RigidBody* rigidBody2 = dynamic_cast<RigidBody*>((*it)->getBody2());
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rigidBody1->setIsMotionEnabled(false);
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rigidBody2->setIsMotionEnabled(false);
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}
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*/
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// -----------------------------------------------------------------------------
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// Solve constraints
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constraintSolver.solve(timer.getTimeStep().getValue());
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}
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else {
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for(std::vector<Body*>::const_iterator it = world->getBodiesBeginIterator(); it != world->getBodiesEndIterator(); ++it) {
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// If the body is a RigidBody and if the rigid body motion is enabled
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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if (rigidBody && rigidBody->getIsMotionEnabled()) {
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// Update the state of the rigid body with an entire time step
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updateBodyState(rigidBody, timer.getTimeStep());
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}
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}
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}
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// TODO : Delete this
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collisionDetection.computeCollisionDetection();
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for (std::vector<Constraint*>::iterator it = world->getConstraintsBeginIterator(); it != world->getConstraintsEndIterator(); it++) {
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Contact* contact = dynamic_cast<Contact*>(*it);
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std::cout << "Const : " << contact << "pDepth after: " << contact->getPenetrationDepth() << std::endl;
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RigidBody* rigidBody1 = dynamic_cast<RigidBody*>(contact->getBody1());
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RigidBody* rigidBody2 = dynamic_cast<RigidBody*>(contact->getBody2());
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rigidBody1->getCurrentBodyState().setPosition(rigidBody1->getCurrentBodyState().getPosition() - contact->getNormal().getUnit() * contact->getPenetrationDepth() * 1.4);
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rigidBody2->getCurrentBodyState().setPosition(rigidBody2->getCurrentBodyState().getPosition() + contact->getNormal().getUnit() * contact->getPenetrationDepth() * 1.4);
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}
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// Update the timer
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timer.update();
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}
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// For each body in the the dynamic world
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for(std::vector<Body*>::const_iterator it = world->getBodiesBeginIterator(); it != world->getBodiesEndIterator(); ++it) {
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// If the body is a RigidBody and if the rigid body motion is enabled
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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if (rigidBody) {
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// Update the interpolation factor of the rigid body
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// This one will be used to compute the interpolated state
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rigidBody->setInterpolationFactor(timer.getInterpolationFactor());
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}
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}
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}
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// Update the state of a rigid body
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void PhysicsEngine::updateBodyState(RigidBody* const rigidBody, const Time& timeStep) {
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// If the gravity force is on
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if(world->getIsGravityOn()) {
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// Apply the current gravity force to the body
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rigidBody->getCurrentBodyState().setExternalForce(world->getGravity());
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}
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// The current body state of the body becomes the previous body state
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rigidBody->updatePreviousBodyState();
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// Integrate the current body state at time t to get the next state at time t + dt
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integrationAlgorithm->integrate(rigidBody->getCurrentBodyState(), timer.getTime(), timeStep);
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// If the body state has changed, we have to update some informations in the rigid body
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rigidBody->update();
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}
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