reactphysics3d/src/body/RigidBody.h

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/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2012 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef RIGIDBODY_H
#define RIGIDBODY_H
// Libraries
#include <cassert>
#include "Body.h"
#include "../colliders/Collider.h"
#include "../mathematics/mathematics.h"
// Namespace reactphysics3d
namespace reactphysics3d {
/* -------------------------------------------------------------------
Class RigidBody :
This class represents a rigid body of the physics
engine. A rigid body is a non-deformable body that
has a constant mass.
-------------------------------------------------------------------
*/
class RigidBody : public Body {
protected :
Vector3 linearVelocity; // Linear velocity of the body
Vector3 angularVelocity; // Angular velocity of the body
Vector3 externalForce; // Current external force on the body
Vector3 externalTorque; // Current external torque on the body
Matrix3x3 inertiaTensorLocal; // Local inertia tensor of the body (in body coordinates)
Matrix3x3 inertiaTensorLocalInverse; // Inverse of the inertia tensor of the body (in body coordinates)
decimal massInverse; // Inverse of the mass of the body
decimal restitution; // Coefficient of restitution (between 0 and 1), 1 for a very boucing body
public :
RigidBody(const Transform& transform, decimal mass, const Matrix3x3& inertiaTensorLocal,
Collider* collider, long unsigned int id); // Constructor // Copy-constructor
virtual ~RigidBody(); // Destructor
Vector3 getLinearVelocity() const; // Return the linear velocity
void setLinearVelocity(const Vector3& linearVelocity); // Set the linear velocity of the body
Vector3 getAngularVelocity() const; // Return the angular velocity
void setAngularVelocity(const Vector3& angularVelocity); // Set the angular velocity
void setMassInverse(decimal massInverse); // Set the inverse of the mass
Vector3 getExternalForce() const; // Return the current external force of the body
void setExternalForce(const Vector3& force); // Set the current external force on the body
Vector3 getExternalTorque() const; // Return the current external torque of the body
void setExternalTorque(const Vector3& torque); // Set the current external torque of the body
decimal getMassInverse() const; // Return the inverse of the mass of the body
Matrix3x3 getInertiaTensorLocal() const; // Return the local inertia tensor of the body (in body coordinates)
void setInertiaTensorLocal(const Matrix3x3& inertiaTensorLocal); // Set the local inertia tensor of the body (in body coordinates)
Matrix3x3 getInertiaTensorLocalInverse() const; // Get the inverse of the inertia tensor
Matrix3x3 getInertiaTensorWorld() const; // Return the inertia tensor in world coordinates
Matrix3x3 getInertiaTensorInverseWorld() const; // Return the inverse of the inertia tensor in world coordinates
decimal getRestitution() const; // Get the restitution coefficient
void setRestitution(decimal restitution) throw(std::invalid_argument); // Set the restitution coefficient
};
// Return the linear velocity
inline Vector3 RigidBody::getLinearVelocity() const {
return linearVelocity;
}
// Return the angular velocity of the body
inline Vector3 RigidBody::getAngularVelocity() const {
return angularVelocity;
}
inline void RigidBody::setAngularVelocity(const Vector3& angularVelocity) {
this->angularVelocity = angularVelocity;
}
// Set the inverse of the mass
inline void RigidBody::setMassInverse(decimal massInverse) {
this->massInverse = massInverse;
}
// Get the inverse of the inertia tensor
inline Matrix3x3 RigidBody::getInertiaTensorLocalInverse() const {
return inertiaTensorLocalInverse;
}
// Return the external force on the body
inline Vector3 RigidBody::getExternalForce() const {
return externalForce;
}
// Set the external force on the body
inline void RigidBody::setExternalForce(const Vector3& force) {
this->externalForce = force;
}
// Return the current external torque on the body
inline Vector3 RigidBody::getExternalTorque() const {
return externalTorque;
}
// Set the current external torque on the body
inline void RigidBody::setExternalTorque(const Vector3& torque) {
this->externalTorque = torque;
}
// Return the inverse of the mass of the body
inline decimal RigidBody::getMassInverse() const {
return massInverse;
}
// Return the local inertia tensor of the body (in body coordinates)
inline Matrix3x3 RigidBody::getInertiaTensorLocal() const {
return inertiaTensorLocal;
}
// Set the local inertia tensor of the body (in body coordinates)
inline void RigidBody::setInertiaTensorLocal(const Matrix3x3& inertiaTensorLocal) {
this->inertiaTensorLocal = inertiaTensorLocal;
}
// Return the inertia tensor in world coordinates
// The inertia tensor I_w in world coordinates in computed with the local inertia tensor I_b in body coordinates
// by I_w = R * I_b * R^T
// where R is the rotation matrix (and R^T its transpose) of the current orientation quaternion of the body
inline Matrix3x3 RigidBody::getInertiaTensorWorld() const {
// Compute and return the inertia tensor in world coordinates
return transform.getOrientation().getMatrix() * inertiaTensorLocal * transform.getOrientation().getMatrix().getTranspose();
}
// Return the inverse of the inertia tensor in world coordinates
// The inertia tensor I_w in world coordinates in computed with the local inverse inertia tensor I_b^-1 in body coordinates
// by I_w = R * I_b^-1 * R^T
// where R is the rotation matrix (and R^T its transpose) of the current orientation quaternion of the body
inline Matrix3x3 RigidBody::getInertiaTensorInverseWorld() const {
// Compute and return the inertia tensor in world coordinates
return transform.getOrientation().getMatrix() * inertiaTensorLocalInverse * transform.getOrientation().getMatrix().getTranspose();
}
// Set the linear velocity of the rigid body
inline void RigidBody::setLinearVelocity(const Vector3& linearVelocity) {
// If the body is able to move
if (isMotionEnabled) {
// Update the linear velocity of the current body state
this->linearVelocity = linearVelocity;
}
}
// Get the restitution coeffficient of the rigid body
inline decimal RigidBody::getRestitution() const {
return restitution;
}
// Set the restitution coefficient
inline void RigidBody::setRestitution(decimal restitution) throw(std::invalid_argument) {
// Check if the restitution coefficient is between 0 and 1
if (restitution >= 0.0 && restitution <= 1.0) {
this->restitution = restitution;
}
else {
throw std::invalid_argument("Error : the restitution coefficent must be between 0 and 1");
}
}
} // End of the ReactPhyscis3D namespace
#endif