Add the getInertiaTensorWorld() and getInertiaTensorInverseWorld methods
git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@338 92aac97c-a6ce-11dd-a772-7fcde58d38e6
This commit is contained in:
parent
53ed7b1b3a
commit
0f38e643a3
|
@ -24,9 +24,9 @@
|
|||
using namespace reactphysics3d;
|
||||
|
||||
// Constructor
|
||||
RigidBody::RigidBody(const Vector3D& position, const Quaternion& orientation, const Kilogram& mass, const Matrix3x3& inertiaTensor, const OBB& obb)
|
||||
: Body(mass), inertiaTensor(inertiaTensor), currentBodyState(position, orientation, inertiaTensor.getInverse(), Kilogram(1.0/mass.getValue())),
|
||||
previousBodyState(position, orientation, inertiaTensor.getInverse(), Kilogram(1.0/mass.getValue())), obb(obb) {
|
||||
RigidBody::RigidBody(const Vector3D& position, const Quaternion& orientation, const Kilogram& mass, const Matrix3x3& inertiaTensorLocal, const OBB& obb)
|
||||
: Body(mass), inertiaTensorLocal(inertiaTensorLocal), currentBodyState(position, orientation, inertiaTensorLocal.getInverse(), Kilogram(1.0/mass.getValue())),
|
||||
previousBodyState(position, orientation, inertiaTensorLocal.getInverse(), Kilogram(1.0/mass.getValue())), obb(obb) {
|
||||
|
||||
isMotionEnabled = true;
|
||||
isCollisionEnabled = true;
|
||||
|
@ -40,7 +40,7 @@
|
|||
}
|
||||
|
||||
// Copy-constructor
|
||||
RigidBody::RigidBody(const RigidBody& rigidBody) : Body(rigidBody), inertiaTensor(rigidBody.inertiaTensor),
|
||||
RigidBody::RigidBody(const RigidBody& rigidBody) : Body(rigidBody), inertiaTensorLocal(rigidBody.inertiaTensorLocal),
|
||||
currentBodyState(rigidBody.currentBodyState), previousBodyState(rigidBody.previousBodyState), obb(rigidBody.obb) {
|
||||
this->isMotionEnabled = rigidBody.isMotionEnabled;
|
||||
this->isCollisionEnabled = rigidBody.isCollisionEnabled;
|
||||
|
|
|
@ -43,7 +43,7 @@ namespace reactphysics3d {
|
|||
*/
|
||||
class RigidBody : public Body {
|
||||
private :
|
||||
Matrix3x3 inertiaTensor; // Inertia tensor of the body
|
||||
Matrix3x3 inertiaTensorLocal; // Local inertia tensor of the body (in body coordinates)
|
||||
BodyState currentBodyState; // Current body state
|
||||
BodyState previousBodyState; // Previous body state
|
||||
bool isMotionEnabled; // True if the body can move
|
||||
|
@ -52,12 +52,14 @@ class RigidBody : public Body {
|
|||
OBB obb; // Oriented bounding box that contains the rigid body
|
||||
|
||||
public :
|
||||
RigidBody(const Vector3D& position, const Quaternion& orientation, const Kilogram& mass, const Matrix3x3& inertiaTensor, const OBB& obb); // Constructor
|
||||
RigidBody(const Vector3D& position, const Quaternion& orientation, const Kilogram& mass, const Matrix3x3& inertiaTensorLocal, const OBB& obb); // Constructor
|
||||
RigidBody(const RigidBody& rigidBody); // Copy-constructor
|
||||
virtual ~RigidBody(); // Destructor
|
||||
|
||||
Matrix3x3 getInertiaTensor() const; // Return the inertia tensor of the body
|
||||
void setInertiaTensor(const Matrix3x3& inertiaTensor); // Set the inertia tensor 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 getInertiaTensorWorld() const; // Return the inertia tensor in world coordinates
|
||||
Matrix3x3 getInertiaTensorInverseWorld() const; // Return the inverse of the inertia tensor in world coordinates
|
||||
BodyState& getCurrentBodyState(); // Return a reference to the current state of the body
|
||||
BodyState& getPreviousBodyState(); // TODO : DELETE THIS
|
||||
void setInterpolationFactor(double factor); // Set the interpolation factor of the body
|
||||
|
@ -72,14 +74,32 @@ class RigidBody : public Body {
|
|||
|
||||
// --- Inline functions --- //
|
||||
|
||||
// Return the inertia tensor of the body
|
||||
inline Matrix3x3 RigidBody::getInertiaTensor() const {
|
||||
return inertiaTensor;
|
||||
// Return the local inertia tensor of the body (in body coordinates)
|
||||
inline Matrix3x3 RigidBody::getInertiaTensorLocal() const {
|
||||
return inertiaTensorLocal;
|
||||
}
|
||||
|
||||
// Set the inertia tensor of the body
|
||||
inline void RigidBody::setInertiaTensor(const Matrix3x3& inertiaTensor) {
|
||||
this->inertiaTensor = inertiaTensor;
|
||||
// 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 currentBodyState.getOrientation().getMatrix() * inertiaTensorLocal * currentBodyState.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 currentBodyState.getOrientation().getMatrix() * currentBodyState.getInertiaTensorInverse() * currentBodyState.getOrientation().getMatrix().getTranspose();
|
||||
}
|
||||
|
||||
// Return a reference to the current state of the body
|
||||
|
|
Loading…
Reference in New Issue
Block a user