Add Doxygen documentation
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@ -32,7 +32,7 @@ PROJECT_NAME = "ReactPhysics3D"
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# This could be handy for archiving the generated documentation or
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# if some version control system is used.
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PROJECT_NUMBER = "0.4.0"
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PROJECT_NUMBER = "0.5.0"
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# Using the PROJECT_BRIEF tag one can provide an optional one line description
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# for a project that appears at the top of each page and should give viewer
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@ -31,6 +31,9 @@
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using namespace reactphysics3d;
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// Constructor
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/**
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* @param id ID of the new body
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*/
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Body::Body(bodyindex id)
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: mID(id), mIsAlreadyInIsland(false), mIsAllowedToSleep(true), mIsActive(true),
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mIsSleeping(false), mSleepTime(0), mUserData(NULL) {
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@ -37,7 +37,9 @@ namespace reactphysics3d {
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// TODO : Make this class abstract
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// Class Body
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/**
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* This class is an abstract class to represent a body of the physics engine.
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* This class to represent a body of the physics engine. You should not
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* instantiante this class but instantiate the CollisionBody or RigidBody
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* classes instead.
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*/
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class Body {
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@ -81,6 +83,9 @@ class Body {
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/// Private assignment operator
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Body& operator=(const Body& body);
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/// Set the variable to know whether or not the body is sleeping
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virtual void setIsSleeping(bool isSleeping);
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public :
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// -------------------- Methods -------------------- //
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@ -91,7 +96,7 @@ class Body {
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/// Destructor
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virtual ~Body();
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/// Return the id of the body
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/// Return the ID of the body
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bodyindex getID() const;
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/// Return whether or not the body is allowed to sleep
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@ -109,9 +114,6 @@ class Body {
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/// Set whether or not the body is active
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virtual void setIsActive(bool isActive);
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/// Set the variable to know whether or not the body is sleeping
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virtual void setIsSleeping(bool isSleeping);
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/// Return a pointer to the user data attached to this body
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void* getUserData() const;
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@ -136,16 +138,25 @@ class Body {
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};
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// Return the id of the body
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/**
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* @return The ID of the body
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*/
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inline bodyindex Body::getID() const {
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return mID;
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}
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// Return whether or not the body is allowed to sleep
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/**
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* @return True if the body is allowed to sleep and false otherwise
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*/
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inline bool Body::isAllowedToSleep() const {
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return mIsAllowedToSleep;
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}
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// Set whether or not the body is allowed to go to sleep
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/**
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* @param isAllowedToSleep True if the body is allowed to sleep
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*/
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inline void Body::setIsAllowedToSleep(bool isAllowedToSleep) {
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mIsAllowedToSleep = isAllowedToSleep;
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@ -153,16 +164,25 @@ inline void Body::setIsAllowedToSleep(bool isAllowedToSleep) {
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}
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// Return whether or not the body is sleeping
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/**
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* @return True if the body is currently sleeping and false otherwise
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*/
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inline bool Body::isSleeping() const {
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return mIsSleeping;
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}
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// Return true if the body is active
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/**
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* @return True if the body currently active and false otherwise
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*/
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inline bool Body::isActive() const {
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return mIsActive;
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}
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// Set whether or not the body is active
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/**
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* @param isActive True if you want to activate the body
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*/
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inline void Body::setIsActive(bool isActive) {
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mIsActive = isActive;
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}
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@ -183,11 +203,17 @@ inline void Body::setIsSleeping(bool isSleeping) {
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}
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// Return a pointer to the user data attached to this body
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/**
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* @return A pointer to the user data you have attached to the body
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*/
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inline void* Body::getUserData() const {
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return mUserData;
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}
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// Attach user data to this body
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/**
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* @param userData A pointer to the user data you want to attach to the body
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*/
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inline void Body::setUserData(void* userData) {
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mUserData = userData;
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}
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@ -32,6 +32,11 @@
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using namespace reactphysics3d;
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// Constructor
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/**
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* @param transform The transform of the body
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* @param world The physics world where the body is created
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* @param id ID of the body
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*/
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CollisionBody::CollisionBody(const Transform& transform, CollisionWorld& world, bodyindex id)
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: Body(id), mType(DYNAMIC), mTransform(transform), mProxyCollisionShapes(NULL),
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mNbCollisionShapes(0), mContactManifoldsList(NULL), mWorld(world) {
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@ -51,15 +56,20 @@ CollisionBody::~CollisionBody() {
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}
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// Add a collision shape to the body.
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/// This methods will create a copy of the collision shape you provided inside the world and
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/// return a pointer to the actual collision shape in the world. You can use this pointer to
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/// remove the collision from the body. Note that when the body is destroyed, all the collision
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/// shapes will also be destroyed automatically. Because an internal copy of the collision shape
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/// you provided is performed, you can delete it right after calling this method. The second
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/// parameter is the transformation that transform the local-space of the collision shape into
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/// the local-space of the body.
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/// This method will return a pointer to the proxy collision shape that links the body with
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/// the collision shape you have added.
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/// When you add a collision shape to the body, an internal copy of this
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/// collision shape will be created internally. Therefore, you can delete it
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/// right after calling this method or use it later to add it to another body.
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/// This method will return a pointer to a new proxy shape. A proxy shape is
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/// an object that links a collision shape and a given body. You can use the
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/// returned proxy shape to get and set information about the corresponding
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/// collision shape for that body.
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/**
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* @param collisionShape The collision shape you want to add to the body
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* @param transform The transformation of the collision shape that transforms the
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* local-space of the collision shape into the local-space of the body
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* @return A pointer to the proxy shape that has been created to link the body to
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* the new collision shape you have added.
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*/
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ProxyShape* CollisionBody::addCollisionShape(const CollisionShape& collisionShape,
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const Transform& transform) {
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@ -94,6 +104,12 @@ ProxyShape* CollisionBody::addCollisionShape(const CollisionShape& collisionShap
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}
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// Remove a collision shape from the body
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/// To remove a collision shape, you need to specify the pointer to the proxy
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/// shape that has been returned when you have added the collision shape to the
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/// body
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/**
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* @param proxyShape The pointer of the proxy shape you want to remove
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*/
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void CollisionBody::removeCollisionShape(const ProxyShape* proxyShape) {
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ProxyShape* current = mProxyCollisionShapes;
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@ -201,6 +217,9 @@ void CollisionBody::updateBroadPhaseState() const {
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}
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// Set whether or not the body is active
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/**
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* @param isActive True if you want to activate the body
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*/
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void CollisionBody::setIsActive(bool isActive) {
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// If the state does not change
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@ -268,6 +287,11 @@ int CollisionBody::resetIsAlreadyInIslandAndCountManifolds() {
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}
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// Return true if a point is inside the collision body
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/// This method returns true if a point is inside any collision shape of the body
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/**
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* @param worldPoint The point to test (in world-space coordinates)
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* @return True if the point is inside the body
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*/
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bool CollisionBody::testPointInside(const Vector3& worldPoint) const {
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// For each collision shape of the body
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@ -282,6 +306,12 @@ bool CollisionBody::testPointInside(const Vector3& worldPoint) const {
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// Raycast method with feedback information
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/// The method returns the closest hit among all the collision shapes of the body
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/**
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* @param ray The ray used to raycast agains the body
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* @param[out] raycastInfo Structure that contains the result of the raycasting
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* (valid only if the method returned true)
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* @return True if the ray hit the body and false otherwise
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*/
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bool CollisionBody::raycast(const Ray& ray, RaycastInfo& raycastInfo) {
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// If the body is not active, it cannot be hit by rays
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}
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// Compute and return the AABB of the body by merging all proxy shapes AABBs
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/**
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* @return The axis-aligned bounding box (AABB) of the body in world-space coordinates
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*/
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AABB CollisionBody::getAABB() const {
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AABB bodyAABB;
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/// Reset the mIsAlreadyInIsland variable of the body and contact manifolds
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int resetIsAlreadyInIslandAndCountManifolds();
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/// Set the interpolation factor of the body
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void setInterpolationFactor(decimal factor);
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public :
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// -------------------- Methods -------------------- //
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@ -153,15 +156,6 @@ class CollisionBody : public Body {
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/// Return the interpolated transform for rendering
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Transform getInterpolatedTransform() const;
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/// Set the interpolation factor of the body
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void setInterpolationFactor(decimal factor);
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/// Return true if the body can collide with others bodies
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bool isCollisionEnabled() const;
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/// Enable/disable the collision with this body
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void enableCollision(bool isCollisionEnabled);
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/// Return the first element of the linked list of contact manifolds involving this body
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const ContactManifoldListElement* getContactManifoldsList() const;
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};
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// Return the type of the body
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/**
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* @return the type of the body (STATIC, KINEMATIC, DYNAMIC)
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*/
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inline BodyType CollisionBody::getType() const {
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return mType;
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}
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// Set the type of the body
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/// The type of the body can either STATIC, KINEMATIC or DYNAMIC as described bellow:
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/// STATIC : A static body has infinite mass, zero velocity but the position can be
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/// changed manually. A static body does not collide with other static or kinematic bodies.
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/// KINEMATIC : A kinematic body has infinite mass, the velocity can be changed manually and its
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/// position is computed by the physics engine. A kinematic body does not collide with
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/// other static or kinematic bodies.
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/// DYNAMIC : A dynamic body has non-zero mass, non-zero velocity determined by forces and its
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/// position is determined by the physics engine. A dynamic body can collide with other
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/// dynamic, static or kinematic bodies.
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/**
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* @param type The type of the body (STATIC, KINEMATIC, DYNAMIC)
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*/
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inline void CollisionBody::setType(BodyType type) {
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mType = type;
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}
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// Return the interpolated transform for rendering
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/**
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* @return The current interpolated transformation (between previous and current frame)
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*/
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inline Transform CollisionBody::getInterpolatedTransform() const {
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return Transform::interpolateTransforms(mOldTransform, mTransform, mInterpolationFactor);
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}
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@ -230,11 +242,19 @@ inline void CollisionBody::setInterpolationFactor(decimal factor) {
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}
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// Return the current position and orientation
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/**
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* @return The current transformation of the body that transforms the local-space
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* of the body into world-space
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*/
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inline const Transform& CollisionBody::getTransform() const {
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return mTransform;
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}
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// Set the current position and orientation
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/**
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* @param transform The transformation of the body that transforms the local-space
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* of the body into world-space
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*/
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inline void CollisionBody::setTransform(const Transform& transform) {
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// Update the transform of the body
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}
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// Return the first element of the linked list of contact manifolds involving this body
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/**
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* @return A pointer to the first element of the linked-list with the contact
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* manifolds of this body
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*/
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inline const ContactManifoldListElement* CollisionBody::getContactManifoldsList() const {
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return mContactManifoldsList;
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}
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// Return the linked list of proxy shapes of that body
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/**
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* @return The pointer of the first proxy shape of the linked-list of all the
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* proxy shapes of the body
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*/
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inline ProxyShape* CollisionBody::getProxyShapesList() {
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return mProxyCollisionShapes;
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}
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// Return the linked list of proxy shapes of that body
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/**
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* @return The pointer of the first proxy shape of the linked-list of all the
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* proxy shapes of the body
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*/
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inline const ProxyShape* CollisionBody::getProxyShapesList() const {
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return mProxyCollisionShapes;
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}
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// Return the world-space coordinates of a point given the local-space coordinates of the body
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/**
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* @param localPoint A point in the local-space coordinates of the body
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* @return The point in world-space coordinates
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*/
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inline Vector3 CollisionBody::getWorldPoint(const Vector3& localPoint) const {
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return mTransform * localPoint;
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}
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// Return the world-space vector of a vector given in local-space coordinates of the body
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/**
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* @param localVector A vector in the local-space coordinates of the body
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* @return The vector in world-space coordinates
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*/
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inline Vector3 CollisionBody::getWorldVector(const Vector3& localVector) const {
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return mTransform.getOrientation() * localVector;
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}
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// Return the body local-space coordinates of a point given in the world-space coordinates
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/**
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* @param worldPoint A point in world-space coordinates
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* @return The point in the local-space coordinates of the body
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*/
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inline Vector3 CollisionBody::getLocalPoint(const Vector3& worldPoint) const {
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return mTransform.getInverse() * worldPoint;
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}
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// Return the body local-space coordinates of a vector given in the world-space coordinates
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/**
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* @param worldVector A vector in world-space coordinates
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* @return The vector in the local-space coordinates of the body
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*/
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inline Vector3 CollisionBody::getLocalVector(const Vector3& worldVector) const {
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return mTransform.getOrientation().getInverse() * worldVector;
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}
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@ -33,6 +33,11 @@
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using namespace reactphysics3d;
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// Constructor
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/**
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* @param transform The transformation of the body
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* @param world The world where the body has been added
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* @param id The ID of the body
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*/
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RigidBody::RigidBody(const Transform& transform, CollisionWorld& world, bodyindex id)
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: CollisionBody(transform, world, id), mInitMass(decimal(1.0)),
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mCenterOfMassLocal(0, 0, 0), mCenterOfMassWorld(transform.getPosition()),
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@ -48,7 +53,19 @@ RigidBody::~RigidBody() {
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assert(mJointsList == NULL);
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}
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// Set the type of the body (static, kinematic or dynamic)
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// Set the type of the body
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/// The type of the body can either STATIC, KINEMATIC or DYNAMIC as described bellow:
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/// STATIC : A static body has infinite mass, zero velocity but the position can be
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/// changed manually. A static body does not collide with other static or kinematic bodies.
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/// KINEMATIC : A kinematic body has infinite mass, the velocity can be changed manually and its
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/// position is computed by the physics engine. A kinematic body does not collide with
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/// other static or kinematic bodies.
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/// DYNAMIC : A dynamic body has non-zero mass, non-zero velocity determined by forces and its
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/// position is determined by the physics engine. A dynamic body can collide with other
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/// dynamic, static or kinematic bodies.
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/**
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* @param type The type of the body (STATIC, KINEMATIC, DYNAMIC)
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*/
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void RigidBody::setType(BodyType type) {
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if (mType == type) return;
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@ -96,6 +113,10 @@ void RigidBody::setType(BodyType type) {
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}
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// Set the local inertia tensor of the body (in local-space coordinates)
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/**
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* @param inertiaTensorLocal The 3x3 inertia tensor matrix of the body in local-space
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* coordinates
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*/
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void RigidBody::setInertiaTensorLocal(const Matrix3x3& inertiaTensorLocal) {
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if (mType != DYNAMIC) return;
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@ -107,6 +128,10 @@ void RigidBody::setInertiaTensorLocal(const Matrix3x3& inertiaTensorLocal) {
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}
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// Set the local center of mass of the body (in local-space coordinates)
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/**
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* @param centerOfMassLocal The center of mass of the body in local-space
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* coordinates
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*/
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void RigidBody::setCenterOfMassLocal(const Vector3& centerOfMassLocal) {
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if (mType != DYNAMIC) return;
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@ -122,6 +147,9 @@ void RigidBody::setCenterOfMassLocal(const Vector3& centerOfMassLocal) {
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}
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// Set the mass of the rigid body
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/**
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* @param mass The mass (in kilograms) of the body
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*/
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void RigidBody::setMass(decimal mass) {
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if (mType != DYNAMIC) return;
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@ -166,15 +194,21 @@ void RigidBody::removeJointFromJointsList(MemoryAllocator& memoryAllocator, cons
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}
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// Add a collision shape to the body.
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/// This methods will create a copy of the collision shape you provided inside the world and
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/// return a pointer to the actual collision shape in the world. You can use this pointer to
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/// remove the collision from the body. Note that when the body is destroyed, all the collision
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/// shapes will also be destroyed automatically. Because an internal copy of the collision shape
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/// you provided is performed, you can delete it right after calling this method.
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/// The second parameter is the mass of the collision shape (this will used to compute the
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/// total mass of the rigid body and its inertia tensor). The mass must be positive. The third
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/// parameter is the transformation that transform the local-space of the collision shape into
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/// the local-space of the body. By default, the second parameter is the identity transform.
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/// When you add a collision shape to the body, an internal copy of this
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/// collision shape will be created internally. Therefore, you can delete it
|
||||
/// right after calling this method or use it later to add it to another body.
|
||||
/// This method will return a pointer to a new proxy shape. A proxy shape is
|
||||
/// an object that links a collision shape and a given body. You can use the
|
||||
/// returned proxy shape to get and set information about the corresponding
|
||||
/// collision shape for that body.
|
||||
/**
|
||||
* @param collisionShape The collision shape you want to add to the body
|
||||
* @param transform The transformation of the collision shape that transforms the
|
||||
* local-space of the collision shape into the local-space of the body
|
||||
* @param mass Mass (in kilograms) of the collision shape you want to add
|
||||
* @return A pointer to the proxy shape that has been created to link the body to
|
||||
* the new collision shape you have added.
|
||||
*/
|
||||
ProxyShape* RigidBody::addCollisionShape(const CollisionShape& collisionShape,
|
||||
const Transform& transform,
|
||||
decimal mass) {
|
||||
|
@ -216,10 +250,16 @@ ProxyShape* RigidBody::addCollisionShape(const CollisionShape& collisionShape,
|
|||
}
|
||||
|
||||
// Remove a collision shape from the body
|
||||
void RigidBody::removeCollisionShape(const ProxyShape* proxyCollisionShape) {
|
||||
/// To remove a collision shape, you need to specify the pointer to the proxy
|
||||
/// shape that has been returned when you have added the collision shape to the
|
||||
/// body
|
||||
/**
|
||||
* @param proxyShape The pointer of the proxy shape you want to remove
|
||||
*/
|
||||
void RigidBody::removeCollisionShape(const ProxyShape* proxyShape) {
|
||||
|
||||
// Remove the collision shape
|
||||
CollisionBody::removeCollisionShape(proxyCollisionShape);
|
||||
CollisionBody::removeCollisionShape(proxyShape);
|
||||
|
||||
// Recompute the total mass, center of mass and inertia tensor
|
||||
recomputeMassInformation();
|
||||
|
|
|
@ -118,6 +118,9 @@ class RigidBody : public CollisionBody {
|
|||
/// Update the broad-phase state for this body (because it has moved for instance)
|
||||
virtual void updateBroadPhaseState() const;
|
||||
|
||||
/// Set the variable to know whether or not the body is sleeping
|
||||
virtual void setIsSleeping(bool isSleeping);
|
||||
|
||||
public :
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
@ -194,9 +197,6 @@ class RigidBody : public CollisionBody {
|
|||
/// Return the first element of the linked list of joints involving this body
|
||||
JointListElement* getJointsList();
|
||||
|
||||
/// Set the variable to know whether or not the body is sleeping
|
||||
virtual void setIsSleeping(bool isSleeping);
|
||||
|
||||
/// Apply an external force to the body at its center of mass.
|
||||
void applyForceToCenterOfMass(const Vector3& force);
|
||||
|
||||
|
@ -212,7 +212,7 @@ class RigidBody : public CollisionBody {
|
|||
decimal mass);
|
||||
|
||||
/// Remove a collision shape from the body
|
||||
virtual void removeCollisionShape(const ProxyShape* proxyCollisionShape);
|
||||
virtual void removeCollisionShape(const ProxyShape* proxyShape);
|
||||
|
||||
/// Recompute the center of mass, total mass and inertia tensor of the body using all
|
||||
/// the collision shapes attached to the body.
|
||||
|
@ -229,16 +229,25 @@ class RigidBody : public CollisionBody {
|
|||
};
|
||||
|
||||
// Method that return the mass of the body
|
||||
/**
|
||||
* @return The mass (in kilograms) of the body
|
||||
*/
|
||||
inline decimal RigidBody::getMass() const {
|
||||
return mInitMass;
|
||||
}
|
||||
|
||||
// Return the linear velocity
|
||||
/**
|
||||
* @return The linear velocity vector of the body
|
||||
*/
|
||||
inline Vector3 RigidBody::getLinearVelocity() const {
|
||||
return mLinearVelocity;
|
||||
}
|
||||
|
||||
// Return the angular velocity of the body
|
||||
/**
|
||||
* @return The angular velocity vector of the body
|
||||
*/
|
||||
inline Vector3 RigidBody::getAngularVelocity() const {
|
||||
return mAngularVelocity;
|
||||
}
|
||||
|
@ -246,6 +255,9 @@ inline Vector3 RigidBody::getAngularVelocity() const {
|
|||
// Set the angular velocity.
|
||||
/// You should only call this method for a kinematic body. Otherwise, it
|
||||
/// will do nothing.
|
||||
/**
|
||||
* @param angularVelocity The angular velocity vector of the body
|
||||
*/
|
||||
inline void RigidBody::setAngularVelocity(const Vector3& angularVelocity) {
|
||||
|
||||
// If it is a kinematic body
|
||||
|
@ -254,7 +266,10 @@ inline void RigidBody::setAngularVelocity(const Vector3& angularVelocity) {
|
|||
}
|
||||
}
|
||||
|
||||
// Return the local inertia tensor of the body (in body coordinates)
|
||||
// Return the local inertia tensor of the body (in local-space coordinates)
|
||||
/**
|
||||
* @return The 3x3 inertia tensor matrix of the body (in local-space coordinates)
|
||||
*/
|
||||
inline const Matrix3x3& RigidBody::getInertiaTensorLocal() const {
|
||||
return mInertiaTensorLocal;
|
||||
}
|
||||
|
@ -265,6 +280,9 @@ inline const Matrix3x3& RigidBody::getInertiaTensorLocal() const {
|
|||
/// 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
|
||||
/**
|
||||
* @return The 3x3 inertia tensor matrix of the body in world-space coordinates
|
||||
*/
|
||||
inline Matrix3x3 RigidBody::getInertiaTensorWorld() const {
|
||||
|
||||
// Compute and return the inertia tensor in world coordinates
|
||||
|
@ -278,10 +296,15 @@ inline Matrix3x3 RigidBody::getInertiaTensorWorld() const {
|
|||
/// 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
|
||||
// TODO : DO NOT RECOMPUTE THE MATRIX MULTIPLICATION EVERY TIME. WE NEED TO STORE THE
|
||||
// INVERSE WORLD TENSOR IN THE CLASS AND UPLDATE IT WHEN THE ORIENTATION OF THE BODY CHANGES
|
||||
/**
|
||||
* @return The 3x3 inverse inertia tensor matrix of the body in world-space
|
||||
* coordinates
|
||||
*/
|
||||
inline Matrix3x3 RigidBody::getInertiaTensorInverseWorld() const {
|
||||
|
||||
// TODO : DO NOT RECOMPUTE THE MATRIX MULTIPLICATION EVERY TIME. WE NEED TO STORE THE
|
||||
// INVERSE WORLD TENSOR IN THE CLASS AND UPLDATE IT WHEN THE ORIENTATION OF THE BODY CHANGES
|
||||
|
||||
// Compute and return the inertia tensor in world coordinates
|
||||
return mTransform.getOrientation().getMatrix() * mInertiaTensorLocalInverse *
|
||||
mTransform.getOrientation().getMatrix().getTranspose();
|
||||
|
@ -290,6 +313,9 @@ inline Matrix3x3 RigidBody::getInertiaTensorInverseWorld() const {
|
|||
// Set the linear velocity of the rigid body.
|
||||
/// You should only call this method for a kinematic body. Otherwise, it
|
||||
/// will do nothing.
|
||||
/**
|
||||
* @param linearVelocity Linear velocity vector of the body
|
||||
*/
|
||||
inline void RigidBody::setLinearVelocity(const Vector3& linearVelocity) {
|
||||
|
||||
// If it is a kinematic body
|
||||
|
@ -301,53 +327,83 @@ inline void RigidBody::setLinearVelocity(const Vector3& linearVelocity) {
|
|||
}
|
||||
|
||||
// Return true if the gravity needs to be applied to this rigid body
|
||||
/**
|
||||
* @return True if the gravity is applied to the body
|
||||
*/
|
||||
inline bool RigidBody::isGravityEnabled() const {
|
||||
return mIsGravityEnabled;
|
||||
}
|
||||
|
||||
// Set the variable to know if the gravity is applied to this rigid body
|
||||
/**
|
||||
* @param isEnabled True if you want the gravity to be applied to this body
|
||||
*/
|
||||
inline void RigidBody::enableGravity(bool isEnabled) {
|
||||
mIsGravityEnabled = isEnabled;
|
||||
}
|
||||
|
||||
// Return a reference to the material properties of the rigid body
|
||||
/**
|
||||
* @return A reference to the material of the body
|
||||
*/
|
||||
inline Material& RigidBody::getMaterial() {
|
||||
return mMaterial;
|
||||
}
|
||||
|
||||
// Set a new material for this rigid body
|
||||
/**
|
||||
* @param material The material you want to set to the body
|
||||
*/
|
||||
inline void RigidBody::setMaterial(const Material& material) {
|
||||
mMaterial = material;
|
||||
}
|
||||
|
||||
// Return the linear velocity damping factor
|
||||
/**
|
||||
* @return The linear damping factor of this body
|
||||
*/
|
||||
inline decimal RigidBody::getLinearDamping() const {
|
||||
return mLinearDamping;
|
||||
}
|
||||
|
||||
// Set the linear damping factor
|
||||
/**
|
||||
* @param linearDamping The linear damping factor of this body
|
||||
*/
|
||||
inline void RigidBody::setLinearDamping(decimal linearDamping) {
|
||||
assert(linearDamping >= decimal(0.0));
|
||||
mLinearDamping = linearDamping;
|
||||
}
|
||||
|
||||
// Return the angular velocity damping factor
|
||||
/**
|
||||
* @return The angular damping factor of this body
|
||||
*/
|
||||
inline decimal RigidBody::getAngularDamping() const {
|
||||
return mAngularDamping;
|
||||
}
|
||||
|
||||
// Set the angular damping factor
|
||||
/**
|
||||
* @param angularDamping The angular damping factor of this body
|
||||
*/
|
||||
inline void RigidBody::setAngularDamping(decimal angularDamping) {
|
||||
assert(angularDamping >= decimal(0.0));
|
||||
mAngularDamping = angularDamping;
|
||||
}
|
||||
|
||||
// Return the first element of the linked list of joints involving this body
|
||||
/**
|
||||
* @return The first element of the linked-list of all the joints involving this body
|
||||
*/
|
||||
inline const JointListElement* RigidBody::getJointsList() const {
|
||||
return mJointsList;
|
||||
}
|
||||
|
||||
// Return the first element of the linked list of joints involving this body
|
||||
/**
|
||||
* @return The first element of the linked-list of all the joints involving this body
|
||||
*/
|
||||
inline JointListElement* RigidBody::getJointsList() {
|
||||
return mJointsList;
|
||||
}
|
||||
|
@ -370,6 +426,9 @@ inline void RigidBody::setIsSleeping(bool isSleeping) {
|
|||
/// force will we added to the sum of the applied forces and that this sum will be
|
||||
/// reset to zero at the end of each call of the DynamicsWorld::update() method.
|
||||
/// You can only apply a force to a dynamic body otherwise, this method will do nothing.
|
||||
/**
|
||||
* @param force The external force to apply on the center of mass of the body
|
||||
*/
|
||||
inline void RigidBody::applyForceToCenterOfMass(const Vector3& force) {
|
||||
|
||||
// If it is not a dynamic body, we do nothing
|
||||
|
@ -391,6 +450,10 @@ inline void RigidBody::applyForceToCenterOfMass(const Vector3& force) {
|
|||
/// force will we added to the sum of the applied forces and that this sum will be
|
||||
/// reset to zero at the end of each call of the DynamicsWorld::update() method.
|
||||
/// You can only apply a force to a dynamic body otherwise, this method will do nothing.
|
||||
/**
|
||||
* @param force The force to apply on the body
|
||||
* @param point The point where the force is applied (in world-space coordinates)
|
||||
*/
|
||||
inline void RigidBody::applyForce(const Vector3& force, const Vector3& point) {
|
||||
|
||||
// If it is not a dynamic body, we do nothing
|
||||
|
@ -411,6 +474,9 @@ inline void RigidBody::applyForce(const Vector3& force, const Vector3& point) {
|
|||
/// force will we added to the sum of the applied torques and that this sum will be
|
||||
/// reset to zero at the end of each call of the DynamicsWorld::update() method.
|
||||
/// You can only apply a force to a dynamic body otherwise, this method will do nothing.
|
||||
/**
|
||||
* @param torque The external torque to apply on the body
|
||||
*/
|
||||
inline void RigidBody::applyTorque(const Vector3& torque) {
|
||||
|
||||
// If it is not a dynamic body, we do nothing
|
||||
|
|
|
@ -5,6 +5,12 @@
|
|||
using namespace reactphysics3d;
|
||||
|
||||
// Constructor
|
||||
/**
|
||||
* @param body Pointer to the parent body
|
||||
* @param shape Pointer to the collision shape
|
||||
* @param transform Transformation from collision shape local-space to body local-space
|
||||
* @param mass Mass of the collision shape (in kilograms)
|
||||
*/
|
||||
ProxyShape::ProxyShape(CollisionBody* body, CollisionShape* shape, const Transform& transform,
|
||||
decimal mass)
|
||||
:mBody(body), mCollisionShape(shape), mLocalToBodyTransform(transform), mMass(mass),
|
||||
|
@ -23,6 +29,10 @@ ProxyShape::~ProxyShape() {
|
|||
}
|
||||
|
||||
// Return true if a point is inside the collision shape
|
||||
/**
|
||||
* @param worldPoint Point to test in world-space coordinates
|
||||
* @return True if the point is inside the collision shape
|
||||
*/
|
||||
bool ProxyShape::testPointInside(const Vector3& worldPoint) {
|
||||
const Transform localToWorld = mBody->getTransform() * mLocalToBodyTransform;
|
||||
const Vector3 localPoint = localToWorld.getInverse() * worldPoint;
|
||||
|
|
|
@ -77,12 +77,6 @@ class ProxyShape {
|
|||
/// Return the collision shape margin
|
||||
decimal getMargin() const;
|
||||
|
||||
/// Return the next proxy shape in the linked list of proxy shapes
|
||||
ProxyShape* getNext();
|
||||
|
||||
/// Return the next proxy shape in the linked list of proxy shapes
|
||||
const ProxyShape* getNext() const;
|
||||
|
||||
public:
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
@ -121,17 +115,23 @@ class ProxyShape {
|
|||
/// Raycast method with feedback information
|
||||
bool raycast(const Ray& ray, RaycastInfo& raycastInfo);
|
||||
|
||||
/// Return the collision bits mask
|
||||
unsigned short getCollideWithMaskBits() const;
|
||||
|
||||
/// Set the collision bits mask
|
||||
void setCollideWithMaskBits(unsigned short collideWithMaskBits);
|
||||
|
||||
/// Return the collision category bits
|
||||
unsigned short getCollisionCategoryBits() const;
|
||||
|
||||
/// Set the collision category bits
|
||||
void setCollisionCategoryBits(unsigned short collisionCategoryBits);
|
||||
|
||||
/// Return the collision bits mask
|
||||
unsigned short getCollideWithMaskBits() const;
|
||||
/// Return the next proxy shape in the linked list of proxy shapes
|
||||
ProxyShape* getNext();
|
||||
|
||||
/// Set the collision bits mask
|
||||
void setCollideWithMaskBits(unsigned short collideWithMaskBits);
|
||||
/// Return the next proxy shape in the linked list of proxy shapes
|
||||
const ProxyShape* getNext() const;
|
||||
|
||||
// -------------------- Friendship -------------------- //
|
||||
|
||||
|
@ -149,36 +149,59 @@ class ProxyShape {
|
|||
};
|
||||
|
||||
/// Return the collision shape
|
||||
/**
|
||||
* @return Pointer to the internal collision shape
|
||||
*/
|
||||
inline const CollisionShape* ProxyShape::getCollisionShape() const {
|
||||
return mCollisionShape;
|
||||
}
|
||||
|
||||
// Return the parent body
|
||||
/**
|
||||
* @return Pointer to the parent body
|
||||
*/
|
||||
inline CollisionBody* ProxyShape::getBody() const {
|
||||
return mBody;
|
||||
}
|
||||
|
||||
// Return the mass of the collision shape
|
||||
/**
|
||||
* @return Mass of the collision shape (in kilograms)
|
||||
*/
|
||||
inline decimal ProxyShape::getMass() const {
|
||||
return mMass;
|
||||
}
|
||||
|
||||
// Return a pointer to the user data attached to this body
|
||||
/**
|
||||
* @return A pointer to the user data stored into the proxy shape
|
||||
*/
|
||||
inline void* ProxyShape::getUserData() const {
|
||||
return mUserData;
|
||||
}
|
||||
|
||||
// Attach user data to this body
|
||||
/**
|
||||
* @param userData Pointer to the user data you want to store within the proxy shape
|
||||
*/
|
||||
inline void ProxyShape::setUserData(void* userData) {
|
||||
mUserData = userData;
|
||||
}
|
||||
|
||||
// Return the local to parent body transform
|
||||
/**
|
||||
* @return The transformation that transforms the local-space of the collision shape
|
||||
* to the local-space of the parent body
|
||||
*/
|
||||
inline const Transform& ProxyShape::getLocalToBodyTransform() const {
|
||||
return mLocalToBodyTransform;
|
||||
}
|
||||
|
||||
// Return the local to world transform
|
||||
/**
|
||||
* @return The transformation that transforms the local-space of the collision
|
||||
* shape to the world-space
|
||||
*/
|
||||
inline const Transform ProxyShape::getLocalToWorldTransform() const {
|
||||
return mBody->mTransform * mLocalToBodyTransform;
|
||||
}
|
||||
|
@ -199,6 +222,12 @@ inline decimal ProxyShape::getMargin() const {
|
|||
}
|
||||
|
||||
// Raycast method with feedback information
|
||||
/**
|
||||
* @param ray Ray to use for the raycasting
|
||||
* @param[out] raycastInfo Result of the raycasting that is valid only if the
|
||||
* methods returned true
|
||||
* @return True if the ray hit the collision shape
|
||||
*/
|
||||
inline bool ProxyShape::raycast(const Ray& ray, RaycastInfo& raycastInfo) {
|
||||
|
||||
// If the corresponding body is not active, it cannot be hit by rays
|
||||
|
@ -208,31 +237,49 @@ inline bool ProxyShape::raycast(const Ray& ray, RaycastInfo& raycastInfo) {
|
|||
}
|
||||
|
||||
// Return the next proxy shape in the linked list of proxy shapes
|
||||
/**
|
||||
* @return Pointer to the next proxy shape in the linked list of proxy shapes
|
||||
*/
|
||||
inline ProxyShape* ProxyShape::getNext() {
|
||||
return mNext;
|
||||
}
|
||||
|
||||
// Return the next proxy shape in the linked list of proxy shapes
|
||||
/**
|
||||
* @return Pointer to the next proxy shape in the linked list of proxy shapes
|
||||
*/
|
||||
inline const ProxyShape* ProxyShape::getNext() const {
|
||||
return mNext;
|
||||
}
|
||||
|
||||
// Return the collision category bits
|
||||
/**
|
||||
* @return The collision category bits mask of the proxy shape
|
||||
*/
|
||||
inline unsigned short ProxyShape::getCollisionCategoryBits() const {
|
||||
return mCollisionCategoryBits;
|
||||
}
|
||||
|
||||
// Set the collision category bits
|
||||
/**
|
||||
* @param collisionCategoryBits The collision category bits mask of the proxy shape
|
||||
*/
|
||||
inline void ProxyShape::setCollisionCategoryBits(unsigned short collisionCategoryBits) {
|
||||
mCollisionCategoryBits = collisionCategoryBits;
|
||||
}
|
||||
|
||||
// Return the collision bits mask
|
||||
/**
|
||||
* @return The bits mask that specifies with which collision category this shape will collide
|
||||
*/
|
||||
inline unsigned short ProxyShape::getCollideWithMaskBits() const {
|
||||
return mCollideWithMaskBits;
|
||||
}
|
||||
|
||||
// Set the collision bits mask
|
||||
/**
|
||||
* @param collideWithMaskBits The bits mask that specifies with which collision category this shape will collide
|
||||
*/
|
||||
inline void ProxyShape::setCollideWithMaskBits(unsigned short collideWithMaskBits) {
|
||||
mCollideWithMaskBits = collideWithMaskBits;
|
||||
}
|
||||
|
|
|
@ -116,6 +116,10 @@ class RaycastCallback {
|
|||
/// value in the RaycastInfo object), the current ray will be clipped
|
||||
/// to this fraction in the next queries. If you return -1.0, it will
|
||||
/// ignore this ProxyShape and continue the ray cast.
|
||||
/**
|
||||
* @param raycastInfo Information about the raycast hit
|
||||
* @return Value that controls the continuation of the ray after a hit
|
||||
*/
|
||||
virtual decimal notifyRaycastHit(const RaycastInfo& raycastInfo)=0;
|
||||
|
||||
};
|
||||
|
|
|
@ -33,6 +33,10 @@
|
|||
using namespace reactphysics3d;
|
||||
|
||||
// Constructor
|
||||
/**
|
||||
* @param extent The vector with the three extents of the box (in meters)
|
||||
* @param margin The collision margin (in meters) around the collision shape
|
||||
*/
|
||||
BoxShape::BoxShape(const Vector3& extent, decimal margin)
|
||||
: CollisionShape(BOX, margin), mExtent(extent - Vector3(margin, margin, margin)) {
|
||||
assert(extent.x > decimal(0.0) && extent.x > margin);
|
||||
|
@ -52,6 +56,11 @@ BoxShape::~BoxShape() {
|
|||
}
|
||||
|
||||
// Return the local inertia tensor of the collision shape
|
||||
/**
|
||||
* @param[out] tensor The 3x3 inertia tensor matrix of the shape in local-space
|
||||
* coordinates
|
||||
* @param mass Mass to use to compute the inertia tensor of the collision shape
|
||||
*/
|
||||
void BoxShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const {
|
||||
decimal factor = (decimal(1.0) / decimal(3.0)) * mass;
|
||||
Vector3 realExtent = mExtent + Vector3(mMargin, mMargin, mMargin);
|
||||
|
|
|
@ -81,6 +81,12 @@ class BoxShape : public CollisionShape {
|
|||
/// Raycast method with feedback information
|
||||
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const;
|
||||
|
||||
/// Allocate and return a copy of the object
|
||||
virtual BoxShape* clone(void* allocatedMemory) const;
|
||||
|
||||
/// Return the number of bytes used by the collision shape
|
||||
virtual size_t getSizeInBytes() const;
|
||||
|
||||
public :
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
@ -91,18 +97,12 @@ class BoxShape : public CollisionShape {
|
|||
/// Destructor
|
||||
virtual ~BoxShape();
|
||||
|
||||
/// Allocate and return a copy of the object
|
||||
virtual BoxShape* clone(void* allocatedMemory) const;
|
||||
|
||||
/// Return the extents of the box
|
||||
Vector3 getExtent() const;
|
||||
|
||||
/// Return the local bounds of the shape in x, y and z directions
|
||||
virtual void getLocalBounds(Vector3& min, Vector3& max) const;
|
||||
|
||||
/// Return the number of bytes used by the collision shape
|
||||
virtual size_t getSizeInBytes() const;
|
||||
|
||||
/// Return the local inertia tensor of the collision shape
|
||||
virtual void computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const;
|
||||
|
||||
|
@ -116,12 +116,19 @@ inline BoxShape* BoxShape::clone(void* allocatedMemory) const {
|
|||
}
|
||||
|
||||
// Return the extents of the box
|
||||
/**
|
||||
* @return The vector with the three extents of the box shape (in meters)
|
||||
*/
|
||||
inline Vector3 BoxShape::getExtent() const {
|
||||
return mExtent + Vector3(mMargin, mMargin, mMargin);
|
||||
}
|
||||
|
||||
// Return the local bounds of the shape in x, y and z directions
|
||||
/// This method is used to compute the AABB of the box
|
||||
/**
|
||||
* @param min The minimum bounds of the shape in local-space coordinates
|
||||
* @param max The maximum bounds of the shape in local-space coordinates
|
||||
*/
|
||||
inline void BoxShape::getLocalBounds(Vector3& min, Vector3& max) const {
|
||||
|
||||
// Maximum bounds
|
||||
|
|
|
@ -32,6 +32,10 @@
|
|||
using namespace reactphysics3d;
|
||||
|
||||
// Constructor
|
||||
/**
|
||||
* @param radius The radius of the capsule (in meters)
|
||||
* @param height The height of the capsule (in meters)
|
||||
*/
|
||||
CapsuleShape::CapsuleShape(decimal radius, decimal height)
|
||||
: CollisionShape(CAPSULE, radius), mRadius(radius), mHalfHeight(height * decimal(0.5)) {
|
||||
assert(radius > decimal(0.0));
|
||||
|
@ -107,6 +111,11 @@ Vector3 CapsuleShape::getLocalSupportPointWithoutMargin(const Vector3& direction
|
|||
}
|
||||
|
||||
// Return the local inertia tensor of the capsule
|
||||
/**
|
||||
* @param[out] tensor The 3x3 inertia tensor matrix of the shape in local-space
|
||||
* coordinates
|
||||
* @param mass Mass to use to compute the inertia tensor of the collision shape
|
||||
*/
|
||||
void CapsuleShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const {
|
||||
|
||||
// The inertia tensor formula for a capsule can be found in : Game Engine Gems, Volume 1
|
||||
|
|
|
@ -83,6 +83,12 @@ class CapsuleShape : public CollisionShape {
|
|||
const Vector3& sphereCenter, decimal maxFraction,
|
||||
Vector3& hitLocalPoint, decimal& hitFraction) const;
|
||||
|
||||
/// Allocate and return a copy of the object
|
||||
virtual CapsuleShape* clone(void* allocatedMemory) const;
|
||||
|
||||
/// Return the number of bytes used by the collision shape
|
||||
virtual size_t getSizeInBytes() const;
|
||||
|
||||
public :
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
@ -93,18 +99,12 @@ class CapsuleShape : public CollisionShape {
|
|||
/// Destructor
|
||||
virtual ~CapsuleShape();
|
||||
|
||||
/// Allocate and return a copy of the object
|
||||
virtual CapsuleShape* clone(void* allocatedMemory) const;
|
||||
|
||||
/// Return the radius of the capsule
|
||||
decimal getRadius() const;
|
||||
|
||||
/// Return the height of the capsule
|
||||
decimal getHeight() const;
|
||||
|
||||
/// Return the number of bytes used by the collision shape
|
||||
virtual size_t getSizeInBytes() const;
|
||||
|
||||
/// Return the local bounds of the shape in x, y and z directions
|
||||
virtual void getLocalBounds(Vector3& min, Vector3& max) const;
|
||||
|
||||
|
@ -121,11 +121,17 @@ inline CapsuleShape* CapsuleShape::clone(void* allocatedMemory) const {
|
|||
}
|
||||
|
||||
// Get the radius of the capsule
|
||||
/**
|
||||
* @return The radius of the capsule shape (in meters)
|
||||
*/
|
||||
inline decimal CapsuleShape::getRadius() const {
|
||||
return mRadius;
|
||||
}
|
||||
|
||||
// Return the height of the capsule
|
||||
/**
|
||||
* @return The height of the capsule shape (in meters)
|
||||
*/
|
||||
inline decimal CapsuleShape::getHeight() const {
|
||||
return mHalfHeight + mHalfHeight;
|
||||
}
|
||||
|
@ -137,6 +143,10 @@ inline size_t CapsuleShape::getSizeInBytes() const {
|
|||
|
||||
// Return the local bounds of the shape in x, y and z directions
|
||||
// This method is used to compute the AABB of the box
|
||||
/**
|
||||
* @param min The minimum bounds of the shape in local-space coordinates
|
||||
* @param max The maximum bounds of the shape in local-space coordinates
|
||||
*/
|
||||
inline void CapsuleShape::getLocalBounds(Vector3& min, Vector3& max) const {
|
||||
|
||||
// Maximum bounds
|
||||
|
|
|
@ -50,6 +50,11 @@ CollisionShape::~CollisionShape() {
|
|||
}
|
||||
|
||||
// Compute the world-space AABB of the collision shape given a transform
|
||||
/**
|
||||
* @param[out] aabb The axis-aligned bounding box (AABB) of the collision shape
|
||||
* computed in world-space coordinates
|
||||
* @param transform Transform used to compute the AABB of the collision shape
|
||||
*/
|
||||
void CollisionShape::computeAABB(AABB& aabb, const Transform& transform) const {
|
||||
|
||||
PROFILE("CollisionShape::computeAABB()");
|
||||
|
|
|
@ -88,6 +88,21 @@ class CollisionShape {
|
|||
/// Raycast method with feedback information
|
||||
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const=0;
|
||||
|
||||
/// Return the number of similar created shapes
|
||||
uint getNbSimilarCreatedShapes() const;
|
||||
|
||||
/// Allocate and return a copy of the object
|
||||
virtual CollisionShape* clone(void* allocatedMemory) const=0;
|
||||
|
||||
/// Return the number of bytes used by the collision shape
|
||||
virtual size_t getSizeInBytes() const = 0;
|
||||
|
||||
/// Increment the number of similar allocated collision shapes
|
||||
void incrementNbSimilarCreatedShapes();
|
||||
|
||||
/// Decrement the number of similar allocated collision shapes
|
||||
void decrementNbSimilarCreatedShapes();
|
||||
|
||||
public :
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
@ -98,21 +113,12 @@ class CollisionShape {
|
|||
/// Destructor
|
||||
virtual ~CollisionShape();
|
||||
|
||||
/// Allocate and return a copy of the object
|
||||
virtual CollisionShape* clone(void* allocatedMemory) const=0;
|
||||
|
||||
/// Return the type of the collision shapes
|
||||
CollisionShapeType getType() const;
|
||||
|
||||
/// Return the number of similar created shapes
|
||||
uint getNbSimilarCreatedShapes() const;
|
||||
|
||||
/// Return the current object margin
|
||||
decimal getMargin() const;
|
||||
|
||||
/// Return the number of bytes used by the collision shape
|
||||
virtual size_t getSizeInBytes() const = 0;
|
||||
|
||||
/// Return the local bounds of the shape in x, y and z directions
|
||||
virtual void getLocalBounds(Vector3& min, Vector3& max) const=0;
|
||||
|
||||
|
@ -122,12 +128,6 @@ class CollisionShape {
|
|||
/// Compute the world-space AABB of the collision shape given a transform
|
||||
virtual void computeAABB(AABB& aabb, const Transform& transform) const;
|
||||
|
||||
/// Increment the number of similar allocated collision shapes
|
||||
void incrementNbSimilarCreatedShapes();
|
||||
|
||||
/// Decrement the number of similar allocated collision shapes
|
||||
void decrementNbSimilarCreatedShapes();
|
||||
|
||||
/// Equality operator between two collision shapes.
|
||||
bool operator==(const CollisionShape& otherCollisionShape) const;
|
||||
|
||||
|
@ -137,12 +137,16 @@ class CollisionShape {
|
|||
// -------------------- Friendship -------------------- //
|
||||
|
||||
friend class ProxyShape;
|
||||
friend class CollisionWorld;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
// Return the type of the collision shape
|
||||
/**
|
||||
* @return The type of the collision shape (box, sphere, cylinder, ...)
|
||||
*/
|
||||
inline CollisionShapeType CollisionShape::getType() const {
|
||||
return mType;
|
||||
}
|
||||
|
@ -152,7 +156,10 @@ inline uint CollisionShape::getNbSimilarCreatedShapes() const {
|
|||
return mNbSimilarCreatedShapes;
|
||||
}
|
||||
|
||||
// Return the current object margin
|
||||
// Return the current collision shape margin
|
||||
/**
|
||||
* @return The margin (in meters) around the collision shape
|
||||
*/
|
||||
inline decimal CollisionShape::getMargin() const {
|
||||
return mMargin;
|
||||
}
|
||||
|
|
|
@ -32,6 +32,11 @@
|
|||
using namespace reactphysics3d;
|
||||
|
||||
// Constructor
|
||||
/**
|
||||
* @param radius Radius of the cone (in meters)
|
||||
* @param height Height of the cone (in meters)
|
||||
* @param margin Collision margin (in meters) around the collision shape
|
||||
*/
|
||||
ConeShape::ConeShape(decimal radius, decimal height, decimal margin)
|
||||
: CollisionShape(CONE, margin), mRadius(radius), mHalfHeight(height * decimal(0.5)) {
|
||||
assert(mRadius > decimal(0.0));
|
||||
|
|
|
@ -85,6 +85,12 @@ class ConeShape : public CollisionShape {
|
|||
|
||||
/// Raycast method with feedback information
|
||||
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const;
|
||||
|
||||
/// Allocate and return a copy of the object
|
||||
virtual ConeShape* clone(void* allocatedMemory) const;
|
||||
|
||||
/// Return the number of bytes used by the collision shape
|
||||
virtual size_t getSizeInBytes() const;
|
||||
|
||||
public :
|
||||
|
||||
|
@ -96,18 +102,12 @@ class ConeShape : public CollisionShape {
|
|||
/// Destructor
|
||||
virtual ~ConeShape();
|
||||
|
||||
/// Allocate and return a copy of the object
|
||||
virtual ConeShape* clone(void* allocatedMemory) const;
|
||||
|
||||
/// Return the radius
|
||||
decimal getRadius() const;
|
||||
|
||||
/// Return the height
|
||||
decimal getHeight() const;
|
||||
|
||||
/// Return the number of bytes used by the collision shape
|
||||
virtual size_t getSizeInBytes() const;
|
||||
|
||||
/// Return the local bounds of the shape in x, y and z directions
|
||||
virtual void getLocalBounds(Vector3& min, Vector3& max) const;
|
||||
|
||||
|
@ -124,11 +124,17 @@ inline ConeShape* ConeShape::clone(void* allocatedMemory) const {
|
|||
}
|
||||
|
||||
// Return the radius
|
||||
/**
|
||||
* @return Radius of the cone (in meters)
|
||||
*/
|
||||
inline decimal ConeShape::getRadius() const {
|
||||
return mRadius;
|
||||
}
|
||||
|
||||
// Return the height
|
||||
/**
|
||||
* @return Height of the cone (in meters)
|
||||
*/
|
||||
inline decimal ConeShape::getHeight() const {
|
||||
return decimal(2.0) * mHalfHeight;
|
||||
}
|
||||
|
@ -139,6 +145,10 @@ inline size_t ConeShape::getSizeInBytes() const {
|
|||
}
|
||||
|
||||
// Return the local bounds of the shape in x, y and z directions
|
||||
/**
|
||||
* @param min The minimum bounds of the shape in local-space coordinates
|
||||
* @param max The maximum bounds of the shape in local-space coordinates
|
||||
*/
|
||||
inline void ConeShape::getLocalBounds(Vector3& min, Vector3& max) const {
|
||||
|
||||
// Maximum bounds
|
||||
|
@ -153,6 +163,11 @@ inline void ConeShape::getLocalBounds(Vector3& min, Vector3& max) const {
|
|||
}
|
||||
|
||||
// Return the local inertia tensor of the collision shape
|
||||
/**
|
||||
* @param[out] tensor The 3x3 inertia tensor matrix of the shape in local-space
|
||||
* coordinates
|
||||
* @param mass Mass to use to compute the inertia tensor of the collision shape
|
||||
*/
|
||||
inline void ConeShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const {
|
||||
decimal rSquare = mRadius * mRadius;
|
||||
decimal diagXZ = decimal(0.15) * mass * (rSquare + mHalfHeight);
|
||||
|
|
|
@ -32,6 +32,12 @@ using namespace reactphysics3d;
|
|||
|
||||
// Constructor to initialize with a array of 3D vertices.
|
||||
/// This method creates an internal copy of the input vertices.
|
||||
/**
|
||||
* @param arrayVertices Array with the vertices of the convex mesh
|
||||
* @param nbVertices Number of vertices in the convex mesh
|
||||
* @param stride Stride between the beginning of two elements in the vertices array
|
||||
* @param margin Collision margin (in meters) around the collision shape
|
||||
*/
|
||||
ConvexMeshShape::ConvexMeshShape(const decimal* arrayVertices, uint nbVertices, int stride,
|
||||
decimal margin)
|
||||
: CollisionShape(CONVEX_MESH, margin), mNbVertices(nbVertices), mMinBounds(0, 0, 0),
|
||||
|
|
|
@ -107,6 +107,12 @@ class ConvexMeshShape : public CollisionShape {
|
|||
/// Raycast method with feedback information
|
||||
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const;
|
||||
|
||||
/// Allocate and return a copy of the object
|
||||
virtual ConvexMeshShape* clone(void* allocatedMemory) const;
|
||||
|
||||
/// Return the number of bytes used by the collision shape
|
||||
virtual size_t getSizeInBytes() const;
|
||||
|
||||
public :
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
@ -121,12 +127,6 @@ class ConvexMeshShape : public CollisionShape {
|
|||
/// Destructor
|
||||
virtual ~ConvexMeshShape();
|
||||
|
||||
/// Allocate and return a copy of the object
|
||||
virtual ConvexMeshShape* clone(void* allocatedMemory) const;
|
||||
|
||||
/// Return the number of bytes used by the collision shape
|
||||
virtual size_t getSizeInBytes() const;
|
||||
|
||||
/// Return the local bounds of the shape in x, y and z directions
|
||||
virtual void getLocalBounds(Vector3& min, Vector3& max) const;
|
||||
|
||||
|
@ -161,6 +161,10 @@ inline size_t ConvexMeshShape::getSizeInBytes() const {
|
|||
}
|
||||
|
||||
// Return the local bounds of the shape in x, y and z directions
|
||||
/**
|
||||
* @param min The minimum bounds of the shape in local-space coordinates
|
||||
* @param max The maximum bounds of the shape in local-space coordinates
|
||||
*/
|
||||
inline void ConvexMeshShape::getLocalBounds(Vector3& min, Vector3& max) const {
|
||||
min = mMinBounds;
|
||||
max = mMaxBounds;
|
||||
|
@ -169,6 +173,11 @@ inline void ConvexMeshShape::getLocalBounds(Vector3& min, Vector3& max) const {
|
|||
// Return the local inertia tensor of the collision shape.
|
||||
/// The local inertia tensor of the convex mesh is approximated using the inertia tensor
|
||||
/// of its bounding box.
|
||||
/**
|
||||
* @param[out] tensor The 3x3 inertia tensor matrix of the shape in local-space
|
||||
* coordinates
|
||||
* @param mass Mass to use to compute the inertia tensor of the collision shape
|
||||
*/
|
||||
inline void ConvexMeshShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const {
|
||||
decimal factor = (decimal(1.0) / decimal(3.0)) * mass;
|
||||
Vector3 realExtent = decimal(0.5) * (mMaxBounds - mMinBounds);
|
||||
|
@ -182,6 +191,9 @@ inline void ConvexMeshShape::computeLocalInertiaTensor(Matrix3x3& tensor, decima
|
|||
}
|
||||
|
||||
// Add a vertex into the convex mesh
|
||||
/**
|
||||
* @param vertex Vertex to be added
|
||||
*/
|
||||
inline void ConvexMeshShape::addVertex(const Vector3& vertex) {
|
||||
|
||||
// Add the vertex in to vertices array
|
||||
|
@ -201,6 +213,10 @@ inline void ConvexMeshShape::addVertex(const Vector3& vertex) {
|
|||
/// Note that the vertex indices start at zero and need to correspond to the order of
|
||||
/// the vertices in the vertices array in the constructor or the order of the calls
|
||||
/// of the addVertex() methods that you use to add vertices into the convex mesh.
|
||||
/**
|
||||
* @param v1 Index of the first vertex of the edge to add
|
||||
* @param v2 Index of the second vertex of the edge to add
|
||||
*/
|
||||
inline void ConvexMeshShape::addEdge(uint v1, uint v2) {
|
||||
|
||||
assert(v1 >= 0);
|
||||
|
@ -222,12 +238,19 @@ inline void ConvexMeshShape::addEdge(uint v1, uint v2) {
|
|||
}
|
||||
|
||||
// Return true if the edges information is used to speed up the collision detection
|
||||
/**
|
||||
* @return True if the edges information is used and false otherwise
|
||||
*/
|
||||
inline bool ConvexMeshShape::isEdgesInformationUsed() const {
|
||||
return mIsEdgesInformationUsed;
|
||||
}
|
||||
|
||||
// Set the variable to know if the edges information is used to speed up the
|
||||
// collision detection
|
||||
/**
|
||||
* @param isEdgesUsed True if you want to use the edges information to speed up
|
||||
* the collision detection with the convex mesh shape
|
||||
*/
|
||||
inline void ConvexMeshShape::setIsEdgesInformationUsed(bool isEdgesUsed) {
|
||||
mIsEdgesInformationUsed = isEdgesUsed;
|
||||
}
|
||||
|
|
|
@ -31,6 +31,11 @@
|
|||
using namespace reactphysics3d;
|
||||
|
||||
// Constructor
|
||||
/**
|
||||
* @param radius Radius of the cylinder (in meters)
|
||||
* @param height Height of the cylinder (in meters)
|
||||
* @param margin Collision margin (in meters) around the collision shape
|
||||
*/
|
||||
CylinderShape::CylinderShape(decimal radius, decimal height, decimal margin)
|
||||
: CollisionShape(CYLINDER, margin), mRadius(radius),
|
||||
mHalfHeight(height/decimal(2.0)) {
|
||||
|
|
|
@ -83,6 +83,12 @@ class CylinderShape : public CollisionShape {
|
|||
/// Raycast method with feedback information
|
||||
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const;
|
||||
|
||||
/// Allocate and return a copy of the object
|
||||
virtual CylinderShape* clone(void* allocatedMemory) const;
|
||||
|
||||
/// Return the number of bytes used by the collision shape
|
||||
virtual size_t getSizeInBytes() const;
|
||||
|
||||
public :
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
@ -93,18 +99,12 @@ class CylinderShape : public CollisionShape {
|
|||
/// Destructor
|
||||
virtual ~CylinderShape();
|
||||
|
||||
/// Allocate and return a copy of the object
|
||||
virtual CylinderShape* clone(void* allocatedMemory) const;
|
||||
|
||||
/// Return the radius
|
||||
decimal getRadius() const;
|
||||
|
||||
/// Return the height
|
||||
decimal getHeight() const;
|
||||
|
||||
/// Return the number of bytes used by the collision shape
|
||||
virtual size_t getSizeInBytes() const;
|
||||
|
||||
/// Return the local bounds of the shape in x, y and z directions
|
||||
virtual void getLocalBounds(Vector3& min, Vector3& max) const;
|
||||
|
||||
|
@ -121,11 +121,17 @@ inline CylinderShape* CylinderShape::clone(void* allocatedMemory) const {
|
|||
}
|
||||
|
||||
// Return the radius
|
||||
/**
|
||||
* @return Radius of the cylinder (in meters)
|
||||
*/
|
||||
inline decimal CylinderShape::getRadius() const {
|
||||
return mRadius;
|
||||
}
|
||||
|
||||
// Return the height
|
||||
/**
|
||||
* @return Height of the cylinder (in meters)
|
||||
*/
|
||||
inline decimal CylinderShape::getHeight() const {
|
||||
return mHalfHeight + mHalfHeight;
|
||||
}
|
||||
|
@ -136,6 +142,10 @@ inline size_t CylinderShape::getSizeInBytes() const {
|
|||
}
|
||||
|
||||
// Return the local bounds of the shape in x, y and z directions
|
||||
/**
|
||||
* @param min The minimum bounds of the shape in local-space coordinates
|
||||
* @param max The maximum bounds of the shape in local-space coordinates
|
||||
*/
|
||||
inline void CylinderShape::getLocalBounds(Vector3& min, Vector3& max) const {
|
||||
|
||||
// Maximum bounds
|
||||
|
@ -150,6 +160,11 @@ inline void CylinderShape::getLocalBounds(Vector3& min, Vector3& max) const {
|
|||
}
|
||||
|
||||
// Return the local inertia tensor of the cylinder
|
||||
/**
|
||||
* @param[out] tensor The 3x3 inertia tensor matrix of the shape in local-space
|
||||
* coordinates
|
||||
* @param mass Mass to use to compute the inertia tensor of the collision shape
|
||||
*/
|
||||
inline void CylinderShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const {
|
||||
decimal height = decimal(2.0) * mHalfHeight;
|
||||
decimal diag = (decimal(1.0) / decimal(12.0)) * mass * (3 * mRadius * mRadius + height * height);
|
||||
|
|
|
@ -32,6 +32,9 @@
|
|||
using namespace reactphysics3d;
|
||||
|
||||
// Constructor
|
||||
/**
|
||||
* @param radius Radius of the sphere (in meters)
|
||||
*/
|
||||
SphereShape::SphereShape(decimal radius) : CollisionShape(SPHERE, radius), mRadius(radius) {
|
||||
assert(radius > decimal(0.0));
|
||||
}
|
||||
|
|
|
@ -73,6 +73,12 @@ class SphereShape : public CollisionShape {
|
|||
/// Raycast method with feedback information
|
||||
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const;
|
||||
|
||||
/// Allocate and return a copy of the object
|
||||
virtual SphereShape* clone(void* allocatedMemory) const;
|
||||
|
||||
/// Return the number of bytes used by the collision shape
|
||||
virtual size_t getSizeInBytes() const;
|
||||
|
||||
public :
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
@ -83,15 +89,9 @@ class SphereShape : public CollisionShape {
|
|||
/// Destructor
|
||||
virtual ~SphereShape();
|
||||
|
||||
/// Allocate and return a copy of the object
|
||||
virtual SphereShape* clone(void* allocatedMemory) const;
|
||||
|
||||
/// Return the radius of the sphere
|
||||
decimal getRadius() const;
|
||||
|
||||
/// Return the number of bytes used by the collision shape
|
||||
virtual size_t getSizeInBytes() const;
|
||||
|
||||
/// Return the local bounds of the shape in x, y and z directions.
|
||||
virtual void getLocalBounds(Vector3& min, Vector3& max) const;
|
||||
|
||||
|
@ -111,6 +111,9 @@ inline SphereShape* SphereShape::clone(void* allocatedMemory) const {
|
|||
}
|
||||
|
||||
// Get the radius of the sphere
|
||||
/**
|
||||
* @return Radius of the sphere (in meters)
|
||||
*/
|
||||
inline decimal SphereShape::getRadius() const {
|
||||
return mRadius;
|
||||
}
|
||||
|
@ -146,6 +149,10 @@ inline Vector3 SphereShape::getLocalSupportPointWithoutMargin(const Vector3& dir
|
|||
|
||||
// Return the local bounds of the shape in x, y and z directions.
|
||||
// This method is used to compute the AABB of the box
|
||||
/**
|
||||
* @param min The minimum bounds of the shape in local-space coordinates
|
||||
* @param max The maximum bounds of the shape in local-space coordinates
|
||||
*/
|
||||
inline void SphereShape::getLocalBounds(Vector3& min, Vector3& max) const {
|
||||
|
||||
// Maximum bounds
|
||||
|
@ -160,6 +167,11 @@ inline void SphereShape::getLocalBounds(Vector3& min, Vector3& max) const {
|
|||
}
|
||||
|
||||
// Return the local inertia tensor of the sphere
|
||||
/**
|
||||
* @param[out] tensor The 3x3 inertia tensor matrix of the shape in local-space
|
||||
* coordinates
|
||||
* @param mass Mass to use to compute the inertia tensor of the collision shape
|
||||
*/
|
||||
inline void SphereShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const {
|
||||
decimal diag = decimal(0.4) * mass * mRadius * mRadius;
|
||||
tensor.setAllValues(diag, 0.0, 0.0,
|
||||
|
@ -168,6 +180,11 @@ inline void SphereShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal ma
|
|||
}
|
||||
|
||||
// Update the AABB of a body using its collision shape
|
||||
/**
|
||||
* @param[out] aabb The axis-aligned bounding box (AABB) of the collision shape
|
||||
* computed in world-space coordinates
|
||||
* @param transform Transform used to compute the AABB of the collision shape
|
||||
*/
|
||||
inline void SphereShape::computeAABB(AABB& aabb, const Transform& transform) {
|
||||
|
||||
// Get the local extents in x,y and z direction
|
||||
|
|
|
@ -47,6 +47,12 @@ struct BallAndSocketJointInfo : public JointInfo {
|
|||
Vector3 anchorPointWorldSpace;
|
||||
|
||||
/// Constructor
|
||||
/**
|
||||
* @param rigidBody1 Pointer to the first body of the joint
|
||||
* @param rigidBody2 Pointer to the second body of the joint
|
||||
* @param initAnchorPointWorldSpace The anchor point in world-space
|
||||
* coordinates
|
||||
*/
|
||||
BallAndSocketJointInfo(RigidBody* rigidBody1, RigidBody* rigidBody2,
|
||||
const Vector3& initAnchorPointWorldSpace)
|
||||
: JointInfo(rigidBody1, rigidBody2, BALLSOCKETJOINT),
|
||||
|
|
|
@ -47,6 +47,12 @@ struct FixedJointInfo : public JointInfo {
|
|||
Vector3 anchorPointWorldSpace;
|
||||
|
||||
/// Constructor
|
||||
/**
|
||||
* @param rigidBody1 The first body of the joint
|
||||
* @param rigidBody2 The second body of the joint
|
||||
* @param initAnchorPointWorldSpace The initial anchor point of the joint in
|
||||
* world-space coordinates
|
||||
*/
|
||||
FixedJointInfo(RigidBody* rigidBody1, RigidBody* rigidBody2,
|
||||
const Vector3& initAnchorPointWorldSpace)
|
||||
: JointInfo(rigidBody1, rigidBody2, FIXEDJOINT),
|
||||
|
|
|
@ -613,6 +613,10 @@ void HingeJoint::solvePositionConstraint(const ConstraintSolverData& constraintS
|
|||
|
||||
|
||||
// Enable/Disable the limits of the joint
|
||||
/**
|
||||
* @param isLimitEnabled True if you want to enable the limits of the joint and
|
||||
* false otherwise
|
||||
*/
|
||||
void HingeJoint::enableLimit(bool isLimitEnabled) {
|
||||
|
||||
if (isLimitEnabled != mIsLimitEnabled) {
|
||||
|
@ -625,6 +629,10 @@ void HingeJoint::enableLimit(bool isLimitEnabled) {
|
|||
}
|
||||
|
||||
// Enable/Disable the motor of the joint
|
||||
/**
|
||||
* @param isMotorEnabled True if you want to enable the motor of the joint and
|
||||
* false otherwise
|
||||
*/
|
||||
void HingeJoint::enableMotor(bool isMotorEnabled) {
|
||||
|
||||
mIsMotorEnabled = isMotorEnabled;
|
||||
|
@ -636,6 +644,9 @@ void HingeJoint::enableMotor(bool isMotorEnabled) {
|
|||
}
|
||||
|
||||
// Set the minimum angle limit
|
||||
/**
|
||||
* @param lowerLimit The minimum limit angle of the joint (in radian)
|
||||
*/
|
||||
void HingeJoint::setMinAngleLimit(decimal lowerLimit) {
|
||||
|
||||
assert(mLowerLimit <= 0 && mLowerLimit >= -2.0 * PI);
|
||||
|
@ -650,6 +661,9 @@ void HingeJoint::setMinAngleLimit(decimal lowerLimit) {
|
|||
}
|
||||
|
||||
// Set the maximum angle limit
|
||||
/**
|
||||
* @param upperLimit The maximum limit angle of the joint (in radian)
|
||||
*/
|
||||
void HingeJoint::setMaxAngleLimit(decimal upperLimit) {
|
||||
|
||||
assert(upperLimit >= 0 && upperLimit <= 2.0 * PI);
|
||||
|
@ -689,6 +703,9 @@ void HingeJoint::setMotorSpeed(decimal motorSpeed) {
|
|||
}
|
||||
|
||||
// Set the maximum motor torque
|
||||
/**
|
||||
* @param maxMotorTorque The maximum torque (in Newtons) of the joint motor
|
||||
*/
|
||||
void HingeJoint::setMaxMotorTorque(decimal maxMotorTorque) {
|
||||
|
||||
if (maxMotorTorque != mMaxMotorTorque) {
|
||||
|
|
|
@ -71,6 +71,14 @@ struct HingeJointInfo : public JointInfo {
|
|||
decimal maxMotorTorque;
|
||||
|
||||
/// Constructor without limits and without motor
|
||||
/**
|
||||
* @param rigidBody1 The first body of the joint
|
||||
* @param rigidBody2 The second body of the joint
|
||||
* @param initAnchorPointWorldSpace The initial anchor point in world-space
|
||||
* coordinates
|
||||
* @param initRotationAxisWorld The initial rotation axis in world-space
|
||||
* coordinates
|
||||
*/
|
||||
HingeJointInfo(RigidBody* rigidBody1, RigidBody* rigidBody2,
|
||||
const Vector3& initAnchorPointWorldSpace,
|
||||
const Vector3& initRotationAxisWorld)
|
||||
|
@ -81,6 +89,14 @@ struct HingeJointInfo : public JointInfo {
|
|||
motorSpeed(0), maxMotorTorque(0) {}
|
||||
|
||||
/// Constructor with limits but without motor
|
||||
/**
|
||||
* @param rigidBody1 The first body of the joint
|
||||
* @param rigidBody2 The second body of the joint
|
||||
* @param initAnchorPointWorldSpace The initial anchor point in world-space coordinates
|
||||
* @param initRotationAxisWorld The intial rotation axis in world-space coordinates
|
||||
* @param initMinAngleLimit The initial minimum limit angle (in radian)
|
||||
* @param initMaxAngleLimit The initial maximum limit angle (in radian)
|
||||
*/
|
||||
HingeJointInfo(RigidBody* rigidBody1, RigidBody* rigidBody2,
|
||||
const Vector3& initAnchorPointWorldSpace,
|
||||
const Vector3& initRotationAxisWorld,
|
||||
|
@ -93,6 +109,16 @@ struct HingeJointInfo : public JointInfo {
|
|||
maxMotorTorque(0) {}
|
||||
|
||||
/// Constructor with limits and motor
|
||||
/**
|
||||
* @param rigidBody1 The first body of the joint
|
||||
* @param rigidBody2 The second body of the joint
|
||||
* @param initAnchorPointWorldSpace The initial anchor point in world-space
|
||||
* @param initRotationAxisWorld The initial rotation axis in world-space
|
||||
* @param initMinAngleLimit The initial minimum limit angle (in radian)
|
||||
* @param initMaxAngleLimit The initial maximum limit angle (in radian)
|
||||
* @param initMotorSpeed The initial motor speed of the joint (in radian per second)
|
||||
* @param initMaxMotorTorque The initial maximum motor torque (in Newtons)
|
||||
*/
|
||||
HingeJointInfo(RigidBody* rigidBody1, RigidBody* rigidBody2,
|
||||
const Vector3& initAnchorPointWorldSpace,
|
||||
const Vector3& initRotationAxisWorld,
|
||||
|
@ -204,7 +230,7 @@ class HingeJoint : public Joint {
|
|||
/// True if the motor of the joint in enabled
|
||||
bool mIsMotorEnabled;
|
||||
|
||||
/// Lower limit (minimum allowed rotation angle in radi)
|
||||
/// Lower limit (minimum allowed rotation angle in radian)
|
||||
decimal mLowerLimit;
|
||||
|
||||
/// Upper limit (maximum translation distance)
|
||||
|
@ -216,7 +242,7 @@ class HingeJoint : public Joint {
|
|||
/// True if the upper limit is violated
|
||||
bool mIsUpperLimitViolated;
|
||||
|
||||
/// Motor speed
|
||||
/// Motor speed (in rad/s)
|
||||
decimal mMotorSpeed;
|
||||
|
||||
/// Maximum motor torque (in Newtons) that can be applied to reach to desired motor speed
|
||||
|
@ -312,37 +338,59 @@ class HingeJoint : public Joint {
|
|||
decimal getMotorTorque(decimal timeStep) const;
|
||||
};
|
||||
|
||||
// Return true if the limits or the joint are enabled
|
||||
// Return true if the limits of the joint are enabled
|
||||
/**
|
||||
* @return True if the limits of the joint are enabled and false otherwise
|
||||
*/
|
||||
inline bool HingeJoint::isLimitEnabled() const {
|
||||
return mIsLimitEnabled;
|
||||
}
|
||||
|
||||
// Return true if the motor of the joint is enabled
|
||||
/**
|
||||
* @return True if the motor of joint is enabled and false otherwise
|
||||
*/
|
||||
inline bool HingeJoint::isMotorEnabled() const {
|
||||
return mIsMotorEnabled;
|
||||
}
|
||||
|
||||
// Return the minimum angle limit
|
||||
/**
|
||||
* @return The minimum limit angle of the joint (in radian)
|
||||
*/
|
||||
inline decimal HingeJoint::getMinAngleLimit() const {
|
||||
return mLowerLimit;
|
||||
}
|
||||
|
||||
// Return the maximum angle limit
|
||||
/**
|
||||
* @return The maximum limit angle of the joint (in radian)
|
||||
*/
|
||||
inline decimal HingeJoint::getMaxAngleLimit() const {
|
||||
return mUpperLimit;
|
||||
}
|
||||
|
||||
// Return the motor speed
|
||||
/**
|
||||
* @return The current speed of the joint motor (in radian per second)
|
||||
*/
|
||||
inline decimal HingeJoint::getMotorSpeed() const {
|
||||
return mMotorSpeed;
|
||||
}
|
||||
|
||||
// Return the maximum motor torque
|
||||
/**
|
||||
* @return The maximum torque of the joint motor (in Newtons)
|
||||
*/
|
||||
inline decimal HingeJoint::getMaxMotorTorque() const {
|
||||
return mMaxMotorTorque;
|
||||
}
|
||||
|
||||
// Return the intensity of the current torque applied for the joint motor
|
||||
/**
|
||||
* @param timeStep The current time step (in seconds)
|
||||
* @return The intensity of the current torque (in Newtons) of the joint motor
|
||||
*/
|
||||
inline decimal HingeJoint::getMotorTorque(decimal timeStep) const {
|
||||
return mImpulseMotor / timeStep;
|
||||
}
|
||||
|
|
|
@ -203,26 +203,42 @@ class Joint {
|
|||
};
|
||||
|
||||
// Return the reference to the body 1
|
||||
/**
|
||||
* @return The first body involved in the joint
|
||||
*/
|
||||
inline RigidBody* const Joint::getBody1() const {
|
||||
return mBody1;
|
||||
}
|
||||
|
||||
// Return the reference to the body 2
|
||||
/**
|
||||
* @return The second body involved in the joint
|
||||
*/
|
||||
inline RigidBody* const Joint::getBody2() const {
|
||||
return mBody2;
|
||||
}
|
||||
|
||||
// Return true if the joint is active
|
||||
/**
|
||||
* @return True if the joint is active
|
||||
*/
|
||||
inline bool Joint::isActive() const {
|
||||
return (mBody1->isActive() && mBody2->isActive());
|
||||
}
|
||||
|
||||
// Return the type of the joint
|
||||
/**
|
||||
* @return The type of the joint
|
||||
*/
|
||||
inline JointType Joint::getType() const {
|
||||
return mType;
|
||||
}
|
||||
|
||||
// Return true if the collision between the two bodies of the joint is enabled
|
||||
/**
|
||||
* @return True if the collision is enabled between the two bodies of the joint
|
||||
* is enabled and false otherwise
|
||||
*/
|
||||
inline bool Joint::isCollisionEnabled() const {
|
||||
return mIsCollisionEnabled;
|
||||
}
|
||||
|
|
|
@ -656,6 +656,10 @@ void SliderJoint::solvePositionConstraint(const ConstraintSolverData& constraint
|
|||
}
|
||||
|
||||
// Enable/Disable the limits of the joint
|
||||
/**
|
||||
* @param isLimitEnabled True if you want to enable the joint limits and false
|
||||
* otherwise
|
||||
*/
|
||||
void SliderJoint::enableLimit(bool isLimitEnabled) {
|
||||
|
||||
if (isLimitEnabled != mIsLimitEnabled) {
|
||||
|
@ -668,6 +672,10 @@ void SliderJoint::enableLimit(bool isLimitEnabled) {
|
|||
}
|
||||
|
||||
// Enable/Disable the motor of the joint
|
||||
/**
|
||||
* @param isMotorEnabled True if you want to enable the joint motor and false
|
||||
* otherwise
|
||||
*/
|
||||
void SliderJoint::enableMotor(bool isMotorEnabled) {
|
||||
|
||||
mIsMotorEnabled = isMotorEnabled;
|
||||
|
@ -679,9 +687,13 @@ void SliderJoint::enableMotor(bool isMotorEnabled) {
|
|||
}
|
||||
|
||||
// Return the current translation value of the joint
|
||||
// TODO : Check if we need to compare rigid body position or center of mass here
|
||||
/**
|
||||
* @return The current translation distance of the joint (in meters)
|
||||
*/
|
||||
decimal SliderJoint::getTranslation() const {
|
||||
|
||||
// TODO : Check if we need to compare rigid body position or center of mass here
|
||||
|
||||
// Get the bodies positions and orientations
|
||||
const Vector3& x1 = mBody1->getTransform().getPosition();
|
||||
const Vector3& x2 = mBody2->getTransform().getPosition();
|
||||
|
@ -704,6 +716,9 @@ decimal SliderJoint::getTranslation() const {
|
|||
}
|
||||
|
||||
// Set the minimum translation limit
|
||||
/**
|
||||
* @param lowerLimit The minimum translation limit of the joint (in meters)
|
||||
*/
|
||||
void SliderJoint::setMinTranslationLimit(decimal lowerLimit) {
|
||||
|
||||
assert(lowerLimit <= mUpperLimit);
|
||||
|
@ -718,6 +733,9 @@ void SliderJoint::setMinTranslationLimit(decimal lowerLimit) {
|
|||
}
|
||||
|
||||
// Set the maximum translation limit
|
||||
/**
|
||||
* @param lowerLimit The maximum translation limit of the joint (in meters)
|
||||
*/
|
||||
void SliderJoint::setMaxTranslationLimit(decimal upperLimit) {
|
||||
|
||||
assert(mLowerLimit <= upperLimit);
|
||||
|
@ -744,6 +762,9 @@ void SliderJoint::resetLimits() {
|
|||
}
|
||||
|
||||
// Set the motor speed
|
||||
/**
|
||||
* @param motorSpeed The speed of the joint motor (in meters per second)
|
||||
*/
|
||||
void SliderJoint::setMotorSpeed(decimal motorSpeed) {
|
||||
|
||||
if (motorSpeed != mMotorSpeed) {
|
||||
|
@ -757,6 +778,9 @@ void SliderJoint::setMotorSpeed(decimal motorSpeed) {
|
|||
}
|
||||
|
||||
// Set the maximum motor force
|
||||
/**
|
||||
* @param maxMotorForce The maximum force of the joint motor (in Newton x meters)
|
||||
*/
|
||||
void SliderJoint::setMaxMotorForce(decimal maxMotorForce) {
|
||||
|
||||
if (maxMotorForce != mMaxMotorForce) {
|
||||
|
|
|
@ -68,6 +68,12 @@ struct SliderJointInfo : public JointInfo {
|
|||
decimal maxMotorForce;
|
||||
|
||||
/// Constructor without limits and without motor
|
||||
/**
|
||||
* @param rigidBody1 The first body of the joint
|
||||
* @param rigidBody2 The second body of the joint
|
||||
* @param initAnchorPointWorldSpace The initial anchor point in world-space
|
||||
* @param initSliderAxisWorldSpace The initial slider axis in world-space
|
||||
*/
|
||||
SliderJointInfo(RigidBody* rigidBody1, RigidBody* rigidBody2,
|
||||
const Vector3& initAnchorPointWorldSpace,
|
||||
const Vector3& initSliderAxisWorldSpace)
|
||||
|
@ -78,6 +84,14 @@ struct SliderJointInfo : public JointInfo {
|
|||
maxTranslationLimit(1.0), motorSpeed(0), maxMotorForce(0) {}
|
||||
|
||||
/// Constructor with limits and no motor
|
||||
/**
|
||||
* @param rigidBody1 The first body of the joint
|
||||
* @param rigidBody2 The second body of the joint
|
||||
* @param initAnchorPointWorldSpace The initial anchor point in world-space
|
||||
* @param initSliderAxisWorldSpace The initial slider axis in world-space
|
||||
* @param initMinTranslationLimit The initial minimum translation limit (in meters)
|
||||
* @param initMaxTranslationLimit The initial maximum translation limit (in meters)
|
||||
*/
|
||||
SliderJointInfo(RigidBody* rigidBody1, RigidBody* rigidBody2,
|
||||
const Vector3& initAnchorPointWorldSpace,
|
||||
const Vector3& initSliderAxisWorldSpace,
|
||||
|
@ -91,6 +105,16 @@ struct SliderJointInfo : public JointInfo {
|
|||
maxMotorForce(0) {}
|
||||
|
||||
/// Constructor with limits and motor
|
||||
/**
|
||||
* @param rigidBody1 The first body of the joint
|
||||
* @param rigidBody2 The second body of the joint
|
||||
* @param initAnchorPointWorldSpace The initial anchor point in world-space
|
||||
* @param initSliderAxisWorldSpace The initial slider axis in world-space
|
||||
* @param initMinTranslationLimit The initial minimum translation limit (in meters)
|
||||
* @param initMaxTranslationLimit The initial maximum translation limit (in meters)
|
||||
* @param initMotorSpeed The initial speed of the joint motor (in meters per second)
|
||||
* @param initMaxMotorForce The initial maximum motor force of the joint (in Newtons x meters)
|
||||
*/
|
||||
SliderJointInfo(RigidBody* rigidBody1, RigidBody* rigidBody2,
|
||||
const Vector3& initAnchorPointWorldSpace,
|
||||
const Vector3& initSliderAxisWorldSpace,
|
||||
|
@ -230,7 +254,7 @@ class SliderJoint : public Joint {
|
|||
/// True if the upper limit is violated
|
||||
bool mIsUpperLimitViolated;
|
||||
|
||||
/// Motor speed
|
||||
/// Motor speed (in m/s)
|
||||
decimal mMotorSpeed;
|
||||
|
||||
/// Maximum motor force (in Newtons) that can be applied to reach to desired motor speed
|
||||
|
@ -316,36 +340,58 @@ class SliderJoint : public Joint {
|
|||
};
|
||||
|
||||
// Return true if the limits or the joint are enabled
|
||||
/**
|
||||
* @return True if the joint limits are enabled
|
||||
*/
|
||||
inline bool SliderJoint::isLimitEnabled() const {
|
||||
return mIsLimitEnabled;
|
||||
}
|
||||
|
||||
// Return true if the motor of the joint is enabled
|
||||
/**
|
||||
* @return True if the joint motor is enabled
|
||||
*/
|
||||
inline bool SliderJoint::isMotorEnabled() const {
|
||||
return mIsMotorEnabled;
|
||||
}
|
||||
|
||||
// Return the minimum translation limit
|
||||
/**
|
||||
* @return The minimum translation limit of the joint (in meters)
|
||||
*/
|
||||
inline decimal SliderJoint::getMinTranslationLimit() const {
|
||||
return mLowerLimit;
|
||||
}
|
||||
|
||||
// Return the maximum translation limit
|
||||
/**
|
||||
* @return The maximum translation limit of the joint (in meters)
|
||||
*/
|
||||
inline decimal SliderJoint::getMaxTranslationLimit() const {
|
||||
return mUpperLimit;
|
||||
}
|
||||
|
||||
// Return the motor speed
|
||||
/**
|
||||
* @return The current motor speed of the joint (in meters per second)
|
||||
*/
|
||||
inline decimal SliderJoint::getMotorSpeed() const {
|
||||
return mMotorSpeed;
|
||||
}
|
||||
|
||||
// Return the maximum motor force
|
||||
/**
|
||||
* @return The maximum force of the joint motor (in Newton x meters)
|
||||
*/
|
||||
inline decimal SliderJoint::getMaxMotorForce() const {
|
||||
return mMaxMotorForce;
|
||||
}
|
||||
|
||||
// Return the intensity of the current force applied for the joint motor
|
||||
/**
|
||||
* @param timeStep Time step (in seconds)
|
||||
* @return The current force of the joint motor (in Newton x meters)
|
||||
*/
|
||||
inline decimal SliderJoint::getMotorForce(decimal timeStep) const {
|
||||
return mImpulseMotor / timeStep;
|
||||
}
|
||||
|
|
|
@ -45,6 +45,10 @@ CollisionWorld::~CollisionWorld() {
|
|||
}
|
||||
|
||||
// Create a collision body and add it to the world
|
||||
/**
|
||||
* @param transform Transformation mapping the local-space of the body to world-space
|
||||
* @return A pointer to the body that has been created in the world
|
||||
*/
|
||||
CollisionBody* CollisionWorld::createCollisionBody(const Transform& transform) {
|
||||
|
||||
// Get the next available body ID
|
||||
|
@ -67,6 +71,9 @@ CollisionBody* CollisionWorld::createCollisionBody(const Transform& transform) {
|
|||
}
|
||||
|
||||
// Destroy a collision body
|
||||
/**
|
||||
* @param collisionBody Pointer to the body to destroy
|
||||
*/
|
||||
void CollisionWorld::destroyCollisionBody(CollisionBody* collisionBody) {
|
||||
|
||||
// Remove all the collision shapes of the body
|
||||
|
@ -178,6 +185,11 @@ void CollisionWorld::resetContactManifoldListsOfBodies() {
|
|||
}
|
||||
|
||||
// Test if the AABBs of two bodies overlap
|
||||
/**
|
||||
* @param body1 Pointer to the first body to test
|
||||
* @param body2 Pointer to the second body to test
|
||||
* @return True if the AABBs of the two bodies overlap and false otherwise
|
||||
*/
|
||||
bool CollisionWorld::testAABBOverlap(const CollisionBody* body1,
|
||||
const CollisionBody* body2) const {
|
||||
|
||||
|
@ -194,6 +206,10 @@ bool CollisionWorld::testAABBOverlap(const CollisionBody* body1,
|
|||
|
||||
// Test and report collisions between a given shape and all the others
|
||||
// shapes of the world.
|
||||
/**
|
||||
* @param shape Pointer to the proxy shape to test
|
||||
* @param callback Pointer to the object with the callback method
|
||||
*/
|
||||
void CollisionWorld::testCollision(const ProxyShape* shape,
|
||||
CollisionCallback* callback) {
|
||||
|
||||
|
@ -210,6 +226,11 @@ void CollisionWorld::testCollision(const ProxyShape* shape,
|
|||
}
|
||||
|
||||
// Test and report collisions between two given shapes
|
||||
/**
|
||||
* @param shape1 Pointer to the first proxy shape to test
|
||||
* @param shape2 Pointer to the second proxy shape to test
|
||||
* @param callback Pointer to the object with the callback method
|
||||
*/
|
||||
void CollisionWorld::testCollision(const ProxyShape* shape1,
|
||||
const ProxyShape* shape2,
|
||||
CollisionCallback* callback) {
|
||||
|
@ -229,6 +250,10 @@ void CollisionWorld::testCollision(const ProxyShape* shape1,
|
|||
|
||||
// Test and report collisions between a body and all the others bodies of the
|
||||
// world
|
||||
/**
|
||||
* @param body Pointer to the first body to test
|
||||
* @param callback Pointer to the object with the callback method
|
||||
*/
|
||||
void CollisionWorld::testCollision(const CollisionBody* body,
|
||||
CollisionCallback* callback) {
|
||||
|
||||
|
@ -251,6 +276,11 @@ void CollisionWorld::testCollision(const CollisionBody* body,
|
|||
}
|
||||
|
||||
// Test and report collisions between two bodies
|
||||
/**
|
||||
* @param body1 Pointer to the first body to test
|
||||
* @param body2 Pointer to the second body to test
|
||||
* @param callback Pointer to the object with the callback method
|
||||
*/
|
||||
void CollisionWorld::testCollision(const CollisionBody* body1,
|
||||
const CollisionBody* body2,
|
||||
CollisionCallback* callback) {
|
||||
|
@ -276,6 +306,9 @@ void CollisionWorld::testCollision(const CollisionBody* body1,
|
|||
}
|
||||
|
||||
// Test and report collisions between all shapes of the world
|
||||
/**
|
||||
* @param callback Pointer to the object with the callback method
|
||||
*/
|
||||
void CollisionWorld::testCollision(CollisionCallback* callback) {
|
||||
|
||||
// Reset all the contact manifolds lists of each body
|
||||
|
|
|
@ -167,16 +167,28 @@ class CollisionWorld {
|
|||
};
|
||||
|
||||
// Return an iterator to the beginning of the bodies of the physics world
|
||||
/**
|
||||
* @return An starting iterator to the set of bodies of the world
|
||||
*/
|
||||
inline std::set<CollisionBody*>::iterator CollisionWorld::getBodiesBeginIterator() {
|
||||
return mBodies.begin();
|
||||
}
|
||||
|
||||
// Return an iterator to the end of the bodies of the physics world
|
||||
/**
|
||||
* @return An ending iterator to the set of bodies of the world
|
||||
*/
|
||||
inline std::set<CollisionBody*>::iterator CollisionWorld::getBodiesEndIterator() {
|
||||
return mBodies.end();
|
||||
}
|
||||
|
||||
// Ray cast method
|
||||
/**
|
||||
* @param ray Ray to use for raycasting
|
||||
* @param raycastCallback Pointer to the class with the callback method
|
||||
* @param raycastWithCategoryMaskBits Bits mask corresponding to the category of
|
||||
* bodies to be raycasted
|
||||
*/
|
||||
inline void CollisionWorld::raycast(const Ray& ray,
|
||||
RaycastCallback* raycastCallback,
|
||||
unsigned short raycastWithCategoryMaskBits) const {
|
||||
|
@ -184,6 +196,11 @@ inline void CollisionWorld::raycast(const Ray& ray,
|
|||
}
|
||||
|
||||
// Test if the AABBs of two proxy shapes overlap
|
||||
/**
|
||||
* @param shape1 Pointer to the first proxy shape to test
|
||||
* @param shape2 Pointer to the second proxy shape to test
|
||||
* @return
|
||||
*/
|
||||
inline bool CollisionWorld::testAABBOverlap(const ProxyShape* shape1,
|
||||
const ProxyShape* shape2) const {
|
||||
|
||||
|
|
|
@ -35,6 +35,10 @@ using namespace reactphysics3d;
|
|||
using namespace std;
|
||||
|
||||
// Constructor
|
||||
/**
|
||||
* @param gravity Gravity vector in the world (in meters per second squared)
|
||||
* @param timeStep Time step for an internal physics tick (in seconds)
|
||||
*/
|
||||
DynamicsWorld::DynamicsWorld(const Vector3 &gravity, decimal timeStep = DEFAULT_TIMESTEP)
|
||||
: CollisionWorld(), mTimer(timeStep),
|
||||
mContactSolver(mMapBodyToConstrainedVelocityIndex),
|
||||
|
@ -453,6 +457,10 @@ void DynamicsWorld::solvePositionCorrection() {
|
|||
}
|
||||
|
||||
// Create a rigid body into the physics world
|
||||
/**
|
||||
* @param transform Transformation from body local-space to world-space
|
||||
* @return A pointer to the body that has been created in the world
|
||||
*/
|
||||
RigidBody* DynamicsWorld::createRigidBody(const Transform& transform) {
|
||||
|
||||
// Compute the body ID
|
||||
|
@ -475,6 +483,9 @@ RigidBody* DynamicsWorld::createRigidBody(const Transform& transform) {
|
|||
}
|
||||
|
||||
// Destroy a rigid body and all the joints which it belongs
|
||||
/**
|
||||
* @param rigidBody Pointer to the body you want to destroy
|
||||
*/
|
||||
void DynamicsWorld::destroyRigidBody(RigidBody* rigidBody) {
|
||||
|
||||
// Remove all the collision shapes of the body
|
||||
|
@ -504,6 +515,10 @@ void DynamicsWorld::destroyRigidBody(RigidBody* rigidBody) {
|
|||
}
|
||||
|
||||
// Create a joint between two bodies in the world and return a pointer to the new joint
|
||||
/**
|
||||
* @param jointInfo The information that is necessary to create the joint
|
||||
* @return A pointer to the joint that has been created in the world
|
||||
*/
|
||||
Joint* DynamicsWorld::createJoint(const JointInfo& jointInfo) {
|
||||
|
||||
Joint* newJoint = NULL;
|
||||
|
@ -573,6 +588,9 @@ Joint* DynamicsWorld::createJoint(const JointInfo& jointInfo) {
|
|||
}
|
||||
|
||||
// Destroy a joint
|
||||
/**
|
||||
* @param joint Pointer to the joint you want to destroy
|
||||
*/
|
||||
void DynamicsWorld::destroyJoint(Joint* joint) {
|
||||
|
||||
assert(joint != NULL);
|
||||
|
@ -842,7 +860,13 @@ void DynamicsWorld::updateSleepingBodies() {
|
|||
}
|
||||
}
|
||||
|
||||
// Enable/Disable the sleeping technique
|
||||
// Enable/Disable the sleeping technique.
|
||||
/// The sleeping technique is used to put bodies that are not moving into sleep
|
||||
/// to speed up the simulation.
|
||||
/**
|
||||
* @param isSleepingEnabled True if you want to enable the sleeping technique
|
||||
* and false otherwise
|
||||
*/
|
||||
void DynamicsWorld::enableSleeping(bool isSleepingEnabled) {
|
||||
mIsSleepingEnabled = isSleepingEnabled;
|
||||
|
||||
|
@ -862,6 +886,10 @@ void DynamicsWorld::enableSleeping(bool isSleepingEnabled) {
|
|||
// shapes of the world.
|
||||
/// This method should be called after calling the
|
||||
/// DynamicsWorld::update() method that will compute the collisions.
|
||||
/**
|
||||
* @param shape Pointer to the proxy shape to test
|
||||
* @param callback Pointer to the object with the callback method
|
||||
*/
|
||||
void DynamicsWorld::testCollision(const ProxyShape* shape,
|
||||
CollisionCallback* callback) {
|
||||
|
||||
|
@ -877,6 +905,11 @@ void DynamicsWorld::testCollision(const ProxyShape* shape,
|
|||
// Test and report collisions between two given shapes.
|
||||
/// This method should be called after calling the
|
||||
/// DynamicsWorld::update() method that will compute the collisions.
|
||||
/**
|
||||
* @param shape1 Pointer to the first proxy shape to test
|
||||
* @param shape2 Pointer to the second proxy shape to test
|
||||
* @param callback Pointer to the object with the callback method
|
||||
*/
|
||||
void DynamicsWorld::testCollision(const ProxyShape* shape1,
|
||||
const ProxyShape* shape2,
|
||||
CollisionCallback* callback) {
|
||||
|
@ -895,6 +928,10 @@ void DynamicsWorld::testCollision(const ProxyShape* shape1,
|
|||
// world.
|
||||
/// This method should be called after calling the
|
||||
/// DynamicsWorld::update() method that will compute the collisions.
|
||||
/**
|
||||
* @param body Pointer to the first body to test
|
||||
* @param callback Pointer to the object with the callback method
|
||||
*/
|
||||
void DynamicsWorld::testCollision(const CollisionBody* body,
|
||||
CollisionCallback* callback) {
|
||||
|
||||
|
@ -916,6 +953,11 @@ void DynamicsWorld::testCollision(const CollisionBody* body,
|
|||
// Test and report collisions between two bodies.
|
||||
/// This method should be called after calling the
|
||||
/// DynamicsWorld::update() method that will compute the collisions.
|
||||
/**
|
||||
* @param body1 Pointer to the first body to test
|
||||
* @param body2 Pointer to the second body to test
|
||||
* @param callback Pointer to the object with the callback method
|
||||
*/
|
||||
void DynamicsWorld::testCollision(const CollisionBody* body1,
|
||||
const CollisionBody* body2,
|
||||
CollisionCallback* callback) {
|
||||
|
@ -940,6 +982,9 @@ void DynamicsWorld::testCollision(const CollisionBody* body1,
|
|||
// Test and report collisions between all shapes of the world.
|
||||
/// This method should be called after calling the
|
||||
/// DynamicsWorld::update() method that will compute the collisions.
|
||||
/**
|
||||
* @param callback Pointer to the object with the callback method
|
||||
*/
|
||||
void DynamicsWorld::testCollision(CollisionCallback* callback) {
|
||||
|
||||
std::set<uint> emptySet;
|
||||
|
|
|
@ -174,6 +174,9 @@ class DynamicsWorld : public CollisionWorld {
|
|||
/// Put bodies to sleep if needed.
|
||||
void updateSleepingBodies();
|
||||
|
||||
/// Add the joint to the list of joints of the two bodies involved in the joint
|
||||
void addJointToBody(Joint* joint);
|
||||
|
||||
public :
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
@ -221,9 +224,6 @@ class DynamicsWorld : public CollisionWorld {
|
|||
/// Destroy a joint
|
||||
void destroyJoint(Joint* joint);
|
||||
|
||||
/// Add the joint to the list of joints of the two bodies involved in the joint
|
||||
void addJointToBody(Joint* joint);
|
||||
|
||||
/// Return the gravity vector of the world
|
||||
Vector3 getGravity() const;
|
||||
|
||||
|
@ -324,16 +324,25 @@ inline void DynamicsWorld::stop() {
|
|||
}
|
||||
|
||||
// Set the number of iterations for the velocity constraint solver
|
||||
/**
|
||||
* @param nbIterations Number of iterations for the velocity solver
|
||||
*/
|
||||
inline void DynamicsWorld::setNbIterationsVelocitySolver(uint nbIterations) {
|
||||
mNbVelocitySolverIterations = nbIterations;
|
||||
}
|
||||
|
||||
// Set the number of iterations for the position constraint solver
|
||||
/**
|
||||
* @param nbIterations Number of iterations for the position solver
|
||||
*/
|
||||
inline void DynamicsWorld::setNbIterationsPositionSolver(uint nbIterations) {
|
||||
mNbPositionSolverIterations = nbIterations;
|
||||
}
|
||||
|
||||
// Set the position correction technique used for contacts
|
||||
/**
|
||||
* @param technique Technique used for the position correction (Baumgarte or Split Impulses)
|
||||
*/
|
||||
inline void DynamicsWorld::setContactsPositionCorrectionTechnique(
|
||||
ContactsPositionCorrectionTechnique technique) {
|
||||
if (technique == BAUMGARTE_CONTACTS) {
|
||||
|
@ -345,6 +354,9 @@ inline void DynamicsWorld::setContactsPositionCorrectionTechnique(
|
|||
}
|
||||
|
||||
// Set the position correction technique used for joints
|
||||
/**
|
||||
* @param technique Technique used for the joins position correction (Baumgarte or Non Linear Gauss Seidel)
|
||||
*/
|
||||
inline void DynamicsWorld::setJointsPositionCorrectionTechnique(
|
||||
JointsPositionCorrectionTechnique technique) {
|
||||
if (technique == BAUMGARTE_JOINTS) {
|
||||
|
@ -357,56 +369,91 @@ inline void DynamicsWorld::setJointsPositionCorrectionTechnique(
|
|||
|
||||
// Activate or deactivate the solving of friction constraints at the center of
|
||||
// the contact manifold instead of solving them at each contact point
|
||||
/**
|
||||
* @param isActive True if you want the friction to be solved at the center of
|
||||
* the contact manifold and false otherwise
|
||||
*/
|
||||
inline void DynamicsWorld::setIsSolveFrictionAtContactManifoldCenterActive(bool isActive) {
|
||||
mContactSolver.setIsSolveFrictionAtContactManifoldCenterActive(isActive);
|
||||
}
|
||||
|
||||
// Return the gravity vector of the world
|
||||
/**
|
||||
* @return The current gravity vector (in meter per seconds squared)
|
||||
*/
|
||||
inline Vector3 DynamicsWorld::getGravity() const {
|
||||
return mGravity;
|
||||
}
|
||||
|
||||
// Return if the gravity is enaled
|
||||
/**
|
||||
* @return True if the gravity is enabled in the world
|
||||
*/
|
||||
inline bool DynamicsWorld::isGravityEnabled() const {
|
||||
return mIsGravityEnabled;
|
||||
}
|
||||
|
||||
// Enable/Disable the gravity
|
||||
/**
|
||||
* @param isGravityEnabled True if you want to enable the gravity in the world
|
||||
* and false otherwise
|
||||
*/
|
||||
inline void DynamicsWorld::setIsGratityEnabled(bool isGravityEnabled) {
|
||||
mIsGravityEnabled = isGravityEnabled;
|
||||
}
|
||||
|
||||
// Return the number of rigid bodies in the world
|
||||
/**
|
||||
* @return Number of rigid bodies in the world
|
||||
*/
|
||||
inline uint DynamicsWorld::getNbRigidBodies() const {
|
||||
return mRigidBodies.size();
|
||||
}
|
||||
|
||||
/// Return the number of joints in the world
|
||||
/**
|
||||
* @return Number of joints in the world
|
||||
*/
|
||||
inline uint DynamicsWorld::getNbJoints() const {
|
||||
return mJoints.size();
|
||||
}
|
||||
|
||||
// Return an iterator to the beginning of the bodies of the physics world
|
||||
/**
|
||||
* @return Starting iterator of the set of rigid bodies
|
||||
*/
|
||||
inline std::set<RigidBody*>::iterator DynamicsWorld::getRigidBodiesBeginIterator() {
|
||||
return mRigidBodies.begin();
|
||||
}
|
||||
|
||||
// Return an iterator to the end of the bodies of the physics world
|
||||
/**
|
||||
* @return Ending iterator of the set of rigid bodies
|
||||
*/
|
||||
inline std::set<RigidBody*>::iterator DynamicsWorld::getRigidBodiesEndIterator() {
|
||||
return mRigidBodies.end();
|
||||
}
|
||||
|
||||
// Return the current physics time (in seconds)
|
||||
/**
|
||||
* @return The current physics time (in seconds)
|
||||
*/
|
||||
inline long double DynamicsWorld::getPhysicsTime() const {
|
||||
return mTimer.getPhysicsTime();
|
||||
}
|
||||
|
||||
// Return true if the sleeping technique is enabled
|
||||
/**
|
||||
* @return True if the sleeping technique is enabled and false otherwise
|
||||
*/
|
||||
inline bool DynamicsWorld::isSleepingEnabled() const {
|
||||
return mIsSleepingEnabled;
|
||||
}
|
||||
|
||||
// Return the current sleep linear velocity
|
||||
/**
|
||||
* @return The sleep linear velocity (in meters per second)
|
||||
*/
|
||||
inline decimal DynamicsWorld::getSleepLinearVelocity() const {
|
||||
return mSleepLinearVelocity;
|
||||
}
|
||||
|
@ -415,12 +462,18 @@ inline decimal DynamicsWorld::getSleepLinearVelocity() const {
|
|||
/// When the velocity of a body becomes smaller than the sleep linear/angular
|
||||
/// velocity for a given amount of time, the body starts sleeping and does not need
|
||||
/// to be simulated anymore.
|
||||
/**
|
||||
* @param sleepLinearVelocity The sleep linear velocity (in meters per second)
|
||||
*/
|
||||
inline void DynamicsWorld::setSleepLinearVelocity(decimal sleepLinearVelocity) {
|
||||
assert(sleepLinearVelocity >= decimal(0.0));
|
||||
mSleepLinearVelocity = sleepLinearVelocity;
|
||||
}
|
||||
|
||||
// Return the current sleep angular velocity
|
||||
/**
|
||||
* @return The sleep angular velocity (in radian per second)
|
||||
*/
|
||||
inline decimal DynamicsWorld::getSleepAngularVelocity() const {
|
||||
return mSleepAngularVelocity;
|
||||
}
|
||||
|
@ -429,18 +482,27 @@ inline decimal DynamicsWorld::getSleepAngularVelocity() const {
|
|||
/// When the velocity of a body becomes smaller than the sleep linear/angular
|
||||
/// velocity for a given amount of time, the body starts sleeping and does not need
|
||||
/// to be simulated anymore.
|
||||
/**
|
||||
* @param sleepAngularVelocity The sleep angular velocity (in radian per second)
|
||||
*/
|
||||
inline void DynamicsWorld::setSleepAngularVelocity(decimal sleepAngularVelocity) {
|
||||
assert(sleepAngularVelocity >= decimal(0.0));
|
||||
mSleepAngularVelocity = sleepAngularVelocity;
|
||||
}
|
||||
|
||||
// Return the time a body is required to stay still before sleeping
|
||||
/**
|
||||
* @return Time a body is required to stay still before sleeping (in seconds)
|
||||
*/
|
||||
inline decimal DynamicsWorld::getTimeBeforeSleep() const {
|
||||
return mTimeBeforeSleep;
|
||||
}
|
||||
|
||||
|
||||
// Set the time a body is required to stay still before sleeping
|
||||
/**
|
||||
* @param timeBeforeSleep Time a body is required to stay still before sleeping (in seconds)
|
||||
*/
|
||||
inline void DynamicsWorld::setTimeBeforeSleep(decimal timeBeforeSleep) {
|
||||
assert(timeBeforeSleep >= decimal(0.0));
|
||||
mTimeBeforeSleep = timeBeforeSleep;
|
||||
|
@ -448,6 +510,10 @@ inline void DynamicsWorld::setTimeBeforeSleep(decimal timeBeforeSleep) {
|
|||
|
||||
// Set an event listener object to receive events callbacks.
|
||||
/// If you use NULL as an argument, the events callbacks will be disabled.
|
||||
/**
|
||||
* @param eventListener Pointer to the event listener object that will receive
|
||||
* event callbacks during the simulation
|
||||
*/
|
||||
inline void DynamicsWorld::setEventListener(EventListener* eventListener) {
|
||||
mEventListener = eventListener;
|
||||
}
|
||||
|
|
|
@ -50,9 +50,15 @@ class EventListener {
|
|||
virtual ~EventListener() {}
|
||||
|
||||
/// Called when a new contact point is found between two bodies that were separated before
|
||||
/**
|
||||
* @param contact Information about the contact
|
||||
*/
|
||||
virtual void beginContact(const ContactPointInfo& contact) {}
|
||||
|
||||
/// Called when a new contact point is found between two bodies
|
||||
/**
|
||||
* @param contact Information about the contact
|
||||
*/
|
||||
virtual void newContact(const ContactPointInfo& contact) {}
|
||||
|
||||
/// Called at the beginning of an internal tick of the simulation step.
|
||||
|
|
|
@ -80,6 +80,9 @@ class Material {
|
|||
};
|
||||
|
||||
// Return the bounciness
|
||||
/**
|
||||
* @return Bounciness factor (between 0 and 1) where 1 is very bouncy
|
||||
*/
|
||||
inline decimal Material::getBounciness() const {
|
||||
return mBounciness;
|
||||
}
|
||||
|
@ -87,12 +90,18 @@ inline decimal Material::getBounciness() const {
|
|||
// Set the bounciness.
|
||||
/// The bounciness should be a value between 0 and 1. The value 1 is used for a
|
||||
/// very bouncy body and zero is used for a body that is not bouncy at all.
|
||||
/**
|
||||
* @param bounciness Bounciness factor (between 0 and 1) where 1 is very bouncy
|
||||
*/
|
||||
inline void Material::setBounciness(decimal bounciness) {
|
||||
assert(bounciness >= decimal(0.0) && bounciness <= decimal(1.0));
|
||||
mBounciness = bounciness;
|
||||
}
|
||||
|
||||
// Return the friction coefficient
|
||||
/**
|
||||
* @return Friction coefficient (positive value)
|
||||
*/
|
||||
inline decimal Material::getFrictionCoefficient() const {
|
||||
return mFrictionCoefficient;
|
||||
}
|
||||
|
@ -100,6 +109,9 @@ inline decimal Material::getFrictionCoefficient() const {
|
|||
// Set the friction coefficient.
|
||||
/// The friction coefficient has to be a positive value. The value zero is used for no
|
||||
/// friction at all.
|
||||
/**
|
||||
* @param frictionCoefficient Friction coefficient (positive value)
|
||||
*/
|
||||
inline void Material::setFrictionCoefficient(decimal frictionCoefficient) {
|
||||
assert(frictionCoefficient >= decimal(0.0));
|
||||
mFrictionCoefficient = frictionCoefficient;
|
||||
|
|
Loading…
Reference in New Issue
Block a user