git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@332 92aac97c-a6ce-11dd-a772-7fcde58d38e6
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@ -29,17 +29,19 @@ using namespace reactphysics3d;
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// Constructor of the class Context
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Context::Context() {
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Cube* cube1 = new Cube(Vector3D(5.0,14.0, 4.0), Quaternion(1.0, 1.0, 0.0, 0.0), 4.0, Kilogram(3.0));
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cube1->getRigidBody()->setLinearVelocity(Vector3D(0.0, -5.0, 0.0));
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Cube* cube1 = new Cube(Vector3D(5.0, 13.0, 1), Quaternion(1.0, 1.0, 0.0, 0.0), 4.0, Kilogram(3.0));
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Cube* cube2 = new Cube(Vector3D(5.0, 13.0, 9), Quaternion(0.5, 0.5, 0.5, 0.0), 4.0, Kilogram(3.0));
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cube1->getRigidBody()->setLinearVelocity(Vector3D(0.0, 0.0, 0.5));
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cube2->getRigidBody()->setLinearVelocity(Vector3D(0.0, 0.0, -0.5));
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//Cube* cube2 = new Cube(Vector3D(0.0, 17, 8.0), Quaternion(0.0, 1.0, 0.0, 0.0), 3.0, Kilogram(2.0));
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//Cube* cube3 = new Cube(Vector3D(4.0, 17, -2.0), Quaternion(0.0, 1.0, 0.0, 0.0), 2.0, Kilogram(11.0));
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Plane* plane1 = new Plane(Vector3D(0.0, 0.0, 0.0), Quaternion(0.0, 1.0, 0.0, 0.0), 20.0, 30.0, Vector3D(-1.0, 0.0, 0.0), Vector3D(0.0, 0.0, 1.0), Kilogram(10.0));
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//Plane* plane1 = new Plane(Vector3D(0.0, 0.0, 0.0), Quaternion(0.0, 1.0, 0.0, 0.0), 20.0, 30.0, Vector3D(-1.0, 0.0, 0.0), Vector3D(0.0, 0.0, 1.0), Kilogram(10.0));
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addObject(cube1);
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//addObject(cube2);
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addObject(cube2);
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//addObject(cube3);
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addObject(plane1);
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//addObject(plane1);
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}
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@ -27,7 +27,7 @@ using namespace reactphysics3d;
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// Constructor of the class Simulation
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Simulation::Simulation()
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:world(new PhysicsWorld(Vector3D(0.0, -0.6, 0.0))), engine(world, Time(0.01)), scene(this->world) {
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:world(new PhysicsWorld(Vector3D(0.0, 0.0, 0.0))), engine(world, Time(0.01)), scene(this->world) {
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simRunning = false;
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mouseButtonPressed = false;
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nbFrame = 0;
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@ -70,7 +70,9 @@ class BodyState {
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Vector3D getLinearVelocity() const; // Return the linear velocity
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void setLinearVelocity(const Vector3D& linearVelocity); // TODO : Delete this
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Vector3D getAngularVelocity() const; // Return the angular velocity
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void setAngularVelocity(const Vector3D& angularVelocity);
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Quaternion getSpin() const; // Return the spin of the body
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void setSpin(const Quaternion& spin);
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void setMassInverse(Kilogram massInverse); // Set the inverse of the mass
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Matrix3x3 getInertiaTensorInverse() const; // Get the inverse of the inertia tensor
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void setInertiaTensorInverse(const Matrix3x3& inertiaTensorInverse); // Set the inverse of the inertia tensor
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@ -143,11 +145,19 @@ inline Vector3D BodyState::getAngularVelocity() const {
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return angularVelocity;
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}
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inline void BodyState::setAngularVelocity(const Vector3D& angularVelocity) {
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this->angularVelocity = angularVelocity;
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}
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// Return the spin of the body
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inline Quaternion BodyState::getSpin() const {
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return spin;
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}
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inline void BodyState::setSpin(const Quaternion& spin) {
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this->spin = spin;
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}
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// Set the inverse of the mass
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inline void BodyState::setMassInverse(Kilogram massInverse) {
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this->massInverse = massInverse;
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@ -69,8 +69,8 @@ bool CollisionDetection::computeCollisionDetection() {
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void CollisionDetection::computeBroadPhase() {
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// For each pair of bodies in the physics world
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for(std::vector<Body*>::const_iterator it1 = world->getBodyListStartIterator(); it1 != world->getBodyListEndIterator(); ++it1) {
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for(std::vector<Body*>::const_iterator it2 = it1; it2 != world->getBodyListEndIterator(); ++it2) {
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for(std::vector<Body*>::const_iterator it1 = world->getBodiesBeginIterator(); it1 != world->getBodiesEndIterator(); ++it1) {
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for(std::vector<Body*>::const_iterator it2 = it1; it2 != world->getBodiesEndIterator(); ++it2) {
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// If both bodies are RigidBody and are different
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RigidBody* rigidBody1 = dynamic_cast<RigidBody*>(*it1);
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RigidBody* rigidBody2 = dynamic_cast<RigidBody*>(*it2);
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@ -62,6 +62,7 @@ class Contact : public Constraint {
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virtual void evaluate(); // Evaluate the constraint
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uint getNbAuxConstraints() const; // Return the number of auxiliary constraints
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double getPenetrationDepth() const; // TODO : Delete this
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void draw() const; // TODO : Delete this (Used to debug collision detection)
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};
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@ -89,6 +90,9 @@ inline Vector3D Contact::getPoint() const {
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return point;
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}
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inline double Contact::getPenetrationDepth() const {
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return penetrationDepth;
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}
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} // End of the ReactPhysics3D namespace
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@ -21,18 +21,19 @@
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#include "ConstraintSolver.h"
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#include "../mathematics/lcp/LCPProjectedGaussSeidel.h"
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#include "../body/RigidBody.h"
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#include "../integration/SemiImplicitEuler.h" // TODO : Delete this
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using namespace reactphysics3d;
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// Constructor
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ConstraintSolver::ConstraintSolver(PhysicsWorld* world)
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:physicsWorld(world), bodyMapping(0), nbConstraints(0), lcpSolver(new LCPProjectedGaussSeidel(MAX_LCP_ITERATIONS)) {
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integrationAlgorithm = new SemiImplicitEuler();
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}
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// Destructor
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ConstraintSolver::~ConstraintSolver() {
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delete integrationAlgorithm;
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}
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// Allocate all the matrices needed to solve the LCP problem
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@ -42,7 +43,7 @@ void ConstraintSolver::allocate() {
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// For each constraint
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std::vector<Constraint*>::iterator it;
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for (it = physicsWorld->getConstraintsBeginIterator(); it <physicsWorld->getConstraintsEndIterator(); it++) {
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for (it = physicsWorld->getConstraintsBeginIterator(); it != physicsWorld->getConstraintsEndIterator(); it++) {
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constraint = *it;
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// Evaluate the constraint
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@ -288,5 +289,56 @@ void ConstraintSolver::solve(double dt) {
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//std::cout << "Velocity Y after : " << V[bodyNumberMapping[constraintBodies.at(i)]].getValue(1) << std::endl;
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}
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for (std::vector<Body*>::iterator it = physicsWorld->getBodiesBeginIterator(); it != physicsWorld->getBodiesEndIterator(); it++) {
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// If this is a not constrained body
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if (bodyNumberMapping.find(*it) == bodyNumberMapping.end()) {
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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// The current body state of the body becomes the previous body state
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rigidBody->updatePreviousBodyState();
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// Integrate the current body state at time t to get the next state at time t + dt
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integrationAlgorithm->integrate(rigidBody->getCurrentBodyState(), dt, dt);
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// If the body state has changed, we have to update some informations in the rigid body
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rigidBody->update();
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}
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else {
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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// If the gravity force is on
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/*
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if(physicsWorld->getIsGravityOn()) {
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// Apply the current gravity force to the body
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rigidBody->getCurrentBodyState().setExternalForce(physicsWorld->getGravity());
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}
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*/
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// The current body state of the body becomes the previous body state
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rigidBody->updatePreviousBodyState();
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const Vector newLinVelocity = V[bodyNumberMapping[*it]].getSubVector(0, 3);
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const Vector newAngVelocity = V[bodyNumberMapping[*it]].getSubVector(3, 3);
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const Vector3D linVel(newLinVelocity.getValue(0), newLinVelocity.getValue(1), newLinVelocity.getValue(2));
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const Vector3D angVel(newAngVelocity.getValue(0), newAngVelocity.getValue(1), newAngVelocity.getValue(2));
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BodyState& bodyState = rigidBody->getCurrentBodyState();
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rigidBody->getCurrentBodyState().setLinearVelocity(linVel);
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rigidBody->getCurrentBodyState().setAngularVelocity(angVel);
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// Normalize the orientation quaternion
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rigidBody->getCurrentBodyState().setOrientation(rigidBody->getCurrentBodyState().getOrientation().getUnit());
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// Compute the spin quaternion
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const Vector3D angularVelocity = rigidBody->getCurrentBodyState().getAngularVelocity();
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rigidBody->getCurrentBodyState().setSpin(Quaternion(angularVelocity.getX(), angularVelocity.getY(), angularVelocity.getZ(), 0) * rigidBody->getCurrentBodyState().getOrientation() * 0.5);
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bodyState.setPosition(bodyState.getPosition() + bodyState.getLinearVelocity() * dt);
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bodyState.setOrientation(bodyState.getOrientation() + bodyState.getSpin() * dt);
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// If the body state has changed, we have to update some informations in the rigid body
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rigidBody->update();
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}
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}
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freeMemory();
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}
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@ -24,6 +24,7 @@
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#include "../typeDefinitions.h"
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#include "../constraint/Constraint.h"
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#include "../mathematics/lcp/LCPSolver.h"
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#include "../integration/IntegrationAlgorithm.h" // TODO : Delete this
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#include "PhysicsWorld.h"
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#include <map>
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*/
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class ConstraintSolver {
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protected:
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IntegrationAlgorithm* integrationAlgorithm; // TODO : Delete this
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PhysicsWorld* physicsWorld; // Reference to the physics world
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LCPSolver* lcpSolver; // LCP Solver
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std::vector<Constraint*> activeConstraints; // Current active constraints in the physics world
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@ -54,7 +54,7 @@ void PhysicsEngine::updateDynamic() {
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// While the time accumulator is not empty
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while(timer.getAccumulator() >= timer.getTimeStep().getValue()) {
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// For each body in the dynamic world
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for(std::vector<Body*>::const_iterator it = world->getBodyListStartIterator(); it != world->getBodyListEndIterator(); ++it) {
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for(std::vector<Body*>::const_iterator it = world->getBodiesBeginIterator(); it != world->getBodiesEndIterator(); ++it) {
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// If the body is a RigidBody and if the rigid body motion is enabled
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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if (rigidBody && rigidBody->getIsMotionEnabled()) {
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}
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// For each body in the dynamic world
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for(std::vector<Body*>::const_iterator it = world->getBodyListStartIterator(); it != world->getBodyListEndIterator(); ++it) {
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for(std::vector<Body*>::const_iterator it = world->getBodiesBeginIterator(); it != world->getBodiesEndIterator(); ++it) {
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// If the body is a RigidBody and if the rigid body motion is enabled
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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if (rigidBody && rigidBody->getIsMotionEnabled()) {
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@ -89,6 +89,10 @@ void PhysicsEngine::updateCollision() {
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// Compute the collision detection
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if (collisionDetection.computeCollisionDetection()) {
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// TODO : Delete this ----------------------------------------------------------
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for (std::vector<Constraint*>::iterator it = world->getConstraintsBeginIterator(); it != world->getConstraintsEndIterator(); it++) {
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Contact* contact = dynamic_cast<Contact*>(*it);
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std::cout << "Const : " << contact << "pDepth before: " << contact->getPenetrationDepth() << std::endl;
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}
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/*
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for (std::vector<Constraint*>::iterator it = world->getConstraintsBeginIterator(); it != world->getConstraintsEndIterator(); ++it) {
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RigidBody* rigidBody1 = dynamic_cast<RigidBody*>((*it)->getBody1());
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// Solve constraints
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constraintSolver.solve(timer.getTimeStep().getValue());
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}
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// For each body in the dynamic world
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for(std::vector<Body*>::const_iterator it = world->getBodyListStartIterator(); it != world->getBodyListEndIterator(); ++it) {
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else {
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for(std::vector<Body*>::const_iterator it = world->getBodiesBeginIterator(); it != world->getBodiesEndIterator(); ++it) {
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// If the body is a RigidBody and if the rigid body motion is enabled
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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if (rigidBody && rigidBody->getIsMotionEnabled()) {
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updateBodyState(rigidBody, timer.getTimeStep());
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}
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}
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}
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// TODO : Delete this
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collisionDetection.computeCollisionDetection();
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for (std::vector<Constraint*>::iterator it = world->getConstraintsBeginIterator(); it != world->getConstraintsEndIterator(); it++) {
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Contact* contact = dynamic_cast<Contact*>(*it);
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std::cout << "Const : " << contact << "pDepth after: " << contact->getPenetrationDepth() << std::endl;
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RigidBody* rigidBody1 = dynamic_cast<RigidBody*>(contact->getBody1());
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RigidBody* rigidBody2 = dynamic_cast<RigidBody*>(contact->getBody2());
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rigidBody1->getCurrentBodyState().setPosition(rigidBody1->getCurrentBodyState().getPosition() - contact->getNormal().getUnit() * contact->getPenetrationDepth() * 1.4);
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rigidBody2->getCurrentBodyState().setPosition(rigidBody2->getCurrentBodyState().getPosition() + contact->getNormal().getUnit() * contact->getPenetrationDepth() * 1.4);
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}
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// Update the timer
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timer.update();
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}
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// For each body in the the dynamic world
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for(std::vector<Body*>::const_iterator it = world->getBodyListStartIterator(); it != world->getBodyListEndIterator(); ++it) {
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for(std::vector<Body*>::const_iterator it = world->getBodiesBeginIterator(); it != world->getBodiesEndIterator(); ++it) {
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// If the body is a RigidBody and if the rigid body motion is enabled
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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if (rigidBody && rigidBody->getIsMotionEnabled()) {
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if (rigidBody) {
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// Update the interpolation factor of the rigid body
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// This one will be used to compute the interpolated state
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rigidBody->setInterpolationFactor(timer.getInterpolationFactor());
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Vector3D getGravity() const; // Return the gravity vector of the world
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bool getIsGravityOn() const; // Return if the gravity is on
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void setIsGratityOn(bool isGravityOn); // Set the isGravityOn attribute
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std::vector<Body*>::const_iterator getBodyListStartIterator() const; // Return a start iterator on the body list
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std::vector<Body*>::const_iterator getBodyListEndIterator() const; // Return a end iterator on the body list
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void addConstraint(Constraint* constraint) throw(std::invalid_argument); // Add a constraint
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void removeConstraint(Constraint* constraint) throw(std::invalid_argument); // Remove a constraint
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void removeAllContactConstraints(); // Remove all collision contacts constraints
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return gravity;
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}
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// Return a start iterator on the body list
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inline std::vector<Body*>::const_iterator PhysicsWorld::getBodyListStartIterator() const {
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// Return an iterator on the start of the body list
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return bodies.begin();
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}
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// Return a end iterator on the body list
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inline std::vector<Body*>::const_iterator PhysicsWorld::getBodyListEndIterator() const {
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// Return an iterator on the end of the body list
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return bodies.end();
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}
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// Return if the gravity is on
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inline bool PhysicsWorld::getIsGravityOn() const {
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return isGravityOn;
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// Return a sub-vector of the current vector
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inline Vector Vector::getSubVector(uint index, uint nbElements) const throw(std::invalid_argument) {
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// Check if the arguments are valid
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if (index < 0 || index+nbElements >= nbComponent) {
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if (index < 0 || index+nbElements > nbComponent) {
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throw std::invalid_argument("Error : arguments are out of bounds");
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}
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