Remove BodyState and DerivativeBodyState
git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@367 92aac97c-a6ce-11dd-a772-7fcde58d38e6
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/****************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* *
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU Lesser General Public License as published *
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* by the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* ReactPhysics3D is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Lesser General Public License for more details. *
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* *
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* You should have received a copy of the GNU Lesser General Public License *
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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// Libraries
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#include "BodyState.h"
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#include <cmath>
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#include <iostream>
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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// Constructor
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BodyState::BodyState(const Vector3D& position, const Quaternion& orientation, const Matrix3x3& inertiaTensorInverse, const Kilogram& massInverse)
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: position(position), orientation(orientation), inertiaTensorInverse(inertiaTensorInverse), massInverse(massInverse) {
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// Recalculate the secondary values from the primary values
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recalculate();
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}
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// Copy-constructor
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BodyState::BodyState(const BodyState& bodyState)
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: position(bodyState.position), linearMomentum(bodyState.linearMomentum), orientation(bodyState.orientation),
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angularMomentum(bodyState.angularMomentum), linearVelocity(bodyState.linearVelocity),
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angularVelocity(bodyState.angularVelocity), spin(bodyState.spin), inertiaTensorInverse(bodyState.inertiaTensorInverse),
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massInverse(bodyState.massInverse), externalForce(bodyState.externalForce) {
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}
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// Destructor
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BodyState::~BodyState() {
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}
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// Recalculate the secondary values of the BodyState when the primary values have changed
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void BodyState::recalculate() {
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// Compute the linear velocity
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linearVelocity = linearMomentum * massInverse.getValue();
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// Compute the angular velocity
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angularVelocity = inertiaTensorInverse * angularMomentum;
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// Normalize the orientation quaternion
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orientation = orientation.getUnit();
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// Compute the spin quaternion
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spin = Quaternion(angularVelocity.getX(), angularVelocity.getY(), angularVelocity.getZ(), 0) * orientation * 0.5;
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}
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// Compute the body state at time t + dt
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// This method is used with integration methods that need to compute the state at a future
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// time (like Runge-Kutta 4 integrator)
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void BodyState::computeAtTime(const Time& timeStep, const DerivativeBodyState& lastDerivativeBodyState) {
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double dt = timeStep.getValue(); // Timestep
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// Compute the position at time t + dt
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position = position + lastDerivativeBodyState.getLinearVelocity() * dt;
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// Compute the linear momentum at time t + dt
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linearMomentum = linearMomentum + lastDerivativeBodyState.getForce() * dt;
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// Compute the orientation at time t + dt
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orientation = orientation + lastDerivativeBodyState.getSpin() * dt;
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// Compute the angular momentum at time t + dt
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angularMomentum = angularMomentum + lastDerivativeBodyState.getTorque() * dt;
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// Recalculate the secondary values of the body state
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recalculate();
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}
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// Return the force on the body at time t
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// This method is used with integration methods that need to compute the state at a future
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// time (like Runge-Kutta 4 integrator)
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Vector3D BodyState::computeForce(Time time) const {
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// TODO : Implement this method (we want that the user of the library could define this method)
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return externalForce;
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}
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// Return the torque on the body at time
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// This method is used with integration methods that need to compute the state at a future
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// time (like Runge-Kutta 4 integrator)
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Vector3D BodyState::computeTorque(Time time) const {
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// TODO : Implement this method (we want that the user of the library could define this method)
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return externalTorque;
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}
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@ -1,204 +0,0 @@
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/****************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* *
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU Lesser General Public License as published *
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* by the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* ReactPhysics3D is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Lesser General Public License for more details. *
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* *
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* You should have received a copy of the GNU Lesser General Public License *
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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#ifndef BODYSTATE_H
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#define BODYSTATE_H
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// Libraries
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#include "../mathematics/mathematics.h"
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#include "../physics/physics.h"
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#include "DerivativeBodyState.h"
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// Namespace reactphysics3d
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namespace reactphysics3d {
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// TODO : Remove this class and put everything in the RigidBody class
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/* -------------------------------------------------------------------
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Class BodyState :
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A BodyState contains all the dynamics values of a body.
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-------------------------------------------------------------------
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*/
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class BodyState {
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private :
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// Primary values
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Vector3D position; // Position of the body
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Vector3D linearMomentum; // Linear momentum of the body
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Quaternion orientation; // Orientation quaternion of the body
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Vector3D angularMomentum; // Angular momentum of the body
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Vector3D externalForce; // Current external force on the body
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Vector3D externalTorque; // Current external torque on the body
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// Secondary values
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Vector3D linearVelocity; // Linear velocity of the body
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Vector3D angularVelocity; // Angular velocity of the body
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Quaternion spin; // Spin is the derivative of orientation quaternion over time.
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// Constants
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Matrix3x3 inertiaTensorInverse; // Inverse of the inertia tensor of the body
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Kilogram massInverse; // Inverse of the mass of the body
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public :
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BodyState(const Vector3D& position, const Quaternion& orientation, const Matrix3x3& inertiaTensorInverse, const Kilogram& massInverse); // Constructor
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BodyState(const BodyState& bodyState); // Copy-constructor
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virtual ~BodyState(); // Destructor
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Vector3D getPosition() const; // Return the position of the body
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void setPosition(const Vector3D& position); // Set the position of the body
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Vector3D getLinearMomentum() const; // Return the linear momemtum
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void setLinearMomentum(const Vector3D& linearMomentum); // Set the linear momentum
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Quaternion getOrientation() const; // Return the orientation quaternion
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void setOrientation(const Quaternion& orientation); // Set the orientation quaternion
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Vector3D getAngularMomentum() const; // Return the angular momentum
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void setAngularMomentum(const Vector3D& angularMomentum); // Set the angular momentum
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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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Vector3D getExternalForce() const; // Return the current external force of the body
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void setExternalForce(const Vector3D& force); // Set the current external force on the body
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Vector3D getExternalTorque() const; // Return the current external torque of the body
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void setExternalTorque(const Vector3D& torque); // Set the current external torque of the body
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Kilogram getMassInverse() const; // TODO : Delete this
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void recalculate(); // Recalculate the secondary values
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// of the BodyState from the primary ones
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void computeAtTime(const Time& timeStep,
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const DerivativeBodyState& lastDerivativeBodyState); // Compute the body state at time t + dt
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Vector3D computeForce(Time time) const; // Return the force on the body at time t
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Vector3D computeTorque(Time time) const; // Return the torque on the body at time t
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};
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// --- Inlines functions --- //
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// Return the position of the body
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inline Vector3D BodyState::getPosition() const {
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return position;
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}
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// Set the position of the body
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inline void BodyState::setPosition(const Vector3D& position) {
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this->position = position;
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}
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// Return the linear momentum of the body
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inline Vector3D BodyState::getLinearMomentum() const {
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return linearMomentum;
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}
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// Set the linear momentum of the body
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inline void BodyState::setLinearMomentum(const Vector3D& linearMomentum) {
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this->linearMomentum = linearMomentum;
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}
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// Return the orientation quaternion of the body
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inline Quaternion BodyState::getOrientation() const {
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return orientation;
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}
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// Set the orientation quaternion
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inline void BodyState::setOrientation(const Quaternion& orientation) {
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this->orientation = orientation;
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}
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// Return the angular momentum of the body
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inline Vector3D BodyState::getAngularMomentum() const {
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return angularMomentum;
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}
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// Set the angular momentum of the body
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inline void BodyState::setAngularMomentum(const Vector3D& angularMomentum) {
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this->angularMomentum = angularMomentum;
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}
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// Return the linear velocity
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inline Vector3D BodyState::getLinearVelocity() const {
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return linearVelocity;
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}
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inline void BodyState::setLinearVelocity(const Vector3D& linearVelocity) {
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this->linearVelocity = linearVelocity;
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}
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// Return the angular velocity of the body
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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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}
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// Get the inverse of the inertia tensor
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inline Matrix3x3 BodyState::getInertiaTensorInverse() const {
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return inertiaTensorInverse;
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}
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// Set the inverse of the inertia tensor
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inline void BodyState::setInertiaTensorInverse(const Matrix3x3& inertiaTensorInverse) {
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this->inertiaTensorInverse = inertiaTensorInverse;
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}
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// Return the external force on the body
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inline Vector3D BodyState::getExternalForce() const {
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return externalForce;
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}
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// Set the external force on the body
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inline void BodyState::setExternalForce(const Vector3D& force) {
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this->externalForce = force;
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}
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// Return the current external torque on the body
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inline Vector3D BodyState::getExternalTorque() const {
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return externalTorque;
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}
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// Set the current external torque on the body
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inline void BodyState::setExternalTorque(const Vector3D& torque) {
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this->externalTorque = torque;
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}
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// TODO : Delete this
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inline Kilogram BodyState::getMassInverse() const {
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return massInverse;
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}
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} // End of the ReactPhysics3D namespace
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#endif
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@ -1,43 +0,0 @@
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/****************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* *
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU Lesser General Public License as published *
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* by the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* ReactPhysics3D is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Lesser General Public License for more details. *
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* *
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* You should have received a copy of the GNU Lesser General Public License *
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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// Libraries
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#include "DerivativeBodyState.h"
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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// Constructor
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DerivativeBodyState::DerivativeBodyState(const Vector3D& linearVelocity, const Vector3D& force, const Vector3D& torque,
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const Quaternion& spin) : linearVelocity(linearVelocity), force(force), torque(torque),
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spin(spin) {
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}
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// Copy-constructor
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DerivativeBodyState::DerivativeBodyState(const DerivativeBodyState& derivativeBodyState)
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: linearVelocity(derivativeBodyState.linearVelocity), force(derivativeBodyState.force),
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torque(derivativeBodyState.torque), spin(derivativeBodyState.spin) {
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}
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// Destructor
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DerivativeBodyState::~DerivativeBodyState() {
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}
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@ -1,79 +0,0 @@
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/****************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* *
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU Lesser General Public License as published *
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* by the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* ReactPhysics3D is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
|
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* GNU Lesser General Public License for more details. *
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* *
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* You should have received a copy of the GNU Lesser General Public License *
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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#ifndef DERIVATIVEBODYSTATE_H
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#define DERIVATIVEBODYSTATE_H
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// Libraries
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#include "../mathematics/mathematics.h"
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// Namespace ReactPhysics3D
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namespace reactphysics3d {
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/* -------------------------------------------------------------------
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Class DerivativeBodyState :
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This class represents a derivative of a body state at time t.
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This class is used in the numerical integrator to compute the
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derivative of a body state at different times.
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-------------------------------------------------------------------
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*/
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class DerivativeBodyState {
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private :
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Vector3D linearVelocity; // Linear velocity of the body
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Vector3D force; // Force applied to the body
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Vector3D torque; // Torque applied to the body
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Quaternion spin; // Quaternion spin of the body
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public :
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DerivativeBodyState(const Vector3D& linearVelocity, const Vector3D& force, const Vector3D& torque,
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const Quaternion& spin); // Constructor
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DerivativeBodyState(const DerivativeBodyState& derivativeBodyState); // Copy-constructor
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virtual ~DerivativeBodyState(); // Destructor
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Vector3D getLinearVelocity() const; // Return the linear velocity
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Vector3D getForce() const; // Return the force
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Vector3D getTorque() const; // Return the torque
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Quaternion getSpin() const; // Return the spin
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};
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// --- Inline functions --- //
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// Return the linear velocity
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inline Vector3D DerivativeBodyState::getLinearVelocity() const {
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return linearVelocity;
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}
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// Return the force
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inline Vector3D DerivativeBodyState::getForce() const {
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return force;
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}
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// Return the torque
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inline Vector3D DerivativeBodyState::getTorque() const {
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return torque;
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}
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// Return the spin
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inline Quaternion DerivativeBodyState::getSpin() const {
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return spin;
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}
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}
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#endif
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