Refactor the getter/setter for inertia tensor of a RigidBody
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@ -91,14 +91,13 @@ void RigidBody::setType(BodyType type) {
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// Reset the inverse mass and inverse inertia tensor to zero
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mMassInverse = decimal(0.0);
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mInertiaTensorLocal.setToZero();
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mInertiaTensorLocalInverse.setToZero();
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mInertiaTensorInverseWorld.setToZero();
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}
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else { // If it is a dynamic body
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mMassInverse = decimal(1.0) / mInitMass;
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mInertiaTensorLocalInverse = mInertiaTensorLocal.getInverse();
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mInertiaTensorLocalInverse = mUserInertiaTensorLocalInverse;
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// Update the world inverse inertia tensor
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updateInertiaTensorInverseWorld();
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@ -126,12 +125,26 @@ void RigidBody::setType(BodyType type) {
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*/
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void RigidBody::setInertiaTensorLocal(const Matrix3x3& inertiaTensorLocal) {
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mUserInertiaTensorLocalInverse = inertiaTensorLocal.getInverse();
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if (mType != BodyType::DYNAMIC) return;
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mInertiaTensorLocal = inertiaTensorLocal;
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// Compute the inverse local inertia tensor
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mInertiaTensorLocalInverse = mUserInertiaTensorLocalInverse;
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// Update the world inverse inertia tensor
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updateInertiaTensorInverseWorld();
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}
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// Set the inverse local inertia tensor of the body (in body coordinates)
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void RigidBody::setInverseInertiaTensorLocal(const Matrix3x3& inverseInertiaTensorLocal) {
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mUserInertiaTensorLocalInverse = inverseInertiaTensorLocal;
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if (mType != BodyType::DYNAMIC) return;
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// Compute the inverse local inertia tensor
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mInertiaTensorLocalInverse = mInertiaTensorLocal.getInverse();
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mInertiaTensorLocalInverse = mUserInertiaTensorLocalInverse;
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// Update the world inverse inertia tensor
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updateInertiaTensorInverseWorld();
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@ -346,12 +359,13 @@ void RigidBody::recomputeMassInformation() {
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mInitMass = decimal(0.0);
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mMassInverse = decimal(0.0);
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mInertiaTensorLocal.setToZero();
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mInertiaTensorLocalInverse.setToZero();
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mInertiaTensorInverseWorld.setToZero();
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mCenterOfMassLocal.setToZero();
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Matrix3x3 inertiaTensorLocal;
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inertiaTensorLocal.setToZero();
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// If it is STATIC or KINEMATIC body
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// If it is a STATIC or a KINEMATIC body
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if (mType == BodyType::STATIC || mType == BodyType::KINEMATIC) {
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mCenterOfMassWorld = mTransform.getPosition();
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return;
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@ -403,11 +417,11 @@ void RigidBody::recomputeMassInformation() {
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offsetMatrix[2] += offset * (-offset.z);
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offsetMatrix *= shape->getMass();
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mInertiaTensorLocal += inertiaTensor + offsetMatrix;
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inertiaTensorLocal += inertiaTensor + offsetMatrix;
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}
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// Compute the local inverse inertia tensor
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mInertiaTensorLocalInverse = mInertiaTensorLocal.getInverse();
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mInertiaTensorLocalInverse = inertiaTensorLocal.getInverse();
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// Update the world inverse inertia tensor
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updateInertiaTensorInverseWorld();
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@ -81,9 +81,9 @@ class RigidBody : public CollisionBody {
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/// Current external torque on the body
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Vector3 mExternalTorque;
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/// Local inertia tensor of the body (in local-space) with respect to the
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/// center of mass of the body
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Matrix3x3 mInertiaTensorLocal;
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/// Inverse Local inertia tensor of the body (in local-space) set
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/// by the user with respect to the center of mass of the body
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Matrix3x3 mUserInertiaTensorLocalInverse;
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/// Inverse of the inertia tensor of the body
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Matrix3x3 mInertiaTensorLocalInverse;
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@ -163,24 +163,24 @@ class RigidBody : public CollisionBody {
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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) override;
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/// Return the local inertia tensor of the body (in body coordinates)
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const Matrix3x3& getInertiaTensorLocal() const;
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/// Set the local inertia tensor of the body (in body coordinates)
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void setInertiaTensorLocal(const Matrix3x3& inertiaTensorLocal);
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/// Set the inverse local inertia tensor of the body (in body coordinates)
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void setInverseInertiaTensorLocal(const Matrix3x3& inverseInertiaTensorLocal);
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/// Get the inverse local inertia tensor of the body (in body coordinates)
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const Matrix3x3& getInverseInertiaTensorLocal() const;
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/// Return the inverse of the inertia tensor in world coordinates.
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Matrix3x3 getInertiaTensorInverseWorld() const;
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/// Set the local center of mass of the body (in local-space coordinates)
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void setCenterOfMassLocal(const Vector3& centerOfMassLocal);
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/// Set the mass of the rigid body
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void setMass(decimal mass);
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/// Return the inertia tensor in world coordinates.
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Matrix3x3 getInertiaTensorWorld() const;
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/// Return the inverse of the inertia tensor in world coordinates.
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Matrix3x3 getInertiaTensorInverseWorld() const;
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/// Return true if the gravity needs to be applied to this rigid body
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bool isGravityEnabled() const;
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@ -273,28 +273,9 @@ inline Vector3 RigidBody::getAngularVelocity() const {
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return mAngularVelocity;
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}
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// Return the local inertia tensor of the body (in local-space coordinates)
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/**
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* @return The 3x3 inertia tensor matrix of the body (in local-space coordinates)
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*/
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inline const Matrix3x3& RigidBody::getInertiaTensorLocal() const {
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return mInertiaTensorLocal;
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}
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// Return the inertia tensor in world coordinates.
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/// The inertia tensor I_w in world coordinates is computed
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/// with the local inertia tensor I_b in body coordinates
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/// by I_w = R * I_b * R^T
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/// where R is the rotation matrix (and R^T its transpose) of
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/// the current orientation quaternion of the body
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/**
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* @return The 3x3 inertia tensor matrix of the body in world-space coordinates
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*/
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inline Matrix3x3 RigidBody::getInertiaTensorWorld() const {
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// Compute and return the inertia tensor in world coordinates
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return mTransform.getOrientation().getMatrix() * mInertiaTensorLocal *
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mTransform.getOrientation().getMatrix().getTranspose();
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// Get the inverse local inertia tensor of the body (in body coordinates)
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inline const Matrix3x3& RigidBody::getInverseInertiaTensorLocal() const {
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return mInertiaTensorLocalInverse;
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}
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// Return the inverse of the inertia tensor in world coordinates.
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@ -259,9 +259,18 @@ void ContactSolver::initializeForIsland(Island* island) {
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bool isBody2DynamicType = body2->getType() == BodyType::DYNAMIC;
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mContactConstraints[mNbContactManifolds].inverseRollingResistance.setToZero();
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if (mContactConstraints[mNbContactManifolds].rollingResistanceFactor > 0 && (isBody1DynamicType || isBody2DynamicType)) {
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mContactConstraints[mNbContactManifolds].inverseRollingResistance = mContactConstraints[mNbContactManifolds].inverseInertiaTensorBody1 + mContactConstraints[mNbContactManifolds].inverseInertiaTensorBody2;
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decimal det = mContactConstraints[mNbContactManifolds].inverseRollingResistance.getDeterminant();
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// If the matrix is not inversible
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if (approxEqual(det, decimal(0.0))) {
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mContactConstraints[mNbContactManifolds].inverseRollingResistance.setToZero();
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}
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else {
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mContactConstraints[mNbContactManifolds].inverseRollingResistance = mContactConstraints[mNbContactManifolds].inverseRollingResistance.getInverse();
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}
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}
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mContactConstraints[mNbContactManifolds].normal.normalize();
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