Refactor the way to set/update the center of mass, mass and inertia tensor of a rigid body
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CHANGELOG.md
17
CHANGELOG.md
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@ -12,6 +12,14 @@
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- It is now possible to change the scale of a HeightFieldShape using the HeightFieldShape::setScale() method
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- A method PhysicsWorld::getCollisionBody(uint index) has been added on a physics world to retrieve a given CollisionBody
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- A method PhysicsWorld::getRigidBody(uint index) has been added on a physics world to retrieve a given RigidBody
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- The Material of a Collider now has a mass density parameter that is used to compute its mass
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- A RigidBody::getLocalCenterOfMass() method has been added to retrieve the current center of mass of a rigid body
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- Add PhysicsCommon class that needs to be instanciated at the beginning and is used as a factory for other objects of the library
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- The RigidBody::updateLocalCenterOfMassFromColliders() method has been added to compute and set the center of mass of a body using its colliders
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- The RigidBody::updateLocalInertiaTensorFromColliders() method has been added to compute and set the local inertia tensor of a body using its colliders
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- The RigidBody::getLocalInertiaTensor() method has been added to retrieve the local-space inertia tensor of a rigid body.
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- The RigidBody::updateMassFromColliders() method has been added to compute and set the mass of a body using its colliders
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- A Material nows has a mass density parameter that can be set using the Material::setMassDensity() method. The mass density is used to compute the mass of a collider when computing the mass of a rigid body
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### Changed
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@ -37,6 +45,11 @@
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- An instance of the PolyhedronMesh class cannot be instanciated directly anymore. You need to use the PhysicsCommon::createPolyhedronMesh() method.
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- An instance of the TriangleMesh class cannot be instanciated directly anymore. You need to use the PhysicsCommon::createTriangleMesh() method.
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- The ProxyShape class has been renamed to Collider. The CollisionBody::addCollider(), RigidBody::addCollider() methods have to be used to create and add a collider to a body. Then methods CollisionBody::removeCollider(), RigidBody::removeCollider() need to be used to remove a collider.
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- The RigidBody::addCollider() method (previously addProxyShape() method) does not take a "mass" parameter anymore.
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- The RigidBody::setCenterOfMassLocal() method has been renamed to RigidBody::setLocalCenterOfMass()
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- The RigidBody::setInertiaTensorLocal() method has been renamed to RigidBody::setLocalInertiaTensor()
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- The RigidBody::recomputeMassInformation() method has been renamed to RigidBody::updateMassPropertiesFromColliders.
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- Now, you need to manually call the RigidBody::recomputeMassInformation() method after adding colliders to a rigid body to recompute its inertia tensor, center of mass and mass
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- The rendering in the testbed application has been improved
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### Removed
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@ -48,6 +61,9 @@
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- The EventListener::endInternalTick() method has been removed (because internal ticks do not exist anymore).
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- The RigidBody::getJointsList() method has been removed.
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- It is not possible anymore to set custom pool and stack frame allocators. Only the base allocator can be customized when creating a PhysicsCommon instance.
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- The RigidBody::setInverseInertiaTensorLocal() method has been removed. The RigidBody::setInertiaTensorLocal() has to be used instead.
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- The RigidBody::getInverseInertiaTensorWorld() method has been removed.
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- The Collider::getMass() method has been removed.
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## Version 0.7.1 (July 01, 2019)
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@ -55,7 +71,6 @@
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- Make possible for the user to get vertices, normals and triangle indices of a ConcaveMeshShape
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- Make possible for the user to get vertices and height values of the HeightFieldShape
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- Add PhysicsCommon class that needs to be instanciated at the beginning and is used as a factory for other objects of the library
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### Fixed
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@ -86,7 +86,7 @@ Collider* CollisionBody::addCollider(CollisionShape* collisionShape, const Trans
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const Transform localToWorldTransform = mWorld.mTransformComponents.getTransform(mEntity) * transform;
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ColliderComponents::ColliderComponent colliderComponent(mEntity, collider,
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AABB(localBoundsMin, localBoundsMax),
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transform, collisionShape, decimal(1), 0x0001, 0xFFFF, localToWorldTransform);
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transform, collisionShape, 0x0001, 0xFFFF, localToWorldTransform);
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bool isActive = mWorld.mCollisionBodyComponents.getIsActive(mEntity);
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mWorld.mCollidersComponents.addComponent(colliderEntity, !isActive, colliderComponent);
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@ -196,8 +196,8 @@ void CollisionBody::removeCollider(Collider* collider) {
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mWorld.mMemoryManager.release(MemoryManager::AllocationType::Pool, collider, sizeof(Collider));
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}
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// Remove all the collision shapes
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void CollisionBody::removeAllCollisionShapes() {
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// Remove all the colliders
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void CollisionBody::removeAllColliders() {
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// Look for the collider that contains the collision shape in parameter.
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// Note that we need to copy the list of collider entities because we are deleting them in a loop.
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@ -79,7 +79,7 @@ class CollisionBody {
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// -------------------- Methods -------------------- //
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/// Remove all the collision shapes
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void removeAllCollisionShapes();
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void removeAllColliders();
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/// Update the broad-phase state for this body (because it has moved for instance)
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void updateBroadPhaseState(decimal timeStep) const;
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@ -38,8 +38,7 @@ using namespace reactphysics3d;
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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(PhysicsWorld& world, Entity entity)
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: CollisionBody(world, entity), mIsCenterOfMassSetByUser(false), mIsInertiaTensorSetByUser(false) {
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RigidBody::RigidBody(PhysicsWorld& world, Entity entity) : CollisionBody(world, entity) {
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}
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@ -50,12 +49,12 @@ BodyType RigidBody::getType() const {
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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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/// STATIC : A static body is simulated as if it has infinite mass, zero velocity but its 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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/// KINEMATIC : A kinematic body is simulated as if it has infinite mass, its 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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/// DYNAMIC : A dynamic body has non-zero mass, its velocity is 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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@ -67,9 +66,6 @@ void RigidBody::setType(BodyType type) {
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mWorld.mRigidBodyComponents.setBodyType(mEntity, type);
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// Recompute the total mass, center of mass and inertia tensor
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recomputeMassInformation();
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// If it is a static body
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if (type == BodyType::STATIC) {
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@ -86,10 +82,23 @@ void RigidBody::setType(BodyType type) {
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mWorld.mRigidBodyComponents.setInverseInertiaTensorLocal(mEntity, Matrix3x3::zero());
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}
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else { // If it is a dynamic body
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mWorld.mRigidBodyComponents.setMassInverse(mEntity, decimal(1.0) / mWorld.mRigidBodyComponents.getInitMass(mEntity));
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if (mIsInertiaTensorSetByUser) {
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mWorld.mRigidBodyComponents.setInverseInertiaTensorLocal(mEntity, mUserInertiaTensorLocalInverse);
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const decimal mass = mWorld.mRigidBodyComponents.getMass(mEntity);
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if (mass > decimal(0.0)) {
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mWorld.mRigidBodyComponents.setMassInverse(mEntity, decimal(1.0) / mass) ;
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}
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else {
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mWorld.mRigidBodyComponents.setMassInverse(mEntity, decimal(0.0));
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}
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// Compute the inverse local inertia tensor
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const Matrix3x3& inertiaTensorLocal = mWorld.mRigidBodyComponents.getLocalInertiaTensor(mEntity);
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if (approxEqual(inertiaTensorLocal.getDeterminant(), decimal(0.0))) {
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mWorld.mRigidBodyComponents.setInverseInertiaTensorLocal(mEntity, Matrix3x3::zero());
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}
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else {
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mWorld.mRigidBodyComponents.setInverseInertiaTensorLocal(mEntity, inertiaTensorLocal.getInverse());
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}
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}
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@ -112,32 +121,12 @@ void RigidBody::setType(BodyType type) {
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(type == BodyType::STATIC ? "Static" : (type == BodyType::DYNAMIC ? "Dynamic" : "Kinematic")));
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}
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// Get the inverse local inertia tensor of the body (in body coordinates)
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const Matrix3x3& RigidBody::getInverseInertiaTensorLocal() const {
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return mWorld.mRigidBodyComponents.getInertiaTensorLocalInverse(mEntity);
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}
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// Return the inverse of the inertia tensor in world coordinates.
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/// The inertia tensor I_w in world coordinates is computed with the
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/// local inverse inertia tensor I_b^-1 in body coordinates
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/// by I_w = R * I_b^-1 * R^T
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/// where R is the rotation matrix (and R^T its transpose) of the
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/// current orientation quaternion of the body
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/**
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* @return The 3x3 inverse inertia tensor matrix of the body in world-space
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* coordinates
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*/
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const Matrix3x3 RigidBody::getInertiaTensorInverseWorld() const {
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return getInertiaTensorInverseWorld(mWorld, mEntity);
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}
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// Method that return the mass of the body
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/**
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* @return The mass (in kilograms) of the body
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*/
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decimal RigidBody::getMass() const {
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return mWorld.mRigidBodyComponents.getInitMass(mEntity);
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return mWorld.mRigidBodyComponents.getMass(mEntity);
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}
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// Apply an external force to the body at a given point (in world-space coordinates).
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@ -171,22 +160,29 @@ void RigidBody::applyForce(const Vector3& force, const Vector3& point) {
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mWorld.mRigidBodyComponents.setExternalTorque(mEntity, externalTorque + (point - centerOfMassWorld).cross(force));
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}
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// Return the local inertia tensor of the body (in body coordinates)
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const Matrix3x3& RigidBody::getLocalInertiaTensor() const {
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return mWorld.mRigidBodyComponents.getLocalInertiaTensor(mEntity);
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}
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// Set the local inertia tensor of the body (in local-space coordinates)
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/// If the inertia tensor is set with this method, it will not be computed
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/// using the collision shapes of the body.
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/// Note that an inertia tensor with a zero value on its diagonal is interpreted as infinite inertia.
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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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void RigidBody::setLocalInertiaTensor(const Matrix3x3& inertiaTensorLocal) {
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mUserInertiaTensorLocalInverse = inertiaTensorLocal.getInverse();
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mIsInertiaTensorSetByUser = true;
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if (mWorld.mRigidBodyComponents.getBodyType(mEntity) != BodyType::DYNAMIC) return;
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mWorld.mRigidBodyComponents.setLocalInertiaTensor(mEntity, inertiaTensorLocal);
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// Compute the inverse local inertia tensor
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mWorld.mRigidBodyComponents.setInverseInertiaTensorLocal(mEntity, mUserInertiaTensorLocalInverse);
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if (approxEqual(inertiaTensorLocal.getDeterminant(), decimal(0.0))) {
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mWorld.mRigidBodyComponents.setInverseInertiaTensorLocal(mEntity, Matrix3x3::zero());
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}
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else {
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mWorld.mRigidBodyComponents.setInverseInertiaTensorLocal(mEntity, inertiaTensorLocal.getInverse());
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}
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RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
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"Body " + std::to_string(mEntity.id) + ": Set inertiaTensorLocal=" + inertiaTensorLocal.to_string());
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@ -231,45 +227,18 @@ decimal RigidBody::getAngularDamping() const {
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return mWorld.mRigidBodyComponents.getAngularDamping(mEntity);
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}
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// Set the inverse local inertia tensor of the body (in local-space coordinates)
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/// If the inverse inertia tensor is set with this method, it will not be computed
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/// using the collision shapes of the body.
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// Set the center of mass of the body (in local-space coordinates)
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/// This method does not move the rigid body in the world.
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/**
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* @param inverseInertiaTensorLocal The 3x3 inverse inertia tensor matrix of the body in local-space
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* coordinates
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* @param centerOfMass The center of mass of the body in local-space coordinates
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*/
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void RigidBody::setInverseInertiaTensorLocal(const Matrix3x3& inverseInertiaTensorLocal) {
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mUserInertiaTensorLocalInverse = inverseInertiaTensorLocal;
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mIsInertiaTensorSetByUser = true;
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if (mWorld.mRigidBodyComponents.getBodyType(mEntity) != BodyType::DYNAMIC) return;
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// Compute the inverse local inertia tensor
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mWorld.mRigidBodyComponents.setInverseInertiaTensorLocal(mEntity, mUserInertiaTensorLocalInverse);
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RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
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"Body " + std::to_string(mEntity.id) + ": Set inverseInertiaTensorLocal=" + inverseInertiaTensorLocal.to_string());
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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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/// If you set the center of mass with the method, it will not be computed
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/// automatically using collision shapes.
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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 (mWorld.mRigidBodyComponents.getBodyType(mEntity) != BodyType::DYNAMIC) return;
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mIsCenterOfMassSetByUser = true;
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void RigidBody::setLocalCenterOfMass(const Vector3& centerOfMass) {
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const Vector3 oldCenterOfMass = mWorld.mRigidBodyComponents.getCenterOfMassWorld(mEntity);
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mWorld.mRigidBodyComponents.setCenterOfMassLocal(mEntity, centerOfMassLocal);
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mWorld.mRigidBodyComponents.setCenterOfMassLocal(mEntity, centerOfMass);
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// Compute the center of mass in world-space coordinates
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mWorld.mRigidBodyComponents.setCenterOfMassWorld(mEntity, mWorld.mTransformComponents.getTransform(mEntity) * centerOfMassLocal);
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mWorld.mRigidBodyComponents.setCenterOfMassWorld(mEntity, mWorld.mTransformComponents.getTransform(mEntity) * centerOfMass);
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// Update the linear velocity of the center of mass
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Vector3 linearVelocity = mWorld.mRigidBodyComponents.getAngularVelocity(mEntity);
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linearVelocity += angularVelocity.cross(centerOfMassWorld - oldCenterOfMass);
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mWorld.mRigidBodyComponents.setLinearVelocity(mEntity, linearVelocity);
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RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
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"Body " + std::to_string(mEntity.id) + ": Set centerOfMassLocal=" + centerOfMass.to_string());
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}
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// Return the center of mass of the body (in local-space coordinates)
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const Vector3& RigidBody::getLocalCenterOfMass() const {
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return mWorld.mRigidBodyComponents.getCenterOfMassLocal(mEntity);
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}
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// Compute and set the local-space center of mass of the body using its colliders
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/// This method uses the shape, mass density and transforms of the colliders to set
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/// the center of mass of the body. Note that calling this method will overwrite the
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/// mass that has been previously set with the RigidBody::setCenterOfMass() method. Moreover, this method
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/// does not use the mass set by the user with the RigidBody::setMass() method to compute the center
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/// of mass but only the mass density and volume of the colliders.
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void RigidBody::updateLocalCenterOfMassFromColliders() {
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const Vector3 oldCenterOfMassWorld = mWorld.mRigidBodyComponents.getCenterOfMassWorld(mEntity);
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Vector3 centerOfMassLocal = computeCenterOfMass();
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const Vector3 centerOfMassWorld = mWorld.mTransformComponents.getTransform(mEntity) * centerOfMassLocal;
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// Set the center of mass
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mWorld.mRigidBodyComponents.setCenterOfMassLocal(mEntity, centerOfMassLocal);
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mWorld.mRigidBodyComponents.setCenterOfMassWorld(mEntity, centerOfMassWorld);
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// Update the linear velocity of the center of mass
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Vector3 linearVelocity = mWorld.mRigidBodyComponents.getAngularVelocity(mEntity);
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const Vector3& angularVelocity = mWorld.mRigidBodyComponents.getAngularVelocity(mEntity);
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linearVelocity += angularVelocity.cross(centerOfMassWorld - oldCenterOfMassWorld);
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mWorld.mRigidBodyComponents.setLinearVelocity(mEntity, linearVelocity);
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RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
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"Body " + std::to_string(mEntity.id) + ": Set centerOfMassLocal=" + centerOfMassLocal.to_string());
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}
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// Compute and return the local-space center of mass of the body using its colliders
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Vector3 RigidBody::computeCenterOfMass() const {
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decimal totalMass = decimal(0.0);
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Vector3 centerOfMassLocal(0, 0, 0);
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// Compute the local center of mass
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const List<Entity>& colliderEntities = mWorld.mCollisionBodyComponents.getColliders(mEntity);
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for (uint i=0; i < colliderEntities.size(); i++) {
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Collider* collider = mWorld.mCollidersComponents.getCollider(colliderEntities[i]);
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const decimal colliderVolume = mWorld.mCollidersComponents.getCollisionShape(colliderEntities[i])->getVolume();
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const decimal colliderMassDensity = collider->getMaterial().getMassDensity();
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const decimal colliderMass = colliderVolume * colliderMassDensity;
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totalMass += colliderMass;
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centerOfMassLocal += colliderMass * mWorld.mCollidersComponents.getLocalToBodyTransform(colliderEntities[i]).getPosition();
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}
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if (totalMass > decimal(0.0)) {
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centerOfMassLocal /= totalMass;
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}
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return centerOfMassLocal;
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}
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// Compute the local-space inertia tensor and total mass of the body using its colliders
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void RigidBody::computeMassAndInertiaTensorLocal(Matrix3x3& inertiaTensorLocal, decimal& totalMass) const {
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inertiaTensorLocal.setToZero();
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totalMass = decimal(0.0);
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const Vector3 centerOfMassLocal = mWorld.mRigidBodyComponents.getCenterOfMassLocal(mEntity);
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// Compute the inertia tensor using all the colliders
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const List<Entity>& colliderEntities = mWorld.mCollisionBodyComponents.getColliders(mEntity);
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for (uint i=0; i < colliderEntities.size(); i++) {
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Collider* collider = mWorld.mCollidersComponents.getCollider(colliderEntities[i]);
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const decimal colliderVolume = mWorld.mCollidersComponents.getCollisionShape(colliderEntities[i])->getVolume();
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const decimal colliderMassDensity = collider->getMaterial().getMassDensity();
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const decimal colliderMass = colliderVolume * colliderMassDensity;
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totalMass += colliderMass;
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// Get the inertia tensor of the collider in its local-space
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Matrix3x3 inertiaTensor;
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collider->getCollisionShape()->computeLocalInertiaTensor(inertiaTensor, colliderMass);
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// Convert the collider inertia tensor into the local-space of the body
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const Transform& shapeTransform = collider->getLocalToBodyTransform();
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Matrix3x3 rotationMatrix = shapeTransform.getOrientation().getMatrix();
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inertiaTensor = rotationMatrix * inertiaTensor * rotationMatrix.getTranspose();
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// Use the parallel axis theorem to convert the inertia tensor w.r.t the collider
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// center into a inertia tensor w.r.t to the body origin.
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Vector3 offset = shapeTransform.getPosition() - centerOfMassLocal;
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decimal offsetSquare = offset.lengthSquare();
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Matrix3x3 offsetMatrix;
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offsetMatrix[0].setAllValues(offsetSquare, decimal(0.0), decimal(0.0));
|
||||
offsetMatrix[1].setAllValues(decimal(0.0), offsetSquare, decimal(0.0));
|
||||
offsetMatrix[2].setAllValues(decimal(0.0), decimal(0.0), offsetSquare);
|
||||
offsetMatrix[0] += offset * (-offset.x);
|
||||
offsetMatrix[1] += offset * (-offset.y);
|
||||
offsetMatrix[2] += offset * (-offset.z);
|
||||
offsetMatrix *= colliderMass;
|
||||
|
||||
inertiaTensorLocal += inertiaTensor + offsetMatrix;
|
||||
}
|
||||
}
|
||||
|
||||
// Compute and set the local-space inertia tensor of the body using its colliders
|
||||
/// This method uses the shape, mass density and transforms of the colliders to set
|
||||
/// the local-space inertia tensor of the body. Note that calling this method will overwrite the
|
||||
/// mass that has been set with the RigidBody::setInertiaTensorLocal() method.
|
||||
void RigidBody::updateLocalInertiaTensorFromColliders() {
|
||||
|
||||
const Vector3 centerOfMassLocal = mWorld.mRigidBodyComponents.getCenterOfMassLocal(mEntity);
|
||||
|
||||
// Compute the local-space inertia tensor
|
||||
Matrix3x3 inertiaTensorLocal;
|
||||
decimal totalMass;
|
||||
computeMassAndInertiaTensorLocal(inertiaTensorLocal, totalMass);
|
||||
|
||||
mWorld.mRigidBodyComponents.setLocalInertiaTensor(mEntity, inertiaTensorLocal);
|
||||
|
||||
// Compute the inverse local inertia tensor
|
||||
if (approxEqual(inertiaTensorLocal.getDeterminant(), decimal(0.0))) {
|
||||
mWorld.mRigidBodyComponents.setInverseInertiaTensorLocal(mEntity, Matrix3x3::zero());
|
||||
}
|
||||
else {
|
||||
mWorld.mRigidBodyComponents.setInverseInertiaTensorLocal(mEntity, inertiaTensorLocal.getInverse());
|
||||
}
|
||||
|
||||
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
|
||||
"Body " + std::to_string(mEntity.id) + ": Set inertiaTensorLocal=" + inertiaTensorLocal.to_string());
|
||||
}
|
||||
|
||||
// Compute and set the mass of the body using its colliders
|
||||
/// This method uses the shape, mass density and transforms of the colliders to set
|
||||
/// the total mass of the body. Note that calling this method will overwrite the
|
||||
/// mass that has been set with the RigidBody::setMass() method
|
||||
void RigidBody::updateMassFromColliders() {
|
||||
|
||||
decimal totalMass = decimal(0.0);
|
||||
|
||||
// Compute the total mass of the body
|
||||
const List<Entity>& colliderEntities = mWorld.mCollisionBodyComponents.getColliders(mEntity);
|
||||
for (uint i=0; i < colliderEntities.size(); i++) {
|
||||
Collider* collider = mWorld.mCollidersComponents.getCollider(colliderEntities[i]);
|
||||
|
||||
const decimal colliderVolume = mWorld.mCollidersComponents.getCollisionShape(colliderEntities[i])->getVolume();
|
||||
const decimal colliderMassDensity = collider->getMaterial().getMassDensity();
|
||||
|
||||
const decimal colliderMass = colliderVolume * colliderMassDensity;
|
||||
|
||||
totalMass += colliderMass;
|
||||
}
|
||||
|
||||
// Set the mass
|
||||
mWorld.mRigidBodyComponents.setMass(mEntity, totalMass);
|
||||
|
||||
// Compute the inverse mass
|
||||
if (totalMass > decimal(0.0)) {
|
||||
mWorld.mRigidBodyComponents.setMassInverse(mEntity, decimal(1.0) / totalMass);
|
||||
}
|
||||
else {
|
||||
mWorld.mRigidBodyComponents.setMassInverse(mEntity, decimal(0.0));
|
||||
}
|
||||
|
||||
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
|
||||
"Body " + std::to_string(mEntity.id) + ": Set mass=" + std::to_string(totalMass));
|
||||
}
|
||||
|
||||
// Compute and set the center of mass, the mass and the local-space inertia tensor of the body using its colliders
|
||||
/// This method uses the shape, mass density and transform of the colliders of the body to set
|
||||
/// the total mass, the center of mass and the local inertia tensor of the body.
|
||||
/// Note that calling this method will overwrite the
|
||||
/// mass that has been set with the RigidBody::setMass(), the center of mass that has been
|
||||
/// set with RigidBody::setCenterOfMass() and the local inertia tensor that has been set with
|
||||
/// RigidBody::setInertiaTensorLocal().
|
||||
void RigidBody::updateMassPropertiesFromColliders() {
|
||||
|
||||
const Vector3 oldCenterOfMassWorld = mWorld.mRigidBodyComponents.getCenterOfMassWorld(mEntity);
|
||||
|
||||
// Compute the local center of mass
|
||||
Vector3 centerOfMassLocal = computeCenterOfMass();
|
||||
|
||||
const Vector3 centerOfMassWorld = mWorld.mTransformComponents.getTransform(mEntity) * centerOfMassLocal;
|
||||
|
||||
// Set the center of mass
|
||||
mWorld.mRigidBodyComponents.setCenterOfMassLocal(mEntity, centerOfMassLocal);
|
||||
mWorld.mRigidBodyComponents.setCenterOfMassWorld(mEntity, centerOfMassWorld);
|
||||
|
||||
// Update the linear velocity of the center of mass
|
||||
Vector3 linearVelocity = mWorld.mRigidBodyComponents.getAngularVelocity(mEntity);
|
||||
const Vector3& angularVelocity = mWorld.mRigidBodyComponents.getAngularVelocity(mEntity);
|
||||
linearVelocity += angularVelocity.cross(centerOfMassWorld - oldCenterOfMassWorld);
|
||||
mWorld.mRigidBodyComponents.setLinearVelocity(mEntity, linearVelocity);
|
||||
|
||||
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
|
||||
"Body " + std::to_string(mEntity.id) + ": Set centerOfMassLocal=" + centerOfMassLocal.to_string());
|
||||
|
||||
// Compute the mass and local-space inertia tensor
|
||||
Matrix3x3 inertiaTensorLocal;
|
||||
decimal totalMass;
|
||||
computeMassAndInertiaTensorLocal(inertiaTensorLocal, totalMass);
|
||||
|
||||
mWorld.mRigidBodyComponents.setLocalInertiaTensor(mEntity, inertiaTensorLocal);
|
||||
|
||||
// Compute the inverse local inertia tensor
|
||||
if (approxEqual(inertiaTensorLocal.getDeterminant(), decimal(0.0))) {
|
||||
mWorld.mRigidBodyComponents.setInverseInertiaTensorLocal(mEntity, Matrix3x3::zero());
|
||||
}
|
||||
else {
|
||||
mWorld.mRigidBodyComponents.setInverseInertiaTensorLocal(mEntity, inertiaTensorLocal.getInverse());
|
||||
}
|
||||
|
||||
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
|
||||
"Body " + std::to_string(mEntity.id) + ": Set inertiaTensorLocal=" + inertiaTensorLocal.to_string());
|
||||
|
||||
// Set the mass
|
||||
mWorld.mRigidBodyComponents.setMass(mEntity, totalMass);
|
||||
|
||||
// Compute the inverse mass
|
||||
if (totalMass > decimal(0.0)) {
|
||||
mWorld.mRigidBodyComponents.setMassInverse(mEntity, decimal(1.0) / totalMass);
|
||||
}
|
||||
else {
|
||||
mWorld.mRigidBodyComponents.setMassInverse(mEntity, decimal(0.0));
|
||||
}
|
||||
|
||||
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
|
||||
"Body " + std::to_string(mEntity.id) + ": Set mass=" + std::to_string(totalMass));
|
||||
}
|
||||
|
||||
// Set the mass of the rigid body
|
||||
/// Note that a mass of zero is interpreted as infinite mass.
|
||||
/**
|
||||
* @param mass The mass (in kilograms) of the body
|
||||
*/
|
||||
void RigidBody::setMass(decimal mass) {
|
||||
|
||||
if (mWorld.mRigidBodyComponents.getBodyType(mEntity) != BodyType::DYNAMIC) return;
|
||||
mWorld.mRigidBodyComponents.setMass(mEntity, mass);
|
||||
|
||||
mWorld.mRigidBodyComponents.setInitMass(mEntity, mass);
|
||||
// TODO : Report error if mass is negative
|
||||
|
||||
if (mWorld.mRigidBodyComponents.getInitMass(mEntity) > decimal(0.0)) {
|
||||
mWorld.mRigidBodyComponents.setMassInverse(mEntity, decimal(1.0) / mWorld.mRigidBodyComponents.getInitMass(mEntity));
|
||||
if (mWorld.mRigidBodyComponents.getMass(mEntity) > decimal(0.0)) {
|
||||
mWorld.mRigidBodyComponents.setMassInverse(mEntity, decimal(1.0) / mass);
|
||||
}
|
||||
else {
|
||||
mWorld.mRigidBodyComponents.setInitMass(mEntity, decimal(1.0));
|
||||
mWorld.mRigidBodyComponents.setMassInverse(mEntity, decimal(1.0));
|
||||
mWorld.mRigidBodyComponents.setMassInverse(mEntity, decimal(0.0));
|
||||
}
|
||||
|
||||
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
|
||||
|
@ -315,10 +516,9 @@ void RigidBody::setMass(decimal mass) {
|
|||
* @param collisionShape The collision shape of the new collider
|
||||
* @param transform The transformation of the collider that transforms the
|
||||
* local-space of the collider into the local-space of the body
|
||||
* @param mass Mass (in kilograms) of the collider you want to add
|
||||
* @return A pointer to the collider that has been created
|
||||
*/
|
||||
Collider* RigidBody::addCollider(CollisionShape* collisionShape, const Transform& transform, decimal mass) {
|
||||
Collider* RigidBody::addCollider(CollisionShape* collisionShape, const Transform& transform) {
|
||||
|
||||
// Create a new entity for the collider
|
||||
Entity colliderEntity = mWorld.mEntityManager.createEntity();
|
||||
|
@ -333,9 +533,8 @@ Collider* RigidBody::addCollider(CollisionShape* collisionShape, const Transform
|
|||
// TODO : Maybe this method can directly returns an AABB
|
||||
collisionShape->getLocalBounds(localBoundsMin, localBoundsMax);
|
||||
const Transform localToWorldTransform = mWorld.mTransformComponents.getTransform(mEntity) * transform;
|
||||
ColliderComponents::ColliderComponent colliderComponent(mEntity, collider,
|
||||
AABB(localBoundsMin, localBoundsMax),
|
||||
transform, collisionShape, mass, 0x0001, 0xFFFF, localToWorldTransform);
|
||||
ColliderComponents::ColliderComponent colliderComponent(mEntity, collider, AABB(localBoundsMin, localBoundsMax),
|
||||
transform, collisionShape, 0x0001, 0xFFFF, localToWorldTransform);
|
||||
bool isSleeping = mWorld.mRigidBodyComponents.getIsSleeping(mEntity);
|
||||
mWorld.mCollidersComponents.addComponent(colliderEntity, isSleeping, colliderComponent);
|
||||
|
||||
|
@ -365,10 +564,6 @@ Collider* RigidBody::addCollider(CollisionShape* collisionShape, const Transform
|
|||
// Notify the collision detection about this new collision shape
|
||||
mWorld.mCollisionDetection.addCollider(collider, aabb);
|
||||
|
||||
// Recompute the center of mass, total mass and inertia tensor of the body with the new
|
||||
// collision shape
|
||||
recomputeMassInformation();
|
||||
|
||||
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
|
||||
"Body " + std::to_string(mEntity.id) + ": Collider " + std::to_string(collider->getBroadPhaseId()) + " added to body");
|
||||
|
||||
|
@ -389,9 +584,6 @@ void RigidBody::removeCollider(Collider* collider) {
|
|||
|
||||
// Remove the collision shape
|
||||
CollisionBody::removeCollider(collider);
|
||||
|
||||
// Recompute the total mass, center of mass and inertia tensor
|
||||
recomputeMassInformation();
|
||||
}
|
||||
|
||||
// Set the variable to know if the gravity is applied to this rigid body
|
||||
|
@ -500,101 +692,6 @@ void RigidBody::setTransform(const Transform& transform) {
|
|||
setIsSleeping(false);
|
||||
}
|
||||
|
||||
// Recompute the center of mass, total mass and inertia tensor of the body using all
|
||||
// the collision shapes attached to the body.
|
||||
void RigidBody::recomputeMassInformation() {
|
||||
|
||||
mWorld.mRigidBodyComponents.setInitMass(mEntity, decimal(0.0));
|
||||
mWorld.mRigidBodyComponents.setMassInverse(mEntity, decimal(0.0));
|
||||
if (!mIsInertiaTensorSetByUser) mWorld.mRigidBodyComponents.setInverseInertiaTensorLocal(mEntity, Matrix3x3::zero());
|
||||
if (!mIsCenterOfMassSetByUser) mWorld.mRigidBodyComponents.setCenterOfMassLocal(mEntity, Vector3::zero());
|
||||
Matrix3x3 inertiaTensorLocal;
|
||||
inertiaTensorLocal.setToZero();
|
||||
|
||||
const Transform& transform = mWorld.mTransformComponents.getTransform(mEntity);
|
||||
|
||||
// If it is a STATIC or a KINEMATIC body
|
||||
BodyType type = mWorld.mRigidBodyComponents.getBodyType(mEntity);
|
||||
if (type == BodyType::STATIC || type == BodyType::KINEMATIC) {
|
||||
mWorld.mRigidBodyComponents.setCenterOfMassWorld(mEntity, transform.getPosition());
|
||||
return;
|
||||
}
|
||||
|
||||
assert(mWorld.mRigidBodyComponents.getBodyType(mEntity) == BodyType::DYNAMIC);
|
||||
|
||||
// Compute the total mass of the body
|
||||
const List<Entity>& colliderEntities = mWorld.mCollisionBodyComponents.getColliders(mEntity);
|
||||
for (uint i=0; i < colliderEntities.size(); i++) {
|
||||
Collider* collider = mWorld.mCollidersComponents.getCollider(colliderEntities[i]);
|
||||
mWorld.mRigidBodyComponents.setInitMass(mEntity, mWorld.mRigidBodyComponents.getInitMass(mEntity) + collider->getMass());
|
||||
|
||||
if (!mIsCenterOfMassSetByUser) {
|
||||
mWorld.mRigidBodyComponents.setCenterOfMassLocal(mEntity, mWorld.mRigidBodyComponents.getCenterOfMassLocal(mEntity) +
|
||||
collider->getLocalToBodyTransform().getPosition() * collider->getMass());
|
||||
}
|
||||
}
|
||||
|
||||
if (mWorld.mRigidBodyComponents.getInitMass(mEntity) > decimal(0.0)) {
|
||||
mWorld.mRigidBodyComponents.setMassInverse(mEntity, decimal(1.0) / mWorld.mRigidBodyComponents.getInitMass(mEntity));
|
||||
}
|
||||
else {
|
||||
mWorld.mRigidBodyComponents.setCenterOfMassWorld(mEntity, transform.getPosition());
|
||||
return;
|
||||
}
|
||||
|
||||
// Compute the center of mass
|
||||
const Vector3 oldCenterOfMass = mWorld.mRigidBodyComponents.getCenterOfMassWorld(mEntity);
|
||||
|
||||
if (!mIsCenterOfMassSetByUser) {
|
||||
mWorld.mRigidBodyComponents.setCenterOfMassLocal(mEntity, mWorld.mRigidBodyComponents.getCenterOfMassLocal(mEntity) * mWorld.mRigidBodyComponents.getMassInverse(mEntity));
|
||||
}
|
||||
|
||||
mWorld.mRigidBodyComponents.setCenterOfMassWorld(mEntity, transform * mWorld.mRigidBodyComponents.getCenterOfMassLocal(mEntity));
|
||||
|
||||
if (!mIsInertiaTensorSetByUser) {
|
||||
|
||||
// Compute the inertia tensor using all the colliders
|
||||
const List<Entity>& colliderEntities = mWorld.mCollisionBodyComponents.getColliders(mEntity);
|
||||
for (uint i=0; i < colliderEntities.size(); i++) {
|
||||
|
||||
Collider* collider = mWorld.mCollidersComponents.getCollider(colliderEntities[i]);
|
||||
|
||||
// Get the inertia tensor of the collider in its local-space
|
||||
Matrix3x3 inertiaTensor;
|
||||
collider->getCollisionShape()->computeLocalInertiaTensor(inertiaTensor, collider->getMass());
|
||||
|
||||
// Convert the collider inertia tensor into the local-space of the body
|
||||
const Transform& shapeTransform = collider->getLocalToBodyTransform();
|
||||
Matrix3x3 rotationMatrix = shapeTransform.getOrientation().getMatrix();
|
||||
inertiaTensor = rotationMatrix * inertiaTensor * rotationMatrix.getTranspose();
|
||||
|
||||
// Use the parallel axis theorem to convert the inertia tensor w.r.t the collider
|
||||
// center into a inertia tensor w.r.t to the body origin.
|
||||
Vector3 offset = shapeTransform.getPosition() - mWorld.mRigidBodyComponents.getCenterOfMassLocal(mEntity);
|
||||
decimal offsetSquare = offset.lengthSquare();
|
||||
Matrix3x3 offsetMatrix;
|
||||
offsetMatrix[0].setAllValues(offsetSquare, decimal(0.0), decimal(0.0));
|
||||
offsetMatrix[1].setAllValues(decimal(0.0), offsetSquare, decimal(0.0));
|
||||
offsetMatrix[2].setAllValues(decimal(0.0), decimal(0.0), offsetSquare);
|
||||
offsetMatrix[0] += offset * (-offset.x);
|
||||
offsetMatrix[1] += offset * (-offset.y);
|
||||
offsetMatrix[2] += offset * (-offset.z);
|
||||
offsetMatrix *= collider->getMass();
|
||||
|
||||
inertiaTensorLocal += inertiaTensor + offsetMatrix;
|
||||
}
|
||||
|
||||
// Compute the local inverse inertia tensor
|
||||
mWorld.mRigidBodyComponents.setInverseInertiaTensorLocal(mEntity, inertiaTensorLocal.getInverse());
|
||||
}
|
||||
|
||||
// Update the linear velocity of the center of mass
|
||||
Vector3 linearVelocity = mWorld.mRigidBodyComponents.getLinearVelocity(mEntity);
|
||||
Vector3 angularVelocity = mWorld.mRigidBodyComponents.getAngularVelocity(mEntity);
|
||||
linearVelocity += angularVelocity.cross(mWorld.mRigidBodyComponents.getCenterOfMassWorld(mEntity) - oldCenterOfMass);
|
||||
mWorld.mRigidBodyComponents.setLinearVelocity(mEntity, linearVelocity);
|
||||
}
|
||||
|
||||
// Return the linear velocity
|
||||
/**
|
||||
* @return The linear velocity vector of the body
|
||||
|
|
|
@ -51,18 +51,6 @@ class RigidBody : public CollisionBody {
|
|||
|
||||
protected :
|
||||
|
||||
// -------------------- Attributes -------------------- //
|
||||
|
||||
/// Inverse Local inertia tensor of the body (in local-space) set
|
||||
/// by the user with respect to the center of mass of the body
|
||||
Matrix3x3 mUserInertiaTensorLocalInverse;
|
||||
|
||||
/// True if the center of mass is set by the user
|
||||
bool mIsCenterOfMassSetByUser;
|
||||
|
||||
/// True if the inertia tensor is set by the user
|
||||
bool mIsInertiaTensorSetByUser;
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
||||
/// Set the variable to know whether or not the body is sleeping
|
||||
|
@ -71,6 +59,12 @@ class RigidBody : public CollisionBody {
|
|||
/// Update whether the current overlapping pairs where this body is involed are active or not
|
||||
void updateOverlappingPairs();
|
||||
|
||||
/// Compute and return the local-space center of mass of the body using its colliders
|
||||
Vector3 computeCenterOfMass() const;
|
||||
|
||||
/// Compute the local-space inertia tensor and total mass of the body using its colliders
|
||||
void computeMassAndInertiaTensorLocal(Matrix3x3& inertiaTensorLocal, decimal& totalMass) const;
|
||||
|
||||
/// Return the inverse of the inertia tensor in world coordinates.
|
||||
static const Matrix3x3 getInertiaTensorInverseWorld(PhysicsWorld& world, Entity bodyEntity);
|
||||
|
||||
|
@ -96,6 +90,9 @@ class RigidBody : public CollisionBody {
|
|||
/// Return the mass of the body
|
||||
decimal getMass() const;
|
||||
|
||||
/// Set the mass of the rigid body
|
||||
void setMass(decimal mass);
|
||||
|
||||
/// Return the linear velocity
|
||||
Vector3 getLinearVelocity() const;
|
||||
|
||||
|
@ -108,23 +105,29 @@ class RigidBody : public CollisionBody {
|
|||
/// Set the angular velocity.
|
||||
void setAngularVelocity(const Vector3& angularVelocity);
|
||||
|
||||
/// Return the local inertia tensor of the body (in body coordinates)
|
||||
const Matrix3x3& getLocalInertiaTensor() const;
|
||||
|
||||
/// Set the local inertia tensor of the body (in body coordinates)
|
||||
void setInertiaTensorLocal(const Matrix3x3& inertiaTensorLocal);
|
||||
void setLocalInertiaTensor(const Matrix3x3& inertiaTensorLocal);
|
||||
|
||||
/// Set the inverse local inertia tensor of the body (in body coordinates)
|
||||
void setInverseInertiaTensorLocal(const Matrix3x3& inverseInertiaTensorLocal);
|
||||
/// Return the center of mass of the body (in local-space coordinates)
|
||||
const Vector3& getLocalCenterOfMass() const;
|
||||
|
||||
/// Get the inverse local inertia tensor of the body (in body coordinates)
|
||||
const Matrix3x3& getInverseInertiaTensorLocal() const;
|
||||
/// Set the center of mass of the body (in local-space coordinates)
|
||||
void setLocalCenterOfMass(const Vector3& centerOfMass);
|
||||
|
||||
/// Return the inverse of the inertia tensor in world coordinates.
|
||||
const Matrix3x3 getInertiaTensorInverseWorld() const;
|
||||
/// Compute and set the local-space center of mass of the body using its colliders
|
||||
void updateLocalCenterOfMassFromColliders();
|
||||
|
||||
/// Set the local center of mass of the body (in local-space coordinates)
|
||||
void setCenterOfMassLocal(const Vector3& centerOfMassLocal);
|
||||
/// Compute and set the local-space inertia tensor of the body using its colliders
|
||||
void updateLocalInertiaTensorFromColliders();
|
||||
|
||||
/// Set the mass of the rigid body
|
||||
void setMass(decimal mass);
|
||||
/// Compute and set the mass of the body using its colliders
|
||||
void updateMassFromColliders();
|
||||
|
||||
/// Compute and set the center of mass, the mass and the local-space inertia tensor of the body using its colliders
|
||||
void updateMassPropertiesFromColliders();
|
||||
|
||||
/// Return the type of the body
|
||||
BodyType getType() const;
|
||||
|
@ -172,17 +175,11 @@ class RigidBody : public CollisionBody {
|
|||
virtual void setIsActive(bool isActive) override;
|
||||
|
||||
/// Create a new collider and add it to the body
|
||||
// TODO : Remove the mass from this parameter so that we can correctly use inheritance here
|
||||
// The user will then need to call Collider->setMass() to set the mass of the shape
|
||||
virtual Collider* addCollider(CollisionShape* collisionShape, const Transform& transform, decimal mass);
|
||||
virtual Collider* addCollider(CollisionShape* collisionShape, const Transform& transform) override;
|
||||
|
||||
/// Remove a collider from the body
|
||||
virtual void removeCollider(Collider* collider) override;
|
||||
|
||||
/// Recompute the center of mass, total mass and inertia tensor of the body using all
|
||||
/// the collision shapes attached to the body.
|
||||
void recomputeMassInformation();
|
||||
|
||||
#ifdef IS_PROFILING_ACTIVE
|
||||
|
||||
/// Set the profiler
|
||||
|
|
|
@ -51,15 +51,6 @@ Collider::~Collider() {
|
|||
|
||||
}
|
||||
|
||||
// Return the mass of the collision shape
|
||||
/**
|
||||
* @return Mass of the collision shape (in kilograms)
|
||||
*/
|
||||
decimal Collider::getMass() const {
|
||||
return mBody->mWorld.mCollidersComponents.getMass(mEntity);
|
||||
}
|
||||
|
||||
|
||||
// Return true if a point is inside the collision shape
|
||||
/**
|
||||
* @param worldPoint Point to test in world-space coordinates
|
||||
|
|
|
@ -112,9 +112,6 @@ class Collider {
|
|||
/// Return the parent body
|
||||
CollisionBody* getBody() const;
|
||||
|
||||
/// Return the mass of the collision shape
|
||||
decimal getMass() const;
|
||||
|
||||
/// Return a pointer to the user data attached to this body
|
||||
void* getUserData() const;
|
||||
|
||||
|
|
|
@ -27,6 +27,7 @@
|
|||
#include "PolyhedronMesh.h"
|
||||
#include "memory/MemoryManager.h"
|
||||
#include "collision/PolygonVertexArray.h"
|
||||
#include <cstdlib>
|
||||
|
||||
using namespace reactphysics3d;
|
||||
|
||||
|
@ -153,3 +154,48 @@ void PolyhedronMesh::computeCentroid() {
|
|||
|
||||
mCentroid /= getNbVertices();
|
||||
}
|
||||
|
||||
// Compute and return the area of a face
|
||||
decimal PolyhedronMesh::getFaceArea(uint faceIndex) const {
|
||||
|
||||
Vector3 sumCrossProducts(0, 0, 0);
|
||||
|
||||
const HalfEdgeStructure::Face& face = mHalfEdgeStructure.getFace(faceIndex);
|
||||
assert(face.faceVertices.size() >= 3);
|
||||
|
||||
Vector3 v1 = getVertex(face.faceVertices[0]);
|
||||
|
||||
// For each vertex of the face
|
||||
for (uint i=2; i < face.faceVertices.size(); i++) {
|
||||
|
||||
const Vector3 v2 = getVertex(face.faceVertices[i-1]);
|
||||
const Vector3 v3 = getVertex(face.faceVertices[i]);
|
||||
|
||||
const Vector3 v1v2 = v2 - v1;
|
||||
const Vector3 v1v3 = v3 - v1;
|
||||
|
||||
sumCrossProducts += v1v2.cross(v1v3);
|
||||
}
|
||||
|
||||
return decimal(0.5) * sumCrossProducts.length();
|
||||
}
|
||||
|
||||
// Compute and return the volume of the polyhedron
|
||||
/// We use the divergence theorem to compute the volume of the polyhedron using a sum over its faces.
|
||||
decimal PolyhedronMesh::getVolume() const {
|
||||
|
||||
decimal sum = 0.0;
|
||||
|
||||
// For each face of the polyhedron
|
||||
for (uint f=0; f < getNbFaces(); f++) {
|
||||
|
||||
const HalfEdgeStructure::Face& face = mHalfEdgeStructure.getFace(f);
|
||||
const decimal faceArea = getFaceArea(f);
|
||||
const Vector3 faceNormal = mFacesNormals[f];
|
||||
const Vector3 faceVertex = getVertex(face.faceVertices[0]);
|
||||
|
||||
sum += faceVertex.dot(faceNormal) * faceArea;
|
||||
}
|
||||
|
||||
return std::abs(sum) / decimal(3.0);
|
||||
}
|
||||
|
|
|
@ -77,6 +77,9 @@ class PolyhedronMesh {
|
|||
/// Compute the centroid of the polyhedron
|
||||
void computeCentroid() ;
|
||||
|
||||
/// Compute and return the area of a face
|
||||
decimal getFaceArea(uint faceIndex) const;
|
||||
|
||||
public:
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
@ -102,6 +105,9 @@ class PolyhedronMesh {
|
|||
/// Return the centroid of the polyhedron
|
||||
Vector3 getCentroid() const;
|
||||
|
||||
/// Compute and return the volume of the polyhedron
|
||||
decimal getVolume() const;
|
||||
|
||||
// ---------- Friendship ---------- //
|
||||
|
||||
friend class PhysicsCommon;
|
||||
|
|
|
@ -98,6 +98,9 @@ class BoxShape : public ConvexPolyhedronShape {
|
|||
/// Return the local inertia tensor of the collision shape
|
||||
virtual void computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const override;
|
||||
|
||||
/// Compute and return the volume of the collision shape
|
||||
virtual decimal getVolume() const override;
|
||||
|
||||
/// Return the number of faces of the polyhedron
|
||||
virtual uint getNbFaces() const override;
|
||||
|
||||
|
@ -253,6 +256,11 @@ inline Vector3 BoxShape::getCentroid() const {
|
|||
return Vector3::zero();
|
||||
}
|
||||
|
||||
// Compute and return the volume of the collision shape
|
||||
inline decimal BoxShape::getVolume() const {
|
||||
return 8 * mHalfExtents.x * mHalfExtents.y * mHalfExtents.z;
|
||||
}
|
||||
|
||||
// Return the string representation of the shape
|
||||
inline std::string BoxShape::to_string() const {
|
||||
return "BoxShape{extents=" + mHalfExtents.to_string() + "}";
|
||||
|
|
|
@ -105,6 +105,9 @@ class CapsuleShape : public ConvexShape {
|
|||
/// Return the local bounds of the shape in x, y and z directions
|
||||
virtual void getLocalBounds(Vector3& min, Vector3& max) const override;
|
||||
|
||||
/// Compute and return the volume of the collision shape
|
||||
virtual decimal getVolume() const override;
|
||||
|
||||
/// Return true if the collision shape is a polyhedron
|
||||
virtual bool isPolyhedron() const override;
|
||||
|
||||
|
@ -188,6 +191,11 @@ inline void CapsuleShape::getLocalBounds(Vector3& min, Vector3& max) const {
|
|||
min.z = min.x;
|
||||
}
|
||||
|
||||
// Compute and return the volume of the collision shape
|
||||
inline decimal CapsuleShape::getVolume() const {
|
||||
return reactphysics3d::PI * mMargin * mMargin * (decimal(4.0) * mMargin / decimal(3.0) + decimal(2.0) * mHalfHeight);
|
||||
}
|
||||
|
||||
// Return true if the collision shape is a polyhedron
|
||||
inline bool CapsuleShape::isPolyhedron() const {
|
||||
return false;
|
||||
|
|
|
@ -30,6 +30,7 @@
|
|||
#include <cassert>
|
||||
#include "configuration.h"
|
||||
#include "utils/Profiler.h"
|
||||
#include "containers/List.h"
|
||||
|
||||
/// ReactPhysics3D namespace
|
||||
namespace reactphysics3d {
|
||||
|
@ -142,6 +143,9 @@ class CollisionShape {
|
|||
/// Return the local inertia tensor of the collision shapes
|
||||
virtual void computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const=0;
|
||||
|
||||
/// Compute and return the volume of the collision shape
|
||||
virtual decimal getVolume() const=0;
|
||||
|
||||
/// Compute the world-space AABB of the collision shape given a transform
|
||||
virtual void computeAABB(AABB& aabb, const Transform& transform) const;
|
||||
|
||||
|
|
|
@ -36,3 +36,19 @@ ConcaveShape::ConcaveShape(CollisionShapeName name, MemoryAllocator& allocator,
|
|||
mScale(scaling) {
|
||||
|
||||
}
|
||||
|
||||
// Compute and return the volume of the collision shape
|
||||
/// Note that we approximate the volume of a concave shape with the volume of its AABB
|
||||
decimal ConcaveShape::getVolume() const {
|
||||
Vector3 minBounds, maxBounds;
|
||||
|
||||
// Compute the local bounds
|
||||
getLocalBounds(minBounds, maxBounds);
|
||||
|
||||
const decimal lengthX = maxBounds.x - minBounds.x;
|
||||
const decimal lengthY = maxBounds.y - minBounds.y;
|
||||
const decimal lengthZ = maxBounds.z - minBounds.z;
|
||||
|
||||
// Approximate the volume of the concave shape as the volume of its AABB
|
||||
return lengthX * lengthY * lengthZ;
|
||||
}
|
||||
|
|
|
@ -111,6 +111,9 @@ class ConcaveShape : public CollisionShape {
|
|||
virtual void computeOverlappingTriangles(const AABB& localAABB, List<Vector3>& triangleVertices,
|
||||
List<Vector3>& triangleVerticesNormals, List<uint>& shapeIds,
|
||||
MemoryAllocator& allocator) const=0;
|
||||
|
||||
/// Compute and return the volume of the collision shape
|
||||
virtual decimal getVolume() const override;
|
||||
};
|
||||
|
||||
// Return true if the collision shape is convex, false if it is concave
|
||||
|
@ -155,6 +158,7 @@ inline void ConcaveShape::setScale(const Vector3& scale) {
|
|||
notifyColliderAboutChangedSize();
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -135,6 +135,9 @@ class ConvexMeshShape : public ConvexPolyhedronShape {
|
|||
/// Return the centroid of the polyhedron
|
||||
virtual Vector3 getCentroid() const override;
|
||||
|
||||
/// Compute and return the volume of the collision shape
|
||||
virtual decimal getVolume() const override;
|
||||
|
||||
/// Return the string representation of the shape
|
||||
virtual std::string to_string() const override;
|
||||
|
||||
|
@ -242,6 +245,12 @@ inline Vector3 ConvexMeshShape::getCentroid() const {
|
|||
return mPolyhedronMesh->getCentroid() * mScale;
|
||||
}
|
||||
|
||||
|
||||
// Compute and return the volume of the collision shape
|
||||
inline decimal ConvexMeshShape::getVolume() const {
|
||||
return mPolyhedronMesh->getVolume();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -93,6 +93,9 @@ class SphereShape : public ConvexShape {
|
|||
/// Return the local inertia tensor of the collision shape
|
||||
virtual void computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const override;
|
||||
|
||||
/// Compute and return the volume of the collision shape
|
||||
virtual decimal getVolume() const override;
|
||||
|
||||
/// Update the AABB of a body using its collision shape
|
||||
virtual void computeAABB(AABB& aabb, const Transform& transform) const override;
|
||||
|
||||
|
@ -180,6 +183,11 @@ inline void SphereShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal ma
|
|||
0.0, 0.0, diag);
|
||||
}
|
||||
|
||||
// Compute and return the volume of the collision shape
|
||||
inline decimal SphereShape::getVolume() const {
|
||||
return decimal(4.0) / decimal(3.0) * reactphysics3d::PI * mMargin * mMargin * mMargin;
|
||||
}
|
||||
|
||||
// Return true if a point is inside the collision shape
|
||||
inline bool SphereShape::testPointInside(const Vector3& localPoint, Collider* collider) const {
|
||||
return (localPoint.lengthSquare() < mMargin * mMargin);
|
||||
|
|
|
@ -166,6 +166,9 @@ class TriangleShape : public ConvexPolyhedronShape {
|
|||
/// Return the centroid of the polyhedron
|
||||
virtual Vector3 getCentroid() const override;
|
||||
|
||||
/// Compute and return the volume of the collision shape
|
||||
virtual decimal getVolume() const override;
|
||||
|
||||
/// This method compute the smooth mesh contact with a triangle in case one of the two collision shapes is a triangle. The idea in this case is to use a smooth vertex normal of the triangle mesh
|
||||
static void computeSmoothTriangleMeshContact(const CollisionShape* shape1, const CollisionShape* shape2,
|
||||
Vector3& localContactPointShape1, Vector3& localContactPointShape2,
|
||||
|
@ -304,6 +307,11 @@ inline std::string TriangleShape::to_string() const {
|
|||
"v3=" + mPoints[2].to_string() + "}";
|
||||
}
|
||||
|
||||
// Compute and return the volume of the collision shape
|
||||
inline decimal TriangleShape::getVolume() const {
|
||||
return decimal(0.0);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -35,8 +35,8 @@ using namespace reactphysics3d;
|
|||
|
||||
// Constructor
|
||||
ColliderComponents::ColliderComponents(MemoryAllocator& allocator)
|
||||
:Components(allocator, sizeof(Entity) + sizeof(Entity) + sizeof(Collider*) + sizeof(int) +
|
||||
sizeof(Transform) + sizeof(CollisionShape*) + sizeof(decimal) + sizeof(unsigned short) +
|
||||
:Components(allocator, sizeof(Entity) + sizeof(Entity) + sizeof(Collider*) + sizeof(int32) +
|
||||
sizeof(Transform) + sizeof(CollisionShape*) + sizeof(unsigned short) +
|
||||
sizeof(unsigned short) + sizeof(Transform) + sizeof(List<uint64>) + sizeof(bool)) {
|
||||
|
||||
// Allocate memory for the components data
|
||||
|
@ -62,8 +62,7 @@ void ColliderComponents::allocate(uint32 nbComponentsToAllocate) {
|
|||
int32* newBroadPhaseIds = reinterpret_cast<int32*>(newColliders + nbComponentsToAllocate);
|
||||
Transform* newLocalToBodyTransforms = reinterpret_cast<Transform*>(newBroadPhaseIds + nbComponentsToAllocate);
|
||||
CollisionShape** newCollisionShapes = reinterpret_cast<CollisionShape**>(newLocalToBodyTransforms + nbComponentsToAllocate);
|
||||
decimal* newMasses = reinterpret_cast<decimal*>(newCollisionShapes + nbComponentsToAllocate);
|
||||
unsigned short* newCollisionCategoryBits = reinterpret_cast<unsigned short*>(newMasses + nbComponentsToAllocate);
|
||||
unsigned short* newCollisionCategoryBits = reinterpret_cast<unsigned short*>(newCollisionShapes + nbComponentsToAllocate);
|
||||
unsigned short* newCollideWithMaskBits = reinterpret_cast<unsigned short*>(newCollisionCategoryBits + nbComponentsToAllocate);
|
||||
Transform* newLocalToWorldTransforms = reinterpret_cast<Transform*>(newCollideWithMaskBits + nbComponentsToAllocate);
|
||||
List<uint64>* newOverlappingPairs = reinterpret_cast<List<uint64>*>(newLocalToWorldTransforms + nbComponentsToAllocate);
|
||||
|
@ -79,7 +78,6 @@ void ColliderComponents::allocate(uint32 nbComponentsToAllocate) {
|
|||
memcpy(newBroadPhaseIds, mBroadPhaseIds, mNbComponents * sizeof(int32));
|
||||
memcpy(newLocalToBodyTransforms, mLocalToBodyTransforms, mNbComponents * sizeof(Transform));
|
||||
memcpy(newCollisionShapes, mCollisionShapes, mNbComponents * sizeof(CollisionShape*));
|
||||
memcpy(newMasses, mMasses, mNbComponents * sizeof(decimal));
|
||||
memcpy(newCollisionCategoryBits, mCollisionCategoryBits, mNbComponents * sizeof(unsigned short));
|
||||
memcpy(newCollideWithMaskBits, mCollideWithMaskBits, mNbComponents * sizeof(unsigned short));
|
||||
memcpy(newLocalToWorldTransforms, mLocalToWorldTransforms, mNbComponents * sizeof(Transform));
|
||||
|
@ -98,7 +96,6 @@ void ColliderComponents::allocate(uint32 nbComponentsToAllocate) {
|
|||
mBroadPhaseIds = newBroadPhaseIds;
|
||||
mLocalToBodyTransforms = newLocalToBodyTransforms;
|
||||
mCollisionShapes = newCollisionShapes;
|
||||
mMasses = newMasses;
|
||||
mCollisionCategoryBits = newCollisionCategoryBits;
|
||||
mCollideWithMaskBits = newCollideWithMaskBits;
|
||||
mLocalToWorldTransforms = newLocalToWorldTransforms;
|
||||
|
@ -121,7 +118,6 @@ void ColliderComponents::addComponent(Entity colliderEntity, bool isSleeping, co
|
|||
new (mBroadPhaseIds + index) int32(-1);
|
||||
new (mLocalToBodyTransforms + index) Transform(component.localToBodyTransform);
|
||||
mCollisionShapes[index] = component.collisionShape;
|
||||
new (mMasses + index) decimal(component.mass);
|
||||
new (mCollisionCategoryBits + index) unsigned short(component.collisionCategoryBits);
|
||||
new (mCollideWithMaskBits + index) unsigned short(component.collideWithMaskBits);
|
||||
new (mLocalToWorldTransforms + index) Transform(component.localToWorldTransform);
|
||||
|
@ -149,7 +145,6 @@ void ColliderComponents::moveComponentToIndex(uint32 srcIndex, uint32 destIndex)
|
|||
new (mBroadPhaseIds + destIndex) int32(mBroadPhaseIds[srcIndex]);
|
||||
new (mLocalToBodyTransforms + destIndex) Transform(mLocalToBodyTransforms[srcIndex]);
|
||||
mCollisionShapes[destIndex] = mCollisionShapes[srcIndex];
|
||||
new (mMasses + destIndex) decimal(mMasses[srcIndex]);
|
||||
new (mCollisionCategoryBits + destIndex) unsigned short(mCollisionCategoryBits[srcIndex]);
|
||||
new (mCollideWithMaskBits + destIndex) unsigned short(mCollideWithMaskBits[srcIndex]);
|
||||
new (mLocalToWorldTransforms + destIndex) Transform(mLocalToWorldTransforms[srcIndex]);
|
||||
|
@ -177,7 +172,6 @@ void ColliderComponents::swapComponents(uint32 index1, uint32 index2) {
|
|||
int32 broadPhaseId1 = mBroadPhaseIds[index1];
|
||||
Transform localToBodyTransform1 = mLocalToBodyTransforms[index1];
|
||||
CollisionShape* collisionShape1 = mCollisionShapes[index1];
|
||||
decimal mass1 = mMasses[index1];
|
||||
unsigned short collisionCategoryBits1 = mCollisionCategoryBits[index1];
|
||||
unsigned short collideWithMaskBits1 = mCollideWithMaskBits[index1];
|
||||
Transform localToWorldTransform1 = mLocalToWorldTransforms[index1];
|
||||
|
@ -196,7 +190,6 @@ void ColliderComponents::swapComponents(uint32 index1, uint32 index2) {
|
|||
new (mBroadPhaseIds + index2) int32(broadPhaseId1);
|
||||
new (mLocalToBodyTransforms + index2) Transform(localToBodyTransform1);
|
||||
mCollisionShapes[index2] = collisionShape1;
|
||||
new (mMasses + index2) decimal(mass1);
|
||||
new (mCollisionCategoryBits + index2) unsigned short(collisionCategoryBits1);
|
||||
new (mCollideWithMaskBits + index2) unsigned short(collideWithMaskBits1);
|
||||
new (mLocalToWorldTransforms + index2) Transform(localToWorldTransform1);
|
||||
|
|
|
@ -73,9 +73,6 @@ class ColliderComponents : public Components {
|
|||
/// Pointers to the collision shapes of the colliders
|
||||
CollisionShape** mCollisionShapes;
|
||||
|
||||
/// Masses (in kilogramms) of the colliders
|
||||
decimal* mMasses;
|
||||
|
||||
/// Array of bits used to define the collision category of this shape.
|
||||
/// You can set a single bit to one to define a category value for this
|
||||
/// shape. This value is one (0x0001) by default. This variable can be used
|
||||
|
@ -124,17 +121,16 @@ class ColliderComponents : public Components {
|
|||
AABB localBounds;
|
||||
const Transform& localToBodyTransform;
|
||||
CollisionShape* collisionShape;
|
||||
decimal mass;
|
||||
unsigned short collisionCategoryBits;
|
||||
unsigned short collideWithMaskBits;
|
||||
const Transform& localToWorldTransform;
|
||||
|
||||
/// Constructor
|
||||
ColliderComponent(Entity bodyEntity, Collider* collider, AABB localBounds, const Transform& localToBodyTransform,
|
||||
CollisionShape* collisionShape, decimal mass, unsigned short collisionCategoryBits,
|
||||
CollisionShape* collisionShape, unsigned short collisionCategoryBits,
|
||||
unsigned short collideWithMaskBits, const Transform& localToWorldTransform)
|
||||
:bodyEntity(bodyEntity), collider(collider), localBounds(localBounds), localToBodyTransform(localToBodyTransform),
|
||||
collisionShape(collisionShape), mass(mass), collisionCategoryBits(collisionCategoryBits), collideWithMaskBits(collideWithMaskBits),
|
||||
collisionShape(collisionShape), collisionCategoryBits(collisionCategoryBits), collideWithMaskBits(collideWithMaskBits),
|
||||
localToWorldTransform(localToWorldTransform) {
|
||||
|
||||
}
|
||||
|
@ -154,9 +150,6 @@ class ColliderComponents : public Components {
|
|||
/// Return the body entity of a given collider
|
||||
Entity getBody(Entity colliderEntity) const;
|
||||
|
||||
/// Return the mass of a collider
|
||||
decimal getMass(Entity colliderEntity) const;
|
||||
|
||||
/// Return a pointer to a given collider
|
||||
Collider* getCollider(Entity colliderEntity) const;
|
||||
|
||||
|
@ -218,14 +211,6 @@ inline Entity ColliderComponents::getBody(Entity colliderEntity) const {
|
|||
return mBodiesEntities[mMapEntityToComponentIndex[colliderEntity]];
|
||||
}
|
||||
|
||||
// Return the mass of a collider
|
||||
inline decimal ColliderComponents::getMass(Entity colliderEntity) const {
|
||||
|
||||
assert(mMapEntityToComponentIndex.containsKey(colliderEntity));
|
||||
|
||||
return mMasses[mMapEntityToComponentIndex[colliderEntity]];
|
||||
}
|
||||
|
||||
// Return a pointer to a given collider
|
||||
inline Collider *ColliderComponents::getCollider(Entity colliderEntity) const {
|
||||
|
||||
|
|
|
@ -40,7 +40,7 @@ RigidBodyComponents::RigidBodyComponents(MemoryAllocator& allocator)
|
|||
sizeof(Vector3) + sizeof(Vector3) + sizeof(Vector3) +
|
||||
sizeof(Vector3) + sizeof(decimal) + sizeof(decimal) +
|
||||
sizeof(decimal) + sizeof(decimal) + sizeof(Matrix3x3) +
|
||||
sizeof(Vector3) + sizeof(Vector3) +
|
||||
sizeof(Matrix3x3) + sizeof(Vector3) + sizeof(Vector3) +
|
||||
sizeof(Vector3) + sizeof(Vector3) + sizeof(Vector3) +
|
||||
sizeof(Quaternion) + sizeof(Vector3) + sizeof(Vector3) +
|
||||
sizeof(bool) + sizeof(bool) + sizeof(List<Entity>)) {
|
||||
|
@ -74,9 +74,10 @@ void RigidBodyComponents::allocate(uint32 nbComponentsToAllocate) {
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|||
Vector3* newExternalTorques = reinterpret_cast<Vector3*>(newExternalForces + nbComponentsToAllocate);
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||||
decimal* newLinearDampings = reinterpret_cast<decimal*>(newExternalTorques + nbComponentsToAllocate);
|
||||
decimal* newAngularDampings = reinterpret_cast<decimal*>(newLinearDampings + nbComponentsToAllocate);
|
||||
decimal* newInitMasses = reinterpret_cast<decimal*>(newAngularDampings + nbComponentsToAllocate);
|
||||
decimal* newInverseMasses = reinterpret_cast<decimal*>(newInitMasses + nbComponentsToAllocate);
|
||||
Matrix3x3* newInertiaTensorLocalInverses = reinterpret_cast<Matrix3x3*>(newInverseMasses + nbComponentsToAllocate);
|
||||
decimal* newMasses = reinterpret_cast<decimal*>(newAngularDampings + nbComponentsToAllocate);
|
||||
decimal* newInverseMasses = reinterpret_cast<decimal*>(newMasses + nbComponentsToAllocate);
|
||||
Matrix3x3* newInertiaTensorLocal = reinterpret_cast<Matrix3x3*>(newInverseMasses + nbComponentsToAllocate);
|
||||
Matrix3x3* newInertiaTensorLocalInverses = reinterpret_cast<Matrix3x3*>(newInertiaTensorLocal + nbComponentsToAllocate);
|
||||
Vector3* newConstrainedLinearVelocities = reinterpret_cast<Vector3*>(newInertiaTensorLocalInverses + nbComponentsToAllocate);
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||||
Vector3* newConstrainedAngularVelocities = reinterpret_cast<Vector3*>(newConstrainedLinearVelocities + nbComponentsToAllocate);
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||||
Vector3* newSplitLinearVelocities = reinterpret_cast<Vector3*>(newConstrainedAngularVelocities + nbComponentsToAllocate);
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||||
|
@ -105,8 +106,9 @@ void RigidBodyComponents::allocate(uint32 nbComponentsToAllocate) {
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|||
memcpy(newExternalTorques, mExternalTorques, mNbComponents * sizeof(Vector3));
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||||
memcpy(newLinearDampings, mLinearDampings, mNbComponents * sizeof(decimal));
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||||
memcpy(newAngularDampings, mAngularDampings, mNbComponents * sizeof(decimal));
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||||
memcpy(newInitMasses, mInitMasses, mNbComponents * sizeof(decimal));
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||||
memcpy(newMasses, mMasses, mNbComponents * sizeof(decimal));
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||||
memcpy(newInverseMasses, mInverseMasses, mNbComponents * sizeof(decimal));
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||||
memcpy(newInertiaTensorLocal, mLocalInertiaTensors, mNbComponents * sizeof(Matrix3x3));
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||||
memcpy(newInertiaTensorLocalInverses, mInverseInertiaTensorsLocal, mNbComponents * sizeof(Matrix3x3));
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||||
memcpy(newConstrainedLinearVelocities, mConstrainedLinearVelocities, mNbComponents * sizeof(Vector3));
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||||
memcpy(newConstrainedAngularVelocities, mConstrainedAngularVelocities, mNbComponents * sizeof(Vector3));
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||||
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@ -138,8 +140,9 @@ void RigidBodyComponents::allocate(uint32 nbComponentsToAllocate) {
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|||
mExternalTorques = newExternalTorques;
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||||
mLinearDampings = newLinearDampings;
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||||
mAngularDampings = newAngularDampings;
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||||
mInitMasses = newInitMasses;
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||||
mMasses = newMasses;
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||||
mInverseMasses = newInverseMasses;
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||||
mLocalInertiaTensors = newInertiaTensorLocal;
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||||
mInverseInertiaTensorsLocal = newInertiaTensorLocalInverses;
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||||
mConstrainedLinearVelocities = newConstrainedLinearVelocities;
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||||
mConstrainedAngularVelocities = newConstrainedAngularVelocities;
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||||
|
@ -173,8 +176,9 @@ void RigidBodyComponents::addComponent(Entity bodyEntity, bool isSleeping, const
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|||
new (mExternalTorques + index) Vector3(0, 0, 0);
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||||
mLinearDampings[index] = decimal(0.0);
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||||
mAngularDampings[index] = decimal(0.0);
|
||||
mInitMasses[index] = decimal(1.0);
|
||||
mMasses[index] = decimal(1.0);
|
||||
mInverseMasses[index] = decimal(1.0);
|
||||
new (mLocalInertiaTensors + index) Matrix3x3(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0);
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||||
new (mInverseInertiaTensorsLocal + index) Matrix3x3(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0);
|
||||
new (mConstrainedLinearVelocities + index) Vector3(0, 0, 0);
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||||
new (mConstrainedAngularVelocities + index) Vector3(0, 0, 0);
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||||
|
@ -216,8 +220,9 @@ void RigidBodyComponents::moveComponentToIndex(uint32 srcIndex, uint32 destIndex
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|||
new (mExternalTorques + destIndex) Vector3(mExternalTorques[srcIndex]);
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||||
mLinearDampings[destIndex] = mLinearDampings[srcIndex];
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||||
mAngularDampings[destIndex] = mAngularDampings[srcIndex];
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||||
mInitMasses[destIndex] = mInitMasses[srcIndex];
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||||
mMasses[destIndex] = mMasses[srcIndex];
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||||
mInverseMasses[destIndex] = mInverseMasses[srcIndex];
|
||||
new (mLocalInertiaTensors + destIndex) Matrix3x3(mLocalInertiaTensors[srcIndex]);
|
||||
new (mInverseInertiaTensorsLocal + destIndex) Matrix3x3(mInverseInertiaTensorsLocal[srcIndex]);
|
||||
new (mConstrainedLinearVelocities + destIndex) Vector3(mConstrainedLinearVelocities[srcIndex]);
|
||||
new (mConstrainedAngularVelocities + destIndex) Vector3(mConstrainedAngularVelocities[srcIndex]);
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||||
|
@ -258,8 +263,9 @@ void RigidBodyComponents::swapComponents(uint32 index1, uint32 index2) {
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|||
Vector3 externalTorque1(mExternalTorques[index1]);
|
||||
decimal linearDamping1 = mLinearDampings[index1];
|
||||
decimal angularDamping1 = mAngularDampings[index1];
|
||||
decimal initMass1 = mInitMasses[index1];
|
||||
decimal mass1 = mMasses[index1];
|
||||
decimal inverseMass1 = mInverseMasses[index1];
|
||||
Matrix3x3 inertiaTensorLocal1 = mLocalInertiaTensors[index1];
|
||||
Matrix3x3 inertiaTensorLocalInverse1 = mInverseInertiaTensorsLocal[index1];
|
||||
Vector3 constrainedLinearVelocity1(mConstrainedLinearVelocities[index1]);
|
||||
Vector3 constrainedAngularVelocity1(mConstrainedAngularVelocities[index1]);
|
||||
|
@ -291,8 +297,9 @@ void RigidBodyComponents::swapComponents(uint32 index1, uint32 index2) {
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|||
new (mExternalTorques + index2) Vector3(externalTorque1);
|
||||
mLinearDampings[index2] = linearDamping1;
|
||||
mAngularDampings[index2] = angularDamping1;
|
||||
mInitMasses[index2] = initMass1;
|
||||
mMasses[index2] = mass1;
|
||||
mInverseMasses[index2] = inverseMass1;
|
||||
mLocalInertiaTensors[index2] = inertiaTensorLocal1;
|
||||
mInverseInertiaTensorsLocal[index2] = inertiaTensorLocalInverse1;
|
||||
new (mConstrainedLinearVelocities + index2) Vector3(constrainedLinearVelocity1);
|
||||
new (mConstrainedAngularVelocities + index2) Vector3(constrainedAngularVelocity1);
|
||||
|
@ -329,6 +336,7 @@ void RigidBodyComponents::destroyComponent(uint32 index) {
|
|||
mAngularVelocities[index].~Vector3();
|
||||
mExternalForces[index].~Vector3();
|
||||
mExternalTorques[index].~Vector3();
|
||||
mLocalInertiaTensors[index].~Matrix3x3();
|
||||
mInverseInertiaTensorsLocal[index].~Matrix3x3();
|
||||
mConstrainedLinearVelocities[index].~Vector3();
|
||||
mConstrainedAngularVelocities[index].~Vector3();
|
||||
|
|
|
@ -100,13 +100,17 @@ class RigidBodyComponents : public Components {
|
|||
/// Array with the angular damping factor of each component
|
||||
decimal* mAngularDampings;
|
||||
|
||||
/// Array with the initial mass of each component
|
||||
decimal* mInitMasses;
|
||||
/// Array with the mass of each component
|
||||
decimal* mMasses;
|
||||
|
||||
/// Array with the inverse mass of each component
|
||||
decimal* mInverseMasses;
|
||||
|
||||
/// Array with the inertia tensor of each component
|
||||
Matrix3x3* mLocalInertiaTensors;
|
||||
|
||||
/// Array with the inverse of the inertia tensor of each component
|
||||
// TODO : We should use a Vector3 here for the diagonal instead of a Matrix3x3
|
||||
Matrix3x3* mInverseInertiaTensorsLocal;
|
||||
|
||||
/// Array with the constrained linear velocity of each component
|
||||
|
@ -234,12 +238,24 @@ class RigidBodyComponents : public Components {
|
|||
/// Return the angular damping factor of an entity
|
||||
decimal getAngularDamping(Entity bodyEntity) const;
|
||||
|
||||
/// Return the initial mass of an entity
|
||||
decimal getInitMass(Entity bodyEntity) const;
|
||||
/// Return the mass of an entity
|
||||
decimal getMass(Entity bodyEntity) const;
|
||||
|
||||
/// Set the mass of an entity
|
||||
void setMass(Entity bodyEntity, decimal mass);
|
||||
|
||||
/// Return the mass inverse of an entity
|
||||
decimal getMassInverse(Entity bodyEntity) const;
|
||||
|
||||
/// Set the inverse mass of an entity
|
||||
void setMassInverse(Entity bodyEntity, decimal inverseMass);
|
||||
|
||||
/// Return the local inertia tensor of an entity
|
||||
const Matrix3x3& getLocalInertiaTensor(Entity bodyEntity);
|
||||
|
||||
/// Set the local inertia tensor of an entity
|
||||
void setLocalInertiaTensor(Entity bodyEntity, const Matrix3x3& inertiaTensorLocal);
|
||||
|
||||
/// Return the inverse local inertia tensor of an entity
|
||||
const Matrix3x3& getInertiaTensorLocalInverse(Entity bodyEntity);
|
||||
|
||||
|
@ -255,12 +271,6 @@ class RigidBodyComponents : public Components {
|
|||
/// Set the angular damping factor of an entity
|
||||
void setAngularDamping(Entity bodyEntity, decimal angularDamping);
|
||||
|
||||
/// Set the initial mass of an entity
|
||||
void setInitMass(Entity bodyEntity, decimal initMass);
|
||||
|
||||
/// Set the inverse mass of an entity
|
||||
void setMassInverse(Entity bodyEntity, decimal inverseMass);
|
||||
|
||||
/// Set the inverse local inertia tensor of an entity
|
||||
void setInverseInertiaTensorLocal(Entity bodyEntity, const Matrix3x3& inertiaTensorLocalInverse);
|
||||
|
||||
|
@ -484,12 +494,12 @@ inline decimal RigidBodyComponents::getAngularDamping(Entity bodyEntity) const {
|
|||
return mAngularDampings[mMapEntityToComponentIndex[bodyEntity]];
|
||||
}
|
||||
|
||||
// Return the initial mass of an entity
|
||||
inline decimal RigidBodyComponents::getInitMass(Entity bodyEntity) const {
|
||||
// Return the mass of an entity
|
||||
inline decimal RigidBodyComponents::getMass(Entity bodyEntity) const {
|
||||
|
||||
assert(mMapEntityToComponentIndex.containsKey(bodyEntity));
|
||||
|
||||
return mInitMasses[mMapEntityToComponentIndex[bodyEntity]];
|
||||
return mMasses[mMapEntityToComponentIndex[bodyEntity]];
|
||||
}
|
||||
|
||||
// Return the inverse mass of an entity
|
||||
|
@ -540,12 +550,12 @@ inline void RigidBodyComponents::setAngularDamping(Entity bodyEntity, decimal an
|
|||
mAngularDampings[mMapEntityToComponentIndex[bodyEntity]] = angularDamping;
|
||||
}
|
||||
|
||||
// Set the initial mass of an entity
|
||||
inline void RigidBodyComponents::setInitMass(Entity bodyEntity, decimal initMass) {
|
||||
// Set the mass of an entity
|
||||
inline void RigidBodyComponents::setMass(Entity bodyEntity, decimal mass) {
|
||||
|
||||
assert(mMapEntityToComponentIndex.containsKey(bodyEntity));
|
||||
|
||||
mInitMasses[mMapEntityToComponentIndex[bodyEntity]] = initMass;
|
||||
mMasses[mMapEntityToComponentIndex[bodyEntity]] = mass;
|
||||
}
|
||||
|
||||
// Set the mass inverse of an entity
|
||||
|
@ -556,6 +566,22 @@ inline void RigidBodyComponents::setMassInverse(Entity bodyEntity, decimal inver
|
|||
mInverseMasses[mMapEntityToComponentIndex[bodyEntity]] = inverseMass;
|
||||
}
|
||||
|
||||
// Return the local inertia tensor of an entity
|
||||
inline const Matrix3x3& RigidBodyComponents::getLocalInertiaTensor(Entity bodyEntity) {
|
||||
|
||||
assert(mMapEntityToComponentIndex.containsKey(bodyEntity));
|
||||
|
||||
return mLocalInertiaTensors[mMapEntityToComponentIndex[bodyEntity]];
|
||||
}
|
||||
|
||||
// Set the local inertia tensor of an entity
|
||||
inline void RigidBodyComponents::setLocalInertiaTensor(Entity bodyEntity, const Matrix3x3& inertiaTensorLocal) {
|
||||
|
||||
assert(mMapEntityToComponentIndex.containsKey(bodyEntity));
|
||||
|
||||
mLocalInertiaTensors[mMapEntityToComponentIndex[bodyEntity]] = inertiaTensorLocal;
|
||||
}
|
||||
|
||||
// Set the inverse local inertia tensor of an entity
|
||||
inline void RigidBodyComponents::setInverseInertiaTensorLocal(Entity bodyEntity, const Matrix3x3& inertiaTensorLocalInverse) {
|
||||
|
||||
|
|
|
@ -29,8 +29,9 @@
|
|||
using namespace reactphysics3d;
|
||||
|
||||
// Constructor
|
||||
Material::Material(decimal frictionCoefficient, decimal rollingResistance, decimal bounciness)
|
||||
: mFrictionCoefficient(frictionCoefficient), mRollingResistance(rollingResistance), mBounciness(bounciness) {
|
||||
Material::Material(decimal frictionCoefficient, decimal rollingResistance, decimal bounciness, decimal massDensity)
|
||||
: mFrictionCoefficient(frictionCoefficient), mRollingResistance(rollingResistance), mBounciness(bounciness),
|
||||
mMassDensity(massDensity) {
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -34,7 +34,7 @@ namespace reactphysics3d {
|
|||
|
||||
// Class Material
|
||||
/**
|
||||
* This class contains the material properties of a rigid body that will be use for
|
||||
* This class contains the material properties of a collider that will be use for
|
||||
* the dynamics simulation like the friction coefficient or the bounciness of the rigid
|
||||
* body.
|
||||
*/
|
||||
|
@ -53,10 +53,14 @@ class Material {
|
|||
/// Bounciness during collisions (between 0 and 1) where 1 is for a very bouncy body
|
||||
decimal mBounciness;
|
||||
|
||||
/// Density of mass used to compute the mass of the collider
|
||||
decimal mMassDensity;
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
||||
/// Constructor
|
||||
Material(decimal frictionCoefficient, decimal rollingResistance, decimal bounciness);
|
||||
Material(decimal frictionCoefficient, decimal rollingResistance, decimal bounciness,
|
||||
decimal massDensity = decimal(1.0));
|
||||
|
||||
/// Copy-constructor
|
||||
Material(const Material& material);
|
||||
|
@ -86,6 +90,12 @@ class Material {
|
|||
/// Set the rolling resistance factor
|
||||
void setRollingResistance(decimal rollingResistance);
|
||||
|
||||
/// Return the mass density of the collider
|
||||
decimal getMassDensity() const;
|
||||
|
||||
/// Set the mass density of the collider
|
||||
void setMassDensity(decimal massDensity);
|
||||
|
||||
/// Return a string representation for the material
|
||||
std::string to_string() const;
|
||||
|
||||
|
@ -156,6 +166,19 @@ inline void Material::setRollingResistance(decimal rollingResistance) {
|
|||
mRollingResistance = rollingResistance;
|
||||
}
|
||||
|
||||
// Return the mass density of the collider
|
||||
inline decimal Material::getMassDensity() const {
|
||||
return mMassDensity;
|
||||
}
|
||||
|
||||
// Set the mass density of the collider
|
||||
/**
|
||||
* @param massDensity The mass density of the collider
|
||||
*/
|
||||
inline void Material::setMassDensity(decimal massDensity) {
|
||||
mMassDensity = massDensity;
|
||||
}
|
||||
|
||||
// Return a string representation for the material
|
||||
inline std::string Material::to_string() const {
|
||||
|
||||
|
|
|
@ -95,15 +95,26 @@ void PhysicsCommon::release() {
|
|||
destroyTriangleMesh(*it);
|
||||
}
|
||||
|
||||
// If logging is enabled
|
||||
#ifdef IS_LOGGING_ACTIVE
|
||||
|
||||
// Destroy the loggers
|
||||
for (auto it = mLoggers.begin(); it != mLoggers.end(); ++it) {
|
||||
destroyLogger(*it);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
// If profiling is enabled
|
||||
#ifdef IS_PROFILING_ACTIVE
|
||||
|
||||
// Destroy the profilers
|
||||
for (auto it = mProfilers.begin(); it != mProfilers.end(); ++it) {
|
||||
destroyProfiler(*it);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
// Create and return an instance of PhysicsWorld
|
||||
|
@ -168,6 +179,10 @@ SphereShape* PhysicsCommon::createSphereShape(const decimal radius) {
|
|||
// Destroy a sphere collision shape
|
||||
void PhysicsCommon::destroySphereShape(SphereShape* sphereShape) {
|
||||
|
||||
// TODO Test if collision shape is still part of some colliders, if so throw error
|
||||
|
||||
assert(sphereShape->mColliders.size() == 0);
|
||||
|
||||
// Call the destructor of the shape
|
||||
sphereShape->~SphereShape();
|
||||
|
||||
|
@ -190,6 +205,10 @@ BoxShape* PhysicsCommon::createBoxShape(const Vector3& extent) {
|
|||
// Destroy a box collision shape
|
||||
void PhysicsCommon::destroyBoxShape(BoxShape* boxShape) {
|
||||
|
||||
// TODO Test if collision shape is still part of some colliders, if so throw error
|
||||
|
||||
assert(boxShape->mColliders.size() == 0);
|
||||
|
||||
// Call the destructor of the shape
|
||||
boxShape->~BoxShape();
|
||||
|
||||
|
@ -212,6 +231,10 @@ CapsuleShape* PhysicsCommon::createCapsuleShape(decimal radius, decimal height)
|
|||
// Destroy a capsule collision shape
|
||||
void PhysicsCommon::destroyCapsuleShape(CapsuleShape* capsuleShape) {
|
||||
|
||||
// TODO Test if collision shape is still part of some colliders, if so throw error
|
||||
|
||||
assert(capsuleShape->mColliders.size() == 0);
|
||||
|
||||
// Call the destructor of the shape
|
||||
capsuleShape->~CapsuleShape();
|
||||
|
||||
|
@ -234,6 +257,10 @@ ConvexMeshShape* PhysicsCommon::createConvexMeshShape(PolyhedronMesh* polyhedron
|
|||
// Destroy a convex mesh shape
|
||||
void PhysicsCommon::destroyConvexMeshShape(ConvexMeshShape* convexMeshShape) {
|
||||
|
||||
// TODO Test if collision shape is still part of some colliders, if so throw error
|
||||
|
||||
assert(convexMeshShape->mColliders.size() == 0);
|
||||
|
||||
// Call the destructor of the shape
|
||||
convexMeshShape->~ConvexMeshShape();
|
||||
|
||||
|
@ -259,6 +286,10 @@ HeightFieldShape* PhysicsCommon::createHeightFieldShape(int nbGridColumns, int n
|
|||
// Destroy a height-field shape
|
||||
void PhysicsCommon::destroyHeightFieldShape(HeightFieldShape* heightFieldShape) {
|
||||
|
||||
// TODO Test if collision shape is still part of some colliders, if so throw error
|
||||
|
||||
assert(heightFieldShape->mColliders.size() == 0);
|
||||
|
||||
// Call the destructor of the shape
|
||||
heightFieldShape->~HeightFieldShape();
|
||||
|
||||
|
@ -281,6 +312,10 @@ ConcaveMeshShape* PhysicsCommon::createConcaveMeshShape(TriangleMesh* triangleMe
|
|||
// Destroy a concave mesh shape
|
||||
void PhysicsCommon::destroyConcaveMeshShape(ConcaveMeshShape* concaveMeshShape) {
|
||||
|
||||
// TODO Test if collision shape is still part of some colliders, if so throw error
|
||||
|
||||
assert(concaveMeshShape->mColliders.size() == 0);
|
||||
|
||||
// Call the destructor of the shape
|
||||
concaveMeshShape->~ConcaveMeshShape();
|
||||
|
||||
|
@ -334,6 +369,9 @@ void PhysicsCommon::destroyTriangleMesh(TriangleMesh* triangleMesh) {
|
|||
mTriangleMeshes.remove(triangleMesh);
|
||||
}
|
||||
|
||||
// If logging is enabled
|
||||
#ifdef IS_LOGGING_ACTIVE
|
||||
|
||||
// Create and return a new logger
|
||||
Logger* PhysicsCommon::createLogger() {
|
||||
|
||||
|
@ -356,6 +394,11 @@ void PhysicsCommon::destroyLogger(Logger* logger) {
|
|||
mLoggers.remove(logger);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
// If profiling is enabled
|
||||
#ifdef IS_PROFILING_ACTIVE
|
||||
|
||||
// Create and return a new profiler
|
||||
/// Note that you need to use a different profiler for each PhysicsWorld.
|
||||
Profiler* PhysicsCommon::createProfiler() {
|
||||
|
@ -378,3 +421,5 @@ void PhysicsCommon::destroyProfiler(Profiler* profiler) {
|
|||
|
||||
mProfilers.remove(profiler);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -167,17 +167,28 @@ class PhysicsCommon {
|
|||
/// Destroy a triangle mesh
|
||||
void destroyTriangleMesh(TriangleMesh* triangleMesh);
|
||||
|
||||
// If logging is enabled
|
||||
#ifdef IS_LOGGING_ACTIVE
|
||||
|
||||
/// Create and return a new logger
|
||||
Logger* createLogger();
|
||||
|
||||
/// Destroy a logger
|
||||
void destroyLogger(Logger* logger);
|
||||
|
||||
#endif
|
||||
|
||||
// If profiling is enabled
|
||||
#ifdef IS_PROFILING_ACTIVE
|
||||
|
||||
/// Create and return a new profiler
|
||||
Profiler* createProfiler();
|
||||
|
||||
/// Destroy a profiler
|
||||
void destroyProfiler(Profiler* profiler);
|
||||
|
||||
#endif
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -209,7 +209,7 @@ void PhysicsWorld::destroyCollisionBody(CollisionBody* collisionBody) {
|
|||
"Body " + std::to_string(collisionBody->getEntity().id) + ": collision body destroyed");
|
||||
|
||||
// Remove all the collision shapes of the body
|
||||
collisionBody->removeAllCollisionShapes();
|
||||
collisionBody->removeAllColliders();
|
||||
|
||||
mCollisionBodyComponents.removeComponent(collisionBody->getEntity());
|
||||
mTransformComponents.removeComponent(collisionBody->getEntity());
|
||||
|
@ -458,7 +458,7 @@ RigidBody* PhysicsWorld::createRigidBody(const Transform& transform) {
|
|||
mRigidBodyComponents.addComponent(entity, false, rigidBodyComponent);
|
||||
|
||||
// Compute the inverse mass
|
||||
mRigidBodyComponents.setMassInverse(entity, decimal(1.0) / mRigidBodyComponents.getInitMass(entity));
|
||||
mRigidBodyComponents.setMassInverse(entity, decimal(1.0) / mRigidBodyComponents.getMass(entity));
|
||||
|
||||
// Add the rigid body to the physics world
|
||||
mRigidBodies.add(rigidBody);
|
||||
|
@ -488,7 +488,7 @@ void PhysicsWorld::destroyRigidBody(RigidBody* rigidBody) {
|
|||
"Body " + std::to_string(rigidBody->getEntity().id) + ": rigid body destroyed");
|
||||
|
||||
// Remove all the collision shapes of the body
|
||||
rigidBody->removeAllCollisionShapes();
|
||||
rigidBody->removeAllColliders();
|
||||
|
||||
// Destroy all the joints in which the rigid body to be destroyed is involved
|
||||
const List<Entity>& joints = mRigidBodyComponents.getJoints(rigidBody->getEntity());
|
||||
|
|
|
@ -88,7 +88,7 @@ void DynamicsSystem::updateBodiesState() {
|
|||
mTransformComponents.getTransform(mRigidBodyComponents.mBodiesEntities[i]).setOrientation(constrainedOrientation.getUnit());
|
||||
}
|
||||
|
||||
// Update the transform of the body (using the new center of mass and new orientation)
|
||||
// Update the position of the body (using the new center of mass and new orientation)
|
||||
for (uint32 i=0; i < mRigidBodyComponents.getNbEnabledComponents(); i++) {
|
||||
|
||||
Transform& transform = mTransformComponents.getTransform(mRigidBodyComponents.mBodiesEntities[i]);
|
||||
|
@ -144,7 +144,7 @@ void DynamicsSystem::integrateRigidBodiesVelocities(decimal timeStep) {
|
|||
|
||||
// Integrate the gravity force
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[i] = mRigidBodyComponents.mConstrainedLinearVelocities[i] + timeStep *
|
||||
mRigidBodyComponents.mInverseMasses[i] * mRigidBodyComponents.mInitMasses[i] * mGravity;
|
||||
mRigidBodyComponents.mInverseMasses[i] * mRigidBodyComponents.mMasses[i] * mGravity;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -461,6 +461,8 @@ class TestCollisionWorld : public Test {
|
|||
/// Destructor
|
||||
virtual ~TestCollisionWorld() {
|
||||
|
||||
mPhysicsCommon.destroyPhysicsWorld(mWorld);
|
||||
|
||||
mPhysicsCommon.destroyBoxShape(mBoxShape1);
|
||||
mPhysicsCommon.destroyBoxShape(mBoxShape2);
|
||||
|
||||
|
@ -486,7 +488,6 @@ class TestCollisionWorld : public Test {
|
|||
|
||||
delete mConcaveMeshTriangleVertexArray;
|
||||
|
||||
mPhysicsCommon.destroyPhysicsWorld(mWorld);
|
||||
}
|
||||
|
||||
/// Run the tests
|
||||
|
|
|
@ -176,11 +176,11 @@ class TestPointInside : public Test {
|
|||
|
||||
/// Destructor
|
||||
virtual ~TestPointInside() {
|
||||
mPhysicsCommon.destroyPhysicsWorld(mWorld);
|
||||
mPhysicsCommon.destroyBoxShape(mBoxShape);
|
||||
mPhysicsCommon.destroySphereShape(mSphereShape);
|
||||
mPhysicsCommon.destroyCapsuleShape(mCapsuleShape);
|
||||
mPhysicsCommon.destroyConvexMeshShape(mConvexMeshShape);
|
||||
mPhysicsCommon.destroyPhysicsWorld(mWorld);
|
||||
mPhysicsCommon.destroyPolyhedronMesh(mConvexMeshPolyhedronMesh);
|
||||
delete[] mConvexMeshPolygonFaces;
|
||||
delete mConvexMeshPolygonVertexArray;
|
||||
|
|
|
@ -304,6 +304,7 @@ class TestRaycast : public Test {
|
|||
/// Destructor
|
||||
virtual ~TestRaycast() {
|
||||
|
||||
mPhysicsCommon.destroyPhysicsWorld(mWorld);
|
||||
mPhysicsCommon.destroyBoxShape(mBoxShape);
|
||||
mPhysicsCommon.destroySphereShape(mSphereShape);
|
||||
mPhysicsCommon.destroyCapsuleShape(mCapsuleShape);
|
||||
|
@ -311,7 +312,6 @@ class TestRaycast : public Test {
|
|||
mPhysicsCommon.destroyConcaveMeshShape(mConcaveMeshShape);
|
||||
mPhysicsCommon.destroyHeightFieldShape(mHeightFieldShape);
|
||||
|
||||
mPhysicsCommon.destroyPhysicsWorld(mWorld);
|
||||
delete mConcaveMeshVertexArray;
|
||||
|
||||
delete mPolygonVertexArray;
|
||||
|
|
|
@ -38,7 +38,7 @@ openglframework::VertexArrayObject Box::mVAO;
|
|||
int Box::totalNbBoxes = 0;
|
||||
|
||||
// Constructor
|
||||
Box::Box(const openglframework::Vector3& size, reactphysics3d::PhysicsCommon& physicsCommon, reactphysics3d::PhysicsWorld* world,
|
||||
Box::Box(bool createRigidBody, const openglframework::Vector3& size, reactphysics3d::PhysicsCommon& physicsCommon, reactphysics3d::PhysicsWorld* world,
|
||||
const std::string& meshFolderPath)
|
||||
: PhysicsObject(physicsCommon, meshFolderPath + "cube.obj") {
|
||||
|
||||
|
@ -57,58 +57,23 @@ Box::Box(const openglframework::Vector3& size, reactphysics3d::PhysicsCommon& ph
|
|||
// ReactPhysics3D will clone this object to create an internal one. Therefore,
|
||||
// it is OK if this object is destroyed right after calling RigidBody::addCollisionShape()
|
||||
mBoxShape = mPhysicsCommon.createBoxShape(rp3d::Vector3(mSize[0], mSize[1], mSize[2]));
|
||||
//mBoxShape->setLocalScaling(rp3d::Vector3(2, 2, 2));
|
||||
|
||||
mPreviousTransform = rp3d::Transform::identity();
|
||||
|
||||
// Create a rigid body in the physics world
|
||||
mBody = world->createCollisionBody(mPreviousTransform);
|
||||
if (createRigidBody) {
|
||||
|
||||
// Add the collision shape to the body
|
||||
mCollider = mBody->addCollider(mBoxShape, rp3d::Transform::identity());
|
||||
|
||||
// If the Vertex Buffer object has not been created yet
|
||||
if (totalNbBoxes == 0) {
|
||||
|
||||
// Create the Vertex Buffer
|
||||
createVBOAndVAO();
|
||||
// Create a rigid body in the physics world
|
||||
rp3d::RigidBody* body = world->createRigidBody(mPreviousTransform);
|
||||
mCollider = body->addCollider(mBoxShape, rp3d::Transform::identity());
|
||||
body->updateMassPropertiesFromColliders();
|
||||
mBody = body;
|
||||
}
|
||||
else {
|
||||
|
||||
totalNbBoxes++;
|
||||
|
||||
mTransformMatrix = mTransformMatrix * mScalingMatrix;
|
||||
}
|
||||
|
||||
// Constructor
|
||||
Box::Box(const openglframework::Vector3& size, float mass, reactphysics3d::PhysicsCommon &physicsCommon, reactphysics3d::PhysicsWorld* world,
|
||||
const std::string& meshFolderPath)
|
||||
: PhysicsObject(physicsCommon, meshFolderPath + "cube.obj") {
|
||||
|
||||
// Initialize the size of the box
|
||||
mSize[0] = size.x * 0.5f;
|
||||
mSize[1] = size.y * 0.5f;
|
||||
mSize[2] = size.z * 0.5f;
|
||||
|
||||
// Compute the scaling matrix
|
||||
mScalingMatrix = openglframework::Matrix4(mSize[0], 0, 0, 0,
|
||||
0, mSize[1], 0, 0,
|
||||
0, 0, mSize[2], 0,
|
||||
0, 0, 0, 1);
|
||||
|
||||
// Create the collision shape for the rigid body (box shape)
|
||||
// ReactPhysics3D will clone this object to create an internal one. Therefore,
|
||||
// it is OK if this object is destroyed right after calling RigidBody::addCollisionShape()
|
||||
mBoxShape = mPhysicsCommon.createBoxShape(rp3d::Vector3(mSize[0], mSize[1], mSize[2]));
|
||||
|
||||
mPreviousTransform = rp3d::Transform::identity();
|
||||
|
||||
// Create a rigid body in the physics world
|
||||
rp3d::RigidBody* body = world->createRigidBody(mPreviousTransform);
|
||||
|
||||
// Add the collision shape to the body
|
||||
mCollider = body->addCollider(mBoxShape, rp3d::Transform::identity(), mass);
|
||||
|
||||
mBody = body;
|
||||
// Create a body in the physics world
|
||||
mBody = world->createCollisionBody(mPreviousTransform);
|
||||
mCollider = mBody->addCollider(mBoxShape, rp3d::Transform::identity());
|
||||
}
|
||||
|
||||
// If the Vertex Buffer object has not been created yet
|
||||
if (totalNbBoxes == 0) {
|
||||
|
|
|
@ -75,12 +75,9 @@ class Box : public PhysicsObject {
|
|||
// -------------------- Methods -------------------- //
|
||||
|
||||
/// Constructor
|
||||
Box(const openglframework::Vector3& size, reactphysics3d::PhysicsCommon& physicsCommon,
|
||||
Box(bool createRigidBody, const openglframework::Vector3& size, reactphysics3d::PhysicsCommon& physicsCommon,
|
||||
reactphysics3d::PhysicsWorld* world, const std::string& meshFolderPath);
|
||||
|
||||
/// Constructor
|
||||
Box(const openglframework::Vector3& size, float mass, reactphysics3d::PhysicsCommon& physicsCommon, reactphysics3d::PhysicsWorld *world, const std::string& meshFolderPath);
|
||||
|
||||
/// Destructor
|
||||
virtual ~Box() override;
|
||||
|
||||
|
|
|
@ -34,7 +34,7 @@ openglframework::VertexArrayObject Capsule::mVAO;
|
|||
int Capsule::totalNbCapsules = 0;
|
||||
|
||||
// Constructor
|
||||
Capsule::Capsule(bool createRigidBody, float radius, float height, float mass, reactphysics3d::PhysicsCommon &physicsCommon, rp3d::PhysicsWorld* physicsWorld,
|
||||
Capsule::Capsule(bool createRigidBody, float radius, float height, reactphysics3d::PhysicsCommon &physicsCommon, rp3d::PhysicsWorld* physicsWorld,
|
||||
const std::string& meshFolderPath)
|
||||
: PhysicsObject(physicsCommon, meshFolderPath + "capsule.obj"), mRadius(radius), mHeight(height) {
|
||||
|
||||
|
@ -55,18 +55,14 @@ Capsule::Capsule(bool createRigidBody, float radius, float height, float mass, r
|
|||
if (createRigidBody) {
|
||||
|
||||
rp3d::RigidBody* body = physicsWorld->createRigidBody(mPreviousTransform);
|
||||
|
||||
// Add a collision shape to the body and specify the mass of the shape
|
||||
mCollider = body->addCollider(mCapsuleShape, rp3d::Transform::identity(), mass);
|
||||
|
||||
mCollider = body->addCollider(mCapsuleShape, rp3d::Transform::identity());
|
||||
body->updateMassPropertiesFromColliders();
|
||||
mBody = body;
|
||||
}
|
||||
else {
|
||||
|
||||
// Create a rigid body corresponding in the physics world
|
||||
mBody = physicsWorld->createCollisionBody(mPreviousTransform);
|
||||
|
||||
// Add a collision shape to the body and specify the mass of the shape
|
||||
mCollider = mBody->addCollider(mCapsuleShape, rp3d::Transform::identity());
|
||||
}
|
||||
|
||||
|
|
|
@ -79,7 +79,7 @@ class Capsule : public PhysicsObject {
|
|||
// -------------------- Methods -------------------- //
|
||||
|
||||
/// Constructor
|
||||
Capsule(bool createRigidBody, float radius, float height, float mass, reactphysics3d::PhysicsCommon& physicsCommon, rp3d::PhysicsWorld* physicsWorld,
|
||||
Capsule(bool createRigidBody, float radius, float height, reactphysics3d::PhysicsCommon& physicsCommon, rp3d::PhysicsWorld* physicsWorld,
|
||||
const std::string& meshFolderPath);
|
||||
|
||||
/// Destructor
|
||||
|
|
|
@ -27,7 +27,7 @@
|
|||
#include "ConcaveMesh.h"
|
||||
|
||||
// Constructor
|
||||
ConcaveMesh::ConcaveMesh(bool createRigidBody, float mass, reactphysics3d::PhysicsCommon& physicsCommon, rp3d::PhysicsWorld* physicsWorld, const std::string& meshPath)
|
||||
ConcaveMesh::ConcaveMesh(bool createRigidBody, reactphysics3d::PhysicsCommon& physicsCommon, rp3d::PhysicsWorld* physicsWorld, const std::string& meshPath)
|
||||
: PhysicsObject(physicsCommon, meshPath), mVBOVertices(GL_ARRAY_BUFFER),
|
||||
mVBONormals(GL_ARRAY_BUFFER), mVBOTextureCoords(GL_ARRAY_BUFFER),
|
||||
mVBOIndices(GL_ELEMENT_ARRAY_BUFFER) {
|
||||
|
@ -60,7 +60,8 @@ ConcaveMesh::ConcaveMesh(bool createRigidBody, float mass, reactphysics3d::Physi
|
|||
// Create the body
|
||||
if (createRigidBody) {
|
||||
rp3d::RigidBody* body = physicsWorld->createRigidBody(mPreviousTransform);
|
||||
mCollider = body->addCollider(mConcaveShape, rp3d::Transform::identity(), mass);
|
||||
mCollider = body->addCollider(mConcaveShape, rp3d::Transform::identity());
|
||||
body->updateMassPropertiesFromColliders();
|
||||
mBody = body;
|
||||
}
|
||||
else {
|
||||
|
|
|
@ -73,7 +73,7 @@ class ConcaveMesh : public PhysicsObject {
|
|||
// -------------------- Methods -------------------- //
|
||||
|
||||
/// Constructor
|
||||
ConcaveMesh(bool createRigidBody, float mass, reactphysics3d::PhysicsCommon& physicsCommon, rp3d::PhysicsWorld* physicsWorld, const std::string& meshPath);
|
||||
ConcaveMesh(bool createRigidBody, reactphysics3d::PhysicsCommon& physicsCommon, rp3d::PhysicsWorld* physicsWorld, const std::string& meshPath);
|
||||
|
||||
/// Destructor
|
||||
virtual ~ConcaveMesh() override;
|
||||
|
|
|
@ -28,7 +28,7 @@
|
|||
#include <unordered_set>
|
||||
|
||||
// Constructor
|
||||
ConvexMesh::ConvexMesh(bool createRigidBody, float mass, rp3d::PhysicsCommon& physicsCommon, rp3d::PhysicsWorld* physicsWorld, const std::string& meshPath)
|
||||
ConvexMesh::ConvexMesh(bool createRigidBody, rp3d::PhysicsCommon& physicsCommon, rp3d::PhysicsWorld* physicsWorld, const std::string& meshPath)
|
||||
: PhysicsObject(physicsCommon, meshPath), mVBOVertices(GL_ARRAY_BUFFER),
|
||||
mVBONormals(GL_ARRAY_BUFFER), mVBOTextureCoords(GL_ARRAY_BUFFER),
|
||||
mVBOIndices(GL_ELEMENT_ARRAY_BUFFER) {
|
||||
|
@ -39,7 +39,7 @@ ConvexMesh::ConvexMesh(bool createRigidBody, float mass, rp3d::PhysicsCommon& ph
|
|||
// Polygon faces descriptions for the polyhedron
|
||||
mPolygonFaces = new rp3d::PolygonVertexArray::PolygonFace[getNbFaces(0)];
|
||||
rp3d::PolygonVertexArray::PolygonFace* face = mPolygonFaces;
|
||||
for (int f=0; f < getNbFaces(0); f++) {
|
||||
for (uint f=0; f < getNbFaces(0); f++) {
|
||||
|
||||
for (int v = 0; v < 3; v++) {
|
||||
|
||||
|
@ -78,7 +78,8 @@ ConvexMesh::ConvexMesh(bool createRigidBody, float mass, rp3d::PhysicsCommon& ph
|
|||
// Create a rigid body corresponding to the sphere in the physics world
|
||||
if (createRigidBody) {
|
||||
rp3d::RigidBody* body = physicsWorld->createRigidBody(mPreviousTransform);
|
||||
mCollider = body->addCollider(mConvexShape, rp3d::Transform::identity(), mass);
|
||||
mCollider = body->addCollider(mConvexShape, rp3d::Transform::identity());
|
||||
body->updateMassPropertiesFromColliders();
|
||||
mBody = body;
|
||||
}
|
||||
else {
|
||||
|
@ -87,6 +88,7 @@ ConvexMesh::ConvexMesh(bool createRigidBody, float mass, rp3d::PhysicsCommon& ph
|
|||
mCollider = mBody->addCollider(mConvexShape, rp3d::Transform::identity());
|
||||
}
|
||||
|
||||
|
||||
// Create the VBOs and VAO
|
||||
createVBOAndVAO();
|
||||
|
||||
|
|
|
@ -86,7 +86,7 @@ class ConvexMesh : public PhysicsObject {
|
|||
// -------------------- Methods -------------------- //
|
||||
|
||||
/// Constructor
|
||||
ConvexMesh(bool createRigidBody, float mass, rp3d::PhysicsCommon& physicsCommon, rp3d::PhysicsWorld* physicsWorld, const std::string& meshPath);
|
||||
ConvexMesh(bool createRigidBody, rp3d::PhysicsCommon& physicsCommon, rp3d::PhysicsWorld* physicsWorld, const std::string& meshPath);
|
||||
|
||||
/// Destructor
|
||||
virtual ~ConvexMesh() override;
|
||||
|
|
|
@ -46,7 +46,6 @@ Dumbbell::Dumbbell(bool createRigidBody, rp3d::PhysicsCommon& physicsCommon, rp3
|
|||
// ReactPhysics3D will clone this object to create an internal one. Therefore,
|
||||
// it is OK if this object is destroyed right after calling RigidBody::addCollisionShape()
|
||||
const rp3d::decimal radiusSphere = rp3d::decimal(1.5);
|
||||
const rp3d::decimal massSphere = rp3d::decimal(2.0);
|
||||
mSphereShape = mPhysicsCommon.createSphereShape(radiusSphere);
|
||||
|
||||
// Create a capsule collision shape for the middle of the dumbbell
|
||||
|
@ -54,7 +53,6 @@ Dumbbell::Dumbbell(bool createRigidBody, rp3d::PhysicsCommon& physicsCommon, rp3
|
|||
// it is OK if this object is destroyed right after calling RigidBody::addCollisionShape()
|
||||
const rp3d::decimal radiusCapsule = rp3d::decimal(0.5);
|
||||
const rp3d::decimal heightCapsule = rp3d::decimal(7.0);
|
||||
const rp3d::decimal massCylinder = rp3d::decimal(1.0);
|
||||
mCapsuleShape = mPhysicsCommon.createCapsuleShape(radiusCapsule, heightCapsule);
|
||||
|
||||
mPreviousTransform = rp3d::Transform::identity();
|
||||
|
@ -71,26 +69,24 @@ Dumbbell::Dumbbell(bool createRigidBody, rp3d::PhysicsCommon& physicsCommon, rp3
|
|||
// Create a body corresponding to the dumbbell in the physics world
|
||||
if (createRigidBody) {
|
||||
|
||||
rp3d::RigidBody* body;
|
||||
body = physicsWorld->createRigidBody(mPreviousTransform);
|
||||
|
||||
// Add the three collision shapes to the body and specify the mass and transform of the shapes
|
||||
mColliderSphere1 = body->addCollider(mSphereShape, transformSphereShape1, massSphere);
|
||||
mColliderSphere2 = body->addCollider(mSphereShape, transformSphereShape2, massSphere);
|
||||
mColliderCapsule = body->addCollider(mCapsuleShape, transformCylinderShape, massCylinder);
|
||||
|
||||
rp3d::RigidBody* body = physicsWorld->createRigidBody(mPreviousTransform);
|
||||
mColliderSphere1 = body->addCollider(mSphereShape, transformSphereShape1);
|
||||
mColliderSphere2 = body->addCollider(mSphereShape, transformSphereShape2);
|
||||
mColliderCapsule = body->addCollider(mCapsuleShape, transformCylinderShape);
|
||||
mColliderSphere1->getMaterial().setMassDensity(2);
|
||||
mColliderSphere2->getMaterial().setMassDensity(2);
|
||||
body->updateMassPropertiesFromColliders();
|
||||
mBody = body;
|
||||
}
|
||||
else {
|
||||
|
||||
mBody = physicsWorld->createCollisionBody(mPreviousTransform);
|
||||
|
||||
// Add the three collision shapes to the body and specify the mass and transform of the shapes
|
||||
mColliderSphere1 = mBody->addCollider(mSphereShape, transformSphereShape1);
|
||||
mColliderSphere2 = mBody->addCollider(mSphereShape, transformSphereShape2);
|
||||
mColliderCapsule = mBody->addCollider(mCapsuleShape, transformCylinderShape);
|
||||
}
|
||||
|
||||
|
||||
mTransformMatrix = mTransformMatrix * mScalingMatrix;
|
||||
|
||||
// Create the VBOs and VAO
|
||||
|
|
|
@ -28,7 +28,7 @@
|
|||
#include "PerlinNoise.h"
|
||||
|
||||
// Constructor
|
||||
HeightField::HeightField(bool createRigidBody, float mass, reactphysics3d::PhysicsCommon& physicsCommon, rp3d::PhysicsWorld* physicsWorld)
|
||||
HeightField::HeightField(bool createRigidBody, reactphysics3d::PhysicsCommon& physicsCommon, rp3d::PhysicsWorld* physicsWorld)
|
||||
: PhysicsObject(physicsCommon), mVBOVertices(GL_ARRAY_BUFFER),
|
||||
mVBONormals(GL_ARRAY_BUFFER), mVBOTextureCoords(GL_ARRAY_BUFFER),
|
||||
mVBOIndices(GL_ELEMENT_ARRAY_BUFFER) {
|
||||
|
@ -54,7 +54,8 @@ HeightField::HeightField(bool createRigidBody, float mass, reactphysics3d::Physi
|
|||
// Create a body
|
||||
if (createRigidBody) {
|
||||
rp3d::RigidBody* body = physicsWorld->createRigidBody(mPreviousTransform);
|
||||
mCollider = body->addCollider(mHeightFieldShape, rp3d::Transform::identity(), mass);
|
||||
mCollider = body->addCollider(mHeightFieldShape, rp3d::Transform::identity());
|
||||
body->updateMassPropertiesFromColliders();
|
||||
mBody = body;
|
||||
}
|
||||
else {
|
||||
|
@ -62,6 +63,7 @@ HeightField::HeightField(bool createRigidBody, float mass, reactphysics3d::Physi
|
|||
mCollider = mBody->addCollider(mHeightFieldShape, rp3d::Transform::identity());
|
||||
}
|
||||
|
||||
|
||||
// Create the VBOs and VAO
|
||||
createVBOAndVAO();
|
||||
|
||||
|
|
|
@ -86,7 +86,7 @@ class HeightField : public PhysicsObject {
|
|||
// -------------------- Methods -------------------- //
|
||||
|
||||
/// Constructor
|
||||
HeightField(bool createRigidBody, float mass, rp3d::PhysicsCommon& physicsCommon, rp3d::PhysicsWorld* physicsWorld);
|
||||
HeightField(bool createRigidBody, rp3d::PhysicsCommon& physicsCommon, rp3d::PhysicsWorld* physicsWorld);
|
||||
|
||||
/// Destructor
|
||||
virtual ~HeightField() override;
|
||||
|
|
|
@ -34,7 +34,7 @@ openglframework::VertexArrayObject Sphere::mVAO;
|
|||
int Sphere::totalNbSpheres = 0;
|
||||
|
||||
// Constructor
|
||||
Sphere::Sphere(float radius, rp3d::PhysicsCommon& physicsCommon, rp3d::PhysicsWorld* world,
|
||||
Sphere::Sphere(bool createRigidBody, float radius, rp3d::PhysicsCommon& physicsCommon, rp3d::PhysicsWorld* world,
|
||||
const std::string& meshFolderPath)
|
||||
: PhysicsObject(physicsCommon, meshFolderPath + "sphere.obj"), mRadius(radius) {
|
||||
|
||||
|
@ -48,51 +48,23 @@ Sphere::Sphere(float radius, rp3d::PhysicsCommon& physicsCommon, rp3d::PhysicsWo
|
|||
// ReactPhysics3D will clone this object to create an internal one. Therefore,
|
||||
// it is OK if this object is destroyed right after calling RigidBody::addCollisionShape()
|
||||
mCollisionShape = mPhysicsCommon.createSphereShape(mRadius);
|
||||
//mCollisionShape->setLocalScaling(rp3d::Vector3(2, 2, 2));
|
||||
|
||||
mPreviousTransform = rp3d::Transform::identity();
|
||||
|
||||
// Create a rigid body corresponding to the sphere in the physics world
|
||||
mBody = world->createCollisionBody(mPreviousTransform);
|
||||
if (createRigidBody) {
|
||||
|
||||
// Add a collision shape to the body and specify the mass of the shape
|
||||
mCollider = mBody->addCollider(mCollisionShape, rp3d::Transform::identity());
|
||||
|
||||
mTransformMatrix = mTransformMatrix * mScalingMatrix;
|
||||
|
||||
// Create the VBOs and VAO
|
||||
if (totalNbSpheres == 0) {
|
||||
createVBOAndVAO();
|
||||
// Create a rigid body corresponding to the sphere in the physics world
|
||||
rp3d::RigidBody* body = world->createRigidBody(mPreviousTransform);
|
||||
mCollider = body->addCollider(mCollisionShape, rp3d::Transform::identity());
|
||||
body->updateMassPropertiesFromColliders();
|
||||
mBody = body;
|
||||
}
|
||||
else {
|
||||
|
||||
totalNbSpheres++;
|
||||
}
|
||||
|
||||
// Constructor
|
||||
Sphere::Sphere(float radius, float mass, rp3d::PhysicsCommon& physicsCommon,reactphysics3d::PhysicsWorld* world,
|
||||
const std::string& meshFolderPath)
|
||||
: PhysicsObject(physicsCommon, meshFolderPath + "sphere.obj"), mRadius(radius) {
|
||||
|
||||
// Compute the scaling matrix
|
||||
mScalingMatrix = openglframework::Matrix4(mRadius, 0, 0, 0,
|
||||
0, mRadius, 0, 0,
|
||||
0, 0, mRadius, 0,
|
||||
0, 0, 0, 1);
|
||||
|
||||
// Create the collision shape for the rigid body (sphere shape)
|
||||
// ReactPhysics3D will clone this object to create an internal one. Therefore,
|
||||
// it is OK if this object is destroyed right after calling RigidBody::addCollisionShape()
|
||||
mCollisionShape = mPhysicsCommon.createSphereShape(mRadius);
|
||||
|
||||
mPreviousTransform = rp3d::Transform::identity();
|
||||
|
||||
// Create a rigid body corresponding to the sphere in the physics world
|
||||
rp3d::RigidBody* body = world->createRigidBody(mPreviousTransform);
|
||||
|
||||
// Add a collision shape to the body and specify the mass of the shape
|
||||
mCollider = body->addCollider(mCollisionShape, rp3d::Transform::identity(), mass);
|
||||
|
||||
mBody = body;
|
||||
// Create a body corresponding to the sphere in the physics world
|
||||
mBody = world->createCollisionBody(mPreviousTransform);
|
||||
mCollider = mBody->addCollider(mCollisionShape, rp3d::Transform::identity());
|
||||
}
|
||||
|
||||
mTransformMatrix = mTransformMatrix * mScalingMatrix;
|
||||
|
||||
|
|
|
@ -76,10 +76,7 @@ class Sphere : public PhysicsObject {
|
|||
// -------------------- Methods -------------------- //
|
||||
|
||||
/// Constructor
|
||||
Sphere(float radius, rp3d::PhysicsCommon& physicsCommon, reactphysics3d::PhysicsWorld* world, const std::string& meshFolderPath);
|
||||
|
||||
/// Constructor
|
||||
Sphere(float radius, float mass, reactphysics3d::PhysicsCommon &physicsCommon, rp3d::PhysicsWorld* physicsWorld, const std::string& meshFolderPath);
|
||||
Sphere(bool createRigidBody, float radius, rp3d::PhysicsCommon& physicsCommon, reactphysics3d::PhysicsWorld* world, const std::string& meshFolderPath);
|
||||
|
||||
/// Destructor
|
||||
virtual ~Sphere() override;
|
||||
|
|
|
@ -57,7 +57,7 @@ CollisionDetectionScene::CollisionDetectionScene(const std::string& name, Engine
|
|||
// ---------- Sphere 1 ---------- //
|
||||
|
||||
// Create a sphere and a corresponding collision body in the physics world
|
||||
mSphere1 = new Sphere(4, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mSphere1 = new Sphere(false, 4, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mAllShapes.push_back(mSphere1);
|
||||
|
||||
// Set the color
|
||||
|
@ -69,7 +69,7 @@ CollisionDetectionScene::CollisionDetectionScene(const std::string& name, Engine
|
|||
// ---------- Sphere 2 ---------- //
|
||||
|
||||
// Create a sphere and a corresponding collision body in the physics world
|
||||
mSphere2 = new Sphere(2, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mSphere2 = new Sphere(false, 2, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mAllShapes.push_back(mSphere2);
|
||||
|
||||
// Set the color
|
||||
|
@ -81,7 +81,7 @@ CollisionDetectionScene::CollisionDetectionScene(const std::string& name, Engine
|
|||
// ---------- Capsule 1 ---------- //
|
||||
|
||||
// Create a cylinder and a corresponding collision body in the physics world
|
||||
mCapsule1 = new Capsule(false, CAPSULE_RADIUS, CAPSULE_HEIGHT, 1.0, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mCapsule1 = new Capsule(false, CAPSULE_RADIUS, CAPSULE_HEIGHT, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mAllShapes.push_back(mCapsule1);
|
||||
|
||||
// Set the color
|
||||
|
@ -92,7 +92,7 @@ CollisionDetectionScene::CollisionDetectionScene(const std::string& name, Engine
|
|||
// ---------- Capsule 2 ---------- //
|
||||
|
||||
// Create a cylinder and a corresponding collision body in the physics world
|
||||
mCapsule2 = new Capsule(false, CAPSULE_RADIUS, CAPSULE_HEIGHT, 1.0, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mCapsule2 = new Capsule(false, CAPSULE_RADIUS, CAPSULE_HEIGHT, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mAllShapes.push_back(mCapsule2);
|
||||
|
||||
// Set the color
|
||||
|
@ -103,7 +103,7 @@ CollisionDetectionScene::CollisionDetectionScene(const std::string& name, Engine
|
|||
// ---------- Concave Mesh ---------- //
|
||||
|
||||
// Create a convex mesh and a corresponding collision body in the physics world
|
||||
mConcaveMesh = new ConcaveMesh(false, 1.0f, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath + "city.obj");
|
||||
mConcaveMesh = new ConcaveMesh(false, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath + "city.obj");
|
||||
mAllShapes.push_back(mConcaveMesh);
|
||||
|
||||
// Set the color
|
||||
|
@ -114,7 +114,7 @@ CollisionDetectionScene::CollisionDetectionScene(const std::string& name, Engine
|
|||
// ---------- Box 1 ---------- //
|
||||
|
||||
// Create a cylinder and a corresponding collision body in the physics world
|
||||
mBox1 = new Box(BOX_SIZE, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mBox1 = new Box(false, BOX_SIZE, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mAllShapes.push_back(mBox1);
|
||||
|
||||
// Set the color
|
||||
|
@ -125,7 +125,7 @@ CollisionDetectionScene::CollisionDetectionScene(const std::string& name, Engine
|
|||
// ---------- Box 2 ---------- //
|
||||
|
||||
// Create a cylinder and a corresponding collision body in the physics world
|
||||
mBox2 = new Box(openglframework::Vector3(3, 2, 5), mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mBox2 = new Box(false, openglframework::Vector3(3, 2, 5), mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mAllShapes.push_back(mBox2);
|
||||
|
||||
// Set the color
|
||||
|
@ -136,7 +136,7 @@ CollisionDetectionScene::CollisionDetectionScene(const std::string& name, Engine
|
|||
// ---------- Convex Mesh ---------- //
|
||||
|
||||
// Create a convex mesh and a corresponding collision body in the physics world
|
||||
mConvexMesh = new ConvexMesh(false, 1.0f, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath + "convexmesh.obj");
|
||||
mConvexMesh = new ConvexMesh(false, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath + "convexmesh.obj");
|
||||
mAllShapes.push_back(mConvexMesh);
|
||||
|
||||
// Set the color
|
||||
|
@ -147,7 +147,7 @@ CollisionDetectionScene::CollisionDetectionScene(const std::string& name, Engine
|
|||
// ---------- Heightfield ---------- //
|
||||
|
||||
// Create a convex mesh and a corresponding collision body in the physics world
|
||||
mHeightField = new HeightField(false, 1.0f, mPhysicsCommon, mPhysicsWorld);
|
||||
mHeightField = new HeightField(false, mPhysicsCommon, mPhysicsWorld);
|
||||
|
||||
// Set the color
|
||||
mHeightField->setColor(mObjectColorDemo);
|
||||
|
|
|
@ -79,7 +79,7 @@ CollisionShapesScene::CollisionShapesScene(const std::string& name, EngineSettin
|
|||
for (int i=0; i<NB_BOXES; i++) {
|
||||
|
||||
// Create a sphere and a corresponding rigid in the physics world
|
||||
Box* box = new Box(BOX_SIZE, BOX_MASS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
Box* box = new Box(true, BOX_SIZE, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
|
||||
// Set the box color
|
||||
box->setColor(mObjectColorDemo);
|
||||
|
@ -98,7 +98,7 @@ CollisionShapesScene::CollisionShapesScene(const std::string& name, EngineSettin
|
|||
for (int i=0; i<NB_SPHERES; i++) {
|
||||
|
||||
// Create a sphere and a corresponding rigid in the physics world
|
||||
Sphere* sphere = new Sphere(SPHERE_RADIUS, BOX_MASS, mPhysicsCommon, mPhysicsWorld, meshFolderPath);
|
||||
Sphere* sphere = new Sphere(true, SPHERE_RADIUS, mPhysicsCommon, mPhysicsWorld, meshFolderPath);
|
||||
|
||||
// Add some rolling resistance
|
||||
sphere->getCollider()->getMaterial().setRollingResistance(rp3d::decimal(0.08));
|
||||
|
@ -120,7 +120,7 @@ CollisionShapesScene::CollisionShapesScene(const std::string& name, EngineSettin
|
|||
for (int i=0; i<NB_CAPSULES; i++) {
|
||||
|
||||
// Create a cylinder and a corresponding rigid in the physics world
|
||||
Capsule* capsule = new Capsule(true, CAPSULE_RADIUS, CAPSULE_HEIGHT, CAPSULE_MASS,
|
||||
Capsule* capsule = new Capsule(true, CAPSULE_RADIUS, CAPSULE_HEIGHT,
|
||||
mPhysicsCommon, mPhysicsWorld, meshFolderPath);
|
||||
|
||||
capsule->getCollider()->getMaterial().setRollingResistance(rp3d::decimal(0.08f));
|
||||
|
@ -142,7 +142,7 @@ CollisionShapesScene::CollisionShapesScene(const std::string& name, EngineSettin
|
|||
for (int i=0; i<NB_MESHES; i++) {
|
||||
|
||||
// Create a convex mesh and a corresponding rigid in the physics world
|
||||
ConvexMesh* mesh = new ConvexMesh(true, MESH_MASS, mPhysicsCommon, mPhysicsWorld, meshFolderPath + "convexmesh.obj");
|
||||
ConvexMesh* mesh = new ConvexMesh(true, mPhysicsCommon, mPhysicsWorld, meshFolderPath + "convexmesh.obj");
|
||||
|
||||
// Set the box color
|
||||
mesh->setColor(mObjectColorDemo);
|
||||
|
@ -159,7 +159,7 @@ CollisionShapesScene::CollisionShapesScene(const std::string& name, EngineSettin
|
|||
|
||||
// ---------- Create the floor ---------
|
||||
|
||||
mFloor = new Box(FLOOR_SIZE, FLOOR_MASS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mFloor = new Box(true, FLOOR_SIZE, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mPhysicsObjects.push_back(mFloor);
|
||||
|
||||
// Set the box color
|
||||
|
|
|
@ -57,12 +57,6 @@ const float CAPSULE_RADIUS = 1.0f;
|
|||
const float CAPSULE_HEIGHT = 1.0f;
|
||||
const float DUMBBELL_HEIGHT = 1.0f;
|
||||
const openglframework::Vector3 FLOOR_SIZE(50, 0.5f, 50); // Floor dimensions in meters
|
||||
const float BOX_MASS = 1.0f;
|
||||
const float CONE_MASS = 1.0f;
|
||||
const float CYLINDER_MASS = 1.0f;
|
||||
const float CAPSULE_MASS = 1.0f;
|
||||
const float MESH_MASS = 1.0f;
|
||||
const float FLOOR_MASS = 100.0f; // Floor mass in kilograms
|
||||
|
||||
// Class CollisionShapesScene
|
||||
class CollisionShapesScene : public SceneDemo {
|
||||
|
|
|
@ -80,7 +80,7 @@ ConcaveMeshScene::ConcaveMeshScene(const std::string& name, EngineSettings& sett
|
|||
for (int i = 0; i<NB_BOXES; i++) {
|
||||
|
||||
// Create a sphere and a corresponding rigid in the physics world
|
||||
Box* box = new Box(BOX_SIZE, BOX_MASS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
Box* box = new Box(true, BOX_SIZE, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
|
||||
// Set the box color
|
||||
box->setColor(mObjectColorDemo);
|
||||
|
@ -99,7 +99,7 @@ ConcaveMeshScene::ConcaveMeshScene(const std::string& name, EngineSettings& sett
|
|||
for (int i = 0; i<NB_SPHERES; i++) {
|
||||
|
||||
// Create a sphere and a corresponding rigid in the physics world
|
||||
Sphere* sphere = new Sphere(SPHERE_RADIUS, BOX_MASS, mPhysicsCommon, mPhysicsWorld, meshFolderPath);
|
||||
Sphere* sphere = new Sphere(true, SPHERE_RADIUS, mPhysicsCommon, mPhysicsWorld, meshFolderPath);
|
||||
|
||||
// Add some rolling resistance
|
||||
sphere->getCollider()->getMaterial().setRollingResistance(rp3d::decimal(0.08));
|
||||
|
@ -121,7 +121,7 @@ ConcaveMeshScene::ConcaveMeshScene(const std::string& name, EngineSettings& sett
|
|||
for (int i = 0; i<NB_CAPSULES; i++) {
|
||||
|
||||
// Create a cylinder and a corresponding rigid in the physics world
|
||||
Capsule* capsule = new Capsule(true, CAPSULE_RADIUS, CAPSULE_HEIGHT, CAPSULE_MASS,
|
||||
Capsule* capsule = new Capsule(true, CAPSULE_RADIUS, CAPSULE_HEIGHT,
|
||||
mPhysicsCommon, mPhysicsWorld, meshFolderPath);
|
||||
|
||||
capsule->getCollider()->getMaterial().setRollingResistance(rp3d::decimal(0.08));
|
||||
|
@ -143,7 +143,7 @@ ConcaveMeshScene::ConcaveMeshScene(const std::string& name, EngineSettings& sett
|
|||
for (int i = 0; i<NB_MESHES; i++) {
|
||||
|
||||
// Create a convex mesh and a corresponding rigid in the physics world
|
||||
ConvexMesh* mesh = new ConvexMesh(true, MESH_MASS, mPhysicsCommon, mPhysicsWorld, meshFolderPath + "convexmesh.obj");
|
||||
ConvexMesh* mesh = new ConvexMesh(true, mPhysicsCommon, mPhysicsWorld, meshFolderPath + "convexmesh.obj");
|
||||
|
||||
// Set the box color
|
||||
mesh->setColor(mObjectColorDemo);
|
||||
|
@ -160,11 +160,8 @@ ConcaveMeshScene::ConcaveMeshScene(const std::string& name, EngineSettings& sett
|
|||
|
||||
// ---------- Create the triangular mesh ---------- //
|
||||
|
||||
// Position
|
||||
rp3d::decimal mass = 1.0;
|
||||
|
||||
// Create a convex mesh and a corresponding rigid in the physics world
|
||||
mConcaveMesh = new ConcaveMesh(true, mass, mPhysicsCommon, mPhysicsWorld, meshFolderPath + "city.obj");
|
||||
mConcaveMesh = new ConcaveMesh(true, mPhysicsCommon, mPhysicsWorld, meshFolderPath + "city.obj");
|
||||
|
||||
// Set the mesh as beeing static
|
||||
mConcaveMesh->getRigidBody()->setType(rp3d::BodyType::STATIC);
|
||||
|
|
|
@ -56,11 +56,6 @@ const float CYLINDER_HEIGHT = 5.0f;
|
|||
const float CAPSULE_RADIUS = 1.0f;
|
||||
const float CAPSULE_HEIGHT = 1.0f;
|
||||
const float DUMBBELL_HEIGHT = 1.0f;
|
||||
const float BOX_MASS = 1.0f;
|
||||
const float CONE_MASS = 1.0f;
|
||||
const float CYLINDER_MASS = 1.0f;
|
||||
const float CAPSULE_MASS = 1.0f;
|
||||
const float MESH_MASS = 1.0f;
|
||||
|
||||
// Class TriangleMeshScene
|
||||
class ConcaveMeshScene : public SceneDemo {
|
||||
|
|
|
@ -34,6 +34,8 @@ using namespace cubesscene;
|
|||
CubesScene::CubesScene(const std::string& name, EngineSettings& settings)
|
||||
: SceneDemo(name, settings, true, SCENE_RADIUS) {
|
||||
|
||||
iter = 0;
|
||||
|
||||
// Compute the radius and the center of the scene
|
||||
openglframework::Vector3 center(0, 5, 0);
|
||||
|
||||
|
@ -55,7 +57,7 @@ CubesScene::CubesScene(const std::string& name, EngineSettings& settings)
|
|||
for (int i=0; i<NB_CUBES; i++) {
|
||||
|
||||
// Create a cube and a corresponding rigid in the physics world
|
||||
Box* cube = new Box(BOX_SIZE, BOX_MASS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
Box* cube = new Box(true, BOX_SIZE, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
|
||||
// Set the box color
|
||||
cube->setColor(mObjectColorDemo);
|
||||
|
@ -73,7 +75,7 @@ CubesScene::CubesScene(const std::string& name, EngineSettings& settings)
|
|||
// ------------------------- FLOOR ----------------------- //
|
||||
|
||||
// Create the floor
|
||||
mFloor = new Box(FLOOR_SIZE, FLOOR_MASS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mFloor = new Box(true, FLOOR_SIZE, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mFloor->setColor(mFloorColorDemo);
|
||||
mFloor->setSleepingColor(mFloorColorDemo);
|
||||
|
||||
|
|
|
@ -39,8 +39,6 @@ const float SCENE_RADIUS = 30.0f; // Radius of the sce
|
|||
const int NB_CUBES = 30; // Number of boxes in the scene
|
||||
const openglframework::Vector3 BOX_SIZE(2, 2, 2); // Box dimensions in meters
|
||||
const openglframework::Vector3 FLOOR_SIZE(50, 1, 50); // Floor dimensions in meters
|
||||
const float BOX_MASS = 1.0f; // Box mass in kilograms
|
||||
const float FLOOR_MASS = 100.0f; // Floor mass in kilograms
|
||||
|
||||
// Class CubesScene
|
||||
class CubesScene : public SceneDemo {
|
||||
|
@ -55,6 +53,8 @@ class CubesScene : public SceneDemo {
|
|||
/// Box for the floor
|
||||
Box* mFloor;
|
||||
|
||||
uint iter;
|
||||
|
||||
public:
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
|
|
@ -57,7 +57,7 @@ CubeStackScene::CubeStackScene(const std::string& name, EngineSettings& settings
|
|||
for (int j=0; j<i; j++) {
|
||||
|
||||
// Create a cube and a corresponding rigid in the physics world
|
||||
Box* cube = new Box(BOX_SIZE, BOX_MASS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
Box* cube = new Box(true, BOX_SIZE, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
|
||||
// Set the box color
|
||||
cube->setColor(mObjectColorDemo);
|
||||
|
@ -76,7 +76,7 @@ CubeStackScene::CubeStackScene(const std::string& name, EngineSettings& settings
|
|||
// ------------------------- FLOOR ----------------------- //
|
||||
|
||||
// Create the floor
|
||||
mFloor = new Box(FLOOR_SIZE, FLOOR_MASS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mFloor = new Box(true, FLOOR_SIZE, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mFloor->setColor(mFloorColorDemo);
|
||||
mFloor->setSleepingColor(mFloorColorDemo);
|
||||
|
||||
|
|
|
@ -39,8 +39,6 @@ const float SCENE_RADIUS = 30.0f; // Radius of the sce
|
|||
const int NB_FLOORS = 15; // Number of boxes in the scene
|
||||
const openglframework::Vector3 BOX_SIZE(2, 2, 2); // Box dimensions in meters
|
||||
const openglframework::Vector3 FLOOR_SIZE(50, 1, 50); // Floor dimensions in meters
|
||||
const float BOX_MASS = 1.0f; // Box mass in kilograms
|
||||
const float FLOOR_MASS = 100.0f; // Floor mass in kilograms
|
||||
|
||||
// Class CubeStackScene
|
||||
class CubeStackScene : public SceneDemo {
|
||||
|
|
|
@ -79,7 +79,7 @@ HeightFieldScene::HeightFieldScene(const std::string& name, EngineSettings& sett
|
|||
for (int i = 0; i<NB_BOXES; i++) {
|
||||
|
||||
// Create a sphere and a corresponding rigid in the physics world
|
||||
Box* box = new Box(BOX_SIZE, BOX_MASS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
Box* box = new Box(true, BOX_SIZE, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
|
||||
// Set the box color
|
||||
box->setColor(mObjectColorDemo);
|
||||
|
@ -98,7 +98,7 @@ HeightFieldScene::HeightFieldScene(const std::string& name, EngineSettings& sett
|
|||
for (int i = 0; i<NB_SPHERES; i++) {
|
||||
|
||||
// Create a sphere and a corresponding rigid in the physics world
|
||||
Sphere* sphere = new Sphere(SPHERE_RADIUS, BOX_MASS, mPhysicsCommon, mPhysicsWorld, meshFolderPath);
|
||||
Sphere* sphere = new Sphere(true, SPHERE_RADIUS, mPhysicsCommon, mPhysicsWorld, meshFolderPath);
|
||||
|
||||
// Add some rolling resistance
|
||||
sphere->getCollider()->getMaterial().setRollingResistance(0.08f);
|
||||
|
@ -120,8 +120,7 @@ HeightFieldScene::HeightFieldScene(const std::string& name, EngineSettings& sett
|
|||
for (int i = 0; i<NB_CAPSULES; i++) {
|
||||
|
||||
// Create a cylinder and a corresponding rigid in the physics world
|
||||
Capsule* capsule = new Capsule(true, CAPSULE_RADIUS, CAPSULE_HEIGHT, CAPSULE_MASS,
|
||||
mPhysicsCommon, mPhysicsWorld, meshFolderPath);
|
||||
Capsule* capsule = new Capsule(true, CAPSULE_RADIUS, CAPSULE_HEIGHT, mPhysicsCommon, mPhysicsWorld, meshFolderPath);
|
||||
|
||||
capsule->getCollider()->getMaterial().setRollingResistance(0.08f);
|
||||
|
||||
|
@ -142,7 +141,7 @@ HeightFieldScene::HeightFieldScene(const std::string& name, EngineSettings& sett
|
|||
for (int i = 0; i<NB_MESHES; i++) {
|
||||
|
||||
// Create a convex mesh and a corresponding rigid in the physics world
|
||||
ConvexMesh* mesh = new ConvexMesh(true, MESH_MASS, mPhysicsCommon, mPhysicsWorld, meshFolderPath + "convexmesh.obj");
|
||||
ConvexMesh* mesh = new ConvexMesh(true, mPhysicsCommon, mPhysicsWorld, meshFolderPath + "convexmesh.obj");
|
||||
|
||||
// Set the box color
|
||||
mesh->setColor(mObjectColorDemo);
|
||||
|
@ -159,11 +158,8 @@ HeightFieldScene::HeightFieldScene(const std::string& name, EngineSettings& sett
|
|||
|
||||
// ---------- Create the height field ---------- //
|
||||
|
||||
// Position
|
||||
rp3d::decimal mass = 1.0;
|
||||
|
||||
// Create a convex mesh and a corresponding rigid in the physics world
|
||||
mHeightField = new HeightField(true, mass, mPhysicsCommon, mPhysicsWorld);
|
||||
mHeightField = new HeightField(true, mPhysicsCommon, mPhysicsWorld);
|
||||
|
||||
// Set the mesh as beeing static
|
||||
mHeightField->getRigidBody()->setType(rp3d::BodyType::STATIC);
|
||||
|
|
|
@ -56,12 +56,6 @@ const float CAPSULE_RADIUS = 1.0f;
|
|||
const float CAPSULE_HEIGHT = 1.0f;
|
||||
const float DUMBBELL_HEIGHT = 1.0f;
|
||||
const openglframework::Vector3 FLOOR_SIZE(50, 0.5f, 50); // Floor dimensions in meters
|
||||
const float BOX_MASS = 1.0f;
|
||||
const float CONE_MASS = 1.0f;
|
||||
const float CYLINDER_MASS = 1.0f;
|
||||
const float CAPSULE_MASS = 1.0f;
|
||||
const float MESH_MASS = 1.0f;
|
||||
const float FLOOR_MASS = 100.0f;
|
||||
|
||||
// Class HeightFieldScene
|
||||
class HeightFieldScene : public SceneDemo {
|
||||
|
|
|
@ -213,8 +213,7 @@ void JointsScene::createBallAndSocketJoints() {
|
|||
for (int i=0; i<NB_BALLSOCKETJOINT_BOXES; i++) {
|
||||
|
||||
// Create a box and a corresponding rigid in the physics world
|
||||
mBallAndSocketJointChainBoxes[i] = new Box(boxDimension, boxMass,
|
||||
mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mBallAndSocketJointChainBoxes[i] = new Box(true, boxDimension, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mBallAndSocketJointChainBoxes[i]->setTransform(rp3d::Transform(positionBox, rp3d::Quaternion::identity()));
|
||||
|
||||
// Set the box color
|
||||
|
@ -266,7 +265,7 @@ void JointsScene::createSliderJoint() {
|
|||
|
||||
// Create a box and a corresponding rigid in the physics world
|
||||
openglframework::Vector3 box1Dimension(2, 4, 2);
|
||||
mSliderJointBottomBox = new Box(box1Dimension , BOX_MASS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mSliderJointBottomBox = new Box(true, box1Dimension, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mSliderJointBottomBox->setTransform(rp3d::Transform(positionBox1, rp3d::Quaternion::identity()));
|
||||
|
||||
// Set the box color
|
||||
|
@ -288,7 +287,7 @@ void JointsScene::createSliderJoint() {
|
|||
|
||||
// Create a box and a corresponding rigid in the physics world
|
||||
openglframework::Vector3 box2Dimension(1.5f, 4, 1.5f);
|
||||
mSliderJointTopBox = new Box(box2Dimension, BOX_MASS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mSliderJointTopBox = new Box(true, box2Dimension, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mSliderJointTopBox->setTransform(rp3d::Transform(positionBox2, rp3d::Quaternion::identity()));
|
||||
|
||||
// Set the box color
|
||||
|
@ -330,7 +329,7 @@ void JointsScene::createPropellerHingeJoint() {
|
|||
|
||||
// Create a box and a corresponding rigid in the physics world
|
||||
openglframework::Vector3 boxDimension(10, 1, 1);
|
||||
mPropellerBox = new Box(boxDimension, BOX_MASS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mPropellerBox = new Box(true, boxDimension, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mPropellerBox->setTransform(rp3d::Transform(positionBox1, rp3d::Quaternion::identity()));
|
||||
|
||||
// Set the box color
|
||||
|
@ -371,7 +370,7 @@ void JointsScene::createFixedJoints() {
|
|||
|
||||
// Create a box and a corresponding rigid in the physics world
|
||||
openglframework::Vector3 boxDimension(1.5, 1.5, 1.5);
|
||||
mFixedJointBox1 = new Box(boxDimension, BOX_MASS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mFixedJointBox1 = new Box(true, boxDimension, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mFixedJointBox1->setTransform(rp3d::Transform(positionBox1, rp3d::Quaternion::identity()));
|
||||
|
||||
// Set the box color
|
||||
|
@ -389,7 +388,7 @@ void JointsScene::createFixedJoints() {
|
|||
rp3d::Vector3 positionBox2(-5, 7, 0);
|
||||
|
||||
// Create a box and a corresponding rigid in the physics world
|
||||
mFixedJointBox2 = new Box(boxDimension, BOX_MASS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mFixedJointBox2 = new Box(true, boxDimension, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mFixedJointBox2->setTransform(rp3d::Transform(positionBox2, rp3d::Quaternion::identity()));
|
||||
|
||||
// Set the box color
|
||||
|
@ -430,7 +429,7 @@ void JointsScene::createFloor() {
|
|||
|
||||
// Create the floor
|
||||
rp3d::Vector3 floorPosition(0, 0, 0);
|
||||
mFloor = new Box(FLOOR_SIZE, FLOOR_MASS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mFloor = new Box(true, FLOOR_SIZE, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
|
||||
// Set the box color
|
||||
mFloor->setColor(mFloorColorDemo);
|
||||
|
|
|
@ -38,8 +38,6 @@ namespace jointsscene {
|
|||
const float SCENE_RADIUS = 30.0f;
|
||||
const openglframework::Vector3 BOX_SIZE(2, 2, 2); // Box dimensions in meters
|
||||
const openglframework::Vector3 FLOOR_SIZE(50, 0.5f, 50); // Floor dimensions in meters
|
||||
const float BOX_MASS = 1.0f; // Box mass in kilograms
|
||||
const float FLOOR_MASS = 100.0f; // Floor mass in kilograms
|
||||
const int NB_BALLSOCKETJOINT_BOXES = 7; // Number of Ball-And-Socket chain boxes
|
||||
const int NB_HINGE_BOXES = 7; // Number of Hinge chain boxes
|
||||
|
||||
|
|
|
@ -77,7 +77,7 @@ PileScene::PileScene(const std::string& name, EngineSettings& settings)
|
|||
for (int i=0; i<NB_BOXES; i++) {
|
||||
|
||||
// Create a sphere and a corresponding rigid in the physics world
|
||||
Box* box = new Box(BOX_SIZE, BOX_MASS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
Box* box = new Box(true, BOX_SIZE, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
|
||||
// Set the box color
|
||||
box->setColor(mObjectColorDemo);
|
||||
|
@ -96,7 +96,7 @@ PileScene::PileScene(const std::string& name, EngineSettings& settings)
|
|||
for (int i=0; i<NB_SPHERES; i++) {
|
||||
|
||||
// Create a sphere and a corresponding rigid in the physics world
|
||||
Sphere* sphere = new Sphere(SPHERE_RADIUS, BOX_MASS, mPhysicsCommon, mPhysicsWorld, meshFolderPath);
|
||||
Sphere* sphere = new Sphere(true, SPHERE_RADIUS, mPhysicsCommon, mPhysicsWorld, meshFolderPath);
|
||||
|
||||
// Add some rolling resistance
|
||||
sphere->getCollider()->getMaterial().setRollingResistance(rp3d::decimal(0.08));
|
||||
|
@ -118,7 +118,7 @@ PileScene::PileScene(const std::string& name, EngineSettings& settings)
|
|||
for (int i=0; i<NB_CAPSULES; i++) {
|
||||
|
||||
// Create a cylinder and a corresponding rigid in the physics world
|
||||
Capsule* capsule = new Capsule(true, CAPSULE_RADIUS, CAPSULE_HEIGHT, CAPSULE_MASS,
|
||||
Capsule* capsule = new Capsule(true, CAPSULE_RADIUS, CAPSULE_HEIGHT,
|
||||
mPhysicsCommon, mPhysicsWorld, meshFolderPath);
|
||||
|
||||
capsule->getCollider()->getMaterial().setRollingResistance(rp3d::decimal(0.08f));
|
||||
|
@ -140,7 +140,7 @@ PileScene::PileScene(const std::string& name, EngineSettings& settings)
|
|||
for (int i=0; i<NB_MESHES; i++) {
|
||||
|
||||
// Create a convex mesh and a corresponding rigid in the physics world
|
||||
ConvexMesh* mesh = new ConvexMesh(true, MESH_MASS, mPhysicsCommon, mPhysicsWorld, meshFolderPath + "convexmesh.obj");
|
||||
ConvexMesh* mesh = new ConvexMesh(true, mPhysicsCommon, mPhysicsWorld, meshFolderPath + "convexmesh.obj");
|
||||
|
||||
// Set the box color
|
||||
mesh->setColor(mObjectColorDemo);
|
||||
|
@ -161,7 +161,7 @@ PileScene::PileScene(const std::string& name, EngineSettings& settings)
|
|||
rp3d::decimal mass = 1.0;
|
||||
|
||||
// Create a convex mesh and a corresponding rigid in the physics world
|
||||
mSandbox = new ConcaveMesh(true, mass, mPhysicsCommon, mPhysicsWorld, meshFolderPath + "sandbox.obj");
|
||||
mSandbox = new ConcaveMesh(true, mPhysicsCommon, mPhysicsWorld, meshFolderPath + "sandbox.obj");
|
||||
|
||||
// Set the mesh as beeing static
|
||||
mSandbox->getRigidBody()->setType(rp3d::BodyType::STATIC);
|
||||
|
|
|
@ -57,12 +57,6 @@ const float CAPSULE_RADIUS = 1.0f;
|
|||
const float CAPSULE_HEIGHT = 1.0f;
|
||||
const float DUMBBELL_HEIGHT = 1.0f;
|
||||
const openglframework::Vector3 FLOOR_SIZE(50, 0.5f, 50); // Floor dimensions in meters
|
||||
const float BOX_MASS = 1.0f;
|
||||
const float CONE_MASS = 1.0f;
|
||||
const float CYLINDER_MASS = 1.0f;
|
||||
const float CAPSULE_MASS = 1.0f;
|
||||
const float MESH_MASS = 1.0f;
|
||||
const float FLOOR_MASS = 100.0f; // Floor mass in kilograms
|
||||
|
||||
// Class PileScene
|
||||
class PileScene : public SceneDemo {
|
||||
|
|
|
@ -63,7 +63,7 @@ RaycastScene::RaycastScene(const std::string& name, EngineSettings& settings)
|
|||
// ---------- Box ---------- //
|
||||
|
||||
// Create a box and a corresponding collision body in the physics world
|
||||
mBox = new Box(BOX_SIZE, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mBox = new Box(false, BOX_SIZE, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mBox->getCollisionBody()->setIsActive(false);
|
||||
|
||||
// Set the box color
|
||||
|
@ -74,7 +74,7 @@ RaycastScene::RaycastScene(const std::string& name, EngineSettings& settings)
|
|||
// ---------- Sphere ---------- //
|
||||
|
||||
// Create a sphere and a corresponding collision body in the physics world
|
||||
mSphere = new Sphere(SPHERE_RADIUS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mSphere = new Sphere(false, SPHERE_RADIUS, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
|
||||
// Set the color
|
||||
mSphere->setColor(mObjectColorDemo);
|
||||
|
@ -85,7 +85,7 @@ RaycastScene::RaycastScene(const std::string& name, EngineSettings& settings)
|
|||
openglframework::Vector3 position6(0, 0, 0);
|
||||
|
||||
// Create a cylinder and a corresponding collision body in the physics world
|
||||
mCapsule = new Capsule(false, CAPSULE_RADIUS, CAPSULE_HEIGHT, 1.0, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
mCapsule = new Capsule(false, CAPSULE_RADIUS, CAPSULE_HEIGHT, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath);
|
||||
|
||||
// Set the color
|
||||
mCapsule->setColor(mObjectColorDemo);
|
||||
|
@ -95,7 +95,7 @@ RaycastScene::RaycastScene(const std::string& name, EngineSettings& settings)
|
|||
// ---------- Convex Mesh ---------- //
|
||||
|
||||
// Create a convex mesh and a corresponding collision body in the physics world
|
||||
mConvexMesh = new ConvexMesh(false, 1.0f, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath + "convexmesh.obj");
|
||||
mConvexMesh = new ConvexMesh(false, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath + "convexmesh.obj");
|
||||
|
||||
// Set the color
|
||||
mConvexMesh->setColor(mObjectColorDemo);
|
||||
|
@ -105,7 +105,7 @@ RaycastScene::RaycastScene(const std::string& name, EngineSettings& settings)
|
|||
// ---------- Concave Mesh ---------- //
|
||||
|
||||
// Create a convex mesh and a corresponding collision body in the physics world
|
||||
mConcaveMesh = new ConcaveMesh(false, 1.0f, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath + "city.obj");
|
||||
mConcaveMesh = new ConcaveMesh(false, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath + "city.obj");
|
||||
|
||||
// Set the color
|
||||
mConcaveMesh->setColor(mObjectColorDemo);
|
||||
|
@ -115,7 +115,7 @@ RaycastScene::RaycastScene(const std::string& name, EngineSettings& settings)
|
|||
// ---------- Heightfield ---------- //
|
||||
|
||||
// Create a convex mesh and a corresponding collision body in the physics world
|
||||
mHeightField = new HeightField(false, 1.0f, mPhysicsCommon, mPhysicsWorld);
|
||||
mHeightField = new HeightField(false, mPhysicsCommon, mPhysicsWorld);
|
||||
|
||||
// Set the color
|
||||
mHeightField->setColor(mObjectColorDemo);
|
||||
|
|
Loading…
Reference in New Issue
Block a user