git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@102 92aac97c-a6ce-11dd-a772-7fcde58d38e6

This commit is contained in:
chappuis.daniel 2009-02-13 11:55:18 +00:00
parent 25c93f646d
commit ddb7d8309a
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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include "BodyState.h"
#include <cmath>
#include <iostream>
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
// Constructor
BodyState::BodyState(const Vector3D& position, const Matrix3x3& inertiaTensorInverse, const Kilogram& massInverse)
: position(position), linearMomentum(Vector3D()), orientation(Quaternion(1,0,0, 0)), angularMomentum(Vector3D()),
linearVelocity(Vector3D()), angularVelocity(Vector3D()), spin(Quaternion()), inertiaTensorInverse(inertiaTensorInverse),
massInverse(massInverse) {
// TODO : orientation will be initialized in another way
// TODO : linearMomentum will be initialized in another way
// TODO : angularMomentum will be initialize in another way
// TODO : linearVelocity will be initialize in another way
// TODO : angularVelocity will be initialize in another way
// TODO : spin will be initialize in another way
}
// Copy-constructor
BodyState::BodyState(const BodyState& bodyState)
: position(bodyState.position), linearMomentum(bodyState.linearMomentum), orientation(bodyState.orientation),
angularMomentum(bodyState.angularMomentum), linearVelocity(bodyState.linearVelocity),
angularVelocity(bodyState.angularVelocity), spin(bodyState.spin), inertiaTensorInverse(bodyState.inertiaTensorInverse),
massInverse(bodyState.massInverse) {
}
// Destructor
BodyState::~BodyState() {
}
// Recalculate the secondary values of the BodyState when the primary values have changed
void BodyState::recalculate() {
// Compute the linear velocity
linearVelocity = linearMomentum * massInverse.getValue();
// Compute the angular velocity
angularVelocity = inertiaTensorInverse * angularMomentum;
// Normalize the orientation quaternion
orientation = orientation.getUnit();
// Compute the spin quaternion
spin = Quaternion(0, angularVelocity.getX(), angularVelocity.getY(), angularVelocity.getZ()) * orientation * 0.5;
}
// Compute the body state at time t + dt
void BodyState::computeAtTime(const Time& timeStep, const DerivativeBodyState& lastDerivativeBodyState) {
double dt = timeStep.getValue(); // Timestep
// Compute the position at time t + dt
position = position + lastDerivativeBodyState.getLinearVelocity() * dt;
// Compute the linear momentum at time t + dt
linearMomentum = linearMomentum + lastDerivativeBodyState.getForce() * dt;
// Compute the orientation at time t + dt
orientation = orientation + lastDerivativeBodyState.getSpin() * dt;
// Compute the angular momentum at time t + dt
angularMomentum = angularMomentum + lastDerivativeBodyState.getTorque() * dt;
// Recalculate the secondary values of the body state
recalculate();
}
// Return the force on the body at time t
Vector3D BodyState::computeForce(Time time) const {
// TODO : Implement this method
return Vector3D(sin(time.getValue()*0.9 + 0.5), sin(time.getValue()*0.5 + 0.4),
sin(time.getValue()*0.7f + 0.9f));
}
// Return the torque on the body at time
Vector3D BodyState::computeTorque(Time time) const {
// TODO : Implement this method
return Vector3D(-1.0, 0.0 ,0);
}

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
#ifndef BODYSTATE_H
#define BODYSTATE_H
// Libraries
#include "../mathematics/mathematics.h"
#include "../physics/physics.h"
#include "DerivativeBodyState.h"
// Namespace reactphysics3d
namespace reactphysics3d {
/* -------------------------------------------------------------------
Class BodyState :
A BodyState contains all the dynamics values of a body.
-------------------------------------------------------------------
*/
class BodyState {
private :
// Primary values
Vector3D position; // Position of the body
Vector3D linearMomentum; // Linear momentum of the body
Quaternion orientation; // Orientation quaternion of the body
Vector3D angularMomentum; // Angular momentum of the body
// Secondary values
Vector3D linearVelocity; // Linear velocity of the body
Vector3D angularVelocity; // Angular velocity of the body
Quaternion spin; // Spin is the derivative of orientation quaternion over time.
// Constants
Matrix3x3 inertiaTensorInverse; // Inverse of the inertia tensor of the body
Kilogram massInverse; // Inverse of the mass of the body
public :
BodyState(const Vector3D& position, const Matrix3x3& inertiaTensorInverse, const Kilogram& massInverse); // Constructor
BodyState(const BodyState& bodyState); // Copy-constructor
virtual ~BodyState(); // Destructor
Vector3D getPosition() const; // Return the position of the body
void setPosition(const Vector3D& position); // Set the position of the body
Vector3D getLinearMomentum() const; // Return the linear momemtum
void setLinearMomentum(const Vector3D& linearMomentum); // Set the linear momentum
Quaternion getOrientation() const; // Return the orientation quaternion
void setOrientation(const Quaternion& orientation); // Set the orientation quaternion
Vector3D getAngularMomentum() const; // Return the angular momentum
void setAngularMomentum(const Vector3D& angularMomentum); // Set the angular momentum
Vector3D getLinearVelocity() const; // Return the linear velocity
Vector3D getAngularVelocity() const; // Return the angular velocity
Quaternion getSpin() const; // Return the spin of the body
void setMassInverse(Kilogram massInverse); // Set the inverse of the mass
void setInertiaTensorInverse(const Matrix3x3& inertiaTensorInverse); // Set the inverse of the inertia tensor
void recalculate(); // Recalculate the secondary values
// of the BodyState from the primary ones
void computeAtTime(const Time& timeStep,
const DerivativeBodyState& lastDerivativeBodyState); // Compute the body state at time t + dt
Vector3D computeForce(Time time) const; // Return the force on the body at time t
Vector3D computeTorque(Time time) const; // Return the torque on the body at time t
};
// --- Inlines functions --- //
// Return the position of the body
inline Vector3D BodyState::getPosition() const {
return position;
}
// Set the position of the body
inline void BodyState::setPosition(const Vector3D& position) {
this->position = position;
}
// Return the linear momentum of the body
inline Vector3D BodyState::getLinearMomentum() const {
return linearMomentum;
}
// Set the linear momentum of the body
inline void BodyState::setLinearMomentum(const Vector3D& linearMomentum) {
this->linearMomentum = linearMomentum;
}
// Return the orientation quaternion of the body
inline Quaternion BodyState::getOrientation() const {
return orientation;
}
// Set the orientation quaternion
inline void BodyState::setOrientation(const Quaternion& orientation) {
this->orientation = orientation;
}
// Return the angular momentum of the body
inline Vector3D BodyState::getAngularMomentum() const {
return angularMomentum;
}
// Set the angular momentum of the body
inline void BodyState::setAngularMomentum(const Vector3D& angularMomentum) {
this->angularMomentum = angularMomentum;
}
// Return the linear velocity
inline Vector3D BodyState::getLinearVelocity() const {
return linearVelocity;
}
// Return the angular velocity of the body
inline Vector3D BodyState::getAngularVelocity() const {
return angularVelocity;
}
// Return the spin of the body
inline Quaternion BodyState::getSpin() const {
return spin;
}
// Set the inverse of the mass
inline void BodyState::setMassInverse(Kilogram massInverse) {
this->massInverse = massInverse;
}
// Set the inverse of the inertia tensor
inline void BodyState::setInertiaTensorInverse(const Matrix3x3& inertiaTensorInverse) {
this->inertiaTensorInverse = inertiaTensorInverse;
}
}
#endif

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include "RigidBody.h"
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
// Constructor
RigidBody::RigidBody(const Vector3D& position, const Kilogram& mass, const Matrix3x3& inertiaTensor)
: Body(mass), inertiaTensor(inertiaTensor),
currentBodyState(position, inertiaTensor.getInverse(),Kilogram(1.0/mass.getValue())),
previousBodyState(position, inertiaTensor.getInverse(), Kilogram(1.0/mass.getValue())) {
isMotionEnabled = true;
isCollisionEnabled = true;
interpolationFactor = 0.0;
}
// Copy-constructor
RigidBody::RigidBody(const RigidBody& rigidBody) : Body(rigidBody), inertiaTensor(rigidBody.inertiaTensor),
currentBodyState(rigidBody.currentBodyState), previousBodyState(rigidBody.previousBodyState) {
this->isMotionEnabled = rigidBody.isMotionEnabled;
this->isCollisionEnabled = rigidBody.isCollisionEnabled;
interpolationFactor = rigidBody.interpolationFactor;
}
// Destructor
RigidBody::~RigidBody() {
};
// Compute the linear interpolation state between the previous body state and the current body state
// This is used to avoid visual stuttering when the display and physics framerates are out of synchronization
BodyState RigidBody::getInterpolatedState() const {
// Get the interpolation factor
double alpha = interpolationFactor;
// Compute the linear interpolation state
BodyState interpolatedState = currentBodyState; // Used to take massInverse, inertiaTensorInverse
interpolatedState.setPosition(previousBodyState.getPosition() * (1-alpha) + currentBodyState.getPosition() * alpha);
interpolatedState.setLinearMomentum(previousBodyState.getLinearMomentum() * (1-alpha) + currentBodyState.getLinearMomentum() * alpha);
interpolatedState.setOrientation(Quaternion::slerp(previousBodyState.getOrientation(), currentBodyState.getOrientation(), alpha));
interpolatedState.setAngularMomentum(previousBodyState.getAngularMomentum() * (1-alpha) + currentBodyState.getAngularMomentum() * alpha);
// Recalculate the secondary state values
interpolatedState.recalculate();
// Return the interpolated state
return interpolatedState;
}

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
#ifndef RIGIDBODY_H
#define RIGIDBODY_H
// Libraries
#include <cassert>
#include "Body.h"
#include "BodyState.h"
#include "../mathematics/mathematics.h"
#include "../physics/physics.h"
// Namespace reactphysics3d
namespace reactphysics3d {
/* -------------------------------------------------------------------
Class RigidBody :
This class represents a rigid body of the physics
engine. A rigid body is a non-deformable body that
has a constant mass.
-------------------------------------------------------------------
*/
class RigidBody : public Body {
private :
Matrix3x3 inertiaTensor; // Inertia tensor of the body
BodyState currentBodyState; // Current body state
BodyState previousBodyState; // Previous body state
bool isMotionEnabled; // True if the body can move
bool isCollisionEnabled; // True if the body can collide with others bodies
double interpolationFactor; // Interpolation factor used for the state interpolation
public :
RigidBody(const Vector3D& position, const Kilogram& mass, const Matrix3x3& inertiaTensor); // Constructor
RigidBody(const RigidBody& rigidBody); // Copy-constructor
virtual ~RigidBody(); // Destructor
Matrix3x3 getInertiaTensor() const; // Return the inertia tensor of the body
void setInertiaTensor(const Matrix3x3& inertiaTensor); // Set the inertia tensor of the body
BodyState& getCurrentBodyState(); // Return a reference to the current state of the body
void setInterpolationFactor(double factor); // Set the interpolation factor of the body
BodyState getInterpolatedState() const; // Compute and return the interpolated state
bool getIsMotionEnabled() const; // Return if the rigid body can move
void setIsMotionEnabled(bool isMotionEnabled); // Set the value to true if the body can move
void updatePreviousBodyState(); // Update the previous body state of the body
};
// --- Inline functions --- //
// Return the inertia tensor of the body
inline Matrix3x3 RigidBody::getInertiaTensor() const {
return inertiaTensor;
}
// Set the inertia tensor of the body
inline void RigidBody::setInertiaTensor(const Matrix3x3& inertiaTensor) {
this->inertiaTensor = inertiaTensor;
}
// Return a reference to the current state of the body
// This way the currentBodyState could be modify outside the rigid body
inline BodyState& RigidBody::getCurrentBodyState() {
return currentBodyState;
}
// Set the interpolation factor of the body
inline void RigidBody::setInterpolationFactor(double factor) {
assert(factor >= 0 && factor <= 1);
// Set the factor
interpolationFactor = factor;
}
// Return if the rigid body can move
inline bool RigidBody::getIsMotionEnabled() const {
return isMotionEnabled;
}
// Set the value to true if the body can move
inline void RigidBody::setIsMotionEnabled(bool isMotionEnabled) {
this->isMotionEnabled = isMotionEnabled;
}
// Update the previous body state of the body
inline void RigidBody::updatePreviousBodyState() {
// The current body state becomes the previous body state
previousBodyState = currentBodyState;
}
} // End of the ReactPhyscis3D namespace
#endif