Add initMass and massInverse to DynamicsComponents
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@ -40,13 +40,13 @@ using namespace reactphysics3d;
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* @param id The ID of the body
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*/
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RigidBody::RigidBody(const Transform& transform, CollisionWorld& world, Entity entity, bodyindex id)
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: CollisionBody(world, entity, id), mArrayIndex(0), mInitMass(decimal(1.0)),
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: CollisionBody(world, entity, id), mArrayIndex(0),
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mCenterOfMassLocal(0, 0, 0), mCenterOfMassWorld(transform.getPosition()),
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mIsGravityEnabled(true), mMaterial(world.mConfig),
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mJointsList(nullptr), mIsCenterOfMassSetByUser(false), mIsInertiaTensorSetByUser(false) {
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// Compute the inverse mass
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mMassInverse = decimal(1.0) / mInitMass;
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mWorld.mDynamicsComponents.setMassInverse(mEntity, decimal(1.0) / mWorld.mDynamicsComponents.getInitMass(mEntity));
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// Update the world inverse inertia tensor
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updateInertiaTensorInverseWorld();
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@ -91,12 +91,12 @@ void RigidBody::setType(BodyType type) {
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if (mType == BodyType::STATIC || mType == BodyType::KINEMATIC) {
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// Reset the inverse mass and inverse inertia tensor to zero
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mMassInverse = decimal(0.0);
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mWorld.mDynamicsComponents.setMassInverse(mEntity, decimal(0));
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mInertiaTensorLocalInverse.setToZero();
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mInertiaTensorInverseWorld.setToZero();
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}
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else { // If it is a dynamic body
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mMassInverse = decimal(1.0) / mInitMass;
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mWorld.mDynamicsComponents.setMassInverse(mEntity, decimal(1.0) / mWorld.mDynamicsComponents.getInitMass(mEntity));
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if (mIsInertiaTensorSetByUser) {
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mInertiaTensorLocalInverse = mUserInertiaTensorLocalInverse;
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@ -118,6 +118,14 @@ void RigidBody::setType(BodyType type) {
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mWorld.mDynamicsComponents.setExternalTorque(mEntity, Vector3::zero());
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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.mDynamicsComponents.getInitMass(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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/// If the point is not at the center of mass of the body, it will also
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/// generate some torque and therefore, change the angular velocity of the body.
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@ -274,14 +282,14 @@ void RigidBody::setMass(decimal mass) {
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if (mType != BodyType::DYNAMIC) return;
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mInitMass = mass;
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mWorld.mDynamicsComponents.setInitMass(mEntity, mass);
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if (mInitMass > decimal(0.0)) {
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mMassInverse = decimal(1.0) / mInitMass;
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if (mWorld.mDynamicsComponents.getInitMass(mEntity) > decimal(0.0)) {
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mWorld.mDynamicsComponents.setMassInverse(mEntity, decimal(1.0) / mWorld.mDynamicsComponents.getInitMass(mEntity));
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}
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else {
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mInitMass = decimal(1.0);
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mMassInverse = decimal(1.0);
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mWorld.mDynamicsComponents.setInitMass(mEntity, decimal(1.0));
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mWorld.mDynamicsComponents.setMassInverse(mEntity, decimal(1.0));
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}
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RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
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@ -558,8 +566,8 @@ void RigidBody::setTransform(const Transform& transform) {
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// the collision shapes attached to the body.
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void RigidBody::recomputeMassInformation() {
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mInitMass = decimal(0.0);
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mMassInverse = decimal(0.0);
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mWorld.mDynamicsComponents.setInitMass(mEntity, decimal(0.0));
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mWorld.mDynamicsComponents.setMassInverse(mEntity, decimal(0.0));
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if (!mIsInertiaTensorSetByUser) mInertiaTensorLocalInverse.setToZero();
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if (!mIsInertiaTensorSetByUser) mInertiaTensorInverseWorld.setToZero();
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if (!mIsCenterOfMassSetByUser) mCenterOfMassLocal.setToZero();
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@ -580,15 +588,15 @@ void RigidBody::recomputeMassInformation() {
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const List<Entity>& proxyShapesEntities = mWorld.mBodyComponents.getProxyShapes(mEntity);
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for (uint i=0; i < proxyShapesEntities.size(); i++) {
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ProxyShape* proxyShape = mWorld.mProxyShapesComponents.getProxyShape(proxyShapesEntities[i]);
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mInitMass += proxyShape->getMass();
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mWorld.mDynamicsComponents.setInitMass(mEntity, mWorld.mDynamicsComponents.getInitMass(mEntity) + proxyShape->getMass());
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if (!mIsCenterOfMassSetByUser) {
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mCenterOfMassLocal += proxyShape->getLocalToBodyTransform().getPosition() * proxyShape->getMass();
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}
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}
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if (mInitMass > decimal(0.0)) {
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mMassInverse = decimal(1.0) / mInitMass;
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if (mWorld.mDynamicsComponents.getInitMass(mEntity) > decimal(0.0)) {
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mWorld.mDynamicsComponents.setMassInverse(mEntity, decimal(1.0) / mWorld.mDynamicsComponents.getInitMass(mEntity));
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}
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else {
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mCenterOfMassWorld = transform.getPosition();
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@ -599,7 +607,7 @@ void RigidBody::recomputeMassInformation() {
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const Vector3 oldCenterOfMass = mCenterOfMassWorld;
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if (!mIsCenterOfMassSetByUser) {
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mCenterOfMassLocal *= mMassInverse;
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mCenterOfMassLocal *= mWorld.mDynamicsComponents.getMassInverse(mEntity);
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}
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mCenterOfMassWorld = transform * mCenterOfMassLocal;
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@ -60,9 +60,6 @@ class RigidBody : public CollisionBody {
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// -------------------- Attributes -------------------- //
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/// Intial mass of the body
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decimal mInitMass;
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/// Center of mass of the body in local-space coordinates.
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/// The center of mass can therefore be different from the body origin
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Vector3 mCenterOfMassLocal;
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@ -80,9 +77,6 @@ class RigidBody : public CollisionBody {
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/// Inverse of the world inertia tensor of the body
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Matrix3x3 mInertiaTensorInverseWorld;
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/// Inverse of the mass of the body
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decimal mMassInverse;
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/// True if the gravity needs to be applied to this rigid body
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bool mIsGravityEnabled;
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@ -235,14 +229,6 @@ class RigidBody : public CollisionBody {
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friend class FixedJoint;
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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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inline decimal RigidBody::getMass() const {
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return mInitMass;
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}
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// Get the inverse local inertia tensor of the body (in body coordinates)
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inline const Matrix3x3& RigidBody::getInverseInertiaTensorLocal() const {
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return mInertiaTensorLocalInverse;
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@ -36,8 +36,8 @@ using namespace reactphysics3d;
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// Constructor
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DynamicsComponents::DynamicsComponents(MemoryAllocator& allocator)
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:Components(allocator, sizeof(Entity) + sizeof(Vector3) + sizeof(Vector3) + sizeof(Vector3) + sizeof(Vector3) +
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sizeof(Vector3) + sizeof(Vector3) + sizeof(Vector3) + sizeof(Vector3) + sizeof(Vector3) +
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sizeof(Vector3) + sizeof(bool)) {
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sizeof(Vector3) + sizeof(Vector3) + sizeof(Vector3) + sizeof(Vector3) + sizeof(decimal) +
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sizeof(decimal) + sizeof(decimal) + sizeof(decimal) + sizeof(bool)) {
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// Allocate memory for the components data
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allocate(INIT_NB_ALLOCATED_COMPONENTS);
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@ -67,7 +67,9 @@ void DynamicsComponents::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);
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decimal* newAngularDampings = reinterpret_cast<decimal*>(newLinearDampings + nbComponentsToAllocate);
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bool* newIsAlreadyInIsland = reinterpret_cast<bool*>(newAngularDampings + nbComponentsToAllocate);
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decimal* newInitMasses = reinterpret_cast<decimal*>(newAngularDampings + nbComponentsToAllocate);
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decimal* newInverseMasses = reinterpret_cast<decimal*>(newInitMasses + nbComponentsToAllocate);
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bool* newIsAlreadyInIsland = reinterpret_cast<bool*>(newInverseMasses + nbComponentsToAllocate);
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// If there was already components before
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if (mNbComponents > 0) {
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@ -84,6 +86,8 @@ void DynamicsComponents::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(newInverseMasses, mInverseMasses, mNbComponents * sizeof(decimal));
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memcpy(newIsAlreadyInIsland, mIsAlreadyInIsland, mNbComponents * sizeof(bool));
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// Deallocate previous memory
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@ -102,6 +106,8 @@ void DynamicsComponents::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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mInverseMasses = newInverseMasses;
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mIsAlreadyInIsland = newIsAlreadyInIsland;
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mNbAllocatedComponents = nbComponentsToAllocate;
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}
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@ -124,6 +130,8 @@ void DynamicsComponents::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);
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mInitMasses[index] = decimal(1.0);
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mInverseMasses[index] = decimal(1.0);
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mIsAlreadyInIsland[index] = false;
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// Map the entity with the new component lookup index
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@ -153,6 +161,8 @@ void DynamicsComponents::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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mInverseMasses[destIndex] = mInverseMasses[srcIndex];
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mIsAlreadyInIsland[destIndex] = mIsAlreadyInIsland[srcIndex];
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// Destroy the source component
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@ -184,6 +194,8 @@ void DynamicsComponents::swapComponents(uint32 index1, uint32 index2) {
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Vector3 externalTorque1(mExternalTorques[index1]);
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decimal linearDamping1 = mLinearDampings[index1];
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decimal angularDamping1 = mAngularDampings[index1];
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decimal initMass1 = mInitMasses[index1];
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decimal inverseMass1 = mInverseMasses[index1];
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bool isAlreadyInIsland1 = mIsAlreadyInIsland[index1];
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// Destroy component 1
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@ -203,6 +215,8 @@ void DynamicsComponents::swapComponents(uint32 index1, uint32 index2) {
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new (mExternalTorques + index2) Vector3(externalTorque1);
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mLinearDampings[index2] = linearDamping1;
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mAngularDampings[index2] = angularDamping1;
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mInitMasses[index2] = initMass1;
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mInverseMasses[index2] = inverseMass1;
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mIsAlreadyInIsland[index2] = isAlreadyInIsland1;
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// Update the entity to component index mapping
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@ -83,6 +83,12 @@ class DynamicsComponents : public Components {
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/// Array with the angular damping factor of each component
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decimal* mAngularDampings;
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/// Array with the initial mass of each component
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decimal* mInitMasses;
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/// Array with the inverse mass of each component
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decimal* mInverseMasses;
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/// Array with the boolean value to know if the body has already been added into an island
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bool* mIsAlreadyInIsland;
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@ -156,6 +162,12 @@ class DynamicsComponents : public Components {
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/// Return the angular damping factor of an entity
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decimal getAngularDamping(Entity bodyEntity) const;
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/// Return the initial mass of an entity
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decimal getInitMass(Entity bodyEntity) const;
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/// Return the mass inverse of an entity
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decimal getMassInverse(Entity bodyEntity) const;
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/// Return true if the entity is already in an island
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bool getIsAlreadyInIsland(Entity bodyEntity) const;
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@ -189,6 +201,12 @@ class DynamicsComponents : public Components {
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/// Set the angular damping factor of an entity
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void setAngularDamping(Entity bodyEntity, decimal angularDamping);
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/// Set the initial mass of an entity
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void setInitMass(Entity bodyEntity, decimal initMass);
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/// Set the inverse mass of an entity
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void setMassInverse(Entity bodyEntity, decimal inverseMass);
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/// Set the value to know if the entity is already in an island
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bool setIsAlreadyInIsland(Entity bodyEntity, bool isAlreadyInIsland);
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@ -300,6 +318,22 @@ inline decimal DynamicsComponents::getAngularDamping(Entity bodyEntity) const {
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return mAngularDampings[mMapEntityToComponentIndex[bodyEntity]];
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}
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// Return the initial mass of an entity
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inline decimal DynamicsComponents::getInitMass(Entity bodyEntity) const {
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assert(mMapEntityToComponentIndex.containsKey(bodyEntity));
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return mInitMasses[mMapEntityToComponentIndex[bodyEntity]];
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}
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// Return the inverse mass of an entity
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inline decimal DynamicsComponents::getMassInverse(Entity bodyEntity) const {
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assert(mMapEntityToComponentIndex.containsKey(bodyEntity));
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return mInverseMasses[mMapEntityToComponentIndex[bodyEntity]];
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}
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// Set the constrained linear velocity of an entity
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inline void DynamicsComponents::setConstrainedLinearVelocity(Entity bodyEntity, const Vector3& constrainedLinearVelocity) {
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@ -364,6 +398,22 @@ inline void DynamicsComponents::setAngularDamping(Entity bodyEntity, decimal ang
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mAngularDampings[mMapEntityToComponentIndex[bodyEntity]] = angularDamping;
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}
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// Set the initial mass of an entity
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inline void DynamicsComponents::setInitMass(Entity bodyEntity, decimal initMass) {
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assert(mMapEntityToComponentIndex.containsKey(bodyEntity));
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mInitMasses[mMapEntityToComponentIndex[bodyEntity]] = initMass;
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}
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// Set the mass inverse of an entity
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inline void DynamicsComponents::setMassInverse(Entity bodyEntity, decimal inverseMass) {
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assert(mMapEntityToComponentIndex.containsKey(bodyEntity));
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mInverseMasses[mMapEntityToComponentIndex[bodyEntity]] = inverseMass;
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}
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// Return true if the entity is already in an island
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inline bool DynamicsComponents::getIsAlreadyInIsland(Entity bodyEntity) const {
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@ -68,7 +68,9 @@ void BallAndSocketJoint::initBeforeSolve(const ConstraintSolverData& constraintS
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Matrix3x3 skewSymmetricMatrixU2= Matrix3x3::computeSkewSymmetricMatrixForCrossProduct(mR2World);
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// Compute the matrix K=JM^-1J^t (3x3 matrix)
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decimal inverseMassBodies = mBody1->mMassInverse + mBody2->mMassInverse;
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decimal body1MassInverse = constraintSolverData.dynamicsComponents.getMassInverse(mBody1->getEntity());
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decimal body2MassInverse = constraintSolverData.dynamicsComponents.getMassInverse(mBody2->getEntity());
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decimal inverseMassBodies = body1MassInverse + body2MassInverse;
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Matrix3x3 massMatrix = Matrix3x3(inverseMassBodies, 0, 0,
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0, inverseMassBodies, 0,
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0, 0, inverseMassBodies) +
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const Vector3 angularImpulseBody1 = mImpulse.cross(mR1World);
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// Apply the impulse to the body 1
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v1 += mBody1->mMassInverse * linearImpulseBody1;
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v1 += constraintSolverData.dynamicsComponents.getMassInverse(mBody1Entity) * linearImpulseBody1;
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w1 += mI1 * angularImpulseBody1;
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// Compute the impulse P=J^T * lambda for the body 2
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const Vector3 angularImpulseBody2 = -mImpulse.cross(mR2World);
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// Apply the impulse to the body to the body 2
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v2 += mBody2->mMassInverse * mImpulse;
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v2 += constraintSolverData.dynamicsComponents.getMassInverse(mBody2Entity) * mImpulse;
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w2 += mI2 * angularImpulseBody2;
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}
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@ -148,14 +150,14 @@ void BallAndSocketJoint::solveVelocityConstraint(const ConstraintSolverData& con
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const Vector3 angularImpulseBody1 = deltaLambda.cross(mR1World);
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// Apply the impulse to the body 1
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v1 += mBody1->mMassInverse * linearImpulseBody1;
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v1 += constraintSolverData.dynamicsComponents.getMassInverse(mBody1Entity) * linearImpulseBody1;
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w1 += mI1 * angularImpulseBody1;
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// Compute the impulse P=J^T * lambda for the body 2
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const Vector3 angularImpulseBody2 = -deltaLambda.cross(mR2World);
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// Apply the impulse to the body 2
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v2 += mBody2->mMassInverse * deltaLambda;
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v2 += constraintSolverData.dynamicsComponents.getMassInverse(mBody2Entity) * deltaLambda;
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w2 += mI2 * angularImpulseBody2;
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}
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@ -173,8 +175,8 @@ void BallAndSocketJoint::solvePositionConstraint(const ConstraintSolverData& con
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Quaternion& q2 = constraintSolverData.orientations[mIndexBody2];
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// Get the inverse mass and inverse inertia tensors of the bodies
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decimal inverseMassBody1 = mBody1->mMassInverse;
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decimal inverseMassBody2 = mBody2->mMassInverse;
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const decimal inverseMassBody1 = constraintSolverData.dynamicsComponents.getMassInverse(mBody1Entity);
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const decimal inverseMassBody2 = constraintSolverData.dynamicsComponents.getMassInverse(mBody2Entity);
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// Recompute the inverse inertia tensors
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mI1 = mBody1->getInertiaTensorInverseWorld();
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@ -83,7 +83,9 @@ void FixedJoint::initBeforeSolve(const ConstraintSolverData& constraintSolverDat
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Matrix3x3 skewSymmetricMatrixU2= Matrix3x3::computeSkewSymmetricMatrixForCrossProduct(mR2World);
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// Compute the matrix K=JM^-1J^t (3x3 matrix) for the 3 translation constraints
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decimal inverseMassBodies = mBody1->mMassInverse + mBody2->mMassInverse;
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const decimal body1MassInverse = constraintSolverData.dynamicsComponents.getMassInverse(mBody1->getEntity());
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const decimal body2MassInverse = constraintSolverData.dynamicsComponents.getMassInverse(mBody2->getEntity());
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const decimal inverseMassBodies = body1MassInverse + body2MassInverse;
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Matrix3x3 massMatrix = Matrix3x3(inverseMassBodies, 0, 0,
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0, inverseMassBodies, 0,
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0, 0, inverseMassBodies) +
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@ -140,8 +142,8 @@ void FixedJoint::warmstart(const ConstraintSolverData& constraintSolverData) {
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Vector3& w2 = constraintSolverData.dynamicsComponents.mConstrainedAngularVelocities[dynamicsComponentIndexBody2];
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// Get the inverse mass of the bodies
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const decimal inverseMassBody1 = mBody1->mMassInverse;
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const decimal inverseMassBody2 = mBody2->mMassInverse;
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const decimal inverseMassBody1 = constraintSolverData.dynamicsComponents.getMassInverse(mBody1Entity);
|
||||
const decimal inverseMassBody2 = constraintSolverData.dynamicsComponents.getMassInverse(mBody2Entity);
|
||||
|
||||
// Compute the impulse P=J^T * lambda for the 3 translation constraints for body 1
|
||||
Vector3 linearImpulseBody1 = -mImpulseTranslation;
|
||||
|
@ -178,8 +180,8 @@ void FixedJoint::solveVelocityConstraint(const ConstraintSolverData& constraintS
|
|||
Vector3& w2 = constraintSolverData.dynamicsComponents.mConstrainedAngularVelocities[dynamicsComponentIndexBody2];
|
||||
|
||||
// Get the inverse mass of the bodies
|
||||
decimal inverseMassBody1 = mBody1->mMassInverse;
|
||||
decimal inverseMassBody2 = mBody2->mMassInverse;
|
||||
decimal inverseMassBody1 = constraintSolverData.dynamicsComponents.getMassInverse(mBody1Entity);
|
||||
decimal inverseMassBody2 = constraintSolverData.dynamicsComponents.getMassInverse(mBody2Entity);
|
||||
|
||||
// --------------- Translation Constraints --------------- //
|
||||
|
||||
|
@ -239,8 +241,8 @@ void FixedJoint::solvePositionConstraint(const ConstraintSolverData& constraintS
|
|||
Quaternion& q2 = constraintSolverData.orientations[mIndexBody2];
|
||||
|
||||
// Get the inverse mass and inverse inertia tensors of the bodies
|
||||
decimal inverseMassBody1 = mBody1->mMassInverse;
|
||||
decimal inverseMassBody2 = mBody2->mMassInverse;
|
||||
decimal inverseMassBody1 = constraintSolverData.dynamicsComponents.getMassInverse(mBody1Entity);
|
||||
decimal inverseMassBody2 = constraintSolverData.dynamicsComponents.getMassInverse(mBody2Entity);
|
||||
|
||||
// Recompute the inverse inertia tensors
|
||||
mI1 = mBody1->getInertiaTensorInverseWorld();
|
||||
|
@ -257,7 +259,7 @@ void FixedJoint::solvePositionConstraint(const ConstraintSolverData& constraintS
|
|||
// --------------- Translation Constraints --------------- //
|
||||
|
||||
// Compute the matrix K=JM^-1J^t (3x3 matrix) for the 3 translation constraints
|
||||
decimal inverseMassBodies = mBody1->mMassInverse + mBody2->mMassInverse;
|
||||
decimal inverseMassBodies = inverseMassBody1 + inverseMassBody2;
|
||||
Matrix3x3 massMatrix = Matrix3x3(inverseMassBodies, 0, 0,
|
||||
0, inverseMassBodies, 0,
|
||||
0, 0, inverseMassBodies) +
|
||||
|
|
|
@ -117,7 +117,9 @@ void HingeJoint::initBeforeSolve(const ConstraintSolverData& constraintSolverDat
|
|||
Matrix3x3 skewSymmetricMatrixU2= Matrix3x3::computeSkewSymmetricMatrixForCrossProduct(mR2World);
|
||||
|
||||
// Compute the inverse mass matrix K=JM^-1J^t for the 3 translation constraints (3x3 matrix)
|
||||
decimal inverseMassBodies = mBody1->mMassInverse + mBody2->mMassInverse;
|
||||
decimal body1MassInverse = constraintSolverData.dynamicsComponents.getMassInverse(mBody1->getEntity());
|
||||
decimal body2MassInverse = constraintSolverData.dynamicsComponents.getMassInverse(mBody2->getEntity());
|
||||
decimal inverseMassBodies = body1MassInverse + body2MassInverse;
|
||||
Matrix3x3 massMatrix = Matrix3x3(inverseMassBodies, 0, 0,
|
||||
0, inverseMassBodies, 0,
|
||||
0, 0, inverseMassBodies) +
|
||||
|
@ -209,8 +211,8 @@ void HingeJoint::warmstart(const ConstraintSolverData& constraintSolverData) {
|
|||
Vector3& w2 = constraintSolverData.dynamicsComponents.mConstrainedAngularVelocities[dynamicsComponentIndexBody2];
|
||||
|
||||
// Get the inverse mass and inverse inertia tensors of the bodies
|
||||
const decimal inverseMassBody1 = mBody1->mMassInverse;
|
||||
const decimal inverseMassBody2 = mBody2->mMassInverse;
|
||||
const decimal inverseMassBody1 = constraintSolverData.dynamicsComponents.getMassInverse(mBody1Entity);
|
||||
const decimal inverseMassBody2 = constraintSolverData.dynamicsComponents.getMassInverse(mBody2Entity);
|
||||
|
||||
// Compute the impulse P=J^T * lambda for the 2 rotation constraints
|
||||
Vector3 rotationImpulse = -mB2CrossA1 * mImpulseRotation.x - mC2CrossA1 * mImpulseRotation.y;
|
||||
|
@ -268,8 +270,8 @@ void HingeJoint::solveVelocityConstraint(const ConstraintSolverData& constraintS
|
|||
Vector3& w2 = constraintSolverData.dynamicsComponents.mConstrainedAngularVelocities[dynamicsComponentIndexBody2];
|
||||
|
||||
// Get the inverse mass and inverse inertia tensors of the bodies
|
||||
decimal inverseMassBody1 = mBody1->mMassInverse;
|
||||
decimal inverseMassBody2 = mBody2->mMassInverse;
|
||||
decimal inverseMassBody1 = constraintSolverData.dynamicsComponents.getMassInverse(mBody1Entity);
|
||||
decimal inverseMassBody2 = constraintSolverData.dynamicsComponents.getMassInverse(mBody2Entity);
|
||||
|
||||
// --------------- Translation Constraints --------------- //
|
||||
|
||||
|
@ -418,8 +420,8 @@ void HingeJoint::solvePositionConstraint(const ConstraintSolverData& constraintS
|
|||
Quaternion& q2 = constraintSolverData.orientations[mIndexBody2];
|
||||
|
||||
// Get the inverse mass and inverse inertia tensors of the bodies
|
||||
decimal inverseMassBody1 = mBody1->mMassInverse;
|
||||
decimal inverseMassBody2 = mBody2->mMassInverse;
|
||||
decimal inverseMassBody1 = constraintSolverData.dynamicsComponents.getMassInverse(mBody1Entity);
|
||||
decimal inverseMassBody2 = constraintSolverData.dynamicsComponents.getMassInverse(mBody2Entity);
|
||||
|
||||
// Recompute the inverse inertia tensors
|
||||
mI1 = mBody1->getInertiaTensorInverseWorld();
|
||||
|
@ -455,7 +457,9 @@ void HingeJoint::solvePositionConstraint(const ConstraintSolverData& constraintS
|
|||
// --------------- Translation Constraints --------------- //
|
||||
|
||||
// Compute the matrix K=JM^-1J^t (3x3 matrix) for the 3 translation constraints
|
||||
decimal inverseMassBodies = mBody1->mMassInverse + mBody2->mMassInverse;
|
||||
const decimal body1InverseMass = constraintSolverData.dynamicsComponents.getMassInverse(mBody1Entity);
|
||||
const decimal body2InverseMass = constraintSolverData.dynamicsComponents.getMassInverse(mBody2Entity);
|
||||
decimal inverseMassBodies = body1InverseMass + body2InverseMass;
|
||||
Matrix3x3 massMatrix = Matrix3x3(inverseMassBodies, 0, 0,
|
||||
0, inverseMassBodies, 0,
|
||||
0, 0, inverseMassBodies) +
|
||||
|
|
|
@ -128,7 +128,9 @@ void SliderJoint::initBeforeSolve(const ConstraintSolverData& constraintSolverDa
|
|||
|
||||
// Compute the inverse of the mass matrix K=JM^-1J^t for the 2 translation
|
||||
// constraints (2x2 matrix)
|
||||
decimal sumInverseMass = mBody1->mMassInverse + mBody2->mMassInverse;
|
||||
const decimal body1MassInverse = constraintSolverData.dynamicsComponents.getMassInverse(mBody1->getEntity());
|
||||
const decimal body2MassInverse = constraintSolverData.dynamicsComponents.getMassInverse(mBody2->getEntity());
|
||||
const decimal sumInverseMass = body1MassInverse + body2MassInverse;
|
||||
Vector3 I1R1PlusUCrossN1 = mI1 * mR1PlusUCrossN1;
|
||||
Vector3 I1R1PlusUCrossN2 = mI1 * mR1PlusUCrossN2;
|
||||
Vector3 I2R2CrossN1 = mI2 * mR2CrossN1;
|
||||
|
@ -174,7 +176,7 @@ void SliderJoint::initBeforeSolve(const ConstraintSolverData& constraintSolverDa
|
|||
if (mIsLimitEnabled && (mIsLowerLimitViolated || mIsUpperLimitViolated)) {
|
||||
|
||||
// Compute the inverse of the mass matrix K=JM^-1J^t for the limits (1x1 matrix)
|
||||
mInverseMassMatrixLimit = mBody1->mMassInverse + mBody2->mMassInverse +
|
||||
mInverseMassMatrixLimit = sumInverseMass +
|
||||
mR1PlusUCrossSliderAxis.dot(mI1 * mR1PlusUCrossSliderAxis) +
|
||||
mR2CrossSliderAxis.dot(mI2 * mR2CrossSliderAxis);
|
||||
mInverseMassMatrixLimit = (mInverseMassMatrixLimit > 0.0) ?
|
||||
|
@ -197,7 +199,7 @@ void SliderJoint::initBeforeSolve(const ConstraintSolverData& constraintSolverDa
|
|||
if (mIsMotorEnabled) {
|
||||
|
||||
// Compute the inverse of mass matrix K=JM^-1J^t for the motor (1x1 matrix)
|
||||
mInverseMassMatrixMotor = mBody1->mMassInverse + mBody2->mMassInverse;
|
||||
mInverseMassMatrixMotor = sumInverseMass;
|
||||
mInverseMassMatrixMotor = (mInverseMassMatrixMotor > 0.0) ?
|
||||
decimal(1.0) / mInverseMassMatrixMotor : decimal(0.0);
|
||||
}
|
||||
|
@ -227,8 +229,8 @@ void SliderJoint::warmstart(const ConstraintSolverData& constraintSolverData) {
|
|||
Vector3& w2 = constraintSolverData.dynamicsComponents.mConstrainedAngularVelocities[dynamicsComponentIndexBody2];
|
||||
|
||||
// Get the inverse mass and inverse inertia tensors of the bodies
|
||||
const decimal inverseMassBody1 = mBody1->mMassInverse;
|
||||
const decimal inverseMassBody2 = mBody2->mMassInverse;
|
||||
const decimal inverseMassBody1 = constraintSolverData.dynamicsComponents.getMassInverse(mBody1Entity);
|
||||
const decimal inverseMassBody2 = constraintSolverData.dynamicsComponents.getMassInverse(mBody2Entity);
|
||||
|
||||
// Compute the impulse P=J^T * lambda for the lower and upper limits constraints of body 1
|
||||
decimal impulseLimits = mImpulseUpperLimit - mImpulseLowerLimit;
|
||||
|
@ -289,8 +291,8 @@ void SliderJoint::solveVelocityConstraint(const ConstraintSolverData& constraint
|
|||
Vector3& w2 = constraintSolverData.dynamicsComponents.mConstrainedAngularVelocities[dynamicsComponentIndexBody2];
|
||||
|
||||
// Get the inverse mass and inverse inertia tensors of the bodies
|
||||
decimal inverseMassBody1 = mBody1->mMassInverse;
|
||||
decimal inverseMassBody2 = mBody2->mMassInverse;
|
||||
decimal inverseMassBody1 = constraintSolverData.dynamicsComponents.getMassInverse(mBody1Entity);
|
||||
decimal inverseMassBody2 = constraintSolverData.dynamicsComponents.getMassInverse(mBody2Entity);
|
||||
|
||||
// --------------- Translation Constraints --------------- //
|
||||
|
||||
|
@ -450,8 +452,8 @@ void SliderJoint::solvePositionConstraint(const ConstraintSolverData& constraint
|
|||
Quaternion& q2 = constraintSolverData.orientations[mIndexBody2];
|
||||
|
||||
// Get the inverse mass and inverse inertia tensors of the bodies
|
||||
decimal inverseMassBody1 = mBody1->mMassInverse;
|
||||
decimal inverseMassBody2 = mBody2->mMassInverse;
|
||||
const decimal inverseMassBody1 = constraintSolverData.dynamicsComponents.getMassInverse(mBody1Entity);
|
||||
const decimal inverseMassBody2 = constraintSolverData.dynamicsComponents.getMassInverse(mBody2Entity);
|
||||
|
||||
// Recompute the inertia tensor of bodies
|
||||
mI1 = mBody1->getInertiaTensorInverseWorld();
|
||||
|
@ -490,7 +492,9 @@ void SliderJoint::solvePositionConstraint(const ConstraintSolverData& constraint
|
|||
|
||||
// Recompute the inverse of the mass matrix K=JM^-1J^t for the 2 translation
|
||||
// constraints (2x2 matrix)
|
||||
decimal sumInverseMass = mBody1->mMassInverse + mBody2->mMassInverse;
|
||||
const decimal body1MassInverse = constraintSolverData.dynamicsComponents.getMassInverse(mBody1Entity);
|
||||
const decimal body2MassInverse = constraintSolverData.dynamicsComponents.getMassInverse(mBody2Entity);
|
||||
decimal sumInverseMass = body1MassInverse + body2MassInverse;
|
||||
Vector3 I1R1PlusUCrossN1 = mI1 * mR1PlusUCrossN1;
|
||||
Vector3 I1R1PlusUCrossN2 = mI1 * mR1PlusUCrossN2;
|
||||
Vector3 I2R2CrossN1 = mI2 * mR2CrossN1;
|
||||
|
@ -610,7 +614,9 @@ void SliderJoint::solvePositionConstraint(const ConstraintSolverData& constraint
|
|||
if (mIsLowerLimitViolated || mIsUpperLimitViolated) {
|
||||
|
||||
// Compute the inverse of the mass matrix K=JM^-1J^t for the limits (1x1 matrix)
|
||||
mInverseMassMatrixLimit = mBody1->mMassInverse + mBody2->mMassInverse +
|
||||
const decimal body1MassInverse = constraintSolverData.dynamicsComponents.getMassInverse(mBody1Entity);
|
||||
const decimal body2MassInverse = constraintSolverData.dynamicsComponents.getMassInverse(mBody2Entity);
|
||||
mInverseMassMatrixLimit = body1MassInverse + body2MassInverse +
|
||||
mR1PlusUCrossSliderAxis.dot(mI1 * mR1PlusUCrossSliderAxis) +
|
||||
mR2CrossSliderAxis.dot(mI2 * mR2CrossSliderAxis);
|
||||
mInverseMassMatrixLimit = (mInverseMassMatrixLimit > 0.0) ?
|
||||
|
|
|
@ -143,8 +143,8 @@ void ContactSolver::initializeForIsland(uint islandIndex) {
|
|||
mContactConstraints[mNbContactManifolds].dynamicsComponentIndexBody2 = mDynamicsComponents.getEntityIndex(body2->getEntity());
|
||||
mContactConstraints[mNbContactManifolds].inverseInertiaTensorBody1 = body1->getInertiaTensorInverseWorld();
|
||||
mContactConstraints[mNbContactManifolds].inverseInertiaTensorBody2 = body2->getInertiaTensorInverseWorld();
|
||||
mContactConstraints[mNbContactManifolds].massInverseBody1 = body1->mMassInverse;
|
||||
mContactConstraints[mNbContactManifolds].massInverseBody2 = body2->mMassInverse;
|
||||
mContactConstraints[mNbContactManifolds].massInverseBody1 = mDynamicsComponents.getMassInverse(body1->getEntity());
|
||||
mContactConstraints[mNbContactManifolds].massInverseBody2 = mDynamicsComponents.getMassInverse(body2->getEntity());
|
||||
mContactConstraints[mNbContactManifolds].nbContacts = externalManifold.getNbContactPoints();
|
||||
mContactConstraints[mNbContactManifolds].frictionCoefficient = computeMixedFrictionCoefficient(body1, body2);
|
||||
mContactConstraints[mNbContactManifolds].rollingResistanceFactor = computeMixedRollingResistance(body1, body2);
|
||||
|
|
|
@ -314,16 +314,17 @@ void DynamicsWorld::integrateRigidBodiesVelocities() {
|
|||
assert(indexBody < mRigidBodies.size());
|
||||
|
||||
// Integrate the external force to get the new velocity of the body
|
||||
mDynamicsComponents.setConstrainedLinearVelocity(bodyEntity, body->getLinearVelocity() +
|
||||
mTimeStep * body->mMassInverse * mDynamicsComponents.getExternalForce(bodyEntity));
|
||||
mDynamicsComponents.setConstrainedAngularVelocity(bodyEntity, body->getAngularVelocity() +
|
||||
mDynamicsComponents.setConstrainedLinearVelocity(bodyEntity, mDynamicsComponents.getLinearVelocity(bodyEntity) +
|
||||
mTimeStep * mDynamicsComponents.getMassInverse(bodyEntity) * mDynamicsComponents.getExternalForce(bodyEntity));
|
||||
mDynamicsComponents.setConstrainedAngularVelocity(bodyEntity, mDynamicsComponents.getAngularVelocity(bodyEntity) +
|
||||
mTimeStep * body->getInertiaTensorInverseWorld() * mDynamicsComponents.getExternalTorque(bodyEntity));
|
||||
|
||||
// If the gravity has to be applied to this rigid body
|
||||
if (body->isGravityEnabled() && mIsGravityEnabled) {
|
||||
|
||||
// Integrate the gravity force
|
||||
mDynamicsComponents.setConstrainedLinearVelocity(bodyEntity, mDynamicsComponents.getConstrainedLinearVelocity(bodyEntity) + mTimeStep * body->mMassInverse *
|
||||
mDynamicsComponents.setConstrainedLinearVelocity(bodyEntity, mDynamicsComponents.getConstrainedLinearVelocity(bodyEntity) +
|
||||
mTimeStep * mDynamicsComponents.getMassInverse(bodyEntity) *
|
||||
body->getMass() * mGravity);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue
Block a user