reactphysics3d/sources/reactphysics3d/body/BodyState.h

164 lines
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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 Lesser 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 Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser 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
Vector3D force; // force on 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
Vector3D getForce() const; // Return the force over the body
void setForce(const Vector3D force); // Set the force over the body
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;
}
// Return the force over the body
inline Vector3D BodyState::getForce() const {
return force;
}
// Set the force over the body
inline void BodyState::setForce(const Vector3D force) {
this->force = force;
}
} // End of the ReactPhysics3D namespace
#endif