reactphysics3d/sources/body/RigidBody.h
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/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010 Daniel Chappuis *
*********************************************************************************
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy *
* of this software and associated documentation files (the "Software"), to deal *
* in the Software without restriction, including without limitation the rights *
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell *
* copies of the Software, and to permit persons to whom the Software is *
* furnished to do so, subject to the following conditions: *
* *
* The above copyright notice and this permission notice shall be included in *
* all copies or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE *
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, *
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN *
* THE SOFTWARE. *
********************************************************************************/
#ifndef RIGIDBODY_H
#define RIGIDBODY_H
// Libraries
#include <cassert>
#include "Body.h"
#include "../mathematics/mathematics.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 {
protected :
Vector3D position; // Position of the center of mass of the body
Vector3D oldPosition; // Old position used to compute the interpolated position
Quaternion orientation; // Orientation quaternion of the body
Quaternion oldOrientation; // Old orientation used to compute the interpolated orientation
Vector3D linearVelocity; // Linear velocity of the body
Vector3D angularVelocity; // Angular velocity of the body
Vector3D externalForce; // Current external force on the body
Vector3D externalTorque; // Current external torque on the body
Matrix3x3 inertiaTensorLocal; // Local inertia tensor of the body (in body coordinates)
Matrix3x3 inertiaTensorLocalInverse; // Inverse of the inertia tensor of the body (in body coordinates)
double massInverse; // Inverse of the mass of the body
double interpolationFactor; // Interpolation factor used for the state interpolation
double restitution; // Coefficient of restitution (between 0 and 1), 1 for a very boucing body
public :
RigidBody(const Vector3D& position, const Quaternion& orientation, double mass,
const Matrix3x3& inertiaTensorLocal, NarrowBoundingVolume* narrowBoundingVolume); // Constructor // Copy-constructor
virtual ~RigidBody(); // Destructor
Vector3D getPosition() const; // Return the position of the body
void setPosition(const Vector3D& position); // Set the position of the body
Quaternion getOrientation() const; // Return the orientation quaternion
void setOrientation(const Quaternion& orientation); // Set the orientation quaternion
Vector3D getLinearVelocity() const; // Return the linear velocity
void setLinearVelocity(const Vector3D& linearVelocity); // Set the linear velocity of the body
Vector3D getAngularVelocity() const; // Return the angular velocity
void setAngularVelocity(const Vector3D& angularVelocity); // Set the angular velocity
void setMassInverse(double massInverse); // Set the inverse of the mass
Vector3D getExternalForce() const; // Return the current external force of the body
void setExternalForce(const Vector3D& force); // Set the current external force on the body
Vector3D getExternalTorque() const; // Return the current external torque of the body
void setExternalTorque(const Vector3D& torque); // Set the current external torque of the body
double getMassInverse() const; // Return the inverse of the mass of the body
Matrix3x3 getInertiaTensorLocal() const; // Return the local inertia tensor of the body (in body coordinates)
void setInertiaTensorLocal(const Matrix3x3& inertiaTensorLocal); // Set the local inertia tensor of the body (in body coordinates)
Matrix3x3 getInertiaTensorLocalInverse() const; // Get the inverse of the inertia tensor
Matrix3x3 getInertiaTensorWorld() const; // Return the inertia tensor in world coordinates
Matrix3x3 getInertiaTensorInverseWorld() const; // Return the inverse of the inertia tensor in world coordinates
void setInterpolationFactor(double factor); // Set the interpolation factor of the body
Vector3D getInterpolatedPosition() const; // Return the interpolated position
Quaternion getInterpolatedOrientation() const; // Return the interpolated orientation
double getRestitution() const; // Get the restitution coefficient
void setRestitution(double restitution) throw(std::invalid_argument); // Set the restitution coefficient
void updateOldPositionAndOrientation(); // Update the previous position and orientation of the body
void update(); // Update the rigid body in order to reflect a change in the body state
};
// --- Inline functions --- //
// Return the position of the body
inline Vector3D RigidBody::getPosition() const {
return position;
}
// Set the position of the body
inline void RigidBody::setPosition(const Vector3D& position) {
this->position = position;
}
// Return the orientation quaternion of the body
inline Quaternion RigidBody::getOrientation() const {
return orientation;
}
// Set the orientation quaternion
inline void RigidBody::setOrientation(const Quaternion& orientation) {
this->orientation = orientation;
// Normalize the orientation quaternion
orientation.getUnit();
}
// Return the linear velocity
inline Vector3D RigidBody::getLinearVelocity() const {
return linearVelocity;
}
// Return the angular velocity of the body
inline Vector3D RigidBody::getAngularVelocity() const {
return angularVelocity;
}
inline void RigidBody::setAngularVelocity(const Vector3D& angularVelocity) {
this->angularVelocity = angularVelocity;
}
// Set the inverse of the mass
inline void RigidBody::setMassInverse(double massInverse) {
this->massInverse = massInverse;
}
// Get the inverse of the inertia tensor
inline Matrix3x3 RigidBody::getInertiaTensorLocalInverse() const {
return inertiaTensorLocalInverse;
}
// Return the external force on the body
inline Vector3D RigidBody::getExternalForce() const {
return externalForce;
}
// Set the external force on the body
inline void RigidBody::setExternalForce(const Vector3D& force) {
this->externalForce = force;
}
// Return the current external torque on the body
inline Vector3D RigidBody::getExternalTorque() const {
return externalTorque;
}
// Set the current external torque on the body
inline void RigidBody::setExternalTorque(const Vector3D& torque) {
this->externalTorque = torque;
}
// Return the inverse of the mass of the body
inline double RigidBody::getMassInverse() const {
return massInverse;
}
// Return the local inertia tensor of the body (in body coordinates)
inline Matrix3x3 RigidBody::getInertiaTensorLocal() const {
return inertiaTensorLocal;
}
// Set the local inertia tensor of the body (in body coordinates)
inline void RigidBody::setInertiaTensorLocal(const Matrix3x3& inertiaTensorLocal) {
this->inertiaTensorLocal = inertiaTensorLocal;
}
// Return the inertia tensor in world coordinates
// The inertia tensor I_w in world coordinates in computed with the local inertia tensor I_b in body coordinates
// by I_w = R * I_b * R^T
// where R is the rotation matrix (and R^T its transpose) of the current orientation quaternion of the body
inline Matrix3x3 RigidBody::getInertiaTensorWorld() const {
// Compute and return the inertia tensor in world coordinates
return orientation.getMatrix() * inertiaTensorLocal * orientation.getMatrix().getTranspose();
}
// Return the inverse of the inertia tensor in world coordinates
// The inertia tensor I_w in world coordinates in computed with the local inverse inertia tensor I_b^-1 in body coordinates
// by I_w = R * I_b^-1 * R^T
// where R is the rotation matrix (and R^T its transpose) of the current orientation quaternion of the body
inline Matrix3x3 RigidBody::getInertiaTensorInverseWorld() const {
// Compute and return the inertia tensor in world coordinates
return orientation.getMatrix() * inertiaTensorLocalInverse * orientation.getMatrix().getTranspose();
}
// Set the interpolation factor of the body
inline void RigidBody::setInterpolationFactor(double factor) {
// Set the factor
interpolationFactor = factor;
}
// Return the interpolated position
inline Vector3D RigidBody::getInterpolatedPosition() const {
// Compute the interpolated position
return oldPosition * (1-interpolationFactor) + position * interpolationFactor;
}
// Return the interpolated orientation
inline Quaternion RigidBody::getInterpolatedOrientation() const {
// Compute the interpolated orientation
return Quaternion::slerp(oldOrientation, orientation, interpolationFactor);
}
// Set the linear velocity of the rigid body
inline void RigidBody::setLinearVelocity(const Vector3D& linearVelocity) {
// If the body is able to move
if (isMotionEnabled) {
// Update the linear velocity of the current body state
this->linearVelocity = linearVelocity;
}
}
// Get the restitution coeffficient of the rigid body
inline double RigidBody::getRestitution() const {
return restitution;
}
// Set the restitution coefficient
inline void RigidBody::setRestitution(double restitution) throw(std::invalid_argument) {
// Check if the restitution coefficient is between 0 and 1
if (restitution >= 0.0 && restitution <= 1.0) {
this->restitution = restitution;
}
else {
throw std::invalid_argument("Error : the restitution coefficent must be between 0 and 1");
}
}
// Update the previous body state of the body
// This is used to compute the interpolated position and orientation of the body
inline void RigidBody::updateOldPositionAndOrientation() {
oldPosition = position;
oldOrientation = orientation;
}
} // End of the ReactPhyscis3D namespace
#endif