196 lines
8.8 KiB
C++
196 lines
8.8 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2018 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef REACTPHYSICS3D_CONFIGURATION_H
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#define REACTPHYSICS3D_CONFIGURATION_H
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// Libraries
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#include <limits>
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#include <cfloat>
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#include <utility>
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#include <sstream>
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#include <string>
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#include "decimal.h"
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#include "containers/Pair.h"
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// Windows platform
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#if defined(WIN32) ||defined(_WIN32) || defined(_WIN64) ||defined(__WIN32__) || defined(__WINDOWS__)
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#define WINDOWS_OS
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#elif defined(__APPLE__) // Apple platform
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#define APPLE_OS
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#elif defined(__linux__) || defined(linux) || defined(__linux) // Linux platform
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#define LINUX_OS
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#endif
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/// Namespace reactphysics3d
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namespace reactphysics3d {
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// ------------------- Type definitions ------------------- //
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using uint = unsigned int;
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using uchar = unsigned char;
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using ushort = unsigned short;
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using luint = long unsigned int;
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using bodyindex = luint;
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using bodyindexpair = Pair<bodyindex, bodyindex>;
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using int8 = std::int8_t;
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using uint8 = std::uint8_t;
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using int16 = std::int16_t;
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using uint16 = std::uint16_t;
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using int32 = std::int32_t;
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using uint32 = std::uint32_t;
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// ------------------- Enumerations ------------------- //
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/// Position correction technique used in the constraint solver (for joints).
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/// BAUMGARTE_JOINTS : Faster but can be innacurate in some situations.
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/// NON_LINEAR_GAUSS_SEIDEL : Slower but more precise. This is the option used by default.
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enum class JointsPositionCorrectionTechnique {BAUMGARTE_JOINTS, NON_LINEAR_GAUSS_SEIDEL};
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/// Position correction technique used in the contact solver (for contacts)
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/// BAUMGARTE_CONTACTS : Faster but can be innacurate and can lead to unexpected bounciness
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/// in some situations (due to error correction factor being added to
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/// the bodies momentum).
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/// SPLIT_IMPULSES : A bit slower but the error correction factor is not added to the
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/// bodies momentum. This is the option used by default.
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enum class ContactsPositionCorrectionTechnique {BAUMGARTE_CONTACTS, SPLIT_IMPULSES};
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// ------------------- Constants ------------------- //
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/// Smallest decimal value (negative)
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const decimal DECIMAL_SMALLEST = - std::numeric_limits<decimal>::max();
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/// Maximum decimal value
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const decimal DECIMAL_LARGEST = std::numeric_limits<decimal>::max();
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/// Machine epsilon
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const decimal MACHINE_EPSILON = std::numeric_limits<decimal>::epsilon();
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/// Pi constant
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constexpr decimal PI = decimal(3.14159265);
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/// 2*Pi constant
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constexpr decimal PI_TIMES_2 = decimal(6.28318530);
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/// In the broad-phase collision detection (dynamic AABB tree), the AABBs are
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/// inflated with a constant gap to allow the collision shape to move a little bit
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/// without triggering a large modification of the tree which can be costly
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constexpr decimal DYNAMIC_TREE_AABB_GAP = decimal(0.1);
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/// In the broad-phase collision detection (dynamic AABB tree), the AABBs are
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/// also inflated in direction of the linear motion of the body by mutliplying the
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/// followin constant with the linear velocity and the elapsed time between two frames.
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constexpr decimal DYNAMIC_TREE_AABB_LIN_GAP_MULTIPLIER = decimal(1.7);
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/// Current version of ReactPhysics3D
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const std::string RP3D_VERSION = std::string("0.7.0");
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/// Structure WorldSettings
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/**
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* This class is used to describe some settings of a physics world.
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*/
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struct WorldSettings {
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/// Name of the world
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std::string worldName = "";
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/// Distance threshold for two contact points for a valid persistent contact (in meters)
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decimal persistentContactDistanceThreshold = decimal(0.03);
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/// Default friction coefficient for a rigid body
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decimal defaultFrictionCoefficient = decimal(0.3);
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/// Default bounciness factor for a rigid body
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decimal defaultBounciness = decimal(0.5);
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/// Velocity threshold for contact velocity restitution
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decimal restitutionVelocityThreshold = decimal(1.0);
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/// Default rolling resistance
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decimal defaultRollingRestistance = decimal(0.0);
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/// True if the sleeping technique is enabled
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bool isSleepingEnabled = true;
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/// Number of iterations when solving the velocity constraints of the Sequential Impulse technique
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uint defaultVelocitySolverNbIterations = 10;
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/// Number of iterations when solving the position constraints of the Sequential Impulse technique
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uint defaultPositionSolverNbIterations = 5;
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/// Time (in seconds) that a body must stay still to be considered sleeping
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float defaultTimeBeforeSleep = 1.0f;
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/// A body with a linear velocity smaller than the sleep linear velocity (in m/s)
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/// might enter sleeping mode.
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decimal defaultSleepLinearVelocity = decimal(0.02);
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/// A body with angular velocity smaller than the sleep angular velocity (in rad/s)
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/// might enter sleeping mode
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decimal defaultSleepAngularVelocity = decimal(3.0) * (PI / decimal(180.0));
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/// Maximum number of contact manifolds in an overlapping pair that involves two
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/// convex collision shapes.
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int nbMaxContactManifoldsConvexShape = 1;
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/// Maximum number of contact manifolds in an overlapping pair that involves at
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/// least one concave collision shape.
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int nbMaxContactManifoldsConcaveShape = 3;
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/// This is used to test if two contact manifold are similar (same contact normal) in order to
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/// merge them. If the cosine of the angle between the normals of the two manifold are larger
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/// than the value bellow, the manifold are considered to be similar.
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decimal cosAngleSimilarContactManifold = decimal(0.95);
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/// Return a string with the world settings
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std::string to_string() const {
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std::stringstream ss;
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ss << "worldName=" << worldName << std::endl;
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ss << "persistentContactDistanceThreshold=" << persistentContactDistanceThreshold << std::endl;
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ss << "defaultFrictionCoefficient=" << defaultFrictionCoefficient << std::endl;
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ss << "defaultBounciness=" << defaultBounciness << std::endl;
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ss << "restitutionVelocityThreshold=" << restitutionVelocityThreshold << std::endl;
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ss << "defaultRollingRestistance=" << defaultRollingRestistance << std::endl;
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ss << "isSleepingEnabled=" << isSleepingEnabled << std::endl;
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ss << "defaultVelocitySolverNbIterations=" << defaultVelocitySolverNbIterations << std::endl;
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ss << "defaultPositionSolverNbIterations=" << defaultPositionSolverNbIterations << std::endl;
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ss << "defaultTimeBeforeSleep=" << defaultTimeBeforeSleep << std::endl;
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ss << "defaultSleepLinearVelocity=" << defaultSleepLinearVelocity << std::endl;
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ss << "defaultSleepAngularVelocity=" << defaultSleepAngularVelocity << std::endl;
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ss << "nbMaxContactManifoldsConvexShape=" << nbMaxContactManifoldsConvexShape << std::endl;
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ss << "nbMaxContactManifoldsConcaveShape=" << nbMaxContactManifoldsConcaveShape << std::endl;
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ss << "cosAngleSimilarContactManifold=" << cosAngleSimilarContactManifold << std::endl;
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return ss.str();
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}
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};
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}
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#endif
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