728 lines
28 KiB
C++
728 lines
28 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2020 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_PHYSICS_WORLD_H
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#define REACTPHYSICS3D_PHYSICS_WORLD_H
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// Libraries
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#include <reactphysics3d/mathematics/mathematics.h>
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#include <reactphysics3d/containers/Array.h>
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#include <reactphysics3d/constraint/Joint.h>
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#include <reactphysics3d/memory/MemoryManager.h>
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#include <reactphysics3d/engine/EntityManager.h>
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#include <reactphysics3d/components/CollisionBodyComponents.h>
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#include <reactphysics3d/components/RigidBodyComponents.h>
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#include <reactphysics3d/components/TransformComponents.h>
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#include <reactphysics3d/components/ColliderComponents.h>
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#include <reactphysics3d/components/JointComponents.h>
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#include <reactphysics3d/components/BallAndSocketJointComponents.h>
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#include <reactphysics3d/components/FixedJointComponents.h>
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#include <reactphysics3d/components/HingeJointComponents.h>
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#include <reactphysics3d/components/SliderJointComponents.h>
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#include <reactphysics3d/collision/CollisionCallback.h>
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#include <reactphysics3d/collision/OverlapCallback.h>
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#include <reactphysics3d/configuration.h>
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#include <reactphysics3d/utils/Logger.h>
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#include <reactphysics3d/systems/ConstraintSolverSystem.h>
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#include <reactphysics3d/systems/CollisionDetectionSystem.h>
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#include <reactphysics3d/systems/ContactSolverSystem.h>
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#include <reactphysics3d/systems/DynamicsSystem.h>
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#include <reactphysics3d/engine/Islands.h>
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#include <reactphysics3d/utils/DebugRenderer.h>
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#include <sstream>
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/// Namespace ReactPhysics3D
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namespace reactphysics3d {
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// Declarations
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class Island;
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class RigidBody;
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struct JointInfo;
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// Class PhysicsWorld
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/**
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* This class represents a physics world.
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*/
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class PhysicsWorld {
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public:
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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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/// Gravity force vector of the world (in Newtons)
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Vector3 gravity;
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/// Distance threshold for two contact points for a valid persistent contact (in meters)
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decimal persistentContactDistanceThreshold;
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/// Default friction coefficient for a rigid body
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decimal defaultFrictionCoefficient;
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/// Default bounciness factor for a rigid body
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decimal defaultBounciness;
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/// Velocity threshold for contact velocity restitution
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decimal restitutionVelocityThreshold;
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/// True if the sleeping technique is enabled
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bool isSleepingEnabled;
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/// Number of iterations when solving the velocity constraints of the Sequential Impulse technique
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uint defaultVelocitySolverNbIterations;
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/// Number of iterations when solving the position constraints of the Sequential Impulse technique
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uint defaultPositionSolverNbIterations;
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/// Time (in seconds) that a body must stay still to be considered sleeping
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float defaultTimeBeforeSleep;
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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;
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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;
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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;
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WorldSettings() {
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worldName = "";
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gravity = Vector3(0, decimal(-9.81), 0);
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persistentContactDistanceThreshold = decimal(0.03);
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defaultFrictionCoefficient = decimal(0.3);
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defaultBounciness = decimal(0.5);
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restitutionVelocityThreshold = decimal(0.5);
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isSleepingEnabled = true;
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defaultVelocitySolverNbIterations = 10;
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defaultPositionSolverNbIterations = 5;
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defaultTimeBeforeSleep = 1.0f;
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defaultSleepLinearVelocity = decimal(0.02);
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defaultSleepAngularVelocity = decimal(3.0) * (PI_RP3D / decimal(180.0));
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cosAngleSimilarContactManifold = decimal(0.95);
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}
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~WorldSettings() = default;
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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 << "gravity=" << gravity.to_string() << 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 << "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 << "cosAngleSimilarContactManifold=" << cosAngleSimilarContactManifold << std::endl;
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return ss.str();
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}
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};
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protected :
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// -------------------- Attributes -------------------- //
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/// Memory manager
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MemoryManager& mMemoryManager;
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/// Configuration of the physics world
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WorldSettings mConfig;
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/// Entity Manager for the ECS
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EntityManager mEntityManager;
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/// Debug renderer
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DebugRenderer mDebugRenderer;
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/// True if debug rendering is enabled
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bool mIsDebugRenderingEnabled;
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/// Collision Body Components
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CollisionBodyComponents mCollisionBodyComponents;
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/// Rigid Body Components
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RigidBodyComponents mRigidBodyComponents;
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/// Transform Components
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TransformComponents mTransformComponents;
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/// Collider Components
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ColliderComponents mCollidersComponents;
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/// Joint Components
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JointComponents mJointsComponents;
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/// Ball And Socket joints Components
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BallAndSocketJointComponents mBallAndSocketJointsComponents;
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/// Fixed joints Components
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FixedJointComponents mFixedJointsComponents;
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/// Hinge joints Components
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HingeJointComponents mHingeJointsComponents;
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/// Slider joints Components
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SliderJointComponents mSliderJointsComponents;
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/// Reference to the collision detection
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CollisionDetectionSystem mCollisionDetection;
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/// All the collision bodies of the world
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Array<CollisionBody*> mCollisionBodies;
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/// Pointer to an event listener object
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EventListener* mEventListener;
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/// Name of the physics world
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std::string mName;
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#ifdef IS_RP3D_PROFILING_ENABLED
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/// Real-time hierarchical profiler
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Profiler* mProfiler;
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#endif
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/// Total number of worlds
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static uint mNbWorlds;
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/// All the islands of bodies of the current frame
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Islands mIslands;
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/// Order in which to process the ContactPairs for contact creation such that
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/// all the contact manifolds and contact points of a given island are packed together
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/// This array contains the indices of the ContactPairs.
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Array<uint32> mProcessContactPairsOrderIslands;
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/// Contact solver system
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ContactSolverSystem mContactSolverSystem;
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/// Constraint solver system
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ConstraintSolverSystem mConstraintSolverSystem;
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/// Dynamics system
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DynamicsSystem mDynamicsSystem;
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/// Number of iterations for the velocity solver of the Sequential Impulses technique
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uint mNbVelocitySolverIterations;
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/// Number of iterations for the position solver of the Sequential Impulses technique
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uint mNbPositionSolverIterations;
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/// True if the spleeping technique for inactive bodies is enabled
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bool mIsSleepingEnabled;
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/// All the rigid bodies of the physics world
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Array<RigidBody*> mRigidBodies;
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/// True if the gravity force is on
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bool mIsGravityEnabled;
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/// Sleep linear velocity threshold
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decimal mSleepLinearVelocity;
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/// Sleep angular velocity threshold
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decimal mSleepAngularVelocity;
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/// Time (in seconds) before a body is put to sleep if its velocity
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/// becomes smaller than the sleep velocity.
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decimal mTimeBeforeSleep;
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/// Current joint id
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uint mCurrentJointId;
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// -------------------- Methods -------------------- //
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/// Constructor
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PhysicsWorld(MemoryManager& memoryManager, const WorldSettings& worldSettings = WorldSettings(), Profiler* profiler = nullptr);
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/// Notify the world if a body is disabled (slepping or inactive) or not
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void setBodyDisabled(Entity entity, bool isDisabled);
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/// Notify the world whether a joint is disabled or not
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void setJointDisabled(Entity jointEntity, bool isDisabled);
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/// Solve the contacts and constraints
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void solveContactsAndConstraints(decimal timeStep);
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/// Solve the position error correction of the constraints
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void solvePositionCorrection();
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/// Compute the islands of awake bodies.
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void computeIslands();
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/// Compute the islands using potential contacts and joints and create the actual contacts.
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void createIslands();
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/// Put bodies to sleep if needed.
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void updateSleepingBodies(decimal timeStep);
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/// Add the joint to the array of joints of the two bodies involved in the joint
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void addJointToBodies(Entity body1, Entity body2, Entity joint);
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/// Update the world inverse inertia tensors of rigid bodies
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void updateBodiesInverseWorldInertiaTensors();
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/// Destructor
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~PhysicsWorld();
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public :
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// -------------------- Methods -------------------- //
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/// Create a collision body
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CollisionBody* createCollisionBody(const Transform& transform);
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/// Destroy a collision body
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void destroyCollisionBody(CollisionBody* collisionBody);
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/// Get the collision dispatch configuration
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CollisionDispatch& getCollisionDispatch();
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/// Ray cast method
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void raycast(const Ray& ray, RaycastCallback* raycastCallback, unsigned short raycastWithCategoryMaskBits = 0xFFFF) const;
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/// Return true if two bodies overlap (collide)
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bool testOverlap(CollisionBody* body1, CollisionBody* body2);
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/// Report all the bodies that overlap (collide) with the body in parameter
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void testOverlap(CollisionBody* body, OverlapCallback& overlapCallback);
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/// Report all the bodies that overlap (collide) in the world
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void testOverlap(OverlapCallback& overlapCallback);
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/// Test collision and report contacts between two bodies.
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void testCollision(CollisionBody* body1, CollisionBody* body2, CollisionCallback& callback);
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/// Test collision and report all the contacts involving the body in parameter
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void testCollision(CollisionBody* body, CollisionCallback& callback);
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/// Test collision and report contacts between each colliding bodies in the world
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void testCollision(CollisionCallback& callback);
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/// Return a reference to the memory manager of the world
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MemoryManager& getMemoryManager();
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/// Return the current world-space AABB of given collider
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AABB getWorldAABB(const Collider* collider) const;
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/// Return the name of the world
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const std::string& getName() const;
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/// Deleted copy-constructor
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PhysicsWorld(const PhysicsWorld& world) = delete;
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/// Deleted assignment operator
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PhysicsWorld& operator=(const PhysicsWorld& world) = delete;
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/// Update the physics simulation
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void update(decimal timeStep);
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/// Get the number of iterations for the velocity constraint solver
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uint getNbIterationsVelocitySolver() const;
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/// Set the number of iterations for the velocity constraint solver
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void setNbIterationsVelocitySolver(uint nbIterations);
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/// Get the number of iterations for the position constraint solver
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uint getNbIterationsPositionSolver() const;
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/// Set the number of iterations for the position constraint solver
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void setNbIterationsPositionSolver(uint nbIterations);
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/// Set the position correction technique used for contacts
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void setContactsPositionCorrectionTechnique(ContactsPositionCorrectionTechnique technique);
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/// Create a rigid body into the physics world.
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RigidBody* createRigidBody(const Transform& transform);
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/// Disable the joints for pair of sleeping bodies
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void disableJointsOfSleepingBodies();
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/// Destroy a rigid body and all the joints which it belongs
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void destroyRigidBody(RigidBody* rigidBody);
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/// Create a joint between two bodies in the world and return a pointer to the new joint
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Joint* createJoint(const JointInfo& jointInfo);
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/// Destroy a joint
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void destroyJoint(Joint* joint);
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/// Return the gravity vector of the world
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Vector3 getGravity() const;
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/// Set the gravity vector of the world
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void setGravity(const Vector3& gravity);
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/// Return if the gravity is on
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bool isGravityEnabled() const;
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/// Enable/Disable the gravity
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void setIsGravityEnabled(bool isGravityEnabled);
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/// Return true if the sleeping technique is enabled
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bool isSleepingEnabled() const;
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/// Enable/Disable the sleeping technique
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void enableSleeping(bool isSleepingEnabled);
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/// Return the current sleep linear velocity
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decimal getSleepLinearVelocity() const;
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/// Set the sleep linear velocity.
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void setSleepLinearVelocity(decimal sleepLinearVelocity);
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/// Return the current sleep angular velocity
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decimal getSleepAngularVelocity() const;
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/// Set the sleep angular velocity.
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void setSleepAngularVelocity(decimal sleepAngularVelocity);
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/// Return the time a body is required to stay still before sleeping
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decimal getTimeBeforeSleep() const;
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/// Set the time a body is required to stay still before sleeping
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void setTimeBeforeSleep(decimal timeBeforeSleep);
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/// Set an event listener object to receive events callbacks.
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void setEventListener(EventListener* eventListener);
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/// Return the number of CollisionBody in the physics world
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uint getNbCollisionBodies() const;
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/// Return a constant pointer to a given CollisionBody of the world
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const CollisionBody* getCollisionBody(uint index) const;
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/// Return a pointer to a given CollisionBody of the world
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CollisionBody* getCollisionBody(uint index) ;
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/// Return the number of RigidBody in the physics world
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uint getNbRigidBodies() const;
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/// Return a constant pointer to a given RigidBody of the world
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const RigidBody* getRigidBody(uint index) const;
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/// Return a pointer to a given RigidBody of the world
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RigidBody* getRigidBody(uint index) ;
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/// Return true if the debug rendering is enabled
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bool getIsDebugRenderingEnabled() const;
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/// Set to true if debug rendering is enabled
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void setIsDebugRenderingEnabled(bool isEnabled);
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/// Return a reference to the Debug Renderer of the world
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DebugRenderer& getDebugRenderer();
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#ifdef IS_RP3D_PROFILING_ENABLED
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/// Return a reference to the profiler
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Profiler* getProfiler();
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#endif
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// -------------------- Friendship -------------------- //
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friend class CollisionDetectionSystem;
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friend class CollisionBody;
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friend class Collider;
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friend class ConvexMeshShape;
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friend class CollisionCallback::ContactPair;
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friend class OverlapCallback::OverlapPair;
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friend class PhysicsCommon;
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friend class RigidBody;
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friend class Joint;
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friend class BallAndSocketJoint;
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friend class FixedJoint;
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friend class HingeJoint;
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friend class SliderJoint;
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friend class CollisionCallback::CallbackData;
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friend class OverlapCallback::CallbackData;
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friend class DebugRenderer;
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};
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// Set the collision dispatch configuration
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/// This can be used to replace default collision detection algorithms by your
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/// custom algorithm for instance.
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/**
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* @param CollisionDispatch Pointer to a collision dispatch object describing
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* which collision detection algorithm to use for two given collision shapes
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*/
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RP3D_FORCE_INLINE CollisionDispatch& PhysicsWorld::getCollisionDispatch() {
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return mCollisionDetection.getCollisionDispatch();
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}
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// Ray cast method
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/**
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* @param ray Ray to use for raycasting
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* @param raycastCallback Pointer to the class with the callback method
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* @param raycastWithCategoryMaskBits Bits mask corresponding to the category of
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* bodies to be raycasted
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*/
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RP3D_FORCE_INLINE void PhysicsWorld::raycast(const Ray& ray,
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RaycastCallback* raycastCallback,
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unsigned short raycastWithCategoryMaskBits) const {
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mCollisionDetection.raycast(raycastCallback, ray, raycastWithCategoryMaskBits);
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}
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// Test collision and report contacts between two bodies.
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/// Use this method if you only want to get all the contacts between two bodies.
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/// All the contacts will be reported using the callback object in paramater.
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/// If you are not interested in the contacts but you only want to know if the bodies collide,
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/// you can use the testOverlap() method instead.
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/**
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* @param body1 Pointer to the first body to test
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* @param body2 Pointer to the second body to test
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* @param callback Pointer to the object with the callback method
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*/
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RP3D_FORCE_INLINE void PhysicsWorld::testCollision(CollisionBody* body1, CollisionBody* body2, CollisionCallback& callback) {
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mCollisionDetection.testCollision(body1, body2, callback);
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}
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// Test collision and report all the contacts involving the body in parameter
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/// Use this method if you only want to get all the contacts involving a given body.
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/// All the contacts will be reported using the callback object in paramater.
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/// If you are not interested in the contacts but you only want to know if the bodies collide,
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/// you can use the testOverlap() method instead.
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/**
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* @param body Pointer to the body against which we need to test collision
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* @param callback Pointer to the object with the callback method to report contacts
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*/
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RP3D_FORCE_INLINE void PhysicsWorld::testCollision(CollisionBody* body, CollisionCallback& callback) {
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mCollisionDetection.testCollision(body, callback);
|
|
}
|
|
|
|
// Test collision and report contacts between each colliding bodies in the world
|
|
/// Use this method if you want to get all the contacts between colliding bodies in the world.
|
|
/// All the contacts will be reported using the callback object in paramater.
|
|
/// If you are not interested in the contacts but you only want to know if the bodies collide,
|
|
/// you can use the testOverlap() method instead.
|
|
/**
|
|
* @param callback Pointer to the object with the callback method to report contacts
|
|
*/
|
|
RP3D_FORCE_INLINE void PhysicsWorld::testCollision(CollisionCallback& callback) {
|
|
mCollisionDetection.testCollision(callback);
|
|
}
|
|
|
|
// Report all the bodies that overlap (collide) with the body in parameter
|
|
/// Use this method if you are not interested in contacts but if you simply want to know
|
|
/// which bodies overlap with the body in parameter. If you want to get the contacts, you need to use the
|
|
/// testCollision() method instead.
|
|
/**
|
|
* @param body Pointer to the collision body to test overlap with
|
|
* @param overlapCallback Pointer to the callback class to report overlap
|
|
*/
|
|
RP3D_FORCE_INLINE void PhysicsWorld::testOverlap(CollisionBody* body, OverlapCallback& overlapCallback) {
|
|
mCollisionDetection.testOverlap(body, overlapCallback);
|
|
}
|
|
|
|
// Report all the bodies that overlap (collide) in the world
|
|
/// Use this method if you are not interested in contacts but if you simply want to know
|
|
/// which bodies overlap. If you want to get the contacts, you need to use the
|
|
/// testCollision() method instead.
|
|
/**
|
|
* @param overlapCallback Pointer to the callback class to report overlap
|
|
*/
|
|
RP3D_FORCE_INLINE void PhysicsWorld::testOverlap(OverlapCallback& overlapCallback) {
|
|
mCollisionDetection.testOverlap(overlapCallback);
|
|
}
|
|
|
|
// Return a reference to the memory manager of the world
|
|
RP3D_FORCE_INLINE MemoryManager& PhysicsWorld::getMemoryManager() {
|
|
return mMemoryManager;
|
|
}
|
|
|
|
// Return the name of the world
|
|
/**
|
|
* @return Name of the world
|
|
*/
|
|
RP3D_FORCE_INLINE const std::string& PhysicsWorld::getName() const {
|
|
return mName;
|
|
}
|
|
|
|
#ifdef IS_RP3D_PROFILING_ENABLED
|
|
|
|
// Return a pointer to the profiler
|
|
/**
|
|
* @return A pointer to the profiler
|
|
*/
|
|
RP3D_FORCE_INLINE Profiler* PhysicsWorld::getProfiler() {
|
|
return mProfiler;
|
|
}
|
|
|
|
#endif
|
|
|
|
// Get the number of iterations for the velocity constraint solver
|
|
/**
|
|
* @return The number of iterations of the velocity constraint solver
|
|
*/
|
|
RP3D_FORCE_INLINE uint PhysicsWorld::getNbIterationsVelocitySolver() const {
|
|
return mNbVelocitySolverIterations;
|
|
}
|
|
|
|
// Get the number of iterations for the position constraint solver
|
|
/**
|
|
* @return The number of iterations of the position constraint solver
|
|
*/
|
|
RP3D_FORCE_INLINE uint PhysicsWorld::getNbIterationsPositionSolver() const {
|
|
return mNbPositionSolverIterations;
|
|
}
|
|
|
|
// Set the position correction technique used for contacts
|
|
/**
|
|
* @param technique Technique used for the position correction (Baumgarte or Split Impulses)
|
|
*/
|
|
RP3D_FORCE_INLINE void PhysicsWorld::setContactsPositionCorrectionTechnique(
|
|
ContactsPositionCorrectionTechnique technique) {
|
|
if (technique == ContactsPositionCorrectionTechnique::BAUMGARTE_CONTACTS) {
|
|
mContactSolverSystem.setIsSplitImpulseActive(false);
|
|
}
|
|
else {
|
|
mContactSolverSystem.setIsSplitImpulseActive(true);
|
|
}
|
|
}
|
|
|
|
// Return the gravity vector of the world
|
|
/**
|
|
* @return The current gravity vector (in meter per seconds squared)
|
|
*/
|
|
RP3D_FORCE_INLINE Vector3 PhysicsWorld::getGravity() const {
|
|
return mConfig.gravity;
|
|
}
|
|
|
|
// Return if the gravity is enaled
|
|
/**
|
|
* @return True if the gravity is enabled in the world
|
|
*/
|
|
RP3D_FORCE_INLINE bool PhysicsWorld::isGravityEnabled() const {
|
|
return mIsGravityEnabled;
|
|
}
|
|
|
|
// Return true if the sleeping technique is enabled
|
|
/**
|
|
* @return True if the sleeping technique is enabled and false otherwise
|
|
*/
|
|
RP3D_FORCE_INLINE bool PhysicsWorld::isSleepingEnabled() const {
|
|
return mIsSleepingEnabled;
|
|
}
|
|
|
|
// Return the current sleep linear velocity
|
|
/**
|
|
* @return The sleep linear velocity (in meters per second)
|
|
*/
|
|
RP3D_FORCE_INLINE decimal PhysicsWorld::getSleepLinearVelocity() const {
|
|
return mSleepLinearVelocity;
|
|
}
|
|
|
|
// Return the current sleep angular velocity
|
|
/**
|
|
* @return The sleep angular velocity (in radian per second)
|
|
*/
|
|
RP3D_FORCE_INLINE decimal PhysicsWorld::getSleepAngularVelocity() const {
|
|
return mSleepAngularVelocity;
|
|
}
|
|
|
|
// Return the time a body is required to stay still before sleeping
|
|
/**
|
|
* @return Time a body is required to stay still before sleeping (in seconds)
|
|
*/
|
|
RP3D_FORCE_INLINE decimal PhysicsWorld::getTimeBeforeSleep() const {
|
|
return mTimeBeforeSleep;
|
|
}
|
|
|
|
// Set an event listener object to receive events callbacks.
|
|
/// If you use "nullptr" as an argument, the events callbacks will be disabled.
|
|
/**
|
|
* @param eventListener Pointer to the event listener object that will receive
|
|
* event callbacks during the simulation
|
|
*/
|
|
RP3D_FORCE_INLINE void PhysicsWorld::setEventListener(EventListener* eventListener) {
|
|
mEventListener = eventListener;
|
|
}
|
|
|
|
// Return the number of CollisionBody in the physics world
|
|
/// Note that even if a RigidBody is also a collision body, this method does not return the rigid bodies
|
|
/**
|
|
* @return The number of collision bodies in the physics world
|
|
*/
|
|
RP3D_FORCE_INLINE uint32 PhysicsWorld::getNbCollisionBodies() const {
|
|
return mCollisionBodies.size();
|
|
}
|
|
|
|
// Return the number of RigidBody in the physics world
|
|
/**
|
|
* @return The number of rigid bodies in the physics world
|
|
*/
|
|
RP3D_FORCE_INLINE uint32 PhysicsWorld::getNbRigidBodies() const {
|
|
return mRigidBodies.size();
|
|
}
|
|
|
|
// Return true if the debug rendering is enabled
|
|
/**
|
|
* @return True if the debug rendering is enabled and false otherwise
|
|
*/
|
|
RP3D_FORCE_INLINE bool PhysicsWorld::getIsDebugRenderingEnabled() const {
|
|
return mIsDebugRenderingEnabled;
|
|
}
|
|
|
|
// Set to true if debug rendering is enabled
|
|
/**
|
|
* @param isEnabled True if you want to enable the debug rendering and false otherwise
|
|
*/
|
|
RP3D_FORCE_INLINE void PhysicsWorld::setIsDebugRenderingEnabled(bool isEnabled) {
|
|
mIsDebugRenderingEnabled = isEnabled;
|
|
}
|
|
|
|
// Return a reference to the Debug Renderer of the world
|
|
/**
|
|
* @return A reference to the DebugRenderer object of the world
|
|
*/
|
|
RP3D_FORCE_INLINE DebugRenderer& PhysicsWorld::getDebugRenderer() {
|
|
return mDebugRenderer;
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|