reactphysics3d/src/body/RigidBody.cpp

932 lines
41 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2019 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
// Libraries
#include <reactphysics3d/body/RigidBody.h>
#include <reactphysics3d/collision/shapes/CollisionShape.h>
#include <reactphysics3d/engine/PhysicsWorld.h>
#include <reactphysics3d/utils/Profiler.h>
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
// Constructor
/**
* @param transform The transformation of the body
* @param world The world where the body has been added
* @param id The ID of the body
*/
RigidBody::RigidBody(PhysicsWorld& world, Entity entity) : CollisionBody(world, entity) {
}
// Return the type of the body
BodyType RigidBody::getType() const {
return mWorld.mRigidBodyComponents.getBodyType(mEntity);
}
// Set the type of the body
/// The type of the body can either STATIC, KINEMATIC or DYNAMIC as described bellow:
/// STATIC : A static body is simulated as if it has infinite mass, zero velocity but its position can be
/// changed manually. A static body does not collide with other static or kinematic bodies.
/// KINEMATIC : A kinematic body is simulated as if it has infinite mass, its velocity can be changed manually and its
/// position is computed by the physics engine. A kinematic body does not collide with
/// other static or kinematic bodies.
/// DYNAMIC : A dynamic body has non-zero mass, its velocity is determined by forces and its
/// position is determined by the physics engine. A dynamic body can collide with other
/// dynamic, static or kinematic bodies.
/**
* @param type The type of the body (STATIC, KINEMATIC, DYNAMIC)
*/
void RigidBody::setType(BodyType type) {
if (mWorld.mRigidBodyComponents.getBodyType(mEntity) == type) return;
mWorld.mRigidBodyComponents.setBodyType(mEntity, type);
// If it is a static body
if (type == BodyType::STATIC) {
// Reset the velocity to zero
mWorld.mRigidBodyComponents.setLinearVelocity(mEntity, Vector3::zero());
mWorld.mRigidBodyComponents.setAngularVelocity(mEntity, Vector3::zero());
}
// If it is a static or a kinematic body
if (type == BodyType::STATIC || type == BodyType::KINEMATIC) {
// Reset the inverse mass and inverse inertia tensor to zero
mWorld.mRigidBodyComponents.setMassInverse(mEntity, decimal(0));
mWorld.mRigidBodyComponents.setInverseInertiaTensorLocal(mEntity, Vector3::zero());
}
else { // If it is a dynamic body
const decimal mass = mWorld.mRigidBodyComponents.getMass(mEntity);
if (mass > decimal(0.0)) {
mWorld.mRigidBodyComponents.setMassInverse(mEntity, decimal(1.0) / mass) ;
}
else {
mWorld.mRigidBodyComponents.setMassInverse(mEntity, decimal(0.0));
}
// Compute the inverse local inertia tensor
const Vector3& inertiaTensorLocal = mWorld.mRigidBodyComponents.getLocalInertiaTensor(mEntity);
Vector3 inverseInertiaTensorLocal(inertiaTensorLocal.x != decimal(0.0) ? decimal(1.0) / inertiaTensorLocal.x : 0,
inertiaTensorLocal.y != decimal(0.0) ? decimal(1.0) / inertiaTensorLocal.y : 0,
inertiaTensorLocal.z != decimal(0.0) ? decimal(1.0) / inertiaTensorLocal.z : 0);
mWorld.mRigidBodyComponents.setInverseInertiaTensorLocal(mEntity, inverseInertiaTensorLocal);
}
// Awake the body
setIsSleeping(false);
// Update the active status of currently overlapping pairs
updateOverlappingPairs();
// Ask the broad-phase to test again the collision shapes of the body for collision
// detection (as if the body has moved)
askForBroadPhaseCollisionCheck();
// Reset the force and torque on the body
mWorld.mRigidBodyComponents.setExternalForce(mEntity, Vector3::zero());
mWorld.mRigidBodyComponents.setExternalTorque(mEntity, Vector3::zero());
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Set type=" +
(type == BodyType::STATIC ? "Static" : (type == BodyType::DYNAMIC ? "Dynamic" : "Kinematic")), __FILE__, __LINE__);
}
// Method that return the mass of the body
/**
* @return The mass (in kilograms) of the body
*/
decimal RigidBody::getMass() const {
return mWorld.mRigidBodyComponents.getMass(mEntity);
}
// Apply an external force to the body at a given point (in local-space coordinates).
/// If the point is not at the center of mass of the body, it will also
/// generate some torque and therefore, change the angular velocity of the body.
/// If the body is sleeping, calling this method will wake it up. Note that the
/// force will we added to the sum of the applied forces and that this sum will be
/// reset to zero at the end of each call of the PhyscisWorld::update() method.
/// You can only apply a force to a dynamic body otherwise, this method will do nothing.
/**
* @param force The force to apply on the body
* @param point The point where the force is applied (in local-space coordinates)
*/
void RigidBody::applyForceAtLocalPosition(const Vector3& force, const Vector3& point) {
// If it is not a dynamic body, we do nothing
if (mWorld.mRigidBodyComponents.getBodyType(mEntity) != BodyType::DYNAMIC) return;
// Awake the body if it was sleeping
if (mWorld.mRigidBodyComponents.getIsSleeping(mEntity)) {
setIsSleeping(false);
}
// Add the force
const Vector3& externalForce = mWorld.mRigidBodyComponents.getExternalForce(mEntity);
mWorld.mRigidBodyComponents.setExternalForce(mEntity, externalForce + force);
// Add the torque
const Vector3& externalTorque = mWorld.mRigidBodyComponents.getExternalTorque(mEntity);
const Vector3& centerOfMassWorld = mWorld.mRigidBodyComponents.getCenterOfMassWorld(mEntity);
const Vector3 worldPoint = mWorld.mTransformComponents.getTransform(mEntity) * point;
mWorld.mRigidBodyComponents.setExternalTorque(mEntity, externalTorque + (worldPoint - centerOfMassWorld).cross(force));
}
// Apply an external force to the body at a given point (in world-space coordinates).
/// If the point is not at the center of mass of the body, it will also
/// generate some torque and therefore, change the angular velocity of the body.
/// If the body is sleeping, calling this method will wake it up. Note that the
/// force will we added to the sum of the applied forces and that this sum will be
/// reset to zero at the end of each call of the PhyscisWorld::update() method.
/// You can only apply a force to a dynamic body otherwise, this method will do nothing.
/**
* @param force The force to apply on the body
* @param point The point where the force is applied (in world-space coordinates)
*/
void RigidBody::applyForceAtWorldPosition(const Vector3& force, const Vector3& point) {
// If it is not a dynamic body, we do nothing
if (mWorld.mRigidBodyComponents.getBodyType(mEntity) != BodyType::DYNAMIC) return;
// Awake the body if it was sleeping
if (mWorld.mRigidBodyComponents.getIsSleeping(mEntity)) {
setIsSleeping(false);
}
// Add the force
const Vector3& externalForce = mWorld.mRigidBodyComponents.getExternalForce(mEntity);
mWorld.mRigidBodyComponents.setExternalForce(mEntity, externalForce + force);
// Add the torque
const Vector3& externalTorque = mWorld.mRigidBodyComponents.getExternalTorque(mEntity);
const Vector3& centerOfMassWorld = mWorld.mRigidBodyComponents.getCenterOfMassWorld(mEntity);
mWorld.mRigidBodyComponents.setExternalTorque(mEntity, externalTorque + (point - centerOfMassWorld).cross(force));
}
// Return the local inertia tensor of the body (in body coordinates)
const Vector3& RigidBody::getLocalInertiaTensor() const {
return mWorld.mRigidBodyComponents.getLocalInertiaTensor(mEntity);
}
// Set the local inertia tensor of the body (in local-space coordinates)
/// Note that an inertia tensor with a zero value on its diagonal is interpreted as infinite inertia.
/**
* @param inertiaTensorLocal The 3x3 inertia tensor matrix of the body in local-space
* coordinates
*/
void RigidBody::setLocalInertiaTensor(const Vector3& inertiaTensorLocal) {
mWorld.mRigidBodyComponents.setLocalInertiaTensor(mEntity, inertiaTensorLocal);
// Compute the inverse local inertia tensor
Vector3 inverseInertiaTensorLocal(inertiaTensorLocal.x != decimal(0.0) ? decimal(1.0) / inertiaTensorLocal.x : 0,
inertiaTensorLocal.y != decimal(0.0) ? decimal(1.0) / inertiaTensorLocal.y : 0,
inertiaTensorLocal.z != decimal(0.0) ? decimal(1.0) / inertiaTensorLocal.z : 0);
mWorld.mRigidBodyComponents.setInverseInertiaTensorLocal(mEntity, inverseInertiaTensorLocal);
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Set inertiaTensorLocal=" + inertiaTensorLocal.to_string(), __FILE__, __LINE__);
}
// Apply an external force to the body at its center of mass.
/// If the body is sleeping, calling this method will wake it up. Note that the
/// force will we added to the sum of the applied forces and that this sum will be
/// reset to zero at the end of each call of the PhyscisWorld::update() method.
/// You can only apply a force to a dynamic body otherwise, this method will do nothing.
/**
* @param force The external force to apply on the center of mass of the body
*/
void RigidBody::applyForceToCenterOfMass(const Vector3& force) {
// If it is not a dynamic body, we do nothing
if (mWorld.mRigidBodyComponents.getBodyType(mEntity) != BodyType::DYNAMIC) return;
// Awake the body if it was sleeping
if (mWorld.mRigidBodyComponents.getIsSleeping(mEntity)) {
setIsSleeping(false);
}
// Add the force
const Vector3& externalForce = mWorld.mRigidBodyComponents.getExternalForce(mEntity);
mWorld.mRigidBodyComponents.setExternalForce(mEntity, externalForce + force);
}
// Return the linear velocity damping factor
/**
* @return The linear damping factor of this body
*/
decimal RigidBody::getLinearDamping() const {
return mWorld.mRigidBodyComponents.getLinearDamping(mEntity);
}
// Return the angular velocity damping factor
/**
* @return The angular damping factor of this body
*/
decimal RigidBody::getAngularDamping() const {
return mWorld.mRigidBodyComponents.getAngularDamping(mEntity);
}
// Set the center of mass of the body (in local-space coordinates)
/// This method does not move the rigid body in the world.
/**
* @param centerOfMass The center of mass of the body in local-space coordinates
*/
void RigidBody::setLocalCenterOfMass(const Vector3& centerOfMass) {
const Vector3 oldCenterOfMass = mWorld.mRigidBodyComponents.getCenterOfMassWorld(mEntity);
mWorld.mRigidBodyComponents.setCenterOfMassLocal(mEntity, centerOfMass);
// Compute the center of mass in world-space coordinates
mWorld.mRigidBodyComponents.setCenterOfMassWorld(mEntity, mWorld.mTransformComponents.getTransform(mEntity) * centerOfMass);
// Update the linear velocity of the center of mass
Vector3 linearVelocity = mWorld.mRigidBodyComponents.getAngularVelocity(mEntity);
const Vector3& angularVelocity = mWorld.mRigidBodyComponents.getAngularVelocity(mEntity);
const Vector3& centerOfMassWorld = mWorld.mRigidBodyComponents.getCenterOfMassWorld(mEntity);
linearVelocity += angularVelocity.cross(centerOfMassWorld - oldCenterOfMass);
mWorld.mRigidBodyComponents.setLinearVelocity(mEntity, linearVelocity);
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Set centerOfMassLocal=" + centerOfMass.to_string(), __FILE__, __LINE__);
}
// Return the center of mass of the body (in local-space coordinates)
const Vector3& RigidBody::getLocalCenterOfMass() const {
return mWorld.mRigidBodyComponents.getCenterOfMassLocal(mEntity);
}
// Compute and set the local-space center of mass of the body using its colliders
/// This method uses the shape, mass density and transforms of the colliders to set
/// the center of mass of the body. Note that calling this method will overwrite the
/// mass that has been previously set with the RigidBody::setCenterOfMass() method. Moreover, this method
/// does not use the mass set by the user with the RigidBody::setMass() method to compute the center
/// of mass but only the mass density and volume of the colliders.
void RigidBody::updateLocalCenterOfMassFromColliders() {
const Vector3 oldCenterOfMassWorld = mWorld.mRigidBodyComponents.getCenterOfMassWorld(mEntity);
Vector3 centerOfMassLocal = computeCenterOfMass();
const Vector3 centerOfMassWorld = mWorld.mTransformComponents.getTransform(mEntity) * centerOfMassLocal;
// Set the center of mass
mWorld.mRigidBodyComponents.setCenterOfMassLocal(mEntity, centerOfMassLocal);
mWorld.mRigidBodyComponents.setCenterOfMassWorld(mEntity, centerOfMassWorld);
// Update the linear velocity of the center of mass
Vector3 linearVelocity = mWorld.mRigidBodyComponents.getAngularVelocity(mEntity);
const Vector3& angularVelocity = mWorld.mRigidBodyComponents.getAngularVelocity(mEntity);
linearVelocity += angularVelocity.cross(centerOfMassWorld - oldCenterOfMassWorld);
mWorld.mRigidBodyComponents.setLinearVelocity(mEntity, linearVelocity);
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Set centerOfMassLocal=" + centerOfMassLocal.to_string(), __FILE__, __LINE__);
}
// Compute and return the local-space center of mass of the body using its colliders
Vector3 RigidBody::computeCenterOfMass() const {
decimal totalMass = decimal(0.0);
Vector3 centerOfMassLocal(0, 0, 0);
// Compute the local center of mass
const List<Entity>& colliderEntities = mWorld.mCollisionBodyComponents.getColliders(mEntity);
for (uint i=0; i < colliderEntities.size(); i++) {
Collider* collider = mWorld.mCollidersComponents.getCollider(colliderEntities[i]);
const decimal colliderVolume = mWorld.mCollidersComponents.getCollisionShape(colliderEntities[i])->getVolume();
const decimal colliderMassDensity = collider->getMaterial().getMassDensity();
const decimal colliderMass = colliderVolume * colliderMassDensity;
totalMass += colliderMass;
centerOfMassLocal += colliderMass * mWorld.mCollidersComponents.getLocalToBodyTransform(colliderEntities[i]).getPosition();
}
if (totalMass > decimal(0.0)) {
centerOfMassLocal /= totalMass;
}
return centerOfMassLocal;
}
// Compute the local-space inertia tensor and total mass of the body using its colliders
void RigidBody::computeMassAndInertiaTensorLocal(Vector3& inertiaTensorLocal, decimal& totalMass) const {
inertiaTensorLocal.setToZero();
totalMass = decimal(0.0);
Matrix3x3 tempLocalInertiaTensor = Matrix3x3::zero();
const Vector3 centerOfMassLocal = mWorld.mRigidBodyComponents.getCenterOfMassLocal(mEntity);
// Compute the inertia tensor using all the colliders
const List<Entity>& colliderEntities = mWorld.mCollisionBodyComponents.getColliders(mEntity);
for (uint i=0; i < colliderEntities.size(); i++) {
Collider* collider = mWorld.mCollidersComponents.getCollider(colliderEntities[i]);
const decimal colliderVolume = mWorld.mCollidersComponents.getCollisionShape(colliderEntities[i])->getVolume();
const decimal colliderMassDensity = collider->getMaterial().getMassDensity();
const decimal colliderMass = colliderVolume * colliderMassDensity;
totalMass += colliderMass;
// Get the inertia tensor of the collider in its local-space
Vector3 shapeLocalInertiaTensor = collider->getCollisionShape()->getLocalInertiaTensor(colliderMass);
// Convert the collider inertia tensor into the local-space of the body
const Transform& shapeTransform = collider->getLocalToBodyTransform();
Matrix3x3 rotationMatrix = shapeTransform.getOrientation().getMatrix();
Matrix3x3 rotationMatrixTranspose = rotationMatrix.getTranspose();
rotationMatrixTranspose[0] *= shapeLocalInertiaTensor.x;
rotationMatrixTranspose[1] *= shapeLocalInertiaTensor.y;
rotationMatrixTranspose[2] *= shapeLocalInertiaTensor.z;
Matrix3x3 inertiaTensor = rotationMatrix * rotationMatrixTranspose;
// Use the parallel axis theorem to convert the inertia tensor w.r.t the collider
// center into a inertia tensor w.r.t to the body origin.
Vector3 offset = shapeTransform.getPosition() - centerOfMassLocal;
decimal offsetSquare = offset.lengthSquare();
Matrix3x3 offsetMatrix;
offsetMatrix[0].setAllValues(offsetSquare, decimal(0.0), decimal(0.0));
offsetMatrix[1].setAllValues(decimal(0.0), offsetSquare, decimal(0.0));
offsetMatrix[2].setAllValues(decimal(0.0), decimal(0.0), offsetSquare);
offsetMatrix[0] += offset * (-offset.x);
offsetMatrix[1] += offset * (-offset.y);
offsetMatrix[2] += offset * (-offset.z);
offsetMatrix *= colliderMass;
tempLocalInertiaTensor += inertiaTensor + offsetMatrix;
}
// Get the diagonal value of the computed local inertia tensor
inertiaTensorLocal.setAllValues(tempLocalInertiaTensor[0][0], tempLocalInertiaTensor[1][1], tempLocalInertiaTensor[2][2]);
}
// Compute and set the local-space inertia tensor of the body using its colliders
/// This method uses the shape, mass density and transforms of the colliders to set
/// the local-space inertia tensor of the body. Note that calling this method will overwrite the
/// mass that has been set with the RigidBody::setInertiaTensorLocal() method.
void RigidBody::updateLocalInertiaTensorFromColliders() {
const Vector3 centerOfMassLocal = mWorld.mRigidBodyComponents.getCenterOfMassLocal(mEntity);
// Compute the local-space inertia tensor
Vector3 inertiaTensorLocal;
decimal totalMass;
computeMassAndInertiaTensorLocal(inertiaTensorLocal, totalMass);
mWorld.mRigidBodyComponents.setLocalInertiaTensor(mEntity, inertiaTensorLocal);
// Compute the inverse local inertia tensor
Vector3 inverseInertiaTensorLocal(inertiaTensorLocal.x != decimal(0.0) ? decimal(1.0) / inertiaTensorLocal.x : 0,
inertiaTensorLocal.y != decimal(0.0) ? decimal(1.0) / inertiaTensorLocal.y : 0,
inertiaTensorLocal.z != decimal(0.0) ? decimal(1.0) / inertiaTensorLocal.z : 0);
mWorld.mRigidBodyComponents.setInverseInertiaTensorLocal(mEntity, inverseInertiaTensorLocal);
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Set inertiaTensorLocal=" + inertiaTensorLocal.to_string(), __FILE__, __LINE__);
}
// Compute and set the mass of the body using its colliders
/// This method uses the shape, mass density and transforms of the colliders to set
/// the total mass of the body. Note that calling this method will overwrite the
/// mass that has been set with the RigidBody::setMass() method
void RigidBody::updateMassFromColliders() {
decimal totalMass = decimal(0.0);
// Compute the total mass of the body
const List<Entity>& colliderEntities = mWorld.mCollisionBodyComponents.getColliders(mEntity);
for (uint i=0; i < colliderEntities.size(); i++) {
Collider* collider = mWorld.mCollidersComponents.getCollider(colliderEntities[i]);
const decimal colliderVolume = mWorld.mCollidersComponents.getCollisionShape(colliderEntities[i])->getVolume();
const decimal colliderMassDensity = collider->getMaterial().getMassDensity();
const decimal colliderMass = colliderVolume * colliderMassDensity;
totalMass += colliderMass;
}
// Set the mass
mWorld.mRigidBodyComponents.setMass(mEntity, totalMass);
// Compute the inverse mass
if (totalMass > decimal(0.0)) {
mWorld.mRigidBodyComponents.setMassInverse(mEntity, decimal(1.0) / totalMass);
}
else {
mWorld.mRigidBodyComponents.setMassInverse(mEntity, decimal(0.0));
}
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Set mass=" + std::to_string(totalMass), __FILE__, __LINE__);
}
// Compute and set the center of mass, the mass and the local-space inertia tensor of the body using its colliders
/// This method uses the shape, mass density and transform of the colliders of the body to set
/// the total mass, the center of mass and the local inertia tensor of the body.
/// Note that calling this method will overwrite the
/// mass that has been set with the RigidBody::setMass(), the center of mass that has been
/// set with RigidBody::setCenterOfMass() and the local inertia tensor that has been set with
/// RigidBody::setInertiaTensorLocal().
void RigidBody::updateMassPropertiesFromColliders() {
const Vector3 oldCenterOfMassWorld = mWorld.mRigidBodyComponents.getCenterOfMassWorld(mEntity);
// Compute the local center of mass
Vector3 centerOfMassLocal = computeCenterOfMass();
const Vector3 centerOfMassWorld = mWorld.mTransformComponents.getTransform(mEntity) * centerOfMassLocal;
// Set the center of mass
mWorld.mRigidBodyComponents.setCenterOfMassLocal(mEntity, centerOfMassLocal);
mWorld.mRigidBodyComponents.setCenterOfMassWorld(mEntity, centerOfMassWorld);
// Update the linear velocity of the center of mass
Vector3 linearVelocity = mWorld.mRigidBodyComponents.getAngularVelocity(mEntity);
const Vector3& angularVelocity = mWorld.mRigidBodyComponents.getAngularVelocity(mEntity);
linearVelocity += angularVelocity.cross(centerOfMassWorld - oldCenterOfMassWorld);
mWorld.mRigidBodyComponents.setLinearVelocity(mEntity, linearVelocity);
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Set centerOfMassLocal=" + centerOfMassLocal.to_string(), __FILE__, __LINE__);
// Compute the mass and local-space inertia tensor
Vector3 inertiaTensorLocal;
decimal totalMass;
computeMassAndInertiaTensorLocal(inertiaTensorLocal, totalMass);
mWorld.mRigidBodyComponents.setLocalInertiaTensor(mEntity, inertiaTensorLocal);
// Compute the inverse local inertia tensor
Vector3 inverseInertiaTensorLocal(inertiaTensorLocal.x != decimal(0.0) ? decimal(1.0) / inertiaTensorLocal.x : 0,
inertiaTensorLocal.y != decimal(0.0) ? decimal(1.0) / inertiaTensorLocal.y : 0,
inertiaTensorLocal.z != decimal(0.0) ? decimal(1.0) / inertiaTensorLocal.z : 0);
mWorld.mRigidBodyComponents.setInverseInertiaTensorLocal(mEntity, inverseInertiaTensorLocal);
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Set inertiaTensorLocal=" + inertiaTensorLocal.to_string(), __FILE__, __LINE__);
// Set the mass
mWorld.mRigidBodyComponents.setMass(mEntity, totalMass);
// Compute the inverse mass
if (totalMass > decimal(0.0)) {
mWorld.mRigidBodyComponents.setMassInverse(mEntity, decimal(1.0) / totalMass);
}
else {
mWorld.mRigidBodyComponents.setMassInverse(mEntity, decimal(0.0));
}
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Set mass=" + std::to_string(totalMass), __FILE__, __LINE__);
}
// Set the mass of the rigid body
/// Note that a mass of zero is interpreted as infinite mass.
/**
* @param mass The mass (in kilograms) of the body
*/
void RigidBody::setMass(decimal mass) {
mWorld.mRigidBodyComponents.setMass(mEntity, mass);
// TODO : Report error if mass is negative
if (mWorld.mRigidBodyComponents.getMass(mEntity) > decimal(0.0)) {
mWorld.mRigidBodyComponents.setMassInverse(mEntity, decimal(1.0) / mass);
}
else {
mWorld.mRigidBodyComponents.setMassInverse(mEntity, decimal(0.0));
if (mWorld.mRigidBodyComponents.getMass(mEntity) < decimal(0.0)) {
RP3D_LOG(mLogger, Logger::Level::Error, Logger::Category::Body,
"Error when setting mass of body " + std::to_string(mEntity.id) + ": mass cannot be negative", __FILE__, __LINE__);
}
}
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Set mass=" + std::to_string(mass), __FILE__, __LINE__);
}
// Create a new collider and add it to the body
/// This method will return a pointer to a new collider. A collider is
/// an object with a collision shape that is attached to a body. It is possible to
/// attach multiple colliders to a given body. You can use the
/// returned collider to get and set information about the corresponding
/// collision shape for that body.
/**
* @param collisionShape The collision shape of the new collider
* @param transform The transformation of the collider that transforms the
* local-space of the collider into the local-space of the body
* @return A pointer to the collider that has been created
*/
Collider* RigidBody::addCollider(CollisionShape* collisionShape, const Transform& transform) {
// Create a new entity for the collider
Entity colliderEntity = mWorld.mEntityManager.createEntity();
// Create a new collider for the body
Collider* collider = new (mWorld.mMemoryManager.allocate(MemoryManager::AllocationType::Pool,
sizeof(Collider))) Collider(colliderEntity, this, mWorld.mMemoryManager);
// Add the collider component to the entity of the body
Vector3 localBoundsMin;
Vector3 localBoundsMax;
// TODO : Maybe this method can directly returns an AABB
collisionShape->getLocalBounds(localBoundsMin, localBoundsMax);
const Transform localToWorldTransform = mWorld.mTransformComponents.getTransform(mEntity) * transform;
ColliderComponents::ColliderComponent colliderComponent(mEntity, collider, AABB(localBoundsMin, localBoundsMax),
transform, collisionShape, 0x0001, 0xFFFF, localToWorldTransform);
bool isSleeping = mWorld.mRigidBodyComponents.getIsSleeping(mEntity);
mWorld.mCollidersComponents.addComponent(colliderEntity, isSleeping, colliderComponent);
mWorld.mCollisionBodyComponents.addColliderToBody(mEntity, colliderEntity);
// Assign the collider with the collision shape
collisionShape->addCollider(collider);
#ifdef IS_PROFILING_ACTIVE
// Set the profiler
collider->setProfiler(mProfiler);
#endif
#ifdef IS_LOGGING_ACTIVE
// Set the logger
collider->setLogger(mLogger);
#endif
// Compute the world-space AABB of the new collision shape
AABB aabb;
collisionShape->computeAABB(aabb, mWorld.mTransformComponents.getTransform(mEntity) * transform);
// Notify the collision detection about this new collision shape
mWorld.mCollisionDetection.addCollider(collider, aabb);
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Collider " + std::to_string(collider->getBroadPhaseId()) + " added to body", __FILE__, __LINE__);
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Collider,
"Collider " + std::to_string(collider->getBroadPhaseId()) + ": collisionShape=" +
collider->getCollisionShape()->to_string(), __FILE__, __LINE__);
// Return a pointer to the collider
return collider;
}
// Remove a collider from the body
/// To remove a collider, you need to specify its pointer.
/**
* @param collider The pointer of the collider you want to remove
*/
void RigidBody::removeCollider(Collider* collider) {
// Remove the collision shape
CollisionBody::removeCollider(collider);
}
// Set the variable to know if the gravity is applied to this rigid body
/**
* @param isEnabled True if you want the gravity to be applied to this body
*/
void RigidBody::enableGravity(bool isEnabled) {
mWorld.mRigidBodyComponents.setIsGravityEnabled(mEntity, isEnabled);
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Set isGravityEnabled=" +
(isEnabled ? "true" : "false"), __FILE__, __LINE__);
}
// Set the linear damping factor. This is the ratio of the linear velocity
// that the body will lose every at seconds of simulation.
/**
* @param linearDamping The linear damping factor of this body
*/
void RigidBody::setLinearDamping(decimal linearDamping) {
assert(linearDamping >= decimal(0.0));
if (linearDamping >= decimal(0.0)) {
mWorld.mRigidBodyComponents.setLinearDamping(mEntity, linearDamping);
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Set linearDamping=" + std::to_string(linearDamping), __FILE__, __LINE__);
}
else {
RP3D_LOG(mLogger, Logger::Level::Error, Logger::Category::Body,
"Error when setting the linear damping of body " + std::to_string(mEntity.id) + ": linear damping cannot be negative", __FILE__, __LINE__);
}
}
// Set the angular damping factor. This is the ratio of the angular velocity
// that the body will lose at every seconds of simulation.
/**
* @param angularDamping The angular damping factor of this body
*/
void RigidBody::setAngularDamping(decimal angularDamping) {
assert(angularDamping >= decimal(0.0));
if (angularDamping >= decimal(0.0)) {
mWorld.mRigidBodyComponents.setAngularDamping(mEntity, angularDamping);
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Set angularDamping=" + std::to_string(angularDamping), __FILE__, __LINE__);
}
else {
RP3D_LOG(mLogger, Logger::Level::Error, Logger::Category::Body,
"Error when setting the angular damping of body " + std::to_string(mEntity.id) + ": angular damping cannot be negative", __FILE__, __LINE__);
}
}
// Set the linear velocity of the rigid body.
/**
* @param linearVelocity Linear velocity vector of the body
*/
void RigidBody::setLinearVelocity(const Vector3& linearVelocity) {
// If it is a static body, we do nothing
if (mWorld.mRigidBodyComponents.getBodyType(mEntity) == BodyType::STATIC) return;
// Update the linear velocity of the current body state
mWorld.mRigidBodyComponents.setLinearVelocity(mEntity, linearVelocity);
// If the linear velocity is not zero, awake the body
if (linearVelocity.lengthSquare() > decimal(0.0)) {
setIsSleeping(false);
}
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Set linearVelocity=" + linearVelocity.to_string(), __FILE__, __LINE__);
}
// Set the angular velocity.
/**
* @param angularVelocity The angular velocity vector of the body
*/
void RigidBody::setAngularVelocity(const Vector3& angularVelocity) {
// If it is a static body, we do nothing
if (mWorld.mRigidBodyComponents.getBodyType(mEntity) == BodyType::STATIC) return;
// Set the angular velocity
mWorld.mRigidBodyComponents.setAngularVelocity(mEntity, angularVelocity);
// If the velocity is not zero, awake the body
if (angularVelocity.lengthSquare() > decimal(0.0)) {
setIsSleeping(false);
}
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Set angularVelocity=" + angularVelocity.to_string(), __FILE__, __LINE__);
}
// Set the current position and orientation
/**
* @param transform The transformation of the body that transforms the local-space
* of the body into world-space
*/
void RigidBody::setTransform(const Transform& transform) {
const Vector3 oldCenterOfMass = mWorld.mRigidBodyComponents.getCenterOfMassWorld(mEntity);
// Compute the new center of mass in world-space coordinates
const Vector3& centerOfMassLocal = mWorld.mRigidBodyComponents.getCenterOfMassLocal(mEntity);
mWorld.mRigidBodyComponents.setCenterOfMassWorld(mEntity, transform * centerOfMassLocal);
// Update the linear velocity of the center of mass
Vector3 linearVelocity = mWorld.mRigidBodyComponents.getLinearVelocity(mEntity);
const Vector3& angularVelocity = mWorld.mRigidBodyComponents.getAngularVelocity(mEntity);
const Vector3& centerOfMassWorld = mWorld.mRigidBodyComponents.getCenterOfMassWorld(mEntity);
linearVelocity += angularVelocity.cross(centerOfMassWorld - oldCenterOfMass);
mWorld.mRigidBodyComponents.setLinearVelocity(mEntity, linearVelocity);
CollisionBody::setTransform(transform);
// Awake the body if it is sleeping
setIsSleeping(false);
}
// Return the linear velocity
/**
* @return The linear velocity vector of the body
*/
Vector3 RigidBody::getLinearVelocity() const {
return mWorld.mRigidBodyComponents.getLinearVelocity(mEntity);
}
// Return the angular velocity of the body
/**
* @return The angular velocity vector of the body
*/
Vector3 RigidBody::getAngularVelocity() const {
return mWorld.mRigidBodyComponents.getAngularVelocity(mEntity);
}
// Return true if the gravity needs to be applied to this rigid body
/**
* @return True if the gravity is applied to the body
*/
bool RigidBody::isGravityEnabled() const {
return mWorld.mRigidBodyComponents.getIsGravityEnabled(mEntity);
}
// Apply an external torque to the body.
/// If the body is sleeping, calling this method will wake it up. Note that the
/// force will we added to the sum of the applied torques and that this sum will be
/// reset to zero at the end of each call of the PhyscisWorld::update() method.
/// You can only apply a force to a dynamic body otherwise, this method will do nothing.
/**
* @param torque The external torque to apply on the body
*/
void RigidBody::applyTorque(const Vector3& torque) {
// If it is not a dynamic body, we do nothing
if (mWorld.mRigidBodyComponents.getBodyType(mEntity) != BodyType::DYNAMIC) return;
// Awake the body if it was sleeping
if (mWorld.mRigidBodyComponents.getIsSleeping(mEntity)) {
setIsSleeping(false);
}
// Add the torque
const Vector3& externalTorque = mWorld.mRigidBodyComponents.getExternalTorque(mEntity);
mWorld.mRigidBodyComponents.setExternalTorque(mEntity, externalTorque + torque);
}
// Set the variable to know whether or not the body is sleeping
void RigidBody::setIsSleeping(bool isSleeping) {
bool isBodySleeping = mWorld.mRigidBodyComponents.getIsSleeping(mEntity);
if (isBodySleeping == isSleeping) return;
// If the body is not active, do nothing (it is sleeping)
if (!mWorld.mCollisionBodyComponents.getIsActive(mEntity)) {
assert(isBodySleeping);
return;
}
if (isSleeping) {
mWorld.mRigidBodyComponents.setSleepTime(mEntity, decimal(0.0));
}
else {
if (isBodySleeping) {
mWorld.mRigidBodyComponents.setSleepTime(mEntity, decimal(0.0));
}
}
mWorld.mRigidBodyComponents.setIsSleeping(mEntity, isSleeping);
// Notify all the components
mWorld.setBodyDisabled(mEntity, isSleeping);
// Update the currently overlapping pairs
updateOverlappingPairs();
if (isSleeping) {
mWorld.mRigidBodyComponents.setLinearVelocity(mEntity, Vector3::zero());
mWorld.mRigidBodyComponents.setAngularVelocity(mEntity, Vector3::zero());
mWorld.mRigidBodyComponents.setExternalForce(mEntity, Vector3::zero());
mWorld.mRigidBodyComponents.setExternalTorque(mEntity, Vector3::zero());
}
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Set isSleeping=" +
(isSleeping ? "true" : "false"), __FILE__, __LINE__);
}
// Update whether the current overlapping pairs where this body is involed are active or not
void RigidBody::updateOverlappingPairs() {
// For each collider of the body
const List<Entity>& colliderEntities = mWorld.mCollisionBodyComponents.getColliders(mEntity);
for (uint i=0; i < colliderEntities.size(); i++) {
// Get the currently overlapping pairs for this collider
List<uint64> overlappingPairs = mWorld.mCollidersComponents.getOverlappingPairs(colliderEntities[i]);
for (uint j=0; j < overlappingPairs.size(); j++) {
mWorld.mCollisionDetection.mOverlappingPairs.updateOverlappingPairIsActive(overlappingPairs[j]);
}
}
}
/// Return the inverse of the inertia tensor in world coordinates.
const Matrix3x3 RigidBody::getWorldInertiaTensorInverse(PhysicsWorld& world, Entity bodyEntity) {
Matrix3x3 orientation = world.mTransformComponents.getTransform(bodyEntity).getOrientation().getMatrix();
const Vector3& inverseInertiaLocalTensor = world.mRigidBodyComponents.getInertiaTensorLocalInverse(bodyEntity);
Matrix3x3 orientationTranspose = orientation.getTranspose();
orientationTranspose[0] *= inverseInertiaLocalTensor.x;
orientationTranspose[1] *= inverseInertiaLocalTensor.y;
orientationTranspose[2] *= inverseInertiaLocalTensor.z;
return orientation * orientationTranspose;
}
// Set whether or not the body is allowed to go to sleep
/**
* @param isAllowedToSleep True if the body is allowed to sleep
*/
void RigidBody::setIsAllowedToSleep(bool isAllowedToSleep) {
mWorld.mRigidBodyComponents.setIsAllowedToSleep(mEntity, isAllowedToSleep);
if (!isAllowedToSleep) setIsSleeping(false);
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Set isAllowedToSleep=" +
(isAllowedToSleep ? "true" : "false"), __FILE__, __LINE__);
}
// Return whether or not the body is allowed to sleep
/**
* @return True if the body is allowed to sleep and false otherwise
*/
bool RigidBody::isAllowedToSleep() const {
return mWorld.mRigidBodyComponents.getIsAllowedToSleep(mEntity);
}
// Return whether or not the body is sleeping
/**
* @return True if the body is currently sleeping and false otherwise
*/
bool RigidBody::isSleeping() const {
return mWorld.mRigidBodyComponents.getIsSleeping(mEntity);
}
// Set whether or not the body is active
/**
* @param isActive True if you want to activate the body
*/
void RigidBody::setIsActive(bool isActive) {
// If the state does not change
if (mWorld.mCollisionBodyComponents.getIsActive(mEntity) == isActive) return;
setIsSleeping(!isActive);
CollisionBody::setIsActive(isActive);
}
#ifdef IS_PROFILING_ACTIVE
// Set the profiler
void RigidBody::setProfiler(Profiler* profiler) {
CollisionBody::setProfiler(profiler);
// Set the profiler for each collider
const List<Entity>& colliderEntities = mWorld.mCollisionBodyComponents.getColliders(mEntity);
for (uint i=0; i < colliderEntities.size(); i++) {
Collider* collider = mWorld.mCollidersComponents.getCollider(colliderEntities[i]);
collider->setProfiler(profiler);
}
}
#endif