godot-module-template/engine/thirdparty/jolt_physics/Jolt/Physics/Body/Body.inl

198 lines
7.9 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
JPH_NAMESPACE_BEGIN
RMat44 Body::GetWorldTransform() const
{
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::Read));
return RMat44::sRotationTranslation(mRotation, mPosition).PreTranslated(-mShape->GetCenterOfMass());
}
RMat44 Body::GetCenterOfMassTransform() const
{
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::Read));
return RMat44::sRotationTranslation(mRotation, mPosition);
}
RMat44 Body::GetInverseCenterOfMassTransform() const
{
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::Read));
return RMat44::sInverseRotationTranslation(mRotation, mPosition);
}
inline bool Body::sFindCollidingPairsCanCollide(const Body &inBody1, const Body &inBody2)
{
// First body should never be a soft body
JPH_ASSERT(!inBody1.IsSoftBody());
// One of these conditions must be true
// - We always allow detecting collisions between kinematic and non-dynamic bodies
// - One of the bodies must be dynamic to collide
// - A kinematic object can collide with a sensor
if (!inBody1.GetCollideKinematicVsNonDynamic()
&& !inBody2.GetCollideKinematicVsNonDynamic()
&& (!inBody1.IsDynamic() && !inBody2.IsDynamic())
&& !(inBody1.IsKinematic() && inBody2.IsSensor())
&& !(inBody2.IsKinematic() && inBody1.IsSensor()))
return false;
// Check that body 1 is active
uint32 body1_index_in_active_bodies = inBody1.GetIndexInActiveBodiesInternal();
JPH_ASSERT(!inBody1.IsStatic() && body1_index_in_active_bodies != Body::cInactiveIndex, "This function assumes that Body 1 is active");
// If the pair A, B collides we need to ensure that the pair B, A does not collide or else we will handle the collision twice.
// If A is the same body as B we don't want to collide (1)
// If A is dynamic / kinematic and B is static we should collide (2)
// If A is dynamic / kinematic and B is dynamic / kinematic we should only collide if
// - A is active and B is not active (3)
// - A is active and B will become active during this simulation step (4)
// - A is active and B is active, we require a condition that makes A, B collide and B, A not (5)
//
// In order to implement this we use the index in the active body list and make use of the fact that
// a body not in the active list has Body.Index = 0xffffffff which is the highest possible value for an uint32.
//
// Because we know that A is active we know that A.Index != 0xffffffff:
// (1) Because A.Index != 0xffffffff, if A.Index = B.Index then A = B, so to collide A.Index != B.Index
// (2) A.Index != 0xffffffff, B.Index = 0xffffffff (because it's static and cannot be in the active list), so to collide A.Index != B.Index
// (3) A.Index != 0xffffffff, B.Index = 0xffffffff (because it's not yet active), so to collide A.Index != B.Index
// (4) A.Index != 0xffffffff, B.Index = 0xffffffff currently. But it can activate during the Broad/NarrowPhase step at which point it
// will be added to the end of the active list which will make B.Index > A.Index (this holds only true when we don't deactivate
// bodies during the Broad/NarrowPhase step), so to collide A.Index < B.Index.
// (5) As tie breaker we can use the same condition A.Index < B.Index to collide, this means that if A, B collides then B, A won't
static_assert(Body::cInactiveIndex == 0xffffffff, "The algorithm below uses this value");
if (!inBody2.IsSoftBody() && body1_index_in_active_bodies >= inBody2.GetIndexInActiveBodiesInternal())
return false;
JPH_ASSERT(inBody1.GetID() != inBody2.GetID(), "Read the comment above, A and B are the same body which should not be possible!");
// Check collision group filter
if (!inBody1.GetCollisionGroup().CanCollide(inBody2.GetCollisionGroup()))
return false;
return true;
}
void Body::AddRotationStep(Vec3Arg inAngularVelocityTimesDeltaTime)
{
JPH_ASSERT(IsRigidBody());
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::ReadWrite));
// This used to use the equation: d/dt R(t) = 1/2 * w(t) * R(t) so that R(t + dt) = R(t) + 1/2 * w(t) * R(t) * dt
// See: Appendix B of An Introduction to Physically Based Modeling: Rigid Body Simulation II-Nonpenetration Constraints
// URL: https://www.cs.cmu.edu/~baraff/sigcourse/notesd2.pdf
// But this is a first order approximation and does not work well for kinematic ragdolls that are driven to a new
// pose if the poses differ enough. So now we split w(t) * dt into an axis and angle part and create a quaternion with it.
// Note that the resulting quaternion is normalized since otherwise numerical drift will eventually make the rotation non-normalized.
float len = inAngularVelocityTimesDeltaTime.Length();
if (len > 1.0e-6f)
{
mRotation = (Quat::sRotation(inAngularVelocityTimesDeltaTime / len, len) * mRotation).Normalized();
JPH_ASSERT(!mRotation.IsNaN());
}
}
void Body::SubRotationStep(Vec3Arg inAngularVelocityTimesDeltaTime)
{
JPH_ASSERT(IsRigidBody());
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::ReadWrite));
// See comment at Body::AddRotationStep
float len = inAngularVelocityTimesDeltaTime.Length();
if (len > 1.0e-6f)
{
mRotation = (Quat::sRotation(inAngularVelocityTimesDeltaTime / len, -len) * mRotation).Normalized();
JPH_ASSERT(!mRotation.IsNaN());
}
}
Vec3 Body::GetWorldSpaceSurfaceNormal(const SubShapeID &inSubShapeID, RVec3Arg inPosition) const
{
RMat44 inv_com = GetInverseCenterOfMassTransform();
return inv_com.Multiply3x3Transposed(mShape->GetSurfaceNormal(inSubShapeID, Vec3(inv_com * inPosition))).Normalized();
}
Mat44 Body::GetInverseInertia() const
{
JPH_ASSERT(IsDynamic());
return GetMotionProperties()->GetInverseInertiaForRotation(Mat44::sRotation(mRotation));
}
void Body::AddForce(Vec3Arg inForce, RVec3Arg inPosition)
{
AddForce(inForce);
AddTorque(Vec3(inPosition - mPosition).Cross(inForce));
}
void Body::AddImpulse(Vec3Arg inImpulse)
{
JPH_ASSERT(IsDynamic());
SetLinearVelocityClamped(mMotionProperties->GetLinearVelocity() + inImpulse * mMotionProperties->GetInverseMass());
}
void Body::AddImpulse(Vec3Arg inImpulse, RVec3Arg inPosition)
{
JPH_ASSERT(IsDynamic());
SetLinearVelocityClamped(mMotionProperties->GetLinearVelocity() + inImpulse * mMotionProperties->GetInverseMass());
SetAngularVelocityClamped(mMotionProperties->GetAngularVelocity() + mMotionProperties->MultiplyWorldSpaceInverseInertiaByVector(mRotation, Vec3(inPosition - mPosition).Cross(inImpulse)));
}
void Body::AddAngularImpulse(Vec3Arg inAngularImpulse)
{
JPH_ASSERT(IsDynamic());
SetAngularVelocityClamped(mMotionProperties->GetAngularVelocity() + mMotionProperties->MultiplyWorldSpaceInverseInertiaByVector(mRotation, inAngularImpulse));
}
void Body::GetSleepTestPoints(RVec3 *outPoints) const
{
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::Read));
// Center of mass is the first position
outPoints[0] = mPosition;
// The second and third position are on the largest axis of the bounding box
Vec3 extent = mShape->GetLocalBounds().GetExtent();
int lowest_component = extent.GetLowestComponentIndex();
Mat44 rotation = Mat44::sRotation(mRotation);
switch (lowest_component)
{
case 0:
outPoints[1] = mPosition + extent.GetY() * rotation.GetColumn3(1);
outPoints[2] = mPosition + extent.GetZ() * rotation.GetColumn3(2);
break;
case 1:
outPoints[1] = mPosition + extent.GetX() * rotation.GetColumn3(0);
outPoints[2] = mPosition + extent.GetZ() * rotation.GetColumn3(2);
break;
case 2:
outPoints[1] = mPosition + extent.GetX() * rotation.GetColumn3(0);
outPoints[2] = mPosition + extent.GetY() * rotation.GetColumn3(1);
break;
default:
JPH_ASSERT(false);
break;
}
}
void Body::ResetSleepTimer()
{
RVec3 points[3];
GetSleepTestPoints(points);
mMotionProperties->ResetSleepTestSpheres(points);
}
JPH_NAMESPACE_END