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