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

283 lines
19 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Geometry/Sphere.h>
#include <Jolt/Physics/Body/AllowedDOFs.h>
#include <Jolt/Physics/Body/MotionQuality.h>
#include <Jolt/Physics/Body/BodyAccess.h>
#include <Jolt/Physics/Body/MotionType.h>
#include <Jolt/Physics/Body/BodyType.h>
#include <Jolt/Physics/Body/MassProperties.h>
#include <Jolt/Physics/DeterminismLog.h>
JPH_NAMESPACE_BEGIN
class StateRecorder;
/// Enum that determines if an object can go to sleep
enum class ECanSleep
{
CannotSleep = 0, ///< Object cannot go to sleep
CanSleep = 1, ///< Object can go to sleep
};
/// The Body class only keeps track of state for static bodies, the MotionProperties class keeps the additional state needed for a moving Body. It has a 1-on-1 relationship with the body.
class JPH_EXPORT MotionProperties
{
public:
JPH_OVERRIDE_NEW_DELETE
/// Motion quality, or how well it detects collisions when it has a high velocity
EMotionQuality GetMotionQuality() const { return mMotionQuality; }
/// Get the allowed degrees of freedom that this body has (this can be changed by calling SetMassProperties)
inline EAllowedDOFs GetAllowedDOFs() const { return mAllowedDOFs; }
/// If this body can go to sleep.
inline bool GetAllowSleeping() const { return mAllowSleeping; }
/// Get world space linear velocity of the center of mass
inline Vec3 GetLinearVelocity() const { JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::Read)); return mLinearVelocity; }
/// Set world space linear velocity of the center of mass
void SetLinearVelocity(Vec3Arg inLinearVelocity) { JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite)); JPH_ASSERT(inLinearVelocity.Length() <= mMaxLinearVelocity); mLinearVelocity = LockTranslation(inLinearVelocity); }
/// Set world space linear velocity of the center of mass, will make sure the value is clamped against the maximum linear velocity
void SetLinearVelocityClamped(Vec3Arg inLinearVelocity) { mLinearVelocity = LockTranslation(inLinearVelocity); ClampLinearVelocity(); }
/// Get world space angular velocity of the center of mass
inline Vec3 GetAngularVelocity() const { JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::Read)); return mAngularVelocity; }
/// Set world space angular velocity of the center of mass
void SetAngularVelocity(Vec3Arg inAngularVelocity) { JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite)); JPH_ASSERT(inAngularVelocity.Length() <= mMaxAngularVelocity); mAngularVelocity = LockAngular(inAngularVelocity); }
/// Set world space angular velocity of the center of mass, will make sure the value is clamped against the maximum angular velocity
void SetAngularVelocityClamped(Vec3Arg inAngularVelocity) { mAngularVelocity = LockAngular(inAngularVelocity); ClampAngularVelocity(); }
/// Set velocity of body such that it will be rotate/translate by inDeltaPosition/Rotation in inDeltaTime seconds.
inline void MoveKinematic(Vec3Arg inDeltaPosition, QuatArg inDeltaRotation, float inDeltaTime);
///@name Velocity limits
///@{
/// Maximum linear velocity that a body can achieve. Used to prevent the system from exploding.
inline float GetMaxLinearVelocity() const { return mMaxLinearVelocity; }
inline void SetMaxLinearVelocity(float inLinearVelocity) { JPH_ASSERT(inLinearVelocity >= 0.0f); mMaxLinearVelocity = inLinearVelocity; }
/// Maximum angular velocity that a body can achieve. Used to prevent the system from exploding.
inline float GetMaxAngularVelocity() const { return mMaxAngularVelocity; }
inline void SetMaxAngularVelocity(float inAngularVelocity) { JPH_ASSERT(inAngularVelocity >= 0.0f); mMaxAngularVelocity = inAngularVelocity; }
///@}
/// Clamp velocity according to limit
inline void ClampLinearVelocity();
inline void ClampAngularVelocity();
/// Get linear damping: dv/dt = -c * v. c must be between 0 and 1 but is usually close to 0.
inline float GetLinearDamping() const { return mLinearDamping; }
void SetLinearDamping(float inLinearDamping) { JPH_ASSERT(inLinearDamping >= 0.0f); mLinearDamping = inLinearDamping; }
/// Get angular damping: dw/dt = -c * w. c must be between 0 and 1 but is usually close to 0.
inline float GetAngularDamping() const { return mAngularDamping; }
void SetAngularDamping(float inAngularDamping) { JPH_ASSERT(inAngularDamping >= 0.0f); mAngularDamping = inAngularDamping; }
/// Get gravity factor (1 = normal gravity, 0 = no gravity)
inline float GetGravityFactor() const { return mGravityFactor; }
void SetGravityFactor(float inGravityFactor) { mGravityFactor = inGravityFactor; }
/// Set the mass and inertia tensor
void SetMassProperties(EAllowedDOFs inAllowedDOFs, const MassProperties &inMassProperties);
/// Get inverse mass (1 / mass). Should only be called on a dynamic object (static or kinematic bodies have infinite mass so should be treated as 1 / mass = 0)
inline float GetInverseMass() const { JPH_ASSERT(mCachedMotionType == EMotionType::Dynamic); return mInvMass; }
inline float GetInverseMassUnchecked() const { return mInvMass; }
/// Set the inverse mass (1 / mass).
/// Note that mass and inertia are linearly related (e.g. inertia of a sphere with mass m and radius r is \f$2/5 \: m \: r^2\f$).
/// If you change mass, inertia should probably change as well. You can use ScaleToMass to update mass and inertia at the same time.
/// If all your translation degrees of freedom are restricted, make sure this is zero (see EAllowedDOFs).
void SetInverseMass(float inInverseMass) { mInvMass = inInverseMass; }
/// Diagonal of inverse inertia matrix: D. Should only be called on a dynamic object (static or kinematic bodies have infinite mass so should be treated as D = 0)
inline Vec3 GetInverseInertiaDiagonal() const { JPH_ASSERT(mCachedMotionType == EMotionType::Dynamic); return mInvInertiaDiagonal; }
/// Rotation (R) that takes inverse inertia diagonal to local space: \f$I_{body}^{-1} = R \: D \: R^{-1}\f$
inline Quat GetInertiaRotation() const { return mInertiaRotation; }
/// Set the inverse inertia tensor in local space by setting the diagonal and the rotation: \f$I_{body}^{-1} = R \: D \: R^{-1}\f$.
/// Note that mass and inertia are linearly related (e.g. inertia of a sphere with mass m and radius r is \f$2/5 \: m \: r^2\f$).
/// If you change inertia, mass should probably change as well. You can use ScaleToMass to update mass and inertia at the same time.
/// If all your rotation degrees of freedom are restricted, make sure this is zero (see EAllowedDOFs).
void SetInverseInertia(Vec3Arg inDiagonal, QuatArg inRot) { mInvInertiaDiagonal = inDiagonal; mInertiaRotation = inRot; }
/// Sets the mass to inMass and scale the inertia tensor based on the ratio between the old and new mass.
/// Note that this only works when the current mass is finite (i.e. the body is dynamic and translational degrees of freedom are not restricted).
void ScaleToMass(float inMass);
/// Get inverse inertia matrix (\f$I_{body}^{-1}\f$). Will be a matrix of zeros for a static or kinematic object.
inline Mat44 GetLocalSpaceInverseInertia() const;
/// Same as GetLocalSpaceInverseInertia() but doesn't check if the body is dynamic
inline Mat44 GetLocalSpaceInverseInertiaUnchecked() const;
/// Get inverse inertia matrix (\f$I^{-1}\f$) for a given object rotation (translation will be ignored). Zero if object is static or kinematic.
inline Mat44 GetInverseInertiaForRotation(Mat44Arg inRotation) const;
/// Multiply a vector with the inverse world space inertia tensor (\f$I_{world}^{-1}\f$). Zero if object is static or kinematic.
JPH_INLINE Vec3 MultiplyWorldSpaceInverseInertiaByVector(QuatArg inBodyRotation, Vec3Arg inV) const;
/// Velocity of point inPoint (in center of mass space, e.g. on the surface of the body) of the body (unit: m/s)
JPH_INLINE Vec3 GetPointVelocityCOM(Vec3Arg inPointRelativeToCOM) const { return mLinearVelocity + mAngularVelocity.Cross(inPointRelativeToCOM); }
// Get the total amount of force applied to the center of mass this time step (through Body::AddForce calls). Note that it will reset to zero after PhysicsSystem::Update.
JPH_INLINE Vec3 GetAccumulatedForce() const { return Vec3::sLoadFloat3Unsafe(mForce); }
// Get the total amount of torque applied to the center of mass this time step (through Body::AddForce/Body::AddTorque calls). Note that it will reset to zero after PhysicsSystem::Update.
JPH_INLINE Vec3 GetAccumulatedTorque() const { return Vec3::sLoadFloat3Unsafe(mTorque); }
// Reset the total accumulated force, note that this will be done automatically after every time step.
JPH_INLINE void ResetForce() { mForce = Float3(0, 0, 0); }
// Reset the total accumulated torque, note that this will be done automatically after every time step.
JPH_INLINE void ResetTorque() { mTorque = Float3(0, 0, 0); }
// Reset the current velocity and accumulated force and torque.
JPH_INLINE void ResetMotion()
{
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite));
mLinearVelocity = mAngularVelocity = Vec3::sZero();
mForce = mTorque = Float3(0, 0, 0);
}
/// Returns a vector where the linear components that are not allowed by mAllowedDOFs are set to 0 and the rest to 0xffffffff
JPH_INLINE UVec4 GetLinearDOFsMask() const
{
UVec4 mask(uint32(EAllowedDOFs::TranslationX), uint32(EAllowedDOFs::TranslationY), uint32(EAllowedDOFs::TranslationZ), 0);
return UVec4::sEquals(UVec4::sAnd(UVec4::sReplicate(uint32(mAllowedDOFs)), mask), mask);
}
/// Takes a translation vector inV and returns a vector where the components that are not allowed by mAllowedDOFs are set to 0
JPH_INLINE Vec3 LockTranslation(Vec3Arg inV) const
{
return Vec3::sAnd(inV, Vec3(GetLinearDOFsMask().ReinterpretAsFloat()));
}
/// Returns a vector where the angular components that are not allowed by mAllowedDOFs are set to 0 and the rest to 0xffffffff
JPH_INLINE UVec4 GetAngularDOFsMask() const
{
UVec4 mask(uint32(EAllowedDOFs::RotationX), uint32(EAllowedDOFs::RotationY), uint32(EAllowedDOFs::RotationZ), 0);
return UVec4::sEquals(UVec4::sAnd(UVec4::sReplicate(uint32(mAllowedDOFs)), mask), mask);
}
/// Takes an angular velocity / torque vector inV and returns a vector where the components that are not allowed by mAllowedDOFs are set to 0
JPH_INLINE Vec3 LockAngular(Vec3Arg inV) const
{
return Vec3::sAnd(inV, Vec3(GetAngularDOFsMask().ReinterpretAsFloat()));
}
/// Used only when this body is dynamic and colliding. Override for the number of solver velocity iterations to run, 0 means use the default in PhysicsSettings::mNumVelocitySteps. The number of iterations to use is the max of all contacts and constraints in the island.
void SetNumVelocityStepsOverride(uint inN) { JPH_ASSERT(inN < 256); mNumVelocityStepsOverride = uint8(inN); }
uint GetNumVelocityStepsOverride() const { return mNumVelocityStepsOverride; }
/// Used only when this body is dynamic and colliding. Override for the number of solver position iterations to run, 0 means use the default in PhysicsSettings::mNumPositionSteps. The number of iterations to use is the max of all contacts and constraints in the island.
void SetNumPositionStepsOverride(uint inN) { JPH_ASSERT(inN < 256); mNumPositionStepsOverride = uint8(inN); }
uint GetNumPositionStepsOverride() const { return mNumPositionStepsOverride; }
////////////////////////////////////////////////////////////
// FUNCTIONS BELOW THIS LINE ARE FOR INTERNAL USE ONLY
////////////////////////////////////////////////////////////
///@name Update linear and angular velocity (used during constraint solving)
///@{
inline void AddLinearVelocityStep(Vec3Arg inLinearVelocityChange) { JPH_DET_LOG("AddLinearVelocityStep: " << inLinearVelocityChange); JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite)); mLinearVelocity = LockTranslation(mLinearVelocity + inLinearVelocityChange); JPH_ASSERT(!mLinearVelocity.IsNaN()); }
inline void SubLinearVelocityStep(Vec3Arg inLinearVelocityChange) { JPH_DET_LOG("SubLinearVelocityStep: " << inLinearVelocityChange); JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite)); mLinearVelocity = LockTranslation(mLinearVelocity - inLinearVelocityChange); JPH_ASSERT(!mLinearVelocity.IsNaN()); }
inline void AddAngularVelocityStep(Vec3Arg inAngularVelocityChange) { JPH_DET_LOG("AddAngularVelocityStep: " << inAngularVelocityChange); JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite)); mAngularVelocity += inAngularVelocityChange; JPH_ASSERT(!mAngularVelocity.IsNaN()); }
inline void SubAngularVelocityStep(Vec3Arg inAngularVelocityChange) { JPH_DET_LOG("SubAngularVelocityStep: " << inAngularVelocityChange); JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite)); mAngularVelocity -= inAngularVelocityChange; JPH_ASSERT(!mAngularVelocity.IsNaN()); }
///@}
/// Apply the gyroscopic force (aka Dzhanibekov effect, see https://en.wikipedia.org/wiki/Tennis_racket_theorem)
inline void ApplyGyroscopicForceInternal(QuatArg inBodyRotation, float inDeltaTime);
/// Apply all accumulated forces, torques and drag (should only be called by the PhysicsSystem)
inline void ApplyForceTorqueAndDragInternal(QuatArg inBodyRotation, Vec3Arg inGravity, float inDeltaTime);
/// Access to the island index
uint32 GetIslandIndexInternal() const { return mIslandIndex; }
void SetIslandIndexInternal(uint32 inIndex) { mIslandIndex = inIndex; }
/// Access to the index in the active bodies array
uint32 GetIndexInActiveBodiesInternal() const { return mIndexInActiveBodies; }
#ifdef JPH_DOUBLE_PRECISION
inline DVec3 GetSleepTestOffset() const { return DVec3::sLoadDouble3Unsafe(mSleepTestOffset); }
#endif // JPH_DOUBLE_PRECISION
/// Reset spheres to center around inPoints with radius 0
inline void ResetSleepTestSpheres(const RVec3 *inPoints);
/// Reset the sleep test timer without resetting the sleep test spheres
inline void ResetSleepTestTimer() { mSleepTestTimer = 0.0f; }
/// Accumulate sleep time and return if a body can go to sleep
inline ECanSleep AccumulateSleepTime(float inDeltaTime, float inTimeBeforeSleep);
/// Saving state for replay
void SaveState(StateRecorder &inStream) const;
/// Restoring state for replay
void RestoreState(StateRecorder &inStream);
static constexpr uint32 cInactiveIndex = uint32(-1); ///< Constant indicating that body is not active
private:
friend class BodyManager;
friend class Body;
// 1st cache line
// 16 byte aligned
Vec3 mLinearVelocity { Vec3::sZero() }; ///< World space linear velocity of the center of mass (m/s)
Vec3 mAngularVelocity { Vec3::sZero() }; ///< World space angular velocity (rad/s)
Vec3 mInvInertiaDiagonal; ///< Diagonal of inverse inertia matrix: D
Quat mInertiaRotation; ///< Rotation (R) that takes inverse inertia diagonal to local space: Ibody^-1 = R * D * R^-1
// 2nd cache line
// 4 byte aligned
Float3 mForce { 0, 0, 0 }; ///< Accumulated world space force (N). Note loaded through intrinsics so ensure that the 4 bytes after this are readable!
Float3 mTorque { 0, 0, 0 }; ///< Accumulated world space torque (N m). Note loaded through intrinsics so ensure that the 4 bytes after this are readable!
float mInvMass; ///< Inverse mass of the object (1/kg)
float mLinearDamping; ///< Linear damping: dv/dt = -c * v. c must be between 0 and 1 but is usually close to 0.
float mAngularDamping; ///< Angular damping: dw/dt = -c * w. c must be between 0 and 1 but is usually close to 0.
float mMaxLinearVelocity; ///< Maximum linear velocity that this body can reach (m/s)
float mMaxAngularVelocity; ///< Maximum angular velocity that this body can reach (rad/s)
float mGravityFactor; ///< Factor to multiply gravity with
uint32 mIndexInActiveBodies = cInactiveIndex; ///< If the body is active, this is the index in the active body list or cInactiveIndex if it is not active (note that there are 2 lists, one for rigid and one for soft bodies)
uint32 mIslandIndex = cInactiveIndex; ///< Index of the island that this body is part of, when the body has not yet been updated or is not active this is cInactiveIndex
// 1 byte aligned
EMotionQuality mMotionQuality; ///< Motion quality, or how well it detects collisions when it has a high velocity
bool mAllowSleeping; ///< If this body can go to sleep
EAllowedDOFs mAllowedDOFs = EAllowedDOFs::All; ///< Allowed degrees of freedom for this body
uint8 mNumVelocityStepsOverride = 0; ///< Used only when this body is dynamic and colliding. Override for the number of solver velocity iterations to run, 0 means use the default in PhysicsSettings::mNumVelocitySteps. The number of iterations to use is the max of all contacts and constraints in the island.
uint8 mNumPositionStepsOverride = 0; ///< Used only when this body is dynamic and colliding. Override for the number of solver position iterations to run, 0 means use the default in PhysicsSettings::mNumPositionSteps. The number of iterations to use is the max of all contacts and constraints in the island.
// 3rd cache line (least frequently used)
// 4 byte aligned (or 8 byte if running in double precision)
#ifdef JPH_DOUBLE_PRECISION
Double3 mSleepTestOffset; ///< mSleepTestSpheres are relative to this offset to prevent floating point inaccuracies. Warning: Loaded using sLoadDouble3Unsafe which will read 8 extra bytes.
#endif // JPH_DOUBLE_PRECISION
Sphere mSleepTestSpheres[3]; ///< Measure motion for 3 points on the body to see if it is resting: COM, COM + largest bounding box axis, COM + second largest bounding box axis
float mSleepTestTimer; ///< How long this body has been within the movement tolerance
#ifdef JPH_ENABLE_ASSERTS
EBodyType mCachedBodyType; ///< Copied from Body::mBodyType and cached for asserting purposes
EMotionType mCachedMotionType; ///< Copied from Body::mMotionType and cached for asserting purposes
#endif
};
JPH_NAMESPACE_END
#include "MotionProperties.inl"