//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _RIGID_H_ #define _RIGID_H_ #ifndef _PLATFORM_H_ #include "platform/platform.h" #endif #ifndef _MPOINT3_H_ #include "math/mPoint3.h" #endif #ifndef _MMATRIX_H_ #include "math/mMatrix.h" #endif #ifndef _MQUAT_H_ #include "math/mQuat.h" #endif //---------------------------------------------------------------------------- class Rigid { public: MatrixF objectInertia; ///< Moment of inertia MatrixF invObjectInertia; ///< Inverse moment of inertia MatrixF invWorldInertia; ///< Inverse moment of inertia in world space Point3F force; Point3F torque; Point3F linVelocity; ///< Linear velocity Point3F linPosition; ///< Current position Point3F linMomentum; ///< Linear momentum Point3F angVelocity; ///< Angular velocity QuatF angPosition; ///< Current rotation Point3F angMomentum; ///< Angular momentum Point3F centerOfMass; ///< Center of mass in object space Point3F worldCenterOfMass; ///< CofM in world space F32 mass; ///< Rigid body mass F32 oneOverMass; ///< 1 / mass F32 restitution; ///< Collision restitution F32 friction; ///< Friction coefficient bool atRest; private: void translateCenterOfMass(const Point3F &oldPos,const Point3F &newPos); public: // Rigid(); void clearForces(); void integrate(F32 delta); void updateInertialTensor(); void updateVelocity(); void updateCenterOfMass(); void applyImpulse(const Point3F &v,const Point3F &impulse); bool resolveCollision(const Point3F& p,const Point3F &normal,Rigid*); bool resolveCollision(const Point3F& p,const Point3F &normal); F32 getZeroImpulse(const Point3F& r,const Point3F& normal); F32 getKineticEnergy(); void getOriginVector(const Point3F &r,Point3F* v); void setCenterOfMass(const Point3F &v); void getVelocity(const Point3F &p,Point3F* r); void getTransform(MatrixF* mat); void setTransform(const MatrixF& mat); void setObjectInertia(const Point3F& r); void setObjectInertia(); void invertObjectInertia(); bool checkRestCondition(); void setAtRest(); }; #endif