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- //-----------------------------------------------------------------------------
- // 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
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