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- // 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)
- {
- // One of these conditions must be true
- // - One of the bodies must be dynamic to collide
- // - A kinematic object can collide with a sensor
- if ((!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 and B is static we should collide (2)
- // If A is dynamic / kinematic and B is dynamic / kinematic we should only collide if (kinematic vs kinematic is ruled out by the if above)
- // - A is active and B is not yet 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 (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!");
- // Bodies in the same group don't collide
- if (!inBody1.GetCollisionGroup().CanCollide(inBody2.GetCollisionGroup()))
- return false;
- return true;
- }
- void Body::AddRotationStep(Vec3Arg inAngularVelocityTimesDeltaTime)
- {
- 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(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::ResetSleepTestSpheres()
- {
- RVec3 points[3];
- GetSleepTestPoints(points);
- mMotionProperties->ResetSleepTestSpheres(points);
- }
- JPH_NAMESPACE_END
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