Danbias/Code/OysterPhysics3D/RigidBody.cpp

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/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson & Robin Engman 2013
/////////////////////////////////////////////////////////////////////
#include "RigidBody.h"
#include "Utilities.h"
using namespace ::Oyster::Collision3D;
using namespace ::Oyster::Physics3D;
using namespace ::Oyster::Math3D;
RigidBody::RigidBody( const Box &b, Float m )
: box(b), angularMomentum(0.0f), linearMomentum(0.0f), impulseTorqueSum(0.0f), impulseForceSum(0.0f)
{ // by Dan Andersson
if( m != 0.0f )
{
this->mass = m;
}
else
{
this->mass = ::Utility::Value::numeric_limits<Float>::epsilon();
}
this->momentOfInertiaTensor = Float4x4::identity;
}
RigidBody & RigidBody::operator = ( const RigidBody &body )
{ // by Dan Andersson
this->box = body.box;
this->angularMomentum = body.angularMomentum;
this->linearMomentum = body.linearMomentum;
this->impulseTorqueSum = body.impulseTorqueSum;
this->impulseForceSum = body.impulseForceSum;
this->mass = body.mass;
this->momentOfInertiaTensor = body.momentOfInertiaTensor;
return *this;
}
void RigidBody::Update_LeapFrog( Float deltaTime )
{ // by Dan Andersson: Euler leap frog update when Runga Kutta is not needed
// Important! The member data is all world data except the Inertia tensor. Thus a new InertiaTensor needs to be created to be compatible with the rest of the world data.
Float4x4 wMomentOfInertiaTensor = TransformMatrix( this->box.rotation, this->momentOfInertiaTensor );
// updating the linear
// dv = dt * a = dt * F / m
// ds = dt * avg_v
Float3 deltaLinearVelocity = this->impulseForceSum;
deltaLinearVelocity *= (deltaTime / this->mass);
Float3 deltaPos = deltaTime * ::Utility::Value::AverageWithDelta( Formula::LinearVelocity(this->mass, this->linearMomentum), deltaLinearVelocity );
// updating the angular
// dw = dt * a = dt * ( I^-1 * T )
// rotation = dt * avg_w
Float4x4 inversedMomentOfInertiaTensor = wMomentOfInertiaTensor.GetInverse();
Float3 deltaAngularVelocity = Formula::AngularImpulseAcceleration( inversedMomentOfInertiaTensor, this->impulseTorqueSum ); // I^-1 * T
deltaAngularVelocity *= deltaTime;
Float3 rotationAxis = ::Utility::Value::AverageWithDelta( Formula::AngularVelocity(inversedMomentOfInertiaTensor,this->angularMomentum), deltaAngularVelocity );
Float deltaRadian = rotationAxis.Dot( rotationAxis );
if( deltaRadian != 0.0f )
{ // branch depending if there is rotation
deltaRadian = ::std::sqrt( deltaRadian );
rotationAxis /= deltaRadian;
// using rotationAxis, deltaRadian and deltaPos to create a matrix to update the box
this->box.center += deltaPos;
TransformMatrix( RotationMatrix(deltaRadian, rotationAxis), this->box.rotation, this->box.rotation );
}
else
{ // no rotation, only use deltaPos to translate the RigidBody
this->box.center += deltaPos;
}
// update movements and clear impulses
this->linearMomentum += Formula::LinearMomentum( this->mass, deltaLinearVelocity );
this->impulseForceSum = Float3::null;
this->angularMomentum += Formula::AngularMomentum( wMomentOfInertiaTensor, deltaAngularVelocity );
this->impulseTorqueSum = Float3::null;
}
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void RigidBody::ApplyImpulseForce( const Float3 &worldF )
{ // by Dan Andersson
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this->impulseForceSum += worldF;
}
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void RigidBody::ApplyImpulseForceAt( const Float3 &worldF, const Float3 &worldPos )
{ // by Dan Andersson
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Float3 worldOffset = worldPos - this->box.center;
if( worldOffset != Float3::null )
{
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this->impulseForceSum += VectorProjection( worldF, worldOffset );
this->impulseTorqueSum += Formula::ImpulseTorque( worldF, worldOffset );
}
else
{
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this->impulseForceSum += worldF;
}
}
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void RigidBody::ApplyLinearImpulseAcceleration( const Float3 &worldA )
{ // by Dan Andersson
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this->impulseForceSum += Formula::ImpulseForce( this->mass, worldA );
}
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void RigidBody::ApplyLinearImpulseAccelerationAt( const Float3 &worldA, const Float3 &worldPos )
{ // by Dan Andersson
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Float3 worldOffset = worldPos - this->box.center;
if( worldOffset != Float3::null )
{
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this->impulseForceSum += Formula::ImpulseForce( this->mass, VectorProjection(worldA, worldOffset) );
// tanAcc = angularAcc x localPosition
// angularAcc = localPosition x tanAcc = localPosition x linearAcc
// T = I * angularAcc
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this->impulseTorqueSum += Formula::ImpulseTorque( this->momentOfInertiaTensor, Formula::AngularImpulseAcceleration(worldA, worldOffset) );
}
else
{
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this->impulseForceSum += Formula::ImpulseForce( this->mass, worldA );
}
}
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void RigidBody::ApplyImpulseTorque( const Float3 &worldT )
{ // by Dan Andersson
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this->impulseTorqueSum += worldT;
}
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void RigidBody::ApplyAngularImpulseAcceleration( const Float3 &worldA )
{ // by Dan Andersson
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this->impulseTorqueSum += Formula::ImpulseTorque( this->momentOfInertiaTensor, worldA );
}
Float4x4 & RigidBody::AccessOrientation()
{ // by Dan Andersson
return this->box.orientation;
}
const Float4x4 & RigidBody::AccessOrientation() const
{ // by Dan Andersson
return this->box.orientation;
}
Float3 & RigidBody::AccessBoundingReach()
{ // by Dan Andersson
return this->box.boundingOffset;
}
const Float3 & RigidBody::AccessBoundingReach() const
{ // by Dan Andersson
return this->box.boundingOffset;
}
Float3 & RigidBody::AccessCenter()
{ // by Dan Andersson
return this->box.center;
}
const Float3 & RigidBody::AccessCenter() const
{ // by Dan Andersson
return this->box.center;
}
const Float4x4 & RigidBody::GetMomentOfInertia() const
{ // by Dan Andersson
return this->momentOfInertiaTensor;
}
const Float & RigidBody::GetMass() const
{ // by Dan Andersson
return this->mass;
}
const Float4x4 & RigidBody::GetOrientation() const
{ // by Dan Andersson
return this->box.orientation;
}
Float4x4 RigidBody::GetView() const
{ // by Dan Andersson
return InverseOrientationMatrix( this->box.orientation );
}
const Float3 & RigidBody::GetBoundingReach() const
{ // by Dan Andersson
return this->box.boundingOffset;
}
Float3 RigidBody::GetSize() const
{ // by Dan Andersson
return 2.0f * this->box.boundingOffset;
}
const Float3 & RigidBody::GetCenter() const
{ // by Dan Andersson
return this->box.center;
}
const Float3 & RigidBody::GetImpulsTorque() const
{ // by Dan Andersson
return this->impulseTorqueSum;
}
const Float3 & RigidBody::GetAngularMomentum() const
{ // by Dan Andersson
return this->angularMomentum;
}
Float3 RigidBody::GetAngularImpulseAcceleration() const
{ // by Dan Andersson
return Formula::AngularImpulseAcceleration( this->momentOfInertiaTensor.GetInverse(), this->impulseTorqueSum );
}
Float3 RigidBody::GetAngularVelocity() const
{ // by Dan Andersson
return Formula::AngularVelocity( this->momentOfInertiaTensor.GetInverse(), this->angularMomentum );
}
const Float3 & RigidBody::GetImpulseForce() const
{ // by Dan Andersson
return this->impulseForceSum;
}
const Float3 & RigidBody::GetLinearMomentum() const
{ // by Dan Andersson
return this->linearMomentum;
}
Float3 RigidBody::GetLinearImpulseAcceleration() const
{ // by Dan Andersson
return Formula::LinearImpulseAcceleration( this->mass, this->impulseForceSum );
}
Float3 RigidBody::GetLinearVelocity() const
{ // by Dan Andersson
return Formula::LinearVelocity( this->mass, this->linearMomentum );
}
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Float3 RigidBody::GetTangentialImpulseForceAt( const Float3 &worldPos ) const
{ // by Dan Andersson
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Float3 worldOffset = worldPos - this->box.center;
return Formula::TangentialImpulseForce( this->impulseTorqueSum, worldOffset );
}
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Float3 RigidBody::GetTangentialLinearMomentumAt( const Float3 &worldPos ) const
{ // by Dan Andersson
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return Formula::TangentialLinearMomentum( this->angularMomentum, worldPos );
}
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Float3 RigidBody::GetTangentialImpulseAccelerationAt( const Float3 &worldPos ) const
{ // by Dan Andersson
return this->GetTangentialImpulseAccelerationAt_Local( (this->GetView() * Float4(worldPos, 1.0f)).xyz ); // should not be any disform thus result.w = 1.0f
}
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Float3 RigidBody::GetTangentialLinearVelocityAt( const Float3 &worldPos ) const
{ // by Dan Andersson
return this->GetTangentialLinearVelocityAt_Local( (this->GetView() * Float4(worldPos, 1.0f)).xyz ); // should not be any disform thus result.w = 1.0f
}
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Float3 RigidBody::GetImpulseForceAt( const Float3 &worldPos ) const
{ // by Dan Andersson
Float4 localForce = Float4( this->GetImpulseForceAt_Local((this->GetView() * Float4(worldPos, 1.0f)).xyz), 0.0f ); // should not be any disform thus result.w = 1.0f
return (this->box.orientation * localForce).xyz; // should not be any disform thus result.w = 0.0f
}
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Float3 RigidBody::GetLinearMomentumAt( const Float3 &worldPos ) const
{ // by Dan Andersson
// Reminder! Momentum is a world value.
Float4 localMomentum = Float4( this->GetLinearMomentumAt_Local((this->GetView() * Float4(worldPos, 1.0f)).xyz), 0.0f ); // should not be any disform thus result.w = 1.0f
return (this->box.orientation * localMomentum).xyz; // should not be any disform thus result.w = 0.0f
// TODO: angularMomentum is a local value!!
return this->linearMomentum + Formula::TangentialLinearMomentum( this->angularMomentum, worldPos );
}
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Float3 RigidBody::GetImpulseAccelerationAt( const Float3 &worldPos ) const
{ // by Dan Andersson
// Reminder! Acceleration is a world value.
return Formula::LinearImpulseAcceleration( this->mass, this->impulseForceSum )
+ Formula::TangentialImpulseAcceleration( this->momentOfInertiaTensor.GetInverse(), this->impulseTorqueSum, worldPos );
}
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Float3 RigidBody::GetLinearVelocityAt( const Float3 &worldPos ) const
{ // by Dan Andersson
// Reminder! Velocity is a world value.
return Formula::LinearVelocity( this->mass, this->linearMomentum )
+ Formula::TangentialLinearVelocity( this->momentOfInertiaTensor.GetInverse(), this->angularMomentum, worldPos );
}
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void RigidBody::SetMomentOfInertia( const Float4x4 &localI )
{ // by Dan Andersson
if( i.GetDeterminant() != 0.0f ) // insanitycheck! momentOfInertiaTensor must be invertable
{
this->momentOfInertiaTensor = i;
}
}
void RigidBody::SetMass_KeepVelocity( const Float &m )
{ // by Dan Andersson
if( m != 0.0f ) // insanitycheck! mass must be invertable
{
Float3 velocity = Formula::LinearVelocity( this->mass, this->linearMomentum );
this->mass = m;
this->linearMomentum = Formula::LinearMomentum( this->mass, velocity );
}
}
void RigidBody::SetMass_KeepMomentum( const Float &m )
{ // by Dan Anderson
if( m != 0.0f ) // insanitycheck! mass must be invertable
{
this->mass = m;
}
}
void RigidBody::SetOrientation( const Float4x4 &o )
{ // by Dan Andersson
this->box.orientation = o;
}
void RigidBody::SetSize( const Float3 &widthHeight )
{ // by Dan Andersson
this->box.boundingOffset = 0.5f * widthHeight;
}
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void RigidBody::SetCenter( const Float3 &worldPos )
{ // by Dan Andersson
this->box.center = p;
}
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void RigidBody::SetImpulseTorque( const Float3 &worldT )
{ // by Dan Andersson
this->impulseTorqueSum = t;
}
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void RigidBody::SetAngularMomentum( const Float3 &worldH )
{ // by Dan Andersson
this->angularMomentum = h;
}
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void RigidBody::SetAngularImpulseAcceleration( const Float3 &worldA )
{ // by Dan Andersson
this->impulseTorqueSum = Formula::ImpulseTorque( this->momentOfInertiaTensor, a );
}
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void RigidBody::SetAngularVelocity( const Float3 &worldW )
{ // by Dan Andersson
this->angularMomentum = Formula::AngularMomentum( this->momentOfInertiaTensor, w );
}
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void RigidBody::SetImpulseForce( const Float3 &worldF )
{ // by Dan Andersson
this->impulseForceSum = f;
}
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void RigidBody::SetLinearMomentum( const Float3 &worldG )
{ // by Dan Andersson
this->linearMomentum = g;
}
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void RigidBody::SetLinearImpulseAcceleration( const Float3 &worldA )
{ // by Dan Andersson
this->impulseForceSum = Formula::ImpulseForce( this->mass, a );
}
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void RigidBody::SetLinearVelocity( const Float3 &worldV )
{ // by Dan Andersson
this->linearMomentum = Formula::LinearMomentum( this->mass, v );
}
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void RigidBody::SetImpulseForceAt( const Float3 &worldF, const Float3 &worldPos )
{ // by Dan Andersson
// Reminder! Impulse force and torque is world values.
this->impulseForceSum = VectorProjection( worldForce, worldPos );
this->impulseTorqueSum = Formula::ImpulseTorque( worldForce, worldPos );
}
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void RigidBody::SetLinearMomentumAt( const Float3 &worldG, const Float3 &worldPos )
{ // by Dan Andersson
// Reminder! Linear and angular momentum is world values.
this->linearMomentum = VectorProjection( worldG, worldPos );
this->angularMomentum = Formula::AngularMomentum( worldG, worldPos );
}
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void RigidBody::SetImpulseAccelerationAt( const Float3 &worldA, const Float3 &pos )
{ // by
}
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void RigidBody::SetLinearVelocityAt( const Float3 &worldV, const Float3 &pos )
{ // by
}