Danbias/Code/OysterPhysics3D/RigidBody.h

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/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#ifndef OYSTER_PHYSICS_3D_RIGIDBODY_H
#define OYSTER_PHYSICS_3D_RIGIDBODY_H
#include "OysterMath.h"
#include "OysterCollision3D.h"
#include "OysterPhysics3D.h"
namespace Oyster { namespace Physics3D
{
struct RigidBody
{ /// A struct of a simple rigid body.
public:
::Oyster::Collision3D::Box box; /// Contains data representing physical presence.
::Oyster::Math::Float3 angularMomentum, /// The angular momentum H (Nm*s) around an parallell axis.
linearMomentum, /// The linear momentum G (kg*m/s).
impulseTorqueSum, /// The impulse torque T (Nm) that will be consumed each update.
impulseForceSum; /// The impulse force F (N) that will be consumed each update.
RigidBody( const ::Oyster::Collision3D::Box &box = ::Oyster::Collision3D::Box(), ::Oyster::Math::Float mass = 1.0f );
RigidBody & operator = ( const RigidBody &body );
void Update_LeapFrog( ::Oyster::Math::Float deltaTime );
void ApplyImpulseForce( const ::Oyster::Math::Float3 &f );
void ApplyImpulseForceAt_Local( const ::Oyster::Math::Float3 &f, const ::Oyster::Math::Float3 &pos );
void ApplyImpulseForceAt_World( const ::Oyster::Math::Float3 &f, const ::Oyster::Math::Float3 &pos ); /// ApplyImpulseForce_LocalPos is preferred
void ApplyLinearImpulseAcceleration( const ::Oyster::Math::Float3 &a );
void ApplyLinearImpulseAccelerationAt_Local( const ::Oyster::Math::Float3 &a, const ::Oyster::Math::Float3 &pos );
void ApplyLinearImpulseAccelerationAt_World( const ::Oyster::Math::Float3 &a, const ::Oyster::Math::Float3 &pos ); /// ApplyLinearImpulseAcceleration_LocalPos is preferred
void ApplyImpulseTorque( const ::Oyster::Math::Float3 &t );
void ApplyAngularImpulseAcceleration( const ::Oyster::Math::Float3 &a );
// ACCESS METHODS /////////////////////////////
::Oyster::Math::Float4x4 & AccessOrientation();
const ::Oyster::Math::Float4x4 & AccessOrientation() const;
::Oyster::Math::Float3 & AccessBoundingReach();
const ::Oyster::Math::Float3 & AccessBoundingReach() const;
::Oyster::Math::Float3 & AccessCenter();
const ::Oyster::Math::Float3 & AccessCenter() const;
// GET METHODS ////////////////////////////////
const ::Oyster::Math::Float4x4 & GetMomentOfInertia() const;
const ::Oyster::Math::Float & GetMass() const;
const ::Oyster::Math::Float4x4 & GetOrientation() const;
::Oyster::Math::Float4x4 GetView() const;
const ::Oyster::Math::Float4x4 & GetToWorldMatrix() const;
::Oyster::Math::Float4x4 GetToLocalMatrix() const;
const ::Oyster::Math::Float3 & GetBoundingReach() const;
::Oyster::Math::Float3 GetSize() const;
const ::Oyster::Math::Float3 & GetCenter() const;
const ::Oyster::Math::Float3 & GetImpulsTorque() const;
const ::Oyster::Math::Float3 & GetAngularMomentum() const;
::Oyster::Math::Float3 GetAngularImpulseAcceleration() const;
::Oyster::Math::Float3 GetAngularVelocity() const;
const ::Oyster::Math::Float3 & GetImpulseForce() const;
const ::Oyster::Math::Float3 & GetLinearMomentum() const;
::Oyster::Math::Float3 GetLinearImpulseAcceleration() const;
::Oyster::Math::Float3 GetLinearVelocity() const;
::Oyster::Math::Float3 GetTangentialImpulseForceAt_Local( const ::Oyster::Math::Float3 &pos ) const;
::Oyster::Math::Float3 GetTangentialImpulseForceAt_World( const ::Oyster::Math::Float3 &pos ) const;
::Oyster::Math::Float3 GetTangentialLinearMomentumAt_Local( const ::Oyster::Math::Float3 &pos ) const;
::Oyster::Math::Float3 GetTangentialLinearMomentumAt_World( const ::Oyster::Math::Float3 &pos ) const;
::Oyster::Math::Float3 GetTangentialImpulseAccelerationAt_Local( const ::Oyster::Math::Float3 &pos ) const;
::Oyster::Math::Float3 GetTangentialImpulseAccelerationAt_World( const ::Oyster::Math::Float3 &pos ) const;
::Oyster::Math::Float3 GetTangentialLinearVelocityAt_Local( const ::Oyster::Math::Float3 &pos ) const;
::Oyster::Math::Float3 GetTangentialLinearVelocityAt_World( const ::Oyster::Math::Float3 &pos ) const;
::Oyster::Math::Float3 GetImpulseForceAt_Local( const ::Oyster::Math::Float3 &pos ) const;
::Oyster::Math::Float3 GetImpulseForceAt_World( const ::Oyster::Math::Float3 &pos ) const;
::Oyster::Math::Float3 GetLinearMomentumAt_Local( const ::Oyster::Math::Float3 &pos ) const;
::Oyster::Math::Float3 GetLinearMomentumAt_World( const ::Oyster::Math::Float3 &pos ) const;
::Oyster::Math::Float3 GetImpulseAccelerationAt_Local( const ::Oyster::Math::Float3 &pos ) const;
::Oyster::Math::Float3 GetImpulseAccelerationAt_World( const ::Oyster::Math::Float3 &pos ) const;
::Oyster::Math::Float3 GetLinearVelocityAt_Local( const ::Oyster::Math::Float3 &pos ) const;
::Oyster::Math::Float3 GetLinearVelocityAt_World( const ::Oyster::Math::Float3 &pos ) const;
// SET METHODS ////////////////////////////////
void SetMomentOfInertia( const ::Oyster::Math::Float4x4 &i );
void SetMass_KeepVelocity( const ::Oyster::Math::Float &m );
void SetMass_KeepMomentum( const ::Oyster::Math::Float &m );
void SetOrientation( const ::Oyster::Math::Float4x4 &o );
void SetSize( const ::Oyster::Math::Float3 &widthHeight );
void SetCenter( const ::Oyster::Math::Float3 &p );
void SetImpulseTorque( const ::Oyster::Math::Float3 &t );
void SetAngularMomentum( const ::Oyster::Math::Float3 &h );
void SetAngularImpulseAcceleration( const ::Oyster::Math::Float3 &a );
void SetAngularVelocity( const ::Oyster::Math::Float3 &w );
void SetImpulseForce( const ::Oyster::Math::Float3 &f );
void SetLinearMomentum( const ::Oyster::Math::Float3 &g );
void SetLinearImpulseAcceleration( const ::Oyster::Math::Float3 &a );
void SetLinearVelocity( const ::Oyster::Math::Float3 &v );
void SetImpulseForceAt_Local( const ::Oyster::Math::Float3 &f, const ::Oyster::Math::Float3 &pos );
void SetImpulseForceAt_World( const ::Oyster::Math::Float3 &f, const ::Oyster::Math::Float3 &pos );
void SetLinearMomentumAt_Local( const ::Oyster::Math::Float3 &g, const ::Oyster::Math::Float3 &pos );
void SetLinearMomentumAt_World( const ::Oyster::Math::Float3 &g, const ::Oyster::Math::Float3 &pos );
void SetImpulseAccelerationAt_Local( const ::Oyster::Math::Float3 &a, const ::Oyster::Math::Float3 &pos );
void SetImpulseAccelerationAt_World( const ::Oyster::Math::Float3 &a, const ::Oyster::Math::Float3 &pos );
void SetLinearVelocityAt_Local( const ::Oyster::Math::Float3 &v, const ::Oyster::Math::Float3 &pos );
void SetLinearVelocityAt_World( const ::Oyster::Math::Float3 &v, const ::Oyster::Math::Float3 &pos );
private:
::Oyster::Math::Float mass; /// m (kg)
::Oyster::Math::Float4x4 momentOfInertiaTensor; /// I (Nm*s) Tensor matrix ( only need to be 3x3 matrix, but is 4x4 for future hardware acceleration )
};
// INLINE IMPLEMENTATIONS ///////////////////////////////////////
inline const ::Oyster::Math::Float4x4 & RigidBody::GetToWorldMatrix() const
{
return this->GetOrientation();
}
inline ::Oyster::Math::Float4x4 RigidBody::GetToLocalMatrix() const
{
return this->GetView();
}
} }
#endif