///////////////////////////////////////////////////////////////////// // 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; using namespace ::Utility::Value; RigidBody::RigidBody( ) { // by Dan Andersson this->centerPos = Float4::standard_unit_w; this->axis = Float4::null; this->boundingReach = Float4( 0.5f, 0.5f, 0.5f, 0.0f ); this->momentum_Linear = Float4::null; this->momentum_Angular = Float4::null; this->impulse_Linear = Float4::null; this->impulse_Angular = Float4::null; this->restitutionCoeff = 1.0f; this->frictionCoeff_Static = 0.5f; this->frictionCoeff_Kinetic = 1.0f; this->mass = 10; this->momentOfInertiaTensor = MomentOfInertia(); this->rotation = Quaternion::identity; } RigidBody & RigidBody::operator = ( const RigidBody &body ) { // by Dan Andersson this->centerPos = body.centerPos; this->axis = body.axis; this->boundingReach = body.boundingReach; this->momentum_Linear = body.momentum_Linear; this->momentum_Angular = body.momentum_Angular; this->impulse_Linear = body.impulse_Linear; this->impulse_Angular = body.impulse_Angular; this->restitutionCoeff = body.restitutionCoeff; this->frictionCoeff_Static = body.frictionCoeff_Static; this->frictionCoeff_Kinetic = body.frictionCoeff_Kinetic; this->mass = body.mass; this->momentOfInertiaTensor = body.momentOfInertiaTensor; this->rotation = body.rotation; return *this; } void RigidBody::Update_LeapFrog( Float updateFrameLength ) { // by Dan Andersson: Euler leap frog update when Runga Kutta is not needed // updating the linear // ds = dt * Formula::LinearVelocity( m, avg_G ) = dt * avg_G / m = (dt / m) * avg_G Float3 deltaPos = ( updateFrameLength / this->mass ) * AverageWithDelta( this->momentum_Linear, this->impulse_Linear ); if( deltaPos.GetLength() < 0.001f ) { deltaPos = Float3::null; } this->centerPos += deltaPos; // updating the angular // dO = dt * Formula::AngularVelocity( (RI)^-1, avg_H ) = dt * (RI)^-1 * avg_H this->axis += updateFrameLength * this->momentOfInertiaTensor.CalculateAngularVelocity( this->rotation, AverageWithDelta(this->momentum_Angular, this->impulse_Angular) ); this->rotation = Rotation( this->axis ); // update momentums and clear impulse_Linear and impulse_Angular this->momentum_Linear += this->impulse_Linear; this->impulse_Linear = Float4::null; this->momentum_Angular += this->impulse_Angular; //! HACK: @todo Rotation temporary disabled this->impulse_Angular = Float4::null; } void RigidBody::Predict_LeapFrog( Float3 &outDeltaPos, Float3 &outDeltaAxis, const Float3 &actingLinearImpulse, const Float3 &actingAngularImpulse, Float deltaTime ) { // updating the linear // ds = dt * Formula::LinearVelocity( m, avg_G ) = dt * avg_G / m = (dt / m) * avg_G outDeltaPos = ( deltaTime / this->mass ) * AverageWithDelta( this->momentum_Linear, actingLinearImpulse ); // updating the angular //Float4x4 rotationMatrix; ::Oyster::Math3D::RotationMatrix( this->rotation, rotationMatrix ); //Float4x4 wMomentOfInertiaTensor = TransformMatrix( rotationMatrix, this->momentOfInertiaTensor ); // RI // dO = dt * Formula::AngularVelocity( (RI)^-1, avg_H ) = dt * (RI)^-1 * avg_H //outDeltaAxis = Formula::AngularVelocity( wMomentOfInertiaTensor.GetInverse(), AverageWithDelta(this->momentum_Angular, actingAngularImpulse) ); outDeltaAxis = this->momentOfInertiaTensor.CalculateAngularVelocity( this->rotation, AverageWithDelta(this->momentum_Angular, this->impulse_Angular) ); } void RigidBody::Move( const Float3 &deltaPos, const Float3 &deltaAxis ) { this->centerPos += deltaPos; this->axis += deltaAxis; this->rotation = Rotation( this->axis ); } void RigidBody::ApplyImpulse( const Float3 &worldJ, const Float3 &atWorldPos ) { // by Dan Andersson Float3 worldOffset = atWorldPos - this->centerPos; if( worldOffset != Float3::null ) { this->impulse_Linear += VectorProjection( worldJ, atWorldPos ); this->impulse_Angular += Formula::ImpulseTorque( worldJ, atWorldPos ); } else { this->impulse_Linear += worldJ; } } const MomentOfInertia & RigidBody::GetMomentOfInertia() const { // by Dan Andersson return this->momentOfInertiaTensor; } Float RigidBody::GetMass() const { // by Dan Andersson return this->mass; } const Quaternion & RigidBody::GetRotationQuaternion() const { // by Dan Andersson return this->rotation; } Float4x4 RigidBody::GetRotationMatrix() const { // by Dan Andersson return RotationMatrix( this->rotation ); } Float4x4 RigidBody::GetOrientation() const { // by Dan Andersson return ::Oyster::Math3D::OrientationMatrix( this->rotation, this->centerPos ); } Float4x4 RigidBody::GetView() const { // by Dan Andersson return ViewMatrix( this->rotation, this->centerPos ); } Float3 RigidBody::GetVelocity_Linear() const { // by Dan Andersson return Formula::LinearVelocity( this->mass, this->momentum_Linear ); } Float3 RigidBody::GetVelocity_Angular() const { // by Dan Andersson return this->momentOfInertiaTensor.CalculateAngularVelocity( this->rotation, this->momentum_Angular ); } Float3 RigidBody::GetLinearMomentum( const Float3 &atWorldPos ) const { // by Dan Andersson return this->momentum_Linear + Formula::TangentialLinearMomentum( this->momentum_Angular, atWorldPos - this->centerPos ); } void RigidBody::SetMomentOfInertia_KeepVelocity( const MomentOfInertia &localTensorI ) { // by Dan Andersson Float3 w = this->momentOfInertiaTensor.CalculateAngularVelocity( this->rotation, this->momentum_Angular ); this->momentOfInertiaTensor = localTensorI; this->momentum_Angular = this->momentOfInertiaTensor.CalculateAngularVelocity( this->rotation, w ); } void RigidBody::SetMomentOfInertia_KeepMomentum( const MomentOfInertia &localTensorI ) { // by Dan Andersson this->momentOfInertiaTensor = localTensorI; } void RigidBody::SetMass_KeepVelocity( const Float &m ) { // by Dan Andersson if( m != 0.0f ) { // insanity check! Mass must be invertable Float3 v = Formula::LinearVelocity( this->mass, this->momentum_Linear ); this->mass = m; this->momentum_Linear = Formula::LinearMomentum( this->mass, v ); } } void RigidBody::SetMass_KeepMomentum( const Float &m ) { // by Dan Anderson if( m != 0.0f ) { // insanity check! Mass must be invertable this->mass = m; } } void RigidBody::SetMomentum_Linear( const Float3 &worldG, const Float3 &atWorldPos ) { // by Dan Andersson Float3 worldOffset = atWorldPos - this->centerPos; this->momentum_Linear = VectorProjection( worldG, worldOffset ); this->momentum_Angular = Formula::AngularMomentum( worldG, worldOffset ); } void RigidBody::SetVelocity_Linear( const Float3 &worldV ) { // by Dan Andersson this->momentum_Linear = Formula::LinearMomentum( this->mass, worldV ); } void RigidBody::SetVelocity_Linear( const Float3 &worldV, const Float3 &atWorldPos ) { // by Dan Andersson Float3 worldOffset = atWorldPos - this->centerPos; this->momentum_Linear = Formula::LinearMomentum( this->mass, VectorProjection(worldV, worldOffset) ); this->momentum_Angular = this->momentOfInertiaTensor.CalculateAngularMomentum( this->rotation, Formula::AngularVelocity(worldV, worldOffset) ); } void RigidBody::SetVelocity_Angular( const Float3 &worldW ) { // by Dan Andersson this->momentum_Angular = this->momentOfInertiaTensor.CalculateAngularMomentum( this->rotation, worldW ); } void RigidBody::SetImpulse_Linear( const Float3 &worldJ, const Float3 &atWorldPos ) { // by Dan Andersson Float3 worldOffset = atWorldPos - this->centerPos; this->impulse_Linear = VectorProjection( worldJ, worldOffset ); this->impulse_Angular = Formula::ImpulseTorque( worldJ, worldOffset ); }