///////////////////////////////////////////////////////////////////// // 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