Torque3D/Engine/source/T3D/rigid.h
2025-08-19 08:49:05 -05:00

113 lines
3.8 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _RIGID_H_
#define _RIGID_H_
#ifndef _PLATFORM_H_
#include "platform/platform.h"
#endif
#ifndef _MPOINT3_H_
#include "math/mPoint3.h"
#endif
#ifndef _MMATRIX_H_
#include "math/mMatrix.h"
#endif
#ifndef _MQUAT_H_
#include "math/mQuat.h"
#endif
//----------------------------------------------------------------------------
class Rigid
{
public:
MatrixF objectInertia; ///< Moment of inertia
MatrixF invObjectInertia; ///< Inverse moment of inertia
MatrixF invWorldInertia; ///< Inverse moment of inertia in world space
Point3F force;
Point3F torque;
Point3F linVelocity; ///< Linear velocity
Point3F linPosition; ///< Current position
Point3F linMomentum; ///< Linear momentum
Point3F angVelocity; ///< Angular velocity
QuatF angPosition; ///< Current rotation
Point3F angMomentum; ///< Angular momentum
Point3F centerOfMass; ///< Center of mass in object space
Point3F worldCenterOfMass; ///< CofM in world space
F32 mass; ///< Rigid body mass
F32 oneOverMass; ///< 1 / mass
F32 restitution; ///< Collision restitution
F32 friction; ///< Friction coefficient
// sleep threshold parameters
F32 sleepLinearThreshold; ///< M/S ^ 2
F32 sleepAngThreshold; ///< R/S ^ 2
F32 sleepTimeThreshold; ///< Seconds
F32 sleepTimer;
bool atRest;
private:
void translateCenterOfMass(const Point3F &oldPos,const Point3F &newPos);
void trySleep(F32 dt);
public:
//
Rigid();
void clearForces();
void integrate(F32 delta);
void updateInertialTensor();
void updateVelocity();
void updateCenterOfMass();
void applyImpulse(const Point3F &v,const Point3F &impulse);
bool resolveCollision(const Point3F& p,const Point3F &normal,Rigid*);
bool resolveCollision(const Point3F& p,const Point3F &normal);
F32 getZeroImpulse(const Point3F& r,const Point3F& normal);
F32 getKineticEnergy();
void getOriginVector(const Point3F &r,Point3F* v);
void setCenterOfMass(const Point3F &v);
void getVelocity(const Point3F &p,Point3F* r);
void getTransform(MatrixF* mat);
void setTransform(const MatrixF& mat);
void setObjectInertia(const Point3F& r);
void setObjectInertia();
void invertObjectInertia();
bool checkRestCondition();
void setAtRest();
//
void setSleepThresholds(F32 linVel2, F32 angVel2, F32 timeToSleep);
void wake();
TORQUE_FORCEINLINE void updateAngularVelocity() { invWorldInertia.mulV(angMomentum, &angVelocity); }
};
#endif