Fixed bug where intertia tensors were not reset when unlocking axes
This commit is contained in:
parent
27760a95c9
commit
6b8232ae91
|
@ -11,7 +11,7 @@
|
||||||
RigidBody Component:
|
RigidBody Component:
|
||||||
Type: Dynamic
|
Type: Dynamic
|
||||||
Auto Mass: false
|
Auto Mass: false
|
||||||
Mass: 1
|
Mass: 10
|
||||||
Drag: 1
|
Drag: 1
|
||||||
Angular Drag: 1
|
Angular Drag: 1
|
||||||
Use Gravity: false
|
Use Gravity: false
|
||||||
|
|
|
@ -83,8 +83,8 @@ public class PhysicsTestObj : Script
|
||||||
if (Input.GetKeyDown(moveInputKeys[i]))
|
if (Input.GetKeyDown(moveInputKeys[i]))
|
||||||
move[i] = true;
|
move[i] = true;
|
||||||
|
|
||||||
//if (Input.GetKeyDown(rotateInputKeys[i]))
|
if (Input.GetKeyDown(rotateInputKeys[i]))
|
||||||
// rotate[i] = true;
|
rotate[i] = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -97,8 +97,9 @@ public class PhysicsTestObj : Script
|
||||||
|
|
||||||
if (shouldMove)
|
if (shouldMove)
|
||||||
{
|
{
|
||||||
Vector3 offset = new Vector3(0.25f, 0.0f, 0.0f);
|
//Vector3 offset = new Vector3(0.25f, 0.0f, 0.0f);
|
||||||
rb.AddForceAtLocalPos(moveVec[i] * forceAmount, offset);
|
//rb.AddForceAtLocalPos(moveVec[i] * forceAmount, offset);
|
||||||
|
rb.AddForce(moveVec[i] * forceAmount);
|
||||||
move[i] = false;
|
move[i] = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -511,11 +511,12 @@ namespace SHADE
|
||||||
// Reset angular velocity along X-axis
|
// Reset angular velocity along X-axis
|
||||||
angularVelocity.x = 0.0f;
|
angularVelocity.x = 0.0f;
|
||||||
// Set inertia tensor on the x-axis to 0
|
// Set inertia tensor on the x-axis to 0
|
||||||
localInvInertia.m[0][0] = worldInvInertia.m[0][0] = 0.0f;
|
localInvInertia.m[0][0] = 0.0f;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
flags &= ~VALUE;
|
flags &= ~VALUE;
|
||||||
|
computeInertiaTensor();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -530,11 +531,12 @@ namespace SHADE
|
||||||
// Reset angular velocity along Y-axis
|
// Reset angular velocity along Y-axis
|
||||||
angularVelocity.y = 0.0f;
|
angularVelocity.y = 0.0f;
|
||||||
// Set inertia tensor on the y-axis to 0
|
// Set inertia tensor on the y-axis to 0
|
||||||
localInvInertia.m[1][1] = worldInvInertia.m[1][1] = 0.0f;
|
localInvInertia.m[1][1] = 0.0f;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
flags &= ~VALUE;
|
flags &= ~VALUE;
|
||||||
|
computeInertiaTensor();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -549,11 +551,12 @@ namespace SHADE
|
||||||
// Reset angular velocity along Z-axis
|
// Reset angular velocity along Z-axis
|
||||||
angularVelocity.z = 0.0f;
|
angularVelocity.z = 0.0f;
|
||||||
// Set inertia tensor on the z-axis to 0
|
// Set inertia tensor on the z-axis to 0
|
||||||
localInvInertia.m[2][2] = worldInvInertia.m[2][2] = 0.0f;
|
localInvInertia.m[2][2] = 0.0f;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
flags &= ~VALUE;
|
flags &= ~VALUE;
|
||||||
|
computeInertiaTensor();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -606,20 +609,59 @@ namespace SHADE
|
||||||
|
|
||||||
void SHRigidBody::ComputeMassData() noexcept
|
void SHRigidBody::ComputeMassData() noexcept
|
||||||
{
|
{
|
||||||
// TODO: Compute total inertia and centroid from composited colliders using the Parallel Axis Theorem.
|
computeCentroid();
|
||||||
|
computeMassAndInertiaTensor();
|
||||||
|
}
|
||||||
|
|
||||||
|
/*-----------------------------------------------------------------------------------*/
|
||||||
|
/* Private Member Function Definition */
|
||||||
|
/*-----------------------------------------------------------------------------------*/
|
||||||
|
|
||||||
|
void SHRigidBody::computeCentroid() noexcept
|
||||||
|
{
|
||||||
|
// TODO
|
||||||
|
}
|
||||||
|
|
||||||
|
void SHRigidBody::computeMass() noexcept
|
||||||
|
{
|
||||||
// TODO: If auto mass in enabled, compute total mass based from each collider.
|
// TODO: If auto mass in enabled, compute total mass based from each collider.
|
||||||
// TODO: If auto mass disabled, compute inertia tensor for each shape using the ratio of its mass / total mass by comparing the volume / total volume.
|
// TODO: If auto mass disabled, compute inertia tensor for each shape using the ratio of its mass / total mass by comparing the volume / total volume.
|
||||||
|
}
|
||||||
|
|
||||||
if (collider && !collider->GetCollisionShapes().empty())
|
void SHRigidBody::computeInertiaTensor() noexcept
|
||||||
|
{
|
||||||
|
// TODO: Compute total inertia from composited colliders using the Parallel Axis Theorem.
|
||||||
|
|
||||||
|
if (!collider || collider->GetCollisionShapes().empty())
|
||||||
|
{
|
||||||
|
localInvInertia.m[0][0] = localInvInertia.m[1][1] = localInvInertia.m[2][2] = invMass;
|
||||||
|
}
|
||||||
|
else
|
||||||
{
|
{
|
||||||
// HACK: For now, take only the first shape as we are testing with non-composited colliders. We are using the center as the centroid.
|
// HACK: For now, take only the first shape as we are testing with non-composited colliders. We are using the center as the centroid.
|
||||||
const auto* FIRST_SHAPE = collider->GetCollisionShape(0);
|
const auto* FIRST_SHAPE = collider->GetCollisionShape(0);
|
||||||
localInvInertia = SHMatrix::Inverse(FIRST_SHAPE->GetInertiaTensor(1.0f / invMass));
|
localInvInertia = SHMatrix::Inverse(FIRST_SHAPE->GetInertiaTensor(1.0f / invMass));
|
||||||
}
|
}
|
||||||
else
|
}
|
||||||
|
|
||||||
|
void SHRigidBody::computeMassAndInertiaTensor() noexcept
|
||||||
|
{
|
||||||
|
// TODO: If auto mass in enabled, compute total mass based from each collider.
|
||||||
|
// TODO: If auto mass disabled, compute inertia tensor for each shape using the ratio of its mass / total mass by comparing the volume / total volume.
|
||||||
|
|
||||||
|
// TODO: Compute total inertia from composited colliders using the Parallel Axis Theorem.
|
||||||
|
|
||||||
|
if (!collider || collider->GetCollisionShapes().empty())
|
||||||
{
|
{
|
||||||
localInvInertia.m[0][0] = localInvInertia.m[1][1] = localInvInertia.m[2][2] = invMass;
|
localInvInertia.m[0][0] = localInvInertia.m[1][1] = localInvInertia.m[2][2] = invMass;
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// HACK: For now, take only the first shape as we are testing with non-composited colliders. We are using the center as the centroid.
|
||||||
|
const auto* FIRST_SHAPE = collider->GetCollisionShape(0);
|
||||||
|
localInvInertia = SHMatrix::Inverse(FIRST_SHAPE->GetInertiaTensor(1.0f / invMass));
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace SHADE
|
} // namespace SHADE
|
|
@ -252,6 +252,16 @@ namespace SHADE
|
||||||
uint16_t flags;
|
uint16_t flags;
|
||||||
|
|
||||||
SHMotionState motionState;
|
SHMotionState motionState;
|
||||||
|
|
||||||
|
/*-----------------------------------------------------------------------------------*/
|
||||||
|
/* Member Functions */
|
||||||
|
/*-----------------------------------------------------------------------------------*/
|
||||||
|
|
||||||
|
void computeCentroid () noexcept;
|
||||||
|
void computeMass () noexcept;
|
||||||
|
void computeInertiaTensor () noexcept;
|
||||||
|
void computeMassAndInertiaTensor() noexcept;
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace SHADE
|
} // namespace SHADE
|
||||||
|
|
|
@ -92,8 +92,12 @@ namespace SHADE
|
||||||
|
|
||||||
// Link with collider if it exists
|
// Link with collider if it exists
|
||||||
if (collider)
|
if (collider)
|
||||||
|
{
|
||||||
collider->SetRigidBody(rigidBody);
|
collider->SetRigidBody(rigidBody);
|
||||||
|
rigidBody->SetCollider(collider);
|
||||||
|
}
|
||||||
|
|
||||||
|
rigidBody->ComputeMassData();
|
||||||
return rigidBody;
|
return rigidBody;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -119,7 +123,10 @@ namespace SHADE
|
||||||
|
|
||||||
// Link with rigidBody if it exists
|
// Link with rigidBody if it exists
|
||||||
if (rigidBody)
|
if (rigidBody)
|
||||||
|
{
|
||||||
rigidBody->SetCollider(collider);
|
rigidBody->SetCollider(collider);
|
||||||
|
collider->SetRigidBody(rigidBody);
|
||||||
|
}
|
||||||
|
|
||||||
return collider;
|
return collider;
|
||||||
}
|
}
|
||||||
|
@ -131,7 +138,10 @@ namespace SHADE
|
||||||
|
|
||||||
// Unlink with rigid body
|
// Unlink with rigid body
|
||||||
if (rigidBody)
|
if (rigidBody)
|
||||||
|
{
|
||||||
rigidBody->SetCollider(nullptr);
|
rigidBody->SetCollider(nullptr);
|
||||||
|
rigidBody->ComputeMassData();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/*-----------------------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------------------*/
|
||||||
|
|
Loading…
Reference in New Issue