Implemented a custom physics engine #316
|
@ -4,7 +4,7 @@
|
|||
NumberOfChildren: 0
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: 0.186280191, y: 4.3224473, z: 0}
|
||||
Translate: {x: 0, y: 3, z: 0}
|
||||
Rotate: {x: -0, y: 0, z: -0}
|
||||
Scale: {x: 1, y: 1, z: 1}
|
||||
IsActive: true
|
||||
|
@ -19,6 +19,107 @@
|
|||
Interpolate: true
|
||||
Sleeping Enabled: true
|
||||
Freeze Position X: false
|
||||
Freeze Position Y: true
|
||||
Freeze Position Z: false
|
||||
Freeze Rotation X: false
|
||||
Freeze Rotation Y: false
|
||||
Freeze Rotation Z: false
|
||||
IsActive: true
|
||||
Collider Component:
|
||||
DrawColliders: true
|
||||
Colliders:
|
||||
- Is Trigger: false
|
||||
Type: Sphere
|
||||
Radius: 1
|
||||
Friction: 0.400000006
|
||||
Bounciness: 0
|
||||
Density: 1
|
||||
Position Offset: {x: 0, y: 0, z: 0}
|
||||
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||
IsActive: true
|
||||
Scripts:
|
||||
- Type: PhysicsTestObj
|
||||
Enabled: true
|
||||
forceAmount: 50
|
||||
torqueAmount: 500
|
||||
- EID: 1
|
||||
Name: Default
|
||||
IsActive: true
|
||||
NumberOfChildren: 0
|
||||
Components:
|
||||
Camera Component:
|
||||
Position: {x: 0, y: 0.5, z: 5}
|
||||
Pitch: 0
|
||||
Yaw: 0
|
||||
Roll: 0
|
||||
Width: 1920
|
||||
Height: 1080
|
||||
Near: 0.00999999978
|
||||
Far: 10000
|
||||
Perspective: true
|
||||
IsActive: true
|
||||
Scripts: ~
|
||||
- EID: 2
|
||||
Name: Default
|
||||
IsActive: true
|
||||
NumberOfChildren: 0
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: 0, y: -2.5, z: 0}
|
||||
Rotate: {x: 0, y: 0, z: 0}
|
||||
Scale: {x: 1, y: 1, z: 1}
|
||||
IsActive: true
|
||||
RigidBody Component:
|
||||
Type: Static
|
||||
Auto Mass: false
|
||||
Mass: .inf
|
||||
Drag: 0.00999999978
|
||||
Angular Drag: 0.00999999978
|
||||
Use Gravity: false
|
||||
Gravity Scale: 1
|
||||
Interpolate: true
|
||||
Sleeping Enabled: true
|
||||
Freeze Position X: false
|
||||
Freeze Position Y: false
|
||||
Freeze Position Z: false
|
||||
Freeze Rotation X: false
|
||||
Freeze Rotation Y: false
|
||||
Freeze Rotation Z: false
|
||||
IsActive: true
|
||||
Collider Component:
|
||||
DrawColliders: true
|
||||
Colliders:
|
||||
- Is Trigger: false
|
||||
Type: Sphere
|
||||
Radius: 5
|
||||
Friction: 0.400000006
|
||||
Bounciness: 0
|
||||
Density: 1
|
||||
Position Offset: {x: 0, y: 0, z: 0}
|
||||
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||
IsActive: true
|
||||
Scripts: ~
|
||||
- EID: 3
|
||||
Name: Default
|
||||
IsActive: true
|
||||
NumberOfChildren: 0
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: 0, y: 5, z: 0}
|
||||
Rotate: {x: -0, y: 0, z: -0}
|
||||
Scale: {x: 1, y: 1, z: 1}
|
||||
IsActive: true
|
||||
RigidBody Component:
|
||||
Type: Dynamic
|
||||
Auto Mass: false
|
||||
Mass: 1
|
||||
Drag: 1
|
||||
Angular Drag: 1
|
||||
Use Gravity: true
|
||||
Gravity Scale: 1
|
||||
Interpolate: true
|
||||
Sleeping Enabled: true
|
||||
Freeze Position X: false
|
||||
Freeze Position Y: false
|
||||
Freeze Position Z: false
|
||||
Freeze Rotation X: false
|
||||
|
@ -41,61 +142,4 @@
|
|||
- Type: PhysicsTestObj
|
||||
Enabled: true
|
||||
forceAmount: 50
|
||||
torqueAmount: 500
|
||||
- EID: 1
|
||||
Name: Default
|
||||
IsActive: true
|
||||
NumberOfChildren: 0
|
||||
Components:
|
||||
Camera Component:
|
||||
Position: {x: 0, y: 0.5, z: 3}
|
||||
Pitch: 0
|
||||
Yaw: 0
|
||||
Roll: 0
|
||||
Width: 1920
|
||||
Height: 1080
|
||||
Near: 0.00999999978
|
||||
Far: 10000
|
||||
Perspective: true
|
||||
IsActive: true
|
||||
Scripts: ~
|
||||
- EID: 2
|
||||
Name: Default
|
||||
IsActive: true
|
||||
NumberOfChildren: 0
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: 0, y: 1, z: 0}
|
||||
Rotate: {x: 0, y: 0, z: 0}
|
||||
Scale: {x: 1, y: 1, z: 1}
|
||||
IsActive: true
|
||||
RigidBody Component:
|
||||
Type: Static
|
||||
Auto Mass: false
|
||||
Mass: .inf
|
||||
Drag: 0.00999999978
|
||||
Angular Drag: 0.00999999978
|
||||
Use Gravity: false
|
||||
Gravity Scale: 1
|
||||
Interpolate: true
|
||||
Sleeping Enabled: true
|
||||
Freeze Position X: false
|
||||
Freeze Position Y: false
|
||||
Freeze Position Z: false
|
||||
Freeze Rotation X: false
|
||||
Freeze Rotation Y: false
|
||||
Freeze Rotation Z: false
|
||||
IsActive: true
|
||||
Collider Component:
|
||||
DrawColliders: true
|
||||
Colliders:
|
||||
- Is Trigger: false
|
||||
Type: Sphere
|
||||
Radius: 1
|
||||
Friction: 0.400000006
|
||||
Bounciness: 0
|
||||
Density: 1
|
||||
Position Offset: {x: 0, y: 0, z: 0}
|
||||
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||
IsActive: true
|
||||
Scripts: ~
|
||||
torqueAmount: 500
|
|
@ -0,0 +1,56 @@
|
|||
/****************************************************************************************
|
||||
* \file SHVelocityState.h
|
||||
* \author Diren D Bharwani, diren.dbharwani, 390002520
|
||||
* \brief Interface for a Velocity State for constraint solving.
|
||||
*
|
||||
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
****************************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
// Project Headers
|
||||
#include "Physics/Dynamics/SHRigidBody.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
struct SH_API SHVelocityState
|
||||
{
|
||||
public:
|
||||
SHVec3 LinearVelocity;
|
||||
SHVec3 AngularVelocity;
|
||||
|
||||
SHVec3 LinearLockFactor;
|
||||
SHVec3 AngularLockFactor;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Constructors & Destructor */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
SHVelocityState (const SHRigidBody* rigidBody) noexcept
|
||||
{
|
||||
LinearVelocity = rigidBody->GetLinearVelocity();
|
||||
AngularVelocity = rigidBody->GetAngularVelocity();
|
||||
|
||||
LinearLockFactor = SHVec3
|
||||
{
|
||||
rigidBody->GetFreezePositionX() ? 0.0f : 1.0f
|
||||
, rigidBody->GetFreezePositionY() ? 0.0f : 1.0f
|
||||
, rigidBody->GetFreezePositionZ() ? 0.0f : 1.0f
|
||||
};
|
||||
|
||||
AngularLockFactor = SHVec3
|
||||
{
|
||||
rigidBody->GetFreezeRotationX() ? 0.0f : 1.0f
|
||||
, rigidBody->GetFreezeRotationY() ? 0.0f : 1.0f
|
||||
, rigidBody->GetFreezeRotationZ() ? 0.0f : 1.0f
|
||||
};
|
||||
}
|
||||
};
|
||||
|
||||
} // namespace SHADE
|
|
@ -190,14 +190,14 @@ namespace SHADE
|
|||
SHRigidBody* bodyA = manifold.bodyA;
|
||||
SHRigidBody* bodyB = manifold.bodyB;
|
||||
|
||||
const auto& STATE_A = VELOCITY_STATES.find(key.GetEntityA())->second;
|
||||
const auto& STATE_B = VELOCITY_STATES.find(key.GetEntityB())->second;
|
||||
const auto& STATE_A = VELOCITY_STATES.find(key.GetEntityA())->second;
|
||||
const auto& STATE_B = VELOCITY_STATES.find(key.GetEntityB())->second;
|
||||
|
||||
bodyA->SetLinearVelocity(STATE_A.linearVelocity);
|
||||
bodyB->SetLinearVelocity(STATE_B.linearVelocity);
|
||||
bodyA->SetLinearVelocity(STATE_A.LinearVelocity);
|
||||
bodyB->SetLinearVelocity(STATE_B.LinearVelocity);
|
||||
|
||||
bodyA->SetAngularVelocity(STATE_A.angularVelocity);
|
||||
bodyB->SetAngularVelocity(STATE_B.angularVelocity);
|
||||
bodyA->SetAngularVelocity(STATE_A.AngularVelocity);
|
||||
bodyB->SetAngularVelocity(STATE_B.AngularVelocity);
|
||||
}
|
||||
|
||||
contactSolver.Reset();
|
||||
|
|
|
@ -47,8 +47,8 @@ namespace SHADE
|
|||
const auto* BODY_B = manifold.bodyB;
|
||||
|
||||
// Add velocities if it doesn't already exist
|
||||
velocityStates.emplace(key.GetEntityA(), VelocityState{ BODY_A->linearVelocity, BODY_A->angularVelocity });
|
||||
velocityStates.emplace(key.GetEntityB(), VelocityState{ BODY_B->linearVelocity, BODY_B->angularVelocity });
|
||||
velocityStates.emplace(key.GetEntityA(), SHVelocityState{ BODY_A });
|
||||
velocityStates.emplace(key.GetEntityB(), SHVelocityState{ BODY_B });
|
||||
|
||||
// Mix friction & restitution
|
||||
const float FRICTION_A = SHAPE_A->GetFriction();
|
||||
|
@ -116,10 +116,18 @@ namespace SHADE
|
|||
{
|
||||
const float INV_MASS_SUM = constraint.invMassA + constraint.invMassB;
|
||||
|
||||
SHVec3 vA = velocityStates[key.GetEntityA()].linearVelocity;
|
||||
SHVec3 wA = velocityStates[key.GetEntityA()].angularVelocity;
|
||||
SHVec3 vB = velocityStates[key.GetEntityB()].linearVelocity;
|
||||
SHVec3 wB = velocityStates[key.GetEntityB()].angularVelocity;
|
||||
SHVelocityState& velocityStateA = velocityStates.find(key.GetEntityA())->second;
|
||||
SHVelocityState& velocityStateB = velocityStates.find(key.GetEntityB())->second;
|
||||
|
||||
SHVec3 vA = velocityStateA.LinearVelocity;
|
||||
SHVec3 wA = velocityStateA.AngularVelocity;
|
||||
SHVec3 vB = velocityStateB.LinearVelocity;
|
||||
SHVec3 wB = velocityStateB.AngularVelocity;
|
||||
|
||||
const SHVec3& LINEAR_LOCK_A = velocityStateA.LinearLockFactor;
|
||||
const SHVec3& ANGULAR_LOCK_A = velocityStateA.AngularLockFactor;
|
||||
const SHVec3& LINEAR_LOCK_B = velocityStateB.LinearLockFactor;
|
||||
const SHVec3& ANGULAR_LOCK_B = velocityStateB.AngularLockFactor;
|
||||
|
||||
for (uint32_t i = 0; i < constraint.numContacts; ++i)
|
||||
{
|
||||
|
@ -172,19 +180,6 @@ namespace SHADE
|
|||
contact.tangentMass[j] = 1.0f / contact.tangentMass[j];
|
||||
}
|
||||
|
||||
// Warm starting
|
||||
// Compute impulses
|
||||
SHVec3 impulse = constraint.normal * contact.normalImpulse;
|
||||
for (int j = 0; j < SHContact::NUM_TANGENTS; ++j)
|
||||
impulse += constraint.tangents[j] * contact.tangentImpulse[j];
|
||||
|
||||
// Apply impulses onto velocities
|
||||
vA -= impulse * constraint.invMassA;
|
||||
wA -= constraint.invInertiaA * SHVec3::Cross(contact.rA, impulse);
|
||||
|
||||
vB += impulse * constraint.invMassB;
|
||||
wB += constraint.invInertiaB * SHVec3::Cross(contact.rB, impulse);
|
||||
|
||||
// Calculate bias per contact
|
||||
/*
|
||||
* error bias = baumgarte factor / dt * penetration
|
||||
|
@ -199,12 +194,25 @@ namespace SHADE
|
|||
const float RESTITUTION_BIAS = -constraint.restitution * RV_N;
|
||||
|
||||
contact.bias = ERROR_BIAS + RESTITUTION_BIAS;
|
||||
|
||||
// Warm starting
|
||||
// Compute impulses
|
||||
SHVec3 impulse = constraint.normal * contact.normalImpulse;
|
||||
for (int j = 0; j < SHContact::NUM_TANGENTS; ++j)
|
||||
impulse += constraint.tangents[j] * contact.tangentImpulse[j];
|
||||
|
||||
// Apply impulses onto velocities
|
||||
vA -= impulse * constraint.invMassA * LINEAR_LOCK_A;
|
||||
wA -= constraint.invInertiaA * SHVec3::Cross(contact.rA, impulse) * ANGULAR_LOCK_A;
|
||||
|
||||
vB += impulse * constraint.invMassB * LINEAR_LOCK_B;
|
||||
wB += constraint.invInertiaB * SHVec3::Cross(contact.rB, impulse) * ANGULAR_LOCK_B;
|
||||
}
|
||||
|
||||
velocityStates[key.GetEntityA()].linearVelocity = vA;
|
||||
velocityStates[key.GetEntityA()].angularVelocity = wA;
|
||||
velocityStates[key.GetEntityB()].linearVelocity = vB;
|
||||
velocityStates[key.GetEntityB()].angularVelocity = wB;
|
||||
velocityStateA.LinearVelocity = vA;
|
||||
velocityStateA.AngularVelocity = wA;
|
||||
velocityStateB.LinearVelocity = vB;
|
||||
velocityStateB.AngularVelocity = wB;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -212,10 +220,18 @@ namespace SHADE
|
|||
{
|
||||
for (auto& [key, constraint] : contactConstraints)
|
||||
{
|
||||
SHVec3 vA = velocityStates[key.GetEntityA()].linearVelocity;
|
||||
SHVec3 wA = velocityStates[key.GetEntityA()].angularVelocity;
|
||||
SHVec3 vB = velocityStates[key.GetEntityB()].linearVelocity;
|
||||
SHVec3 wB = velocityStates[key.GetEntityB()].angularVelocity;
|
||||
SHVelocityState& velocityStateA = velocityStates.find(key.GetEntityA())->second;
|
||||
SHVelocityState& velocityStateB = velocityStates.find(key.GetEntityB())->second;
|
||||
|
||||
SHVec3 vA = velocityStateA.LinearVelocity;
|
||||
SHVec3 wA = velocityStateA.AngularVelocity;
|
||||
SHVec3 vB = velocityStateB.LinearVelocity;
|
||||
SHVec3 wB = velocityStateB.AngularVelocity;
|
||||
|
||||
const SHVec3& LINEAR_LOCK_A = velocityStateA.LinearLockFactor;
|
||||
const SHVec3& ANGULAR_LOCK_A = velocityStateA.AngularLockFactor;
|
||||
const SHVec3& LINEAR_LOCK_B = velocityStateB.LinearLockFactor;
|
||||
const SHVec3& ANGULAR_LOCK_B = velocityStateB.AngularLockFactor;
|
||||
|
||||
for (uint32_t i = 0; i < constraint.numContacts; ++i)
|
||||
{
|
||||
|
@ -245,11 +261,11 @@ namespace SHADE
|
|||
const SHVec3 TANGENT_IMPULSE = newTangentImpulse * constraint.tangents[j];
|
||||
|
||||
// Apply impulses
|
||||
vA -= TANGENT_IMPULSE * constraint.invMassA;
|
||||
wA -= constraint.invInertiaA * SHVec3::Cross(contact.rA, TANGENT_IMPULSE);
|
||||
vA -= TANGENT_IMPULSE * constraint.invMassA * LINEAR_LOCK_A;
|
||||
wA -= constraint.invInertiaA * SHVec3::Cross(contact.rA, TANGENT_IMPULSE) * ANGULAR_LOCK_A;
|
||||
|
||||
vB += TANGENT_IMPULSE * constraint.invMassB;
|
||||
wB += constraint.invInertiaB * SHVec3::Cross(contact.rB, TANGENT_IMPULSE);
|
||||
vB += TANGENT_IMPULSE * constraint.invMassB * LINEAR_LOCK_B;
|
||||
wB += constraint.invInertiaB * SHVec3::Cross(contact.rB, TANGENT_IMPULSE) * ANGULAR_LOCK_B;
|
||||
}
|
||||
|
||||
// Solve normal impulse
|
||||
|
@ -271,17 +287,17 @@ namespace SHADE
|
|||
const SHVec3 NORMAL_IMPULSE = newNormalImpulse * constraint.normal;
|
||||
|
||||
// Apply impulses
|
||||
vA -= NORMAL_IMPULSE * constraint.invMassA;
|
||||
wA -= constraint.invInertiaA * SHVec3::Cross(contact.rA, NORMAL_IMPULSE);
|
||||
vA -= NORMAL_IMPULSE * constraint.invMassA * LINEAR_LOCK_A;
|
||||
wA -= constraint.invInertiaA * SHVec3::Cross(contact.rA, NORMAL_IMPULSE) * ANGULAR_LOCK_A;
|
||||
|
||||
vB += NORMAL_IMPULSE * constraint.invMassB;
|
||||
wB += constraint.invInertiaB * SHVec3::Cross(contact.rB, NORMAL_IMPULSE);
|
||||
vB += NORMAL_IMPULSE * constraint.invMassB * LINEAR_LOCK_B;
|
||||
wB += constraint.invInertiaB * SHVec3::Cross(contact.rB, NORMAL_IMPULSE) * ANGULAR_LOCK_B;
|
||||
}
|
||||
|
||||
velocityStates[key.GetEntityA()].linearVelocity = vA;
|
||||
velocityStates[key.GetEntityA()].angularVelocity = wA;
|
||||
velocityStates[key.GetEntityB()].linearVelocity = vB;
|
||||
velocityStates[key.GetEntityB()].angularVelocity = wB;
|
||||
velocityStateA.LinearVelocity = vA;
|
||||
velocityStateA.AngularVelocity = wA;
|
||||
velocityStateB.LinearVelocity = vB;
|
||||
velocityStateB.AngularVelocity = wB;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
|
||||
// Project Headers
|
||||
#include "Constraints/SHContactConstraint.h"
|
||||
#include "Constraints/SHVelocityState.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -31,15 +32,7 @@ namespace SHADE
|
|||
/* Type Definitions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
struct VelocityState
|
||||
{
|
||||
// Velocities
|
||||
|
||||
SHVec3 linearVelocity;
|
||||
SHVec3 angularVelocity;
|
||||
};
|
||||
|
||||
using VelocityStates = std::unordered_map<EntityID, VelocityState>;
|
||||
using VelocityStates = std::unordered_map<EntityID, SHVelocityState>;
|
||||
using ContactConstraints = std::unordered_map<SHCollisionKey, SHContactConstraint, SHCollisionKeyHash>;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -143,29 +143,13 @@ namespace SHADE
|
|||
// Apply drag (exponentially applied)
|
||||
rigidBody.linearVelocity *= 1.0f / (1.0f + dt * rigidBody.linearDrag);
|
||||
rigidBody.angularVelocity *= 1.0f / (1.0f + dt * rigidBody.angularDrag);
|
||||
|
||||
rigidBody.constrainLinearVelocities();
|
||||
rigidBody.constrainAngularVelocities();
|
||||
}
|
||||
|
||||
void SHPhysicsWorld::integrateVelocities(SHRigidBody& rigidBody, float dt) const noexcept
|
||||
{
|
||||
static const auto ENFORCE_CONSTRAINED_VELOCITIES = [](SHRigidBody& rigidBody)
|
||||
{
|
||||
// Enforce linear constraints
|
||||
rigidBody.linearVelocity = SHVec3
|
||||
{
|
||||
rigidBody.GetFreezePositionX() ? 0.0f : rigidBody.linearVelocity.x
|
||||
, rigidBody.GetFreezePositionY() ? 0.0f : rigidBody.linearVelocity.y
|
||||
, rigidBody.GetFreezePositionZ() ? 0.0f : rigidBody.linearVelocity.z
|
||||
};
|
||||
|
||||
// Enforce angular constraints
|
||||
rigidBody.angularVelocity = SHVec3
|
||||
{
|
||||
rigidBody.GetFreezeRotationX() ? 0.0f : rigidBody.angularVelocity.x
|
||||
, rigidBody.GetFreezeRotationY() ? 0.0f : rigidBody.angularVelocity.y
|
||||
, rigidBody.GetFreezeRotationZ() ? 0.0f : rigidBody.angularVelocity.z
|
||||
};
|
||||
};
|
||||
|
||||
// Always reset movement flag
|
||||
rigidBody.motionState.hasMoved = false;
|
||||
|
||||
|
@ -178,7 +162,8 @@ namespace SHADE
|
|||
// Both dynamic and kinematic can sleep when their velocities are under the thresholds.
|
||||
else if (!rigidBody.IsSleeping())
|
||||
{
|
||||
ENFORCE_CONSTRAINED_VELOCITIES(rigidBody);
|
||||
rigidBody.constrainLinearVelocities();
|
||||
rigidBody.constrainAngularVelocities();
|
||||
|
||||
rigidBody.motionState.IntegratePosition(rigidBody.linearVelocity, dt);
|
||||
rigidBody.motionState.IntegrateOrientation(rigidBody.angularVelocity, dt);
|
||||
|
|
|
@ -200,6 +200,8 @@ namespace SHADE
|
|||
|
||||
const SHVec3& SHRigidBody::GetLinearVelocity() const noexcept
|
||||
{
|
||||
// Check if linear velocity needs to be constrained
|
||||
|
||||
return linearVelocity;
|
||||
}
|
||||
|
||||
|
@ -378,6 +380,7 @@ namespace SHADE
|
|||
}
|
||||
|
||||
linearVelocity = newLinearVelocity;
|
||||
constrainLinearVelocities();
|
||||
}
|
||||
|
||||
void SHRigidBody::SetAngularVelocity(const SHVec3& newAngularVelocity) noexcept
|
||||
|
@ -389,6 +392,7 @@ namespace SHADE
|
|||
}
|
||||
|
||||
angularVelocity = newAngularVelocity;
|
||||
constrainAngularVelocities();
|
||||
}
|
||||
|
||||
void SHRigidBody::SetIsActive(bool isActive) noexcept
|
||||
|
@ -676,7 +680,20 @@ namespace SHADE
|
|||
const auto* FIRST_SHAPE = collider->GetCollisionShape(0);
|
||||
localInvInertia = SHMatrix::Inverse(FIRST_SHAPE->GetInertiaTensor(1.0f / invMass));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void SHRigidBody::constrainLinearVelocities() noexcept
|
||||
{
|
||||
linearVelocity.x = GetFreezePositionX() ? 0.0f : linearVelocity.x;
|
||||
linearVelocity.y = GetFreezePositionY() ? 0.0f : linearVelocity.y;
|
||||
linearVelocity.z = GetFreezePositionZ() ? 0.0f : linearVelocity.z;
|
||||
}
|
||||
|
||||
void SHRigidBody::constrainAngularVelocities() noexcept
|
||||
{
|
||||
angularVelocity.x = GetFreezeRotationX() ? 0.0f : angularVelocity.x;
|
||||
angularVelocity.y = GetFreezeRotationY() ? 0.0f : angularVelocity.y;
|
||||
angularVelocity.z = GetFreezeRotationZ() ? 0.0f : angularVelocity.z;
|
||||
}
|
||||
|
||||
} // namespace SHADE
|
|
@ -249,7 +249,7 @@ namespace SHADE
|
|||
SHVec3 linearVelocity;
|
||||
SHVec3 angularVelocity;
|
||||
|
||||
// aZ aY aX pZ pY pX 0 0 0 0 inIsland autoMass enableGravity enableSleeping sleeping active
|
||||
// aZ aY aX rotLockActive pZ pY pX posLockActive 0 0 inIsland autoMass enableGravity enableSleeping sleeping active
|
||||
uint16_t flags;
|
||||
|
||||
SHMotionState motionState;
|
||||
|
@ -262,6 +262,9 @@ namespace SHADE
|
|||
void computeMass () noexcept;
|
||||
void computeInertiaTensor () noexcept;
|
||||
void computeMassAndInertiaTensor() noexcept;
|
||||
|
||||
void constrainLinearVelocities () noexcept;
|
||||
void constrainAngularVelocities () noexcept;
|
||||
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in New Issue