Raccoon animation and scene changes #415
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@ -274,6 +274,7 @@ namespace SHADE
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// Invert the inertia
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for (size_t i = 0; i < SHVec3::SIZE; ++i)
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localInvInertia[i] = 1.0f / localInvInertia[i];
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// Build raycast layer from colliders. If none exist....then this never stops simulating technically.
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@ -297,16 +298,17 @@ namespace SHADE
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raycastInfo.continuous = false;
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raycastInfo.layers = raycastLayers;
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bool terminate = true;
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bool terminate = true;
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int iterationCounter = simInfo.maxSteps;
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do
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{
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raycastInfo.distance = linearVelocity.Length();
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raycastInfo.ray.position = bodyPosition;
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raycastInfo.ray.direction = SHVec3::Normalise(linearVelocity);
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terminate = !Raycast(raycastInfo).empty();
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terminate = !Raycast(raycastInfo).empty() || iterationCounter == 0;
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if (terminate)
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break;
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return;
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// Compute world space data
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const SHMatrix R = SHMatrix::Rotate(bodyOrientation);
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@ -348,7 +350,7 @@ namespace SHADE
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const SHQuaternion QV = SHQuaternion{ angularVelocity.x * simInfo.timeStep, angularVelocity.y * simInfo.timeStep, angularVelocity.z * simInfo.timeStep, 0.0f } * 0.5f;
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bodyPosition += linearVelocity * simInfo.timeStep;
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bodyOrientation += bodyOrientation * QV;
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bodyOrientation += bodyOrientation * QV * SHQuaternion::FromEuler(ANGULAR_LOCK);
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bodyOrientation = SHQuaternion::Normalise(bodyOrientation);
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// Clear forces after the first frame
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@ -362,6 +364,8 @@ namespace SHADE
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positions.emplace_back(bodyPosition);
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--iterationCounter;
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} while (true);
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}
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@ -50,19 +50,39 @@ namespace SHADE
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/**
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* @brief
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* Used to simulate the motion of a rigid body until it hits something.
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* Used to simulate the motion of a rigid body, ignoring collision detection and response.
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* @param bodyEID
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* The EntityID of the Rigid Body to simulate.
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* @param force
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* The force applied onto the Rigid Body.
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* @param forceOffset
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* The position to apply the force onto the body relative to it's local Center of Mass.
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* @param torque
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* The torque to apply onto the Rigid Body.
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* @param continuousForce
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* If the force should be applied every step throughout the simulation. Defaults to false. <br/>
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* True : The force indicated is added to the body every step, therefore it has constant acceleration.
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* False: The force is applied only in the first step, therefore it has constant speed.
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* @param timeStep
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* The timestep for each step of the simulation. Defaults to 0.016s (The default Fixed DT)
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* @param maxSteps
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* The number of steps to run the simulation for. Defaults to -1.
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* < 0 : Runs until the object may hit something. Hit detection is done through raycasting.
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* = 0 : Runs only the current step and checks if it may hit something.
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* > 0 : Runs for the given number of steps or until it may hit something.
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*/
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struct SimulateBodyInfo
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{
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EntityID bodyEID = MAX_EID;
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EntityID bodyEID = MAX_EID;
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SHVec3 force = SHVec3::Zero;
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SHVec3 forceOffset = SHVec3::Zero;
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SHVec3 torque = SHVec3::Zero;
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SHVec3 force = SHVec3::Zero;
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SHVec3 forceOffset = SHVec3::Zero;
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SHVec3 torque = SHVec3::Zero;
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// Whether or not to clear the force after the first iteration
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bool continuousForce = false;
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float timeStep = static_cast<float>(SHPhysicsConstants::DEFAULT_FIXED_DT);
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bool continuousForce = false;
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float timeStep = static_cast<float>(SHPhysicsConstants::DEFAULT_FIXED_DT);
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int maxSteps = -1;
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};
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