458 lines
11 KiB
C++
458 lines
11 KiB
C++
// Copyright (C) 2020 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Physics 3D module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Physics3D/RigidBody3D.hpp>
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#include <Nazara/Physics3D/PhysWorld3D.hpp>
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#include <newton/Newton.h>
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#include <algorithm>
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#include <array>
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#include <cmath>
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#include <Nazara/Physics3D/Debug.hpp>
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namespace Nz
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{
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RigidBody3D::RigidBody3D(PhysWorld3D* world, const Matrix4f& mat) :
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RigidBody3D(world, std::make_shared<NullCollider3D>(), mat)
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{
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}
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RigidBody3D::RigidBody3D(PhysWorld3D* world, std::shared_ptr<Collider3D> geom, const Matrix4f& mat) :
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m_geom(std::move(geom)),
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m_forceAccumulator(Vector3f::Zero()),
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m_torqueAccumulator(Vector3f::Zero()),
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m_world(world),
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m_gravityFactor(1.f),
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m_mass(0.f)
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{
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NazaraAssert(m_world, "Invalid world");
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if (!m_geom)
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m_geom = std::make_shared<NullCollider3D>();
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m_body = NewtonCreateDynamicBody(m_world->GetHandle(), m_geom->GetHandle(m_world), &mat.m11);
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NewtonBodySetUserData(m_body, this);
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}
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RigidBody3D::RigidBody3D(const RigidBody3D& object) :
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m_geom(object.m_geom),
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m_forceAccumulator(Vector3f::Zero()),
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m_torqueAccumulator(Vector3f::Zero()),
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m_world(object.m_world),
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m_gravityFactor(object.m_gravityFactor),
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m_mass(0.f)
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{
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NazaraAssert(m_world, "Invalid world");
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NazaraAssert(m_geom, "Invalid geometry");
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std::array<float, 16> transformMatrix;
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NewtonBodyGetMatrix(object.GetHandle(), transformMatrix.data());
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m_body = NewtonCreateDynamicBody(m_world->GetHandle(), m_geom->GetHandle(m_world), transformMatrix.data());
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NewtonBodySetUserData(m_body, this);
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SetMass(object.m_mass);
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SetAngularDamping(object.GetAngularDamping());
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SetAngularVelocity(object.GetAngularVelocity());
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SetLinearDamping(object.GetLinearDamping());
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SetLinearVelocity(object.GetLinearVelocity());
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SetMassCenter(object.GetMassCenter());
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SetPosition(object.GetPosition());
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SetRotation(object.GetRotation());
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}
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RigidBody3D::RigidBody3D(RigidBody3D&& object) noexcept :
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m_geom(std::move(object.m_geom)),
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m_forceAccumulator(std::move(object.m_forceAccumulator)),
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m_torqueAccumulator(std::move(object.m_torqueAccumulator)),
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m_body(std::move(object.m_body)),
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m_world(object.m_world),
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m_gravityFactor(object.m_gravityFactor),
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m_mass(object.m_mass)
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{
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NewtonBodySetUserData(m_body, this);
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}
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RigidBody3D::~RigidBody3D()
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{
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if (m_body)
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NewtonDestroyBody(m_body);
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}
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void RigidBody3D::AddForce(const Vector3f& force, CoordSys coordSys)
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{
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switch (coordSys)
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{
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case CoordSys::Global:
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m_forceAccumulator += force;
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break;
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case CoordSys::Local:
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m_forceAccumulator += GetRotation() * force;
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break;
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}
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// On réveille le corps pour que le callback soit appelé et que les forces soient appliquées
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NewtonBodySetSleepState(m_body, 0);
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}
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void RigidBody3D::AddForce(const Vector3f& force, const Vector3f& point, CoordSys coordSys)
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{
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switch (coordSys)
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{
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case CoordSys::Global:
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m_forceAccumulator += force;
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m_torqueAccumulator += Vector3f::CrossProduct(point - GetMassCenter(CoordSys::Global), force);
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break;
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case CoordSys::Local:
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{
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Matrix4f transformMatrix = GetMatrix();
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return AddForce(transformMatrix.Transform(force, 0.f), transformMatrix.Transform(point), CoordSys::Global);
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}
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}
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// On réveille le corps pour que le callback soit appelé et que les forces soient appliquées
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NewtonBodySetSleepState(m_body, 0);
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}
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void RigidBody3D::AddTorque(const Vector3f& torque, CoordSys coordSys)
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{
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switch (coordSys)
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{
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case CoordSys::Global:
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m_torqueAccumulator += torque;
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break;
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case CoordSys::Local:
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Matrix4f transformMatrix = GetMatrix();
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m_torqueAccumulator += transformMatrix.Transform(torque, 0.f);
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break;
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}
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// On réveille le corps pour que le callback soit appelé et que les forces soient appliquées
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NewtonBodySetSleepState(m_body, 0);
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}
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void RigidBody3D::EnableAutoSleep(bool autoSleep)
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{
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NewtonBodySetAutoSleep(m_body, autoSleep);
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}
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void RigidBody3D::EnableSimulation(bool simulation)
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{
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NewtonBodySetSimulationState(m_body, simulation);
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}
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Boxf RigidBody3D::GetAABB() const
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{
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Vector3f min, max;
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NewtonBodyGetAABB(m_body, &min.x, &max.x);
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return Boxf(min, max);
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}
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Vector3f RigidBody3D::GetAngularDamping() const
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{
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Vector3f angularDamping;
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NewtonBodyGetAngularDamping(m_body, &angularDamping.x);
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return angularDamping;
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}
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Vector3f RigidBody3D::GetAngularVelocity() const
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{
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Vector3f angularVelocity;
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NewtonBodyGetOmega(m_body, &angularVelocity.x);
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return angularVelocity;
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}
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const std::shared_ptr<Collider3D>& RigidBody3D::GetGeom() const
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{
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return m_geom;
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}
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float RigidBody3D::GetGravityFactor() const
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{
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return m_gravityFactor;
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}
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NewtonBody* RigidBody3D::GetHandle() const
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{
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return m_body;
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}
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float RigidBody3D::GetLinearDamping() const
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{
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return NewtonBodyGetLinearDamping(m_body);
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}
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Vector3f RigidBody3D::GetLinearVelocity() const
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{
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Vector3f velocity;
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NewtonBodyGetVelocity(m_body, &velocity.x);
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return velocity;
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}
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float RigidBody3D::GetMass() const
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{
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return m_mass;
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}
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Vector3f RigidBody3D::GetMassCenter(CoordSys coordSys) const
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{
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Vector3f center;
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NewtonBodyGetCentreOfMass(m_body, ¢er.x);
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switch (coordSys)
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{
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case CoordSys::Global:
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{
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Matrix4f transformMatrix = GetMatrix();
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center = transformMatrix.Transform(center);
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break;
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}
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case CoordSys::Local:
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break; // Aucune opération à effectuer sur le centre de rotation
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}
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return center;
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}
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int RigidBody3D::GetMaterial() const
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{
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return NewtonBodyGetMaterialGroupID(m_body);
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}
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Matrix4f RigidBody3D::GetMatrix() const
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{
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Matrix4f matrix;
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NewtonBodyGetMatrix(m_body, &matrix.m11);
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return matrix;
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}
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Vector3f RigidBody3D::GetPosition() const
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{
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Vector3f pos;
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NewtonBodyGetPosition(m_body, &pos.x);
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return pos;
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}
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Quaternionf RigidBody3D::GetRotation() const
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{
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// NewtonBodyGetRotation output X, Y, Z, W and Nz::Quaternion stores W, X, Y, Z so we use a temporary array
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std::array<float, 4> rot;
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NewtonBodyGetRotation(m_body, rot.data());
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return Quaternionf(rot[3], rot[0], rot[1], rot[2]);
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}
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void* RigidBody3D::GetUserdata() const
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{
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return m_userdata;
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}
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PhysWorld3D* RigidBody3D::GetWorld() const
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{
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return m_world;
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}
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bool RigidBody3D::IsAutoSleepEnabled() const
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{
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return NewtonBodyGetAutoSleep(m_body) != 0;
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}
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bool RigidBody3D::IsMoveable() const
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{
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return m_mass > 0.f;
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}
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bool RigidBody3D::IsSimulationEnabled() const
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{
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return NewtonBodyGetSimulationState(m_body) != 0;
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}
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bool RigidBody3D::IsSleeping() const
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{
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return NewtonBodyGetSleepState(m_body) != 0;
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}
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void RigidBody3D::SetAngularDamping(const Vector3f& angularDamping)
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{
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NewtonBodySetAngularDamping(m_body, &angularDamping.x);
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}
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void RigidBody3D::SetAngularVelocity(const Vector3f& angularVelocity)
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{
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NewtonBodySetOmega(m_body, &angularVelocity.x);
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}
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void RigidBody3D::SetGeom(std::shared_ptr<Collider3D> geom)
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{
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if (m_geom != geom)
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{
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if (geom)
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m_geom = std::move(geom);
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else
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m_geom = std::make_shared<NullCollider3D>();
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NewtonBodySetCollision(m_body, m_geom->GetHandle(m_world));
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}
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}
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void RigidBody3D::SetGravityFactor(float gravityFactor)
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{
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m_gravityFactor = gravityFactor;
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}
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void RigidBody3D::SetLinearDamping(float damping)
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{
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NewtonBodySetLinearDamping(m_body, damping);
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}
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void RigidBody3D::SetLinearVelocity(const Vector3f& velocity)
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{
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NewtonBodySetVelocity(m_body, &velocity.x);
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}
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void RigidBody3D::SetMass(float mass)
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{
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NazaraAssert(mass >= 0.f, "Mass must be positive and finite");
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NazaraAssert(std::isfinite(mass), "Mass must be positive and finite");
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if (m_mass > 0.f)
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{
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if (mass > 0.f)
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{
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// If we already have a mass, we already have an inertial matrix as well, just rescale it
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float Ix, Iy, Iz;
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NewtonBodyGetMass(m_body, &m_mass, &Ix, &Iy, &Iz);
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float scale = mass / m_mass;
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NewtonBodySetMassMatrix(m_body, mass, Ix*scale, Iy*scale, Iz*scale);
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}
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else
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{
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NewtonBodySetMassMatrix(m_body, 0.f, 0.f, 0.f, 0.f);
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NewtonBodySetForceAndTorqueCallback(m_body, nullptr);
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}
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}
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else
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{
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Vector3f inertia, origin;
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m_geom->ComputeInertialMatrix(&inertia, &origin);
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NewtonBodySetCentreOfMass(m_body, &origin.x);
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NewtonBodySetMassMatrix(m_body, mass, inertia.x*mass, inertia.y*mass, inertia.z*mass);
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NewtonBodySetForceAndTorqueCallback(m_body, &ForceAndTorqueCallback);
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}
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m_mass = mass;
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}
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void RigidBody3D::SetMassCenter(const Vector3f& center)
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{
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if (m_mass > 0.f)
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NewtonBodySetCentreOfMass(m_body, ¢er.x);
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}
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void RigidBody3D::SetMaterial(const std::string& materialName)
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{
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SetMaterial(m_world->GetMaterial(materialName));
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}
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void RigidBody3D::SetMaterial(int materialIndex)
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{
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NewtonBodySetMaterialGroupID(m_body, materialIndex);
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}
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void RigidBody3D::SetPosition(const Vector3f& position)
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{
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Matrix4f transformMatrix = GetMatrix();
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transformMatrix.SetTranslation(position);
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UpdateBody(transformMatrix);
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}
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void RigidBody3D::SetRotation(const Quaternionf& rotation)
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{
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Matrix4f transformMatrix = GetMatrix();
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transformMatrix.SetRotation(rotation);
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UpdateBody(transformMatrix);
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}
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void RigidBody3D::SetUserdata(void* ud)
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{
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m_userdata = ud;
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}
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RigidBody3D& RigidBody3D::operator=(const RigidBody3D& object)
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{
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RigidBody3D physObj(object);
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return operator=(std::move(physObj));
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}
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RigidBody3D& RigidBody3D::operator=(RigidBody3D&& object) noexcept
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{
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if (m_body)
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NewtonDestroyBody(m_body);
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m_body = std::move(object.m_body);
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m_forceAccumulator = std::move(object.m_forceAccumulator);
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m_geom = std::move(object.m_geom);
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m_gravityFactor = object.m_gravityFactor;
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m_mass = object.m_mass;
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m_torqueAccumulator = std::move(object.m_torqueAccumulator);
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m_world = object.m_world;
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NewtonBodySetUserData(m_body, this);
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return *this;
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}
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void RigidBody3D::UpdateBody(const Matrix4f& transformMatrix)
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{
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NewtonBodySetMatrix(m_body, &transformMatrix.m11);
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if (NumberEquals(m_mass, 0.f))
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{
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// Moving a static body in Newton does not update bodies at the target location
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// http://newtondynamics.com/wiki/index.php5?title=Can_i_dynamicly_move_a_TriMesh%3F
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Vector3f min, max;
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NewtonBodyGetAABB(m_body, &min.x, &max.x);
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NewtonWorldForEachBodyInAABBDo(m_world->GetHandle(), &min.x, &max.x, [](const NewtonBody* const body, void* const userData) -> int
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{
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NazaraUnused(userData);
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NewtonBodySetSleepState(body, 0);
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return 1;
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},
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nullptr);
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}
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}
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void RigidBody3D::ForceAndTorqueCallback(const NewtonBody* body, float timeStep, int threadIndex)
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{
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NazaraUnused(timeStep);
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NazaraUnused(threadIndex);
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RigidBody3D* me = static_cast<RigidBody3D*>(NewtonBodyGetUserData(body));
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if (!NumberEquals(me->m_gravityFactor, 0.f))
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me->m_forceAccumulator += me->m_world->GetGravity() * me->m_gravityFactor * me->m_mass;
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NewtonBodySetForce(body, &me->m_forceAccumulator.x);
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NewtonBodySetTorque(body, &me->m_torqueAccumulator.x);
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me->m_torqueAccumulator.Set(0.f);
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me->m_forceAccumulator.Set(0.f);
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///TODO: Implement gyroscopic force?
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}
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}
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