Merge pull request #7426 from m4nu3lf/bugfix/physics
Fixed inertia tensor computation and center of mass
This commit is contained in:
@ -307,8 +307,8 @@ bool BodyPairSW::setup(float p_step) {
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}
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#endif
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c.rA = global_A;
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c.rB = global_B-offset_B;
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c.rA = global_A-A->get_center_of_mass();
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c.rB = global_B-B->get_center_of_mass()-offset_B;
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// contact query reporting...
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#if 0
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@ -364,12 +364,12 @@ bool BodyPairSW::setup(float p_step) {
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c.depth=depth;
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Vector3 j_vec = c.normal * c.acc_normal_impulse + c.acc_tangent_impulse;
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A->apply_impulse( c.rA, -j_vec );
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B->apply_impulse( c.rB, j_vec );
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A->apply_impulse( c.rA+A->get_center_of_mass(), -j_vec );
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B->apply_impulse( c.rB+B->get_center_of_mass(), j_vec );
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c.acc_bias_impulse=0;
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Vector3 jb_vec = c.normal * c.acc_bias_impulse;
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A->apply_bias_impulse( c.rA, -jb_vec );
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B->apply_bias_impulse( c.rB, jb_vec );
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A->apply_bias_impulse( c.rA+A->get_center_of_mass(), -jb_vec );
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B->apply_bias_impulse( c.rB+B->get_center_of_mass(), jb_vec );
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c.bounce = MAX(A->get_bounce(),B->get_bounce());
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if (c.bounce) {
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@ -418,8 +418,8 @@ void BodyPairSW::solve(float p_step) {
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Vector3 jb = c.normal * (c.acc_bias_impulse - jbnOld);
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A->apply_bias_impulse(c.rA,-jb);
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B->apply_bias_impulse(c.rB, jb);
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A->apply_bias_impulse(c.rA+A->get_center_of_mass(),-jb);
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B->apply_bias_impulse(c.rB+B->get_center_of_mass(), jb);
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c.active=true;
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}
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@ -442,8 +442,8 @@ void BodyPairSW::solve(float p_step) {
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Vector3 j =c.normal * (c.acc_normal_impulse - jnOld);
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A->apply_impulse(c.rA,-j);
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B->apply_impulse(c.rB, j);
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A->apply_impulse(c.rA+A->get_center_of_mass(),-j);
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B->apply_impulse(c.rB+B->get_center_of_mass(), j);
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c.active=true;
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}
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@ -489,8 +489,8 @@ void BodyPairSW::solve(float p_step) {
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jt = c.acc_tangent_impulse - jtOld;
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A->apply_impulse( c.rA, -jt );
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B->apply_impulse( c.rB, jt );
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A->apply_impulse( c.rA+A->get_center_of_mass(), -jt );
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B->apply_impulse( c.rB+B->get_center_of_mass(), jt );
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c.active=true;
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@ -65,7 +65,7 @@ class BodyPairSW : public ConstraintSW {
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real_t depth;
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bool active;
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Vector3 rA,rB;
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Vector3 rA,rB; // Offset in world orientation with respect to center of mass
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};
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Vector3 offset_B; //use local A coordinates to avoid numerical issues on collision detection
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@ -37,12 +37,16 @@ void BodySW::_update_inertia() {
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}
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void BodySW::_update_transform_dependant() {
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center_of_mass = get_transform().basis.xform(center_of_mass_local);
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principal_inertia_axes = get_transform().basis * principal_inertia_axes_local;
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void BodySW::_update_inertia_tensor() {
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Matrix3 tb = get_transform().basis;
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// update inertia tensor
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Matrix3 tb = principal_inertia_axes;
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Matrix3 tbt = tb.transposed();
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tb.scale(_inv_inertia);
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_inv_inertia_tensor = tb * get_transform().basis.transposed();
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_inv_inertia_tensor = tb * tbt;
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}
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@ -54,33 +58,56 @@ void BodySW::update_inertias() {
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case PhysicsServer::BODY_MODE_RIGID: {
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//update tensor for allshapes, not the best way but should be somehow OK. (inspired from bullet)
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//update tensor for all shapes, not the best way but should be somehow OK. (inspired from bullet)
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float total_area=0;
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for (int i=0;i<get_shape_count();i++) {
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total_area+=get_shape_aabb(i).get_area();
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total_area+=get_shape_area(i);
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}
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Vector3 _inertia;
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// We have to recompute the center of mass
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center_of_mass_local.zero();
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for (int i=0; i<get_shape_count(); i++) {
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float area=get_shape_area(i);
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float mass = area * this->mass / total_area;
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// NOTE: we assume that the shape origin is also its center of mass
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center_of_mass_local += mass * get_shape_transform(i).origin;
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}
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center_of_mass_local /= mass;
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// Recompute the inertia tensor
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Matrix3 inertia_tensor;
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inertia_tensor.set_zero();
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for (int i=0;i<get_shape_count();i++) {
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const ShapeSW* shape=get_shape(i);
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float area=get_shape_aabb(i).get_area();
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float area=get_shape_area(i);
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float mass = area * this->mass / total_area;
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_inertia += shape->get_moment_of_inertia(mass) + mass * get_shape_transform(i).get_origin();
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Matrix3 shape_inertia_tensor=shape->get_moment_of_inertia(mass).to_diagonal_matrix();
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Transform shape_transform=get_shape_transform(i);
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Matrix3 shape_basis = shape_transform.basis.orthonormalized();
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// NOTE: we don't take the scale of collision shapes into account when computing the inertia tensor!
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shape_inertia_tensor = shape_basis * shape_inertia_tensor * shape_basis.transposed();
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Vector3 shape_origin = shape_transform.origin - center_of_mass_local;
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inertia_tensor += shape_inertia_tensor + (Matrix3()*shape_origin.dot(shape_origin)-shape_origin.outer(shape_origin))*mass;
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}
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if (_inertia!=Vector3())
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_inv_inertia=_inertia.inverse();
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else
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_inv_inertia=Vector3();
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// Compute the principal axes of inertia
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principal_inertia_axes_local = inertia_tensor.diagonalize().transposed();
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_inv_inertia = inertia_tensor.get_main_diagonal().inverse();
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if (mass)
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_inv_mass=1.0/mass;
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@ -92,20 +119,21 @@ void BodySW::update_inertias() {
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case PhysicsServer::BODY_MODE_KINEMATIC:
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case PhysicsServer::BODY_MODE_STATIC: {
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_inv_inertia=Vector3();
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_inv_inertia_tensor.set_zero();
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_inv_mass=0;
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} break;
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case PhysicsServer::BODY_MODE_CHARACTER: {
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_inv_inertia=Vector3();
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_inv_inertia_tensor.set_zero();
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_inv_mass=1.0/mass;
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} break;
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}
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_update_inertia_tensor();
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//_update_shapes();
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_update_transform_dependant();
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}
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@ -582,6 +610,8 @@ void BodySW::integrate_velocities(real_t p_step) {
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if (ang_vel!=0.0) {
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Vector3 ang_vel_axis = total_angular_velocity / ang_vel;
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Matrix3 rot( ang_vel_axis, -ang_vel*p_step );
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Matrix3 identity3(1, 0, 0, 0, 1, 0, 0, 0, 1);
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transform.origin += ((identity3 - rot) * transform.basis).xform(center_of_mass_local);
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transform.basis = rot * transform.basis;
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transform.orthonormalize();
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}
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@ -598,7 +628,7 @@ void BodySW::integrate_velocities(real_t p_step) {
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_set_transform(transform);
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_set_inv_transform(get_transform().inverse());
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_update_inertia_tensor();
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_update_transform_dependant();
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//if (fi_callback) {
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@ -57,8 +57,16 @@ class BodySW : public CollisionObjectSW {
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PhysicsServer::BodyAxisLock axis_lock;
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real_t _inv_mass;
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Vector3 _inv_inertia;
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Vector3 _inv_inertia; // Relative to the principal axes of inertia
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// Relative to the local frame of reference
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Matrix3 principal_inertia_axes_local;
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Vector3 center_of_mass_local;
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// In world orientation with local origin
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Matrix3 _inv_inertia_tensor;
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Matrix3 principal_inertia_axes;
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Vector3 center_of_mass;
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Vector3 gravity;
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@ -135,7 +143,7 @@ class BodySW : public CollisionObjectSW {
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_FORCE_INLINE_ void _compute_area_gravity_and_dampenings(const AreaSW *p_area);
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_FORCE_INLINE_ void _update_inertia_tensor();
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_FORCE_INLINE_ void _update_transform_dependant();
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friend class PhysicsDirectBodyStateSW; // i give up, too many functions to expose
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@ -190,6 +198,10 @@ public:
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_FORCE_INLINE_ void set_omit_force_integration(bool p_omit_force_integration) { omit_force_integration=p_omit_force_integration; }
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_FORCE_INLINE_ bool get_omit_force_integration() const { return omit_force_integration; }
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_FORCE_INLINE_ Matrix3 get_principal_inertia_axes() const { return principal_inertia_axes; }
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_FORCE_INLINE_ Vector3 get_center_of_mass() const { return center_of_mass; }
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_FORCE_INLINE_ Vector3 xform_local_to_principal(const Vector3& p_pos) const { return principal_inertia_axes_local.xform(p_pos - center_of_mass_local); }
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_FORCE_INLINE_ void set_linear_velocity(const Vector3& p_velocity) {linear_velocity=p_velocity; }
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_FORCE_INLINE_ Vector3 get_linear_velocity() const { return linear_velocity; }
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@ -202,13 +214,7 @@ public:
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_FORCE_INLINE_ void apply_impulse(const Vector3& p_pos, const Vector3& p_j) {
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linear_velocity += p_j * _inv_mass;
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angular_velocity += _inv_inertia_tensor.xform( p_pos.cross(p_j) );
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}
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_FORCE_INLINE_ void apply_bias_impulse(const Vector3& p_pos, const Vector3& p_j) {
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biased_linear_velocity += p_j * _inv_mass;
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biased_angular_velocity += _inv_inertia_tensor.xform( p_pos.cross(p_j) );
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angular_velocity += _inv_inertia_tensor.xform( (p_pos-center_of_mass).cross(p_j) );
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}
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_FORCE_INLINE_ void apply_torque_impulse(const Vector3& p_j) {
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@ -216,6 +222,17 @@ public:
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angular_velocity += _inv_inertia_tensor.xform(p_j);
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}
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_FORCE_INLINE_ void apply_bias_impulse(const Vector3& p_pos, const Vector3& p_j) {
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biased_linear_velocity += p_j * _inv_mass;
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biased_angular_velocity += _inv_inertia_tensor.xform( (p_pos-center_of_mass).cross(p_j) );
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}
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_FORCE_INLINE_ void apply_bias_torque_impulse(const Vector3& p_j) {
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biased_angular_velocity += _inv_inertia_tensor.xform(p_j);
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}
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_FORCE_INLINE_ void add_force(const Vector3& p_force, const Vector3& p_pos) {
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applied_force += p_force;
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@ -268,12 +285,12 @@ public:
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_FORCE_INLINE_ Vector3 get_velocity_in_local_point(const Vector3& rel_pos) const {
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return linear_velocity + angular_velocity.cross(rel_pos);
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return linear_velocity + angular_velocity.cross(rel_pos-center_of_mass);
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}
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_FORCE_INLINE_ real_t compute_impulse_denominator(const Vector3& p_pos, const Vector3& p_normal) const {
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Vector3 r0 = p_pos - get_transform().origin;
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Vector3 r0 = p_pos - get_transform().origin - center_of_mass;
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Vector3 c0 = (r0).cross(p_normal);
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@ -363,6 +380,9 @@ public:
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virtual float get_total_angular_damp() const { return body->area_angular_damp; } // get density of this body space/area
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virtual float get_total_linear_damp() const { return body->area_linear_damp; } // get density of this body space/area
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virtual Vector3 get_center_of_mass() const { return body->get_center_of_mass(); }
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virtual Matrix3 get_principal_inertia_axes() const { return body->get_principal_inertia_axes(); }
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virtual float get_inverse_mass() const { return body->get_inv_mass(); } // get the mass
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virtual Vector3 get_inverse_inertia() const { return body->get_inv_inertia(); } // get density of this body space
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virtual Matrix3 get_inverse_inertia_tensor() const { return body->get_inv_inertia_tensor(); } // get density of this body space
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@ -378,6 +398,7 @@ public:
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virtual void add_force(const Vector3& p_force, const Vector3& p_pos) { body->add_force(p_force,p_pos); }
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virtual void apply_impulse(const Vector3& p_pos, const Vector3& p_j) { body->apply_impulse(p_pos,p_j); }
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virtual void apply_torque_impulse(const Vector3& p_j) { body->apply_torque_impulse(p_j); }
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virtual void set_sleep_state(bool p_enable) { body->set_active(!p_enable); }
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virtual bool is_sleeping() const { return !body->is_active(); }
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@ -144,6 +144,8 @@ void CollisionObjectSW::_update_shapes() {
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s.aabb_cache=shape_aabb;
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s.aabb_cache=s.aabb_cache.grow( (s.aabb_cache.size.x + s.aabb_cache.size.y)*0.5*0.05 );
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Vector3 scale = xform.get_basis().get_scale();
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s.area_cache=s.shape->get_area()*scale.x*scale.y*scale.z;
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space->get_broadphase()->move(s.bpid,s.aabb_cache);
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}
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@ -61,6 +61,7 @@ private:
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Transform xform_inv;
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BroadPhaseSW::ID bpid;
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AABB aabb_cache; //for rayqueries
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real_t area_cache;
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ShapeSW *shape;
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bool trigger;
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@ -123,6 +124,7 @@ public:
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_FORCE_INLINE_ const Transform& get_shape_transform(int p_index) const { return shapes[p_index].xform; }
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_FORCE_INLINE_ const Transform& get_shape_inv_transform(int p_index) const { return shapes[p_index].xform_inv; }
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_FORCE_INLINE_ const AABB& get_shape_aabb(int p_index) const { return shapes[p_index].aabb_cache; }
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_FORCE_INLINE_ const real_t get_shape_area(int p_index) const { return shapes[p_index].area_cache; }
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_FORCE_INLINE_ Transform get_transform() const { return transform; }
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_FORCE_INLINE_ Transform get_inv_transform() const { return inv_transform; }
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@ -128,10 +128,10 @@ bool ConeTwistJointSW::setup(float p_step) {
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for (int i=0;i<3;i++)
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{
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memnew_placement(&m_jac[i], JacobianEntrySW(
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A->get_transform().basis.transposed(),
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B->get_transform().basis.transposed(),
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pivotAInW - A->get_transform().origin,
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pivotBInW - B->get_transform().origin,
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A->get_principal_inertia_axes().transposed(),
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B->get_principal_inertia_axes().transposed(),
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pivotAInW - A->get_transform().origin - A->get_center_of_mass(),
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pivotBInW - B->get_transform().origin - B->get_center_of_mass(),
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normal[i],
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A->get_inv_inertia(),
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A->get_inv_mass(),
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@ -352,10 +352,10 @@ void Generic6DOFJointSW::buildLinearJacobian(
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const Vector3 & pivotAInW,const Vector3 & pivotBInW)
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{
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memnew_placement(&jacLinear, JacobianEntrySW(
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A->get_transform().basis.transposed(),
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B->get_transform().basis.transposed(),
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pivotAInW - A->get_transform().origin,
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pivotBInW - B->get_transform().origin,
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A->get_principal_inertia_axes().transposed(),
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B->get_principal_inertia_axes().transposed(),
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pivotAInW - A->get_transform().origin - A->get_center_of_mass(),
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pivotBInW - B->get_transform().origin - B->get_center_of_mass(),
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normalWorld,
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A->get_inv_inertia(),
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A->get_inv_mass(),
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@ -368,8 +368,8 @@ void Generic6DOFJointSW::buildAngularJacobian(
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JacobianEntrySW & jacAngular,const Vector3 & jointAxisW)
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{
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memnew_placement(&jacAngular, JacobianEntrySW(jointAxisW,
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A->get_transform().basis.transposed(),
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B->get_transform().basis.transposed(),
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A->get_principal_inertia_axes().transposed(),
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B->get_principal_inertia_axes().transposed(),
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A->get_inv_inertia(),
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B->get_inv_inertia()));
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@ -440,7 +440,7 @@ bool Generic6DOFJointSW::setup(float p_step) {
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}
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void Generic6DOFJointSW::solve(real_t timeStep)
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void Generic6DOFJointSW::solve(real_t timeStep)
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{
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m_timeStep = timeStep;
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@ -173,10 +173,10 @@ bool HingeJointSW::setup(float p_step) {
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for (int i=0;i<3;i++)
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{
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memnew_placement(&m_jac[i], JacobianEntrySW(
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A->get_transform().basis.transposed(),
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B->get_transform().basis.transposed(),
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pivotAInW - A->get_transform().origin,
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pivotBInW - B->get_transform().origin,
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A->get_principal_inertia_axes().transposed(),
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B->get_principal_inertia_axes().transposed(),
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pivotAInW - A->get_transform().origin - A->get_center_of_mass(),
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pivotBInW - B->get_transform().origin - B->get_center_of_mass(),
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normal[i],
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A->get_inv_inertia(),
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A->get_inv_mass(),
|
||||
@ -200,20 +200,20 @@ bool HingeJointSW::setup(float p_step) {
|
||||
Vector3 hingeAxisWorld = A->get_transform().basis.xform( m_rbAFrame.basis.get_axis(2) );
|
||||
|
||||
memnew_placement(&m_jacAng[0], JacobianEntrySW(jointAxis0,
|
||||
A->get_transform().basis.transposed(),
|
||||
B->get_transform().basis.transposed(),
|
||||
A->get_principal_inertia_axes().transposed(),
|
||||
B->get_principal_inertia_axes().transposed(),
|
||||
A->get_inv_inertia(),
|
||||
B->get_inv_inertia()));
|
||||
|
||||
memnew_placement(&m_jacAng[1], JacobianEntrySW(jointAxis1,
|
||||
A->get_transform().basis.transposed(),
|
||||
B->get_transform().basis.transposed(),
|
||||
A->get_principal_inertia_axes().transposed(),
|
||||
B->get_principal_inertia_axes().transposed(),
|
||||
A->get_inv_inertia(),
|
||||
B->get_inv_inertia()));
|
||||
|
||||
memnew_placement(&m_jacAng[2], JacobianEntrySW(hingeAxisWorld,
|
||||
A->get_transform().basis.transposed(),
|
||||
B->get_transform().basis.transposed(),
|
||||
A->get_principal_inertia_axes().transposed(),
|
||||
B->get_principal_inertia_axes().transposed(),
|
||||
A->get_inv_inertia(),
|
||||
B->get_inv_inertia()));
|
||||
|
||||
|
||||
@ -44,10 +44,10 @@ bool PinJointSW::setup(float p_step) {
|
||||
{
|
||||
normal[i] = 1;
|
||||
memnew_placement(&m_jac[i],JacobianEntrySW(
|
||||
A->get_transform().basis.transposed(),
|
||||
B->get_transform().basis.transposed(),
|
||||
A->get_transform().xform(m_pivotInA) - A->get_transform().origin,
|
||||
B->get_transform().xform(m_pivotInB) - B->get_transform().origin,
|
||||
A->get_principal_inertia_axes().transposed(),
|
||||
B->get_principal_inertia_axes().transposed(),
|
||||
A->get_transform().xform(m_pivotInA) - A->get_transform().origin - A->get_center_of_mass(),
|
||||
B->get_transform().xform(m_pivotInB) - B->get_transform().origin - B->get_center_of_mass(),
|
||||
normal,
|
||||
A->get_inv_inertia(),
|
||||
A->get_inv_mass(),
|
||||
|
||||
@ -132,10 +132,10 @@ bool SliderJointSW::setup(float p_step)
|
||||
{
|
||||
normalWorld = m_calculatedTransformA.basis.get_axis(i);
|
||||
memnew_placement(&m_jacLin[i], JacobianEntrySW(
|
||||
A->get_transform().basis.transposed(),
|
||||
B->get_transform().basis.transposed(),
|
||||
m_relPosA,
|
||||
m_relPosB,
|
||||
A->get_principal_inertia_axes().transposed(),
|
||||
B->get_principal_inertia_axes().transposed(),
|
||||
m_relPosA - A->get_center_of_mass(),
|
||||
m_relPosB - B->get_center_of_mass(),
|
||||
normalWorld,
|
||||
A->get_inv_inertia(),
|
||||
A->get_inv_mass(),
|
||||
@ -152,8 +152,8 @@ bool SliderJointSW::setup(float p_step)
|
||||
normalWorld = m_calculatedTransformA.basis.get_axis(i);
|
||||
memnew_placement(&m_jacAng[i], JacobianEntrySW(
|
||||
normalWorld,
|
||||
A->get_transform().basis.transposed(),
|
||||
B->get_transform().basis.transposed(),
|
||||
A->get_principal_inertia_axes().transposed(),
|
||||
B->get_principal_inertia_axes().transposed(),
|
||||
A->get_inv_inertia(),
|
||||
B->get_inv_inertia()
|
||||
));
|
||||
|
||||
@ -805,6 +805,15 @@ void PhysicsServerSW::body_apply_impulse(RID p_body, const Vector3& p_pos, const
|
||||
body->wakeup();
|
||||
};
|
||||
|
||||
void PhysicsServerSW::body_apply_torque_impulse(RID p_body, const Vector3& p_impulse) {
|
||||
|
||||
BodySW *body = body_owner.get(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->apply_torque_impulse(p_impulse);
|
||||
body->wakeup();
|
||||
};
|
||||
|
||||
void PhysicsServerSW::body_set_axis_velocity(RID p_body, const Vector3& p_axis_velocity) {
|
||||
|
||||
BodySW *body = body_owner.get(p_body);
|
||||
|
||||
@ -193,6 +193,7 @@ public:
|
||||
virtual Vector3 body_get_applied_torque(RID p_body) const;
|
||||
|
||||
virtual void body_apply_impulse(RID p_body, const Vector3& p_pos, const Vector3& p_impulse);
|
||||
virtual void body_apply_torque_impulse(RID p_body, const Vector3& p_impulse);
|
||||
virtual void body_set_axis_velocity(RID p_body, const Vector3& p_axis_velocity);
|
||||
|
||||
virtual void body_set_axis_lock(RID p_body,BodyAxisLock p_lock);
|
||||
|
||||
@ -73,6 +73,8 @@ public:
|
||||
MAX_SUPPORTS=8
|
||||
};
|
||||
|
||||
virtual real_t get_area() const { return aabb.get_area();}
|
||||
|
||||
_FORCE_INLINE_ void set_self(const RID& p_self) { self=p_self; }
|
||||
_FORCE_INLINE_ RID get_self() const {return self; }
|
||||
|
||||
@ -128,6 +130,7 @@ public:
|
||||
|
||||
Plane get_plane() const;
|
||||
|
||||
virtual real_t get_area() const { return INFINITY; }
|
||||
virtual PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_PLANE; }
|
||||
virtual void project_range(const Vector3& p_normal, const Transform& p_transform, real_t &r_min, real_t &r_max) const;
|
||||
virtual Vector3 get_support(const Vector3& p_normal) const;
|
||||
@ -152,6 +155,7 @@ public:
|
||||
|
||||
float get_length() const;
|
||||
|
||||
virtual real_t get_area() const { return 0.0; }
|
||||
virtual PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_RAY; }
|
||||
virtual void project_range(const Vector3& p_normal, const Transform& p_transform, real_t &r_min, real_t &r_max) const;
|
||||
virtual Vector3 get_support(const Vector3& p_normal) const;
|
||||
@ -176,6 +180,8 @@ public:
|
||||
|
||||
real_t get_radius() const;
|
||||
|
||||
virtual real_t get_area() const { return 4.0/3.0 * Math_PI * radius * radius * radius; }
|
||||
|
||||
virtual PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_SPHERE; }
|
||||
|
||||
virtual void project_range(const Vector3& p_normal, const Transform& p_transform, real_t &r_min, real_t &r_max) const;
|
||||
@ -198,6 +204,7 @@ class BoxShapeSW : public ShapeSW {
|
||||
public:
|
||||
|
||||
_FORCE_INLINE_ Vector3 get_half_extents() const { return half_extents; }
|
||||
virtual real_t get_area() const { return 8 * half_extents.x * half_extents.y * half_extents.z; }
|
||||
|
||||
virtual PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_BOX; }
|
||||
|
||||
@ -226,6 +233,8 @@ public:
|
||||
_FORCE_INLINE_ real_t get_height() const { return height; }
|
||||
_FORCE_INLINE_ real_t get_radius() const { return radius; }
|
||||
|
||||
virtual real_t get_area() { return 4.0/3.0 * Math_PI * radius * radius * radius + height * Math_PI * radius * radius; }
|
||||
|
||||
virtual PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_CAPSULE; }
|
||||
|
||||
virtual void project_range(const Vector3& p_normal, const Transform& p_transform, real_t &r_min, real_t &r_max) const;
|
||||
|
||||
@ -78,6 +78,9 @@ void PhysicsDirectBodyState::_bind_methods() {
|
||||
ClassDB::bind_method(_MD("get_total_linear_damp"),&PhysicsDirectBodyState::get_total_linear_damp);
|
||||
ClassDB::bind_method(_MD("get_total_angular_damp"),&PhysicsDirectBodyState::get_total_angular_damp);
|
||||
|
||||
ClassDB::bind_method(_MD("get_center_of_mass"),&PhysicsDirectBodyState::get_center_of_mass);
|
||||
ClassDB::bind_method(_MD("get_principal_inetria_axes"),&PhysicsDirectBodyState::get_principal_inertia_axes);
|
||||
|
||||
ClassDB::bind_method(_MD("get_inverse_mass"),&PhysicsDirectBodyState::get_inverse_mass);
|
||||
ClassDB::bind_method(_MD("get_inverse_inertia"),&PhysicsDirectBodyState::get_inverse_inertia);
|
||||
|
||||
@ -92,6 +95,7 @@ void PhysicsDirectBodyState::_bind_methods() {
|
||||
|
||||
ClassDB::bind_method(_MD("add_force","force","pos"),&PhysicsDirectBodyState::add_force);
|
||||
ClassDB::bind_method(_MD("apply_impulse","pos","j"),&PhysicsDirectBodyState::apply_impulse);
|
||||
ClassDB::bind_method(_MD("apply_torqe_impulse","j"),&PhysicsDirectBodyState::apply_torque_impulse);
|
||||
|
||||
ClassDB::bind_method(_MD("set_sleep_state","enabled"),&PhysicsDirectBodyState::set_sleep_state);
|
||||
ClassDB::bind_method(_MD("is_sleeping"),&PhysicsDirectBodyState::is_sleeping);
|
||||
@ -517,6 +521,7 @@ void PhysicsServer::_bind_methods() {
|
||||
ClassDB::bind_method(_MD("body_get_state","body","state"),&PhysicsServer::body_get_state);
|
||||
|
||||
ClassDB::bind_method(_MD("body_apply_impulse","body","pos","impulse"),&PhysicsServer::body_apply_impulse);
|
||||
ClassDB::bind_method(_MD("body_apply_torque_impulse","body","impulse"),&PhysicsServer::body_apply_torque_impulse);
|
||||
ClassDB::bind_method(_MD("body_set_axis_velocity","body","axis_velocity"),&PhysicsServer::body_set_axis_velocity);
|
||||
|
||||
ClassDB::bind_method(_MD("body_set_axis_lock","body","axis"),&PhysicsServer::body_set_axis_lock);
|
||||
|
||||
@ -45,6 +45,8 @@ public:
|
||||
virtual float get_total_angular_damp() const=0;
|
||||
virtual float get_total_linear_damp() const=0;
|
||||
|
||||
virtual Vector3 get_center_of_mass() const=0;
|
||||
virtual Matrix3 get_principal_inertia_axes() const=0;
|
||||
virtual float get_inverse_mass() const=0; // get the mass
|
||||
virtual Vector3 get_inverse_inertia() const=0; // get density of this body space
|
||||
virtual Matrix3 get_inverse_inertia_tensor() const=0; // get density of this body space
|
||||
@ -60,6 +62,7 @@ public:
|
||||
|
||||
virtual void add_force(const Vector3& p_force, const Vector3& p_pos)=0;
|
||||
virtual void apply_impulse(const Vector3& p_pos, const Vector3& p_j)=0;
|
||||
virtual void apply_torque_impulse(const Vector3& p_j)=0;
|
||||
|
||||
virtual void set_sleep_state(bool p_enable)=0;
|
||||
virtual bool is_sleeping() const=0;
|
||||
@ -441,6 +444,7 @@ public:
|
||||
virtual Vector3 body_get_applied_torque(RID p_body) const=0;
|
||||
|
||||
virtual void body_apply_impulse(RID p_body, const Vector3& p_pos, const Vector3& p_impulse)=0;
|
||||
virtual void body_apply_torque_impulse(RID p_body, const Vector3& p_impulse)=0;
|
||||
virtual void body_set_axis_velocity(RID p_body, const Vector3& p_axis_velocity)=0;
|
||||
|
||||
enum BodyAxisLock {
|
||||
|
||||
Reference in New Issue
Block a user