Backlog/lib/zphysics/libs/Jolt/Physics/Body/MotionProperties.inl

140 lines
5.1 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
JPH_NAMESPACE_BEGIN
void MotionProperties::SetMassProperties(const MassProperties &inMassProperties)
{
// Set inverse mass
JPH_ASSERT(inMassProperties.mMass > 0.0f);
mInvMass = 1.0f / inMassProperties.mMass;
// Set inverse inertia
Mat44 rotation;
Vec3 diagonal;
if (inMassProperties.DecomposePrincipalMomentsOfInertia(rotation, diagonal)
&& !diagonal.IsNearZero())
{
mInvInertiaDiagonal = diagonal.Reciprocal();
mInertiaRotation = rotation.GetQuaternion();
}
else
{
// Failed! Fall back to inertia tensor of sphere with radius 1.
mInvInertiaDiagonal = Vec3::sReplicate(2.5f * mInvMass);
mInertiaRotation = Quat::sIdentity();
}
}
void MotionProperties::MoveKinematic(Vec3Arg inDeltaPosition, QuatArg inDeltaRotation, float inDeltaTime)
{
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess, BodyAccess::EAccess::ReadWrite));
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess, BodyAccess::EAccess::Read));
JPH_ASSERT(mCachedMotionType != EMotionType::Static);
// Calculate required linear velocity
mLinearVelocity = inDeltaPosition / inDeltaTime;
// Calculate required angular velocity
Vec3 axis;
float angle;
inDeltaRotation.GetAxisAngle(axis, angle);
mAngularVelocity = axis * (angle / inDeltaTime);
}
void MotionProperties::ClampLinearVelocity()
{
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess, BodyAccess::EAccess::ReadWrite));
float len_sq = mLinearVelocity.LengthSq();
JPH_ASSERT(isfinite(len_sq));
if (len_sq > Square(mMaxLinearVelocity))
mLinearVelocity *= mMaxLinearVelocity / sqrt(len_sq);
}
void MotionProperties::ClampAngularVelocity()
{
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess, BodyAccess::EAccess::ReadWrite));
float len_sq = mAngularVelocity.LengthSq();
JPH_ASSERT(isfinite(len_sq));
if (len_sq > Square(mMaxAngularVelocity))
mAngularVelocity *= mMaxAngularVelocity / sqrt(len_sq);
}
inline Mat44 MotionProperties::GetLocalSpaceInverseInertiaUnchecked() const
{
Mat44 rotation = Mat44::sRotation(mInertiaRotation);
Mat44 rotation_mul_scale_transposed(mInvInertiaDiagonal.SplatX() * rotation.GetColumn4(0), mInvInertiaDiagonal.SplatY() * rotation.GetColumn4(1), mInvInertiaDiagonal.SplatZ() * rotation.GetColumn4(2), Vec4(0, 0, 0, 1));
return rotation.Multiply3x3RightTransposed(rotation_mul_scale_transposed);
}
inline Mat44 MotionProperties::GetLocalSpaceInverseInertia() const
{
JPH_ASSERT(mCachedMotionType == EMotionType::Dynamic);
return GetLocalSpaceInverseInertiaUnchecked();
}
Mat44 MotionProperties::GetInverseInertiaForRotation(Mat44Arg inRotation) const
{
JPH_ASSERT(mCachedMotionType == EMotionType::Dynamic);
Mat44 rotation = inRotation * Mat44::sRotation(mInertiaRotation);
Mat44 rotation_mul_scale_transposed(mInvInertiaDiagonal.SplatX() * rotation.GetColumn4(0), mInvInertiaDiagonal.SplatY() * rotation.GetColumn4(1), mInvInertiaDiagonal.SplatZ() * rotation.GetColumn4(2), Vec4(0, 0, 0, 1));
return rotation.Multiply3x3RightTransposed(rotation_mul_scale_transposed);
}
Vec3 MotionProperties::MultiplyWorldSpaceInverseInertiaByVector(QuatArg inBodyRotation, Vec3Arg inV) const
{
JPH_ASSERT(mCachedMotionType == EMotionType::Dynamic);
Mat44 rotation = Mat44::sRotation(inBodyRotation * mInertiaRotation);
return rotation.Multiply3x3(mInvInertiaDiagonal * rotation.Multiply3x3Transposed(inV));
}
void MotionProperties::ApplyForceTorqueAndDragInternal(QuatArg inBodyRotation, Vec3Arg inGravity, float inDeltaTime)
{
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess, BodyAccess::EAccess::ReadWrite));
JPH_ASSERT(mCachedMotionType == EMotionType::Dynamic);
// Update linear velocity
mLinearVelocity += inDeltaTime * (mGravityFactor * inGravity + mInvMass * Vec3::sLoadFloat3Unsafe(mForce));
// Update angular velocity
mAngularVelocity += inDeltaTime * MultiplyWorldSpaceInverseInertiaByVector(inBodyRotation, Vec3::sLoadFloat3Unsafe(mTorque));
// Linear damping: dv/dt = -c * v
// Solution: v(t) = v(0) * e^(-c * t) or v2 = v1 * e^(-c * dt)
// Taylor expansion of e^(-c * dt) = 1 - c * dt + ...
// Since dt is usually in the order of 1/60 and c is a low number too this approximation is good enough
mLinearVelocity *= max(0.0f, 1.0f - mLinearDamping * inDeltaTime);
mAngularVelocity *= max(0.0f, 1.0f - mAngularDamping * inDeltaTime);
// Clamp velocities
ClampLinearVelocity();
ClampAngularVelocity();
}
void MotionProperties::ResetSleepTestSpheres(const RVec3 *inPoints)
{
#ifdef JPH_DOUBLE_PRECISION
// Make spheres relative to the first point and initialize them to zero radius
DVec3 offset = inPoints[0];
offset.StoreDouble3(&mSleepTestOffset);
mSleepTestSpheres[0] = Sphere(Vec3::sZero(), 0.0f);
for (int i = 1; i < 3; ++i)
mSleepTestSpheres[i] = Sphere(Vec3(inPoints[i] - offset), 0.0f);
#else
// Initialize the spheres to zero radius around the supplied points
for (int i = 0; i < 3; ++i)
mSleepTestSpheres[i] = Sphere(inPoints[i], 0.0f);
#endif
mSleepTestTimer = 0.0f;
}
JPH_NAMESPACE_END