58 inline bool IsActive()
const {
return mMotionProperties !=
nullptr && mMotionProperties->mIndexInActiveBodies != cInactiveIndex; }
77 inline void SetIsSensor(
bool inIsSensor) {
JPH_ASSERT(IsRigidBody());
if (inIsSensor) mFlags.fetch_or(
uint8(EFlags::IsSensor), memory_order_relaxed);
else mFlags.fetch_and(
uint8(~
uint8(EFlags::IsSensor)), memory_order_relaxed); }
80 inline bool IsSensor()
const {
return (mFlags.load(memory_order_relaxed) &
uint8(EFlags::IsSensor)) != 0; }
83 inline void SetSensorDetectsStatic(
bool inDetectsStatic) {
JPH_ASSERT(IsRigidBody());
if (inDetectsStatic) mFlags.fetch_or(
uint8(EFlags::SensorDetectsStatic), memory_order_relaxed);
else mFlags.fetch_and(
uint8(~
uint8(EFlags::SensorDetectsStatic)), memory_order_relaxed); }
86 inline bool SensorDetectsStatic()
const {
return (mFlags.load(memory_order_relaxed) &
uint8(EFlags::SensorDetectsStatic)) != 0; }
90 inline void SetUseManifoldReduction(
bool inUseReduction) {
JPH_ASSERT(IsRigidBody());
if (inUseReduction) mFlags.fetch_or(
uint8(EFlags::UseManifoldReduction), memory_order_relaxed);
else mFlags.fetch_and(
uint8(~
uint8(EFlags::UseManifoldReduction)), memory_order_relaxed); }
96 inline bool GetUseManifoldReductionWithBody(
const Body &inBody2)
const {
return ((mFlags.load(memory_order_relaxed) & inBody2.mFlags.load(memory_order_relaxed)) &
uint8(EFlags::UseManifoldReduction)) != 0; }
115 void SetAllowSleeping(
bool inAllow);
171 inline Mat44 GetInverseInertia()
const;
174 inline void AddImpulse(
Vec3Arg inImpulse);
180 inline void AddAngularImpulse(
Vec3Arg inAngularImpulse);
183 void MoveKinematic(
RVec3Arg inTargetPosition,
QuatArg inTargetRotation,
float inDeltaTime);
195 bool ApplyBuoyancyImpulse(
RVec3Arg inSurfacePosition,
Vec3Arg inSurfaceNormal,
float inBuoyancy,
float inLinearDrag,
float inAngularDrag,
Vec3Arg inFluidVelocity,
Vec3Arg inGravity,
float inDeltaTime);
198 inline bool IsInBroadPhase()
const {
return (mFlags.load(memory_order_relaxed) &
uint8(EFlags::IsInBroadPhase)) != 0; }
207 inline RVec3 GetPosition()
const {
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess, BodyAccess::EAccess::Read));
return mPosition - mRotation * mShape->GetCenterOfMass(); }
210 inline Quat GetRotation()
const {
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess, BodyAccess::EAccess::Read));
return mRotation; }
213 inline RMat44 GetWorldTransform()
const;
219 inline RMat44 GetCenterOfMassTransform()
const;
222 inline RMat44 GetInverseCenterOfMassTransform()
const;
259 static inline bool sFindCollidingPairsCanCollide(
const Body &inBody1,
const Body &inBody2);
262 inline void AddPositionStep(
Vec3Arg inLinearVelocityTimesDeltaTime) {
JPH_ASSERT(IsRigidBody());
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess, BodyAccess::EAccess::ReadWrite)); mPosition += mMotionProperties->LockTranslation(inLinearVelocityTimesDeltaTime);
JPH_ASSERT(!mPosition.IsNaN()); }
263 inline void SubPositionStep(
Vec3Arg inLinearVelocityTimesDeltaTime) {
JPH_ASSERT(IsRigidBody());
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess, BodyAccess::EAccess::ReadWrite)); mPosition -= mMotionProperties->LockTranslation(inLinearVelocityTimesDeltaTime);
JPH_ASSERT(!mPosition.IsNaN()); }
266 inline void AddRotationStep(
Vec3Arg inAngularVelocityTimesDeltaTime);
267 inline void SubRotationStep(
Vec3Arg inAngularVelocityTimesDeltaTime);
270 inline void SetInBroadPhaseInternal(
bool inInBroadPhase) {
if (inInBroadPhase) mFlags.fetch_or(
uint8(EFlags::IsInBroadPhase), memory_order_relaxed);
else mFlags.fetch_and(
uint8(~
uint8(EFlags::IsInBroadPhase)), memory_order_relaxed); }
279 void CalculateWorldSpaceBoundsInternal();
282 void SetPositionAndRotationInternal(
RVec3Arg inPosition,
QuatArg inRotation,
bool inResetSleepTestSpheres =
true);
287 void UpdateCenterOfMassInternal(
Vec3Arg inPreviousCenterOfMass,
bool inUpdateMassProperties);
292 void SetShapeInternal(
const Shape *inShape,
bool inUpdateMassProperties);
298 ECanSleep UpdateSleepStateInternal(
float inDeltaTime,
float inMaxMovement,
float inTimeBeforeSleep);
315 inline void GetSleepTestPoints(
RVec3 *outPoints)
const;
316 inline void ResetSleepTestSpheres();
318 enum class EFlags :
uint8
321 SensorDetectsStatic = 1 << 1,
322 IsInBroadPhase = 1 << 2,
323 InvalidateContactCache = 1 << 3,
324 UseManifoldReduction = 1 << 4,
350 atomic<uint8> mFlags = 0;
354#if JPH_CPU_ADDRESS_BITS == 32
EBodyType
Type of body.
Definition BodyType.h:11
@ RigidBody
Rigid body consisting of a rigid shape.
@ SoftBody
Soft body consisting of a deformable shape.
std::uint8_t uint8
Definition Core.h:427
std::uint64_t uint64
Definition Core.h:430
#define JPH_NAMESPACE_END
Definition Core.h:354
std::uint32_t uint32
Definition Core.h:429
#define JPH_EXPORT_GCC_BUG_WORKAROUND
Definition Core.h:218
#define JPH_IF_SINGLE_PRECISION_ELSE(s, d)
Definition Core.h:491
#define JPH_NAMESPACE_BEGIN
Definition Core.h:348
#define JPH_IF_ENABLE_ASSERTS(...)
Definition IssueReporting.h:35
#define JPH_ASSERT(...)
Definition IssueReporting.h:33
#define JPH_OVERRIDE_NEW_DELETE
Macro to override the new and delete functions.
Definition Memory.h:29
ECanSleep
Enum that determines if an object can go to sleep.
Definition MotionProperties.h:22
EMotionType
Motion type of a physics body.
Definition MotionType.h:11
@ Kinematic
Movable using velocities only, does not respond to forces.
@ Dynamic
Responds to forces as a normal physics object.
uint16 ObjectLayer
Definition ObjectLayer.h:16
#define JPH_RVECTOR_ALIGNMENT
Definition Real.h:34
Axis aligned box.
Definition AABox.h:16
Settings for constructing a rigid body.
Definition BodyCreationSettings.h:31
Vec3 GetPointVelocity(RVec3Arg inPoint) const
Velocity of point inPoint (in world space, e.g. on the surface of the body) of the body (unit: m/s)
Definition Body.h:147
bool IsInBroadPhase() const
Check if this body has been added to the physics system.
Definition Body.h:198
const MotionProperties * GetMotionProperties() const
Access to the motion properties.
Definition Body.h:228
RVec3 GetCenterOfMassPosition() const
Gets the world space position of this body's center of mass.
Definition Body.h:216
EMotionType GetMotionType() const
Motion type of this body.
Definition Body.h:99
void SetAngularVelocity(Vec3Arg inAngularVelocity)
Set world space angular velocity of the center of mass (unit: rad/s)
Definition Body.h:138
bool SensorDetectsStatic() const
Check if this sensor detects static objects entering it.
Definition Body.h:86
void SetCollisionGroup(const CollisionGroup &inGroup)
Definition Body.h:111
Vec3 GetPointVelocityCOM(Vec3Arg inPointRelativeToCOM) const
Velocity of point inPoint (in center of mass space, e.g. on the surface of the body) of the body (uni...
Definition Body.h:144
bool IsDynamic() const
Check if this body is dynamic, which means that it moves and forces can act on it.
Definition Body.h:67
bool GetAllowSleeping() const
If this body can go to sleep. Note that disabling sleeping on a sleeping object wil not wake it up.
Definition Body.h:114
bool IsSensor() const
Check if this body is a sensor.
Definition Body.h:80
const AABox & GetWorldSpaceBounds() const
Get world space bounding box.
Definition Body.h:225
void SubPositionStep(Vec3Arg inLinearVelocityTimesDeltaTime)
Definition Body.h:263
void SetSensorDetectsStatic(bool inDetectsStatic)
Definition Body.h:83
void SetUserData(uint64 inUserData)
Definition Body.h:237
bool IsSoftBody() const
Check if this body is a soft body.
Definition Body.h:55
const Shape * GetShape() const
Get the shape of this body.
Definition Body.h:204
bool InvalidateContactCacheInternal()
Invalidate the contact cache (should only be called by the BodyManager), will be reset the next simul...
Definition Body.h:273
uint64 GetUserData() const
Access to the user data, can be used for anything by the application.
Definition Body.h:236
BroadPhaseLayer GetBroadPhaseLayer() const
Get broadphase layer, this determines in which broad phase sub-tree the object is placed.
Definition Body.h:103
float GetRestitution() const
Restitution (dimensionless number, usually between 0 and 1, 0 = completely inelastic collision respon...
Definition Body.h:122
const CollisionGroup & GetCollisionGroup() const
Collision group and sub-group ID, determines which other objects it collides with.
Definition Body.h:109
void SetIsSensor(bool inIsSensor)
Definition Body.h:77
void SetLinearVelocityClamped(Vec3Arg inLinearVelocity)
Set world space linear velocity of the center of mass, will make sure the value is clamped against th...
Definition Body.h:132
bool GetUseManifoldReductionWithBody(const Body &inBody2) const
Checks if the combination of this body and inBody2 should use manifold reduction.
Definition Body.h:96
void SetLinearVelocity(Vec3Arg inLinearVelocity)
Set world space linear velocity of the center of mass (unit: m/s)
Definition Body.h:129
uint32 GetIndexInActiveBodiesInternal() const
Access to the index in the BodyManager::mActiveBodies list.
Definition Body.h:295
Vec3 GetLinearVelocity() const
Get world space linear velocity of the center of mass (unit: m/s)
Definition Body.h:126
ObjectLayer GetObjectLayer() const
Get object layer, this determines which other objects it collides with.
Definition Body.h:106
void SetRestitution(float inRestitution)
Definition Body.h:123
bool IsCollisionCacheInvalid() const
Check if this body has been changed in such a way that the collision cache should be considered inval...
Definition Body.h:201
JPH_OVERRIDE_NEW_DELETE Body()=default
Default constructor.
bool IsRigidBody() const
Check if this body is a rigid body.
Definition Body.h:52
bool IsStatic() const
Check if this body is static (not movable)
Definition Body.h:61
EBodyType GetBodyType() const
Get the type of body (rigid or soft)
Definition Body.h:49
void SetUseManifoldReduction(bool inUseReduction)
Definition Body.h:90
static Body sFixedToWorld
A dummy body that can be used by constraints to attach a constraint to the world instead of another b...
Definition Body.h:252
void SetAngularVelocityClamped(Vec3Arg inAngularVelocity)
Set world space angular velocity of the center of mass, will make sure the value is clamped against t...
Definition Body.h:141
JPH_INLINE void ResetForce()
Definition Body.h:165
Vec3 GetAccumulatedTorque() const
Definition Body.h:162
bool CanBeKinematicOrDynamic() const
Check if a body could be made kinematic or dynamic (if it was created dynamic or with mAllowDynamicOr...
Definition Body.h:70
void SetInBroadPhaseInternal(bool inInBroadPhase)
Flag if body is in the broadphase (should only be called by the BroadPhase)
Definition Body.h:270
MotionProperties * GetMotionProperties()
Definition Body.h:229
Quat GetRotation() const
World space rotation of the body.
Definition Body.h:210
TransformedShape GetTransformedShape() const
Get the transformed shape of this body, which can be used to do collision detection outside of a body...
Definition Body.h:243
JPH_INLINE void ResetTorque()
Definition Body.h:168
bool IsKinematic() const
Check if this body is kinematic (keyframed), which means that it will move according to its current v...
Definition Body.h:64
const BodyID & GetID() const
Get the id of this body.
Definition Body.h:46
float GetFriction() const
Friction (dimensionless number, usually between 0 and 1, 0 = no friction, 1 = friction force equals f...
Definition Body.h:118
const MotionProperties * GetMotionPropertiesUnchecked() const
Access to the motion properties (version that does not check if the object is kinematic or dynamic)
Definition Body.h:232
~Body()
Destructor.
Definition Body.h:43
CollisionGroup & GetCollisionGroup()
Definition Body.h:110
MotionProperties * GetMotionPropertiesUnchecked()
Definition Body.h:233
Vec3 GetAccumulatedForce() const
Definition Body.h:159
Vec3 GetAngularVelocity() const
Get world space angular velocity of the center of mass (unit: rad/s)
Definition Body.h:135
RVec3 GetPosition() const
World space position of the body.
Definition Body.h:207
void AddForce(Vec3Arg inForce)
Add force (unit: N) at center of mass for the next time step, will be reset after the next call to Ph...
Definition Body.h:150
bool IsActive() const
If this body is currently actively simulating (true) or sleeping (false)
Definition Body.h:58
bool GetUseManifoldReduction() const
Check if this body can use manifold reduction.
Definition Body.h:93
void AddTorque(Vec3Arg inTorque)
Add torque (unit: N m) for the next time step, will be reset after the next call to PhysicsSimulation...
Definition Body.h:156
void ValidateContactCacheInternal()
Reset the collision cache invalid flag (should only be called by the BodyManager).
Definition Body.h:276
void SetFriction(float inFriction)
Definition Body.h:119
void AddPositionStep(Vec3Arg inLinearVelocityTimesDeltaTime)
Update position using an Euler step (used during position integrate & constraint solving)
Definition Body.h:262
ID of a body. This is a way of reasoning about bodies in a multithreaded simulation while avoiding ra...
Definition BodyID.h:13
Class that contains all bodies.
Definition BodyManager.h:32
Definition BroadPhaseLayer.h:18
Definition CollisionGroup.h:20
Holds a 4x4 matrix of floats, but supports also operations on the 3x3 upper left part of the matrix.
Definition Mat44.h:13
The Body class only keeps track of state for static bodies, the MotionProperties class keeps the addi...
Definition MotionProperties.h:29
static constexpr uint32 cInactiveIndex
Constant indicating that body is not active.
Definition MotionProperties.h:192
Class that makes another class non-copyable. Usage: Inherit from NonCopyable.
Definition NonCopyable.h:11
Definition Reference.h:151
Base class for all shapes (collision volume of a body). Defines a virtual interface for collision det...
Definition Shape.h:174
Definition SoftBodyCreationSettings.h:18
Definition StateRecorder.h:48
A sub shape id contains a path to an element (usually a triangle or other primitive type) of a compou...
Definition SubShapeID.h:23
static JPH_INLINE Vec3 sZero()
Vector with all zeros.
Definition Vec3.inl:107
static JPH_INLINE Vec3 sLoadFloat3Unsafe(const Float3 &inV)
Load 3 floats from memory (reads 32 bits extra which it doesn't use)
Definition Vec3.inl:134