61 inline void MoveKinematic(
Vec3Arg inDeltaPosition,
QuatArg inDeltaRotation,
float inDeltaTime);
76 inline void ClampLinearVelocity();
77 inline void ClampAngularVelocity();
117 inline Mat44 GetLocalSpaceInverseInertia()
const;
120 inline Mat44 GetLocalSpaceInverseInertiaUnchecked()
const;
123 inline Mat44 GetInverseInertiaForRotation(
Mat44Arg inRotation)
const;
126 JPH_INLINE
Vec3 MultiplyWorldSpaceInverseInertiaByVector(
QuatArg inBodyRotation,
Vec3Arg inV)
const;
157 inline void AddLinearVelocityStep(
Vec3Arg inLinearVelocityChange) {
JPH_DET_LOG(
"AddLinearVelocityStep: " << inLinearVelocityChange);
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess, BodyAccess::EAccess::ReadWrite)); mLinearVelocity = LockTranslation(mLinearVelocity + inLinearVelocityChange);
JPH_ASSERT(!mLinearVelocity.IsNaN()); }
158 inline void SubLinearVelocityStep(
Vec3Arg inLinearVelocityChange) {
JPH_DET_LOG(
"SubLinearVelocityStep: " << inLinearVelocityChange);
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess, BodyAccess::EAccess::ReadWrite)); mLinearVelocity = LockTranslation(mLinearVelocity - inLinearVelocityChange);
JPH_ASSERT(!mLinearVelocity.IsNaN()); }
159 inline void AddAngularVelocityStep(
Vec3Arg inAngularVelocityChange) {
JPH_DET_LOG(
"AddAngularVelocityStep: " << inAngularVelocityChange);
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess, BodyAccess::EAccess::ReadWrite)); mAngularVelocity += inAngularVelocityChange;
JPH_ASSERT(!mAngularVelocity.IsNaN()); }
160 inline void SubAngularVelocityStep(
Vec3Arg inAngularVelocityChange) {
JPH_DET_LOG(
"SubAngularVelocityStep: " << inAngularVelocityChange);
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess, BodyAccess::EAccess::ReadWrite)); mAngularVelocity -= inAngularVelocityChange;
JPH_ASSERT(!mAngularVelocity.IsNaN()); }
164 inline void ApplyForceTorqueAndDragInternal(
QuatArg inBodyRotation,
Vec3Arg inGravity,
float inDeltaTime);
173#ifdef JPH_DOUBLE_PRECISION
178 inline void ResetSleepTestSpheres(
const RVec3 *inPoints);
184 inline ECanSleep AccumulateSleepTime(
float inDeltaTime,
float inTimeBeforeSleep);
202 Vec3 mInvInertiaDiagonal;
203 Quat mInertiaRotation;
207 Float3 mForce { 0, 0, 0 };
208 Float3 mTorque { 0, 0, 0 };
210 float mLinearDamping;
211 float mAngularDamping;
212 float mMaxLinearVelocity;
213 float mMaxAngularVelocity;
214 float mGravityFactor;
215 uint32 mIndexInActiveBodies = cInactiveIndex;
216 uint32 mIslandIndex = cInactiveIndex;
225#ifdef JPH_DOUBLE_PRECISION
228 Sphere mSleepTestSpheres[3];
229 float mSleepTestTimer;
231#ifdef JPH_ENABLE_ASSERTS
EAllowedDOFs
Enum used in BodyCreationSettings and MotionProperties to indicate which degrees of freedom a body ha...
Definition AllowedDOFs.h:11
@ All
All degrees of freedom are allowed.
EBodyType
Type of body.
Definition BodyType.h:11
#define JPH_EXPORT
Definition Core.h:214
#define JPH_NAMESPACE_END
Definition Core.h:354
std::uint32_t uint32
Definition Core.h:429
#define JPH_NAMESPACE_BEGIN
Definition Core.h:348
#define JPH_DET_LOG(...)
By default we log nothing.
Definition DeterminismLog.h:155
#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
@ CanSleep
Object can go to sleep.
@ CannotSleep
Object cannot go to sleep.
EMotionQuality
Motion quality, or how well it detects collisions when it has a high velocity.
Definition MotionQuality.h:11
EMotionType
Motion type of a physics body.
Definition MotionType.h:11
@ Dynamic
Responds to forces as a normal physics object.
Class that contains all bodies.
Definition BodyManager.h:32
static JPH_INLINE DVec3 sLoadDouble3Unsafe(const Double3 &inV)
Load 3 doubles from memory (reads 64 bits extra which it doesn't use)
Definition DVec3.inl:155
Class that holds 3 doubles. Used as a storage class. Convert to DVec3 for calculations.
Definition Double3.h:13
Class that holds 3 floats. Used as a storage class. Convert to Vec3 for calculations.
Definition Float3.h:13
Describes the mass and inertia properties of a body. Used during body construction only.
Definition MassProperties.h:16
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
void SetLinearVelocity(Vec3Arg inLinearVelocity)
Set world space linear velocity of the center of mass.
Definition MotionProperties.h:46
uint32 GetIslandIndexInternal() const
Access to the island index.
Definition MotionProperties.h:167
JPH_INLINE Vec3 LockTranslation(Vec3Arg inV)
Takes a translation vector inV and returns a vector where the components that are not allowed by mAll...
Definition MotionProperties.h:144
void SetAngularVelocityClamped(Vec3Arg inAngularVelocity)
Set world space angular velocity of the center of mass, will make sure the value is clamped against t...
Definition MotionProperties.h:58
Quat GetInertiaRotation() const
Rotation (R) that takes inverse inertia diagonal to local space: .
Definition MotionProperties.h:108
float GetMaxLinearVelocity() const
Maximum linear velocity that a body can achieve. Used to prevent the system from exploding.
Definition MotionProperties.h:67
JPH_INLINE 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 MotionProperties.h:129
Vec3 GetInverseInertiaDiagonal() const
Diagonal of inverse inertia matrix: D. Should only be called on a dynamic object (static or kinematic...
Definition MotionProperties.h:105
void SetInverseInertia(Vec3Arg inDiagonal, QuatArg inRot)
Definition MotionProperties.h:114
float GetGravityFactor() const
Get gravity factor (1 = normal gravity, 0 = no gravity)
Definition MotionProperties.h:88
void AddLinearVelocityStep(Vec3Arg inLinearVelocityChange)
Definition MotionProperties.h:157
float GetMaxAngularVelocity() const
Maximum angular velocity that a body can achieve. Used to prevent the system from exploding.
Definition MotionProperties.h:71
void SetLinearVelocityClamped(Vec3Arg inLinearVelocity)
Set world space linear velocity of the center of mass, will make sure the value is clamped against th...
Definition MotionProperties.h:49
float GetInverseMassUnchecked() const
Definition MotionProperties.h:96
Vec3 GetLinearVelocity() const
Get world space linear velocity of the center of mass.
Definition MotionProperties.h:43
Vec3 GetAngularVelocity() const
Get world space angular velocity of the center of mass.
Definition MotionProperties.h:52
void SetMaxAngularVelocity(float inAngularVelocity)
Definition MotionProperties.h:72
JPH_INLINE Vec3 GetAccumulatedTorque() const
Definition MotionProperties.h:135
void SetIslandIndexInternal(uint32 inIndex)
Definition MotionProperties.h:168
float GetAngularDamping() const
Get angular damping: dw/dt = -c * w. c must be between 0 and 1 but is usually close to 0.
Definition MotionProperties.h:84
void SubLinearVelocityStep(Vec3Arg inLinearVelocityChange)
Definition MotionProperties.h:158
float GetInverseMass() const
Get inverse mass (1 / mass). Should only be called on a dynamic object (static or kinematic bodies ha...
Definition MotionProperties.h:95
void SetGravityFactor(float inGravityFactor)
Definition MotionProperties.h:89
uint32 GetIndexInActiveBodiesInternal() const
Access to the index in the active bodies array.
Definition MotionProperties.h:171
float GetLinearDamping() const
Get linear damping: dv/dt = -c * v. c must be between 0 and 1 but is usually close to 0.
Definition MotionProperties.h:80
void SubAngularVelocityStep(Vec3Arg inAngularVelocityChange)
Definition MotionProperties.h:160
JPH_INLINE void ResetForce()
Definition MotionProperties.h:138
void SetInverseMass(float inInverseMass)
Definition MotionProperties.h:102
void ResetSleepTestTimer()
Reset the sleep test timer without resetting the sleep test spheres.
Definition MotionProperties.h:181
void SetAngularVelocity(Vec3Arg inAngularVelocity)
Set world space angular velocity of the center of mass.
Definition MotionProperties.h:55
JPH_INLINE Vec3 GetAccumulatedForce() const
Definition MotionProperties.h:132
void SetMaxLinearVelocity(float inLinearVelocity)
Definition MotionProperties.h:68
JPH_OVERRIDE_NEW_DELETE EMotionQuality GetMotionQuality() const
Motion quality, or how well it detects collisions when it has a high velocity.
Definition MotionProperties.h:34
void SetLinearDamping(float inLinearDamping)
Definition MotionProperties.h:81
void SetAngularDamping(float inAngularDamping)
Definition MotionProperties.h:85
EAllowedDOFs GetAllowedDOFs() const
Get the allowed degrees of freedom that this body has (this can be changed by calling SetMassProperti...
Definition MotionProperties.h:37
bool GetAllowSleeping() const
If this body can go to sleep.
Definition MotionProperties.h:40
void AddAngularVelocityStep(Vec3Arg inAngularVelocityChange)
Definition MotionProperties.h:159
JPH_INLINE void ResetTorque()
Definition MotionProperties.h:141
Definition StateRecorder.h:48
JPH_INLINE UVec4 ArithmeticShiftRight() const
Shift all components by Count bits to the right (shifting in the value of the highest bit)
JPH_INLINE Vec4 ReinterpretAsFloat() const
Reinterpret UVec4 as a Vec4 (doesn't change the bits)
Definition UVec4.inl:332
JPH_INLINE Vec3 Cross(Vec3Arg inV2) const
Cross product.
Definition Vec3.inl:582
JPH_INLINE float Length() const
Length of vector.
Definition Vec3.inl:669
static JPH_INLINE Vec3 sAnd(Vec3Arg inV1, Vec3Arg inV2)
Logical and (component wise)
Definition Vec3.inl:310
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