Jolt Physics
A multi core friendly Game Physics Engine
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MotionProperties.inl
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1// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
2// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
3// SPDX-License-Identifier: MIT
4
5#pragma once
6
8
9void MotionProperties::MoveKinematic(Vec3Arg inDeltaPosition, QuatArg inDeltaRotation, float inDeltaTime)
10{
11 JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess, BodyAccess::EAccess::ReadWrite));
12 JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess, BodyAccess::EAccess::Read));
13 JPH_ASSERT(mCachedBodyType == EBodyType::RigidBody);
14 JPH_ASSERT(mCachedMotionType != EMotionType::Static);
15
16 // Calculate required linear velocity
17 mLinearVelocity = inDeltaPosition / inDeltaTime;
18
19 // Calculate required angular velocity
20 Vec3 axis;
21 float angle;
22 inDeltaRotation.GetAxisAngle(axis, angle);
23 mAngularVelocity = axis * (angle / inDeltaTime);
24}
25
27{
28 JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess, BodyAccess::EAccess::ReadWrite));
29
30 float len_sq = mLinearVelocity.LengthSq();
31 JPH_ASSERT(isfinite(len_sq));
32 if (len_sq > Square(mMaxLinearVelocity))
33 mLinearVelocity *= mMaxLinearVelocity / sqrt(len_sq);
34}
35
37{
38 JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess, BodyAccess::EAccess::ReadWrite));
39
40 float len_sq = mAngularVelocity.LengthSq();
41 JPH_ASSERT(isfinite(len_sq));
42 if (len_sq > Square(mMaxAngularVelocity))
43 mAngularVelocity *= mMaxAngularVelocity / sqrt(len_sq);
44}
45
47{
48 Mat44 rotation = Mat44::sRotation(mInertiaRotation);
49 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));
50 return rotation.Multiply3x3RightTransposed(rotation_mul_scale_transposed);
51}
52
58
60{
61 JPH_ASSERT(mCachedMotionType == EMotionType::Dynamic);
62
63 Mat44 rotation = inRotation.Multiply3x3(Mat44::sRotation(mInertiaRotation));
64 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));
65 return rotation.Multiply3x3RightTransposed(rotation_mul_scale_transposed);
66}
67
69{
70 JPH_ASSERT(mCachedMotionType == EMotionType::Dynamic);
71
72 Mat44 rotation = Mat44::sRotation(inBodyRotation * mInertiaRotation);
73 return rotation.Multiply3x3(mInvInertiaDiagonal * rotation.Multiply3x3Transposed(inV));
74}
75
76void MotionProperties::ApplyForceTorqueAndDragInternal(QuatArg inBodyRotation, Vec3Arg inGravity, float inDeltaTime)
77{
78 JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess, BodyAccess::EAccess::ReadWrite));
79 JPH_ASSERT(mCachedBodyType == EBodyType::RigidBody);
80 JPH_ASSERT(mCachedMotionType == EMotionType::Dynamic);
81
82 // Update linear velocity
83 mLinearVelocity = LockTranslation(mLinearVelocity + inDeltaTime * (mGravityFactor * inGravity + mInvMass * GetAccumulatedForce()));
84
85 // Update angular velocity
86 mAngularVelocity += inDeltaTime * MultiplyWorldSpaceInverseInertiaByVector(inBodyRotation, GetAccumulatedTorque());
87
88 // Linear damping: dv/dt = -c * v
89 // Solution: v(t) = v(0) * e^(-c * t) or v2 = v1 * e^(-c * dt)
90 // Taylor expansion of e^(-c * dt) = 1 - c * dt + ...
91 // Since dt is usually in the order of 1/60 and c is a low number too this approximation is good enough
92 mLinearVelocity *= max(0.0f, 1.0f - mLinearDamping * inDeltaTime);
93 mAngularVelocity *= max(0.0f, 1.0f - mAngularDamping * inDeltaTime);
94
95 // Clamp velocities
98}
99
101{
102#ifdef JPH_DOUBLE_PRECISION
103 // Make spheres relative to the first point and initialize them to zero radius
104 DVec3 offset = inPoints[0];
105 offset.StoreDouble3(&mSleepTestOffset);
106 mSleepTestSpheres[0] = Sphere(Vec3::sZero(), 0.0f);
107 for (int i = 1; i < 3; ++i)
108 mSleepTestSpheres[i] = Sphere(Vec3(inPoints[i] - offset), 0.0f);
109#else
110 // Initialize the spheres to zero radius around the supplied points
111 for (int i = 0; i < 3; ++i)
112 mSleepTestSpheres[i] = Sphere(inPoints[i], 0.0f);
113#endif
114
115 mSleepTestTimer = 0.0f;
116}
117
118ECanSleep MotionProperties::AccumulateSleepTime(float inDeltaTime, float inTimeBeforeSleep)
119{
120 mSleepTestTimer += inDeltaTime;
121 return mSleepTestTimer >= inTimeBeforeSleep? ECanSleep::CanSleep : ECanSleep::CannotSleep;
122}
123
@ RigidBody
Rigid body consisting of a rigid shape.
#define JPH_NAMESPACE_END
Definition Core.h:354
#define JPH_NAMESPACE_BEGIN
Definition Core.h:348
#define JPH_ASSERT(...)
Definition IssueReporting.h:33
constexpr T Square(T inV)
Square a value.
Definition Math.h:52
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.
@ Static
Non movable.
@ Dynamic
Responds to forces as a normal physics object.
Definition DVec3.h:14
JPH_INLINE void StoreDouble3(Double3 *outV) const
Store 3 doubles to memory.
Definition DVec3.inl:171
Holds a 4x4 matrix of floats, but supports also operations on the 3x3 upper left part of the matrix.
Definition Mat44.h:13
JPH_INLINE Vec3 Multiply3x3Transposed(Vec3Arg inV) const
Multiply vector by only 3x3 part of the transpose of the matrix ( )
Definition Mat44.inl:327
JPH_INLINE Mat44 Multiply3x3RightTransposed(Mat44Arg inM) const
Multiply 3x3 matrix by the transpose of a 3x3 matrix ( )
Definition Mat44.inl:388
JPH_INLINE Vec4 GetColumn4(uint inCol) const
Definition Mat44.h:157
JPH_INLINE Vec3 Multiply3x3(Vec3Arg inV) const
Multiply vector by only 3x3 part of the matrix.
Definition Mat44.inl:307
static JPH_INLINE Mat44 sRotation(Vec3Arg inAxis, float inAngle)
Rotate around arbitrary axis.
Definition Mat44.inl:139
void ClampAngularVelocity()
Definition MotionProperties.inl:36
ECanSleep AccumulateSleepTime(float inDeltaTime, float inTimeBeforeSleep)
Accumulate sleep time and return if a body can go to sleep.
Definition MotionProperties.inl:118
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 ClampLinearVelocity()
Clamp velocity according to limit.
Definition MotionProperties.inl:26
JPH_INLINE Vec3 GetAccumulatedTorque() const
Definition MotionProperties.h:135
Mat44 GetLocalSpaceInverseInertiaUnchecked() const
Same as GetLocalSpaceInverseInertia() but doesn't check if the body is dynamic.
Definition MotionProperties.inl:46
JPH_INLINE Vec3 MultiplyWorldSpaceInverseInertiaByVector(QuatArg inBodyRotation, Vec3Arg inV) const
Multiply a vector with the inverse world space inertia tensor ( ). Zero if object is static or kinema...
Definition MotionProperties.inl:68
void ResetSleepTestSpheres(const RVec3 *inPoints)
Reset spheres to center around inPoints with radius 0.
Definition MotionProperties.inl:100
JPH_INLINE Vec3 GetAccumulatedForce() const
Definition MotionProperties.h:132
Mat44 GetInverseInertiaForRotation(Mat44Arg inRotation) const
Get inverse inertia matrix ( ) for a given object rotation (translation will be ignored)....
Definition MotionProperties.inl:59
Mat44 GetLocalSpaceInverseInertia() const
Get inverse inertia matrix ( ). Will be a matrix of zeros for a static or kinematic object.
Definition MotionProperties.inl:53
void ApplyForceTorqueAndDragInternal(QuatArg inBodyRotation, Vec3Arg inGravity, float inDeltaTime)
Apply all accumulated forces, torques and drag (should only be called by the PhysicsSystem)
Definition MotionProperties.inl:76
void MoveKinematic(Vec3Arg inDeltaPosition, QuatArg inDeltaRotation, float inDeltaTime)
Set velocity of body such that it will be rotate/translate by inDeltaPosition/Rotation in inDeltaTime...
Definition MotionProperties.inl:9
Definition Quat.h:33
JPH_INLINE void GetAxisAngle(Vec3 &outAxis, float &outAngle) const
Get axis and angle that represents this quaternion, outAngle will always be in the range .
Definition Quat.inl:83
Definition Vec3.h:16
JPH_INLINE Vec4 SplatX() const
Replicate the X component to all components.
Definition Vec3.inl:521
JPH_INLINE Vec4 SplatZ() const
Replicate the Z component to all components.
Definition Vec3.inl:543
JPH_INLINE Vec4 SplatY() const
Replicate the Y component to all components.
Definition Vec3.inl:532
JPH_INLINE float LengthSq() const
Squared length of vector.
Definition Vec3.inl:653
static JPH_INLINE Vec3 sZero()
Vector with all zeros.
Definition Vec3.inl:107
Definition Vec4.h:14