11 JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess, BodyAccess::EAccess::ReadWrite));
12 JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess, BodyAccess::EAccess::Read));
17 mLinearVelocity = inDeltaPosition / inDeltaTime;
23 mAngularVelocity = axis * (angle / inDeltaTime);
28 JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess, BodyAccess::EAccess::ReadWrite));
30 float len_sq = mLinearVelocity.
LengthSq();
32 if (len_sq >
Square(mMaxLinearVelocity))
33 mLinearVelocity *= mMaxLinearVelocity / sqrt(len_sq);
38 JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess, BodyAccess::EAccess::ReadWrite));
40 float len_sq = mAngularVelocity.
LengthSq();
42 if (len_sq >
Square(mMaxAngularVelocity))
43 mAngularVelocity *= mMaxAngularVelocity / sqrt(len_sq);
78 JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess, BodyAccess::EAccess::ReadWrite));
92 mLinearVelocity *= max(0.0f, 1.0f - mLinearDamping * inDeltaTime);
93 mAngularVelocity *= max(0.0f, 1.0f - mAngularDamping * inDeltaTime);
102#ifdef JPH_DOUBLE_PRECISION
104 DVec3 offset = inPoints[0];
107 for (
int i = 1; i < 3; ++i)
108 mSleepTestSpheres[i] =
Sphere(
Vec3(inPoints[i] - offset), 0.0f);
111 for (
int i = 0; i < 3; ++i)
112 mSleepTestSpheres[i] =
Sphere(inPoints[i], 0.0f);
115 mSleepTestTimer = 0.0f;
120 mSleepTestTimer += inDeltaTime;
@ 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.
@ Dynamic
Responds to forces as a normal physics object.
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
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
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