fix hull mass data calculation and make it more robust, bugfixes
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@ -118,16 +118,13 @@ struct b3Quat
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*axis = s * v;
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*axis = s * v;
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}
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}
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*angle = 0.0f;
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// cosine check
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// cosine check
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if (w >= -1.0f && w <= 1.0f)
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float32 cosine = b3Clamp(w, -1.0f, 1.0f);
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{
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// half angle
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// half angle
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float32 theta = acos(w);
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float32 theta = acos(cosine);
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// full angle
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// full angle
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*angle = 2.0f * theta;
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*angle = 2.0f * theta;
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}
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}
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}
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float32 x, y, z, w;
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float32 x, y, z, w;
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};
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};
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@ -112,6 +112,7 @@ public:
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// Set the body world transform from a position, axis of rotation and an angle
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// Set the body world transform from a position, axis of rotation and an angle
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// of rotation about the axis.
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// of rotation about the axis.
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// The transform defines a reference frame for this body world center of mass.
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// However, manipulating a body transform during the simulation may cause non-physical behaviour.
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// However, manipulating a body transform during the simulation may cause non-physical behaviour.
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void SetTransform(const b3Vec3& position, const b3Vec3& axis, float32 angle);
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void SetTransform(const b3Vec3& position, const b3Vec3& axis, float32 angle);
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@ -185,13 +186,16 @@ public:
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// Set this body mass data.
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// Set this body mass data.
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void SetMassData(const b3MassData* data);
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void SetMassData(const b3MassData* data);
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// Get the linear kinetic energy of the body in Joules (kilogram-meters squared per second squared).
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// Recalculate this body mass data based on all of its shapes.
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void ResetMass();
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// Get the linear kinetic energy of the body in Joules (kg m^2/s^2).
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float32 GetLinearEnergy() const;
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float32 GetLinearEnergy() const;
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// Get the angular kinetic energy of the body in Joules (kilogram-meters squared per second squared).
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// Get the angular kinetic energy of the body in Joules (kg m^2/s^2).
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float32 GetAngularEnergy() const;
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float32 GetAngularEnergy() const;
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// Get the total kinetic energy of the body in Joules (kilogram-meters squared per second squared).
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// Get the total kinetic energy of the body in Joules (kg m^2/s^2).
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float32 GetEnergy() const;
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float32 GetEnergy() const;
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// Transform a vector to the local space of this body.
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// Transform a vector to the local space of this body.
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@ -257,16 +261,8 @@ private:
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// Destroy all joints connected to the body.
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// Destroy all joints connected to the body.
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void DestroyJoints();
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void DestroyJoints();
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// Recalculate the mass of the body based on the shapes associated
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// with it.
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void ResetMass();
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// Synchronize this body transform with its world
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// center of mass and orientation.
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void SynchronizeTransform();
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// Synchronize this body shape AABBs with the synchronized transform.
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void SynchronizeShapes();
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void SynchronizeShapes();
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void SynchronizeTransform();
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// Check if this body should collide with another.
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// Check if this body should collide with another.
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bool ShouldCollide(const b3Body* other) const;
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bool ShouldCollide(const b3Body* other) const;
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@ -306,7 +302,10 @@ private:
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b3Vec3 m_linearVelocity;
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b3Vec3 m_linearVelocity;
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b3Vec3 m_angularVelocity;
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b3Vec3 m_angularVelocity;
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// Motion proxy for CCD.
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b3Sweep m_sweep;
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b3Sweep m_sweep;
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// The body origin transform.
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b3Transform m_xf;
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b3Transform m_xf;
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// The parent world of this body.
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// The parent world of this body.
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@ -51,22 +51,42 @@ enum b3LimitState
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e_equalLimits
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e_equalLimits
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};
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};
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// Move an inertia tensor from the its current center
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// Return the Steiner's matrix given the displacement vector from the old
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// to another.
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// center of rotation to the new center of rotation.
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inline b3Mat33 b3MoveToCOM(const b3Mat33& inertia, float32 mass, const b3Vec3& center)
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// The result equals to transpose( skew(v) ) * skew(v) or diagonal(v^2) - outer(v)
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inline b3Mat33 b3Steiner(const b3Vec3& v)
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{
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{
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// Paralell Axis Theorem
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float32 xx = v.x * v.x;
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// J = I + m * dot(r, r) * E - outer(r, r)
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float32 yy = v.y * v.y;
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// where
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float32 zz = v.z * v.z;
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// I - inertia about the center of mass
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// m - mass
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b3Mat33 S;
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// E - identity 3x3
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// r - displacement vector from the current com to the new com
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S.x.x = yy + zz;
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// J - inertia tensor at the new center of rotation
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S.x.y = -v.x * v.y;
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float32 dd = b3Dot(center, center);
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S.x.z = -v.x * v.z;
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b3Mat33 A = b3Diagonal(mass * dd);
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b3Mat33 B = b3Outer(center, center);
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S.y.x = S.x.y;
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return inertia + A - B;
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S.y.y = xx + zz;
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S.y.z = -v.y * v.z;
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S.z.x = S.x.z;
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S.z.y = S.y.z;
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S.z.z = xx + yy;
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return S;
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}
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// Move an inertia tensor given the displacement vector from the center of mass to the translated origin.
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inline b3Mat33 b3MoveToOrigin(const b3Mat33& I, const b3Vec3& v)
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{
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return I + b3Steiner(v);
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}
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// Move an inertia tensor given the displacement vector from the origin to the translated center of mass.
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inline b3Mat33 b3MoveToCOM(const b3Mat33& I, const b3Vec3& v)
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{
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return I - b3Steiner(v);
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}
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}
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// Compute the inertia matrix of a body measured in
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// Compute the inertia matrix of a body measured in
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@ -96,7 +96,7 @@ public:
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b3ShapeDef sd;
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b3ShapeDef sd;
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sd.shape = &hs;
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sd.shape = &hs;
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sd.density = 0.1f;
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sd.density = 0.1f;
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sd.friction = 0.1f;
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sd.friction = 0.3f;
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body->CreateShape(sd);
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body->CreateShape(sd);
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}
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}
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121
include/testbed/tests/multiple_shapes.h
Normal file
121
include/testbed/tests/multiple_shapes.h
Normal file
@ -0,0 +1,121 @@
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/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef MULTIPLE_SHAPES_H
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#define MULTIPLE_SHAPES_H
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class MultipleShapes : public Test
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{
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public:
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MultipleShapes()
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{
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g_camera.m_center.Set(2.0f, -2.0f, 0.0f);
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g_camera.m_zoom = 50.0f;
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g_settings.drawCenterOfMasses = true;
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{
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b3BodyDef bd;
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b3Body* body = m_world.CreateBody(bd);
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b3HullShape hs;
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hs.m_hull = &m_groundHull;
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b3ShapeDef sd;
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sd.shape = &hs;
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body->CreateShape(sd);
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}
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{
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b3Transform xf;
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xf.SetIdentity();
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xf.position.Set(-5.0f, 10.0f, 0.0f);
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m_box1.SetTransform(xf);
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}
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{
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b3Transform xf;
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xf.SetIdentity();
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xf.position.Set(5.0f, 10.0f, 0.0f);
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m_box2.SetTransform(xf);
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}
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{
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b3Transform xf;
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xf.SetIdentity();
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xf.position.Set(0.0f, 2.0f, 0.0f);
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m_box3.SetTransform(xf);
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}
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{
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b3Transform xf;
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xf.SetIdentity();
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xf.position.Set(0.0f, 6.0f, 0.0f);
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m_box4.SetTransform(xf);
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}
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{
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b3Transform xf;
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xf.SetIdentity();
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xf.position.Set(0.0f, 10.0f, 0.0f);
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m_box5.SetTransform(xf);
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}
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{
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b3BodyDef bd;
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bd.type = e_dynamicBody;
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bd.angularVelocity.Set(0.0f, B3_PI, 0.0f);
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b3Body* body = m_world.CreateBody(bd);
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b3HullShape hs;
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b3ShapeDef sd;
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sd.shape = &hs;
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sd.density = 0.1f;
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hs.m_hull = &m_box1;
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body->CreateShape(sd);
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hs.m_hull = &m_box2;
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body->CreateShape(sd);
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hs.m_hull = &m_box3;
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body->CreateShape(sd);
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hs.m_hull = &m_box4;
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body->CreateShape(sd);
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hs.m_hull = &m_box5;
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body->CreateShape(sd);
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}
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}
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static Test* Create()
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{
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return new MultipleShapes();
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}
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b3BoxHull m_box1;
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b3BoxHull m_box2;
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b3BoxHull m_box3;
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b3BoxHull m_box4;
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b3BoxHull m_box5;
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};
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#endif
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@ -16,8 +16,8 @@
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* 3. This notice may not be removed or altered from any source distribution.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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*/
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#ifndef QUADRIC_H
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#ifndef QUADRIC_SHAPES_H
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#define QUADRIC_H
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#define QUADRIC_SHAPES_H
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#include <testbed/tests/quickhull_test.h>
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#include <testbed/tests/quickhull_test.h>
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@ -25,39 +25,41 @@ extern DebugDraw* g_debugDraw;
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extern Camera g_camera;
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extern Camera g_camera;
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extern Settings g_settings;
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extern Settings g_settings;
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class Quadric : public Test
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class QuadricShapes : public Test
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{
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{
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public:
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public:
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Quadric()
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QuadricShapes()
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{
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{
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g_camera.m_center.Set(2.0f, -2.0f, 0.0f);
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g_camera.m_zoom = 20.0f;
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g_camera.m_zoom = 20.0f;
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g_camera.m_q = b3Quat(b3Vec3(0.0f, 1.0f, 0.0f), 0.15f * B3_PI);
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g_settings.drawCenterOfMasses = true;
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g_camera.m_q = g_camera.m_q * b3Quat(b3Vec3(1.0f, 0.0f, 0.0f), -0.15f * B3_PI);
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g_camera.m_center.SetZero();
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{
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{
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qhHull hull;
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b3StackArray<b3Vec3, 32> points;
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b3StackArray<b3Vec3, 32> points;
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ConstructCone(points);
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ConstructCone(points);
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u32 size = qhGetMemorySize(points.Count());
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u32 size = qhGetMemorySize(points.Count());
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void* p = b3Alloc(size);
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void* p = b3Alloc(size);
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qhHull hull;
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hull.Construct(p, points);
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hull.Construct(p, points);
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m_coneHull = ConvertHull(hull);
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m_coneHull = ConvertHull(hull);
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b3Free(p);
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b3Free(p);
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}
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}
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{
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{
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qhHull hull;
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b3StackArray<b3Vec3, 32> points;
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b3StackArray<b3Vec3, 32> points;
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ConstructCylinder(points);
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ConstructCylinder(points);
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u32 size = qhGetMemorySize(points.Count());
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const u32 size = qhGetMemorySize(points.Count());
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void* p = b3Alloc(size);
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void* p = b3Alloc(size);
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qhHull hull;
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hull.Construct(p, points);
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hull.Construct(p, points);
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m_cylinderHull = ConvertHull(hull);
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m_cylinderHull = ConvertHull(hull);
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b3Free(p);
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b3Free(p);
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}
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}
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hull.m_hull = &m_coneHull;
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hull.m_hull = &m_coneHull;
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b3ShapeDef sdef;
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b3ShapeDef sdef;
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sdef.density = 0.2f;
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sdef.density = 0.1f;
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sdef.friction = 0.3f;
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sdef.friction = 0.3f;
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sdef.shape = &hull;
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sdef.shape = &hull;
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hull.m_hull = &m_cylinderHull;
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hull.m_hull = &m_cylinderHull;
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b3ShapeDef sdef;
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b3ShapeDef sdef;
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sdef.density = 1.0f;
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sdef.density = 0.1f;
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sdef.friction = 0.3f;
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sdef.friction = 0.3f;
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sdef.shape = &hull;
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sdef.shape = &hull;
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}
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}
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}
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}
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~Quadric()
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~QuadricShapes()
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{
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{
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{
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{
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b3Free(m_coneHull.vertices);
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b3Free(m_coneHull.vertices);
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static Test* Create()
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static Test* Create()
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{
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{
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return new Quadric();
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return new QuadricShapes();
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}
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}
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b3Hull m_coneHull;
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b3Hull m_coneHull;
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extern Camera g_camera;
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extern Camera g_camera;
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extern Settings g_settings;
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extern Settings g_settings;
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inline b3Vec3 ComputeCentroid(const b3Hull& h)
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{
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b3Vec3 c(0.0f, 0.0f, 0.0f);
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float32 volume = 0.0f;
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// Pick reference point not too away from the origin
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// to minimize floating point rounding errors.
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b3Vec3 p1(0.0f, 0.0f, 0.0f);
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// Put it inside the hull.
|
||||||
|
for (u32 i = 0; i < h.vertexCount; ++i)
|
||||||
|
{
|
||||||
|
p1 += h.vertices[i];
|
||||||
|
}
|
||||||
|
p1 *= 1.0f / float32(h.vertexCount);
|
||||||
|
|
||||||
|
const float32 inv4 = 0.25f;
|
||||||
|
const float32 inv6 = 1.0f / 6.0f;
|
||||||
|
const float32 inv60 = 1.0f / 60.0f;
|
||||||
|
const float32 inv120 = 1.0f / 120.0f;
|
||||||
|
|
||||||
|
b3Vec3 diag(0.0f, 0.0f, 0.0f);
|
||||||
|
b3Vec3 offDiag(0.0f, 0.0f, 0.0f);
|
||||||
|
|
||||||
|
// Triangulate convex polygons
|
||||||
|
for (u32 i = 0; i < h.faceCount; ++i)
|
||||||
|
{
|
||||||
|
const b3Face* face = h.GetFace(i);
|
||||||
|
const b3HalfEdge* begin = h.GetEdge(face->edge);
|
||||||
|
|
||||||
|
const b3HalfEdge* edge = h.GetEdge(begin->next);
|
||||||
|
do
|
||||||
|
{
|
||||||
|
u32 i1 = begin->origin;
|
||||||
|
u32 i2 = edge->origin;
|
||||||
|
const b3HalfEdge* next = h.GetEdge(edge->next);
|
||||||
|
u32 i3 = next->origin;
|
||||||
|
|
||||||
|
b3Vec3 p2 = h.vertices[i1];
|
||||||
|
b3Vec3 p3 = h.vertices[i2];
|
||||||
|
b3Vec3 p4 = h.vertices[i3];
|
||||||
|
|
||||||
|
b3Vec3 e1 = p2 - p1;
|
||||||
|
b3Vec3 e2 = p3 - p1;
|
||||||
|
b3Vec3 e3 = p4 - p1;
|
||||||
|
|
||||||
|
float32 D = b3Det(e1, e2, e3);
|
||||||
|
|
||||||
|
float32 tetraVolume = inv6 * D;
|
||||||
|
volume += tetraVolume;
|
||||||
|
|
||||||
|
// Volume weighted centroid
|
||||||
|
c += tetraVolume * inv4 * (e1 + e2 + e3);
|
||||||
|
|
||||||
|
edge = next;
|
||||||
|
} while (h.GetEdge(edge->next) != begin);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Centroid
|
||||||
|
B3_ASSERT(volume > B3_EPSILON);
|
||||||
|
c *= 1.0f / volume;
|
||||||
|
c += p1;
|
||||||
|
return c;
|
||||||
|
}
|
||||||
|
|
||||||
struct Pair
|
struct Pair
|
||||||
{
|
{
|
||||||
void* key;
|
void* key;
|
||||||
@ -195,14 +259,7 @@ inline b3Hull ConvertHull(const qhHull& hull)
|
|||||||
out.faceCount = faceCount;
|
out.faceCount = faceCount;
|
||||||
out.faces = faces;
|
out.faces = faces;
|
||||||
out.planes = planes;
|
out.planes = planes;
|
||||||
out.centroid.SetZero();
|
out.centroid = ComputeCentroid(out);
|
||||||
|
|
||||||
for (u32 i = 0; i < vertexCount; ++i)
|
|
||||||
{
|
|
||||||
out.centroid += vertices[i];
|
|
||||||
}
|
|
||||||
out.centroid /= float32(vertexCount);
|
|
||||||
|
|
||||||
out.Validate();
|
out.Validate();
|
||||||
return out;
|
return out;
|
||||||
}
|
}
|
||||||
@ -351,23 +408,6 @@ public:
|
|||||||
m_qhull.Draw(g_debugDraw);
|
m_qhull.Draw(g_debugDraw);
|
||||||
}
|
}
|
||||||
|
|
||||||
void KeyDown(int button)
|
|
||||||
{
|
|
||||||
if (button == GLFW_KEY_LEFT)
|
|
||||||
{
|
|
||||||
//m_index = b3Max(m_index - 1, 0);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (button == GLFW_KEY_RIGHT)
|
|
||||||
{
|
|
||||||
//m_index = b3Min(m_index + 1, i32(horizon.Count()) - 1);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (button == GLFW_KEY_I)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
static Test* Create()
|
static Test* Create()
|
||||||
{
|
{
|
||||||
return new QuickhullTest();
|
return new QuickhullTest();
|
||||||
|
@ -220,8 +220,7 @@ void b3Body::ResetMass()
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Compute mass data for each shape. Each shape contributes to
|
// Accumulate the mass about the body origin of all shapes.
|
||||||
// this body mass data.
|
|
||||||
b3Vec3 localCenter;
|
b3Vec3 localCenter;
|
||||||
localCenter.SetZero();
|
localCenter.SetZero();
|
||||||
for (b3Shape* s = m_shapeList.m_head; s; s = s->m_next)
|
for (b3Shape* s = m_shapeList.m_head; s; s = s->m_next)
|
||||||
@ -233,6 +232,7 @@ void b3Body::ResetMass()
|
|||||||
|
|
||||||
b3MassData massData;
|
b3MassData massData;
|
||||||
s->ComputeMass(&massData, s->m_density);
|
s->ComputeMass(&massData, s->m_density);
|
||||||
|
|
||||||
localCenter += massData.mass * massData.center;
|
localCenter += massData.mass * massData.center;
|
||||||
m_mass += massData.mass;
|
m_mass += massData.mass;
|
||||||
m_I += massData.I;
|
m_I += massData.I;
|
||||||
@ -240,11 +240,17 @@ void b3Body::ResetMass()
|
|||||||
|
|
||||||
if (m_mass > 0.0f)
|
if (m_mass > 0.0f)
|
||||||
{
|
{
|
||||||
|
// Compute local center of mass.
|
||||||
m_invMass = 1.0f / m_mass;
|
m_invMass = 1.0f / m_mass;
|
||||||
localCenter *= m_invMass;
|
localCenter *= m_invMass;
|
||||||
// Center inertia about the center of mass.
|
|
||||||
m_I = b3MoveToCOM(m_I, m_mass, localCenter);
|
// Shift inertia about the body origin into the body local center of mass.
|
||||||
|
m_I = m_I - m_mass * b3Steiner(localCenter);
|
||||||
|
|
||||||
|
// Compute inverse inertia about the body local center of mass.
|
||||||
m_invI = b3Inverse(m_I);
|
m_invI = b3Inverse(m_I);
|
||||||
|
|
||||||
|
// Align the inverse inertia with the world frame of the body.
|
||||||
m_worldInvI = b3RotateToFrame(m_invI, m_xf.rotation);
|
m_worldInvI = b3RotateToFrame(m_invI, m_xf.rotation);
|
||||||
|
|
||||||
// Fix rotation.
|
// Fix rotation.
|
||||||
@ -353,8 +359,7 @@ void b3Body::SetMassData(const b3MassData* massData)
|
|||||||
if (m_mass > 0.0f)
|
if (m_mass > 0.0f)
|
||||||
{
|
{
|
||||||
m_invMass = 1.0f / m_mass;
|
m_invMass = 1.0f / m_mass;
|
||||||
|
m_I = massData->I - m_mass * b3Steiner(massData->center);
|
||||||
m_I = b3MoveToCOM(massData->I, m_mass, massData->center);
|
|
||||||
m_invI = b3Inverse(m_I);
|
m_invI = b3Inverse(m_I);
|
||||||
m_worldInvI = b3RotateToFrame(m_invI, m_xf.rotation);
|
m_worldInvI = b3RotateToFrame(m_invI, m_xf.rotation);
|
||||||
|
|
||||||
|
@ -60,34 +60,6 @@ void b3CollideCapsuleAndCapsule(b3Manifold& manifold,
|
|||||||
|
|
||||||
float32 totalRadius = hullA.radius + hullB.radius;
|
float32 totalRadius = hullA.radius + hullB.radius;
|
||||||
|
|
||||||
// todo return small distance output struct?
|
|
||||||
b3Vec3 pointA, pointB;
|
|
||||||
b3ClosestPointsOnSegments(&pointA, &pointB, hullA.vertices[0], hullA.vertices[1], hullB.vertices[0], hullB.vertices[1]);
|
|
||||||
float32 distance = b3Distance(pointA, pointB);
|
|
||||||
if (distance > totalRadius)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (distance > B3_EPSILON)
|
|
||||||
{
|
|
||||||
b3Vec3 normal = (pointB - pointA) / distance;
|
|
||||||
b3Vec3 center = 0.5f * (pointA + hullA.radius * normal + pointB - hullB.radius * normal);
|
|
||||||
|
|
||||||
manifold.pointCount = 1;
|
|
||||||
manifold.points[0].triangleKey = B3_NULL_TRIANGLE;
|
|
||||||
manifold.points[0].key = 0;
|
|
||||||
manifold.points[0].localNormal = b3MulT(xfA.rotation, normal);
|
|
||||||
manifold.points[0].localPoint = b3MulT(xfA, pointA);
|
|
||||||
manifold.points[0].localPoint2 = b3MulT(xfB, pointB);
|
|
||||||
|
|
||||||
manifold.center = center;
|
|
||||||
manifold.normal = normal;
|
|
||||||
manifold.tangent1 = b3Perp(normal);
|
|
||||||
manifold.tangent2 = b3Cross(manifold.tangent1, normal);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (b3AreParalell(hullA, hullB))
|
if (b3AreParalell(hullA, hullB))
|
||||||
{
|
{
|
||||||
// Clip edge A against the side planes of edge B.
|
// Clip edge A against the side planes of edge B.
|
||||||
@ -97,8 +69,6 @@ void b3CollideCapsuleAndCapsule(b3Manifold& manifold,
|
|||||||
b3ClipVertex clipEdgeA[2];
|
b3ClipVertex clipEdgeA[2];
|
||||||
u32 clipCount = b3ClipEdgeToFace(clipEdgeA, edgeA, &hullB);
|
u32 clipCount = b3ClipEdgeToFace(clipEdgeA, edgeA, &hullB);
|
||||||
|
|
||||||
float32 totalRadius = hullA.radius + hullB.radius;
|
|
||||||
|
|
||||||
if (clipCount == 2)
|
if (clipCount == 2)
|
||||||
{
|
{
|
||||||
b3Vec3 cp1 = b3ClosestPointOnSegment(clipEdgeA[0].position, hullB.vertices[0], hullB.vertices[1]);
|
b3Vec3 cp1 = b3ClosestPointOnSegment(clipEdgeA[0].position, hullB.vertices[0], hullB.vertices[1]);
|
||||||
@ -136,7 +106,35 @@ void b3CollideCapsuleAndCapsule(b3Manifold& manifold,
|
|||||||
manifold.normal = normal;
|
manifold.normal = normal;
|
||||||
manifold.tangent1 = b3Perp(normal);
|
manifold.tangent1 = b3Perp(normal);
|
||||||
manifold.tangent2 = b3Cross(manifold.tangent1, normal);
|
manifold.tangent2 = b3Cross(manifold.tangent1, normal);
|
||||||
|
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
b3Vec3 pointA, pointB;
|
||||||
|
b3ClosestPointsOnSegments(&pointA, &pointB, hullA.vertices[0], hullA.vertices[1], hullB.vertices[0], hullB.vertices[1]);
|
||||||
|
float32 distance = b3Distance(pointA, pointB);
|
||||||
|
if (distance > totalRadius)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (distance > B3_EPSILON)
|
||||||
|
{
|
||||||
|
b3Vec3 normal = (pointB - pointA) / distance;
|
||||||
|
b3Vec3 center = 0.5f * (pointA + hullA.radius * normal + pointB - hullB.radius * normal);
|
||||||
|
|
||||||
|
manifold.pointCount = 1;
|
||||||
|
manifold.points[0].triangleKey = B3_NULL_TRIANGLE;
|
||||||
|
manifold.points[0].key = 0;
|
||||||
|
manifold.points[0].localNormal = b3MulT(xfA.rotation, normal);
|
||||||
|
manifold.points[0].localPoint = b3MulT(xfA, pointA);
|
||||||
|
manifold.points[0].localPoint2 = b3MulT(xfB, pointB);
|
||||||
|
|
||||||
|
manifold.center = center;
|
||||||
|
manifold.normal = normal;
|
||||||
|
manifold.tangent1 = b3Perp(normal);
|
||||||
|
manifold.tangent2 = b3Cross(manifold.tangent1, normal);
|
||||||
|
}
|
||||||
}
|
}
|
@ -87,14 +87,13 @@ void b3Island::Solve(const b3Vec3& gravity, float32 dt, u32 velocityIterations,
|
|||||||
{
|
{
|
||||||
float32 h = dt;
|
float32 h = dt;
|
||||||
|
|
||||||
// Measure coefficient of damping.
|
// Apply some damping.
|
||||||
// Box2D.
|
|
||||||
// ODE: dv/dt + c * v = 0
|
// ODE: dv/dt + c * v = 0
|
||||||
// Solution: v(t) = v0 * exp(-c * t)
|
// Solution: v(t) = v0 * exp(-c * t)
|
||||||
// Step: v(t + dt) = v0 * exp(-c * (t + dt)) = v0 * exp(-c * t) * exp(-c * dt) = v * exp(-c * dt)
|
// Step: v(t + dt) = v0 * exp(-c * (t + dt)) = v0 * exp(-c * t) * exp(-c * dt) = v * exp(-c * dt)
|
||||||
// v2 = exp(-c * dt) * v1
|
// v2 = exp(-c * dt) * v1
|
||||||
const float32 k_d = 0.1f;
|
const float32 k_d = 0.1f;
|
||||||
float32 d = exp(-h * k_d);
|
float32 d = exp(-k_d * h);
|
||||||
|
|
||||||
// 1. Integrate velocities
|
// 1. Integrate velocities
|
||||||
for (u32 i = 0; i < m_bodyCount; ++i)
|
for (u32 i = 0; i < m_bodyCount; ++i)
|
||||||
@ -121,7 +120,7 @@ void b3Island::Solve(const b3Vec3& gravity, float32 dt, u32 velocityIterations,
|
|||||||
|
|
||||||
// Integrate torques
|
// Integrate torques
|
||||||
// @todo add gyroscopic term
|
// @todo add gyroscopic term
|
||||||
w += h * b3Mul(b->m_worldInvI, b->m_torque);
|
w += h * b->m_worldInvI * b->m_torque;
|
||||||
// Clear torques
|
// Clear torques
|
||||||
b->m_torque.SetZero();
|
b->m_torque.SetZero();
|
||||||
|
|
||||||
@ -211,9 +210,9 @@ void b3Island::Solve(const b3Vec3& gravity, float32 dt, u32 velocityIterations,
|
|||||||
w *= ratio;
|
w *= ratio;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Integrate position
|
// Integrate linear velocity
|
||||||
x += h * v;
|
x += h * v;
|
||||||
// Integrate orientation
|
// Integrate angular velocity
|
||||||
q = b3Integrate(q, w, h);
|
q = b3Integrate(q, w, h);
|
||||||
|
|
||||||
m_positions[i].x = x;
|
m_positions[i].x = x;
|
||||||
|
@ -126,8 +126,6 @@ void b3CapsuleShape::ComputeMass(b3MassData* massData, float32 density) const
|
|||||||
massData->center = Ic_Capsule.center;
|
massData->center = Ic_Capsule.center;
|
||||||
massData->mass = Ic_Capsule.mass;
|
massData->mass = Ic_Capsule.mass;
|
||||||
massData->I = Ic;
|
massData->I = Ic;
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void b3CapsuleShape::ComputeAABB(b3AABB3* aabb, const b3Transform& xf) const
|
void b3CapsuleShape::ComputeAABB(b3AABB3* aabb, const b3Transform& xf) const
|
||||||
|
@ -18,6 +18,7 @@
|
|||||||
|
|
||||||
#include <bounce/dynamics/shapes/hull_shape.h>
|
#include <bounce/dynamics/shapes/hull_shape.h>
|
||||||
#include <bounce/collision/shapes/hull.h>
|
#include <bounce/collision/shapes/hull.h>
|
||||||
|
#include <bounce/dynamics/time_step.h>
|
||||||
|
|
||||||
b3HullShape::b3HullShape()
|
b3HullShape::b3HullShape()
|
||||||
{
|
{
|
||||||
@ -46,7 +47,14 @@ void b3HullShape::ComputeMass(b3MassData* massData, float32 density) const
|
|||||||
|
|
||||||
// Pick reference point not too away from the origin
|
// Pick reference point not too away from the origin
|
||||||
// to minimize floating point rounding errors.
|
// to minimize floating point rounding errors.
|
||||||
b3Vec3 v1(0.0f, 0.0f, 0.0f);
|
b3Vec3 p1(0.0f, 0.0f, 0.0f);
|
||||||
|
|
||||||
|
// Put it inside the hull.
|
||||||
|
for (u32 i = 0; i < m_hull->vertexCount; ++i)
|
||||||
|
{
|
||||||
|
p1 += m_hull->vertices[i];
|
||||||
|
}
|
||||||
|
p1 *= 1.0f / float32(m_hull->vertexCount);
|
||||||
|
|
||||||
const float32 inv4 = 0.25f;
|
const float32 inv4 = 0.25f;
|
||||||
const float32 inv6 = 1.0f / 6.0f;
|
const float32 inv6 = 1.0f / 6.0f;
|
||||||
@ -54,7 +62,7 @@ void b3HullShape::ComputeMass(b3MassData* massData, float32 density) const
|
|||||||
const float32 inv120 = 1.0f / 120.0f;
|
const float32 inv120 = 1.0f / 120.0f;
|
||||||
|
|
||||||
b3Vec3 diag(0.0f, 0.0f, 0.0f);
|
b3Vec3 diag(0.0f, 0.0f, 0.0f);
|
||||||
b3Vec3 offDiag(0.0f, 0.0f, 0.0f);
|
b3Vec3 off_diag(0.0f, 0.0f, 0.0f);
|
||||||
|
|
||||||
// Triangulate convex polygons
|
// Triangulate convex polygons
|
||||||
for (u32 i = 0; i < m_hull->faceCount; ++i)
|
for (u32 i = 0; i < m_hull->faceCount; ++i)
|
||||||
@ -70,23 +78,22 @@ void b3HullShape::ComputeMass(b3MassData* massData, float32 density) const
|
|||||||
const b3HalfEdge* next = m_hull->GetEdge(edge->next);
|
const b3HalfEdge* next = m_hull->GetEdge(edge->next);
|
||||||
u32 i3 = next->origin;
|
u32 i3 = next->origin;
|
||||||
|
|
||||||
b3Vec3 v2 = m_hull->vertices[i1];
|
b3Vec3 p2 = m_hull->vertices[i1];
|
||||||
b3Vec3 v3 = m_hull->vertices[i2];
|
b3Vec3 p3 = m_hull->vertices[i2];
|
||||||
b3Vec3 v4 = m_hull->vertices[i3];
|
b3Vec3 p4 = m_hull->vertices[i3];
|
||||||
|
|
||||||
//
|
b3Vec3 e1 = p2 - p1;
|
||||||
b3Vec3 tetraCenter = inv4 * (v1 + v2 + v3 + v4);
|
b3Vec3 e2 = p3 - p1;
|
||||||
|
b3Vec3 e3 = p4 - p1;
|
||||||
|
|
||||||
b3Vec3 e1 = v2 - v1;
|
float32 D = b3Det(e1, e2, e3);
|
||||||
b3Vec3 e2 = v3 - v1;
|
|
||||||
b3Vec3 e3 = v4 - v1;
|
|
||||||
float32 det = b3Det(e1, e2, e3);
|
|
||||||
float32 tetraVolume = inv6 * det;
|
|
||||||
|
|
||||||
// Volume weighted center of mass
|
float32 tetraVolume = inv6 * D;
|
||||||
center += tetraVolume * tetraCenter;
|
|
||||||
volume += tetraVolume;
|
volume += tetraVolume;
|
||||||
|
|
||||||
|
// Volume weighted centroid
|
||||||
|
center += tetraVolume * inv4 * (e1 + e2 + e3);
|
||||||
|
|
||||||
// Volume weighted inertia tensor
|
// Volume weighted inertia tensor
|
||||||
// https://github.com/melax/sandbox
|
// https://github.com/melax/sandbox
|
||||||
for (u32 j = 0; j < 3; ++j)
|
for (u32 j = 0; j < 3; ++j)
|
||||||
@ -94,11 +101,11 @@ void b3HullShape::ComputeMass(b3MassData* massData, float32 density) const
|
|||||||
u32 j1 = (j + 1) % 3;
|
u32 j1 = (j + 1) % 3;
|
||||||
u32 j2 = (j + 2) % 3;
|
u32 j2 = (j + 2) % 3;
|
||||||
|
|
||||||
diag[j] += inv60 * det *
|
diag[j] += inv60 * D *
|
||||||
(e1[j] * e2[j] + e2[j] * e3[j] + e3[j] * e1[j] +
|
(e1[j] * e2[j] + e2[j] * e3[j] + e3[j] * e1[j] +
|
||||||
e1[j] * e1[j] + e2[j] * e2[j] + e3[j] * e3[j]);
|
e1[j] * e1[j] + e2[j] * e2[j] + e3[j] * e3[j]);
|
||||||
|
|
||||||
offDiag[j] += inv120 * det *
|
off_diag[j] += inv120 * D *
|
||||||
(e1[j1] * e2[j2] + e2[j1] * e3[j2] + e3[j1] * e1[j2] +
|
(e1[j1] * e2[j2] + e2[j1] * e3[j2] + e3[j1] * e1[j2] +
|
||||||
e1[j1] * e3[j2] + e2[j1] * e1[j2] + e3[j1] * e2[j2] +
|
e1[j1] * e3[j2] + e2[j1] * e1[j2] + e3[j1] * e2[j2] +
|
||||||
e1[j1] * e1[j2] * 2.0f + e2[j1] * e2[j2] * 2.0f + e3[j1] * e3[j2] * 2.0f);
|
e1[j1] * e1[j2] * 2.0f + e2[j1] * e2[j2] * 2.0f + e3[j1] * e3[j2] * 2.0f);
|
||||||
@ -108,23 +115,25 @@ void b3HullShape::ComputeMass(b3MassData* massData, float32 density) const
|
|||||||
} while (m_hull->GetEdge(edge->next) != begin);
|
} while (m_hull->GetEdge(edge->next) != begin);
|
||||||
}
|
}
|
||||||
|
|
||||||
B3_ASSERT(volume > 0.0f);
|
// Total mass
|
||||||
float32 invVolume = 0.0f;
|
|
||||||
if (volume != 0.0f)
|
|
||||||
{
|
|
||||||
invVolume = 1.0f / volume;
|
|
||||||
}
|
|
||||||
|
|
||||||
diag = invVolume * diag;
|
|
||||||
offDiag = invVolume * offDiag;
|
|
||||||
|
|
||||||
I.x.Set(diag.y + diag.z, -offDiag.z, -offDiag.y);
|
|
||||||
I.y.Set(-offDiag.z, diag.x + diag.z, -offDiag.x);
|
|
||||||
I.z.Set(-offDiag.y, -offDiag.x, diag.x + diag.y);
|
|
||||||
|
|
||||||
massData->center = invVolume * center;
|
|
||||||
massData->mass = density * volume;
|
massData->mass = density * volume;
|
||||||
|
|
||||||
|
// Center of mass
|
||||||
|
B3_ASSERT(volume > B3_EPSILON);
|
||||||
|
float32 inv_volume = 1.0f / volume;
|
||||||
|
center *= inv_volume;
|
||||||
|
massData->center = center + p1;
|
||||||
|
|
||||||
|
// Inertia tensor relative to the local origin (p1)
|
||||||
|
diag = inv_volume * diag;
|
||||||
|
off_diag = inv_volume * off_diag;
|
||||||
|
|
||||||
|
I.x.Set(diag.y + diag.z, -off_diag.z, -off_diag.y);
|
||||||
|
I.y.Set(-off_diag.z, diag.x + diag.z, -off_diag.x);
|
||||||
|
I.z.Set(-off_diag.y, -off_diag.x, diag.x + diag.y);
|
||||||
|
|
||||||
massData->I = massData->mass * I;
|
massData->I = massData->mass * I;
|
||||||
|
massData->I = massData->I + massData->mass * b3Steiner(p1);
|
||||||
}
|
}
|
||||||
|
|
||||||
void b3HullShape::ComputeAABB(b3AABB3* aabb, const b3Transform& xf) const
|
void b3HullShape::ComputeAABB(b3AABB3* aabb, const b3Transform& xf) const
|
||||||
|
@ -38,14 +38,16 @@ void b3SphereShape::Swap(const b3SphereShape& other)
|
|||||||
|
|
||||||
void b3SphereShape::ComputeMass(b3MassData* massData, float32 density) const
|
void b3SphereShape::ComputeMass(b3MassData* massData, float32 density) const
|
||||||
{
|
{
|
||||||
// Compute inertia about the origin
|
|
||||||
float32 volume = (4.0f / 3.0f) * B3_PI * m_radius * m_radius * m_radius;
|
float32 volume = (4.0f / 3.0f) * B3_PI * m_radius * m_radius * m_radius;
|
||||||
float32 mass = density * volume;
|
float32 mass = density * volume;
|
||||||
b3Mat33 Io = b3Diagonal(mass * (2.0f / 5.0f) * m_radius * m_radius);
|
|
||||||
// Move inertia to the sphere center
|
// Inertia about the local shape center of mass
|
||||||
|
// Then shift to the local body origin
|
||||||
|
float32 I = mass * (0.4f * m_radius * m_radius + b3Dot(m_center, m_center));
|
||||||
|
|
||||||
massData->center = m_center;
|
massData->center = m_center;
|
||||||
massData->mass = mass;
|
massData->mass = mass;
|
||||||
massData->I = b3MoveToCOM(Io, mass, m_center);
|
massData->I = b3Diagonal(I);
|
||||||
}
|
}
|
||||||
|
|
||||||
void b3SphereShape::ComputeAABB(b3AABB3* aabb, const b3Transform& xf) const
|
void b3SphereShape::ComputeAABB(b3AABB3* aabb, const b3Transform& xf) const
|
||||||
|
@ -27,12 +27,13 @@
|
|||||||
#include <testbed/tests/hull_collision.h>
|
#include <testbed/tests/hull_collision.h>
|
||||||
#include <testbed/tests/linear_motion.h>
|
#include <testbed/tests/linear_motion.h>
|
||||||
#include <testbed/tests/angular_motion.h>
|
#include <testbed/tests/angular_motion.h>
|
||||||
|
#include <testbed/tests/multiple_shapes.h>
|
||||||
|
#include <testbed/tests/quadric_shapes.h>
|
||||||
#include <testbed/tests/spring.h>
|
#include <testbed/tests/spring.h>
|
||||||
#include <testbed/tests/newton_cradle.h>
|
#include <testbed/tests/newton_cradle.h>
|
||||||
#include <testbed/tests/hinge_motor.h>
|
#include <testbed/tests/hinge_motor.h>
|
||||||
#include <testbed/tests/hinge_chain.h>
|
#include <testbed/tests/hinge_chain.h>
|
||||||
#include <testbed/tests/ragdoll.h>
|
#include <testbed/tests/ragdoll.h>
|
||||||
#include <testbed/tests/quadrics.h>
|
|
||||||
#include <testbed/tests/mesh_contact_test.h>
|
#include <testbed/tests/mesh_contact_test.h>
|
||||||
#include <testbed/tests/sphere_stack.h>
|
#include <testbed/tests/sphere_stack.h>
|
||||||
#include <testbed/tests/capsule_stack.h>
|
#include <testbed/tests/capsule_stack.h>
|
||||||
@ -61,21 +62,22 @@ TestEntry g_tests[] =
|
|||||||
{ "Hull Collision", &HullAndHull::Create },
|
{ "Hull Collision", &HullAndHull::Create },
|
||||||
{ "Linear Motion", &LinearMotion::Create },
|
{ "Linear Motion", &LinearMotion::Create },
|
||||||
{ "Angular Motion", &AngularMotion::Create },
|
{ "Angular Motion", &AngularMotion::Create },
|
||||||
|
{ "Multiple Shapes", &MultipleShapes::Create },
|
||||||
|
{ "Quadric Shapes", &QuadricShapes::Create },
|
||||||
{ "Springs", &Spring::Create },
|
{ "Springs", &Spring::Create },
|
||||||
{ "Newton's Cradle", &NewtonCradle::Create },
|
{ "Newton's Cradle", &NewtonCradle::Create },
|
||||||
{ "Hinge Motor", &HingeMotor::Create },
|
{ "Hinge Motor", &HingeMotor::Create },
|
||||||
{ "Hinge Chain", &HingeChain::Create },
|
{ "Hinge Chain", &HingeChain::Create },
|
||||||
{ "Ragdoll", &Ragdoll::Create },
|
{ "Ragdoll", &Ragdoll::Create },
|
||||||
{ "Quadrics", &Quadric::Create },
|
{ "Thin Boxes", &Thin::Create },
|
||||||
{ "Mesh Contact Test", &MeshContactTest::Create },
|
{ "Mesh Contact Test", &MeshContactTest::Create },
|
||||||
{ "Sphere Stack", &SphereStack::Create },
|
{ "Sphere Stack", &SphereStack::Create },
|
||||||
{ "Capsule Stack", &CapsuleStack::Create },
|
{ "Capsule Stack", &CapsuleStack::Create },
|
||||||
{ "Box Stack", &BoxStack::Create },
|
{ "Box Stack", &BoxStack::Create },
|
||||||
{ "Shape Stack", &ShapeStack::Create },
|
{ "Shape Stack", &ShapeStack::Create },
|
||||||
{ "Jenga", &Jenga::Create },
|
{ "Jenga", &Jenga::Create },
|
||||||
{ "Thin Plates", &Thin::Create },
|
{ "Box Pyramid", &Pyramid::Create },
|
||||||
{ "Pyramid", &Pyramid::Create },
|
{ "Box Pyramid Rows", &Pyramids::Create },
|
||||||
{ "Pyramid Rows", &Pyramids::Create },
|
|
||||||
{ "Ray Cast", &RayCast::Create },
|
{ "Ray Cast", &RayCast::Create },
|
||||||
{ "Sensor Test", &SensorTest::Create },
|
{ "Sensor Test", &SensorTest::Create },
|
||||||
{ "Character Test", &Character::Create },
|
{ "Character Test", &Character::Create },
|
||||||
|
Loading…
x
Reference in New Issue
Block a user