generate contact when body type changes at runtime, decoupling, add first ray cast hit query to world query (more to add later such as sphere/box/convex casts), hotfix
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@ -49,6 +49,10 @@ public:
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// Return true if the proxy has moved.
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bool MoveProxy(i32 proxyId, const b3AABB3& aabb, const b3Vec3& displacement);
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// Add a proxy to the list of moved proxies.
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// Only moved proxies will be used internally as an AABB query reference object.
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void BufferMove(i32 proxyId);
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// Get the AABB of a given proxy.
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const b3AABB3& GetAABB(i32 proxyId) const;
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@ -77,10 +81,6 @@ public:
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private :
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friend class b3DynamicTree;
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// Add a proxy to the list of moved proxies.
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// Only moved proxies will be used as an AABB query reference object.
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void BufferMove(i32 proxyId);
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// The client callback used to add an overlapping pair
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// to the overlapping pair buffer.
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bool Report(i32 proxyId);
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@ -208,34 +208,6 @@ inline b3Mat33 b3Outer(const b3Vec3& a, const b3Vec3& b)
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return b3Mat33(b.x * a, b.y * a, b.z * a);
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}
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// Move an inertia tensor from the its current center
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// to another.
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inline b3Mat33 b3MoveToCOM(const b3Mat33& inertia, float32 mass, const b3Vec3& center)
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{
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// Paralell Axis Theorem
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// J = I + m * dot(r, r) * E - outer(r, r)
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// where
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// I - inertia about the center of mass
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// m - mass
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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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// J - inertia tensor at the new center of rotation
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float32 dd = b3Dot(center, center);
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b3Mat33 A = b3Diagonal(mass * dd);
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b3Mat33 B = b3Outer(center, center);
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return inertia + A - B;
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}
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// Compute the inertia matrix of a body measured in
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// inertial frame (variable over time) given the
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// inertia matrix in body-fixed frame (constant)
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// and a rotation matrix representing the orientation
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// of the body frame relative to the inertial frame.
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inline b3Mat33 b3RotateToFrame(const b3Mat33& inertia, const b3Mat33& rotation)
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{
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return rotation * inertia * b3Transpose(rotation);
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}
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// Compute an orthogonal basis given one of its vectors.
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// The vector must be normalized.
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inline b3Mat33 b3Basis(const b3Vec3& a)
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@ -250,6 +222,7 @@ inline b3Mat33 b3Basis(const b3Vec3& a)
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{
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A.y.Set(0.0f, a.z, -a.y);
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}
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A.x = a;
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A.y = b3Normalize(A.y);
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A.z = b3Cross(a, A.y);
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return A;
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@ -24,6 +24,7 @@
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#include <bounce/common/math/quat.h>
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#include <bounce/common/math/transform.h>
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#include <bounce/common/template/list.h>
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#include <bounce/dynamics/time_step.h>
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class b3World;
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class b3Shape;
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@ -328,32 +329,6 @@ inline b3BodyType b3Body::GetType() const
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return m_type;
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}
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inline void b3Body::SetType(b3BodyType type)
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{
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if (m_type == type)
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{
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return;
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}
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m_type = type;
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ResetMass();
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if (m_type == e_staticBody)
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{
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m_linearVelocity.SetZero();
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m_angularVelocity.SetZero();
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SynchronizeShapes();
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}
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SetAwake(true);
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m_force.SetZero();
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m_torque.SetZero();
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DestroyContacts();
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}
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inline void* b3Body::GetUserData() const
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{
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return m_userData;
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@ -430,6 +405,11 @@ inline const b3Sweep& b3Body::GetSweep() const
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return m_sweep;
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}
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inline bool b3Body::IsAwake() const
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{
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return (m_flags & e_awakeFlag) != 0;
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}
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inline void b3Body::SetAwake(bool flag)
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{
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if (flag)
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@ -451,11 +431,6 @@ inline void b3Body::SetAwake(bool flag)
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}
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}
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inline bool b3Body::IsAwake() const
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{
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return (m_flags & e_awakeFlag) != 0;
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}
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inline float32 b3Body::GetGravityScale() const
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{
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return m_gravityScale;
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@ -51,6 +51,34 @@ enum b3LimitState
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e_equalLimits
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};
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// Move an inertia tensor from the its current center
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// to another.
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inline b3Mat33 b3MoveToCOM(const b3Mat33& inertia, float32 mass, const b3Vec3& center)
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{
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// Paralell Axis Theorem
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// J = I + m * dot(r, r) * E - outer(r, r)
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// where
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// I - inertia about the center of mass
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// m - mass
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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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// J - inertia tensor at the new center of rotation
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float32 dd = b3Dot(center, center);
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b3Mat33 A = b3Diagonal(mass * dd);
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b3Mat33 B = b3Outer(center, center);
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return inertia + A - B;
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}
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// Compute the inertia matrix of a body measured in
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// inertial frame (variable over time) given the
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// inertia matrix in body-fixed frame (constant)
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// and a rotation matrix representing the orientation
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// of the body frame relative to the inertial frame.
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inline b3Mat33 b3RotateToFrame(const b3Mat33& inertia, const b3Mat33& rotation)
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{
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return rotation * inertia * b3Transpose(rotation);
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}
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// Compute the time derivative of an orientation given
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// the angular velocity of the rotating frame represented by the orientation.
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inline b3Quat b3Derivative(const b3Quat& orientation, const b3Vec3& velocity)
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@ -85,11 +85,19 @@ public:
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// Perform a ray cast with the world.
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// The given ray cast listener will be notified when a ray intersects a shape
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// in the world. The ray cast output is the intercepted shape, the intersection
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// in the world.
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// The ray cast output is the intercepted shape, the intersection
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// point in world space, the face normal on the shape associated with the point,
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// and the intersection fraction.
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void RayCast(b3RayCastListener* listener, const b3Vec3& p1, const b3Vec3& p2) const;
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// Convenience function.
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// Perform a ray cast with the world.
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// If there is an intersection then the given ray cast listener will be notified once with
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// the shape closest to the ray origin and the associated ray cast output.
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// @todo Centralize all queries to a common scene query class?
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void RayCastFirst(b3RayCastListener* listener, const b3Vec3& p1, const b3Vec3& p2) const;
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// Perform a AABB cast with the world.
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// The query listener will be notified when two shape AABBs are overlapping.
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// If the listener returns false then the query is stopped immediately.
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