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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@@ -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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