This commit is contained in:
Irlan 2017-05-28 21:05:32 -03:00
parent e0d2580fa1
commit c411bf341a
34 changed files with 1693 additions and 181 deletions

View File

@ -64,7 +64,7 @@ b3Mat44 Camera::BuildProjectionMatrix() const
b3Transform Camera::BuildWorldTransform() const
{
b3Transform xf;
xf.rotation = b3ConvertQuatToMat(m_q);
xf.rotation = b3QuatMat33(m_q);
xf.position = (m_zoom * xf.rotation.z) - m_center;
return xf;
}
@ -78,7 +78,7 @@ b3Mat44 Camera::BuildWorldMatrix() const
b3Transform Camera::BuildViewTransform() const
{
b3Transform xf;
xf.rotation = b3ConvertQuatToMat(m_q);
xf.rotation = b3QuatMat33(m_q);
xf.position = (m_zoom * xf.rotation.z) - m_center;
return b3Inverse(xf);
}
@ -1281,6 +1281,65 @@ void DebugDraw::DrawSolidSphere(const b3Vec3& center, float32 radius, const b3Co
m_solid->DrawSphere(radius, color, xf);
}
void DebugDraw::DrawCapsule(const b3Vec3& c1, const b3Vec3& c2, float32 radius, const b3Color& color)
{
float32 height = b3Length(c1 - c2);
{
b3Transform xfc;
xfc.rotation.SetIdentity();
xfc.position = c1;
m_wire->DrawSphere(radius, color, xfc);
}
if (height > 0.0f)
{
DrawSegment(c1, c2, color);
{
b3Transform xfc;
xfc.rotation.SetIdentity();
xfc.position = c2;
m_wire->DrawSphere(radius, color, xfc);
}
}
}
void DebugDraw::DrawSolidCapsule(const b3Vec3& c1, const b3Vec3& c2, float32 radius, const b3Color& c)
{
float32 height = b3Length(c1 - c2);
{
b3Transform xfc;
xfc.rotation.SetIdentity();
xfc.position = c1;
m_solid->DrawSphere(radius, c, xfc);
}
if (height > 0.0f)
{
{
b3Mat33 R;
R.y = (1.0f / height) * (c1 - c2);
R.z = b3Perp(R.y);
R.x = b3Cross(R.y, R.z);
b3Transform xfc;
xfc.position = 0.5f * (c1 + c2);
xfc.rotation = R;
m_solid->DrawCylinder(radius, height, c, xfc);
}
{
b3Transform xfc;
xfc.rotation.SetIdentity();
xfc.position = c2;
m_solid->DrawSphere(radius, c, xfc);
}
}
}
void DebugDraw::DrawTransform(const b3Transform& xf)
{
float32 lenght = 1.0f;

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@ -103,6 +103,10 @@ public:
void DrawSolidSphere(const b3Vec3& center, float32 radius, const b3Color& color);
void DrawCapsule(const b3Vec3& p1, const b3Vec3& p2, float32 radius, const b3Color& color);
void DrawSolidCapsule(const b3Vec3& p1, const b3Vec3& p2, float32 radius, const b3Color& color);
void DrawAABB(const b3AABB3& aabb, const b3Color& color);
void DrawTransform(const b3Transform& xf);

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@ -64,14 +64,14 @@ static void MouseMove(GLFWwindow* w, double x, double y)
if (g_leftDown)
{
// Negate angles to do positive rotations (CCW) of the world.
float32 angleX = 0.005f * B3_PI * -nx;
float32 angleY = 0.005f * B3_PI * -ny;
float32 angleX = 0.005f * B3_PI * -nx;
b3Quat qx = b3QuatRotationX(angleY);
b3Quat qy = b3QuatRotationY(angleX);
b3Quat qx(b3Vec3(1.0f, 0.0f, 0.0f), angleY);
b3Quat qy(b3Vec3(0.0f, 1.0f, 0.0f), angleX);
g_camera.m_q = qy * g_camera.m_q;
g_camera.m_q = g_camera.m_q * qx;
g_camera.m_q = qy * g_camera.m_q;
g_camera.m_q.Normalize();
}

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@ -55,9 +55,12 @@
#include <testbed/tests/body_types.h>
#include <testbed/tests/varying_friction.h>
#include <testbed/tests/varying_restitution.h>
#include <testbed/tests/cloth_test.h>
#include <testbed/tests/tumbler.h>
#include <testbed/tests/pendulum.h>
#include <testbed/tests/single_pendulum.h>
#include <testbed/tests/multiple_pendulum.h>
#include <testbed/tests/cloth_test.h>
#include <testbed/tests/rope_test.h>
//#include <testbed/tests/tree_test.h>
TestEntry g_tests[] =
{
@ -97,9 +100,12 @@ TestEntry g_tests[] =
{ "Body Types", &BodyTypes::Create },
{ "Varying Friction", &VaryingFriction::Create },
{ "Varying Restitution", &VaryingRestitution::Create },
{ "Cloth", &Cloth::Create },
{ "Tumbler", &Tumbler::Create },
{ "Initial Overlap", &InitialOverlap::Create },
{ "Pendulum", &Pendulum::Create },
{ "Single Pendulum", &SinglePendulum::Create },
{ "Multiple Pendulum", &MultiplePendulum::Create },
{ "Cloth", &Cloth::Create },
{ "Rope", &Rope::Create },
//{ "Tree", &Tree::Create },
{ NULL, NULL }
};

View File

@ -33,11 +33,11 @@ public:
{
g_camera.m_center.Set(2.5f, -2.0f, 5.5f);
g_camera.m_zoom = 40.0f;
{
b3BodyDef bdef;
bdef.type = b3BodyType::e_staticBody;
b3Body* body = m_world.CreateBody(bdef);
b3HullShape hs;
@ -48,12 +48,12 @@ public:
sdef.friction = 1.0f;
body->CreateShape(sdef);
}
}
b3Vec3 boxScale(1.0f, 1.0f, 1.0f);
static b3BoxHull boxHull;
b3Transform m;
m.rotation = b3Diagonal(boxScale.x, boxScale.y, boxScale.z);
m.position.SetZero();
@ -75,7 +75,7 @@ public:
bdef.position.x = float32(i) * boxScale.x;
bdef.position.y = 2.5f * float32(j) * boxScale.y;
bdef.position.z = float32(k) * boxScale.z;
bdef.position += stackOrigin;
b3Body* body = m_world.CreateBody(bdef);

View File

@ -25,14 +25,14 @@ public:
CapsuleAndHullCollision1()
{
m_xfA.position.Set(0.0f, 0.0f, 0.0f);
m_xfA.rotation = b3ConvertQuatToMat(b3Quat(b3Vec3(0.0f, 0.0f, 1.0f), 0.55f * B3_PI));
m_xfA.rotation = b3QuatMat33(b3Quat(b3Vec3(0.0f, 0.0f, 1.0f), 0.55f * B3_PI));
m_sA.m_centers[0].Set(1.0f, -1.0f, 0.0f);
m_sA.m_centers[1].Set(0.0f, 1.0f, 0.0f);
m_sA.m_radius = 2.0f;
m_xfB.position.Set(0.f, 0.0f, 0.0f);
m_xfB.rotation = b3ConvertQuatToMat(b3Quat(b3Vec3(0.0f, 0.0f, 1.0f), 0.0f * B3_PI));
m_xfB.rotation = b3QuatMat33(b3Quat(b3Vec3(0.0f, 0.0f, 1.0f), 0.0f * B3_PI));
b3Transform xf;
xf.SetIdentity();

View File

@ -25,14 +25,14 @@ public:
CapsuleAndHullCollision2()
{
m_xfA.position.Set(0.0f, 0.0f, 0.0f);
m_xfA.rotation = b3ConvertQuatToMat(b3Quat(b3Vec3(0.0f, 0.0f, 1.0f), 0.55f * B3_PI));
m_xfA.rotation = b3QuatMat33(b3Quat(b3Vec3(0.0f, 0.0f, 1.0f), 0.55f * B3_PI));
m_sA.m_centers[0].Set(0.0f, 0.0f, 0.0f);
m_sA.m_centers[1].Set(0.0f, 0.0f, 0.0f);
m_sA.m_radius = 0.05f;
m_xfB.position.Set(0.f, 0.0f, 0.0f);
m_xfB.rotation = b3ConvertQuatToMat(b3Quat(b3Vec3(0.0f, 0.0f, 1.0f), 0.0f * B3_PI));
m_xfB.rotation = b3QuatMat33(b3Quat(b3Vec3(0.0f, 0.0f, 1.0f), 0.0f * B3_PI));
b3Transform xf;
xf.SetIdentity();

View File

@ -92,7 +92,7 @@ public:
if (key == GLFW_KEY_X)
{
b3Quat qx(b3Vec3(1.0f, 0.0f, 0.0f), 0.05f * B3_PI);
b3Mat33 xfx = b3ConvertQuatToMat(qx);
b3Mat33 xfx = b3QuatMat33(qx);
m_xfB.rotation = m_xfB.rotation * xfx;
}
@ -100,7 +100,7 @@ public:
if (key == GLFW_KEY_Y)
{
b3Quat qy(b3Vec3(0.0f, 1.0f, 0.0f), 0.05f * B3_PI);
b3Mat33 xfy = b3ConvertQuatToMat(qy);
b3Mat33 xfy = b3QuatMat33(qy);
m_xfB.rotation = m_xfB.rotation * xfy;
}

View File

@ -103,7 +103,7 @@ public:
if (key == GLFW_KEY_X)
{
b3Quat qx(b3Vec3(1.0f, 0.0f, 0.0f), 0.05f * B3_PI);
b3Mat33 xfx = b3ConvertQuatToMat(qx);
b3Mat33 xfx = b3QuatMat33(qx);
m_xfB.rotation = m_xfB.rotation * xfx;
}
@ -111,7 +111,7 @@ public:
if (key == GLFW_KEY_Y)
{
b3Quat qy(b3Vec3(0.0f, 1.0f, 0.0f), 0.05f * B3_PI);
b3Mat33 xfy = b3ConvertQuatToMat(qy);
b3Mat33 xfy = b3QuatMat33(qy);
m_xfB.rotation = m_xfB.rotation * xfy;
}

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@ -0,0 +1,149 @@
/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef MULTIPLE_PENDULUM
#define MULTIPLE_PENDULUM
class MultiplePendulum : public Test
{
public:
MultiplePendulum()
{
g_camera.m_zoom = 10.0f;
b3Vec3 axis(0.0f, 0.0f, 1.0f);
b3Body* bs[6];
{
b3BodyDef bd;
bd.type = e_staticBody;
bs[0] = m_world.CreateBody(bd);
}
{
b3BodyDef bd;
bd.type = e_dynamicBody;
bd.position.Set(-0.5f, 0.0f, 0.0f);
bs[1] = m_world.CreateBody(bd);
b3CapsuleShape s;
s.m_centers[0].Set(0.5f, 0.0f, 0.0f);
s.m_centers[1].Set(-0.5f, 0.0f, 0.0f);
s.m_radius = 0.05f;
b3ShapeDef sd;
sd.shape = &s;
sd.density = 10.0f;
bs[1]->CreateShape(sd);
b3RevoluteJointDef jd;
jd.Initialize(bs[0], bs[1], axis, b3Vec3(0.0f, 0.0f, 0.0f), 0.0f, 1.0f);
m_world.CreateJoint(jd);
}
{
b3BodyDef bd;
bd.type = e_dynamicBody;
bd.position.Set(-1.5f, 0.0f, 0.0f);
bs[2] = m_world.CreateBody(bd);
b3CapsuleShape s;
s.m_centers[0].Set(0.5f, 0.0f, 0.0f);
s.m_centers[1].Set(-0.5f, 0.0f, 0.0f);
s.m_radius = 0.05f;
b3ShapeDef sd;
sd.shape = &s;
sd.density = 10.0f;
bs[2]->CreateShape(sd);
b3RevoluteJointDef jd;
jd.Initialize(bs[1], bs[2], axis, b3Vec3(-1.0f, 0.0f, 0.0f), 0.0f, 1.0f);
m_world.CreateJoint(jd);
}
{
b3BodyDef bd;
bd.type = e_dynamicBody;
bd.position.Set(-2.5f, 0.0f, 0.0f);
bs[3] = m_world.CreateBody(bd);
b3CapsuleShape s;
s.m_centers[0].Set(0.5f, 0.0f, 0.0f);
s.m_centers[1].Set(-0.5f, 0.0f, 0.0f);
s.m_radius = 0.05f;
b3ShapeDef sd;
sd.shape = &s;
sd.density = 100.0f;
bs[3]->CreateShape(sd);
b3RevoluteJointDef jd;
jd.Initialize(bs[2], bs[3], axis, b3Vec3(-2.0f, 0.0f, 0.0f), 0.0f, 1.0f);
m_world.CreateJoint(jd);
}
{
b3BodyDef bd;
bd.type = e_dynamicBody;
bd.position.Set(-3.5f, 0.0f, 0.0f);
bs[4] = m_world.CreateBody(bd);
b3CapsuleShape s;
s.m_centers[0].Set(0.5f, 0.0f, 0.0f);
s.m_centers[1].Set(-0.5f, 0.0f, 0.0f);
s.m_radius = 0.05f;
b3ShapeDef sd;
sd.shape = &s;
sd.density = 1000.0f;
bs[4]->CreateShape(sd);
b3RevoluteJointDef jd;
jd.Initialize(bs[3], bs[4], axis, b3Vec3(-3.0f, 0.0f, 0.0f), 0.0f, 1.0f);
m_world.CreateJoint(jd);
}
{
b3BodyDef bd;
bd.type = e_dynamicBody;
bd.position.Set(-4.5f, 0.0f, 0.0f);
bs[5] = m_world.CreateBody(bd);
b3CapsuleShape s;
s.m_centers[0].Set(0.5f, 0.0f, 0.0f);
s.m_centers[1].Set(-0.5f, 0.0f, 0.0f);
s.m_radius = 0.05f;
b3ShapeDef sd;
sd.shape = &s;
sd.density = 50.0f;
bs[5]->CreateShape(sd);
b3RevoluteJointDef jd;
jd.Initialize(bs[4], bs[5], axis, b3Vec3(-4.0f, 0.0f, 0.0f), 0.0f, 1.0f);
m_world.CreateJoint(jd);
}
}
static Test* Create()
{
return new MultiplePendulum();
}
};
#endif

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@ -0,0 +1,118 @@
/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be hebd liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation woubd be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef ROPE_TEST_H
#define ROPE_TEST_H
extern Settings g_settings;
class Rope : public Test
{
public:
enum
{
e_count = 10
};
Rope()
{
g_camera.m_zoom = 30.0f;
b3Vec3 vs[e_count];
float32 ms[e_count];
vs[0].Set(0.0f, 0.0f, 0.0f);
ms[0] = 0.0f;
for (u32 i = 1; i < e_count; ++i)
{
ms[i] = 1.0f;
vs[i].Set(float32(i), 0.0f, 0.0f);
}
b3RopeDef rd;
rd.gravity.Set(0.0f, -10.0f, 0.0f);
rd.masses = ms;
rd.vertices = vs;
rd.count = e_count;
m_rope.Initialize(rd);
}
void KeyDown(int button)
{
if (button == GLFW_KEY_A)
{
m_rope.SetGravity(b3Vec3(-10.0f, 0.0f, 0.0f));
}
if (button == GLFW_KEY_D)
{
m_rope.SetGravity(b3Vec3(10.0f, 0.0f, 0.0f));
}
if (button == GLFW_KEY_S)
{
m_rope.SetGravity(b3Vec3(0.0f, 0.0f, 10.0f));
}
if (button == GLFW_KEY_W)
{
m_rope.SetGravity(b3Vec3(0.0f, 0.0f, -10.0f));
}
if (button == GLFW_KEY_Q)
{
m_rope.SetGravity(b3Vec3(0.0f, 10.0f, 0.0f));
}
if (button == GLFW_KEY_E)
{
m_rope.SetGravity(b3Vec3(0.0f, -10.0f, 0.0f));
}
}
void Step()
{
float32 dt = g_settings.hertz > 0.0f ? 1.0f / g_settings.hertz : 0.0f;
if (g_settings.pause)
{
if (g_settings.singleStep)
{
g_settings.singleStep = false;
}
else
{
dt = 0.0f;
}
}
m_rope.Step(dt);
m_rope.Draw(g_debugDraw);
}
static Test* Create()
{
return new Rope();
}
b3Rope m_rope;
};
#endif

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@ -22,10 +22,10 @@
extern Settings g_settings;
extern DebugDraw* g_debugDraw;
class Pendulum : public Test
class SinglePendulum : public Test
{
public:
Pendulum()
SinglePendulum()
{
m_g = -10.0f;
@ -34,7 +34,7 @@ public:
m_I = m_m * m_r * m_r;
// Initial state
m_theta = 0.5f * B3_PI;
m_theta = -0.5f * B3_PI;
m_omega = 0.0f;
}
@ -90,7 +90,7 @@ public:
static Test* Create()
{
return new Pendulum();
return new SinglePendulum();
}
// Gravity

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@ -54,10 +54,18 @@
#include <bounce/dynamics/contacts/convex_contact.h>
#include <bounce/dynamics/contacts/mesh_contact.h>
#include <bounce/dynamics/rope/rope.h>
#include <bounce/dynamics/cloth/cloth.h>
#include <bounce/dynamics/body.h>
//#include <bounce/dynamics/tree/joints/tree_weld_joint.h>
//#include <bounce/dynamics/tree/joints/tree_prismatic_joint.h>
//#include <bounce/dynamics/tree/joints/tree_revolute_joint.h>
//#include <bounce/dynamics/tree/joints/tree_spherical_joint.h>
//#include <bounce/dynamics/tree/tree_body.h>
//#include <bounce/dynamics/tree/body_tree.h>
#include <bounce/dynamics/world.h>
#include <bounce/dynamics/world_listeners.h>
#include <bounce/cloth/cloth.h>
#endif

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@ -101,6 +101,12 @@ public :
// Draw a solid sphere with center and radius.
virtual void DrawSolidSphere(const b3Vec3& center, float32 radius, const b3Color& color) = 0;
// Draw a capsule with segment and radius.
virtual void DrawCapsule(const b3Vec3& p1, const b3Vec3& p2, float32 radius, const b3Color& color) = 0;
// Draw a solid capsule with segment and radius.
virtual void DrawSolidCapsule(const b3Vec3& p1, const b3Vec3& p2, float32 radius, const b3Color& color) = 0;
// Draw a AABB.
virtual void DrawAABB(const b3AABB3& aabb, const b3Color& color) = 0;

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@ -82,7 +82,7 @@ inline b3Vec3 b3ClosestPointOnPlane(const b3Vec3& P, const b3Plane& plane)
return P - fraction * plane.normal;
}
// Convert a point Q from euclidean coordinates to barycentric coordinates (u, v)
// Convert a point Q from Cartesian coordinates to Barycentric coordinates (u, v)
// with respect to a segment AB.
// The last output value is the divisor.
inline void b3BarycentricCoordinates(float32 out[3],

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@ -56,6 +56,14 @@ struct b3Mat33
z += B.z;
}
// Subtract this matrix from a matrix.
void operator-=(const b3Mat33& B)
{
x -= B.x;
y -= B.y;
z -= B.z;
}
// Set this matrix to the zero matrix.
void SetZero()
{
@ -81,6 +89,10 @@ struct b3Mat33
b3Vec3 x, y, z;
};
// Usefull constants.
extern b3Mat33 b3Mat33_zero;
extern b3Mat33 b3Mat33_identity;
// Add two matrices.
inline b3Mat33 operator+(const b3Mat33& A, const b3Mat33& B)
{
@ -185,6 +197,11 @@ inline b3Mat33 b3Diagonal(float32 x, float32 y, float32 z)
// returns the zero matrix.
b3Mat33 b3Inverse(const b3Mat33& A);
// Invert a symmetric matrix.
// If the matrix is singular this
// returns the zero matrix.
b3Mat33 b3SymInverse(const b3Mat33& A);
// Return a skew (anti-symmetric) matrix for a vector.
inline b3Mat33 b3Skew(const b3Vec3& v)
{
@ -228,4 +245,43 @@ inline b3Mat33 b3Basis(const b3Vec3& a)
return A;
}
#endif
// Rotation about the x-axis.
inline b3Mat33 b3Mat33RotationX(float32 angle)
{
float32 c = cos(angle);
float32 s = sin(angle);
b3Mat33 R;
R.x.Set(1.0f, 0.0f, 0.0f);
R.y.Set(0.0f, c, s);
R.z.Set(0.0f, -s, c);
return R;
}
// Rotation about the y-axis.
inline b3Mat33 b3Mat33RotationY(float32 angle)
{
float32 c = cos(angle);
float32 s = sin(angle);
b3Mat33 R;
R.x.Set(c, 0.0f, -s);
R.y.Set(0.0f, 1.0f, 0.0f);
R.z.Set(s, 0.0f, c);
return R;
}
// Rotation about the z-axis.
inline b3Mat33 b3Mat33RotationZ(float32 angle)
{
float32 c = cos(angle);
float32 s = sin(angle);
b3Mat33 R;
R.x.Set(c, s, 0.0f);
R.y.Set(-s, c, 0.0f);
R.z.Set(0.0f, 0.0f, 1.0f);
return R;
}
#endif

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@ -147,7 +147,7 @@ inline b3Quat operator+(const b3Quat& a, const b3Quat& b)
return b3Quat(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
}
// Sobtract two quaternions.
// Subtract two quaternions.
inline b3Quat operator-(const b3Quat& a, const b3Quat& b)
{
return b3Quat(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
@ -165,8 +165,8 @@ inline b3Quat operator-(const b3Quat& q)
return b3Quat(-q.x, -q.y, -q.z, -q.w);
}
// Compute a quaternion-quaternion product.
inline b3Quat operator*(const b3Quat& a, const b3Quat& b)
// Multiply two quaternions.
inline b3Quat b3Mul(const b3Quat& a, const b3Quat& b)
{
return b3Quat(
a.w * b.x + a.x * b.w + a.y * b.z - a.z * b.y,
@ -175,7 +175,32 @@ inline b3Quat operator*(const b3Quat& a, const b3Quat& b)
a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z);
}
// Compute the length of a quaternion.
// Multiply two quaternions.
inline b3Quat operator*(const b3Quat& a, const b3Quat& b)
{
return b3Mul(a, b);
}
// Perform the dot poduct of two quaternions.
inline float32 b3Dot(const b3Quat& a, const b3Quat& b)
{
return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
}
// Return the conjugate of a quaternion.
// If the quaternion is unit this returns its inverse.
inline b3Quat b3Conjugate(const b3Quat& q)
{
return b3Quat(-q.x, -q.y, -q.z, q.w);
}
// Multiply the conjugate of a quaternion times another quaternion.
inline b3Quat b3MulT(const b3Quat& a, const b3Quat& b)
{
return b3Mul(b3Conjugate(a), b);
}
// Return the length of a quaternion.
inline float32 b3Length(const b3Quat& q)
{
return b3Sqrt(q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w);
@ -193,18 +218,6 @@ inline b3Quat b3Normalize(const b3Quat& q)
return b3Quat(0.0f, 0.0f, 0.0f, 1.0f);
}
// Perform the dot poduct of two quaternions.
inline float b3Dot(const b3Quat& a, const b3Quat& b)
{
return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
}
// Conjugate of a quaternion (inverse if the quaternion is unit).
inline b3Quat b3Conjugate(const b3Quat& q)
{
return b3Quat(-q.x, -q.y, -q.z, q.w);
}
// Rotate a vector.
inline b3Vec3 b3Mul(const b3Quat& q, const b3Vec3& v)
{
@ -221,8 +234,8 @@ inline b3Vec3 b3MulT(const b3Quat& q, const b3Vec3& v)
return b3Mul(b3Conjugate(q), v);
}
// Convert a 3-by-3 rotation matrix to an rotation quaternion.
inline b3Quat b3ConvertMatToQuat(const b3Mat33& m)
// Convert a 3-by3 rotation matrix to a rotation quaternion.
inline b3Quat b3Mat33Quat(const b3Mat33& m)
{
// Check the diagonal.
float32 trace = m[0][0] + m[1][1] + m[2][2];
@ -286,8 +299,8 @@ inline b3Quat b3ConvertMatToQuat(const b3Mat33& m)
return result;
}
// Convert an rotation quaternion to a 3-by-3 rotation matrix.
inline b3Mat33 b3ConvertQuatToMat(const b3Quat& q)
// Convert a rotation quaternion to a 3-by-3 rotation matrix.
inline b3Mat33 b3QuatMat33(const b3Quat& q)
{
float32 x = q.x, y = q.y, z = q.z, w = q.w;
float32 x2 = x + x, y2 = y + y, z2 = z + z;
@ -301,4 +314,43 @@ inline b3Mat33 b3ConvertQuatToMat(const b3Quat& q)
b3Vec3( xz + wy, yz - wx, 1.0f - (xx + yy)));
}
// Rotation about the x-axis.
inline b3Quat b3QuatRotationX(float32 angle)
{
float32 x = 0.5f * angle;
b3Quat q;
q.x = sin(x);
q.y = 0.0f;
q.z = 0.0f;
q.w = cos(x);
return q;
}
// Rotation about the y-axis.
inline b3Quat b3QuatRotationY(float32 angle)
{
float32 x = 0.5f * angle;
b3Quat q;
q.x = 0.0f;
q.y = sin(x);
q.z = 0.0f;
q.w = cos(x);
return q;
}
// Rotation about the z-axis.
inline b3Quat b3QuatRotationZ(float32 angle)
{
float32 x = 0.5f * angle;
b3Quat q;
q.x = 0.0f;
q.y = 0.0f;
q.z = sin(x);
q.w = cos(x);
return q;
}
#endif

View File

@ -23,49 +23,181 @@
#include <bounce/common/math/quat.h>
// A transform represents a rigid frame.
// It has a translation representing a position
// and a rotation representing an orientation.
// It has a translation representing a position
// and a rotation matrix representing an orientation
// relative to some reference frame.
struct b3Transform
{
// Default ctor does nothing for performance.
b3Transform() { }
// Set this transform from a translation vector and an orientation
// quaternion.
b3Transform(const b3Vec3& p, const b3Quat& q)
// Set this transform from a rotation quaternion and a translation vector.
b3Transform(const b3Quat& _rotation, const b3Vec3& _translation)
{
position = p;
rotation = b3ConvertQuatToMat(q);
rotation = b3QuatMat33(_rotation);
position = _translation;
}
// Set this transform to the identity.
// Set this transform to the identity transform.
void SetIdentity()
{
position.SetZero();
rotation.SetIdentity();
position.SetZero();
}
b3Vec3 position; // in fact a translation
b3Mat33 rotation;
b3Vec3 position; // in fact a translation
};
// Multiply a transform times a vector.
inline b3Vec3 b3Mul(const b3Transform& T, const b3Vec3& v)
{
return b3Mul(T.rotation, v) + T.position;
}
// Multiply a transform times another transform.
inline b3Transform b3Mul(const b3Transform& A, const b3Transform& B)
{
// [A y][B x] = [AB Ax+y]
// [0 1][0 1] [0 1 ]
b3Transform C;
C.rotation = b3Mul(A.rotation, B.rotation);
C.position = b3Mul(A.rotation, B.position) + A.position;
return C;
}
// Multiply the transpose of one transform (inverse
// transform) times another transform (composed transform).
inline b3Transform b3MulT(const b3Transform& A, const b3Transform& B)
{
//[A^-1 -A^-1*y][B x] = [A^-1*B A^-1(x-y)]
//[0 1 ][0 1] [0 1 ]
b3Transform C;
C.rotation = b3MulT(A.rotation, B.rotation);
C.position = b3MulT(A.rotation, B.position - A.position);
return C;
}
// Multiply the transpose of a transform times a vector.
// If the transform represents a frame then this transforms
// the vector from one frame to another (inverse transform).
inline b3Vec3 b3MulT(const b3Transform& A, const b3Vec3& v)
{
//[A^-1 -A^-1*y][x] = A^-1*x - A^-1*y = A^-1 * (x - y)
//[0 1 ][1]
return b3MulT(A.rotation, v - A.position);
}
// Inverse transform.
inline b3Transform b3Inverse(const b3Transform& T)
{
b3Transform B;
B.rotation = b3Transpose(T.rotation);
B.position = b3MulT(T.rotation, -T.position);
return B;
}
// Multiply a transform times a vector. If the transform
// represents a frame this returns the vector in terms
// of the frame.
inline b3Vec3 operator*(const b3Transform& T, const b3Vec3& v)
{
return b3Mul(T, v);
}
// Multiply a transform times another transform (composed transform).
inline b3Transform operator*(const b3Transform& A, const b3Transform& B)
{
return b3Mul(A, B);
}
// A quaternion-based transform.
struct b3TransformQT
{
// Default ctor does nothing for performance.
b3TransformQT() { }
// Set this transform from a rotation matrix and a translation vector.
b3TransformQT(const b3Mat33& _rotation, const b3Vec3& _translation)
{
rotation = b3Mat33Quat(_rotation);
translation = _translation;
}
// Set this transform to the identity transform.
void SetIdentity()
{
rotation.SetIdentity();
translation.SetZero();
}
b3Quat rotation;
b3Vec3 translation;
};
// Convert a quaternion based transform to a matrix based transform.
inline b3Transform b3ConvertToTransform(const b3TransformQT& T)
{
return b3Transform(T.rotation, T.translation);
}
// Multiply a transform times another transform.
inline b3TransformQT b3Mul(const b3TransformQT& A, const b3TransformQT& B)
{
b3TransformQT C;
C.rotation = b3Mul(A.rotation, B.rotation);
C.translation = b3Mul(A.rotation, B.translation) + A.translation;
return C;
}
// Multiply the transpose of one transform (inverse
// transform) times another transform (composed transform).
inline b3TransformQT b3MulT(const b3TransformQT& A, const b3TransformQT& B)
{
b3TransformQT C;
C.rotation = b3MulT(A.rotation, B.rotation);
C.translation = b3MulT(A.rotation, B.translation - A.translation);
return C;
}
inline b3TransformQT operator*(const b3TransformQT& A, const b3TransformQT& B)
{
return b3Mul(A, B);
}
// Inverse transform a vector.
inline b3Vec3 b3MulT(const b3TransformQT& A, const b3Vec3& v)
{
return b3MulT(A.rotation, v - A.translation);
}
// Inverse transform.
inline b3TransformQT b3Inverse(const b3TransformQT& T)
{
b3TransformQT B;
B.rotation = b3Conjugate(T.rotation);
B.translation = b3MulT(T.rotation, -T.translation);
return B;
}
// Motion proxy for TOI computation.
struct b3Sweep
{
b3Vec3 localCenter; // local center
b3Vec3 worldCenter0; // last world center
b3Quat orientation0; // last orientation
float32 t0; // last fraction between [0, 1]
b3Vec3 worldCenter; // world center
b3Quat orientation; // world orientation
// Get this sweep transform at a given time between [0, 1]
b3Transform GetTransform(float32 t) const;
// Advance to a new initial state.
void Advance(float32 t);
b3Vec3 localCenter; // local center
b3Quat orientation0; // last orientation
b3Vec3 worldCenter0; // last world center
float32 t0; // last fraction between [0, 1]
b3Quat orientation; // world orientation
b3Vec3 worldCenter; // world center
};
inline b3Transform b3Sweep::GetTransform(float32 t) const
@ -75,7 +207,7 @@ inline b3Transform b3Sweep::GetTransform(float32 t) const
q.Normalize();
b3Transform xf;
xf.rotation = b3ConvertQuatToMat(q);
xf.rotation = b3QuatMat33(q);
xf.position = c - b3Mul(q, localCenter);
return xf;
}
@ -90,71 +222,4 @@ inline void b3Sweep::Advance(float32 t)
t0 = t;
}
// Multiply a transform times a vector. If the transform
// represents a frame this returns the vector in terms
// of the frame.
inline b3Vec3 operator*(const b3Transform& T, const b3Vec3& v)
{
return b3Mul(T.rotation, v) + T.position;
}
// Multiply a transform times another transform (composed transform).
// [A y][B x] = [AB Ax+y]
// [0 1][0 1] [0 1 ]
inline b3Transform operator*(const b3Transform& A, const b3Transform& B)
{
b3Transform C;
C.rotation = b3Mul(A.rotation, B.rotation);
C.position = b3Mul(A.rotation, B.position) + A.position;
return C;
}
// Multiply a transform times a vector.
inline b3Vec3 b3Mul(const b3Transform& T, const b3Vec3& v)
{
return b3Mul(T.rotation, v) + T.position;
}
// Multiply a transform times another transform.
// [A y][B x] = [AB Ax+y]
// [0 1][0 1] [0 1 ]
inline b3Transform b3Mul(const b3Transform& A, const b3Transform& B)
{
b3Transform C;
C.rotation = b3Mul(A.rotation, B.rotation);
C.position = b3Mul(A.rotation, B.position) + A.position;
return C;
}
// Multiply the transpose of one transform (inverse
// transform) times another transform (composed transform).
//[A^-1 -A^-1*y][B x] = [A^-1*B A^-1(x-y)]
//[0 1 ][0 1] [0 1 ]
inline b3Transform b3MulT(const b3Transform& A, const b3Transform& B)
{
b3Transform C;
C.rotation = b3MulT(A.rotation, B.rotation);
C.position = b3MulT(A.rotation, B.position - A.position);
return C;
}
// Multiply the transpose of a transform times a vector.
// If the transform represents a frame then this transforms
// the vector from one frame to another (inverse transform).
//[A^-1 -A^-1*y][x] = A^-1*x - A^-1*y = A^-1 * (x - y)
//[0 1 ][1]
inline b3Vec3 b3MulT(const b3Transform& A, const b3Vec3& v)
{
return b3MulT(A.rotation, v - A.position);
}
// Inverse transform.
inline b3Transform b3Inverse(const b3Transform& T)
{
b3Transform B;
B.rotation = b3Transpose(T.rotation);
B.position = b3MulT(T.rotation, -T.position);
return B;
}
#endif
#endif

View File

@ -106,12 +106,6 @@ struct b3BodyDef
class b3Body
{
public:
// A world manages the body construction.
b3Body(const b3BodyDef& def, b3World* world);
// A world manages the body destruction.
~b3Body() { }
// Get the type of the body.
b3BodyType GetType() const;
@ -307,6 +301,9 @@ private:
e_fixedRotationZ = 0x0010,
};
b3Body(const b3BodyDef& def, b3World* world);
~b3Body() { }
// Destroy all shapes associated with the body.
void DestroyShapes();
@ -429,7 +426,7 @@ inline void b3Body::SetTransform(const b3Vec3& position, const b3Vec3& axis, flo
b3Quat q = b3Quat(axis, angle);
m_xf.position = position;
m_xf.rotation = b3ConvertQuatToMat(q);
m_xf.rotation = b3QuatMat33(q);
m_sweep.worldCenter = b3Mul(m_xf, m_sweep.localCenter);
m_sweep.orientation = q;

View File

@ -0,0 +1,109 @@
/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B3_ROPE_H
#define B3_ROPE_H
#include <bounce/common/math/transform.h>
class b3Draw;
struct b3RopeBody;
//
struct b3RopeDef
{
b3RopeDef()
{
vertices = NULL;
masses = NULL;
count = 0;
gravity.SetZero();
linearDamping = 0.6f;
angularDamping = 0.6f;
}
//
b3Vec3* vertices;
//
float32* masses;
//
u32 count;
//
b3Vec3 gravity;
//
float32 linearDamping;
//
float32 angularDamping;
};
//
class b3Rope
{
public:
//
b3Rope();
//
~b3Rope();
//
void Initialize(const b3RopeDef& def);
//
void SetOrigin(const b3Vec3& position)
{
m_p = position;
}
//
void SetGravity(const b3Vec3& gravity)
{
m_gravity = gravity;
}
//
void Step(float32 dt);
//
void Draw(b3Draw* draw) const;
private:
//
float32 m_kd1, m_kd2;
//
b3Vec3 m_gravity;
// Base
b3Vec3 m_v;
b3Vec3 m_w;
b3Vec3 m_p;
b3Quat m_q;
//
u32 m_count;
b3RopeBody* m_links;
};
#endif

View File

@ -59,12 +59,12 @@ struct b3ShapeDef
struct b3MassData
{
// The center of mass of the shape relative to the shape's origin.
b3Vec3 center;
// The mass of the shape in kilograms.
float32 mass;
// The shape center of mass relative to the shape's origin.
b3Vec3 center;
// The rotational inertia of the shape about the shape's center of mass.
b3Mat33 I;
};

View File

@ -0,0 +1,340 @@
/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B3_SPATIAL_H
#define B3_SPATIAL_H
#include <bounce/common/math/mat33.h>
// A 6-by-1 motion vector.
struct b3MotionVec
{
b3MotionVec() { }
b3MotionVec(const b3Vec3& _w, const b3Vec3& _v)
{
w = _w;
v = _v;
}
void SetZero()
{
w.SetZero();
v.SetZero();
}
void operator+=(const b3MotionVec& b)
{
w += b.w;
v += b.v;
}
void operator-=(const b3MotionVec& b)
{
w -= b.w;
v -= b.v;
}
b3Vec3 w, v;
};
// a + b
inline b3MotionVec operator+(const b3MotionVec& a, const b3MotionVec& b)
{
return b3MotionVec(a.w + b.w, a.v + b.v);
}
// a - b
inline b3MotionVec operator-(const b3MotionVec& a, const b3MotionVec& b)
{
return b3MotionVec(a.w - b.w, a.v - b.v);
}
// -a
inline b3MotionVec operator-(const b3MotionVec& a)
{
return b3MotionVec(-a.w, -a.v);
}
// a * s
inline b3MotionVec operator*(const b3MotionVec& a, float32 s)
{
return b3MotionVec(s * a.w, s * a.v);
}
// s * a
inline b3MotionVec operator*(float32 s, const b3MotionVec& a)
{
return b3MotionVec(s * a.w, s * a.v);
}
// a / s
inline b3MotionVec operator/(const b3MotionVec& a, float32 s)
{
return b3MotionVec(a.w / s, a.v / s);
}
// a x b
// [wx 0][w2] = [wx * w2 + 0 * v2] = [wx * w2]
// [vx wx][v2] [vx * w2 + wx * v2] [vx * w2 + wx * v2]
inline b3MotionVec b3Cross(const b3MotionVec& a, const b3MotionVec& b)
{
b3MotionVec result;
result.w = b3Cross(a.w, b.w);
result.v = b3Cross(a.v, b.w) + b3Cross(a.w, b.v);
return result;
}
// A 6-by-1 force vector.
struct b3ForceVec
{
b3ForceVec() { }
b3ForceVec(const b3Vec3& _n, const b3Vec3& _f)
{
n = _n;
f = _f;
}
void SetZero()
{
n.SetZero();
f.SetZero();
}
void operator-=(const b3ForceVec& v)
{
n -= v.n;
f -= v.f;
}
void operator+=(const b3ForceVec& v)
{
n += v.n;
f += v.f;
}
b3Vec3 n, f;
};
// a + b
inline b3ForceVec operator+(const b3ForceVec& a, const b3ForceVec& b)
{
return b3ForceVec(a.n + b.n, a.f + b.f);
}
// a - b
inline b3ForceVec operator-(const b3ForceVec& a, const b3ForceVec& b)
{
return b3ForceVec(a.n - b.n, a.f - b.f);
}
// -a
inline b3ForceVec operator-(const b3ForceVec& a)
{
return b3ForceVec(-a.n, -a.f);
}
// a * s
inline b3ForceVec operator*(const b3ForceVec& a, float32 s)
{
return b3ForceVec(s * a.n, s * a.f);
}
// s * a
inline b3ForceVec operator*(float32 s, const b3ForceVec& a)
{
return b3ForceVec(s * a.n, s * a.f);
}
// a / s
inline b3ForceVec operator/(const b3ForceVec& a, float32 s)
{
return b3ForceVec(a.n / s, a.f / s);
}
// a^T = [a.b^T, a.a^T]
// a^T * b = a.b * b.a + a.a * b.b
inline float32 b3Dot(const b3MotionVec& a, const b3ForceVec& b)
{
return b3Dot(a.v, b.n) + b3Dot(a.w, b.f);
}
// A 6-by-6 spatial inertia matrix stored as a block matrix.
// A, B, C, D are the 3-by-3 matrices. D is not stored
// because it's defined as D = A^T.
struct b3SpInertia
{
b3SpInertia() { }
void SetZero()
{
A.SetZero();
B.SetZero();
C.SetZero();
}
// Set this matrix from mass and rotational inertia
// about the local center of mass (zero vector).
void SetLocalInertia(float32 m, const b3Mat33& I)
{
A.SetZero();
B = b3Diagonal(m);
C = I;
}
void operator-=(const b3SpInertia& M)
{
A -= M.A;
B -= M.B;
C -= M.C;
}
void operator+=(const b3SpInertia& M)
{
A += M.A;
B += M.B;
C += M.C;
}
// Solve Ax = b.
b3MotionVec Solve(const b3ForceVec& b) const;
b3Mat33 A, B, C;
};
inline b3MotionVec b3SpInertia::Solve(const b3ForceVec& b) const
{
// Numerical Recipes, p. 77
// Block matrix inversion:
// https://en.wikipedia.org/wiki/Block_matrix#Block_matrix_inversion
b3Mat33 invA_A, invA_B, invA_C, invA_D;
b3Mat33 D = b3Transpose(A);
b3Mat33 NinvB = -b3Inverse(B);
invA_B = b3Inverse(D * NinvB * A + C);
invA_A = invA_B * D * NinvB;
invA_D = b3Transpose(invA_A);
b3Mat33 T = A * invA_A;
T[0][0] -= 1.0f;
T[1][1] -= 1.0f;
T[2][2] -= 1.0f;
invA_C = NinvB * T;
b3MotionVec x;
x.w = invA_A * b.n + invA_B * b.f;
x.v = invA_C * b.n + invA_D * b.f;
return x;
}
// M * v
inline b3ForceVec operator*(const b3SpInertia& M, const b3MotionVec& v)
{
b3ForceVec result;
result.n = M.A * v.w + M.B * v.v;
result.f = M.C * v.w + b3MulT(M.A, v.v);
return result;
}
// a * b^T
inline b3SpInertia b3Outer(const b3ForceVec& a, const b3ForceVec& b)
{
b3SpInertia result;
result.A = b3Outer(a.n, b.f);
result.B = b3Outer(a.n, b.n);
result.C = b3Outer(a.f, b.f);
return result;
}
// A spatial transformation matrix. This is a
// 6-by-6 matrix, but we represent it efficiently
// with a rotation matrix and a translation vector.
struct b3SpTransform
{
b3SpTransform() { }
b3SpTransform(const b3Mat33& _E, const b3Vec3& _r)
{
E = _E;
r = _r;
}
void SetIdentity()
{
E.SetIdentity();
r.SetZero();
}
b3Mat33 E;
b3Vec3 r;
};
// X * v
inline b3MotionVec b3Mul(const b3SpTransform& X, const b3MotionVec& v)
{
b3MotionVec result;
result.w = X.E * v.w;
result.v = -b3Cross(X.r, X.E * v.w) + X.E * v.v;
return result;
}
// X^-1 * v
inline b3MotionVec b3MulT(const b3SpTransform& X, const b3MotionVec& v)
{
b3MotionVec result;
result.w = b3MulT(X.E, v.w);
result.v = b3MulT(X.E, v.v + b3Cross(X.r, v.w));
return result;
}
// X * v
inline b3ForceVec b3Mul(const b3SpTransform& X, const b3ForceVec& v)
{
b3ForceVec result;
result.n = X.E * v.n;
result.f = -b3Cross(X.r, X.E * v.n) + X.E * v.f;
return result;
}
// X^-1 * v
inline b3ForceVec b3MulT(const b3SpTransform& X, const b3ForceVec& v)
{
b3ForceVec result;
result.n = b3MulT(X.E, v.n);
result.f = b3MulT(X.E, v.f + b3Cross(X.r, v.n));
return result;
}
// X^-1 * I
inline b3SpInertia b3MulT(const b3SpTransform& X, const b3SpInertia& I)
{
b3Mat33 E = X.E;
b3Mat33 ET = b3Transpose(X.E);
b3Mat33 rx = b3Skew(X.r);
b3SpInertia result;
result.A = ET * (I.A - I.B * rx) * E;
result.B = ET * I.B * E;
result.C = ET * (rx * (I.A - I.B * rx) + I.C - b3Transpose(I.A) * rx) * E;
return result;
}
#endif

View File

@ -76,7 +76,7 @@ public:
// Remove a joint from the world and deallocate it from the memory.
void DestroyJoint(b3Joint* joint);
// Simulate a physics step.
// The function parameters are the ammount of time to simulate,
// and the number of constraint solver iterations.

View File

@ -26,7 +26,7 @@
u32 b3_gjkCalls = 0, b3_gjkIters = 0, b3_gjkMaxIters = 0;
// Convert a point Q from euclidean coordinates to barycentric coordinates (u, v)
// Convert a point Q from Cartesian coordinates to Barycentric coordinates (u, v)
// with respect to a segment AB.
// The last output value is the divisor.
static B3_FORCE_INLINE void b3Barycentric(float32 out[3],
@ -44,7 +44,7 @@ static B3_FORCE_INLINE void b3Barycentric(float32 out[3],
out[2] = out[0] + out[1];
}
// Convert a point Q from euclidean coordinates to barycentric coordinates (u, v, w)
// Convert a point Q from Cartesian coordinates to Barycentric coordinates (u, v, w)
// with respect to a triangle ABC.
// The last output value is the divisor.
static B3_FORCE_INLINE void b3Barycentric(float32 out[4],
@ -72,7 +72,7 @@ static B3_FORCE_INLINE void b3Barycentric(float32 out[4],
out[3] = out[0] + out[1] + out[2];
}
// Convert a point Q from euclidean coordinates to barycentric coordinates (u, v, w, x)
// Convert a point Q from Cartesian coordinates to Barycentric coordinates (u, v, w, x)
// with respect to a tetrahedron ABCD.
// The last output value is the (positive) divisor.
static B3_FORCE_INLINE void b3Barycentric(float32 out[5],

View File

@ -19,6 +19,16 @@
#include <bounce/common/math/mat22.h>
#include <bounce/common/math/mat33.h>
b3Mat33 b3Mat33_zero = b3Mat33(
b3Vec3(0.0f, 0.0f, 0.0f),
b3Vec3(0.0f, 0.0f, 0.0f),
b3Vec3(0.0f, 0.0f, 0.0f));
b3Mat33 b3Mat33_identity = b3Mat33(
b3Vec3(1.0f, 0.0f, 0.0f),
b3Vec3(0.0f, 1.0f, 0.0f),
b3Vec3(0.0f, 0.0f, 1.0f));
b3Vec2 b3Mat22::Solve(const b3Vec2& b) const
{
// Cramer's rule
@ -32,10 +42,10 @@ b3Vec2 b3Mat22::Solve(const b3Vec2& b) const
det = 1.0f / det;
}
b3Vec2 x;
x.x = det * (a22 * b.x - a12 * b.y);
x.y = det * (a11 * b.y - a21 * b.x);
return x;
b3Vec2 xn;
xn.x = det * (a22 * b.x - a12 * b.y);
xn.y = det * (a11 * b.y - a21 * b.x);
return xn;
}
b3Mat22 b3Inverse(const b3Mat22& A)
@ -95,3 +105,32 @@ b3Mat33 b3Inverse(const b3Mat33& A)
}
return det * b3Adjucate(A);
}
b3Mat33 b3SymInverse(const b3Mat33& A)
{
float32 det = b3Det(A.x, A.y, A.z);
if (det != 0.0f)
{
det = 1.0f / det;
}
float32 a11 = A.x.x, a12 = A.y.x, a13 = A.z.x;
float32 a22 = A.y.y, a23 = A.z.y;
float32 a33 = A.z.z;
b3Mat33 M;
M.x.x = det * (a22 * a33 - a23 * a23);
M.x.y = det * (a13 * a23 - a12 * a33);
M.x.z = det * (a12 * a23 - a13 * a22);
M.y.x = M.x.y;
M.y.y = det * (a11 * a33 - a13 * a13);
M.y.z = det * (a13 * a12 - a11 * a23);
M.z.x = M.x.z;
M.z.y = M.y.z;
M.z.z = det * (a11 * a22 - a12 * a12);
return M;
}

View File

@ -77,7 +77,7 @@ b3Body::b3Body(const b3BodyDef& def, b3World* world)
m_sweep.t0 = 0.0f;
m_xf.position = m_sweep.worldCenter;
m_xf.rotation = b3ConvertQuatToMat(m_sweep.orientation);
m_xf.rotation = b3QuatMat33(m_sweep.orientation);
m_linearDamping = def.linearDamping;
m_angularDamping = def.angularDamping;

View File

@ -16,7 +16,7 @@
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <bounce/cloth/cloth.h>
#include <bounce/dynamics/cloth/cloth.h>
#include <bounce/collision/shapes/mesh.h>
#include <bounce/common/template/array.h>
#include <bounce/common/draw.h>

View File

@ -104,8 +104,14 @@ void b3Contact::Update(b3ContactListener* listener)
}
}
// Update the contact state.
// Wake the bodies associated with the shapes if the contact has began.
if (isOverlapping != wasOverlapping)
{
bodyA->SetAwake(true);
bodyB->SetAwake(true);
}
// Update the contact state.
if (isOverlapping == true)
{
m_flags |= e_overlapFlag;
@ -115,13 +121,6 @@ void b3Contact::Update(b3ContactListener* listener)
m_flags &= ~e_overlapFlag;;
}
// Wake the bodies associated with the shapes if the contact has began.
if (isOverlapping != wasOverlapping)
{
bodyA->SetAwake(true);
bodyB->SetAwake(true);
}
// Notify the contact listener the new contact state.
if (listener != NULL)
{

View File

@ -176,11 +176,11 @@ void b3ContactSolver::InitializeConstraints()
b3Vec3 wB = m_velocities[indexB].w;
b3Transform xfA;
xfA.rotation = b3ConvertQuatToMat(qA);
xfA.rotation = b3QuatMat33(qA);
xfA.position = xA - b3Mul(xfA.rotation, localCenterA);
b3Transform xfB;
xfB.rotation = b3ConvertQuatToMat(qB);
xfB.rotation = b3QuatMat33(qB);
xfB.position = xB - b3Mul(xfB.rotation, localCenterB);
for (u32 j = 0; j < manifoldCount; ++j)
@ -532,11 +532,11 @@ bool b3ContactSolver::SolvePositionConstraints()
b3PositionConstraintPoint* pcp = pcm->points + k;
b3Transform xfA;
xfA.rotation = b3ConvertQuatToMat(qA);
xfA.rotation = b3QuatMat33(qA);
xfA.position = cA - b3Mul(xfA.rotation, localCenterA);
b3Transform xfB;
xfB.rotation = b3ConvertQuatToMat(qB);
xfB.rotation = b3QuatMat33(qB);
xfB.position = cB - b3Mul(xfB.rotation, localCenterB);
b3ContactPositionSolverPoint cpcp;

View File

@ -72,7 +72,7 @@ void b3MeshContact::SynchronizeShapes()
b3Sweep* sweepA = &bodyA->m_sweep;
b3Transform xfA0;
xfA0.position = sweepA->worldCenter0;
xfA0.rotation = b3ConvertQuatToMat(sweepA->orientation0);
xfA0.rotation = b3QuatMat33(sweepA->orientation0);
// Calculate the displacement of body A using its position at the last
// time step and the current position.

View File

@ -83,7 +83,7 @@ void b3Island::Add(b3Joint* j)
}
// Box2D
static B3_FORCE_INLINE b3Vec3 b3SolveGyroscopic(const b3Quat& q, const b3Mat33& Ib, const b3Vec3& w1, float32 h)
static B3_FORCE_INLINE b3Vec3 b3SolveGyro(const b3Quat& q, const b3Mat33& Ib, const b3Vec3& w1, float32 h)
{
// Convert angular velocity to body coordinates
b3Vec3 w1b = b3MulT(q, w1);
@ -149,7 +149,7 @@ void b3Island::Solve(const b3Vec3& gravity, float32 dt, u32 velocityIterations,
// I2 * (w2 - w1) + h * cross(w2, I2 * w2) = 0
// Toss out I2 from f using local I2 (constant) and local w1
// to remove its time dependency.
b3Vec3 w2 = b3SolveGyroscopic(q, b->m_I, w, h);
b3Vec3 w2 = b3SolveGyro(q, b->m_I, w, h);
b3Vec3 dw2 = w2 - w;
w += dw1 + dw2;

View File

@ -180,7 +180,7 @@ void b3RevoluteJointDef::Initialize(b3Body* bA, b3Body* bB,
rotation.y = b3Perp(axis);
rotation.x = b3Cross(rotation.y, axis);
b3Quat q = b3ConvertMatToQuat(rotation);
b3Quat q = b3Mat33Quat(rotation);
float32 len = q.Normalize();
B3_ASSERT(len > B3_EPSILON);
@ -651,24 +651,24 @@ bool b3RevoluteJoint::SolvePositionConstraints(const b3SolverData* data)
b3Transform b3RevoluteJoint::GetFrameA() const
{
b3Transform xf(m_localAnchorA, m_localRotationA);
b3Transform xf(m_localRotationA, m_localAnchorA);
return GetBodyA()->GetWorldFrame(xf);
}
b3Transform b3RevoluteJoint::GetFrameB() const
{
b3Transform xf(m_localAnchorB, m_localRotationB);
b3Transform xf(m_localRotationB, m_localAnchorB);
return GetBodyB()->GetWorldFrame(xf);
}
b3Transform b3RevoluteJoint::GetLocalFrameA() const
{
return b3Transform(m_localAnchorA, m_localRotationA);
return b3Transform(m_localRotationA, m_localAnchorA);
}
b3Transform b3RevoluteJoint::GetLocalFrameB() const
{
return b3Transform(m_localAnchorB, m_localRotationB);
return b3Transform(m_localRotationB, m_localAnchorB);
}
bool b3RevoluteJoint::IsLimitEnabled() const

View File

@ -0,0 +1,505 @@
/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <bounce/dynamics/rope/rope.h>
#include <bounce/dynamics/spatial.h>
#include <bounce/common/draw.h>
struct b3RopeBody
{
b3RopeBody() { }
// J * v
b3MotionVec v_J() const
{
return m_S[0] * m_v.x + m_S[1] * m_v.y + m_S[2] * m_v.z;
}
//
b3Transform X_J() const
{
// Rigid Body Dynamics Algorithms p. 86
// E = mat33(inv(p))
b3Quat E = b3Conjugate(m_p);
b3Transform X;
X.rotation = b3QuatMat33(E);
X.position.SetZero();
return X;
}
// Shared
// Body
//
float32 m_m, m_I;
// Joint
//
b3MotionVec m_S[3];
//
b3Transform m_X_i_J;
//
b3Transform m_X_J_j;
//
b3Quat m_p;
//
b3Vec3 m_v;
// Temp
//
b3SpTransform m_X_i_j;
//
b3MotionVec m_sv;
//
b3MotionVec m_sc;
//
b3SpInertia m_I_A;
//
b3ForceVec m_F_A;
//
b3ForceVec m_U[3];
//
b3Mat33 m_invD;
//
b3Vec3 m_u;
//
b3Vec3 m_a;
//
b3MotionVec m_sa;
//
b3Transform m_invX;
//
b3Transform m_X;
};
b3Rope::b3Rope()
{
m_gravity.SetZero();
m_kd1 = 0.0f;
m_kd2 = 0.0f;
m_links = NULL;
m_count = 0;
}
b3Rope::~b3Rope()
{
b3Free(m_links);
}
void b3Rope::Initialize(const b3RopeDef& def)
{
B3_ASSERT(def.count > 0);
m_gravity = def.gravity;
m_kd1 = def.linearDamping;
m_kd2 = def.angularDamping;
m_count = def.count;
m_links = (b3RopeBody*)b3Alloc(m_count * sizeof(b3RopeBody));
for (u32 i = 0; i < m_count; ++i)
{
b3RopeBody* b = m_links + i;
float32 m = def.masses[i];
// Simplify r = 1
b->m_m = m;
b->m_I = m * 0.4f;
}
m_v.SetZero();
m_w.SetZero();
m_p = def.vertices[0];
m_q.SetIdentity();
m_links[0].m_X.rotation = b3QuatMat33(m_q);
m_links[0].m_X.position = m_p;
for (u32 i = 1; i < m_count; ++i)
{
b3RopeBody* b = m_links + i;
b3RopeBody* b0 = b - 1;
b3Vec3 p = def.vertices[i];
b3Vec3 p0 = def.vertices[i - 1];
b->m_X.rotation.SetIdentity();
b->m_X.position = p;
// Set the joint anchor to the parent body position to simulate a rope.
b3Transform X_J;
X_J.rotation.SetIdentity();
X_J.position = p0;
b->m_X_i_J = b3MulT(X_J, b0->m_X);
b->m_X_J_j = b3MulT(b->m_X, X_J);
b3Vec3 d = -b->m_X_J_j.position;
b3Vec3 w1(1.0f, 0.0f, 0.0f);
b3Vec3 w2(0.0f, 1.0f, 0.0f);
b3Vec3 w3(0.0f, 0.0f, 1.0f);
b3Vec3 v1 = b3Cross(w1, d);
b3Vec3 v2 = b3Cross(w2, d);
b3Vec3 v3 = b3Cross(w3, d);
b->m_S[0].w = w1;
b->m_S[0].v = v1;
b->m_S[1].w = w2;
b->m_S[1].v = v2;
b->m_S[2].w = w3;
b->m_S[2].v = v3;
b->m_p.SetIdentity();
b->m_v.SetZero();
}
}
void b3Rope::Step(float32 h)
{
if (m_count == 0)
{
return;
}
// Propagate down.
{
b3RopeBody* b = m_links;
b3Mat33 I = b3Diagonal(b->m_I);
b->m_invX = b3Inverse(b->m_X);
// Convert global velocity to local velocity.
b->m_sv.w = b->m_invX.rotation * m_w;
b->m_sv.v = b->m_invX.rotation * m_v;
if (b->m_m == 0.0f)
{
b->m_I_A.SetZero();
b->m_F_A.SetZero();
}
else
{
// Uniform inertia results in zero angular momentum.
b3ForceVec Pdot;
Pdot.n = b3Cross(b->m_sv.w, b->m_m * b->m_sv.v);
Pdot.f.SetZero();
// Convert global force to local force.
b3ForceVec F;
F.n = b->m_invX.rotation * m_gravity;
F.f.SetZero();
// Damping force
b3ForceVec Fd;
Fd.n = -m_kd1 * b->m_m * b->m_sv.v;
Fd.f = -m_kd2 * b->m_I * b->m_sv.w;
b->m_I_A.SetLocalInertia(b->m_m, I);
b->m_F_A = Pdot - (F + Fd);
}
}
for (u32 i = 1; i < m_count; ++i)
{
b3RopeBody* link = m_links + i;
b3RopeBody* parent = link - 1;
b3Mat33 I = b3Diagonal(link->m_I);
b3Transform X_J = link->X_J();
b3Transform X_i_j = link->m_X_J_j * X_J * link->m_X_i_J;
link->m_invX = X_i_j * parent->m_invX;
// Flip the translation because r should be the vector
// from the center of mass of the parent link to the
// center of mass of this link in this link's frame.
link->m_X_i_j.E = X_i_j.rotation;
link->m_X_i_j.r = -X_i_j.position;
b3MotionVec joint_v = link->v_J();
b3MotionVec parent_v = b3Mul(link->m_X_i_j, parent->m_sv);
link->m_sv = parent_v + joint_v;
// v x jv
link->m_sc.w = b3Cross(link->m_sv.w, joint_v.w);
link->m_sc.v = b3Cross(link->m_sv.v, joint_v.w) + b3Cross(link->m_sv.w, joint_v.v);
// Uniform inertia results in zero angular momentum.
b3ForceVec Pdot;
Pdot.n = b3Cross(link->m_sv.w, link->m_m * link->m_sv.v);
Pdot.f.SetZero();
// Damping force
b3ForceVec Fd;
Fd.n = -m_kd1 * link->m_m * link->m_sv.v;
Fd.f = -m_kd2 * link->m_I * link->m_sv.w;
// Convert global force to local force.
b3ForceVec F;
F.n = link->m_invX.rotation * m_gravity;
F.f.SetZero();
link->m_I_A.SetLocalInertia(link->m_m, I);
link->m_F_A = Pdot - (F + Fd);
}
// Propagate up bias forces and inertias.
for (u32 j = m_count - 1; j >= 1; --j)
{
b3RopeBody* link = m_links + j;
b3RopeBody* parent = link - 1;
b3MotionVec* S = link->m_S;
b3MotionVec& c = link->m_sc;
b3SpInertia& I_A = link->m_I_A;
b3ForceVec& F_A = link->m_F_A;
b3ForceVec* U = link->m_U;
b3Vec3& u = link->m_u;
// U
U[0] = I_A * S[0];
U[1] = I_A * S[1];
U[2] = I_A * S[2];
// D = S^T * U
b3Mat33 D;
D.x.x = b3Dot(S[0], U[0]);
D.x.y = b3Dot(S[1], U[0]);
D.x.z = b3Dot(S[2], U[0]);
D.y.x = D.x.y;
D.y.y = b3Dot(S[1], U[1]);
D.y.z = b3Dot(S[2], U[1]);
D.z.x = D.x.z;
D.z.y = D.y.z;
D.z.z = b3Dot(S[2], U[2]);
// D^-1
b3Mat33 invD = b3SymInverse(D);
link->m_invD = invD;
// U * D^-1
b3ForceVec U_invD[3];
U_invD[0] = invD[0][0] * U[0] + invD[0][1] * U[1] + invD[0][2] * U[2];
U_invD[1] = invD[1][0] * U[0] + invD[1][1] * U[1] + invD[1][2] * U[2];
U_invD[2] = invD[2][0] * U[0] + invD[2][1] * U[1] + invD[2][2] * U[2];
// I_a = I_A - U * D^-1 * U^T
b3SpInertia M1 = b3Outer(U[0], U_invD[0]);
b3SpInertia M2 = b3Outer(U[1], U_invD[1]);
b3SpInertia M3 = b3Outer(U[2], U_invD[2]);
b3SpInertia I_a = link->m_I_A;
I_a -= M1;
I_a -= M2;
I_a -= M3;
// u = tau - S^T * F_A
u[0] = -b3Dot(S[0], F_A);
u[1] = -b3Dot(S[1], F_A);
u[2] = -b3Dot(S[2], F_A);
// U * D^-1 * u
b3ForceVec U_invD_u = U_invD[0] * u[0] + U_invD[1] * u[1] + U_invD[2] * u[2];
// F_a = F_A + I_a * c + U * D^-1 * u
b3ForceVec F_a = link->m_F_A + I_a * link->m_sc + U_invD_u;
b3SpInertia I_a_i = b3MulT(link->m_X_i_j, I_a);
b3ForceVec F_a_i = b3MulT(link->m_X_i_j, F_a);
parent->m_I_A += I_a_i;
parent->m_F_A += F_a_i;
}
// Propagate down accelerations
{
b3RopeBody* body = m_links;
if (body->m_m == 0.0f)
{
body->m_sa.SetZero();
}
else
{
// a = I^-1 * F
if (m_count == 1)
{
float32 inv_m = body->m_m > 0.0f ? 1.0f / body->m_m : 0.0f;
float32 invI = body->m_I > 0.0f ? 1.0f / body->m_I : 0.0f;
body->m_sa.w = -invI * body->m_F_A.f;
body->m_sa.v = -inv_m * body->m_F_A.n;
}
else
{
body->m_sa = body->m_I_A.Solve(-body->m_F_A);
}
}
}
for (u32 j = 1; j < m_count; ++j)
{
b3RopeBody* link = m_links + j;
b3RopeBody* parent = link - 1;
b3MotionVec* S = link->m_S;
b3MotionVec c = link->m_sc;
b3ForceVec* U = link->m_U;
b3Vec3 u = link->m_u;
b3MotionVec parent_a = b3Mul(link->m_X_i_j, parent->m_sa);
b3MotionVec a = parent_a + c;
// u - U^T * a
b3Vec3 b;
b[0] = u[0] - b3Dot(a, U[0]);
b[1] = u[1] - b3Dot(a, U[1]);
b[2] = u[2] - b3Dot(a, U[2]);
// D^-1 * b
link->m_a = link->m_invD * b;
b3MotionVec joint_a = S[0] * link->m_a[0] + S[1] * link->m_a[1] + S[2] * link->m_a[2];
link->m_sa = a + joint_a;
}
// Integrate
float32 max_w = 8.0f * 2.0f * B3_PI;
b3Vec3 min(-max_w, -max_w, -max_w);
b3Vec3 max(max_w, max_w, max_w);
{
b3RopeBody* b = m_links;
// Integrate acceleration
// Convert local to global acceleration
b3Vec3 v_dot = b3Mul(m_q, b->m_sa.v);
b3Vec3 w_dot = b3Mul(m_q, b->m_sa.w);
m_v += h * v_dot;
m_w += h * w_dot;
// Integrate velocity
m_p += h * m_v;
b3Quat q_w(m_w.x, m_w.y, m_w.z, 0.0f);
b3Quat q_dot = 0.5f * q_w * m_q;
m_q += h * q_dot;
m_q.Normalize();
// Synchronize transform
b->m_X.rotation = b3QuatMat33(m_q);
b->m_X.position = m_p;
}
for (u32 i = 1; i < m_count; ++i)
{
b3RopeBody* link = m_links + i;
// Integrate acceleration
link->m_v += h * link->m_a;
// Avoid numerical instability due to large velocities
link->m_v = b3Clamp(link->m_v, min, max);
//
b3Quat q_w(link->m_v.x, link->m_v.y, link->m_v.z, 0.0f);
b3Quat q_dot = 0.5f * link->m_p * q_w;
link->m_p += h * q_dot;
link->m_p.Normalize();
}
// Propagate down transforms
m_links->m_invX = b3Inverse(m_links->m_X);
for (u32 j = 1; j < m_count; ++j)
{
b3RopeBody* link = m_links + j;
b3RopeBody* parent = link - 1;
b3Transform X_J = link->X_J();
b3Transform X_i_j = link->m_X_J_j * X_J * link->m_X_i_J;
link->m_invX = X_i_j * parent->m_invX;
link->m_X = b3Inverse(link->m_invX);
}
}
void b3Rope::Draw(b3Draw* draw) const
{
if (m_count == 0)
{
return;
}
{
b3RopeBody* b = m_links;
draw->DrawTransform(b->m_X);
draw->DrawSolidSphere(b->m_X.position, 0.2f, b3Color_green);
}
for (u32 i = 1; i < m_count; ++i)
{
b3RopeBody* b = m_links + i;
b3RopeBody* b0 = b - 1;
b3Transform X_J = b0->m_X * b3Inverse(b->m_X_i_J);
b3Transform X_J0 = b->m_X * b->m_X_J_j;
draw->DrawTransform(X_J);
draw->DrawPoint(X_J.position, 5.0f, b3Color_red);
draw->DrawTransform(X_J0);
draw->DrawPoint(X_J0.position, 5.0f, b3Color_red);
draw->DrawTransform(b->m_X);
draw->DrawSolidSphere(b->m_X.position, 0.2f, b3Color_green);
}
}