//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #ifndef _RIGID_H_ #define _RIGID_H_ #ifndef _PLATFORM_H_ #include "platform/platform.h" #endif #ifndef _MPOINT_H_ #include "math/mPoint.h" #endif #ifndef _MMATRIX_H_ #include "math/mMatrix.h" #endif #ifndef _MQUAT_H_ #include "math/mQuat.h" #endif //---------------------------------------------------------------------------- class Rigid { public: Point3F force; Point3F torque; Point3F linVelocity; ///< Linear velocity Point3F linPosition; ///< Current position Point3F linMomentum; ///< Linear momentum Point3F angVelocity; ///< Angular velocity QuatF angPosition; ///< Current rotation Point3F angMomentum; ///< Angular momentum MatrixF objectInertia; ///< Moment of inertia MatrixF invObjectInertia; ///< Inverse moment of inertia MatrixF invWorldInertia; ///< Inverse moment of inertia in world space Point3F centerOfMass; ///< Center of mass in object space Point3F worldCenterOfMass; ///< CofM in world space F32 mass; ///< Rigid body mass F32 oneOverMass; ///< 1 / mass F32 restitution; ///< Collision restitution F32 friction; ///< Friction coefficient bool atRest; private: void translateCenterOfMass(const Point3F &oldPos,const Point3F &newPos); public: // Rigid(); void clearForces(); void integrate(F32 delta); void updateInertialTensor(); void updateVelocity(); void updateCenterOfMass(); void applyImpulse(const Point3F &v,const Point3F &impulse); bool resolveCollision(const Point3F& p,const Point3F &normal,Rigid*); bool resolveCollision(const Point3F& p,const Point3F &normal); F32 getZeroImpulse(const Point3F& r,const Point3F& normal); F32 getKineticEnergy(); void getOriginVector(const Point3F &r,Point3F* v); void setCenterOfMass(const Point3F &v); void getVelocity(const Point3F &p,Point3F* r); void getTransform(MatrixF* mat); void setTransform(const MatrixF& mat); void setObjectInertia(const Point3F& r); void setObjectInertia(); void invertObjectInertia(); bool checkRestCondition(); void setAtRest(); }; #endif