Jolt Physics
A multi core friendly Game Physics Engine
Loading...
Searching...
No Matches
Body.h
Go to the documentation of this file.
1// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
2// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
3// SPDX-License-Identifier: MIT
4
5#pragma once
6
19
21
22class StateRecorder;
25
34class alignas(JPH_RVECTOR_ALIGNMENT) JPH_EXPORT_GCC_BUG_WORKAROUND Body : public NonCopyable
35{
36public:
38
40 inline const BodyID & GetID() const { return mID; }
41
43 inline EBodyType GetBodyType() const { return mBodyType; }
44
46 inline bool IsRigidBody() const { return mBodyType == EBodyType::RigidBody; }
47
49 inline bool IsSoftBody() const { return mBodyType == EBodyType::SoftBody; }
50
51 // See comment at GetIndexInActiveBodiesInternal for reasoning why TSAN is disabled here
54 inline bool IsActive() const { return mMotionProperties != nullptr && mMotionProperties->mIndexInActiveBodies != cInactiveIndex; }
55
57 inline bool IsStatic() const { return mMotionType == EMotionType::Static; }
58
60 inline bool IsKinematic() const { return mMotionType == EMotionType::Kinematic; }
61
63 inline bool IsDynamic() const { return mMotionType == EMotionType::Dynamic; }
64
66 inline bool CanBeKinematicOrDynamic() const { return mMotionProperties != nullptr; }
67
73 inline void SetIsSensor(bool inIsSensor) { JPH_ASSERT(IsRigidBody()); if (inIsSensor) mFlags.fetch_or(uint8(EFlags::IsSensor), memory_order_relaxed); else mFlags.fetch_and(uint8(~uint8(EFlags::IsSensor)), memory_order_relaxed); }
74
76 inline bool IsSensor() const { return (mFlags.load(memory_order_relaxed) & uint8(EFlags::IsSensor)) != 0; }
77
81 inline void SetCollideKinematicVsNonDynamic(bool inCollide) { JPH_ASSERT(IsRigidBody()); if (inCollide) mFlags.fetch_or(uint8(EFlags::CollideKinematicVsNonDynamic), memory_order_relaxed); else mFlags.fetch_and(uint8(~uint8(EFlags::CollideKinematicVsNonDynamic)), memory_order_relaxed); }
82
84 inline bool GetCollideKinematicVsNonDynamic() const { return (mFlags.load(memory_order_relaxed) & uint8(EFlags::CollideKinematicVsNonDynamic)) != 0; }
85
90 inline void SetUseManifoldReduction(bool inUseReduction) { JPH_ASSERT(IsRigidBody()); if (inUseReduction) mFlags.fetch_or(uint8(EFlags::UseManifoldReduction), memory_order_relaxed); else mFlags.fetch_and(uint8(~uint8(EFlags::UseManifoldReduction)), memory_order_relaxed); }
91
93 inline bool GetUseManifoldReduction() const { return (mFlags.load(memory_order_relaxed) & uint8(EFlags::UseManifoldReduction)) != 0; }
94
96 inline bool GetUseManifoldReductionWithBody(const Body &inBody2) const { return ((mFlags.load(memory_order_relaxed) & inBody2.mFlags.load(memory_order_relaxed)) & uint8(EFlags::UseManifoldReduction)) != 0; }
97
99 inline void SetApplyGyroscopicForce(bool inApply) { JPH_ASSERT(IsRigidBody()); if (inApply) mFlags.fetch_or(uint8(EFlags::ApplyGyroscopicForce), memory_order_relaxed); else mFlags.fetch_and(uint8(~uint8(EFlags::ApplyGyroscopicForce)), memory_order_relaxed); }
100
102 inline bool GetApplyGyroscopicForce() const { return (mFlags.load(memory_order_relaxed) & uint8(EFlags::ApplyGyroscopicForce)) != 0; }
103
105 inline void SetEnhancedInternalEdgeRemoval(bool inApply) { JPH_ASSERT(IsRigidBody()); if (inApply) mFlags.fetch_or(uint8(EFlags::EnhancedInternalEdgeRemoval), memory_order_relaxed); else mFlags.fetch_and(uint8(~uint8(EFlags::EnhancedInternalEdgeRemoval)), memory_order_relaxed); }
106
108 inline bool GetEnhancedInternalEdgeRemoval() const { return (mFlags.load(memory_order_relaxed) & uint8(EFlags::EnhancedInternalEdgeRemoval)) != 0; }
109
111 inline bool GetEnhancedInternalEdgeRemovalWithBody(const Body &inBody2) const { return ((mFlags.load(memory_order_relaxed) | inBody2.mFlags.load(memory_order_relaxed)) & uint8(EFlags::EnhancedInternalEdgeRemoval)) != 0; }
112
114 inline EMotionType GetMotionType() const { return mMotionType; }
115
117 void SetMotionType(EMotionType inMotionType);
118
120 inline BroadPhaseLayer GetBroadPhaseLayer() const { return mBroadPhaseLayer; }
121
123 inline ObjectLayer GetObjectLayer() const { return mObjectLayer; }
124
126 const CollisionGroup & GetCollisionGroup() const { return mCollisionGroup; }
127 CollisionGroup & GetCollisionGroup() { return mCollisionGroup; }
128 void SetCollisionGroup(const CollisionGroup &inGroup) { mCollisionGroup = inGroup; }
129
131 bool GetAllowSleeping() const { return mMotionProperties->mAllowSleeping; }
132 void SetAllowSleeping(bool inAllow);
133
135 inline void ResetSleepTimer();
136
138 inline float GetFriction() const { return mFriction; }
139 void SetFriction(float inFriction) { mFriction = inFriction; }
140
142 inline float GetRestitution() const { return mRestitution; }
143 void SetRestitution(float inRestitution) { mRestitution = inRestitution; }
144
146 inline Vec3 GetLinearVelocity() const { return !IsStatic()? mMotionProperties->GetLinearVelocity() : Vec3::sZero(); }
147
150 void SetLinearVelocity(Vec3Arg inLinearVelocity) { JPH_ASSERT(!IsStatic()); mMotionProperties->SetLinearVelocity(inLinearVelocity); }
151
154 void SetLinearVelocityClamped(Vec3Arg inLinearVelocity) { JPH_ASSERT(!IsStatic()); mMotionProperties->SetLinearVelocityClamped(inLinearVelocity); }
155
157 inline Vec3 GetAngularVelocity() const { return !IsStatic()? mMotionProperties->GetAngularVelocity() : Vec3::sZero(); }
158
161 void SetAngularVelocity(Vec3Arg inAngularVelocity) { JPH_ASSERT(!IsStatic()); mMotionProperties->SetAngularVelocity(inAngularVelocity); }
162
165 void SetAngularVelocityClamped(Vec3Arg inAngularVelocity) { JPH_ASSERT(!IsStatic()); mMotionProperties->SetAngularVelocityClamped(inAngularVelocity); }
166
168 inline Vec3 GetPointVelocityCOM(Vec3Arg inPointRelativeToCOM) const { return !IsStatic()? mMotionProperties->GetPointVelocityCOM(inPointRelativeToCOM) : Vec3::sZero(); }
169
171 inline Vec3 GetPointVelocity(RVec3Arg inPoint) const { JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::Read)); return GetPointVelocityCOM(Vec3(inPoint - mPosition)); }
172
175 inline void AddForce(Vec3Arg inForce) { JPH_ASSERT(IsDynamic()); (Vec3::sLoadFloat3Unsafe(mMotionProperties->mForce) + inForce).StoreFloat3(&mMotionProperties->mForce); }
176
179 inline void AddForce(Vec3Arg inForce, RVec3Arg inPosition);
180
183 inline void AddTorque(Vec3Arg inTorque) { JPH_ASSERT(IsDynamic()); (Vec3::sLoadFloat3Unsafe(mMotionProperties->mTorque) + inTorque).StoreFloat3(&mMotionProperties->mTorque); }
184
185 // Get the total amount of force applied to the center of mass this time step (through AddForce calls). Note that it will reset to zero after PhysicsSystem::Update.
186 inline Vec3 GetAccumulatedForce() const { JPH_ASSERT(IsDynamic()); return mMotionProperties->GetAccumulatedForce(); }
187
188 // Get the total amount of torque applied to the center of mass this time step (through AddForce/AddTorque calls). Note that it will reset to zero after PhysicsSystem::Update.
189 inline Vec3 GetAccumulatedTorque() const { JPH_ASSERT(IsDynamic()); return mMotionProperties->GetAccumulatedTorque(); }
190
191 // Reset the total accumulated force, not that this will be done automatically after every time step.
192 JPH_INLINE void ResetForce() { JPH_ASSERT(IsDynamic()); return mMotionProperties->ResetForce(); }
193
194 // Reset the total accumulated torque, not that this will be done automatically after every time step.
195 JPH_INLINE void ResetTorque() { JPH_ASSERT(IsDynamic()); return mMotionProperties->ResetTorque(); }
196
197 // Reset the current velocity and accumulated force and torque.
198 JPH_INLINE void ResetMotion() { JPH_ASSERT(!IsStatic()); return mMotionProperties->ResetMotion(); }
199
201 inline Mat44 GetInverseInertia() const;
202
205 inline void AddImpulse(Vec3Arg inImpulse);
206
209 inline void AddImpulse(Vec3Arg inImpulse, RVec3Arg inPosition);
210
213 inline void AddAngularImpulse(Vec3Arg inAngularImpulse);
214
217 void MoveKinematic(RVec3Arg inTargetPosition, QuatArg inTargetRotation, float inDeltaTime);
218
230 bool ApplyBuoyancyImpulse(RVec3Arg inSurfacePosition, Vec3Arg inSurfaceNormal, float inBuoyancy, float inLinearDrag, float inAngularDrag, Vec3Arg inFluidVelocity, Vec3Arg inGravity, float inDeltaTime);
231
233 inline bool IsInBroadPhase() const { return (mFlags.load(memory_order_relaxed) & uint8(EFlags::IsInBroadPhase)) != 0; }
234
236 inline bool IsCollisionCacheInvalid() const { return (mFlags.load(memory_order_relaxed) & uint8(EFlags::InvalidateContactCache)) != 0; }
237
239 inline const Shape * GetShape() const { return mShape; }
240
242 inline RVec3 GetPosition() const { JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::Read)); return mPosition - mRotation * mShape->GetCenterOfMass(); }
243
245 inline Quat GetRotation() const { JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::Read)); return mRotation; }
246
248 inline RMat44 GetWorldTransform() const;
249
251 inline RVec3 GetCenterOfMassPosition() const { JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::Read)); return mPosition; }
252
254 inline RMat44 GetCenterOfMassTransform() const;
255
257 inline RMat44 GetInverseCenterOfMassTransform() const;
258
260 inline const AABox & GetWorldSpaceBounds() const { return mBounds; }
261
263 const MotionProperties *GetMotionProperties() const { JPH_ASSERT(!IsStatic()); return mMotionProperties; }
264 MotionProperties * GetMotionProperties() { JPH_ASSERT(!IsStatic()); return mMotionProperties; }
265
267 const MotionProperties *GetMotionPropertiesUnchecked() const { return mMotionProperties; }
268 MotionProperties * GetMotionPropertiesUnchecked() { return mMotionProperties; }
269
271 uint64 GetUserData() const { return mUserData; }
272 void SetUserData(uint64 inUserData) { mUserData = inUserData; }
273
275 inline Vec3 GetWorldSpaceSurfaceNormal(const SubShapeID &inSubShapeID, RVec3Arg inPosition) const;
276
278 inline TransformedShape GetTransformedShape() const { JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::Read)); return TransformedShape(mPosition, mRotation, mShape, mID); }
279
281 BodyCreationSettings GetBodyCreationSettings() const;
282
284 SoftBodyCreationSettings GetSoftBodyCreationSettings() const;
285
288
291
294 static inline bool sFindCollidingPairsCanCollide(const Body &inBody1, const Body &inBody2);
295
297 inline void AddPositionStep(Vec3Arg inLinearVelocityTimesDeltaTime) { JPH_ASSERT(IsRigidBody()); JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::ReadWrite)); mPosition += mMotionProperties->LockTranslation(inLinearVelocityTimesDeltaTime); JPH_ASSERT(!mPosition.IsNaN()); }
298 inline void SubPositionStep(Vec3Arg inLinearVelocityTimesDeltaTime) { JPH_ASSERT(IsRigidBody()); JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::ReadWrite)); mPosition -= mMotionProperties->LockTranslation(inLinearVelocityTimesDeltaTime); JPH_ASSERT(!mPosition.IsNaN()); }
299
301 inline void AddRotationStep(Vec3Arg inAngularVelocityTimesDeltaTime);
302 inline void SubRotationStep(Vec3Arg inAngularVelocityTimesDeltaTime);
303
305 inline void SetInBroadPhaseInternal(bool inInBroadPhase) { if (inInBroadPhase) mFlags.fetch_or(uint8(EFlags::IsInBroadPhase), memory_order_relaxed); else mFlags.fetch_and(uint8(~uint8(EFlags::IsInBroadPhase)), memory_order_relaxed); }
306
308 inline bool InvalidateContactCacheInternal() { return (mFlags.fetch_or(uint8(EFlags::InvalidateContactCache), memory_order_relaxed) & uint8(EFlags::InvalidateContactCache)) == 0; }
309
311 inline void ValidateContactCacheInternal() { JPH_IF_ENABLE_ASSERTS(uint8 old_val = ) mFlags.fetch_and(uint8(~uint8(EFlags::InvalidateContactCache)), memory_order_relaxed); JPH_ASSERT((old_val & uint8(EFlags::InvalidateContactCache)) != 0); }
312
314 void CalculateWorldSpaceBoundsInternal();
315
317 void SetPositionAndRotationInternal(RVec3Arg inPosition, QuatArg inRotation, bool inResetSleepTimer = true);
318
322 void UpdateCenterOfMassInternal(Vec3Arg inPreviousCenterOfMass, bool inUpdateMassProperties);
323
327 void SetShapeInternal(const Shape *inShape, bool inUpdateMassProperties);
328
329 // TSAN detects a race between BodyManager::AddBodyToActiveBodies coming from PhysicsSystem::ProcessBodyPair and Body::GetIndexInActiveBodiesInternal coming from PhysicsSystem::ProcessBodyPair.
330 // When PhysicsSystem::ProcessBodyPair activates a body, it updates mIndexInActiveBodies and then updates BodyManager::mNumActiveBodies with release semantics. PhysicsSystem::ProcessBodyPair will
331 // then finish its loop of active bodies and at the end of the loop it will read BodyManager::mNumActiveBodies with acquire semantics to see if any bodies were activated during the loop.
332 // This means that changes to mIndexInActiveBodies must be visible to the thread, so TSANs report must be a false positive. We suppress the warning here.
335 uint32 GetIndexInActiveBodiesInternal() const { return mMotionProperties != nullptr? mMotionProperties->mIndexInActiveBodies : cInactiveIndex; }
336
338 ECanSleep UpdateSleepStateInternal(float inDeltaTime, float inMaxMovement, float inTimeBeforeSleep);
339
341 void SaveState(StateRecorder &inStream) const;
342
344 void RestoreState(StateRecorder &inStream);
345
347
348 static constexpr uint32 cInactiveIndex = MotionProperties::cInactiveIndex;
349
350private:
351 friend class BodyManager;
354
355 Body() = default;
356
357 explicit Body(bool);
358
359 ~Body() { JPH_ASSERT(mMotionProperties == nullptr); }
360
361 inline void GetSleepTestPoints(RVec3 *outPoints) const;
362
363 enum class EFlags : uint8
364 {
365 IsSensor = 1 << 0,
366 CollideKinematicVsNonDynamic = 1 << 1,
367 IsInBroadPhase = 1 << 2,
368 InvalidateContactCache = 1 << 3,
369 UseManifoldReduction = 1 << 4,
370 ApplyGyroscopicForce = 1 << 5,
371 EnhancedInternalEdgeRemoval = 1 << 6,
372 };
373
374 // 16 byte aligned
375 RVec3 mPosition;
376 Quat mRotation;
377 AABox mBounds;
378
379 // 8 byte aligned
380 RefConst<Shape> mShape;
381 MotionProperties * mMotionProperties = nullptr;
382 uint64 mUserData = 0;
383 CollisionGroup mCollisionGroup;
384
385 // 4 byte aligned
386 float mFriction;
387 float mRestitution;
388 BodyID mID;
389
390 // 2 or 4 bytes aligned
391 ObjectLayer mObjectLayer;
392
393 // 1 byte aligned
394 EBodyType mBodyType;
395 BroadPhaseLayer mBroadPhaseLayer;
396 EMotionType mMotionType;
397 atomic<uint8> mFlags = 0;
398
399 // 122 bytes up to here (64-bit mode, single precision, 16-bit ObjectLayer)
400};
401
402static_assert(JPH_CPU_ADDRESS_BITS != 64 || sizeof(Body) == JPH_IF_SINGLE_PRECISION_ELSE(128, 160), "Body size is incorrect");
403static_assert(alignof(Body) == JPH_RVECTOR_ALIGNMENT, "Body should properly align");
404
406
407#include "Body.inl"
EBodyType
Type of body.
Definition: BodyType.h:11
std::uint8_t uint8
Definition: Core.h:453
std::uint64_t uint64
Definition: Core.h:456
#define JPH_TSAN_NO_SANITIZE
Definition: Core.h:596
#define JPH_NAMESPACE_END
Definition: Core.h:378
std::uint32_t uint32
Definition: Core.h:455
#define JPH_EXPORT_GCC_BUG_WORKAROUND
Definition: Core.h:240
#define JPH_IF_SINGLE_PRECISION_ELSE(s, d)
Definition: Core.h:530
#define JPH_NAMESPACE_BEGIN
Definition: Core.h:372
#define JPH_IF_ENABLE_ASSERTS(...)
Definition: IssueReporting.h:35
#define JPH_ASSERT(...)
Definition: IssueReporting.h:33
#define JPH_OVERRIDE_NEW_DELETE
Macro to override the new and delete functions.
Definition: Memory.h:31
ECanSleep
Enum that determines if an object can go to sleep.
Definition: MotionProperties.h:22
EMotionType
Motion type of a physics body.
Definition: MotionType.h:11
uint16 ObjectLayer
Definition: ObjectLayer.h:16
#define JPH_RVECTOR_ALIGNMENT
Definition: Real.h:34
Axis aligned box.
Definition: AABox.h:16
Settings for constructing a rigid body.
Definition: BodyCreationSettings.h:31
Definition: Body.h:35
Vec3 GetPointVelocity(RVec3Arg inPoint) const
Velocity of point inPoint (in world space, e.g. on the surface of the body) of the body (unit: m/s)
Definition: Body.h:171
bool IsInBroadPhase() const
Check if this body has been added to the physics system.
Definition: Body.h:233
const MotionProperties * GetMotionProperties() const
Access to the motion properties.
Definition: Body.h:263
RVec3 GetCenterOfMassPosition() const
Gets the world space position of this body's center of mass.
Definition: Body.h:251
EMotionType GetMotionType() const
Get the bodies motion type.
Definition: Body.h:114
void SetAngularVelocity(Vec3Arg inAngularVelocity)
Definition: Body.h:161
void SetCollisionGroup(const CollisionGroup &inGroup)
Definition: Body.h:128
Vec3 GetPointVelocityCOM(Vec3Arg inPointRelativeToCOM) const
Velocity of point inPoint (in center of mass space, e.g. on the surface of the body) of the body (uni...
Definition: Body.h:168
bool IsDynamic() const
Check if this body is dynamic, which means that it moves and forces can act on it.
Definition: Body.h:63
bool GetAllowSleeping() const
If this body can go to sleep. Note that disabling sleeping on a sleeping object will not wake it up.
Definition: Body.h:131
bool IsSensor() const
Check if this body is a sensor.
Definition: Body.h:76
bool GetEnhancedInternalEdgeRemovalWithBody(const Body &inBody2) const
Checks if the combination of this body and inBody2 should use enhanced internal edge removal.
Definition: Body.h:111
const AABox & GetWorldSpaceBounds() const
Get world space bounding box.
Definition: Body.h:260
void SubPositionStep(Vec3Arg inLinearVelocityTimesDeltaTime)
Definition: Body.h:298
void SetUserData(uint64 inUserData)
Definition: Body.h:272
bool IsSoftBody() const
Check if this body is a soft body.
Definition: Body.h:49
const Shape * GetShape() const
Get the shape of this body.
Definition: Body.h:239
bool InvalidateContactCacheInternal()
Invalidate the contact cache (should only be called by the BodyManager), will be reset the next simul...
Definition: Body.h:308
uint64 GetUserData() const
Access to the user data, can be used for anything by the application.
Definition: Body.h:271
BroadPhaseLayer GetBroadPhaseLayer() const
Get broadphase layer, this determines in which broad phase sub-tree the object is placed.
Definition: Body.h:120
float GetRestitution() const
Restitution (dimensionless number, usually between 0 and 1, 0 = completely inelastic collision respon...
Definition: Body.h:142
const CollisionGroup & GetCollisionGroup() const
Collision group and sub-group ID, determines which other objects it collides with.
Definition: Body.h:126
void SetIsSensor(bool inIsSensor)
Definition: Body.h:73
void SetLinearVelocityClamped(Vec3Arg inLinearVelocity)
Definition: Body.h:154
JPH_TSAN_NO_SANITIZE uint32 GetIndexInActiveBodiesInternal() const
Access to the index in the BodyManager::mActiveBodies list.
Definition: Body.h:335
bool GetUseManifoldReductionWithBody(const Body &inBody2) const
Checks if the combination of this body and inBody2 should use manifold reduction.
Definition: Body.h:96
void SetLinearVelocity(Vec3Arg inLinearVelocity)
Definition: Body.h:150
Vec3 GetLinearVelocity() const
Get world space linear velocity of the center of mass (unit: m/s)
Definition: Body.h:146
ObjectLayer GetObjectLayer() const
Get object layer, this determines which other objects it collides with.
Definition: Body.h:123
void SetRestitution(float inRestitution)
Definition: Body.h:143
bool IsCollisionCacheInvalid() const
Check if this body has been changed in such a way that the collision cache should be considered inval...
Definition: Body.h:236
bool IsRigidBody() const
Check if this body is a rigid body.
Definition: Body.h:46
bool IsStatic() const
Check if this body is static (not movable)
Definition: Body.h:57
EBodyType GetBodyType() const
Get the type of body (rigid or soft)
Definition: Body.h:43
void SetEnhancedInternalEdgeRemoval(bool inApply)
Set to indicate that extra effort should be made to try to remove ghost contacts (collisions with int...
Definition: Body.h:105
bool GetCollideKinematicVsNonDynamic() const
Check if kinematic objects can generate contact points against other kinematic or static objects.
Definition: Body.h:84
void SetUseManifoldReduction(bool inUseReduction)
Definition: Body.h:90
static Body sFixedToWorld
A dummy body that can be used by constraints to attach a constraint to the world instead of another b...
Definition: Body.h:287
void SetAngularVelocityClamped(Vec3Arg inAngularVelocity)
Definition: Body.h:165
JPH_INLINE void ResetForce()
Definition: Body.h:192
Vec3 GetAccumulatedTorque() const
Definition: Body.h:189
bool CanBeKinematicOrDynamic() const
Check if a body could be made kinematic or dynamic (if it was created dynamic or with mAllowDynamicOr...
Definition: Body.h:66
bool GetEnhancedInternalEdgeRemoval() const
Check if enhanced internal edge removal is turned on.
Definition: Body.h:108
JPH_TSAN_NO_SANITIZE bool IsActive() const
If this body is currently actively simulating (true) or sleeping (false)
Definition: Body.h:54
void SetInBroadPhaseInternal(bool inInBroadPhase)
Flag if body is in the broadphase (should only be called by the BroadPhase)
Definition: Body.h:305
MotionProperties * GetMotionProperties()
Definition: Body.h:264
Quat GetRotation() const
World space rotation of the body.
Definition: Body.h:245
TransformedShape GetTransformedShape() const
Get the transformed shape of this body, which can be used to do collision detection outside of a body...
Definition: Body.h:278
JPH_INLINE void ResetTorque()
Definition: Body.h:195
bool IsKinematic() const
Check if this body is kinematic (keyframed), which means that it will move according to its current v...
Definition: Body.h:60
float GetFriction() const
Friction (dimensionless number, usually between 0 and 1, 0 = no friction, 1 = friction force equals f...
Definition: Body.h:138
const MotionProperties * GetMotionPropertiesUnchecked() const
Access to the motion properties (version that does not check if the object is kinematic or dynamic)
Definition: Body.h:267
CollisionGroup & GetCollisionGroup()
Definition: Body.h:127
void SetApplyGyroscopicForce(bool inApply)
Set to indicate that the gyroscopic force should be applied to this body (aka Dzhanibekov effect,...
Definition: Body.h:99
JPH_OVERRIDE_NEW_DELETE const BodyID & GetID() const
Get the id of this body.
Definition: Body.h:40
MotionProperties * GetMotionPropertiesUnchecked()
Definition: Body.h:268
Vec3 GetAccumulatedForce() const
Definition: Body.h:186
Vec3 GetAngularVelocity() const
Get world space angular velocity of the center of mass (unit: rad/s)
Definition: Body.h:157
RVec3 GetPosition() const
World space position of the body.
Definition: Body.h:242
void AddForce(Vec3Arg inForce)
Definition: Body.h:175
void SetCollideKinematicVsNonDynamic(bool inCollide)
Definition: Body.h:81
bool GetUseManifoldReduction() const
Check if this body can use manifold reduction.
Definition: Body.h:93
JPH_INLINE void ResetMotion()
Definition: Body.h:198
void AddTorque(Vec3Arg inTorque)
Definition: Body.h:183
void ValidateContactCacheInternal()
Reset the collision cache invalid flag (should only be called by the BodyManager).
Definition: Body.h:311
void SetFriction(float inFriction)
Definition: Body.h:139
bool GetApplyGyroscopicForce() const
Check if the gyroscopic force is being applied for this body.
Definition: Body.h:102
void AddPositionStep(Vec3Arg inLinearVelocityTimesDeltaTime)
Update position using an Euler step (used during position integrate & constraint solving)
Definition: Body.h:297
ID of a body. This is a way of reasoning about bodies in a multithreaded simulation while avoiding ra...
Definition: BodyID.h:13
Class that contains all bodies.
Definition: BodyManager.h:44
Definition: BodyManager.cpp:52
Definition: BroadPhaseLayer.h:18
Definition: CollisionGroup.h:20
Holds a 4x4 matrix of floats, but supports also operations on the 3x3 upper left part of the matrix.
Definition: Mat44.h:13
The Body class only keeps track of state for static bodies, the MotionProperties class keeps the addi...
Definition: MotionProperties.h:29
static constexpr uint32 cInactiveIndex
Constant indicating that body is not active.
Definition: MotionProperties.h:229
Class that makes another class non-copyable. Usage: Inherit from NonCopyable.
Definition: NonCopyable.h:11
Definition: Quat.h:33
Definition: Reference.h:157
Base class for all shapes (collision volume of a body). Defines a virtual interface for collision det...
Definition: Shape.h:186
Definition: SoftBodyCreationSettings.h:18
Definition: BodyManager.cpp:61
Definition: StateRecorder.h:105
A sub shape id contains a path to an element (usually a triangle or other primitive type) of a compou...
Definition: SubShapeID.h:23
Definition: TransformedShape.h:26
Definition: Vec3.h:17
static JPH_INLINE Vec3 sZero()
Vector with all zeros.
Definition: Vec3.inl:107
static JPH_INLINE Vec3 sLoadFloat3Unsafe(const Float3 &inV)
Load 3 floats from memory (reads 32 bits extra which it doesn't use)
Definition: Vec3.inl:134