46 void SetLinearVelocity(
Vec3Arg inLinearVelocity) {
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite));
JPH_ASSERT(inLinearVelocity.
Length() <= mMaxLinearVelocity); mLinearVelocity = LockTranslation(inLinearVelocity); }
55 void SetAngularVelocity(
Vec3Arg inAngularVelocity) {
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite));
JPH_ASSERT(inAngularVelocity.
Length() <= mMaxAngularVelocity); mAngularVelocity = LockAngular(inAngularVelocity); }
61 inline void MoveKinematic(
Vec3Arg inDeltaPosition,
QuatArg inDeltaRotation,
float inDeltaTime);
76 inline void ClampLinearVelocity();
77 inline void ClampAngularVelocity();
117 inline Mat44 GetLocalSpaceInverseInertia()
const;
120 inline Mat44 GetLocalSpaceInverseInertiaUnchecked()
const;
123 inline Mat44 GetInverseInertiaForRotation(
Mat44Arg inRotation)
const;
126 JPH_INLINE
Vec3 MultiplyWorldSpaceInverseInertiaByVector(
QuatArg inBodyRotation,
Vec3Arg inV)
const;
146 JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite));
147 mLinearVelocity = mAngularVelocity =
Vec3::sZero();
148 mForce = mTorque =
Float3(0, 0, 0);
154 UVec4 mask(
uint32(EAllowedDOFs::TranslationX),
uint32(EAllowedDOFs::TranslationY),
uint32(EAllowedDOFs::TranslationZ), 0);
161 return Vec3::sAnd(inV,
Vec3(GetLinearDOFsMask().ReinterpretAsFloat()));
167 UVec4 mask(
uint32(EAllowedDOFs::RotationX),
uint32(EAllowedDOFs::RotationY),
uint32(EAllowedDOFs::RotationZ), 0);
174 return Vec3::sAnd(inV,
Vec3(GetAngularDOFsMask().ReinterpretAsFloat()));
191 inline void AddLinearVelocityStep(
Vec3Arg inLinearVelocityChange) {
JPH_DET_LOG(
"AddLinearVelocityStep: " << inLinearVelocityChange);
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite)); mLinearVelocity = LockTranslation(mLinearVelocity + inLinearVelocityChange);
JPH_ASSERT(!mLinearVelocity.IsNaN()); }
192 inline void SubLinearVelocityStep(
Vec3Arg inLinearVelocityChange) {
JPH_DET_LOG(
"SubLinearVelocityStep: " << inLinearVelocityChange);
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite)); mLinearVelocity = LockTranslation(mLinearVelocity - inLinearVelocityChange);
JPH_ASSERT(!mLinearVelocity.IsNaN()); }
193 inline void AddAngularVelocityStep(
Vec3Arg inAngularVelocityChange) {
JPH_DET_LOG(
"AddAngularVelocityStep: " << inAngularVelocityChange);
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite)); mAngularVelocity += inAngularVelocityChange;
JPH_ASSERT(!mAngularVelocity.IsNaN()); }
194 inline void SubAngularVelocityStep(
Vec3Arg inAngularVelocityChange) {
JPH_DET_LOG(
"SubAngularVelocityStep: " << inAngularVelocityChange);
JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite)); mAngularVelocity -= inAngularVelocityChange;
JPH_ASSERT(!mAngularVelocity.IsNaN()); }
198 inline void ApplyGyroscopicForceInternal(
QuatArg inBodyRotation,
float inDeltaTime);
201 inline void ApplyForceTorqueAndDragInternal(
QuatArg inBodyRotation,
Vec3Arg inGravity,
float inDeltaTime);
210#ifdef JPH_DOUBLE_PRECISION
215 inline void ResetSleepTestSpheres(
const RVec3 *inPoints);
221 inline ECanSleep AccumulateSleepTime(
float inDeltaTime,
float inTimeBeforeSleep);
239 Vec3 mInvInertiaDiagonal;
240 Quat mInertiaRotation;
244 Float3 mForce { 0, 0, 0 };
245 Float3 mTorque { 0, 0, 0 };
247 float mLinearDamping;
248 float mAngularDamping;
249 float mMaxLinearVelocity;
250 float mMaxAngularVelocity;
251 float mGravityFactor;
252 uint32 mIndexInActiveBodies = cInactiveIndex;
253 uint32 mIslandIndex = cInactiveIndex;
259 uint8 mNumVelocityStepsOverride = 0;
260 uint8 mNumPositionStepsOverride = 0;
264#ifdef JPH_DOUBLE_PRECISION
267 Sphere mSleepTestSpheres[3];
268 float mSleepTestTimer;
270#ifdef JPH_ENABLE_ASSERTS
EAllowedDOFs
Enum used in BodyCreationSettings and MotionProperties to indicate which degrees of freedom a body ha...
Definition: AllowedDOFs.h:11
EBodyType
Type of body.
Definition: BodyType.h:11
std::uint8_t uint8
Definition: Core.h:453
#define JPH_EXPORT
Definition: Core.h:236
unsigned int uint
Definition: Core.h:452
#define JPH_NAMESPACE_END
Definition: Core.h:378
std::uint32_t uint32
Definition: Core.h:455
#define JPH_NAMESPACE_BEGIN
Definition: Core.h:372
#define JPH_DET_LOG(...)
By default we log nothing.
Definition: DeterminismLog.h:155
#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
@ CanSleep
Object can go to sleep.
@ CannotSleep
Object cannot go to sleep.
EMotionQuality
Motion quality, or how well it detects collisions when it has a high velocity.
Definition: MotionQuality.h:11
EMotionType
Motion type of a physics body.
Definition: MotionType.h:11
Class that contains all bodies.
Definition: BodyManager.h:44
static JPH_INLINE DVec3 sLoadDouble3Unsafe(const Double3 &inV)
Load 3 doubles from memory (reads 64 bits extra which it doesn't use)
Definition: DVec3.inl:155
Class that holds 3 doubles. Used as a storage class. Convert to DVec3 for calculations.
Definition: Double3.h:13
Class that holds 3 floats. Used as a storage class. Convert to Vec3 for calculations.
Definition: Float3.h:13
Describes the mass and inertia properties of a body. Used during body construction only.
Definition: MassProperties.h:16
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
void SetLinearVelocity(Vec3Arg inLinearVelocity)
Set world space linear velocity of the center of mass.
Definition: MotionProperties.h:46
uint32 GetIslandIndexInternal() const
Access to the island index.
Definition: MotionProperties.h:204
void SetNumVelocityStepsOverride(uint inN)
Used only when this body is dynamic and colliding. Override for the number of solver velocity iterati...
Definition: MotionProperties.h:178
void SetAngularVelocityClamped(Vec3Arg inAngularVelocity)
Set world space angular velocity of the center of mass, will make sure the value is clamped against t...
Definition: MotionProperties.h:58
Quat GetInertiaRotation() const
Rotation (R) that takes inverse inertia diagonal to local space: .
Definition: MotionProperties.h:108
float GetMaxLinearVelocity() const
Maximum linear velocity that a body can achieve. Used to prevent the system from exploding.
Definition: MotionProperties.h:67
JPH_INLINE 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: MotionProperties.h:129
Vec3 GetInverseInertiaDiagonal() const
Diagonal of inverse inertia matrix: D. Should only be called on a dynamic object (static or kinematic...
Definition: MotionProperties.h:105
uint GetNumPositionStepsOverride() const
Definition: MotionProperties.h:183
void SetInverseInertia(Vec3Arg inDiagonal, QuatArg inRot)
Definition: MotionProperties.h:114
float GetGravityFactor() const
Get gravity factor (1 = normal gravity, 0 = no gravity)
Definition: MotionProperties.h:88
void AddLinearVelocityStep(Vec3Arg inLinearVelocityChange)
Definition: MotionProperties.h:191
float GetMaxAngularVelocity() const
Maximum angular velocity that a body can achieve. Used to prevent the system from exploding.
Definition: MotionProperties.h:71
void SetLinearVelocityClamped(Vec3Arg inLinearVelocity)
Set world space linear velocity of the center of mass, will make sure the value is clamped against th...
Definition: MotionProperties.h:49
uint GetNumVelocityStepsOverride() const
Definition: MotionProperties.h:179
float GetInverseMassUnchecked() const
Definition: MotionProperties.h:96
Vec3 GetLinearVelocity() const
Get world space linear velocity of the center of mass.
Definition: MotionProperties.h:43
Vec3 GetAngularVelocity() const
Get world space angular velocity of the center of mass.
Definition: MotionProperties.h:52
void SetMaxAngularVelocity(float inAngularVelocity)
Definition: MotionProperties.h:72
JPH_INLINE Vec3 LockAngular(Vec3Arg inV) const
Takes an angular velocity / torque vector inV and returns a vector where the components that are not ...
Definition: MotionProperties.h:172
JPH_INLINE void ResetMotion()
Definition: MotionProperties.h:144
JPH_INLINE Vec3 GetAccumulatedTorque() const
Definition: MotionProperties.h:135
void SetIslandIndexInternal(uint32 inIndex)
Definition: MotionProperties.h:205
float GetAngularDamping() const
Get angular damping: dw/dt = -c * w. c must be between 0 and 1 but is usually close to 0.
Definition: MotionProperties.h:84
void SubLinearVelocityStep(Vec3Arg inLinearVelocityChange)
Definition: MotionProperties.h:192
float GetInverseMass() const
Get inverse mass (1 / mass). Should only be called on a dynamic object (static or kinematic bodies ha...
Definition: MotionProperties.h:95
void SetGravityFactor(float inGravityFactor)
Definition: MotionProperties.h:89
JPH_INLINE UVec4 GetLinearDOFsMask() const
Returns a vector where the linear components that are not allowed by mAllowedDOFs are set to 0 and th...
Definition: MotionProperties.h:152
uint32 GetIndexInActiveBodiesInternal() const
Access to the index in the active bodies array.
Definition: MotionProperties.h:208
float GetLinearDamping() const
Get linear damping: dv/dt = -c * v. c must be between 0 and 1 but is usually close to 0.
Definition: MotionProperties.h:80
void SubAngularVelocityStep(Vec3Arg inAngularVelocityChange)
Definition: MotionProperties.h:194
JPH_INLINE void ResetForce()
Definition: MotionProperties.h:138
void SetInverseMass(float inInverseMass)
Definition: MotionProperties.h:102
void ResetSleepTestTimer()
Reset the sleep test timer without resetting the sleep test spheres.
Definition: MotionProperties.h:218
void SetAngularVelocity(Vec3Arg inAngularVelocity)
Set world space angular velocity of the center of mass.
Definition: MotionProperties.h:55
JPH_INLINE Vec3 GetAccumulatedForce() const
Definition: MotionProperties.h:132
JPH_INLINE Vec3 LockTranslation(Vec3Arg inV) const
Takes a translation vector inV and returns a vector where the components that are not allowed by mAll...
Definition: MotionProperties.h:159
void SetMaxLinearVelocity(float inLinearVelocity)
Definition: MotionProperties.h:68
JPH_OVERRIDE_NEW_DELETE EMotionQuality GetMotionQuality() const
Motion quality, or how well it detects collisions when it has a high velocity.
Definition: MotionProperties.h:34
void SetLinearDamping(float inLinearDamping)
Definition: MotionProperties.h:81
void SetAngularDamping(float inAngularDamping)
Definition: MotionProperties.h:85
JPH_INLINE UVec4 GetAngularDOFsMask() const
Returns a vector where the angular components that are not allowed by mAllowedDOFs are set to 0 and t...
Definition: MotionProperties.h:165
void SetNumPositionStepsOverride(uint inN)
Used only when this body is dynamic and colliding. Override for the number of solver position iterati...
Definition: MotionProperties.h:182
EAllowedDOFs GetAllowedDOFs() const
Get the allowed degrees of freedom that this body has (this can be changed by calling SetMassProperti...
Definition: MotionProperties.h:37
bool GetAllowSleeping() const
If this body can go to sleep.
Definition: MotionProperties.h:40
void AddAngularVelocityStep(Vec3Arg inAngularVelocityChange)
Definition: MotionProperties.h:193
JPH_INLINE void ResetTorque()
Definition: MotionProperties.h:141
Definition: StateRecorder.h:105
static JPH_INLINE UVec4 sReplicate(uint32 inV)
Replicate int inV across all components.
Definition: UVec4.inl:56
static JPH_INLINE UVec4 sAnd(UVec4Arg inV1, UVec4Arg inV2)
Logical and (component wise)
Definition: UVec4.inl:202
static JPH_INLINE UVec4 sEquals(UVec4Arg inV1, UVec4Arg inV2)
Equals (component wise)
Definition: UVec4.inl:143
JPH_INLINE Vec3 Cross(Vec3Arg inV2) const
Cross product.
Definition: Vec3.inl:594
JPH_INLINE float Length() const
Length of vector.
Definition: Vec3.inl:681
static JPH_INLINE Vec3 sAnd(Vec3Arg inV1, Vec3Arg inV2)
Logical and (component wise)
Definition: Vec3.inl:314
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