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| author | Crozet Sébastien <developer@crozet.re> | 2021-01-04 15:14:25 +0100 |
|---|---|---|
| committer | Crozet Sébastien <developer@crozet.re> | 2021-01-04 15:14:25 +0100 |
| commit | aa61fe65e3ff0289ecab57b4053a3410cf6d4a87 (patch) | |
| tree | a2ab513f43d779e4eb1c0edcd2a6e734b3fa4470 /src/dynamics/rigid_body.rs | |
| parent | a1aa8855f76168d8af14244a54c9f28d15696342 (diff) | |
| download | rapier-aa61fe65e3ff0289ecab57b4053a3410cf6d4a87.tar.gz rapier-aa61fe65e3ff0289ecab57b4053a3410cf6d4a87.tar.bz2 rapier-aa61fe65e3ff0289ecab57b4053a3410cf6d4a87.zip | |
Add support of 64-bits reals.
Diffstat (limited to 'src/dynamics/rigid_body.rs')
| -rw-r--r-- | src/dynamics/rigid_body.rs | 122 |
1 files changed, 62 insertions, 60 deletions
diff --git a/src/dynamics/rigid_body.rs b/src/dynamics/rigid_body.rs index 5128b6f..683cca8 100644 --- a/src/dynamics/rigid_body.rs +++ b/src/dynamics/rigid_body.rs @@ -2,7 +2,9 @@ use crate::dynamics::MassProperties; use crate::geometry::{ Collider, ColliderHandle, ColliderSet, InteractionGraph, RigidBodyGraphIndex, }; -use crate::math::{AngVector, AngularInertia, Isometry, Point, Rotation, Translation, Vector}; +use crate::math::{ + AngVector, AngularInertia, Isometry, Point, Real, Rotation, Translation, Vector, +}; use crate::utils::{self, WCross, WDot}; use num::Zero; @@ -54,24 +56,24 @@ bitflags::bitflags! { #[derive(Debug, Clone)] pub struct RigidBody { /// The world-space position of the rigid-body. - pub(crate) position: Isometry<f32>, - pub(crate) predicted_position: Isometry<f32>, + pub(crate) position: Isometry<Real>, + pub(crate) predicted_position: Isometry<Real>, /// The local mass properties of the rigid-body. pub(crate) mass_properties: MassProperties, /// The world-space center of mass of the rigid-body. - pub world_com: Point<f32>, + pub world_com: Point<Real>, /// The square-root of the inverse angular inertia tensor of the rigid-body. - pub world_inv_inertia_sqrt: AngularInertia<f32>, + pub world_inv_inertia_sqrt: AngularInertia<Real>, /// The linear velocity of the rigid-body. - pub(crate) linvel: Vector<f32>, + pub(crate) linvel: Vector<Real>, /// The angular velocity of the rigid-body. - pub(crate) angvel: AngVector<f32>, + pub(crate) angvel: AngVector<Real>, /// Damping factor for gradually slowing down the translational motion of the rigid-body. - pub linear_damping: f32, + pub linear_damping: Real, /// Damping factor for gradually slowing down the angular motion of the rigid-body. - pub angular_damping: f32, - pub(crate) linacc: Vector<f32>, - pub(crate) angacc: AngVector<f32>, + pub angular_damping: Real, + pub(crate) linacc: Vector<Real>, + pub(crate) angacc: AngVector<Real>, pub(crate) colliders: Vec<ColliderHandle>, /// Whether or not this rigid-body is sleeping. pub activation: ActivationStatus, @@ -125,7 +127,7 @@ impl RigidBody { self.active_set_timestamp = 0; } - pub(crate) fn integrate_accelerations(&mut self, dt: f32, gravity: Vector<f32>) { + pub(crate) fn integrate_accelerations(&mut self, dt: Real, gravity: Vector<Real>) { if self.mass_properties.inv_mass != 0.0 { self.linvel += (gravity + self.linacc) * dt; self.angvel += self.angacc * dt; @@ -184,7 +186,7 @@ impl RigidBody { /// The mass of this rigid body. /// /// Returns zero if this rigid body has an infinite mass. - pub fn mass(&self) -> f32 { + pub fn mass(&self) -> Real { utils::inv(self.mass_properties.inv_mass) } @@ -193,7 +195,7 @@ impl RigidBody { /// If this rigid-body is kinematic this value is set by the `set_next_kinematic_position` /// method and is used for estimating the kinematic body velocity at the next timestep. /// For non-kinematic bodies, this value is currently unspecified. - pub fn predicted_position(&self) -> &Isometry<f32> { + pub fn predicted_position(&self) -> &Isometry<Real> { &self.predicted_position } @@ -311,13 +313,13 @@ impl RigidBody { !self.linvel.is_zero() || !self.angvel.is_zero() } - fn integrate_velocity(&self, dt: f32) -> Isometry<f32> { + fn integrate_velocity(&self, dt: Real) -> Isometry<Real> { let com = &self.position * self.mass_properties.local_com; let shift = Translation::from(com.coords); shift * Isometry::new(self.linvel * dt, self.angvel * dt) * shift.inverse() } - pub(crate) fn integrate(&mut self, dt: f32) { + pub(crate) fn integrate(&mut self, dt: Real) { // TODO: do we want to apply damping before or after the velocity integration? self.linvel *= 1.0 / (1.0 + dt * self.linear_damping); self.angvel *= 1.0 / (1.0 + dt * self.angular_damping); @@ -326,19 +328,19 @@ impl RigidBody { } /// The linear velocity of this rigid-body. - pub fn linvel(&self) -> &Vector<f32> { + pub fn linvel(&self) -> &Vector<Real> { &self.linvel } /// The angular velocity of this rigid-body. #[cfg(feature = "dim2")] - pub fn angvel(&self) -> f32 { + pub fn angvel(&self) -> Real { self.angvel } /// The angular velocity of this rigid-body. #[cfg(feature = "dim3")] - pub fn angvel(&self) -> &Vector<f32> { + pub fn angvel(&self) -> &Vector<Real> { &self.angvel } @@ -346,7 +348,7 @@ impl RigidBody { /// /// If `wake_up` is `true` then the rigid-body will be woken up if it was /// put to sleep because it did not move for a while. - pub fn set_linvel(&mut self, linvel: Vector<f32>, wake_up: bool) { + pub fn set_linvel(&mut self, linvel: Vector<Real>, wake_up: bool) { self.linvel = linvel; if self.is_dynamic() && wake_up { @@ -359,7 +361,7 @@ impl RigidBody { /// If `wake_up` is `true` then the rigid-body will be woken up if it was /// put to sleep because it did not move for a while. #[cfg(feature = "dim2")] - pub fn set_angvel(&mut self, angvel: f32, wake_up: bool) { + pub fn set_angvel(&mut self, angvel: Real, wake_up: bool) { self.angvel = angvel; if self.is_dynamic() && wake_up { @@ -372,7 +374,7 @@ impl RigidBody { /// If `wake_up` is `true` then the rigid-body will be woken up if it was /// put to sleep because it did not move for a while. #[cfg(feature = "dim3")] - pub fn set_angvel(&mut self, angvel: Vector<f32>, wake_up: bool) { + pub fn set_angvel(&mut self, angvel: Vector<Real>, wake_up: bool) { self.angvel = angvel; if self.is_dynamic() && wake_up { @@ -381,7 +383,7 @@ impl RigidBody { } /// The world-space position of this rigid-body. - pub fn position(&self) -> &Isometry<f32> { + pub fn position(&self) -> &Isometry<Real> { &self.position } @@ -394,7 +396,7 @@ impl RigidBody { /// /// If `wake_up` is `true` then the rigid-body will be woken up if it was /// put to sleep because it did not move for a while. - pub fn set_position(&mut self, pos: Isometry<f32>, wake_up: bool) { + pub fn set_position(&mut self, pos: Isometry<Real>, wake_up: bool) { self.changes.insert(RigidBodyChanges::POSITION); self.set_position_internal(pos); @@ -404,7 +406,7 @@ impl RigidBody { } } - pub(crate) fn set_position_internal(&mut self, pos: Isometry<f32>) { + pub(crate) fn set_position_internal(&mut self, pos: Isometry<Real>) { self.position = pos; // TODO: update the predicted position for dynamic bodies too? @@ -414,13 +416,13 @@ impl RigidBody { } /// If this rigid body is kinematic, sets its future position after the next timestep integration. - pub fn set_next_kinematic_position(&mut self, pos: Isometry<f32>) { + pub fn set_next_kinematic_position(&mut self, pos: Isometry<Real>) { if self.is_kinematic() { self.predicted_position = pos; } } - pub(crate) fn compute_velocity_from_predicted_position(&mut self, inv_dt: f32) { + pub(crate) fn compute_velocity_from_predicted_position(&mut self, inv_dt: Real) { let dpos = self.predicted_position * self.position.inverse(); #[cfg(feature = "dim2")] { @@ -433,7 +435,7 @@ impl RigidBody { self.linvel = dpos.translation.vector * inv_dt; } - pub(crate) fn update_predicted_position(&mut self, dt: f32) { + pub(crate) fn update_predicted_position(&mut self, dt: Real) { self.predicted_position = self.integrate_velocity(dt) * self.position; } @@ -448,7 +450,7 @@ impl RigidBody { * Application of forces/impulses. */ /// Applies a force at the center-of-mass of this rigid-body. - pub fn apply_force(&mut self, force: Vector<f32>, wake_up: bool) { + pub fn apply_force(&mut self, force: Vector<Real>, wake_up: bool) { if self.body_status == BodyStatus::Dynamic { self.linacc += force * self.mass_properties.inv_mass; @@ -459,7 +461,7 @@ impl RigidBody { } /// Applies an impulse at the center-of-mass of this rigid-body. - pub fn apply_impulse(&mut self, impulse: Vector<f32>, wake_up: bool) { + pub fn apply_impulse(&mut self, impulse: Vector<Real>, wake_up: bool) { if self.body_status == BodyStatus::Dynamic { self.linvel += impulse * self.mass_properties.inv_mass; @@ -471,7 +473,7 @@ impl RigidBody { /// Applies a torque at the center-of-mass of this rigid-body. #[cfg(feature = "dim2")] - pub fn apply_torque(&mut self, torque: f32, wake_up: bool) { + pub fn apply_torque(&mut self, torque: Real, wake_up: bool) { if self.body_status == BodyStatus::Dynamic { self.angacc += self.world_inv_inertia_sqrt * (self.world_inv_inertia_sqrt * torque); @@ -483,7 +485,7 @@ impl RigidBody { /// Applies a torque at the center-of-mass of this rigid-body. #[cfg(feature = "dim3")] - pub fn apply_torque(&mut self, torque: Vector<f32>, wake_up: bool) { + pub fn apply_torque(&mut self, torque: Vector<Real>, wake_up: bool) { if self.body_status == BodyStatus::Dynamic { self.angacc += self.world_inv_inertia_sqrt * (self.world_inv_inertia_sqrt * torque); @@ -495,7 +497,7 @@ impl RigidBody { /// Applies an impulsive torque at the center-of-mass of this rigid-body. #[cfg(feature = "dim2")] - pub fn apply_torque_impulse(&mut self, torque_impulse: f32, wake_up: bool) { + pub fn apply_torque_impulse(&mut self, torque_impulse: Real, wake_up: bool) { if self.body_status == BodyStatus::Dynamic { self.angvel += self.world_inv_inertia_sqrt * (self.world_inv_inertia_sqrt * torque_impulse); @@ -508,7 +510,7 @@ impl RigidBody { /// Applies an impulsive torque at the center-of-mass of this rigid-body. #[cfg(feature = "dim3")] - pub fn apply_torque_impulse(&mut self, torque_impulse: Vector<f32>, wake_up: bool) { + pub fn apply_torque_impulse(&mut self, torque_impulse: Vector<Real>, wake_up: bool) { if self.body_status == BodyStatus::Dynamic { self.angvel += self.world_inv_inertia_sqrt * (self.world_inv_inertia_sqrt * torque_impulse); @@ -520,7 +522,7 @@ impl RigidBody { } /// Applies a force at the given world-space point of this rigid-body. - pub fn apply_force_at_point(&mut self, force: Vector<f32>, point: Point<f32>, wake_up: bool) { + pub fn apply_force_at_point(&mut self, force: Vector<Real>, point: Point<Real>, wake_up: bool) { let torque = (point - self.world_com).gcross(force); self.apply_force(force, wake_up); self.apply_torque(torque, wake_up); @@ -529,8 +531,8 @@ impl RigidBody { /// Applies an impulse at the given world-space point of this rigid-body. pub fn apply_impulse_at_point( &mut self, - impulse: Vector<f32>, - point: Point<f32>, + impulse: Vector<Real>, + point: Point<Real>, wake_up: bool, ) { let torque_impulse = (point - self.world_com).gcross(impulse); @@ -539,7 +541,7 @@ impl RigidBody { } /// The velocity of the given world-space point on this rigid-body. - pub fn velocity_at_point(&self, point: &Point<f32>) -> Vector<f32> { + pub fn velocity_at_point(&self, point: &Point<Real>) -> Vector<Real> { let dpt = point - self.world_com; self.linvel + self.angvel.gcross(dpt) } @@ -547,11 +549,11 @@ impl RigidBody { /// A builder for rigid-bodies. pub struct RigidBodyBuilder { - position: Isometry<f32>, - linvel: Vector<f32>, - angvel: AngVector<f32>, - linear_damping: f32, - angular_damping: f32, + position: Isometry<Real>, + linvel: Vector<Real>, + angvel: AngVector<Real>, + linear_damping: Real, + angular_damping: Real, body_status: BodyStatus, flags: RigidBodyFlags, mass_properties: MassProperties, @@ -595,7 +597,7 @@ impl RigidBodyBuilder { /// Sets the initial translation of the rigid-body to be created. #[cfg(feature = "dim2")] - pub fn translation(mut self, x: f32, y: f32) -> Self { + pub fn translation(mut self, x: Real, y: Real) -> Self { self.position.translation.x = x; self.position.translation.y = y; self @@ -603,7 +605,7 @@ impl RigidBodyBuilder { /// Sets the initial translation of the rigid-body to be created. #[cfg(feature = "dim3")] - pub fn translation(mut self, x: f32, y: f32, z: f32) -> Self { + pub fn translation(mut self, x: Real, y: Real, z: Real) -> Self { self.position.translation.x = x; self.position.translation.y = y; self.position.translation.z = z; @@ -611,13 +613,13 @@ impl RigidBodyBuilder { } /// Sets the initial orientation of the rigid-body to be created. - pub fn rotation(mut self, angle: AngVector<f32>) -> Self { + pub fn rotation(mut self, angle: AngVector<Real>) -> Self { self.position.rotation = Rotation::new(angle); self } /// Sets the initial position (translation and orientation) of the rigid-body to be created. - pub fn position(mut self, pos: Isometry<f32>) -> Self { + pub fn position(mut self, pos: Isometry<Real>) -> Self { self.position = pos; self } @@ -675,7 +677,7 @@ impl RigidBodyBuilder { /// will depends on the initial mass set by this method to which is added /// the contributions of all the colliders with non-zero density attached to /// this rigid-body. - pub fn mass(mut self, mass: f32, colliders_contribution_enabled: bool) -> Self { + pub fn mass(mut self, mass: Real, colliders_contribution_enabled: bool) -> Self { self.mass_properties.inv_mass = utils::inv(mass); self.flags.set( RigidBodyFlags::IGNORE_COLLIDER_MASS, @@ -696,7 +698,7 @@ impl RigidBodyBuilder { #[cfg(feature = "dim2")] pub fn principal_angular_inertia( mut self, - inertia: f32, + inertia: Real, colliders_contribution_enabled: bool, ) -> Self { self.mass_properties.inv_principal_inertia_sqrt = utils::inv(inertia); @@ -712,7 +714,7 @@ impl RigidBodyBuilder { /// Use `self.principal_angular_inertia` instead. #[cfg(feature = "dim2")] #[deprecated(note = "renamed to `principal_angular_inertia`.")] - pub fn principal_inertia(self, inertia: f32, colliders_contribution_enabled: bool) -> Self { + pub fn principal_inertia(self, inertia: Real, colliders_contribution_enabled: bool) -> Self { self.principal_angular_inertia(inertia, colliders_contribution_enabled) } @@ -731,7 +733,7 @@ impl RigidBodyBuilder { #[cfg(feature = "dim3")] pub fn principal_angular_inertia( mut self, - inertia: AngVector<f32>, + inertia: AngVector<Real>, colliders_contribution_enabled: AngVector<bool>, ) -> Self { self.mass_properties.inv_principal_inertia_sqrt = inertia.map(utils::inv); @@ -755,7 +757,7 @@ impl RigidBodyBuilder { #[deprecated(note = "renamed to `principal_angular_inertia`.")] pub fn principal_inertia( self, - inertia: AngVector<f32>, + inertia: AngVector<Real>, colliders_contribution_enabled: AngVector<bool>, ) -> Self { self.principal_angular_inertia(inertia, colliders_contribution_enabled) @@ -765,7 +767,7 @@ impl RigidBodyBuilder { /// /// The higher the linear damping factor is, the more quickly the rigid-body /// will slow-down its translational movement. - pub fn linear_damping(mut self, factor: f32) -> Self { + pub fn linear_damping(mut self, factor: Real) -> Self { self.linear_damping = factor; self } @@ -774,27 +776,27 @@ impl RigidBodyBuilder { /// /// The higher the angular damping factor is, the more quickly the rigid-body /// will slow-down its rotational movement. - pub fn angular_damping(mut self, factor: f32) -> Self { + pub fn angular_damping(mut self, factor: Real) -> Self { self.angular_damping = factor; self } /// Sets the initial linear velocity of the rigid-body to be created. #[cfg(feature = "dim2")] - pub fn linvel(mut self, x: f32, y: f32) -> Self { + pub fn linvel(mut self, x: Real, y: Real) -> Self { self.linvel = Vector::new(x, y); self } /// Sets the initial linear velocity of the rigid-body to be created. #[cfg(feature = "dim3")] - pub fn linvel(mut self, x: f32, y: f32, z: f32) -> Self { + pub fn linvel(mut self, x: Real, y: Real, z: Real) -> Self { self.linvel = Vector::new(x, y, z); self } /// Sets the initial angular velocity of the rigid-body to be created. - pub fn angvel(mut self, angvel: AngVector<f32>) -> Self { + pub fn angvel(mut self, angvel: AngVector<Real>) -> Self { self.angvel = angvel; self } @@ -845,16 +847,16 @@ impl RigidBodyBuilder { #[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))] pub struct ActivationStatus { /// The threshold pseudo-kinetic energy bellow which the body can fall asleep. - pub threshold: f32, + pub threshold: Real, /// The current pseudo-kinetic energy of the body. - pub energy: f32, + pub energy: Real, /// Is this body already sleeping? pub sleeping: bool, } impl ActivationStatus { /// The default amount of energy bellow which a body can be put to sleep by nphysics. - pub fn default_threshold() -> f32 { + pub fn default_threshold() -> Real { 0.01 } |
