| /* | |
| Copyright (C) 2009 Sony Computer Entertainment Inc. | |
| All rights reserved. | |
| 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 BT_RB_DYN_BODY_H__ | |
| #define BT_RB_DYN_BODY_H__ | |
| #include "vectormath/vmInclude.h" | |
| using namespace Vectormath::Aos; | |
| #include "TrbStateVec.h" | |
| class CollObject; | |
| class TrbDynBody | |
| { | |
| public: | |
| TrbDynBody() | |
| { | |
| fMass = 0.0f; | |
| fCollObject = NULL; | |
| fElasticity = 0.2f; | |
| fFriction = 0.8f; | |
| } | |
| // Get methods | |
| float getMass() const {return fMass;}; | |
| float getElasticity() const {return fElasticity;} | |
| float getFriction() const {return fFriction;} | |
| CollObject* getCollObject() const {return fCollObject;} | |
| const Matrix3 &getBodyInertia() const {return fIBody;} | |
| const Matrix3 &getBodyInertiaInv() const {return fIBodyInv;} | |
| float getMassInv() const {return fMassInv;} | |
| // Set methods | |
| void setMass(float mass) {fMass=mass;fMassInv=mass>0.0f?1.0f/mass:0.0f;} | |
| void setBodyInertia(const Matrix3 bodyInertia) {fIBody = bodyInertia;fIBodyInv = inverse(bodyInertia);} | |
| void setElasticity(float elasticity) {fElasticity = elasticity;} | |
| void setFriction(float friction) {fFriction = friction;} | |
| void setCollObject(CollObject *collObj) {fCollObject = collObj;} | |
| void setBodyInertiaInv(const Matrix3 bodyInertiaInv) | |
| { | |
| fIBody = inverse(bodyInertiaInv); | |
| fIBodyInv = bodyInertiaInv; | |
| } | |
| void setMassInv(float invMass) { | |
| fMass= invMass>0.0f ? 1.0f/invMass :0.0f; | |
| fMassInv=invMass; | |
| } | |
| private: | |
| // Rigid Body constants | |
| float fMass; // Rigid Body mass | |
| float fMassInv; // Inverse of mass | |
| Matrix3 fIBody; // Inertia matrix in body's coords | |
| Matrix3 fIBodyInv; // Inertia matrix inverse in body's coords | |
| float fElasticity; // Coefficient of restitution | |
| float fFriction; // Coefficient of friction | |
| public: | |
| CollObject* fCollObject; // Collision object corresponding the RB | |
| } __attribute__ ((aligned(16))); | |
| #endif //BT_RB_DYN_BODY_H__ | |