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