2001-12-01 06:22:24 +00:00
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#ifndef _RIGIDBODY_HPP
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#define _RIGIDBODY_HPP
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namespace yasim {
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//
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// A RigidBody object maintains all "internal" state about an object,
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// accumulates force and torque information from external sources, and
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// calculates the resulting accelerations.
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//
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//
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// Units note: obviously, the choice of mass, time and distance units
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// is up to the user. If you provide mass in kilograms, forces in
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// newtons, and torques in newton-meters, you'll get your
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// accelerations back in m/s^2. The angular units, however, are
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// UNIFORMLY radians. Angular velocities are radians per <time unit>,
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// the angular acceleration you get back is radians per <time unit>^2,
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// and the angular momenta supplied to setGyro must be in radians,
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// too. Radians, not degrees. Don't forget.
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//
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class RigidBody
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{
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public:
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RigidBody();
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~RigidBody();
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// Adds a point mass to the system. Returns a handle so the gyro
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// can be later modified via setMass().
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int addMass(float mass, float* pos);
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// Modifies a previously-added point mass (fuel tank running dry,
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// gear going up, swing wing swinging, pilot bailing out, etc...)
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void setMass(int handle, float mass);
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void setMass(int handle, float mass, float* pos);
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int numMasses();
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float getMass(int handle);
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void getMassPosition(int handle, float* out);
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float getTotalMass();
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// The velocity, in local coordinates, of the specified point on a
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// body rotating about its c.g. with velocity rot.
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void pointVelocity(float* pos, float* rot, float* out);
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// Sets the "gyroscope" for the body. This is the total
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// "intrinsic" angular momentum of the body; that is, rotations of
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// sub-objects, NOT rotation of the whole body within the global
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// frame. Because angular momentum is additive in this way, we
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// don't need to specify specific gyro objects; just add all their
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// momenta together and set it here.
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void setGyro(float* angularMomentum);
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// When masses are moved or changed, this object needs to
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// regenerate its internal tables. This step is expensive, so
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// it's exposed to the client who can amortize the call across
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// multiple changes.
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void recalc();
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// Resets the current force/torque parameters to zero.
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void reset();
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// Applies a force at the specified position.
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void addForce(float* pos, float* force);
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// Applies a force at the center of gravity.
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void addForce(float* force);
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// Adds a torque with the specified axis and magnitude
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void addTorque(float* torque);
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// Sets the rotation rate of the body (about its c.g.) within the
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// surrounding environment. This is needed to compute torque on
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// the body due to the centripetal forces involved in the
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// rotation. NOTE: the rotation vector, like all other
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// coordinates used here, is specified IN THE LOCAL COORDINATE
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// SYSTEM.
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void setBodySpin(float* rotation);
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// Returns the center of gravity of the masses, in the body
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// coordinate system.
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void getCG(float* cgOut);
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// Returns the acceleration of the body's c.g. relative to the
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// rest of the world, specified in local coordinates.
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void getAccel(float* accelOut);
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// Returns the acceleration of a specific location in local
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// coordinates. If the body is rotating, this will be different
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// from the c.g. acceleration due to the centripetal accelerations
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// of points not on the rotation axis.
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void getAccel(float* pos, float* accelOut);
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// Returns the instantaneous rate of change of the angular
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// velocity, as a vector in local coordinates.
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void getAngularAccel(float* accelOut);
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private:
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struct Mass { float m; float p[3]; };
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// Internal "rotational structure"
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Mass* _masses;
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int _nMasses;
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int _massesAlloced;
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float _totalMass;
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float _cg[3];
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float _gyro[3];
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// Inertia tensor, and its inverse. Computed from the above.
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2001-12-07 20:00:59 +00:00
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float _tI[9];
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2001-12-01 06:22:24 +00:00
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float _invI[9];
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// Externally determined quantities
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float _force[3];
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float _torque[3];
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float _spin[3];
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};
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}; // namespace yasim
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#endif // _RIGIDBODY_HPP
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