Ejemplo n.º 1
0
void Body2DSW::update_inertias() {

	//update shapes and motions

	switch(mode) {

		case Physics2DServer::BODY_MODE_RIGID: {

			//update tensor for allshapes, not the best way but should be somehow OK. (inspired from bullet)
			float total_area=0;

			for (int i=0;i<get_shape_count();i++) {

				total_area+=get_shape_aabb(i).get_area();
			}

			real_t _inertia=0;

			for (int i=0;i<get_shape_count();i++) {

				const Shape2DSW* shape=get_shape(i);

				float area=get_shape_aabb(i).get_area();

				float mass = area * this->mass / total_area;

				Matrix32 mtx = get_shape_transform(i);
				Vector2 scale = mtx.get_scale();
				_inertia += shape->get_moment_of_inertia(mass,scale) + mass * mtx.get_origin().length_squared();
				//Rect2 ab = get_shape_aabb(i);
				//_inertia+=mass*ab.size.dot(ab.size)/12.0f;



			}

			if (_inertia!=0)
				_inv_inertia=1.0/_inertia;
			else
				_inv_inertia=0.0; //wathever

			if (mass)
				_inv_mass=1.0/mass;
			else
				_inv_mass=0;

		} break;
		case Physics2DServer::BODY_MODE_KINEMATIC:
		case Physics2DServer::BODY_MODE_STATIC: {

			_inv_inertia=0;
			_inv_mass=0;
		} break;
		case Physics2DServer::BODY_MODE_CHARACTER: {

			_inv_inertia=0;
			_inv_mass=1.0/mass;

		} break;
	}
	//_update_inertia_tensor();

	//_update_shapes();

}
Ejemplo n.º 2
0
void BodySW::update_inertias() {

	//update shapes and motions

	switch(mode) {

		case PhysicsServer::BODY_MODE_RIGID: {

			//update tensor for allshapes, not the best way but should be somehow OK. (inspired from bullet)
			float total_area=0;

			for (int i=0;i<get_shape_count();i++) {

				total_area+=get_shape_aabb(i).get_area();
			}

			Vector3 _inertia;


			for (int i=0;i<get_shape_count();i++) {

				const ShapeSW* shape=get_shape(i);

				float area=get_shape_aabb(i).get_area();

				float mass = area * this->mass / total_area;

				_inertia += shape->get_moment_of_inertia(mass) + mass * get_shape_transform(i).get_origin();

			}

			if (_inertia!=Vector3())
				_inv_inertia=_inertia.inverse();
			else
				_inv_inertia=Vector3();

			if (mass)
				_inv_mass=1.0/mass;
			else
				_inv_mass=0;

		} break;

		case PhysicsServer::BODY_MODE_KINEMATIC:
		case PhysicsServer::BODY_MODE_STATIC: {

			_inv_inertia=Vector3();
			_inv_mass=0;
		} break;
		case PhysicsServer::BODY_MODE_CHARACTER: {

			_inv_inertia=Vector3();
			_inv_mass=1.0/mass;

		} break;
	}
	_update_inertia_tensor();

	//_update_shapes();

}