/dports/graphics/reactphysics3d/reactphysics3d-0.8.0/src/systems/ |
H A D | DynamicsSystem.cpp | 80 … mRigidBodyComponents.mLinearVelocities[i] = mRigidBodyComponents.mConstrainedLinearVelocities[i]; in updateBodiesState() 81 …mRigidBodyComponents.mAngularVelocities[i] = mRigidBodyComponents.mConstrainedAngularVelocities[i]; in updateBodiesState() 84 mRigidBodyComponents.mCentersOfMassWorld[i] = mRigidBodyComponents.mConstrainedPositions[i]; in updateBodiesState() 132 … mRigidBodyComponents.mInverseMasses[i] * mRigidBodyComponents.mExternalForces[i]; in integrateRigidBodiesVelocities() 143 if (mRigidBodyComponents.mIsGravityEnabled[i]) { in integrateRigidBodiesVelocities() 146 …mRigidBodyComponents.mConstrainedLinearVelocities[i] = mRigidBodyComponents.mConstrainedLinearVelo… in integrateRigidBodiesVelocities() 147 … mRigidBodyComponents.mInverseMasses[i] * mRigidBodyComponents.mMasses[i] * mGravity; in integrateRigidBodiesVelocities() 171 …mRigidBodyComponents.mConstrainedLinearVelocities[i] = mRigidBodyComponents.mConstrainedLinearVelo… in integrateRigidBodiesVelocities() 172 …mRigidBodyComponents.mConstrainedAngularVelocities[i] = mRigidBodyComponents.mConstrainedAngularVe… in integrateRigidBodiesVelocities() 181 mRigidBodyComponents.mExternalForces[i].setToZero(); in resetBodiesForceAndTorque() [all …]
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H A D | SolveBallAndSocketJointSystem.cpp | 59 assert(!mRigidBodyComponents.getIsEntityDisabled(body1Entity)); in initBeforeSolve() 60 assert(!mRigidBodyComponents.getIsEntityDisabled(body2Entity)); in initBeforeSolve() 116 if (mRigidBodyComponents.mBodyTypes[componentIndexBody1] == BodyType::DYNAMIC || in initBeforeSolve() 117 mRigidBodyComponents.mBodyTypes[componentIndexBody2] == BodyType::DYNAMIC) { in initBeforeSolve() 136 const Vector3& x1 = mRigidBodyComponents.getCenterOfMassWorld(body1Entity); in initBeforeSolve() 137 const Vector3& x2 = mRigidBodyComponents.getCenterOfMassWorld(body2Entity); in initBeforeSolve() 243 v2 += mRigidBodyComponents.mInverseMasses[componentIndexBody2] * deltaLambda; in solveVelocityConstraint() 321 if (mRigidBodyComponents.mBodyTypes[componentIndexBody1] == BodyType::DYNAMIC || in solvePositionConstraint() 322 mRigidBodyComponents.mBodyTypes[componentIndexBody2] == BodyType::DYNAMIC) { in solvePositionConstraint() 342 Vector3& x1 = mRigidBodyComponents.mConstrainedPositions[componentIndexBody1]; in solvePositionConstraint() [all …]
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H A D | SolveFixedJointSystem.cpp | 59 assert(!mRigidBodyComponents.getIsEntityDisabled(body1Entity)); in initBeforeSolve() 60 assert(!mRigidBodyComponents.getIsEntityDisabled(body2Entity)); in initBeforeSolve() 112 if (mRigidBodyComponents.mBodyTypes[componentIndexBody1] == BodyType::DYNAMIC || in initBeforeSolve() 113 mRigidBodyComponents.mBodyTypes[componentIndexBody2] == BodyType::DYNAMIC) { in initBeforeSolve() 130 const Vector3& x1 = mRigidBodyComponents.getCenterOfMassWorld(body1Entity); in initBeforeSolve() 131 const Vector3& x2 = mRigidBodyComponents.getCenterOfMassWorld(body2Entity); in initBeforeSolve() 154 if (mRigidBodyComponents.getBodyType(body1Entity) == BodyType::DYNAMIC || in initBeforeSolve() 155 mRigidBodyComponents.getBodyType(body2Entity) == BodyType::DYNAMIC) { in initBeforeSolve() 413 if (mRigidBodyComponents.mBodyTypes[componentIndexBody1] == BodyType::DYNAMIC || in solvePositionConstraint() 438 Vector3& x1 = mRigidBodyComponents.mConstrainedPositions[componentIndexBody1]; in solvePositionConstraint() [all …]
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H A D | SolveSliderJointSystem.cpp | 59 assert(!mRigidBodyComponents.getIsEntityDisabled(body1Entity)); in initBeforeSolve() 60 assert(!mRigidBodyComponents.getIsEntityDisabled(body2Entity)); in initBeforeSolve() 118 const Vector3& x1 = mRigidBodyComponents.mCentersOfMassWorld[componentIndexBody1]; in initBeforeSolve() 236 if (mRigidBodyComponents.mBodyTypes[componentIndexBody1] == BodyType::DYNAMIC || in initBeforeSolve() 237 mRigidBodyComponents.mBodyTypes[componentIndexBody2] == BodyType::DYNAMIC) { in initBeforeSolve() 245 if (mRigidBodyComponents.mBodyTypes[componentIndexBody1] == BodyType::DYNAMIC || in initBeforeSolve() 246 mRigidBodyComponents.mBodyTypes[componentIndexBody2] == BodyType::DYNAMIC) { in initBeforeSolve() 674 Vector3& x1 = mRigidBodyComponents.mConstrainedPositions[componentIndexBody1]; in solvePositionConstraint() 675 Vector3& x2 = mRigidBodyComponents.mConstrainedPositions[componentIndexBody2]; in solvePositionConstraint() 734 …if (mRigidBodyComponents.mBodyTypes[componentIndexBody1] == BodyType::DYNAMIC || mRigidBodyCompone… in solvePositionConstraint() [all …]
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H A D | ContactSolverSystem.cpp | 53 mBodyComponents(bodyComponents), mRigidBodyComponents(rigidBodyComponents), in ContactSolverSystem() 136 … const uint rigidBodyIndex1 = mRigidBodyComponents.getEntityIndex(externalManifold.bodyEntity1); in initializeForIsland() 137 … const uint rigidBodyIndex2 = mRigidBodyComponents.getEntityIndex(externalManifold.bodyEntity2); in initializeForIsland() 143 const Vector3& x1 = mRigidBodyComponents.mCentersOfMassWorld[rigidBodyIndex1]; in initializeForIsland() 144 const Vector3& x2 = mRigidBodyComponents.mCentersOfMassWorld[rigidBodyIndex2]; in initializeForIsland() 152 …mContactConstraints[mNbContactManifolds].massInverseBody1 = mRigidBodyComponents.mInverseMasses[ri… in initializeForIsland() 153 …mContactConstraints[mNbContactManifolds].massInverseBody2 = mRigidBodyComponents.mInverseMasses[ri… in initializeForIsland() 163 const Vector3& v1 = mRigidBodyComponents.mLinearVelocities[rigidBodyIndex1]; in initializeForIsland() 164 const Vector3& w1 = mRigidBodyComponents.mAngularVelocities[rigidBodyIndex1]; in initializeForIsland() 165 const Vector3& v2 = mRigidBodyComponents.mLinearVelocities[rigidBodyIndex2]; in initializeForIsland() [all …]
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H A D | SolveHingeJointSystem.cpp | 59 assert(!mRigidBodyComponents.getIsEntityDisabled(body1Entity)); in initBeforeSolve() 60 assert(!mRigidBodyComponents.getIsEntityDisabled(body2Entity)); in initBeforeSolve() 144 if (mRigidBodyComponents.mBodyTypes[componentIndexBody1] == BodyType::DYNAMIC || in initBeforeSolve() 145 mRigidBodyComponents.mBodyTypes[componentIndexBody2] == BodyType::DYNAMIC) { in initBeforeSolve() 160 const Vector3& x1 = mRigidBodyComponents.getCenterOfMassWorld(body1Entity); in initBeforeSolve() 161 const Vector3& x2 = mRigidBodyComponents.getCenterOfMassWorld(body2Entity); in initBeforeSolve() 195 if (mRigidBodyComponents.getBodyType(body1Entity) == BodyType::DYNAMIC || in initBeforeSolve() 196 mRigidBodyComponents.getBodyType(body2Entity) == BodyType::DYNAMIC) { in initBeforeSolve() 640 Vector3& x1 = mRigidBodyComponents.mConstrainedPositions[componentIndexBody1]; in solvePositionConstraint() 739 Quaternion& q1 = mRigidBodyComponents.getConstrainedOrientation(body1Entity); in solvePositionConstraint() [all …]
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H A D | BroadPhaseSystem.cpp | 42 …mRigidBodyComponents(rigidBodyComponents), mMovedShapes(collisionDetection.getMemoryManager().getP… in BroadPhaseSystem()
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/dports/graphics/reactphysics3d/reactphysics3d-0.8.0/src/body/ |
H A D | RigidBody.cpp | 51 return mWorld.mRigidBodyComponents.getBodyType(mEntity); in getType() 71 mWorld.mRigidBodyComponents.setBodyType(mEntity, type); in setType() 131 return mWorld.mRigidBodyComponents.getMass(mEntity); in getMass() 151 if (mWorld.mRigidBodyComponents.getIsSleeping(mEntity)) { in applyForceAtLocalPosition() 183 if (mWorld.mRigidBodyComponents.getIsSleeping(mEntity)) { in applyForceAtWorldPosition() 239 if (mWorld.mRigidBodyComponents.getIsSleeping(mEntity)) { in applyForceToCenterOfMass() 451 mWorld.mRigidBodyComponents.setMass(mEntity, totalMass); in updateMassFromColliders() 511 mWorld.mRigidBodyComponents.setMass(mEntity, totalMass); in updateMassPropertiesFromColliders() 532 mWorld.mRigidBodyComponents.setMass(mEntity, mass); in setMass() 800 if (mWorld.mRigidBodyComponents.getIsSleeping(mEntity)) { in applyTorque() [all …]
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/dports/graphics/reactphysics3d/reactphysics3d-0.8.0/src/engine/ |
H A D | PhysicsWorld.cpp | 236 if (mRigidBodyComponents.hasComponent(bodyEntity)) { in setBodyDisabled() 248 if (mRigidBodyComponents.hasComponent(bodyEntity)) { in setBodyDisabled() 478 … mRigidBodyComponents.setMassInverse(entity, decimal(1.0) / mRigidBodyComponents.getMass(entity)); in createRigidBody() 515 mRigidBodyComponents.removeComponent(rigidBody->getEntity()); in destroyRigidBody() 725 mRigidBodyComponents.addJointToBody(body1, joint); in addJointToBodies() 730 mRigidBodyComponents.addJointToBody(body2, joint); in addJointToBodies() 753 mRigidBodyComponents.mIsAlreadyInIsland[b] = false; in createIslands() 768 if (mRigidBodyComponents.mIsAlreadyInIsland[b]) continue; in createIslands() 777 mRigidBodyComponents.mIsAlreadyInIsland[b] = true; in createIslands() 814 …if (mRigidBodyComponents.hasComponent(pair.body1Entity) && mRigidBodyComponents.hasComponent(pair.… in createIslands() [all …]
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H A D | OverlappingPairs.cpp | 47 …mRigidBodyComponents(rigidBodyComponents), mNoCollisionPairs(noCollisionPairs), mCollisionDispatch… in OverlappingPairs() 434 const bool isBody1Static = mRigidBodyComponents.hasComponent(body1) && in updateOverlappingPairIsActive() 435 mRigidBodyComponents.getBodyType(body1) == BodyType::STATIC; in updateOverlappingPairIsActive() 436 const bool isBody2Static = mRigidBodyComponents.hasComponent(body2) && in updateOverlappingPairIsActive() 437 mRigidBodyComponents.getBodyType(body2) == BodyType::STATIC; in updateOverlappingPairIsActive()
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/dports/graphics/reactphysics3d/reactphysics3d-0.8.0/src/constraint/ |
H A D | Joint.cpp | 43 return mWorld.mRigidBodyComponents.getRigidBody(body1Entiy); in getBody1() 52 return mWorld.mRigidBodyComponents.getRigidBody(body2Entiy); in getBody2() 80 … RigidBody* body1 = static_cast<RigidBody*>(mWorld.mRigidBodyComponents.getRigidBody(body1Entity)); in awakeBodies() 81 … RigidBody* body2 = static_cast<RigidBody*>(mWorld.mRigidBodyComponents.getRigidBody(body2Entity)); in awakeBodies()
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/dports/graphics/reactphysics3d/reactphysics3d-0.8.0/include/reactphysics3d/systems/ |
H A D | DynamicsSystem.h | 58 RigidBodyComponents& mRigidBodyComponents; variable
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H A D | SolveBallAndSocketJointSystem.h | 60 RigidBodyComponents& mRigidBodyComponents; variable
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H A D | SolveFixedJointSystem.h | 59 RigidBodyComponents& mRigidBodyComponents; variable
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H A D | SolveSliderJointSystem.h | 59 RigidBodyComponents& mRigidBodyComponents; variable
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H A D | SolveHingeJointSystem.h | 59 RigidBodyComponents& mRigidBodyComponents; variable
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H A D | BroadPhaseSystem.h | 124 RigidBodyComponents& mRigidBodyComponents; variable
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H A D | ContactSolverSystem.h | 323 RigidBodyComponents& mRigidBodyComponents; variable
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/dports/graphics/reactphysics3d/reactphysics3d-0.8.0/src/collision/ |
H A D | Collider.cpp | 118 mBody->mWorld.mRigidBodyComponents.setIsSleeping(mBody->getEntity(), false); in setLocalToBodyTransform()
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/dports/graphics/reactphysics3d/reactphysics3d-0.8.0/include/reactphysics3d/engine/ |
H A D | OverlappingPairs.h | 189 RigidBodyComponents& mRigidBodyComponents; variable
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H A D | PhysicsWorld.h | 197 RigidBodyComponents mRigidBodyComponents; variable
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