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rigidbody.cpp

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00001 /*
00002     Sheep - A Rigid Body Dynamics Engine
00003     Copyright (C) 2001-2004 Francois Beaune
00004     Contact: http://toxicengine.sourceforge.net/
00005 
00006     This file is part of Sheep.
00007 
00008     Sheep is free software; you can redistribute it and/or modify
00009     it under the terms of the GNU General Public License as published by
00010     the Free Software Foundation; either version 2 of the License, or
00011     (at your option) any later version.
00012 
00013     Sheep is distributed in the hope that it will be useful,
00014     but WITHOUT ANY WARRANTY; without even the implied warranty of
00015     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00016     GNU General Public License for more details.
00017 
00018     You should have received a copy of the GNU General Public License
00019     along with Sheep; if not, write to the Free Software
00020     Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00021 */
00022 
00023 #include "rigidbody.h"
00024 
00025 using namespace sheep;
00026 
00027 #define STATEVECTOR RigidBody::StateVector
00028 
00029 STATEVECTOR RigidBody::StateVectorDE::GetDerivativeAt(const STATEVECTOR &x, Real t) const {
00030     // Rotation matrix associated to the body's orientation.
00031     Matrix3 R = Matrix3::Rotation(x.m_q.Normalized());  // world space
00032 
00033     assert(feq(R.Determinant(), 1));
00034 
00035     // Inertia tensor in world space.
00036     Matrix3 I = R * m_parent->m_inertia * R.Transpose();    // world space
00037 
00038     // Angular velocity.
00039     Vector3 omega = I.Inverse() * x.m_L;    // world space
00040 
00041     STATEVECTOR d;
00042 
00043     // Derivative of the location of the center of mass.
00044     d.m_x = 1.0 / m_parent->m_mass * x.m_P; // world space
00045 
00046     // Derivative of the orientation.
00047     d.m_q = 0.5 * Quaternion(0, omega) * x.m_q; // world space
00048 
00049     // Derivative of the linear momentum.
00050     d.m_P = m_parent->m_total_force;    // world space
00051 
00052     // Derivative of the angular momentum.
00053     d.m_L = m_parent->m_total_torque;   // world space
00054 
00055     return d;
00056 }
00057 
00058 #undef STATEVECTOR
00059 
00060 RigidBody::RigidBody(Real mass, const Matrix3 &inertia) {
00061     const Real EPSILON = 1e-6;
00062 
00063     assert(mass > EPSILON);
00064     assert(fnz(inertia.Determinant()));
00065 
00066     m_mass = mass;
00067     m_inertia = inertia;
00068 
00069     // Define the initial state of the body.
00070     m_state.m_x = 0;
00071     m_state.m_q = Quaternion::Identity();
00072     m_state.m_P = 0;
00073     m_state.m_L = 0;
00074 
00075     // The state differential equation needs to access the body
00076     // to which it is attached.
00077     m_state_de = new StateVectorDE(this);
00078 
00079     m_is_frozen = false;
00080 
00081     m_total_force = 0;
00082     m_total_torque = 0;
00083 }
00084 
00085 RigidBody::~RigidBody() {
00086     delete m_state_de;
00087 }
00088 
00089 void RigidBody::EvolveOneStep(const StateDESolver &solver, Real t, Real h) {
00090     const Real EPSILON = 1e-6;
00091 
00092     assert(h > EPSILON);
00093 
00094     m_state = solver.Integrate(*m_state_de, m_state, t, h);
00095 
00096     //!\todo Calculate the system energy.
00097 
00098     // Numerical integration can result in a non-normalized quaternion
00099     // for the orientation, so we ensure that this quaternion has unit
00100     // length before continuing.
00101     m_state.m_q = m_state.m_q.Normalized();
00102 }

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