summaryrefslogtreecommitdiff
path: root/src/main/scala/sims/dynamics/Body.scala
diff options
context:
space:
mode:
Diffstat (limited to 'src/main/scala/sims/dynamics/Body.scala')
-rw-r--r--src/main/scala/sims/dynamics/Body.scala141
1 files changed, 141 insertions, 0 deletions
diff --git a/src/main/scala/sims/dynamics/Body.scala b/src/main/scala/sims/dynamics/Body.scala
new file mode 100644
index 0000000..8c0e2ee
--- /dev/null
+++ b/src/main/scala/sims/dynamics/Body.scala
@@ -0,0 +1,141 @@
+
+/*
+ * Simple Mechanics Simulator (SiMS)
+ * copyright (c) 2009 Jakob Odersky
+ * made available under the MIT License
+*/
+
+package sims.dynamics
+
+import sims.geometry._
+import sims.dynamics.joints._
+
+/**A two dimensional rigid body is made out of shapes.
+ * @param shps shapes that belong to this body.*/
+class Body(shps: Shape*){
+
+ /**Unique identification number.*/
+ val uid = Body.nextUid
+
+ /**Shapes that belong to this body.*/
+ val shapes: List[Shape] = shps.toList
+
+ //Shapes are added during initialisation.
+ for (s <- shapes) {
+ s.body = this
+ s.refLocalPos = s.pos - pos
+ s.rotation0 = s.rotation
+ }
+
+ private var isFixed: Boolean = false
+
+ /**Returns whether this body is fixed or not.*/
+ def fixed = isFixed
+
+ /**Fixes or frees this body. By fixing, linear and angular velocities are set to zero.*/
+ def fixed_=(value: Boolean) = {
+ if (value) {linearVelocity = Vector2D.Null; angularVelocity = 0.0}
+ isFixed = value
+ }
+
+ /**Flag for a world to monitor the properties of this body.
+ * @see World#monitors*/
+ var monitor: Boolean = false
+
+ /**Returns the position of this body. The position is equivalent to the center of mass.
+ * @return position of this body*/
+ def pos: Vector2D = // COM = sum(pos*mass)/M
+ (Vector2D.Null /: shapes)((v: Vector2D, s: Shape) => v + s.pos * s.mass) /
+ (0.0 /: shapes)((i: Double, s: Shape) => i + s.mass)
+
+ /**Sets the position of this body. By doing so all its shapes are translated.
+ * @param newPos new position*/
+ def pos_=(newPos: Vector2D) = {
+ val stepPos = pos
+ shapes.foreach((s: Shape) => s.pos = s.pos - stepPos + newPos)
+ }
+
+ /**Contains the current rotation of this body.*/
+ private var _rotation: Double = 0.0
+
+ /**Returns the current rotation of this body.*/
+ def rotation: Double = _rotation
+
+ /**Sets the rotation of this body. Position and rotation of shapes are modified accordingly.
+ * @param r new rotation*/
+ def rotation_=(newRotation: Double) = {
+ _rotation = newRotation
+ val stepPos = pos
+ for (s <- shapes) {
+ s.rotation = newRotation + s.rotation0
+ s.pos = stepPos + (s.refLocalPos rotate (newRotation))
+ }
+ }
+
+ /**Linear velocity of this body.*/
+ var linearVelocity: Vector2D = Vector2D.Null
+
+ /**Angular velocity of this body.*/
+ var angularVelocity: Double = 0
+
+ /**Linear velocity of the given point on this body (in world coordinates).*/
+ def velocityOfPoint(point: Vector2D) = linearVelocity + ((point - pos).leftNormal * angularVelocity)
+
+ /**Resulting force on the COM of this body.*/
+ var force: Vector2D = Vector2D.Null
+
+ /**Resulting torque on this body.*/
+ var torque: Double = 0
+
+ /**Returns the mass of this body. If the body is free, its mass is the sum of the masses of its shapes.
+ * If the body is fixed, its mass is infinite (<code>Double.PositiveInfinity</code>).
+ * @return this body's mass*/
+ def mass: Double = if (fixed) Double.PositiveInfinity else (0.0 /: shapes)((i: Double, s: Shape) => i + s.mass)
+
+ /**Returns the moment of inertia for rotations about the COM of this body.
+ * It is calculated using the moments of inertia of this body's shapes and the parallel axis theorem.
+ * If the body is fixed, its moment of inertia is infinite (<code>Double.PositiveInfinity</code>).
+ * @return moment of inertia for rotations about the COM of this body*/
+ def I: Double = if (fixed) Double.PositiveInfinity else
+ (0.0 /: (for (s <- shapes) yield (s.I + s.mass * ((s.pos - pos) dot (s.pos - pos)))))(_+_)
+
+ /**Applies a force to the COM of this body.
+ * @param force applied force*/
+ def applyForce(force: Vector2D) = if (!fixed) this.force += force
+
+ /**Applies a force to a point on this body. Warning: the point is considered to be contained within this body.
+ * @param force applied force
+ * @param point position vector of the point (in world coordinates)*/
+ def applyForce(force: Vector2D, point: Vector2D) = if (!fixed) {this.force += force; torque += (point - pos) cross force}
+
+ /**Applies an impulse to the COM of this body.
+ * @param impulse applied impulse*/
+ def applyImpulse(impulse: Vector2D) = if (!fixed) linearVelocity += impulse / mass
+
+ /**Applies an impulse to a point on this body. Warning: the point is considered to be contained within this body.
+ * @param impulse applied impulse
+ * @param point position vector of the point (in world coordinates)*/
+ def applyImpulse(impulse: Vector2D, point: Vector2D) = if (!fixed) {linearVelocity += impulse / mass; angularVelocity += ((point - pos) cross impulse) / I}
+
+ /**Checks if the point <code>point</code> is contained in this body.*/
+ def contains(point: Vector2D) = shapes.exists(_.contains(point))
+
+ override def toString: String = {
+ "Body" + uid + " " + shapes + " fixed=" + fixed + " m=" + mass + " I=" + I + " pos=" + pos + " rot=" + rotation + " v=" + linearVelocity + " w=" + angularVelocity + " F=" + force + " tau=" + torque
+ }
+
+ /**Creates a new body containing this body's shapes and the shape <code>s</code>.
+ * @param s new shape
+ * @return new body*/
+ def ~(s: Shape) = new Body((s :: shapes): _*)
+
+ /**Creates a new body containing this body's shapes and the shapes of another body <code>b</code>.
+ * @param b body with extra shapes
+ * @return new body*/
+ def ~(b: Body) = new Body((this.shapes ::: b.shapes): _*)
+}
+
+object Body {
+ private var uidCounter = -1
+ private def nextUid = {uidCounter += 1; uidCounter}
+} \ No newline at end of file