using Sandbox;
using System;
using System.Numerics;
namespace VeloX;
public static class PhysicsExtensions
{
public static Vector3 Transform( this Vector3 value, Quaternion rotation )
{
float x2 = rotation.X + rotation.X;
float y2 = rotation.Y + rotation.Y;
float z2 = rotation.Z + rotation.Z;
float wx2 = rotation.W * x2;
float wy2 = rotation.W * y2;
float wz2 = rotation.W * z2;
float xx2 = rotation.X * x2;
float xy2 = rotation.X * y2;
float xz2 = rotation.X * z2;
float yy2 = rotation.Y * y2;
float yz2 = rotation.Y * z2;
float zz2 = rotation.Z * z2;
return new Vector3(
value.x * (1.0f - yy2 - zz2) + value.y * (xy2 - wz2) + value.z * (xz2 + wy2),
value.x * (xy2 + wz2) + value.y * (1.0f - xx2 - zz2) + value.z * (yz2 - wx2),
value.x * (xz2 - wy2) + value.y * (yz2 + wx2) + value.z * (1.0f - xx2 - yy2)
);
}
///
/// Calculates the linear and angular velocities on the object's center of mass for an offset impulse.
///
/// The physics object
/// The impulse acting on the object in kg*units/s (World frame)
/// The location of the impulse in world coordinates
/// Linear velocity on center of mass (World frame)
/// Angular velocity on center of mass (World frame)
public static void CalculateVelocityOffset(
this Rigidbody physObj,
Vector3 impulse,
Vector3 position,
out Vector3 LinearVelocity,
out Vector3 AngularVelocity )
{
if ( !physObj.IsValid() || !physObj.MotionEnabled )
{
LinearVelocity = 0;
AngularVelocity = 0;
return;
}
Vector3 com = physObj.WorldTransform.PointToWorld( physObj.MassCenter );
Rotation bodyRot = physObj.PhysicsBody.Rotation;
Vector3 r = position - com;
Vector3 torque = Vector3.Cross( r, impulse );
Vector3 torqueLocal = bodyRot.Inverse * torque;
Vector3 angularVelocityLocal = torqueLocal * physObj.PhysicsBody.Inertia.Inverse;
AngularVelocity = bodyRot * angularVelocityLocal;
LinearVelocity = impulse * (1 / physObj.Mass);
}
///
/// Calculates the linear and angular impulses on the object's center of mass for an offset impulse.
///
/// The physics object
/// The impulse acting on the object in kg*units/s (World frame)
/// The location of the impulse in world coordinates
/// Linear impulse on center of mass (World frame)
/// Angular impulse on center of mass (World frame)
public static void CalculateForceOffset(
this Rigidbody physObj,
Vector3 impulse,
Vector3 position,
out Vector3 LinearImpulse,
out Vector3 AngularImpulse )
{
if ( !physObj.IsValid() || !physObj.MotionEnabled )
{
LinearImpulse = 0;
AngularImpulse = 0;
return;
}
Vector3 com = physObj.WorldTransform.PointToWorld( physObj.MassCenter );
Rotation bodyRot = physObj.PhysicsBody.Rotation;
Vector3 r = position - com;
Vector3 torque = Vector3.Cross( r, impulse );
Vector3 torqueLocal = bodyRot.Inverse * torque;
Vector3 angularImpulseLocal = torqueLocal * physObj.PhysicsBody.Inertia.Inverse;
AngularImpulse = bodyRot * angularImpulseLocal;
LinearImpulse = impulse;
}
}