Danbias/Code/GamePhysics/Implementation/NullBody.cpp

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#include "..\PhysicsAPI.h"
using namespace ::Oyster::Physics;
using namespace ::Oyster::Physics::Error;
using namespace ::Oyster::Math;
using namespace ::Oyster::Collision3D;
using namespace ::Utility::DynamicMemory;
NullBody::~NullBody() {}
UniquePointer<ICustomBody> NullBody::Clone() const
{
return new NullBody( *this );
}
bool NullBody::IsSubscribingCollisions() const
{
return false;
}
bool NullBody::Intersects( const ICustomBody &object, Float &deltaWhen, Float3 &worldPointOfContact ) const
{
return false;
}
bool NullBody::Intersects( const ICollideable &shape ) const
{
return false;
}
unsigned int NullBody::GetReference() const
{
return not_a_reference;
}
Sphere & NullBody::GetBoundingSphere( Sphere &targetMem ) const
{
return targetMem = Sphere( Float3::null, 0.0f );
}
Float3 & NullBody::GetNormalAt( const Float3 &worldPos, Float3 &targetMem ) const
{
return targetMem = Float3::standard_unit_z;
}
Float3 & NullBody::GetCenter( Float3 &targetMem ) const
{
return targetMem = Float3::null;
}
Float4x4 & NullBody::GetRotation( Float4x4 &targetMem ) const
{
return targetMem = Float4x4::identity;
}
Float4x4 & NullBody::GetOrientation( Float4x4 &targetMem ) const
{
return targetMem = Float4x4::identity;
}
Float4x4 & NullBody::GetView( Float4x4 &targetMem ) const
{
return targetMem = Float4x4::identity;
}
UpdateState NullBody::Update( Float timeStepLength )
{
return resting;
}
void NullBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI ) {}
void NullBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI ) {}
void NullBody::SetMass_KeepVelocity( Float m ) {}
void NullBody::SetMass_KeepMomentum( Float m ) {}
void NullBody::SetCenter( const Float3 &worldPos ) {}
void NullBody::SetRotation( const Float4x4 &rotation ) {}
void NullBody::SetOrientation( const Float4x4 &orientation ) {}