Danbias/Code/GamePhysics/Implementation/SimpleRigidBody.cpp

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