2013-12-06 09:46:30 +01:00
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#ifndef PHYSICS_STRUCTS_IMPL_H
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#define PHYSICS_STRUCTS_IMPL_H
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#include "PhysicsStructs.h"
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namespace Oyster { namespace Physics
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{
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namespace Struct
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{
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inline SimpleBodyDescription::SimpleBodyDescription()
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{
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this->rotation = ::Oyster::Math::Float4x4::identity;
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this->centerPosition = ::Oyster::Math::Float3::null;
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this->size = ::Oyster::Math::Float3( 1.0f );
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this->mass = 12.0f;
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this->inertiaTensor = ::Oyster::Math::Float4x4::identity;
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this->subscription = NULL;
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this->ignoreGravity = false;
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}
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inline SphericalBodyDescription::SphericalBodyDescription()
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{
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this->rotation = ::Oyster::Math::Float4x4::identity;
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this->centerPosition = ::Oyster::Math::Float3::null;
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this->radius = 0.5f;
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this->mass = 10.0f;
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this->subscription = NULL;
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this->ignoreGravity = false;
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}
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2013-12-18 08:57:27 +01:00
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inline CustomBodyState::CustomBodyState( const ::Oyster::Math::Float3 &reach, const ::Oyster::Math::Float3 ¢erPos, const ::Oyster::Math::Float3 &rotation, const ::Oyster::Math::Float3 &linearMomentum, const ::Oyster::Math::Float3 &angularMomentum )
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2013-12-06 09:46:30 +01:00
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{
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this->reach = ::Oyster::Math::Float4( reach, 0.0f );
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this->centerPos = ::Oyster::Math::Float4( centerPos, 1.0f );
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this->angularAxis = ::Oyster::Math::Float4( rotation, 0.0f );
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2013-12-18 08:57:27 +01:00
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this->linearMomentum = ::Oyster::Math::Float4( linearMomentum, 0.0f );
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this->angularMomentum = ::Oyster::Math::Float4( angularMomentum, 0.0f );
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2013-12-06 09:46:30 +01:00
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this->isSpatiallyAltered = this->isDisturbed = false;
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}
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inline CustomBodyState & CustomBodyState::operator = ( const CustomBodyState &state )
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{
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this->reach = state.reach;
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this->centerPos = state.centerPos;
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this->angularAxis = state.angularAxis;
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2013-12-18 08:57:27 +01:00
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this->linearMomentum = state.linearMomentum;
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this->angularMomentum = state.angularMomentum;
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2013-12-06 09:46:30 +01:00
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this->isSpatiallyAltered = state.isSpatiallyAltered;
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this->isDisturbed = state.isDisturbed;
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return *this;
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}
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inline const ::Oyster::Math::Float4 & CustomBodyState::GetReach() const
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{
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return this->reach;
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}
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inline ::Oyster::Math::Float4 CustomBodyState::GetSize() const
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{
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return 2.0f * this->GetReach();
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}
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inline const ::Oyster::Math::Float4 & CustomBodyState::GetCenterPosition() const
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{
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return this->centerPos;
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}
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inline const ::Oyster::Math::Float4 & CustomBodyState::GetAngularAxis() const
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{
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return this->angularAxis;
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}
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inline ::Oyster::Math::Float4x4 CustomBodyState::GetRotation() const
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{
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return ::Oyster::Math3D::RotationMatrix( this->GetAngularAxis().xyz );
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}
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2013-12-18 08:57:27 +01:00
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inline const ::Oyster::Math::Float CustomBodyState::GetMass() const
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{
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//! @todo TODO: stub to be implemented (CustomBodyState::GetMass)
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return 1.0f;
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}
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inline const ::Oyster::Math::Float CustomBodyState::GetRestitutionCoeff() const
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{
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//! @todo TODO: stub to be implemented (CustomBodyState::GetRestitutionCoeff)
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return 1.0f;
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}
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inline const ::Oyster::Math::Float4 & CustomBodyState::GetLinearMomentum() const
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{
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return this->linearMomentum;
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}
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inline ::Oyster::Math::Float4 CustomBodyState::GetLinearMomentum( const ::Oyster::Math::Float3 &at ) const
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{
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return this->GetLinearMomentum( ::Oyster::Math::Float4(at, 1.0f) );
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}
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inline ::Oyster::Math::Float4 CustomBodyState::GetLinearMomentum( const ::Oyster::Math::Float4 &at ) const
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{
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//! @todo TODO: stub to be implemented (CustomBodyState::GetLinearMomentum)
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return ::Oyster::Math::Float4::null;
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}
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inline const ::Oyster::Math::Float4 & CustomBodyState::GetAngularMomentum() const
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{
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return this->angularMomentum;
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}
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2013-12-06 09:46:30 +01:00
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inline void CustomBodyState::SetSize( const ::Oyster::Math::Float3 &size )
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{
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this->SetReach( 0.5f * size );
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}
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inline void CustomBodyState::SetReach( const ::Oyster::Math::Float3 &halfSize )
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{
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this->reach.xyz = halfSize;
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this->reach = ::Utility::Value::Max( this->reach, ::Oyster::Math::Float4::null );
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this->isSpatiallyAltered = this->isDisturbed = true;
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}
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inline void CustomBodyState::SetCenterPosition( const ::Oyster::Math::Float3 ¢erPos )
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{
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this->centerPos.xyz = centerPos;
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this->isSpatiallyAltered = this->isDisturbed = true;
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}
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inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float3 &angularAxis )
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{
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this->angularAxis.xyz = angularAxis;
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this->isSpatiallyAltered = this->isDisturbed = true;
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}
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inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float4x4 &rotation )
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{
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this->SetRotation( ::Oyster::Math3D::AngularAxis(rotation).xyz );
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}
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2013-12-18 08:57:27 +01:00
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inline void CustomBodyState::SetMass( ::Oyster::Math::Float m )
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{
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//! @todo TODO: stub to be implemented (CustomBodyState::SetRestitutionCoeff)
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}
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inline void CustomBodyState::SetRestitutionCoeff( ::Oyster::Math::Float e )
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{
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//! @todo TODO: stub to be implemented (CustomBodyState::SetRestitutionCoeff)
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}
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inline void CustomBodyState::SetLinearMomentum( const ::Oyster::Math::Float3 &g )
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{
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this->linearMomentum = ::Oyster::Math::Float4( g, 0.0f );
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this->isDisturbed = true;
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}
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inline void CustomBodyState::SetAngularMomentum( const ::Oyster::Math::Float3 &h )
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{
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this->angularMomentum = ::Oyster::Math::Float4( h, 0.0f );
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this->isDisturbed = true;
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}
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inline void CustomBodyState::ApplyImpulse( const ::Oyster::Math::Float4 &j )
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{
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this->linearMomentum += j;
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this->isDisturbed = true;
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}
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inline void CustomBodyState::ApplyImpulse( const ::Oyster::Math::Float4 &j, const ::Oyster::Math::Float4 &at, const ::Oyster::Math::Float4 &normal )
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{
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//! @todo TODO: stub to be implemented (CustomBodyState::ApplyImpulse)
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this->linearMomentum += j.Dot( normal ) * normal; // perpendicular impulse component
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//this->angularImpulse += Formula:: ...
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this->isDisturbed = true;
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}
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2013-12-06 09:46:30 +01:00
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inline bool CustomBodyState::IsSpatiallyAltered() const
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{
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return this->isSpatiallyAltered;
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}
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inline bool CustomBodyState::IsDisturbed() const
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{
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return this->isDisturbed;
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}
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}
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} }
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#endif
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