2013-11-21 17:22:13 +01:00
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#include "..\PhysicsAPI.h"
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using namespace ::Oyster::Physics;
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using namespace ::Oyster::Physics::Error;
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using namespace ::Oyster::Math;
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using namespace ::Oyster::Collision3D;
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using namespace ::Utility::DynamicMemory;
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NullBody::~NullBody() {}
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UniquePointer<ICustomBody> NullBody::Clone() const
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{
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return new NullBody( *this );
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}
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bool NullBody::IsSubscribingCollisions() const
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{
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return false;
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}
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bool NullBody::Intersects( const ICustomBody &object, Float &deltaWhen, Float3 &worldPointOfContact ) const
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{
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return false;
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}
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bool NullBody::Intersects( const ICollideable &shape ) const
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{
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return false;
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}
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Sphere & NullBody::GetBoundingSphere( Sphere &targetMem ) const
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{
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return targetMem = Sphere( Float3::null, 0.0f );
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}
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Float3 & NullBody::GetNormalAt( const Float3 &worldPos, Float3 &targetMem ) const
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{
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return targetMem = Float3::standard_unit_z;
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}
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Float3 & NullBody::GetCenter( Float3 &targetMem ) const
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{
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return targetMem = Float3::null;
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}
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Float4x4 & NullBody::GetRotation( Float4x4 &targetMem ) const
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{
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return targetMem = Float4x4::identity;
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}
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Float4x4 & NullBody::GetOrientation( Float4x4 &targetMem ) const
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{
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return targetMem = Float4x4::identity;
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}
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Float4x4 & NullBody::GetView( Float4x4 &targetMem ) const
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{
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return targetMem = Float4x4::identity;
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}
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UpdateState NullBody::Update( Float timeStepLength )
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{
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return resting;
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}
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void NullBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI ) {}
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void NullBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI ) {}
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void NullBody::SetMass_KeepVelocity( Float m ) {}
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void NullBody::SetMass_KeepMomentum( Float m ) {}
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void NullBody::SetCenter( const Float3 &worldPos ) {}
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void NullBody::SetRotation( const Float4x4 &rotation ) {}
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2013-11-25 08:57:47 +01:00
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void NullBody::SetOrientation( const Float4x4 &orientation ) {}
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