Danbias/Code/Physics/OysterPhysics3D/Particle.h

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2013-11-12 00:10:48 +01:00
/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#ifndef OYSTER_PHYSICS_3D_PARTICLE_H
#define OYSTER_PHYSICS_3D_PARTICLE_H
#include "OysterMath.h"
#include "OysterCollision3D.h"
#include "OysterPhysics3D.h"
2013-11-12 00:10:48 +01:00
namespace Oyster { namespace Physics3D
{
struct Particle
{ /// A struct of a simple particle.
public:
::Oyster::Collision3D::Sphere sphere;
::Oyster::Math::Float3 linearMomentum, /// The linear momentum G (kg*m/s).
impulseForceSum; /// The impulse force F (N) that will be consumed each update.
Particle( const ::Oyster::Collision3D::Sphere &sphere = ::Oyster::Collision3D::Sphere(), ::Oyster::Math::Float mass = 1.0f );
Particle & operator = ( const Particle &particle );
void Update_LeapFrog( ::Oyster::Math::Float deltaTime );
void ApplyImpulseForce( const ::Oyster::Math::Float3 &f );
void ApplyLinearImpulseAcceleration( const ::Oyster::Math::Float3 &a );
// ACCESS METHODS /////////////////////////////
::Oyster::Math::Float3 & AccessCenter();
const ::Oyster::Math::Float3 & AccessCenter() const;
::Oyster::Math::Float & AccessRadius();
const ::Oyster::Math::Float & AccessRadius() const;
// GET METHODS ////////////////////////////////
const ::Oyster::Math::Float & GetMass() const;
const ::Oyster::Math::Float3 & GetCenter() const;
const ::Oyster::Math::Float & GetRadius() const;
const ::Oyster::Math::Float3 & GetImpulseForce() const;
const ::Oyster::Math::Float3 & GetLinearMomentum() const;
::Oyster::Math::Float3 GetLinearImpulseAcceleration() const;
::Oyster::Math::Float3 GetLinearVelocity() const;
// SET METHODS ////////////////////////////////
void SetMass_KeepVelocity( ::Oyster::Math::Float m );
void SetMass_KeepMomentum( ::Oyster::Math::Float m );
void SetCenter( const ::Oyster::Math::Float3 &p );
void SetRadius( ::Oyster::Math::Float r );
void SetImpulseForce( const ::Oyster::Math::Float3 &f );
void SetLinearMomentum( const ::Oyster::Math::Float3 &g );
void SetLinearImpulseAcceleration( const ::Oyster::Math::Float3 &a );
void SetLinearVelocity( const ::Oyster::Math::Float3 &v );
private:
::Oyster::Math::Float mass; /// m (kg)
};
} }
#endif