Danbias/Code/GamePhysics/PhysicsStructs-Impl.h

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#ifndef PHYSICS_STRUCTS_IMPL_H
#define PHYSICS_STRUCTS_IMPL_H
#include "PhysicsStructs.h"
namespace Oyster
{
namespace Physics
{
namespace Struct
{
inline SimpleBodyDescription::SimpleBodyDescription()
{
this->rotation = ::Oyster::Math::Float4x4::identity;
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this->centerPosition = ::Oyster::Math::Float4::null;
this->size = ::Oyster::Math::Float4( 1.0f );
this->mass = 12.0f;
this->inertiaTensor = ::Oyster::Math::Float4x4::identity;
this->subscription = NULL;
this->ignoreGravity = false;
}
inline SphericalBodyDescription::SphericalBodyDescription()
{
this->rotation = ::Oyster::Math::Float4x4::identity;
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this->centerPosition = ::Oyster::Math::Float4::null;
this->radius = 0.5f;
this->mass = 10.0f;
this->subscription = NULL;
this->ignoreGravity = false;
}
inline CustomBodyState::CustomBodyState( ::Oyster::Math::Float mass, ::Oyster::Math::Float restitutionCoeff, ::Oyster::Math::Float staticFrictionCoeff, ::Oyster::Math::Float kineticFrictionCoeff, const ::Oyster::Math::Float4x4 &inertiaTensor, const ::Oyster::Math::Float4 &reach, const ::Oyster::Math::Float4 &centerPos, const ::Oyster::Math::Float4 &rotation, const ::Oyster::Math::Float4 &linearMomentum, const ::Oyster::Math::Float4 &angularMomentum )
{
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this->mass = mass;
this->restitutionCoeff = restitutionCoeff;
this->staticFrictionCoeff = staticFrictionCoeff;
this->kineticFrictionCoeff = kineticFrictionCoeff;
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this->inertiaTensor = inertiaTensor;
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this->reach = reach;
this->centerPos = centerPos;
this->angularAxis = rotation;
this->linearMomentum = linearMomentum;
this->angularMomentum = angularMomentum;
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this->linearImpulse = this->angularImpulse = ::Oyster::Math::Float4::null;
this->deltaPos = this->deltaAxis = ::Oyster::Math::Float4::null;
this->isSpatiallyAltered = this->isDisturbed = this->isForwarded = false;
}
inline CustomBodyState & CustomBodyState::operator = ( const CustomBodyState &state )
{
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this->mass = state.mass;
this->restitutionCoeff = state.restitutionCoeff;
this->staticFrictionCoeff = state.staticFrictionCoeff;
this->kineticFrictionCoeff = state.kineticFrictionCoeff;
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this->inertiaTensor = state.inertiaTensor;
this->reach = state.reach;
this->centerPos = state.centerPos;
this->angularAxis = state.angularAxis;
this->linearMomentum = state.linearMomentum;
this->angularMomentum = state.angularMomentum;
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this->linearImpulse = state.linearImpulse;
this->angularImpulse = state.angularImpulse;
this->deltaPos = state.deltaPos;
this->deltaAxis = state.deltaAxis;
this->isSpatiallyAltered = state.isSpatiallyAltered;
this->isDisturbed = state.isDisturbed;
this->isForwarded = state.isForwarded;
return *this;
}
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inline const ::Oyster::Math::Float CustomBodyState::GetMass() const
{
return this->mass;
}
inline const ::Oyster::Math::Float CustomBodyState::GetRestitutionCoeff() const
{
return this->restitutionCoeff;
}
inline const ::Oyster::Math::Float CustomBodyState::GetFrictionCoeff_Static() const
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{
return this->staticFrictionCoeff;
}
inline const ::Oyster::Math::Float CustomBodyState::GetFrictionCoeff_Kinetic() const
{
return this->kineticFrictionCoeff;
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}
inline const ::Oyster::Math::Float4x4 & CustomBodyState::GetMomentOfInertia() const
{
return this->inertiaTensor;
}
inline const ::Oyster::Math::Float4 & CustomBodyState::GetReach() const
{
return this->reach;
}
inline ::Oyster::Math::Float4 CustomBodyState::GetSize() const
{
return 2.0f * this->GetReach();
}
inline const ::Oyster::Math::Float4 & CustomBodyState::GetCenterPosition() const
{
return this->centerPos;
}
inline const ::Oyster::Math::Float4 & CustomBodyState::GetAngularAxis() const
{
return this->angularAxis;
}
inline ::Oyster::Math::Float4x4 CustomBodyState::GetRotation() const
{
return ::Oyster::Math3D::RotationMatrix( this->GetAngularAxis().xyz );
}
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inline ::Oyster::Math::Float4x4 CustomBodyState::GetOrientation() const
{
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return ::Oyster::Math3D::OrientationMatrix( this->angularAxis.xyz, this->centerPos.xyz );
}
inline ::Oyster::Math::Float4x4 CustomBodyState::GetOrientation( const ::Oyster::Math::Float4 &offset ) const
{
return ::Oyster::Math3D::OrientationMatrix( this->angularAxis.xyz, (this->centerPos + offset).xyz );
}
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inline ::Oyster::Math::Float4x4 CustomBodyState::GetView() const
{
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return ::Oyster::Math3D::ViewMatrix( this->angularAxis.xyz, this->centerPos.xyz );
}
inline ::Oyster::Math::Float4x4 CustomBodyState::GetView( const ::Oyster::Math::Float4 &offset ) const
{
return ::Oyster::Math3D::ViewMatrix( this->angularAxis.xyz, (this->centerPos + offset).xyz );
}
inline const ::Oyster::Math::Float4 & CustomBodyState::GetLinearMomentum() const
{
return this->linearMomentum;
}
inline ::Oyster::Math::Float4 CustomBodyState::GetLinearMomentum( const ::Oyster::Math::Float4 &at ) const
{
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//return this->linearMomentum + ::Oyster::Physics3D::Formula::TangentialLinearMomentum( this->angularMomentum, at - this->centerPos ); // C3083 error?
return this->linearMomentum + ::Oyster::Math::Float4( this->angularMomentum.xyz.Cross((at - this->centerPos).xyz), 0.0f );
}
inline const ::Oyster::Math::Float4 & CustomBodyState::GetAngularMomentum() const
{
return this->angularMomentum;
}
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inline const ::Oyster::Math::Float4 & CustomBodyState::GetLinearImpulse() const
{
return this->linearImpulse;
}
inline const ::Oyster::Math::Float4 & CustomBodyState::GetAngularImpulse() const
{
return this->angularImpulse;
}
inline const ::Oyster::Math::Float4 & CustomBodyState::GetForward_DeltaPos() const
{
return this->deltaPos;
}
inline const ::Oyster::Math::Float4 & CustomBodyState::GetForward_DeltaAxis() const
{
return this->deltaAxis;
}
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inline void CustomBodyState::SetMass_KeepMomentum( ::Oyster::Math::Float m )
{
this->mass = m;
}
inline void CustomBodyState::SetMass_KeepVelocity( ::Oyster::Math::Float m )
{
if( m != 0.0f )
{ // sanity block!
// Formula::LinearMomentum( m, Formula::LinearVelocity(this->mass, this->linearMomentum) )
// is the same as (this->linearMomentum / this->mass) * m = (m / this->mass) * this->linearMomentum
this->linearMomentum *= (m / this->mass);
this->mass = m;
}
}
inline void CustomBodyState::SetRestitutionCoeff( ::Oyster::Math::Float e )
{
this->restitutionCoeff = e;
}
inline void CustomBodyState::SetFrictionCoeff( ::Oyster::Math::Float staticU, ::Oyster::Math::Float kineticU )
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{
this->staticFrictionCoeff = staticU;
this->kineticFrictionCoeff = kineticU;
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}
inline void CustomBodyState::SetMomentOfInertia_KeepMomentum( const ::Oyster::Math::Float4x4 &tensor )
{
this->inertiaTensor = tensor;
}
inline void CustomBodyState::SetMomentOfInertia_KeepVelocity( const ::Oyster::Math::Float4x4 &tensor )
{
if( tensor.GetDeterminant() != 0.0f )
{ // sanity block!
::Oyster::Math::Float4x4 rotation = ::Oyster::Math3D::RotationMatrix(this->angularAxis.xyz);
//::Oyster::Math::Float4 w = ::Oyster::Physics3D::Formula::AngularVelocity( (rotation * this->inertiaTensor).GetInverse(), this->angularMomentum ); // C3083 error?
::Oyster::Math::Float4 w = (rotation * this->inertiaTensor).GetInverse() * this->angularMomentum;
this->inertiaTensor = tensor;
//this->angularMomentum = ::Oyster::Physics3D::Formula::AngularMomentum( rotation * tensor, w ); // C3083 error?
this->angularMomentum = rotation * tensor * w;
}
}
inline void CustomBodyState::SetSize( const ::Oyster::Math::Float4 &size )
{
this->SetReach( 0.5f * size );
}
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inline void CustomBodyState::SetReach( const ::Oyster::Math::Float4 &halfSize )
{
this->reach.xyz = halfSize;
this->reach = ::Utility::Value::Max( this->reach, ::Oyster::Math::Float4::null );
this->isSpatiallyAltered = this->isDisturbed = true;
}
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inline void CustomBodyState::SetCenterPosition( const ::Oyster::Math::Float4 &centerPos )
{
this->centerPos.xyz = centerPos;
this->isSpatiallyAltered = this->isDisturbed = true;
}
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inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float4 &angularAxis )
{
this->angularAxis.xyz = angularAxis;
this->isSpatiallyAltered = this->isDisturbed = true;
}
inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float4x4 &rotation )
{
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this->SetRotation( ::Oyster::Math3D::AngularAxis(rotation) );
}
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inline void CustomBodyState::SetOrientation( const ::Oyster::Math::Float4x4 &orientation )
{
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this->SetRotation( ::Oyster::Math3D::ExtractAngularAxis(orientation) );
this->SetCenterPosition( orientation.v[3] );
}
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inline void CustomBodyState::SetLinearMomentum( const ::Oyster::Math::Float4 &g )
{
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this->linearMomentum.xyz = g;
this->isDisturbed = true;
}
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inline void CustomBodyState::SetAngularMomentum( const ::Oyster::Math::Float4 &h )
{
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this->angularMomentum.xyz = h;
this->isDisturbed = true;
}
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inline void CustomBodyState::SetLinearImpulse( const ::Oyster::Math::Float4 &j )
{
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this->linearImpulse.xyz = j;
this->isDisturbed = true;
}
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inline void CustomBodyState::SetAngularImpulse( const ::Oyster::Math::Float4 &j )
{
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this->angularImpulse.xyz = j;
this->isDisturbed = true;
}
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inline void CustomBodyState::AddRotation( const ::Oyster::Math::Float4 &angularAxis )
{
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this->angularAxis += angularAxis;
this->isSpatiallyAltered = this->isDisturbed = true;
}
inline void CustomBodyState::AddTranslation( const ::Oyster::Math::Float4 &deltaPos )
{
this->centerPos += deltaPos;
this->isSpatiallyAltered = this->isDisturbed = true;
}
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inline void CustomBodyState::ApplyLinearImpulse( const ::Oyster::Math::Float4 &j )
{
this->linearImpulse += j;
this->isDisturbed = true;
}
inline void CustomBodyState::ApplyAngularImpulse( const ::Oyster::Math::Float4 &j )
{
this->angularImpulse += j;
this->isDisturbed = true;
}
inline void CustomBodyState::ApplyImpulse( const ::Oyster::Math::Float4 &j, const ::Oyster::Math::Float4 &at, const ::Oyster::Math::Float4 &normal )
{
//::Oyster::Math::Float4 tangentialImpulse = ::Oyster::Physics3D::Formula::AngularMomentum( j, at - this->centerPos ); // C3083 error?
::Oyster::Math::Float4 tangentialImpulse = ::Oyster::Math::Float4( (at - this->centerPos).xyz.Cross(j.xyz), 0.0f );
this->linearImpulse += j - tangentialImpulse;
this->angularImpulse += tangentialImpulse;
this->isDisturbed = true;
}
inline void CustomBodyState::ApplyForwarding( const ::Oyster::Math::Float4 &deltaPos, const ::Oyster::Math::Float4 &deltaAxis )
{
this->deltaPos += deltaPos;
this->deltaAxis += deltaAxis;
this->isDisturbed = this->isForwarded = true;
}
inline bool CustomBodyState::IsSpatiallyAltered() const
{
return this->isSpatiallyAltered;
}
inline bool CustomBodyState::IsDisturbed() const
{
return this->isDisturbed;
}
inline bool CustomBodyState::IsForwarded() const
{
return this->isForwarded;
}
inline GravityWell::GravityWell( )
{
this->position = ::Oyster::Math::Float3::null;
this->mass = 0.0f;
}
inline GravityWell::GravityWell( const GravityWell& gravityWell )
{
this->position = gravityWell.position;
this->mass = gravityWell.mass;
}
GravityWell& GravityWell::operator=( const GravityWell& gravityWell )
{
this->position = gravityWell.position;
this->mass = gravityWell.mass;
return *this;
}
inline GravityDirected::GravityDirected( )
{
this->impulse = ::Oyster::Math::Float3::null;
}
inline GravityDirected::GravityDirected( const GravityDirected& gravityDirected )
{
this->impulse = gravityDirected.impulse;
}
inline GravityDirected& GravityDirected::operator=( const GravityDirected& gravityDirected )
{
this->impulse = gravityDirected.impulse;
return *this;
}
inline GravityDirectedField::GravityDirectedField( )
{
this->normalizedDirection = ::Oyster::Math::Float3::null;
this->mass = 0.0f;
this->magnitude = 0.0f;
}
inline GravityDirectedField::GravityDirectedField( const GravityDirectedField& gravityDirectedField )
{
this->normalizedDirection = gravityDirectedField.normalizedDirection;
this->mass = gravityDirectedField.mass;
this->magnitude = gravityDirectedField.magnitude;
}
inline GravityDirectedField& GravityDirectedField::operator=( const GravityDirectedField& gravityDirectedField )
{
this->normalizedDirection = gravityDirectedField.normalizedDirection;
this->mass = gravityDirectedField.mass;
this->magnitude = gravityDirectedField.magnitude;
return *this;
}
inline Gravity::Gravity()
{
this->gravityType = GravityType_Undefined;
}
inline Gravity::Gravity( const Gravity& gravity )
{
switch(gravity.gravityType)
{
case GravityType_Well:
this->well.position = gravity.well.position;
this->well.mass = gravity.well.mass;
break;
case GravityType_Directed:
this->directed.impulse = gravity.directed.impulse;
break;
case GravityType_DirectedField:
this->directedField.normalizedDirection = gravity.directedField.normalizedDirection;
this->directedField.magnitude = gravity.directedField.magnitude;
this->directedField.mass = gravity.directedField.mass;
break;
}
}
inline Gravity& Gravity::operator=( const Gravity& gravity )
{
switch(gravity.gravityType)
{
case GravityType_Well:
this->well.position = gravity.well.position;
this->well.mass = gravity.well.mass;
break;
case GravityType_Directed:
this->directed.impulse = gravity.directed.impulse;
break;
case GravityType_DirectedField:
this->directedField.normalizedDirection = gravity.directedField.normalizedDirection;
this->directedField.magnitude = gravity.directedField.magnitude;
this->directedField.mass = gravity.directedField.mass;
break;
}
return *this;
}
}
}
}
#endif