Merge branch 'Physics' of https://github.com/dean11/Danbias into Graphics
Conflicts: Code/Debug/Tester.ilk Code/Debug/Tester.pdb
This commit is contained in:
commit
08b4fb5dfd
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@ -146,10 +146,13 @@
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||||||
</ItemGroup>
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</ItemGroup>
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||||||
<ItemGroup>
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<ItemGroup>
|
||||||
<ClInclude Include="Implementation\PhysicsAPI_Impl.h" />
|
<ClInclude Include="Implementation\PhysicsAPI_Impl.h" />
|
||||||
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<ClInclude Include="Implementation\SimpleRigidBody.h" />
|
||||||
<ClInclude Include="PhysicsAPI.h" />
|
<ClInclude Include="PhysicsAPI.h" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
<ClCompile Include="Implementation\NullBody.cpp" />
|
||||||
<ClCompile Include="Implementation\PhysicsAPI_Impl.cpp" />
|
<ClCompile Include="Implementation\PhysicsAPI_Impl.cpp" />
|
||||||
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<ClCompile Include="Implementation\SimpleRigidBody.cpp" />
|
||||||
</ItemGroup>
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</ItemGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
<ImportGroup Label="ExtensionTargets">
|
<ImportGroup Label="ExtensionTargets">
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||||||
|
|
|
@ -27,10 +27,19 @@
|
||||||
<ClInclude Include="Implementation\PhysicsAPI_Impl.h">
|
<ClInclude Include="Implementation\PhysicsAPI_Impl.h">
|
||||||
<Filter>Header Files\Implementation</Filter>
|
<Filter>Header Files\Implementation</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
|
<ClInclude Include="Implementation\SimpleRigidBody.h">
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||||||
|
<Filter>Header Files\Implementation</Filter>
|
||||||
|
</ClInclude>
|
||||||
</ItemGroup>
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</ItemGroup>
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||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="Implementation\PhysicsAPI_Impl.cpp">
|
<ClCompile Include="Implementation\PhysicsAPI_Impl.cpp">
|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
|
<ClCompile Include="Implementation\SimpleRigidBody.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="Implementation\NullBody.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
</Project>
|
</Project>
|
|
@ -0,0 +1,83 @@
|
||||||
|
#include "..\PhysicsAPI.h"
|
||||||
|
|
||||||
|
using namespace ::Oyster::Physics;
|
||||||
|
using namespace ::Oyster::Physics::Error;
|
||||||
|
using namespace ::Oyster::Math;
|
||||||
|
using namespace ::Oyster::Collision3D;
|
||||||
|
using namespace ::Utility::DynamicMemory;
|
||||||
|
|
||||||
|
NullBody::~NullBody() {}
|
||||||
|
|
||||||
|
UniquePointer<ICustomBody> NullBody::Clone() const
|
||||||
|
{
|
||||||
|
return new NullBody( *this );
|
||||||
|
}
|
||||||
|
|
||||||
|
bool NullBody::IsSubscribingCollisions() const
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool NullBody::Intersects( const ICustomBody &object, Float &deltaWhen, Float3 &worldPointOfContact ) const
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool NullBody::Intersects( const ICollideable &shape ) const
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
unsigned int NullBody::GetReference() const
|
||||||
|
{
|
||||||
|
return not_a_reference;
|
||||||
|
}
|
||||||
|
|
||||||
|
Sphere & NullBody::GetBoundingSphere( Sphere &targetMem ) const
|
||||||
|
{
|
||||||
|
return targetMem = Sphere( Float3::null, 0.0f );
|
||||||
|
}
|
||||||
|
|
||||||
|
Float3 & NullBody::GetNormalAt( const Float3 &worldPos, Float3 &targetMem ) const
|
||||||
|
{
|
||||||
|
return targetMem = Float3::standard_unit_z;
|
||||||
|
}
|
||||||
|
|
||||||
|
Float3 & NullBody::GetCenter( Float3 &targetMem ) const
|
||||||
|
{
|
||||||
|
return targetMem = Float3::null;
|
||||||
|
}
|
||||||
|
|
||||||
|
Float4x4 & NullBody::GetRotation( Float4x4 &targetMem ) const
|
||||||
|
{
|
||||||
|
return targetMem = Float4x4::identity;
|
||||||
|
}
|
||||||
|
|
||||||
|
Float4x4 & NullBody::GetOrientation( Float4x4 &targetMem ) const
|
||||||
|
{
|
||||||
|
return targetMem = Float4x4::identity;
|
||||||
|
}
|
||||||
|
|
||||||
|
Float4x4 & NullBody::GetView( Float4x4 &targetMem ) const
|
||||||
|
{
|
||||||
|
return targetMem = Float4x4::identity;
|
||||||
|
}
|
||||||
|
|
||||||
|
UpdateState NullBody::Update( Float timeStepLength )
|
||||||
|
{
|
||||||
|
return resting;
|
||||||
|
}
|
||||||
|
|
||||||
|
void NullBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI ) {}
|
||||||
|
|
||||||
|
void NullBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI ) {}
|
||||||
|
|
||||||
|
void NullBody::SetMass_KeepVelocity( Float m ) {}
|
||||||
|
|
||||||
|
void NullBody::SetMass_KeepMomentum( Float m ) {}
|
||||||
|
|
||||||
|
void NullBody::SetCenter( const Float3 &worldPos ) {}
|
||||||
|
|
||||||
|
void NullBody::SetRotation( const Float4x4 &rotation ) {}
|
||||||
|
|
||||||
|
void NullBody::SetOrientation( const Float4x4 &orientation ) {}
|
|
@ -1,7 +1,10 @@
|
||||||
#include "PhysicsAPI_Impl.h"
|
#include "PhysicsAPI_Impl.h"
|
||||||
|
#include "SimpleRigidBody.h"
|
||||||
|
|
||||||
using namespace Oyster;
|
using namespace ::Oyster::Physics;
|
||||||
using namespace Physics;
|
using namespace ::Oyster::Math;
|
||||||
|
using namespace ::Oyster::Collision3D;
|
||||||
|
using namespace ::Utility::DynamicMemory;
|
||||||
|
|
||||||
API_Impl instance;
|
API_Impl instance;
|
||||||
|
|
||||||
|
@ -42,6 +45,12 @@ void API_Impl::Update()
|
||||||
/** @todo TODO: Fix this function.*/
|
/** @todo TODO: Fix this function.*/
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool API_Impl::IsInLimbo( unsigned int objRef )
|
||||||
|
{
|
||||||
|
//! @todo TODO: implement stub
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
void API_Impl::MoveToLimbo( unsigned int objRef )
|
void API_Impl::MoveToLimbo( unsigned int objRef )
|
||||||
{
|
{
|
||||||
/** @todo TODO: Fix this function.*/
|
/** @todo TODO: Fix this function.*/
|
||||||
|
@ -51,13 +60,70 @@ void API_Impl::ReleaseFromLimbo( unsigned int objRef )
|
||||||
/** @todo TODO: Fix this function.*/
|
/** @todo TODO: Fix this function.*/
|
||||||
}
|
}
|
||||||
|
|
||||||
unsigned int API_Impl::AddObject( ::Utility::DynamicMemory::UniquePointer<IRigidBody> handle )
|
unsigned int API_Impl::AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle )
|
||||||
{
|
{
|
||||||
/** @todo TODO: Fix this function.*/
|
/** @todo TODO: Fix this function.*/
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( unsigned int objRef )
|
||||||
|
{
|
||||||
|
//! @todo TODO: implement stub
|
||||||
|
return NULL;
|
||||||
|
}
|
||||||
|
|
||||||
void API_Impl::DestroyObject( unsigned int objRef )
|
void API_Impl::DestroyObject( unsigned int objRef )
|
||||||
{
|
{
|
||||||
/** @todo TODO: Fix this function.*/
|
/** @todo TODO: Fix this function.*/
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void API_Impl::ApplyForceAt( unsigned int objRef, const Float3 &worldPos, const Float3 &worldF )
|
||||||
|
{
|
||||||
|
//! @todo TODO: implement stub
|
||||||
|
}
|
||||||
|
|
||||||
|
void API_Impl::ApplyCollisionResponse( unsigned int objRefA, unsigned int objRefB, Float &deltaWhen, Float3 &worldPointOfContact )
|
||||||
|
{
|
||||||
|
//! @todo TODO: implement stub
|
||||||
|
}
|
||||||
|
|
||||||
|
void API_Impl::SetMomentOfInertiaTensor_KeepVelocity( unsigned int objRef, const Float4x4 &localI )
|
||||||
|
{
|
||||||
|
//! @todo TODO: implement stub
|
||||||
|
}
|
||||||
|
|
||||||
|
void API_Impl::SetMomentOfInertiaTensor_KeepMomentum( unsigned int objRef, const Float4x4 &localI )
|
||||||
|
{
|
||||||
|
//! @todo TODO: implement stub
|
||||||
|
}
|
||||||
|
|
||||||
|
void API_Impl::SetMass_KeepVelocity( unsigned int objRef, Float m )
|
||||||
|
{
|
||||||
|
//! @todo TODO: implement stub
|
||||||
|
}
|
||||||
|
|
||||||
|
void API_Impl::SetMass_KeepMomentum( unsigned int objRef, Float m )
|
||||||
|
{
|
||||||
|
//! @todo TODO: implement stub
|
||||||
|
}
|
||||||
|
|
||||||
|
void API_Impl::SetCenter( unsigned int objRef, const Float3 &worldPos )
|
||||||
|
{
|
||||||
|
//! @todo TODO: implement stub
|
||||||
|
}
|
||||||
|
|
||||||
|
void API_Impl::SetRotation( unsigned int objRef, const Float4x4 &rotation )
|
||||||
|
{
|
||||||
|
//! @todo TODO: implement stub
|
||||||
|
}
|
||||||
|
|
||||||
|
void API_Impl::SetOrientation( unsigned int objRef, const Float4x4 &orientation )
|
||||||
|
{
|
||||||
|
//! @todo TODO: implement stub
|
||||||
|
}
|
||||||
|
|
||||||
|
UniquePointer<ICustomBody> API_Impl::CreateSimpleRigidBody() const
|
||||||
|
{
|
||||||
|
return new SimpleRigidBody();
|
||||||
|
}
|
|
@ -20,11 +20,28 @@ namespace Oyster
|
||||||
|
|
||||||
void Update();
|
void Update();
|
||||||
|
|
||||||
|
bool IsInLimbo( unsigned int objRef );
|
||||||
void MoveToLimbo( unsigned int objRef );
|
void MoveToLimbo( unsigned int objRef );
|
||||||
void ReleaseFromLimbo( unsigned int objRef );
|
void ReleaseFromLimbo( unsigned int objRef );
|
||||||
|
|
||||||
unsigned int AddObject( ::Utility::DynamicMemory::UniquePointer<IRigidBody> handle );
|
unsigned int AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle );
|
||||||
|
::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( unsigned int objRef );
|
||||||
void DestroyObject( unsigned int objRef );
|
void DestroyObject( unsigned int objRef );
|
||||||
|
|
||||||
|
const ICustomBody & Peek( unsigned int objRef ) const;
|
||||||
|
|
||||||
|
void ApplyForceAt( unsigned int objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF );
|
||||||
|
void ApplyCollisionResponse( unsigned int objRefA, unsigned int objRefB, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact );
|
||||||
|
|
||||||
|
void SetMomentOfInertiaTensor_KeepVelocity( unsigned int objRef, const ::Oyster::Math::Float4x4 &localI );
|
||||||
|
void SetMomentOfInertiaTensor_KeepMomentum( unsigned int objRef, const ::Oyster::Math::Float4x4 &localI );
|
||||||
|
void SetMass_KeepVelocity( unsigned int objRef, ::Oyster::Math::Float m );
|
||||||
|
void SetMass_KeepMomentum( unsigned int objRef, ::Oyster::Math::Float m );
|
||||||
|
void SetCenter( unsigned int objRef, const ::Oyster::Math::Float3 &worldPos );
|
||||||
|
void SetRotation( unsigned int objRef, const ::Oyster::Math::Float4x4 &rotation );
|
||||||
|
void SetOrientation( unsigned int objRef, const ::Oyster::Math::Float4x4 &orientation );
|
||||||
|
|
||||||
|
::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateSimpleRigidBody() const;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -0,0 +1,122 @@
|
||||||
|
#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
|
||||||
|
}
|
|
@ -0,0 +1,42 @@
|
||||||
|
#ifndef OYSTER_PHYSICS_SIMPLE_RIGIDBODY_H
|
||||||
|
#define OYSTER_PHYSICS_SIMPLE_RIGIDBODY_H
|
||||||
|
|
||||||
|
#include "..\PhysicsAPI.h"
|
||||||
|
|
||||||
|
namespace Oyster { namespace Physics
|
||||||
|
{
|
||||||
|
class SimpleRigidBody : public ICustomBody
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
SimpleRigidBody();
|
||||||
|
virtual ~SimpleRigidBody();
|
||||||
|
|
||||||
|
::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
|
||||||
|
|
||||||
|
bool IsSubscribingCollisions() const;
|
||||||
|
bool Intersects( const ICustomBody &object, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const;
|
||||||
|
bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const;
|
||||||
|
|
||||||
|
unsigned int GetReference() const;
|
||||||
|
::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const;
|
||||||
|
::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
|
||||||
|
::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
|
||||||
|
::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
||||||
|
::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
||||||
|
::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
||||||
|
|
||||||
|
UpdateState Update( ::Oyster::Math::Float timeStepLength );
|
||||||
|
|
||||||
|
void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
|
||||||
|
void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
|
||||||
|
void SetMass_KeepVelocity( ::Oyster::Math::Float m );
|
||||||
|
void SetMass_KeepMomentum( ::Oyster::Math::Float m );
|
||||||
|
void SetCenter( const ::Oyster::Math::Float3 &worldPos );
|
||||||
|
void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
|
||||||
|
void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
|
||||||
|
|
||||||
|
private:
|
||||||
|
};
|
||||||
|
} }
|
||||||
|
|
||||||
|
#endif
|
|
@ -1,36 +0,0 @@
|
||||||
#ifndef PHYSICS_API_H
|
|
||||||
#define PHYSICS_API_H
|
|
||||||
|
|
||||||
#include "OysterMath.h"
|
|
||||||
|
|
||||||
namespace Oyster
|
|
||||||
{
|
|
||||||
namespace Physics
|
|
||||||
{
|
|
||||||
class API;
|
|
||||||
class IRigidBody;
|
|
||||||
class IParticle;
|
|
||||||
|
|
||||||
class API
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
static API & Instance();
|
|
||||||
};
|
|
||||||
|
|
||||||
class IRigidBody
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
|
|
||||||
};
|
|
||||||
|
|
||||||
class IParticle
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
namespace Collision
|
|
||||||
{}
|
|
||||||
}
|
|
||||||
#endif
|
|
|
@ -10,8 +10,7 @@ namespace Oyster
|
||||||
namespace Physics
|
namespace Physics
|
||||||
{
|
{
|
||||||
class API;
|
class API;
|
||||||
class IRigidBody;
|
class ICustomBody;
|
||||||
class IParticle;
|
|
||||||
|
|
||||||
enum UpdateState
|
enum UpdateState
|
||||||
{
|
{
|
||||||
|
@ -28,7 +27,7 @@ namespace Oyster
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
typedef void (*EventAction_Collision)( unsigned int, unsigned int );
|
typedef void (*EventAction_Collision)( unsigned int, unsigned int );
|
||||||
typedef void (*EventAction_Destruction)( unsigned int, ::Utility::DynamicMemory::UniquePointer<IRigidBody> );
|
typedef void (*EventAction_Destruction)( unsigned int, ::Utility::DynamicMemory::UniquePointer<ICustomBody> );
|
||||||
|
|
||||||
static API & Instance();
|
static API & Instance();
|
||||||
|
|
||||||
|
@ -43,34 +42,94 @@ namespace Oyster
|
||||||
virtual void MoveToLimbo( unsigned int objRef ) = 0;
|
virtual void MoveToLimbo( unsigned int objRef ) = 0;
|
||||||
virtual void ReleaseFromLimbo( unsigned int objRef ) = 0;
|
virtual void ReleaseFromLimbo( unsigned int objRef ) = 0;
|
||||||
|
|
||||||
virtual unsigned int AddObject( ::Utility::DynamicMemory::UniquePointer<IRigidBody> handle ) = 0;
|
virtual unsigned int AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle ) = 0;
|
||||||
virtual ::Utility::DynamicMemory::UniquePointer<IRigidBody> ExtractObject( unsigned int objRef ) = 0;
|
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( unsigned int objRef ) = 0;
|
||||||
virtual void DestroyObject( unsigned int objRef ) = 0;
|
virtual void DestroyObject( unsigned int objRef ) = 0;
|
||||||
|
|
||||||
|
virtual const ICustomBody & Peek( unsigned int objRef ) const = 0;
|
||||||
|
|
||||||
|
virtual void ApplyForceAt( unsigned int objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF ) = 0;
|
||||||
|
virtual void ApplyCollisionResponse( unsigned int objRefA, unsigned int objRefB, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) = 0;
|
||||||
|
|
||||||
|
virtual void SetMomentOfInertiaTensor_KeepVelocity( unsigned int objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
|
||||||
|
virtual void SetMomentOfInertiaTensor_KeepMomentum( unsigned int objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
|
||||||
|
virtual void SetMass_KeepVelocity( unsigned int objRef, ::Oyster::Math::Float m ) = 0;
|
||||||
|
virtual void SetMass_KeepMomentum( unsigned int objRef, ::Oyster::Math::Float m ) = 0;
|
||||||
|
virtual void SetCenter( unsigned int objRef, const ::Oyster::Math::Float3 &worldPos ) = 0;
|
||||||
|
virtual void SetRotation( unsigned int objRef, const ::Oyster::Math::Float4x4 &rotation ) = 0;
|
||||||
|
virtual void SetOrientation( unsigned int objRef, const ::Oyster::Math::Float4x4 &orientation ) = 0;
|
||||||
|
|
||||||
|
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateSimpleRigidBody() const = 0;
|
||||||
|
|
||||||
|
protected:
|
||||||
|
virtual ~API() {}
|
||||||
};
|
};
|
||||||
|
|
||||||
class IRigidBody
|
class ICustomBody
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
virtual ~IRigidBody() {};
|
virtual ~ICustomBody() {};
|
||||||
|
|
||||||
virtual UpdateState Update( ::Oyster::Math::Float timeStepLength ) = 0;
|
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const = 0;
|
||||||
|
|
||||||
virtual bool IsSubscribingCollisions() const = 0;
|
virtual bool IsSubscribingCollisions() const = 0;
|
||||||
virtual bool IsIntersecting( const IRigidBody &object, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) = 0;
|
virtual bool Intersects( const ICustomBody &object, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const = 0;
|
||||||
|
virtual bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const = 0;
|
||||||
|
|
||||||
virtual unsigned int GetReference() const = 0;
|
virtual unsigned int GetReference() const = 0;
|
||||||
virtual ::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const = 0;
|
virtual ::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const = 0;
|
||||||
virtual ::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
|
virtual ::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
|
||||||
|
virtual ::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
|
||||||
|
virtual ::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
|
||||||
|
virtual ::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
|
||||||
|
virtual ::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
|
||||||
|
|
||||||
|
virtual UpdateState Update( ::Oyster::Math::Float timeStepLength ) = 0;
|
||||||
|
|
||||||
|
virtual void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI ) = 0;
|
||||||
|
virtual void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI ) = 0;
|
||||||
|
virtual void SetMass_KeepVelocity( ::Oyster::Math::Float m ) = 0;
|
||||||
|
virtual void SetMass_KeepMomentum( ::Oyster::Math::Float m ) = 0;
|
||||||
|
virtual void SetCenter( const ::Oyster::Math::Float3 &worldPos ) = 0;
|
||||||
|
virtual void SetRotation( const ::Oyster::Math::Float4x4 &rotation ) = 0;
|
||||||
|
virtual void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ) = 0;
|
||||||
};
|
};
|
||||||
|
|
||||||
class IParticle
|
namespace Error
|
||||||
|
{
|
||||||
|
const unsigned int not_a_reference = ::Utility::Value::numeric_limits<unsigned int>::max();
|
||||||
|
|
||||||
|
class NullBody : public ICustomBody
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
|
virtual ~NullBody();
|
||||||
|
|
||||||
};
|
::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
|
||||||
|
|
||||||
|
bool IsSubscribingCollisions() const;
|
||||||
|
bool Intersects( const ICustomBody &object, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const;
|
||||||
|
bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const;
|
||||||
|
|
||||||
|
unsigned int GetReference() const;
|
||||||
|
::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const;
|
||||||
|
::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
|
||||||
|
::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
|
||||||
|
::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
||||||
|
::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
||||||
|
::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
||||||
|
|
||||||
|
UpdateState Update( ::Oyster::Math::Float timeStepLength );
|
||||||
|
|
||||||
|
void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
|
||||||
|
void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
|
||||||
|
void SetMass_KeepVelocity( ::Oyster::Math::Float m );
|
||||||
|
void SetMass_KeepMomentum( ::Oyster::Math::Float m );
|
||||||
|
void SetCenter( const ::Oyster::Math::Float3 &worldPos );
|
||||||
|
void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
|
||||||
|
void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
|
||||||
|
|
||||||
|
} const nobody;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
namespace Collision
|
|
||||||
{}
|
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
|
@ -444,8 +444,8 @@ namespace LinearAlgebra3D
|
||||||
ScalarType c = 1 / (nearClip - farClip);
|
ScalarType c = 1 / (nearClip - farClip);
|
||||||
return targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>( 2/width, 0, 0, 0,
|
return targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>( 2/width, 0, 0, 0,
|
||||||
0, 2/height, 0, 0,
|
0, 2/height, 0, 0,
|
||||||
0, 0, -c, 0, 0,
|
0, 0, -c, nearClip*c,
|
||||||
0, nearClip*c, 1 );
|
0, 0, 0, 1 );
|
||||||
}
|
}
|
||||||
|
|
||||||
/*******************************************************************
|
/*******************************************************************
|
||||||
|
@ -460,7 +460,7 @@ namespace LinearAlgebra3D
|
||||||
*******************************************************************/
|
*******************************************************************/
|
||||||
template<typename ScalarType>
|
template<typename ScalarType>
|
||||||
::LinearAlgebra::Matrix4x4<ScalarType> & ProjectionMatrix_Perspective( const ScalarType &vertFoV, const ScalarType &aspect, const ScalarType &nearClip, const ScalarType &farClip, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
|
::LinearAlgebra::Matrix4x4<ScalarType> & ProjectionMatrix_Perspective( const ScalarType &vertFoV, const ScalarType &aspect, const ScalarType &nearClip, const ScalarType &farClip, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
|
||||||
{ /** @todo TODO: not tested */
|
{
|
||||||
ScalarType fov = 1 / ::std::tan( vertFoV * 0.5f ),
|
ScalarType fov = 1 / ::std::tan( vertFoV * 0.5f ),
|
||||||
dDepth = farClip / (farClip - nearClip);
|
dDepth = farClip / (farClip - nearClip);
|
||||||
return targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>( fov / aspect, 0, 0, 0,
|
return targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>( fov / aspect, 0, 0, 0,
|
||||||
|
@ -469,6 +469,18 @@ namespace LinearAlgebra3D
|
||||||
0, 0, 1, 0 );
|
0, 0, 1, 0 );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
template<typename ScalarType>
|
||||||
|
::LinearAlgebra::Matrix4x4<ScalarType> & ProjectionMatrix_Perspective( const ScalarType &left, const ScalarType &right, const ScalarType &top, const ScalarType &bottom, const ScalarType &nearClip, const ScalarType &farClip, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
|
||||||
|
{ /** @todo TODO: not tested */
|
||||||
|
ScalarType fov = 1 / ::std::tan( vertFoV * 0.5f ),
|
||||||
|
dDepth = farClip / (farClip - nearClip);
|
||||||
|
return targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>( 2*nearClip/(right - left), 0, -(right + left)/(right - left), 0,
|
||||||
|
0, 2*nearClip/(top - bottom), -(top + bottom)/(top - bottom), 0,
|
||||||
|
0, 0, dDepth, -(dDepth * nearClip),
|
||||||
|
0, 0, 1, 0 );
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
template<typename ScalarType>
|
template<typename ScalarType>
|
||||||
inline ::LinearAlgebra::Vector3<ScalarType> VectorProjection( const ::LinearAlgebra::Vector3<ScalarType> &vector, const ::LinearAlgebra::Vector3<ScalarType> &axis )
|
inline ::LinearAlgebra::Vector3<ScalarType> VectorProjection( const ::LinearAlgebra::Vector3<ScalarType> &vector, const ::LinearAlgebra::Vector3<ScalarType> &axis )
|
||||||
{ return axis * ( vector.Dot(axis) / axis.Dot(axis) ); }
|
{ return axis * ( vector.Dot(axis) / axis.Dot(axis) ); }
|
||||||
|
|
|
@ -141,6 +141,16 @@ namespace Oyster { namespace Math3D
|
||||||
return targetMem = ::LinearAlgebra3D::OrientationMatrix_LookAtPos( worldLookAt, normalizedUpVector, worldPos );
|
return targetMem = ::LinearAlgebra3D::OrientationMatrix_LookAtPos( worldLookAt, normalizedUpVector, worldPos );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Float4x4 & ViewMatrix_LookAtDirection( const Float3 &normalizedDirection, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem )
|
||||||
|
{
|
||||||
|
return ::LinearAlgebra3D::InverseOrientationMatrix( ::LinearAlgebra3D::OrientationMatrix_LookAtDirection( normalizedDirection, normalizedUpVector, worldPos ), targetMem );
|
||||||
|
}
|
||||||
|
|
||||||
|
Float4x4 & ViewMatrix_LookAtPos( const Float3 &worldLookAt, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem )
|
||||||
|
{
|
||||||
|
return ::LinearAlgebra3D::InverseOrientationMatrix( ::LinearAlgebra3D::OrientationMatrix_LookAtPos( worldLookAt, normalizedUpVector, worldPos ), targetMem );
|
||||||
|
}
|
||||||
|
|
||||||
Float4x4 & InverseOrientationMatrix( const Float4x4 &orientationMatrix, Float4x4 &targetMem )
|
Float4x4 & InverseOrientationMatrix( const Float4x4 &orientationMatrix, Float4x4 &targetMem )
|
||||||
{
|
{
|
||||||
return ::LinearAlgebra3D::InverseOrientationMatrix( orientationMatrix, targetMem );
|
return ::LinearAlgebra3D::InverseOrientationMatrix( orientationMatrix, targetMem );
|
||||||
|
|
|
@ -213,6 +213,12 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized
|
||||||
//! @todo TODO: Add documentation and not tested
|
//! @todo TODO: Add documentation and not tested
|
||||||
Float4x4 & OrientationMatrix_LookAtPos( const Float3 &worldLookAt, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() );
|
Float4x4 & OrientationMatrix_LookAtPos( const Float3 &worldLookAt, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() );
|
||||||
|
|
||||||
|
//! @todo TODO: Add documentation and not tested
|
||||||
|
Float4x4 & ViewMatrix_LookAtDirection( const Float3 &normalizedDirection, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() );
|
||||||
|
|
||||||
|
//! @todo TODO: Add documentation and not tested
|
||||||
|
Float4x4 & ViewMatrix_LookAtPos( const Float3 &worldLookAt, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() );
|
||||||
|
|
||||||
/// If orientationMatrix is assumed to be by all definitions a rigid orientation matrix aka rigid body matrix. Then this is a much faster inverse method.
|
/// If orientationMatrix is assumed to be by all definitions a rigid orientation matrix aka rigid body matrix. Then this is a much faster inverse method.
|
||||||
Float4x4 & InverseOrientationMatrix( const Float4x4 &orientationMatrix, Float4x4 &targetMem = Float4x4() );
|
Float4x4 & InverseOrientationMatrix( const Float4x4 &orientationMatrix, Float4x4 &targetMem = Float4x4() );
|
||||||
|
|
||||||
|
|
|
@ -201,6 +201,96 @@ namespace Oyster { namespace Physics3D
|
||||||
namespace MomentOfInertia
|
namespace MomentOfInertia
|
||||||
{ /// Library of Formulas to calculate moment of inerta for simple shapes
|
{ /// Library of Formulas to calculate moment of inerta for simple shapes
|
||||||
/** @todo TODO: add MomentOfInertia tensor formulas */
|
/** @todo TODO: add MomentOfInertia tensor formulas */
|
||||||
|
inline ::Oyster::Math::Float CalculateSphere( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius )
|
||||||
|
{
|
||||||
|
return (2.0f/5.0f)*mass*radius*radius;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline ::Oyster::Math::Float4x4 Sphere( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius )
|
||||||
|
{
|
||||||
|
::Oyster::Math::Float4x4 inertia = ::Oyster::Math::Float4x4::identity;
|
||||||
|
inertia.m[0][0] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateSphere( mass , radius );
|
||||||
|
inertia.m[1][1] = inertia.m[0][0];
|
||||||
|
inertia.m[2][2] = inertia.m[0][0];
|
||||||
|
|
||||||
|
return inertia;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline ::Oyster::Math::Float CalculateHollowSphere( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius )
|
||||||
|
{
|
||||||
|
return (2.0f/3.0f)*mass*radius*radius;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline ::Oyster::Math::Float4x4 HollowSphere( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius )
|
||||||
|
{
|
||||||
|
::Oyster::Math::Float4x4 inertia = ::Oyster::Math::Float4x4::identity;
|
||||||
|
inertia.m[0][0] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateHollowSphere( mass, radius );
|
||||||
|
inertia.m[1][1] = inertia.m[0][0];
|
||||||
|
inertia.m[2][2] = inertia.m[0][0];
|
||||||
|
|
||||||
|
return inertia;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline ::Oyster::Math::Float CalculateCuboidX( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float depth )
|
||||||
|
{
|
||||||
|
return (1.0f/12.0f)*mass*(height*height + depth*depth);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline ::Oyster::Math::Float CalculateCuboidY( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth )
|
||||||
|
{
|
||||||
|
return (1.0f/12.0f)*mass*(width*width + depth*depth);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline ::Oyster::Math::Float CalculateCuboidZ( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float width, const ::Oyster::Math::Float height )
|
||||||
|
{
|
||||||
|
return (1.0f/12.0f)*mass*(height*height + width*width);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline ::Oyster::Math::Float4x4 Cuboid( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth )
|
||||||
|
{
|
||||||
|
::Oyster::Math::Float4x4 inertia = ::Oyster::Math::Float4x4::identity;
|
||||||
|
inertia.m[0][0] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateCuboidX( mass , height, depth );
|
||||||
|
inertia.m[1][1] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateCuboidY( mass , width, depth );
|
||||||
|
inertia.m[2][2] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateCuboidZ( mass , height, width );
|
||||||
|
|
||||||
|
return inertia;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline ::Oyster::Math::Float CalculateRodCenter( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length )
|
||||||
|
{
|
||||||
|
return (1.0f/12.0f)*mass*(length*length);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline ::Oyster::Math::Float4x4 RodCenter( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length )
|
||||||
|
{
|
||||||
|
::Oyster::Math::Float4x4 inertia = ::Oyster::Math::Float4x4::identity;
|
||||||
|
inertia.m[0][0] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateRodCenter( mass , length );
|
||||||
|
inertia.m[1][1] = inertia.m[0][0];
|
||||||
|
inertia.m[2][2] = inertia.m[0][0];
|
||||||
|
|
||||||
|
return inertia;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline ::Oyster::Math::Float CalculateCylinderXY( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius )
|
||||||
|
{
|
||||||
|
return (1.0f/12.0f)*mass*(3.0f*radius*radius + height*height);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline ::Oyster::Math::Float CalculateCylinderZ( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius )
|
||||||
|
{
|
||||||
|
return 0.5f*mass*(radius*radius);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline ::Oyster::Math::Float4x4 Cylinder( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius )
|
||||||
|
{
|
||||||
|
::Oyster::Math::Float4x4 inertia = ::Oyster::Math::Float4x4::identity;
|
||||||
|
inertia.m[0][0] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateCylinderXY( mass , height, radius );
|
||||||
|
inertia.m[1][1] = inertia.m[0][0];
|
||||||
|
inertia.m[2][2] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateCylinderZ( mass , radius );
|
||||||
|
|
||||||
|
return inertia;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
} }
|
} }
|
||||||
|
|
|
@ -31,7 +31,7 @@ bool Plane::Intersects( const ICollideable *target ) const
|
||||||
case Type_ray: return Utility::Intersect( *this, *(Ray*)target, ((Ray*)target)->collisionDistance );
|
case Type_ray: return Utility::Intersect( *this, *(Ray*)target, ((Ray*)target)->collisionDistance );
|
||||||
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)target );
|
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)target );
|
||||||
case Type_plane: return Utility::Intersect( *this, *(Plane*)target );
|
case Type_plane: return Utility::Intersect( *this, *(Plane*)target );
|
||||||
case Type_triangle: return false; // TODO:
|
// case Type_triangle: return false; // TODO:
|
||||||
case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)target, *this );
|
case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)target, *this );
|
||||||
case Type_box: return Utility::Intersect( *(Box*)target, *this );
|
case Type_box: return Utility::Intersect( *(Box*)target, *this );
|
||||||
case Type_frustrum: return false; // TODO:
|
case Type_frustrum: return false; // TODO:
|
||||||
|
@ -47,7 +47,7 @@ bool Plane::Contains( const ICollideable *target ) const
|
||||||
case Type_point: return Utility::Intersect( *this, *(Point*)target );
|
case Type_point: return Utility::Intersect( *this, *(Point*)target );
|
||||||
case Type_ray: return Utility::Contains( *this, *(Ray*)target );
|
case Type_ray: return Utility::Contains( *this, *(Ray*)target );
|
||||||
case Type_plane: return Utility::Contains( *this, *(Plane*)target );
|
case Type_plane: return Utility::Contains( *this, *(Plane*)target );
|
||||||
case Type_triangle: return false; // TODO:
|
// case Type_triangle: return false; // TODO:
|
||||||
default: return false;
|
default: return false;
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -30,7 +30,7 @@ bool Point::Intersects( const ICollideable *target ) const
|
||||||
case Type_ray: return Utility::Intersect( *(Ray*)target, *this, ((Ray*)target)->collisionDistance );
|
case Type_ray: return Utility::Intersect( *(Ray*)target, *this, ((Ray*)target)->collisionDistance );
|
||||||
case Type_sphere: Utility::Intersect( *(Sphere*)target, *this );
|
case Type_sphere: Utility::Intersect( *(Sphere*)target, *this );
|
||||||
case Type_plane: return Utility::Intersect( *(Plane*)target, *this );
|
case Type_plane: return Utility::Intersect( *(Plane*)target, *this );
|
||||||
case Type_triangle: return false; // TODO:
|
//case Type_triangle: return false; // TODO:
|
||||||
case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)target, *this );
|
case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)target, *this );
|
||||||
case Type_box: return Utility::Intersect( *(Box*)target, *this );
|
case Type_box: return Utility::Intersect( *(Box*)target, *this );
|
||||||
case Type_frustrum: return false; // TODO:
|
case Type_frustrum: return false; // TODO:
|
||||||
|
|
|
@ -33,7 +33,7 @@ bool Ray::Intersects( const ICollideable *target ) const
|
||||||
case Type_ray: return Utility::Intersect( *this, *(Ray*)target, this->collisionDistance, ((Ray*)target)->collisionDistance );
|
case Type_ray: return Utility::Intersect( *this, *(Ray*)target, this->collisionDistance, ((Ray*)target)->collisionDistance );
|
||||||
case Type_sphere: return Utility::Intersect( *(Sphere*)target, *this, this->collisionDistance );
|
case Type_sphere: return Utility::Intersect( *(Sphere*)target, *this, this->collisionDistance );
|
||||||
case Type_plane: return Utility::Intersect( *(Plane*)target, *this, this->collisionDistance );
|
case Type_plane: return Utility::Intersect( *(Plane*)target, *this, this->collisionDistance );
|
||||||
case Type_triangle: return false; // TODO:
|
// case Type_triangle: return false; // TODO:
|
||||||
case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)target, *this, this->collisionDistance );
|
case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)target, *this, this->collisionDistance );
|
||||||
case Type_box: return Utility::Intersect( *(Box*)target, *this, this->collisionDistance );
|
case Type_box: return Utility::Intersect( *(Box*)target, *this, this->collisionDistance );
|
||||||
case Type_frustrum: return false; // TODO:
|
case Type_frustrum: return false; // TODO:
|
||||||
|
|
|
@ -225,7 +225,7 @@ Float3 RigidBody::GetLinearVelocity() const
|
||||||
}
|
}
|
||||||
|
|
||||||
void RigidBody::GetMomentumAt( const Float3 &worldPos, const Float3 &surfaceNormal, Float3 &normalMomentum, Float3 &tangentialMomentum ) const
|
void RigidBody::GetMomentumAt( const Float3 &worldPos, const Float3 &surfaceNormal, Float3 &normalMomentum, Float3 &tangentialMomentum ) const
|
||||||
{
|
{ // by Dan Andersson
|
||||||
Float3 worldOffset = worldPos - this->box.center;
|
Float3 worldOffset = worldPos - this->box.center;
|
||||||
Float3 momentum = Formula::TangentialLinearMomentum( this->angularMomentum, worldOffset );
|
Float3 momentum = Formula::TangentialLinearMomentum( this->angularMomentum, worldOffset );
|
||||||
momentum += this->linearMomentum;
|
momentum += this->linearMomentum;
|
||||||
|
@ -234,7 +234,18 @@ void RigidBody::GetMomentumAt( const Float3 &worldPos, const Float3 &surfaceNorm
|
||||||
tangentialMomentum = momentum - normalMomentum;
|
tangentialMomentum = momentum - normalMomentum;
|
||||||
}
|
}
|
||||||
|
|
||||||
void RigidBody::SetMomentOfInertia( const Float4x4 &localI )
|
void RigidBody::SetMomentOfInertia_KeepVelocity( const ::Oyster::Math::Float4x4 &localI )
|
||||||
|
{ // by Dan Andersson
|
||||||
|
if( localI.GetDeterminant() != 0.0f ) // insanitycheck! momentOfInertiaTensor must be invertable
|
||||||
|
{
|
||||||
|
Float3 w = Formula::AngularVelocity( (this->box.rotation * this->momentOfInertiaTensor).GetInverse(),
|
||||||
|
this->angularMomentum );
|
||||||
|
this->momentOfInertiaTensor = localI;
|
||||||
|
this->angularMomentum = Formula::AngularMomentum( this->box.rotation*localI, w );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void RigidBody::SetMomentOfInertia_KeepMomentum( const Float4x4 &localI )
|
||||||
{ // by Dan Andersson
|
{ // by Dan Andersson
|
||||||
if( localI.GetDeterminant() != 0.0f ) // insanitycheck! momentOfInertiaTensor must be invertable
|
if( localI.GetDeterminant() != 0.0f ) // insanitycheck! momentOfInertiaTensor must be invertable
|
||||||
{
|
{
|
||||||
|
@ -246,9 +257,9 @@ void RigidBody::SetMass_KeepVelocity( const Float &m )
|
||||||
{ // by Dan Andersson
|
{ // by Dan Andersson
|
||||||
if( m != 0.0f ) // insanitycheck! mass must be invertable
|
if( m != 0.0f ) // insanitycheck! mass must be invertable
|
||||||
{
|
{
|
||||||
Float3 velocity = Formula::LinearVelocity( this->mass, this->linearMomentum );
|
Float3 v = Formula::LinearVelocity( this->mass, this->linearMomentum );
|
||||||
this->mass = m;
|
this->mass = m;
|
||||||
this->linearMomentum = Formula::LinearMomentum( this->mass, velocity );
|
this->linearMomentum = Formula::LinearMomentum( this->mass, v );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -68,7 +68,8 @@ namespace Oyster { namespace Physics3D
|
||||||
|
|
||||||
// SET METHODS ////////////////////////////////
|
// SET METHODS ////////////////////////////////
|
||||||
|
|
||||||
void SetMomentOfInertia( const ::Oyster::Math::Float4x4 &localI );
|
void SetMomentOfInertia_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
|
||||||
|
void SetMomentOfInertia_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
|
||||||
void SetMass_KeepVelocity( const ::Oyster::Math::Float &m );
|
void SetMass_KeepVelocity( const ::Oyster::Math::Float &m );
|
||||||
void SetMass_KeepMomentum( const ::Oyster::Math::Float &m );
|
void SetMass_KeepMomentum( const ::Oyster::Math::Float &m );
|
||||||
|
|
||||||
|
|
|
@ -27,7 +27,7 @@ bool Sphere::Intersects( const ICollideable *target ) const
|
||||||
case Type_ray: return Utility::Intersect( *this, *(Ray*)target, ((Ray*)target)->collisionDistance );
|
case Type_ray: return Utility::Intersect( *this, *(Ray*)target, ((Ray*)target)->collisionDistance );
|
||||||
case Type_sphere: Utility::Intersect( *this, *(Sphere*)target );
|
case Type_sphere: Utility::Intersect( *this, *(Sphere*)target );
|
||||||
case Type_plane: return Utility::Intersect( *(Plane*)target, *this );
|
case Type_plane: return Utility::Intersect( *(Plane*)target, *this );
|
||||||
case Type_triangle: return false; // TODO:
|
// case Type_triangle: return false; // TODO:
|
||||||
case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)target, *this );
|
case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)target, *this );
|
||||||
case Type_box: return Utility::Intersect( *(Box*)target, *this );
|
case Type_box: return Utility::Intersect( *(Box*)target, *this );
|
||||||
case Type_frustrum: return false; // TODO:
|
case Type_frustrum: return false; // TODO:
|
||||||
|
@ -41,7 +41,7 @@ bool Sphere::Contains( const ICollideable *target ) const
|
||||||
{
|
{
|
||||||
case Type_point: return Utility::Intersect( *this, *(Point*)target );
|
case Type_point: return Utility::Intersect( *this, *(Point*)target );
|
||||||
case Type_sphere: return Utility::Contains( *this, *(Sphere*)target );
|
case Type_sphere: return Utility::Contains( *this, *(Sphere*)target );
|
||||||
case Type_triangle: return false; // TODO:
|
// case Type_triangle: return false; // TODO:
|
||||||
case Type_box_axis_aligned: return false; // TODO:
|
case Type_box_axis_aligned: return false; // TODO:
|
||||||
case Type_box: return false; // TODO:
|
case Type_box: return false; // TODO:
|
||||||
case Type_frustrum: return false; // TODO:
|
case Type_frustrum: return false; // TODO:
|
||||||
|
|
Loading…
Reference in New Issue