Merge remote-tracking branch 'origin/Physics' into GameLogicBranch

This commit is contained in:
Dander7BD 2013-11-25 12:04:07 +01:00
commit 0bee758848
2 changed files with 12 additions and 12 deletions

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@ -9,32 +9,32 @@ using namespace ::Utility::DynamicMemory;
API_Impl instance; API_Impl instance;
::Oyster::Math::Float4x4 & MomentOfInertia::CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius) ::Oyster::Math::Float4x4 & __stdcall MomentOfInertia::CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius)
{ {
return ::Oyster::Physics3D::Formula::MomentOfInertia::Sphere(mass, radius); return ::Oyster::Physics3D::Formula::MomentOfInertia::Sphere(mass, radius);
} }
::Oyster::Math::Float4x4 & MomentOfInertia::CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius) ::Oyster::Math::Float4x4 & __stdcall MomentOfInertia::CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius)
{ {
return ::Oyster::Physics3D::Formula::MomentOfInertia::HollowSphere(mass, radius); return ::Oyster::Physics3D::Formula::MomentOfInertia::HollowSphere(mass, radius);
} }
::Oyster::Math::Float4x4 & MomentOfInertia::CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth ) ::Oyster::Math::Float4x4 & __stdcall MomentOfInertia::CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth )
{ {
return ::Oyster::Physics3D::Formula::MomentOfInertia::Cuboid(mass, height, width, depth); return ::Oyster::Physics3D::Formula::MomentOfInertia::Cuboid(mass, height, width, depth);
} }
::Oyster::Math::Float4x4 & MomentOfInertia::CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius ) ::Oyster::Math::Float4x4 & __stdcall MomentOfInertia::CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius )
{ {
return ::Oyster::Physics3D::Formula::MomentOfInertia::Cylinder(mass, height, radius); return ::Oyster::Physics3D::Formula::MomentOfInertia::Cylinder(mass, height, radius);
} }
::Oyster::Math::Float4x4 & MomentOfInertia::CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length ) ::Oyster::Math::Float4x4 & __stdcall MomentOfInertia::CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length )
{ {
return ::Oyster::Physics3D::Formula::MomentOfInertia::RodCenter(mass, length); return ::Oyster::Physics3D::Formula::MomentOfInertia::RodCenter(mass, length);
} }
API & Instance() API & __stdcall API::Instance()
{ {
return instance; return instance;
} }

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@ -31,15 +31,15 @@ namespace Oyster
class DLL_USAGE MomentOfInertia class DLL_USAGE MomentOfInertia
{ {
public: public:
static ::Oyster::Math::Float4x4 & CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius); static ::Oyster::Math::Float4x4 & __stdcall CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius);
static ::Oyster::Math::Float4x4 & CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius); static ::Oyster::Math::Float4x4 & __stdcall CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius);
static ::Oyster::Math::Float4x4 & CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth ); static ::Oyster::Math::Float4x4 & __stdcall CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth );
static ::Oyster::Math::Float4x4 & CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius ); static ::Oyster::Math::Float4x4 & __stdcall CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius );
static ::Oyster::Math::Float4x4 & CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length ); static ::Oyster::Math::Float4x4 & __stdcall CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length );
}; };
class DLL_USAGE API class DLL_USAGE API
@ -49,7 +49,7 @@ namespace Oyster
typedef void (*EventAction_Destruction)( unsigned int, ::Utility::DynamicMemory::UniquePointer<ICustomBody> ); typedef void (*EventAction_Destruction)( unsigned int, ::Utility::DynamicMemory::UniquePointer<ICustomBody> );
/** Gets the Physics instance. */ /** Gets the Physics instance. */
static API & Instance(); static API & __stdcall Instance();
/******************************************************** /********************************************************
* Sets the time length of each physics update frame. * Sets the time length of each physics update frame.