Merge remote-tracking branch 'origin/Physics' into GameLogicBranch
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commit
0bee758848
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@ -9,32 +9,32 @@ using namespace ::Utility::DynamicMemory;
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API_Impl instance;
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::Oyster::Math::Float4x4 & MomentOfInertia::CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius)
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::Oyster::Math::Float4x4 & __stdcall MomentOfInertia::CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius)
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{
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return ::Oyster::Physics3D::Formula::MomentOfInertia::Sphere(mass, radius);
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}
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::Oyster::Math::Float4x4 & MomentOfInertia::CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius)
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::Oyster::Math::Float4x4 & __stdcall MomentOfInertia::CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius)
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{
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return ::Oyster::Physics3D::Formula::MomentOfInertia::HollowSphere(mass, radius);
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}
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::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 )
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::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 )
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{
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return ::Oyster::Physics3D::Formula::MomentOfInertia::Cuboid(mass, height, width, depth);
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}
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::Oyster::Math::Float4x4 & MomentOfInertia::CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius )
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::Oyster::Math::Float4x4 & __stdcall MomentOfInertia::CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius )
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{
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return ::Oyster::Physics3D::Formula::MomentOfInertia::Cylinder(mass, height, radius);
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}
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::Oyster::Math::Float4x4 & MomentOfInertia::CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length )
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::Oyster::Math::Float4x4 & __stdcall MomentOfInertia::CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length )
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{
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return ::Oyster::Physics3D::Formula::MomentOfInertia::RodCenter(mass, length);
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}
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API & Instance()
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API & __stdcall API::Instance()
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{
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return instance;
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}
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@ -31,15 +31,15 @@ namespace Oyster
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class DLL_USAGE MomentOfInertia
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{
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public:
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static ::Oyster::Math::Float4x4 & CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius);
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static ::Oyster::Math::Float4x4 & __stdcall CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius);
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static ::Oyster::Math::Float4x4 & CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius);
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static ::Oyster::Math::Float4x4 & __stdcall CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius);
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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 );
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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 );
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static ::Oyster::Math::Float4x4 & CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius );
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static ::Oyster::Math::Float4x4 & __stdcall CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius );
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static ::Oyster::Math::Float4x4 & CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length );
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static ::Oyster::Math::Float4x4 & __stdcall CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length );
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};
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class DLL_USAGE API
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@ -49,7 +49,7 @@ namespace Oyster
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typedef void (*EventAction_Destruction)( unsigned int, ::Utility::DynamicMemory::UniquePointer<ICustomBody> );
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/** Gets the Physics instance. */
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static API & Instance();
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static API & __stdcall Instance();
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/********************************************************
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* Sets the time length of each physics update frame.
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