References in solution adjusted
All references to ::Utility::Memory changed to ::Utility::DynamicMemory
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893e6427a5
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19522d8ff6
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@ -19,8 +19,8 @@ Box & Box::operator = ( const Box &box )
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return *this;
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return *this;
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}
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}
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::Utility::Memory::UniquePointer<ICollideable> Box::Clone( ) const
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::Utility::DynamicMemory::UniquePointer<ICollideable> Box::Clone( ) const
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{ return ::Utility::Memory::UniquePointer<ICollideable>( new Box(*this) ); }
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{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Box(*this) ); }
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bool Box::Intersects( const ICollideable *target ) const
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bool Box::Intersects( const ICollideable *target ) const
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{
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{
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@ -33,7 +33,7 @@ namespace Oyster { namespace Collision3D
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Box & operator = ( const Box &box );
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Box & operator = ( const Box &box );
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virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
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virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
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bool Intersects( const ICollideable *target ) const;
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bool Intersects( const ICollideable *target ) const;
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bool Contains( const ICollideable *target ) const;
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bool Contains( const ICollideable *target ) const;
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};
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};
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@ -21,8 +21,8 @@ BoxAxisAligned & BoxAxisAligned::operator = ( const BoxAxisAligned &box )
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return *this;
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return *this;
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}
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}
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::Utility::Memory::UniquePointer<ICollideable> BoxAxisAligned::Clone( ) const
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::Utility::DynamicMemory::UniquePointer<ICollideable> BoxAxisAligned::Clone( ) const
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{ return ::Utility::Memory::UniquePointer<ICollideable>( new BoxAxisAligned(*this) ); }
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{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new BoxAxisAligned(*this) ); }
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bool BoxAxisAligned::Intersects( const ICollideable *target ) const
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bool BoxAxisAligned::Intersects( const ICollideable *target ) const
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{
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{
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@ -27,7 +27,7 @@ namespace Oyster { namespace Collision3D
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BoxAxisAligned & operator = ( const BoxAxisAligned &box );
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BoxAxisAligned & operator = ( const BoxAxisAligned &box );
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virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
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virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
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bool Intersects( const ICollideable *target ) const;
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bool Intersects( const ICollideable *target ) const;
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bool Contains( const ICollideable *target ) const;
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bool Contains( const ICollideable *target ) const;
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};
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};
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@ -188,8 +188,8 @@ void Frustrum::WriteToByte( unsigned int &nextIndex, unsigned char targetMem[] )
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nextIndex += 6 * ::Utility::StaticArray::NumElementsOf( this->plane[0].byte );
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nextIndex += 6 * ::Utility::StaticArray::NumElementsOf( this->plane[0].byte );
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}
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}
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::Utility::Memory::UniquePointer<ICollideable> Frustrum::Clone( ) const
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::Utility::DynamicMemory::UniquePointer<ICollideable> Frustrum::Clone( ) const
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{ return ::Utility::Memory::UniquePointer<ICollideable>( new Frustrum(*this) ); }
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{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Frustrum(*this) ); }
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bool Frustrum::Intersects( const ICollideable *target ) const
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bool Frustrum::Intersects( const ICollideable *target ) const
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{
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{
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@ -37,7 +37,7 @@ namespace Oyster { namespace Collision3D
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void Split( Frustrum targetList[], unsigned int numX, unsigned int numY = 1U, unsigned int numZ = 1u ) const; /// DEPRECATED
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void Split( Frustrum targetList[], unsigned int numX, unsigned int numY = 1U, unsigned int numZ = 1u ) const; /// DEPRECATED
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void WriteToByte( unsigned char targetMem[], unsigned int &nextIndex ) const; /// DEPRECATED
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void WriteToByte( unsigned char targetMem[], unsigned int &nextIndex ) const; /// DEPRECATED
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virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
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virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
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bool Intersects( const ICollideable *target ) const;
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bool Intersects( const ICollideable *target ) const;
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bool Contains( const ICollideable *target ) const;
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bool Contains( const ICollideable *target ) const;
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};
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};
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@ -33,7 +33,7 @@ namespace Oyster { namespace Collision3D /// Contains a collection of 3D shapes
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ICollideable( Type type = Type_undefined );
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ICollideable( Type type = Type_undefined );
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virtual ~ICollideable();
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virtual ~ICollideable();
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virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const = 0;
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virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const = 0;
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virtual bool Intersects( const ICollideable *target ) const = 0;
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virtual bool Intersects( const ICollideable *target ) const = 0;
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virtual bool Contains( const ICollideable *target ) const = 0;
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virtual bool Contains( const ICollideable *target ) const = 0;
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};
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};
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@ -20,8 +20,8 @@ Line & Line::operator = ( const Line &line )
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return *this;
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return *this;
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}
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}
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::Utility::Memory::UniquePointer<ICollideable> Line::Clone( ) const
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::Utility::DynamicMemory::UniquePointer<ICollideable> Line::Clone( ) const
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{ return ::Utility::Memory::UniquePointer<ICollideable>( new Line(*this) ); }
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{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Line(*this) ); }
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bool Line::Intersects( const ICollideable *target ) const
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bool Line::Intersects( const ICollideable *target ) const
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{
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{
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@ -28,7 +28,7 @@ namespace Oyster { namespace Collision3D
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Line & operator = ( const Line &line );
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Line & operator = ( const Line &line );
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virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
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virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
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bool Intersects( const ICollideable *target ) const;
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bool Intersects( const ICollideable *target ) const;
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bool Contains( const ICollideable *target ) const;
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bool Contains( const ICollideable *target ) const;
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};
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};
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@ -57,6 +57,15 @@ namespace Oyster { namespace Physics3D
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return ( momentOfInertia * ::Oyster::Math::Float4(angularVelocity, 0.0f) ).xyz;
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return ( momentOfInertia * ::Oyster::Math::Float4(angularVelocity, 0.0f) ).xyz;
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}
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}
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/******************************************************************
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* Returns the local angular momentum of a mass in rotation.
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* @todo TODO: improve doc
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******************************************************************/
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inline ::Oyster::Math::Float3 AngularMomentum( const ::Oyster::Math::Float3 linearMomentum, const ::Oyster::Math::Float3 &offset )
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{
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return offset.Cross( linearMomentum );
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}
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/******************************************************************
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/******************************************************************
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* Returns the local tangential momentum at localPos, of a mass in rotation.
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* Returns the local tangential momentum at localPos, of a mass in rotation.
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* @todo TODO: improve doc
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* @todo TODO: improve doc
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@ -160,7 +169,7 @@ namespace Oyster { namespace Physics3D
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*
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*
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* @todo TODO: improve doc
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* @todo TODO: improve doc
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******************************************************************/
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******************************************************************/
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inline ::Oyster::Math::Float3 ImpulseTorque( const ::Oyster::Math::Float3 & offset, const ::Oyster::Math::Float3 &impulseForce )
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inline ::Oyster::Math::Float3 ImpulseTorque( const ::Oyster::Math::Float3 & impulseForce, const ::Oyster::Math::Float3 &offset )
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{
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{
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return offset.Cross( impulseForce );
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return offset.Cross( impulseForce );
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}
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}
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@ -19,8 +19,8 @@ Plane & Plane::operator = ( const Plane &plane )
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return *this;
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return *this;
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}
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}
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::Utility::Memory::UniquePointer<ICollideable> Plane::Clone( ) const
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::Utility::DynamicMemory::UniquePointer<ICollideable> Plane::Clone( ) const
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{ return ::Utility::Memory::UniquePointer<ICollideable>( new Plane(*this) ); }
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{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Plane(*this) ); }
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bool Plane::Intersects( const ICollideable *target ) const
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bool Plane::Intersects( const ICollideable *target ) const
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{
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{
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Plane & operator = ( const Plane &plane );
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Plane & operator = ( const Plane &plane );
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virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
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virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
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bool Intersects( const ICollideable *target ) const;
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bool Intersects( const ICollideable *target ) const;
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bool Contains( const ICollideable *target ) const;
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bool Contains( const ICollideable *target ) const;
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};
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};
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@ -18,8 +18,8 @@ Point & Point::operator = ( const Point &point )
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return *this;
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return *this;
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}
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}
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::Utility::Memory::UniquePointer<ICollideable> Point::Clone( ) const
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::Utility::DynamicMemory::UniquePointer<ICollideable> Point::Clone( ) const
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{ return ::Utility::Memory::UniquePointer<ICollideable>( new Point(*this) ); }
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{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Point(*this) ); }
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bool Point::Intersects( const ICollideable *target ) const
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bool Point::Intersects( const ICollideable *target ) const
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{
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{
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Point & operator = ( const Point &point );
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Point & operator = ( const Point &point );
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virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
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virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
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bool Intersects( const ICollideable *target ) const;
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bool Intersects( const ICollideable *target ) const;
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bool Contains( const ICollideable *target ) const;
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bool Contains( const ICollideable *target ) const;
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};
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};
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@ -19,8 +19,8 @@ Ray & Ray::operator = ( const Ray &ray )
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return *this;
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return *this;
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}
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}
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::Utility::Memory::UniquePointer<ICollideable> Ray::Clone( ) const
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::Utility::DynamicMemory::UniquePointer<ICollideable> Ray::Clone( ) const
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{ return ::Utility::Memory::UniquePointer<ICollideable>( new Ray(*this) ); }
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{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Ray(*this) ); }
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bool Ray::Intersects( const ICollideable *target ) const
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bool Ray::Intersects( const ICollideable *target ) const
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{
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{
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Ray & operator = ( const Ray &ray );
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Ray & operator = ( const Ray &ray );
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virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
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virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
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bool Intersects( const ICollideable *target ) const;
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bool Intersects( const ICollideable *target ) const;
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bool Contains( const ICollideable *target ) const;
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bool Contains( const ICollideable *target ) const;
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};
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};
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void SetSize( const ::Oyster::Math::Float3 &widthHeight );
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void SetSize( const ::Oyster::Math::Float3 &widthHeight );
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void SetCenter( const ::Oyster::Math::Float3 &p );
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void SetCenter( const ::Oyster::Math::Float3 &p );
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void SetImpulsTorque( const ::Oyster::Math::Float3 &t );
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void SetImpulseTorque( const ::Oyster::Math::Float3 &t );
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void SetAngularMomentum( const ::Oyster::Math::Float3 &h );
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void SetAngularMomentum( const ::Oyster::Math::Float3 &h );
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void SetAngularImpulseAcceleration( const ::Oyster::Math::Float3 &a );
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void SetAngularImpulseAcceleration( const ::Oyster::Math::Float3 &a );
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void SetAngularVelocity( const ::Oyster::Math::Float3 &w );
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void SetAngularVelocity( const ::Oyster::Math::Float3 &w );
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@ -15,8 +15,8 @@ Sphere & Sphere::operator = ( const Sphere &sphere )
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return *this;
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return *this;
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}
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}
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::Utility::Memory::UniquePointer<ICollideable> Sphere::Clone( ) const
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::Utility::DynamicMemory::UniquePointer<ICollideable> Sphere::Clone( ) const
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{ return ::Utility::Memory::UniquePointer<ICollideable>( new Sphere(*this) ); }
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{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Sphere(*this) ); }
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bool Sphere::Intersects( const ICollideable *target ) const
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bool Sphere::Intersects( const ICollideable *target ) const
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{
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{
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Sphere & operator = ( const Sphere &sphere );
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Sphere & operator = ( const Sphere &sphere );
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virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
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virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
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bool Intersects( const ICollideable *target ) const;
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bool Intersects( const ICollideable *target ) const;
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bool Contains( const ICollideable *target ) const;
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bool Contains( const ICollideable *target ) const;
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};
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};
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@ -2,7 +2,7 @@
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#include "OysterCollision3D.h"
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#include "OysterCollision3D.h"
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using namespace ::Oyster::Collision3D;
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using namespace ::Oyster::Collision3D;
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using namespace ::Utility::Memory;
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using namespace ::Utility::DynamicMemory;
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Universe::Universe() : ICollideable(Type_universe) {}
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Universe::Universe() : ICollideable(Type_universe) {}
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Universe::~Universe() {}
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Universe::~Universe() {}
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Universe & operator = ( const Universe &universe );
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Universe & operator = ( const Universe &universe );
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virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
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virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
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bool Intersects( const ICollideable *target ) const;
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bool Intersects( const ICollideable *target ) const;
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bool Contains( const ICollideable *target ) const;
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bool Contains( const ICollideable *target ) const;
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};
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};
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