Merge branch 'Physics' of https://github.com/dean11/Danbias into GameLogic
This commit is contained in:
commit
26fed11910
Binary file not shown.
|
@ -198,24 +198,27 @@ void API_Impl::Update()
|
|||
proto = updateList.begin();
|
||||
for( ; proto != updateList.end(); ++proto )
|
||||
{
|
||||
Float3 lM = state.GetLinearMomentum() + state.GetLinearImpulse();
|
||||
(*proto)->GetState( state );
|
||||
Float3 lM = state.GetLinearMomentum();
|
||||
|
||||
if( lM.x < this->epsilon )
|
||||
//LinearAlgebra3D::InterpolateAxisYToNormal_UsingNlerp(state.SetOrientation(, Float4(state.GetGravityNormal(), 0.0f), 1.0f);
|
||||
|
||||
|
||||
if( abs(lM.x) < this->epsilon )
|
||||
{
|
||||
state.SetLinearMomentum( Float3(0, lM.y, lM.z) );
|
||||
state.SetLinearImpulse( Float3(0, lM.y, lM.z) );
|
||||
state.linearMomentum.x = 0;
|
||||
}
|
||||
if( lM.y < this->epsilon )
|
||||
if( abs(lM.y) < this->epsilon )
|
||||
{
|
||||
state.SetLinearMomentum( Float3(lM.x, 0, lM.z) );
|
||||
state.SetLinearImpulse( Float3(lM.x, 0, lM.z) );
|
||||
state.linearMomentum.y = 0;
|
||||
}
|
||||
if( lM.z < this->epsilon )
|
||||
if( abs(lM.z) < this->epsilon )
|
||||
{
|
||||
state.SetLinearMomentum( Float3(lM.x, lM.y, 0) );
|
||||
state.SetLinearImpulse( Float3(lM.x, lM.y, 0) );
|
||||
state.linearMomentum.z = 0;
|
||||
}
|
||||
|
||||
(*proto)->SetState( state );
|
||||
|
||||
switch( (*proto)->Update(this->updateFrameLength) )
|
||||
{
|
||||
case UpdateState_altered:
|
||||
|
|
|
@ -34,7 +34,7 @@ namespace Oyster
|
|||
namespace Constant
|
||||
{
|
||||
const float gravity_constant = (const float)6.67284e-11; //!< The _big_G_! ( N(m/kg)^2 ) Used in real gravityforcefields.
|
||||
const float epsilon = (const float)1.0e-7;
|
||||
const float epsilon = (const float)1.0e-3;
|
||||
}
|
||||
|
||||
class PHYSICS_DLL_USAGE API
|
||||
|
|
|
@ -115,11 +115,13 @@ namespace Oyster { namespace Physics
|
|||
bool IsDisturbed() const;
|
||||
bool IsForwarded() const;
|
||||
|
||||
::Oyster::Math::Float3 linearMomentum;
|
||||
|
||||
private:
|
||||
::Oyster::Math::Float mass, restitutionCoeff, staticFrictionCoeff, kineticFrictionCoeff;
|
||||
::Oyster::Physics3D::MomentOfInertia inertiaTensor;
|
||||
::Oyster::Math::Float3 reach, centerPos, angularAxis;
|
||||
::Oyster::Math::Float3 linearMomentum, angularMomentum;
|
||||
::Oyster::Math::Float3 angularMomentum;
|
||||
::Oyster::Math::Float3 linearImpulse, angularImpulse;
|
||||
::Oyster::Math::Float3 deltaPos, deltaAxis; // Forwarding data sum
|
||||
::Oyster::Math::Float3 gravityNormal;
|
||||
|
|
|
@ -325,6 +325,12 @@ namespace LinearAlgebra2D
|
|||
|
||||
namespace LinearAlgebra3D
|
||||
{
|
||||
template<typename ScalarType>
|
||||
inline ::LinearAlgebra::Vector3<ScalarType> WorldAxisOf( const ::LinearAlgebra::Quaternion<ScalarType> &rotation, const ::LinearAlgebra::Vector3<ScalarType> &localAxis )
|
||||
{
|
||||
return (rotation*localAxis*rotation.GetConjugate()).imaginary;
|
||||
}
|
||||
|
||||
// All Matrix to AngularAxis conversions here is incorrect
|
||||
//template<typename ScalarType>
|
||||
//inline ::LinearAlgebra::Vector4<ScalarType> AngularAxis( const ::LinearAlgebra::Matrix3x3<ScalarType> &rotationMatrix )
|
||||
|
@ -741,6 +747,23 @@ namespace LinearAlgebra3D
|
|||
inline ::LinearAlgebra::Vector4<ScalarType> NormalProjection( const ::LinearAlgebra::Vector4<ScalarType> &vector, const ::LinearAlgebra::Vector4<ScalarType> &normalizedAxis )
|
||||
{ return normalizedAxis * ( vector.Dot(normalizedAxis) ); }
|
||||
|
||||
template<typename ScalarType>
|
||||
::LinearAlgebra::Vector4<ScalarType> & SnapAngularAxis( ::LinearAlgebra::Vector4<ScalarType> &startAngularAxis, const ::LinearAlgebra::Vector4<ScalarType> &localStartNormal, const ::LinearAlgebra::Vector4<ScalarType> &worldEndNormal, ::LinearAlgebra::Vector4<ScalarType> &targetMem = ::LinearAlgebra::Vector4<ScalarType>() )
|
||||
{
|
||||
::LinearAlgebra::Vector4<ScalarType> worldStartNormal( WorldAxisOf(Rotation(startAngularAxis.xyz), localStartNormal), (ScalarType)0 );
|
||||
targetMem = ::LinearAlgebra::Vector4<ScalarType>( worldStartNormal.xyz.Cross(worldEndNormal.xyz), (ScalarType)0);
|
||||
targetMem *= (ScalarType)::std::acos( worldStartNormal.Dot(worldEndNormal) );
|
||||
return targetMem += startAngularAxis;
|
||||
}
|
||||
|
||||
template<typename ScalarType>
|
||||
::LinearAlgebra::Vector3<ScalarType> & SnapAngularAxis( ::LinearAlgebra::Vector3<ScalarType> &startAngularAxis, const ::LinearAlgebra::Vector3<ScalarType> &localStartNormal, const ::LinearAlgebra::Vector3<ScalarType> &worldEndNormal, ::LinearAlgebra::Vector3<ScalarType> &targetMem = ::LinearAlgebra::Vector3<ScalarType>() )
|
||||
{
|
||||
return targetMem = SnapAngularAxis( ::LinearAlgebra::Vector4<ScalarType>(startAngularAxis, (ScalarType)0),
|
||||
::LinearAlgebra::Vector4<ScalarType>(localStartNormal, (ScalarType)0),
|
||||
::LinearAlgebra::Vector4<ScalarType>(worldEndNormal, (ScalarType)0) ).xyz;
|
||||
}
|
||||
|
||||
template<typename ScalarType>
|
||||
::LinearAlgebra::Matrix4x4<ScalarType> & SnapAxisYToNormal_UsingNlerp( ::LinearAlgebra::Matrix4x4<ScalarType> &rotation, const ::LinearAlgebra::Vector4<ScalarType> &normalizedAxis )
|
||||
{
|
||||
|
|
|
@ -324,6 +324,7 @@ namespace Oyster { namespace Math3D //! Oyster's native math library specialized
|
|||
using ::LinearAlgebra3D::InterpolateAxisYToNormal_UsingNlerp;
|
||||
using ::LinearAlgebra3D::InterpolateOrientation_UsingNonRigidNlerp;
|
||||
using ::LinearAlgebra3D::InterpolateOrientation_UsingSlerp;
|
||||
using ::LinearAlgebra3D::SnapAngularAxis;
|
||||
} }
|
||||
|
||||
#endif
|
|
@ -784,7 +784,7 @@ namespace Oyster { namespace Collision3D { namespace Utility
|
|||
if( Intersect(box, sphere) )
|
||||
{
|
||||
Float distance;
|
||||
Ray ray( box.center, sphere.center - box.center );
|
||||
Ray ray( box.center, (sphere.center - box.center).Normalize() );
|
||||
|
||||
Intersect( sphere, ray, distance );
|
||||
worldPointOfContact = ray.origin + ray.direction*distance;
|
||||
|
|
|
@ -50,7 +50,12 @@ void RigidBody::Update_LeapFrog( Float updateFrameLength )
|
|||
|
||||
// updating the linear
|
||||
// ds = dt * Formula::LinearVelocity( m, avg_G ) = dt * avg_G / m = (dt / m) * avg_G
|
||||
this->centerPos += ( updateFrameLength / this->mass ) * AverageWithDelta( this->momentum_Linear, this->impulse_Linear );
|
||||
Float3 deltaPos = ( updateFrameLength / this->mass ) * AverageWithDelta( this->momentum_Linear, this->impulse_Linear );
|
||||
if( deltaPos.GetLength() < 0.001f )
|
||||
{
|
||||
deltaPos = Float3::null;
|
||||
}
|
||||
this->centerPos += deltaPos;
|
||||
|
||||
// updating the angular
|
||||
// dO = dt * Formula::AngularVelocity( (RI)^-1, avg_H ) = dt * (RI)^-1 * avg_H
|
||||
|
|
Loading…
Reference in New Issue