Added basic functionality for container
This commit is contained in:
commit
28dc57cf38
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@ -152,13 +152,15 @@
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<ClInclude Include="Implementation\Octree.h" />
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<ClInclude Include="Implementation\PhysicsAPI_Impl.h" />
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<ClInclude Include="Implementation\SimpleRigidBody.h" />
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<ClInclude Include="Implementation\SphericalRigidBody.h" />
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<ClInclude Include="PhysicsAPI.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="Implementation\Octree.cpp" />
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<ClCompile Include="Implementation\DLLMain.cpp" />
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<ClCompile Include="Implementation\PhysicsAPI_Impl.cpp" />
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<ClCompile Include="Implementation\SimpleRigidBody.cpp" />
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<ClCompile Include="DLLMain.cpp" />
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<ClCompile Include="Implementation\SphericalRigidBody.cpp" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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@ -30,6 +30,9 @@
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<ClInclude Include="Implementation\SimpleRigidBody.h">
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<Filter>Header Files\Implementation</Filter>
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</ClInclude>
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<ClInclude Include="Implementation\SphericalRigidBody.h">
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<Filter>Header Files\Implementation</Filter>
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</ClInclude>
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<ClInclude Include="Implementation\Octree.h">
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<Filter>Header Files\Implementation</Filter>
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</ClInclude>
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@ -41,7 +44,10 @@
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<ClCompile Include="Implementation\SimpleRigidBody.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="DLLMain.cpp">
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<ClCompile Include="Implementation\DLLMain.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="Implementation\SphericalRigidBody.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="Implementation\Octree.cpp">
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@ -10,14 +10,6 @@ using namespace ::Utility::DynamicMemory;
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API_Impl API_instance;
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// default API::EventAction_Collision
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void defaultCollisionAction( const ICustomBody *proto, const ICustomBody *deuter )
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{ /* do nothing */ }
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// default API::EventAction_Destruction
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void defaultDestructionAction( UniquePointer<ICustomBody> proto )
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{ /* do nothing besides proto auto deleting itself. */ }
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Float4x4 & MomentOfInertia::CreateSphereMatrix( const Float mass, const Float radius)
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{
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return Formula::MomentOfInertia::Sphere(mass, radius);
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@ -51,28 +43,37 @@ API & API::Instance()
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API_Impl::API_Impl()
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: gravityConstant( Constant::gravity_constant ),
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updateFrameLength( 1.0f / 120.0f ),
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collisionAction( defaultCollisionAction ),
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destructionAction( defaultDestructionAction )
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destructionAction( Default::EventAction_Destruction )
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{}
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API_Impl::~API_Impl() {}
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void API_Impl::Init( unsigned int numObjects, unsigned int numGravityWells , const Float3 &worldSize )
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{
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//! @todo TODO: implement stub
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}
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void API_Impl::SetDeltaTime( float deltaTime )
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{
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updateFrameLength = deltaTime;
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}
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void API_Impl::SetGravityConstant( float g )
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{
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this->gravityConstant = g;
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}
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void API_Impl::SetAction( API::EventAction_Collision functionPointer )
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void API_Impl::SetSubscription( API::EventAction_Destruction functionPointer )
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{
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this->collisionAction = functionPointer;
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}
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void API_Impl::SetAction( API::EventAction_Destruction functionPointer )
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if( functionPointer )
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{
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this->destructionAction = functionPointer;
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}
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else
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{
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this->destructionAction = Default::EventAction_Destruction;
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}
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}
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void API_Impl::Update()
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{
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@ -155,7 +156,25 @@ void API_Impl::SetOrientation( const ICustomBody* objRef, const Float4x4 &orient
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//! @todo TODO: implement stub
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}
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void API_Impl::SetSize( const ICustomBody* objRef, const Float3 &size )
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{
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//! @todo TODO: implement stub
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}
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UniquePointer<ICustomBody> API_Impl::CreateSimpleRigidBody() const
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{
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return new SimpleRigidBody();
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}
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namespace Oyster { namespace Physics { namespace Default
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{
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void EventAction_Destruction( ::Utility::DynamicMemory::UniquePointer<::Oyster::Physics::ICustomBody> proto )
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{ /* Do nothing except allowing the proto uniquePointer destroy itself. */ }
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::Oyster::Physics::ICustomBody::SubscriptMessage EventAction_Collision( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter )
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{ /* Do nothing except returning business as usual. */
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return ::Oyster::Physics::ICustomBody::SubscriptMessage_none;
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}
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} } }
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@ -13,10 +13,11 @@ namespace Oyster
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API_Impl();
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virtual ~API_Impl();
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void Init( unsigned int numObjects, unsigned int numGravityWells , const ::Oyster::Math::Float3 &worldSize );
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void SetDeltaTime( float deltaTime );
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void SetGravityConstant( float g );
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void SetAction( EventAction_Collision functionPointer );
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void SetAction( EventAction_Destruction functionPointer );
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void SetSubscription( EventAction_Destruction functionPointer );
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void Update();
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@ -38,15 +39,20 @@ namespace Oyster
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void SetCenter( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos );
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void SetRotation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &rotation );
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void SetOrientation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &orientation );
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void SetSize( const ICustomBody* objRef, const ::Oyster::Math::Float3 &size );
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::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateSimpleRigidBody() const;
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private:
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::Oyster::Math::Float gravityConstant, updateFrameLength;
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EventAction_Collision collisionAction;
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EventAction_Destruction destructionAction;
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};
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}
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namespace Default
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{
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void EventAction_Destruction( ::Utility::DynamicMemory::UniquePointer<::Oyster::Physics::ICustomBody> proto );
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::Oyster::Physics::ICustomBody::SubscriptMessage EventAction_Collision( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter );
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}
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}
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}
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#endif
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@ -7,7 +7,11 @@ using namespace ::Oyster::Collision3D;
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using namespace ::Utility::DynamicMemory;
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using namespace ::Utility::Value;
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SimpleRigidBody::SimpleRigidBody() : previous(), current() {}
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SimpleRigidBody::SimpleRigidBody()
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: previous(), current(),
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gravityNormal(0.0f),
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collisionAction(Default::EventAction_Collision),
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ignoreGravity(false) {}
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SimpleRigidBody::~SimpleRigidBody() {}
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@ -16,9 +20,9 @@ UniquePointer<ICustomBody> SimpleRigidBody::Clone() const
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return new SimpleRigidBody( *this );
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}
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bool SimpleRigidBody::IsSubscribingCollisions() const
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{ // Assumption
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return true;
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bool SimpleRigidBody::IsAffectedByGravity() const
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{
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return !this->ignoreGravity;
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}
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bool SimpleRigidBody::Intersects( const ICustomBody &object, Float timeStepLength, Float &deltaWhen, Float3 &worldPointOfContact ) const
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@ -51,6 +55,11 @@ Float3 & SimpleRigidBody::GetNormalAt( const Float3 &worldPos, Float3 &targetMem
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return targetMem = (worldPos - this->current.box.center).GetNormalized();
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}
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Float3 & SimpleRigidBody::GetGravityNormal( Float3 &targetMem ) const
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{
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return targetMem = this->gravityNormal;
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}
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Float3 & SimpleRigidBody::GetCenter( Float3 &targetMem ) const
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{
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return targetMem = this->current.box.center;
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@ -78,7 +87,30 @@ UpdateState SimpleRigidBody::Update( Float timeStepLength )
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this->current.Update_LeapFrog( timeStepLength );
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// compare previous and new state and return result
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return this->current == this->previous ? resting : altered;
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return this->current == this->previous ? UpdateState_resting : UpdateState_altered;
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}
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void SimpleRigidBody::SetSubscription( ICustomBody::EventAction_Collision functionPointer )
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{
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if( functionPointer )
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{
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this->collisionAction = functionPointer;
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}
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else
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{
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this->collisionAction = Default::EventAction_Collision;
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}
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}
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void SimpleRigidBody::SetGravity( bool ignore)
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{
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this->ignoreGravity = ignore;
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this->gravityNormal = Float3::null;
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}
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void SimpleRigidBody::SetGravityNormal( const Float3 &normalizedVector )
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{
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this->gravityNormal = normalizedVector;
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}
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void SimpleRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI )
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@ -115,3 +147,8 @@ void SimpleRigidBody::SetOrientation( const Float4x4 &orientation )
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{
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this->current.SetOrientation( orientation );
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}
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void SimpleRigidBody::SetSize( const Float3 &size )
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{
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this->current.SetSize( size );
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}
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@ -14,12 +14,13 @@ namespace Oyster { namespace Physics
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::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
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bool IsSubscribingCollisions() const;
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bool IsAffectedByGravity() const;
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bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const;
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bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const;
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::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const;
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::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
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::Oyster::Math::Float3 & GetGravityNormal( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
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::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
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::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
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::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
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@ -27,6 +28,9 @@ namespace Oyster { namespace Physics
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UpdateState Update( ::Oyster::Math::Float timeStepLength );
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void SetSubscription( EventAction_Collision functionPointer );
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void SetGravity( bool ignore);
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void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector );
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void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
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void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
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void SetMass_KeepVelocity( ::Oyster::Math::Float m );
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@ -34,9 +38,13 @@ namespace Oyster { namespace Physics
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void SetCenter( const ::Oyster::Math::Float3 &worldPos );
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void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
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void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
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void SetSize( const ::Oyster::Math::Float3 &size );
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private:
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::Oyster::Physics3D::RigidBody previous, current;
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::Oyster::Math::Float3 gravityNormal;
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EventAction_Collision collisionAction;
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bool ignoreGravity;
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};
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} }
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@ -0,0 +1,159 @@
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#include "SphericalRigidBody.h"
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#include "PhysicsAPI_Impl.h"
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using namespace ::Oyster::Physics;
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using namespace ::Oyster::Math3D;
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using namespace ::Oyster::Collision3D;
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using namespace ::Utility::DynamicMemory;
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using namespace ::Utility::Value;
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SphericalRigidBody::SphericalRigidBody()
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: previous(), current( Box(Float4x4::identity, Float3::null, Float3(1.0f)) ),
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gravityNormal( 0.0f ),
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collisionAction(Default::EventAction_Collision),
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ignoreGravity( false ),
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body( Float3::null, 0.5f ) {}
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SphericalRigidBody::~SphericalRigidBody() {}
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UniquePointer<ICustomBody> SphericalRigidBody::Clone() const
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{
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return new SphericalRigidBody( *this );
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}
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bool SphericalRigidBody::IsAffectedByGravity() const
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{
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return !this->ignoreGravity;
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}
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bool SphericalRigidBody::Intersects( const ICustomBody &object, Float timeStepLength, Float &deltaWhen, Float3 &worldPointOfContact ) const
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{
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if( object.Intersects(this->body) )
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{ //! @todo TODO: better implementation needed
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deltaWhen = timeStepLength;
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worldPointOfContact = Average( this->body.center, object.GetCenter() );
|
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return true;
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}
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else
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{
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return false;
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}
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}
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bool SphericalRigidBody::Intersects( const ICollideable &shape ) const
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{
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return this->current.box.Intersects( shape );
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}
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|
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Sphere & SphericalRigidBody::GetBoundingSphere( Sphere &targetMem ) const
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{
|
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return targetMem = this->body;
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}
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||||
|
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Float3 & SphericalRigidBody::GetNormalAt( const Float3 &worldPos, Float3 &targetMem ) const
|
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{
|
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//! @todo TODO: better implementation needed
|
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return targetMem = (worldPos - this->current.box.center).GetNormalized();
|
||||
}
|
||||
|
||||
Float3 & SphericalRigidBody::GetGravityNormal( Float3 &targetMem ) const
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{
|
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return targetMem = this->gravityNormal;
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}
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||||
Float3 & SphericalRigidBody::GetCenter( Float3 &targetMem ) const
|
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{
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return targetMem = this->current.box.center;
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}
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||||
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Float4x4 & SphericalRigidBody::GetRotation( Float4x4 &targetMem ) const
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{
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return targetMem = this->current.box.rotation;
|
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}
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Float4x4 & SphericalRigidBody::GetOrientation( Float4x4 &targetMem ) const
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{
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return targetMem = this->current.GetOrientation();
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}
|
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Float4x4 & SphericalRigidBody::GetView( Float4x4 &targetMem ) const
|
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{
|
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return targetMem = this->current.GetView();
|
||||
}
|
||||
|
||||
UpdateState SphericalRigidBody::Update( Float timeStepLength )
|
||||
{
|
||||
this->previous = this->current; // memorizing the old state
|
||||
|
||||
this->current.Update_LeapFrog( timeStepLength );
|
||||
this->body.center = this->current.GetCenter();
|
||||
|
||||
// compare previous and new state and return result
|
||||
return this->current == this->previous ? UpdateState_resting : UpdateState_altered;
|
||||
}
|
||||
|
||||
void SphericalRigidBody::SetSubscription( ICustomBody::EventAction_Collision functionPointer )
|
||||
{
|
||||
if( functionPointer )
|
||||
{
|
||||
this->collisionAction = functionPointer;
|
||||
}
|
||||
else
|
||||
{
|
||||
this->collisionAction = Default::EventAction_Collision;
|
||||
}
|
||||
}
|
||||
|
||||
void SphericalRigidBody::SetGravity( bool ignore)
|
||||
{
|
||||
this->ignoreGravity = ignore;
|
||||
this->gravityNormal = Float3::null;
|
||||
}
|
||||
|
||||
void SphericalRigidBody::SetGravityNormal( const Float3 &normalizedVector )
|
||||
{
|
||||
this->gravityNormal = normalizedVector;
|
||||
}
|
||||
|
||||
void SphericalRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI )
|
||||
{
|
||||
this->current.SetMomentOfInertia_KeepVelocity( localI );
|
||||
}
|
||||
|
||||
void SphericalRigidBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI )
|
||||
{
|
||||
this->current.SetMomentOfInertia_KeepMomentum( localI );
|
||||
}
|
||||
|
||||
void SphericalRigidBody::SetMass_KeepVelocity( Float m )
|
||||
{
|
||||
this->current.SetMass_KeepVelocity( m );
|
||||
}
|
||||
|
||||
void SphericalRigidBody::SetMass_KeepMomentum( Float m )
|
||||
{
|
||||
this->current.SetMass_KeepMomentum( m );
|
||||
}
|
||||
|
||||
void SphericalRigidBody::SetCenter( const Float3 &worldPos )
|
||||
{
|
||||
this->current.SetCenter( worldPos );
|
||||
this->body.center = worldPos;
|
||||
}
|
||||
|
||||
void SphericalRigidBody::SetRotation( const Float4x4 &rotation )
|
||||
{
|
||||
this->current.SetRotation( rotation );
|
||||
}
|
||||
|
||||
void SphericalRigidBody::SetOrientation( const Float4x4 &orientation )
|
||||
{
|
||||
this->current.SetOrientation( orientation );
|
||||
this->body.center = orientation.v[3].xyz;
|
||||
}
|
||||
|
||||
void SphericalRigidBody::SetSize( const Float3 &size )
|
||||
{
|
||||
this->current.SetSize( size );
|
||||
this->body.radius = 0.5f * Min( Min( size.x, size.y ), size.z ); // inline Min( FloatN )?
|
||||
}
|
|
@ -0,0 +1,54 @@
|
|||
#ifndef OYSTER_PHYSICS_SPHERICAL_RIGIDBODY_H
|
||||
#define OYSTER_PHYSICS_SPHERICAL_RIGIDBODY_H
|
||||
|
||||
#include "..\PhysicsAPI.h"
|
||||
#include "RigidBody.h"
|
||||
#include "Sphere.h"
|
||||
|
||||
namespace Oyster { namespace Physics
|
||||
{
|
||||
class SphericalRigidBody : public ICustomBody
|
||||
{
|
||||
public:
|
||||
SphericalRigidBody();
|
||||
virtual ~SphericalRigidBody();
|
||||
|
||||
::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
|
||||
|
||||
bool IsSubscribingCollisions() const;
|
||||
bool IsAffectedByGravity() const;
|
||||
bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const;
|
||||
bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) 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 & GetGravityNormal( ::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 SetSubscription( EventAction_Collision functionPointer );
|
||||
void SetGravity( bool ignore);
|
||||
void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector );
|
||||
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 );
|
||||
void SetSize( const ::Oyster::Math::Float3 &size );
|
||||
|
||||
private:
|
||||
::Oyster::Physics3D::RigidBody previous, current;
|
||||
::Oyster::Math::Float3 gravityNormal;
|
||||
EventAction_Collision collisionAction;
|
||||
bool ignoreGravity;
|
||||
::Oyster::Collision3D::Sphere body;
|
||||
};
|
||||
} }
|
||||
|
||||
#endif
|
|
@ -19,8 +19,8 @@ namespace Oyster
|
|||
|
||||
enum UpdateState
|
||||
{
|
||||
resting,
|
||||
altered
|
||||
UpdateState_resting,
|
||||
UpdateState_altered
|
||||
};
|
||||
|
||||
namespace Constant
|
||||
|
@ -45,12 +45,19 @@ namespace Oyster
|
|||
class PHYSICS_DLL_USAGE API
|
||||
{
|
||||
public:
|
||||
typedef void (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter );
|
||||
typedef void (*EventAction_Destruction)( ::Utility::DynamicMemory::UniquePointer<ICustomBody> proto );
|
||||
|
||||
/** Gets the Physics instance. */
|
||||
static API & Instance();
|
||||
|
||||
/********************************************************
|
||||
* Clears all content and reset Engine assetts such as buffers.
|
||||
* @param numObjects: The predicted max number of active objects.
|
||||
* @param numGravityWells: The predicted max number of active gravity wells.
|
||||
* @param worldSize: The size of acceptable physics space.
|
||||
********************************************************/
|
||||
virtual void Init( unsigned int numObjects, unsigned int numGravityWells , const ::Oyster::Math::Float3 &worldSize ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Sets the time length of each physics update frame.
|
||||
********************************************************/
|
||||
|
@ -63,19 +70,14 @@ namespace Oyster
|
|||
********************************************************/
|
||||
virtual void SetGravityConstant( float g ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Sets the function that will be called by the engine
|
||||
* whenever a subscribed collision occurs.
|
||||
********************************************************/
|
||||
virtual void SetAction( EventAction_Collision functionPointer ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Sets the function that will be called by the engine
|
||||
* whenever an object is being destroyed for some reason.
|
||||
* - Because DestroyObject(...) were called.
|
||||
* - Out of memory forced engine to destroy an object.
|
||||
* @param functionPointer: If NULL, an empty default function will be set.
|
||||
********************************************************/
|
||||
virtual void SetAction( EventAction_Destruction functionPointer ) = 0;
|
||||
virtual void SetSubscription( EventAction_Destruction functionPointer ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Triggers the engine to run next update frame.
|
||||
|
@ -196,6 +198,13 @@ namespace Oyster
|
|||
********************************************************/
|
||||
virtual void SetOrientation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &orientation ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Resizes the boundingBox.
|
||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||
* @param size: New size of this [m]
|
||||
********************************************************/
|
||||
virtual void SetSize( const ICustomBody* objRef, const ::Oyster::Math::Float3 &size ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Creates a new dynamically allocated object that can be used as a component for more complex ICustomBodies.
|
||||
* @return A pointer along with the responsibility to delete.
|
||||
|
@ -210,6 +219,14 @@ namespace Oyster
|
|||
class PHYSICS_DLL_USAGE ICustomBody
|
||||
{
|
||||
public:
|
||||
enum SubscriptMessage
|
||||
{
|
||||
SubscriptMessage_none,
|
||||
SubscriptMessage_ignore_collision_response
|
||||
};
|
||||
|
||||
typedef SubscriptMessage (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter );
|
||||
|
||||
virtual ~ICustomBody() {};
|
||||
|
||||
/********************************************************
|
||||
|
@ -219,9 +236,9 @@ namespace Oyster
|
|||
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const = 0;
|
||||
|
||||
/********************************************************
|
||||
* @return true if Engine should call the EventAction_Collision function.
|
||||
* @return true if Engine should apply gravity on this object.
|
||||
********************************************************/
|
||||
virtual bool IsSubscribingCollisions() const = 0;
|
||||
virtual bool IsAffectedByGravity() const = 0;
|
||||
|
||||
/********************************************************
|
||||
* Performs a detailed Intersect test and returns if, when and where.
|
||||
|
@ -254,6 +271,13 @@ namespace Oyster
|
|||
********************************************************/
|
||||
virtual ::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
|
||||
|
||||
/********************************************************
|
||||
* The gravity normal will have same direction as the total gravity force pulling on this and have the magnitude of 1.0f.
|
||||
* @param targetMem: Provided memory that written into and then returned.
|
||||
* @return a normalized vector in worldSpace. Exception: Null vector if no gravity been applied.
|
||||
********************************************************/
|
||||
virtual ::Oyster::Math::Float3 & GetGravityNormal( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
|
||||
|
||||
/********************************************************
|
||||
* The world position of this center of gravity.
|
||||
* @param targetMem: Provided memory that written into and then returned.
|
||||
|
@ -280,52 +304,76 @@ namespace Oyster
|
|||
virtual ::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
|
||||
|
||||
/********************************************************
|
||||
* To be only called by Engine
|
||||
* To not be called if is in Engine
|
||||
* Is called during API::Update
|
||||
********************************************************/
|
||||
virtual UpdateState Update( ::Oyster::Math::Float timeStepLength ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* To be only called by Engine
|
||||
* Sets the function that will be called by the engine
|
||||
* whenever a collision occurs.
|
||||
* @param functionPointer: If NULL, an empty default function will be set.
|
||||
********************************************************/
|
||||
virtual void SetSubscription( EventAction_Collision functionPointer ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* @param ignore: True if Engine should not apply Gravity.
|
||||
********************************************************/
|
||||
virtual void SetGravity( bool ignore) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Used by Engine
|
||||
* @param normalizedVector: Should have same direction as the pullinggravity.
|
||||
********************************************************/
|
||||
virtual void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* To not be called if is in Engine
|
||||
* Use API::SetMomentOfInertiaTensor_KeepVelocity(...) instead
|
||||
********************************************************/
|
||||
virtual void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* To be only called by Engine
|
||||
* To not be called if is in Engine
|
||||
* Use API::SetMomentOfInertiaTensor_KeepMomentum(...)
|
||||
********************************************************/
|
||||
virtual void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* To be only called by Engine
|
||||
* To not be called if is in Engine
|
||||
* Use API::SetMass_KeepVelocity(...)
|
||||
********************************************************/
|
||||
virtual void SetMass_KeepVelocity( ::Oyster::Math::Float m ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* To be only called by Engine
|
||||
* To not be called if is in Engine
|
||||
* Use API::SetMass_KeepMomentum(...)
|
||||
********************************************************/
|
||||
virtual void SetMass_KeepMomentum( ::Oyster::Math::Float m ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* To be only called by Engine
|
||||
* To not be called if is in Engine
|
||||
* Use API::SetCenter(...)
|
||||
********************************************************/
|
||||
virtual void SetCenter( const ::Oyster::Math::Float3 &worldPos ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* To be only called by Engine
|
||||
* To not be called if is in Engine
|
||||
* Use API::SetRotation(...)
|
||||
********************************************************/
|
||||
virtual void SetRotation( const ::Oyster::Math::Float4x4 &rotation ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* To be only called by Engine
|
||||
* To not be called if is in Engine
|
||||
* Use API::SetOrientation(...)
|
||||
********************************************************/
|
||||
virtual void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ) = 0;
|
||||
|
||||
/********************************************************
|
||||
* To not be called if is in Engine
|
||||
* Use API::SetSize(...)
|
||||
********************************************************/
|
||||
virtual void SetSize( const ::Oyster::Math::Float3 &size ) = 0;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
|
@ -29,7 +29,7 @@ namespace LinearAlgebra
|
|||
Matrix2x2( );
|
||||
Matrix2x2( const ScalarType &m11, const ScalarType &m12,
|
||||
const ScalarType &m21, const ScalarType &m22 );
|
||||
Matrix2x2( const Vector2<ScalarType> vec[2] );
|
||||
explicit Matrix2x2( const Vector2<ScalarType> vec[2] );
|
||||
Matrix2x2( const Vector2<ScalarType> &vec1, const Vector2<ScalarType> &vec2 );
|
||||
explicit Matrix2x2( const ScalarType element[4] );
|
||||
Matrix2x2( const Matrix2x2<ScalarType> &matrix );
|
||||
|
@ -80,7 +80,7 @@ namespace LinearAlgebra
|
|||
Matrix3x3( const ScalarType &m11, const ScalarType &m12, const ScalarType &m13,
|
||||
const ScalarType &m21, const ScalarType &m22, const ScalarType &m23,
|
||||
const ScalarType &m31, const ScalarType &m32, const ScalarType &m33 );
|
||||
Matrix3x3( const Vector3<ScalarType> vec[3] );
|
||||
explicit Matrix3x3( const Vector3<ScalarType> vec[3] );
|
||||
Matrix3x3( const Vector3<ScalarType> &vec1, const Vector3<ScalarType> &vec2, const Vector3<ScalarType> &vec3 );
|
||||
explicit Matrix3x3( const ScalarType element[9] );
|
||||
Matrix3x3( const Matrix3x3<ScalarType> &matrix );
|
||||
|
@ -132,7 +132,7 @@ namespace LinearAlgebra
|
|||
const ScalarType &m21, const ScalarType &m22, const ScalarType &m23, const ScalarType &m24,
|
||||
const ScalarType &m31, const ScalarType &m32, const ScalarType &m33, const ScalarType &m34,
|
||||
const ScalarType &m41, const ScalarType &m42, const ScalarType &m43, const ScalarType &m44 );
|
||||
Matrix4x4( const Vector4<ScalarType> vec[4] );
|
||||
explicit Matrix4x4( const Vector4<ScalarType> vec[4] );
|
||||
Matrix4x4( const Vector4<ScalarType> &vec1, const Vector4<ScalarType> &vec2, const Vector4<ScalarType> &vec3, const Vector4<ScalarType> &vec4 );
|
||||
explicit Matrix4x4( const ScalarType element[16] );
|
||||
Matrix4x4( const Matrix4x4<ScalarType> &matrix );
|
||||
|
|
|
@ -8,13 +8,19 @@
|
|||
using namespace ::Oyster::Collision3D;
|
||||
using namespace ::Oyster::Math3D;
|
||||
|
||||
Box::Box( )
|
||||
: ICollideable(Type_box), rotation(Float4x4::identity), center(0.0f), boundingOffset(0.5f)
|
||||
{}
|
||||
Box::Box( ) : ICollideable(Type_box)
|
||||
{
|
||||
this->rotation = Float4x4::identity;
|
||||
this->center =0.0f;
|
||||
this->boundingOffset = Float3(0.5f);
|
||||
}
|
||||
|
||||
Box::Box( const Float4x4 &r, const Float3 &p, const Float3 &s )
|
||||
: ICollideable(Type_box), rotation(r), center(p), boundingOffset(s*0.5)
|
||||
{}
|
||||
Box::Box( const Float4x4 &r, const Float3 &p, const Float3 &s ) : ICollideable(Type_box)
|
||||
{
|
||||
this->rotation = r;
|
||||
this->center = p;
|
||||
this->boundingOffset = Float3(s*0.5);
|
||||
}
|
||||
|
||||
Box::~Box( ) {}
|
||||
|
||||
|
|
|
@ -8,10 +8,24 @@
|
|||
using namespace ::Oyster::Collision3D;
|
||||
using namespace ::Oyster::Math3D;
|
||||
|
||||
BoxAxisAligned::BoxAxisAligned( ) : ICollideable(Type_box_axis_aligned), minVertex(-0.5f,-0.5f,-0.5f), maxVertex(0.5f,0.5f,0.5f) {}
|
||||
BoxAxisAligned::BoxAxisAligned( const Float3 &_minVertex, const Float3 &_maxVertex ) : ICollideable(Type_box_axis_aligned), minVertex(_minVertex), maxVertex(_maxVertex) {}
|
||||
BoxAxisAligned::BoxAxisAligned( const Float &leftClip, const Float &rightClip, const Float &topClip, const Float &bottomClip, const Float &nearClip, const Float &farClip )
|
||||
: ICollideable(Type_box_axis_aligned), minVertex(leftClip, bottomClip, nearClip), maxVertex(rightClip, topClip, farClip) {}
|
||||
BoxAxisAligned::BoxAxisAligned( ) : ICollideable(Type_box_axis_aligned)
|
||||
{
|
||||
this->minVertex = Float3(-0.5f,-0.5f,-0.5f );
|
||||
this->maxVertex = Float3( 0.5f, 0.5f, 0.5f );
|
||||
}
|
||||
|
||||
BoxAxisAligned::BoxAxisAligned( const Float3 &_minVertex, const Float3 &_maxVertex ) : ICollideable(Type_box_axis_aligned)
|
||||
{
|
||||
this->minVertex = _minVertex;
|
||||
this->maxVertex = _maxVertex;
|
||||
}
|
||||
|
||||
BoxAxisAligned::BoxAxisAligned( const Float &leftClip, const Float &rightClip, const Float &topClip, const Float &bottomClip, const Float &nearClip, const Float &farClip ) : ICollideable(Type_box_axis_aligned)
|
||||
{
|
||||
this->minVertex = Float3( leftClip, bottomClip, nearClip );
|
||||
this->maxVertex = Float3( rightClip, topClip, farClip );
|
||||
}
|
||||
|
||||
BoxAxisAligned::~BoxAxisAligned( ) {}
|
||||
|
||||
BoxAxisAligned & BoxAxisAligned::operator = ( const BoxAxisAligned &box )
|
||||
|
@ -22,7 +36,9 @@ BoxAxisAligned & BoxAxisAligned::operator = ( const BoxAxisAligned &box )
|
|||
}
|
||||
|
||||
::Utility::DynamicMemory::UniquePointer<ICollideable> BoxAxisAligned::Clone( ) const
|
||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new BoxAxisAligned(*this) ); }
|
||||
{
|
||||
return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new BoxAxisAligned(*this) );
|
||||
}
|
||||
|
||||
bool BoxAxisAligned::Intersects( const ICollideable &target ) const
|
||||
{
|
||||
|
|
|
@ -74,13 +74,22 @@ namespace PrivateStatic
|
|||
}
|
||||
}
|
||||
|
||||
Frustrum::Frustrum() : ICollideable(Type_frustrum),
|
||||
leftPlane(Float3::standard_unit_x, -0.5f), rightPlane(-Float3::standard_unit_x, 0.5f),
|
||||
bottomPlane(Float3::standard_unit_y, -0.5f), topPlane(-Float3::standard_unit_y, 0.5f),
|
||||
nearPlane(Float3::standard_unit_z, -0.5f), farPlane(-Float3::standard_unit_z, 0.5f) {}
|
||||
Frustrum::Frustrum() : ICollideable(Type_frustrum)
|
||||
{
|
||||
this->leftPlane = Plane( Float3::standard_unit_x, -0.5f );
|
||||
this->rightPlane = Plane(-Float3::standard_unit_x, 0.5f ),
|
||||
this->bottomPlane = Plane( Float3::standard_unit_y, -0.5f );
|
||||
this->topPlane = Plane(-Float3::standard_unit_y, 0.5f );
|
||||
this->nearPlane = Plane( Float3::standard_unit_z, -0.5f );
|
||||
this->farPlane = Plane(-Float3::standard_unit_z, 0.5f );
|
||||
}
|
||||
|
||||
Frustrum::Frustrum( const Float4x4 &vp ) : ICollideable(Type_frustrum)
|
||||
{ PrivateStatic::VP_ToPlanes( this->leftPlane, this->rightPlane, this->bottomPlane, this->topPlane, this->nearPlane, this->farPlane, vp ); }
|
||||
{
|
||||
PrivateStatic::VP_ToPlanes( this->leftPlane, this->rightPlane, this->bottomPlane,
|
||||
this->topPlane, this->nearPlane, this->farPlane,
|
||||
vp );
|
||||
}
|
||||
|
||||
Frustrum::~Frustrum() {}
|
||||
|
||||
|
|
|
@ -6,7 +6,5 @@
|
|||
|
||||
using namespace ::Oyster::Collision3D;
|
||||
|
||||
ICollideable::ICollideable( Type _type )
|
||||
: type(_type) {}
|
||||
|
||||
ICollideable::ICollideable( Type _type ) : type(_type) {}
|
||||
ICollideable::~ICollideable() {}
|
|
@ -8,9 +8,24 @@
|
|||
using namespace ::Oyster::Collision3D;
|
||||
using namespace ::Oyster::Math3D;
|
||||
|
||||
Line::Line( ) : ICollideable(Type_line), ray(), length(0.0f) {}
|
||||
Line::Line( const class Ray &_ray, const Float &_length ) : ICollideable(Type_line), ray(_ray), length(_length) {}
|
||||
Line::Line( const Float3 &origin, const Float3 &normalizedDirection, const Float &_length ) : ICollideable(Type_line), ray(origin, normalizedDirection), length(_length) {}
|
||||
Line::Line( ) : ICollideable(Type_line)
|
||||
{
|
||||
this->ray = Ray();
|
||||
this->length = 0.0f;
|
||||
}
|
||||
|
||||
Line::Line( const class Ray &_ray, const Float &_length ) : ICollideable(Type_line)
|
||||
{
|
||||
this->ray = _ray;
|
||||
this->length = _length;
|
||||
}
|
||||
|
||||
Line::Line( const Float3 &origin, const Float3 &normalizedDirection, const Float &_length ) : ICollideable(Type_line)
|
||||
{
|
||||
this->ray = Ray( origin, normalizedDirection );
|
||||
this->length = _length;
|
||||
}
|
||||
|
||||
Line::~Line( ) {}
|
||||
|
||||
Line & Line::operator = ( const Line &line )
|
||||
|
|
|
@ -8,8 +8,18 @@
|
|||
using namespace ::Oyster::Collision3D;
|
||||
using namespace ::Oyster::Math;
|
||||
|
||||
Plane::Plane( ) : ICollideable(Type_plane), normal(), phasing(0.0f) {}
|
||||
Plane::Plane( const Float3 &n, const Float &p ) : ICollideable(Type_plane), normal(n), phasing(p) {}
|
||||
Plane::Plane( ) : ICollideable(Type_plane)
|
||||
{
|
||||
this->normal = Float3::standard_unit_z;
|
||||
this->phasing = 0.0f;
|
||||
}
|
||||
|
||||
Plane::Plane( const Float3 &n, const Float &p ) : ICollideable(Type_plane)
|
||||
{
|
||||
this->normal = n;
|
||||
this->phasing = p;
|
||||
}
|
||||
|
||||
Plane::~Plane( ) {}
|
||||
|
||||
Plane & Plane::operator = ( const Plane &plane )
|
||||
|
|
|
@ -8,8 +8,16 @@
|
|||
using namespace ::Oyster::Collision3D;
|
||||
using namespace ::Oyster::Math3D;
|
||||
|
||||
Point::Point( ) : ICollideable(Type_point), center() {}
|
||||
Point::Point( const Float3 &pos ) : ICollideable(Type_point), center(pos) {}
|
||||
Point::Point( ) : ICollideable(Type_point)
|
||||
{
|
||||
this->center = Float3::null;
|
||||
}
|
||||
|
||||
Point::Point( const Float3 &pos ) : ICollideable(Type_point)
|
||||
{
|
||||
this->center = pos;
|
||||
}
|
||||
|
||||
Point::~Point( ) {}
|
||||
|
||||
Point & Point::operator = ( const Point &point )
|
||||
|
@ -19,7 +27,9 @@ Point & Point::operator = ( const Point &point )
|
|||
}
|
||||
|
||||
::Utility::DynamicMemory::UniquePointer<ICollideable> Point::Clone( ) const
|
||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Point(*this) ); }
|
||||
{
|
||||
return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Point(*this) );
|
||||
}
|
||||
|
||||
bool Point::Intersects( const ICollideable &target ) const
|
||||
{
|
||||
|
|
|
@ -8,8 +8,20 @@
|
|||
using namespace ::Oyster::Collision3D;
|
||||
using namespace ::Oyster::Math3D;
|
||||
|
||||
Ray::Ray( ) : ICollideable(Type_ray), origin(), direction(), collisionDistance(0.0f) {}
|
||||
Ray::Ray( const Float3 &o, const ::Oyster::Math::Float3 &d ) : ICollideable(Type_ray), origin(o), direction(d), collisionDistance(0.0f) {}
|
||||
Ray::Ray( ) : ICollideable(Type_ray)
|
||||
{
|
||||
this->origin = Float3::null;
|
||||
this->direction = Float3::standard_unit_z;
|
||||
this->collisionDistance = 0.0f;
|
||||
}
|
||||
|
||||
Ray::Ray( const Float3 &o, const ::Oyster::Math::Float3 &d ) : ICollideable(Type_ray)
|
||||
{
|
||||
this->origin = o;
|
||||
this->direction = d;
|
||||
this->collisionDistance = 0.0f;
|
||||
}
|
||||
|
||||
Ray::~Ray( ) {}
|
||||
|
||||
Ray & Ray::operator = ( const Ray &ray )
|
||||
|
@ -20,7 +32,9 @@ Ray & Ray::operator = ( const Ray &ray )
|
|||
}
|
||||
|
||||
::Utility::DynamicMemory::UniquePointer<ICollideable> Ray::Clone( ) const
|
||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Ray(*this) ); }
|
||||
{
|
||||
return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Ray(*this) );
|
||||
}
|
||||
|
||||
bool Ray::Intersects( const ICollideable &target ) const
|
||||
{
|
||||
|
|
|
@ -4,8 +4,18 @@
|
|||
using namespace ::Oyster::Collision3D;
|
||||
using namespace ::Oyster::Math;
|
||||
|
||||
Sphere::Sphere( ) : ICollideable(Type_sphere), center(), radius(0.0f) { }
|
||||
Sphere::Sphere( const Float3 &_position, const Float &_radius ) : ICollideable(Type_sphere), center(_position), radius(_radius) {}
|
||||
Sphere::Sphere( ) : ICollideable(Type_sphere)
|
||||
{
|
||||
this->center = Float3::null;
|
||||
this->radius = 0.0f;
|
||||
}
|
||||
|
||||
Sphere::Sphere( const Float3 &_position, const Float &_radius ) : ICollideable(Type_sphere)
|
||||
{
|
||||
this->center = _position;
|
||||
this->radius = _radius;
|
||||
}
|
||||
|
||||
Sphere::~Sphere( ) {}
|
||||
|
||||
Sphere & Sphere::operator = ( const Sphere &sphere )
|
||||
|
|
Loading…
Reference in New Issue