Major StateStruct and API update
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@ -171,91 +171,91 @@ void API_Impl::DestroyObject( const ICustomBody* objRef )
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}
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}
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}
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}
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void API_Impl::ApplyForceAt( const ICustomBody* objRef, const Float3 &worldPos, const Float3 &worldF )
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//void API_Impl::ApplyForceAt( const ICustomBody* objRef, const Float3 &worldPos, const Float3 &worldF )
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{
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//{
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unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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// unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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if( tempRef != this->worldScene.invalid_ref )
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// if( tempRef != this->worldScene.invalid_ref )
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{
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// {
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//this->worldScene.GetCustomBody( tempRef )->Apply //!< @todo TODO: need function
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// //this->worldScene.GetCustomBody( tempRef )->Apply //!< @todo TODO: need function
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this->worldScene.SetAsAltered( tempRef );
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// this->worldScene.SetAsAltered( tempRef );
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}
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// }
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}
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//}
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//
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void API_Impl::SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const Float4x4 &localI )
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//void API_Impl::SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const Float4x4 &localI )
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{ // deprecated
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//{ // deprecated
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unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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// unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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if( tempRef != this->worldScene.invalid_ref )
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// if( tempRef != this->worldScene.invalid_ref )
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{
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// {
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this->worldScene.GetCustomBody( tempRef )->SetMomentOfInertiaTensor_KeepVelocity( localI );
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// this->worldScene.GetCustomBody( tempRef )->SetMomentOfInertiaTensor_KeepVelocity( localI );
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}
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// }
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}
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//}
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//
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void API_Impl::SetMomentOfInertiaTensor_KeepMomentum( const ICustomBody* objRef, const Float4x4 &localI )
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//void API_Impl::SetMomentOfInertiaTensor_KeepMomentum( const ICustomBody* objRef, const Float4x4 &localI )
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{ // deprecated
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//{ // deprecated
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unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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// unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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if( tempRef != this->worldScene.invalid_ref )
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// if( tempRef != this->worldScene.invalid_ref )
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{
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// {
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this->worldScene.GetCustomBody( tempRef )->SetMomentOfInertiaTensor_KeepMomentum( localI );
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// this->worldScene.GetCustomBody( tempRef )->SetMomentOfInertiaTensor_KeepMomentum( localI );
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}
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// }
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}
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//}
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//
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void API_Impl::SetMass_KeepVelocity( const ICustomBody* objRef, Float m )
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//void API_Impl::SetMass_KeepVelocity( const ICustomBody* objRef, Float m )
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{ // deprecated
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//{ // deprecated
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unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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// unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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if( tempRef != this->worldScene.invalid_ref )
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// if( tempRef != this->worldScene.invalid_ref )
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{
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// {
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this->worldScene.GetCustomBody( tempRef )->SetMass_KeepVelocity( m );
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// this->worldScene.GetCustomBody( tempRef )->SetMass_KeepVelocity( m );
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}
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// }
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}
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//}
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//
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void API_Impl::SetMass_KeepMomentum( const ICustomBody* objRef, Float m )
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//void API_Impl::SetMass_KeepMomentum( const ICustomBody* objRef, Float m )
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{ // deprecated
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//{ // deprecated
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unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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// unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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if( tempRef != this->worldScene.invalid_ref )
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// if( tempRef != this->worldScene.invalid_ref )
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{
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// {
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this->worldScene.GetCustomBody( tempRef )->SetMass_KeepMomentum( m );
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// this->worldScene.GetCustomBody( tempRef )->SetMass_KeepMomentum( m );
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}
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// }
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}
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//}
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//
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void API_Impl::SetCenter( const ICustomBody* objRef, const Float3 &worldPos )
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//void API_Impl::SetCenter( const ICustomBody* objRef, const Float3 &worldPos )
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{
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//{
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unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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// unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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if( tempRef != this->worldScene.invalid_ref )
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// if( tempRef != this->worldScene.invalid_ref )
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{
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// {
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//this->worldScene.GetCustomBody( tempRef )->Set //!< @todo TODO: need function
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// //this->worldScene.GetCustomBody( tempRef )->Set //!< @todo TODO: need function
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this->worldScene.EvaluatePosition( tempRef );
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// this->worldScene.EvaluatePosition( tempRef );
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}
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// }
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}
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//}
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//
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void API_Impl::SetRotation( const ICustomBody* objRef, const Float4x4 &rotation )
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//void API_Impl::SetRotation( const ICustomBody* objRef, const Float4x4 &rotation )
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{
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//{
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unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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// unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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if( tempRef != this->worldScene.invalid_ref )
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// if( tempRef != this->worldScene.invalid_ref )
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{
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// {
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this->worldScene.GetCustomBody( tempRef )->SetRotation( rotation );
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// this->worldScene.GetCustomBody( tempRef )->SetRotation( rotation );
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this->worldScene.EvaluatePosition( tempRef );
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// this->worldScene.EvaluatePosition( tempRef );
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}
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// }
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}
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//}
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//
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void API_Impl::SetOrientation( const ICustomBody* objRef, const Float4x4 &orientation )
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//void API_Impl::SetOrientation( const ICustomBody* objRef, const Float4x4 &orientation )
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{
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//{
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unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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// unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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if( tempRef != this->worldScene.invalid_ref )
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// if( tempRef != this->worldScene.invalid_ref )
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{
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// {
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this->worldScene.GetCustomBody( tempRef )->SetOrientation( orientation );
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// this->worldScene.GetCustomBody( tempRef )->SetOrientation( orientation );
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this->worldScene.EvaluatePosition( tempRef );
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// this->worldScene.EvaluatePosition( tempRef );
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}
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// }
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}
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//}
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//
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void API_Impl::SetSize( const ICustomBody* objRef, const Float3 &size )
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//void API_Impl::SetSize( const ICustomBody* objRef, const Float3 &size )
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{
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//{
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unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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// unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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if( tempRef != this->worldScene.invalid_ref )
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// if( tempRef != this->worldScene.invalid_ref )
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{
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// {
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this->worldScene.GetCustomBody( tempRef )->SetSize( size );
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// this->worldScene.GetCustomBody( tempRef )->SetSize( size );
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this->worldScene.EvaluatePosition( tempRef );
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// this->worldScene.EvaluatePosition( tempRef );
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}
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// }
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}
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//}
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UniquePointer<ICustomBody> API_Impl::CreateRigidBody( const API::SimpleBodyDescription &desc ) const
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UniquePointer<ICustomBody> API_Impl::CreateRigidBody( const API::SimpleBodyDescription &desc ) const
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{
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{
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@ -30,16 +30,16 @@ namespace Oyster
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::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( const ICustomBody* objRef );
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::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( const ICustomBody* objRef );
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void DestroyObject( const ICustomBody* objRef );
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void DestroyObject( const ICustomBody* objRef );
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void ApplyForceAt( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF );
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//void ApplyForceAt( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF );
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void SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI );
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//void SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI );
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void SetMomentOfInertiaTensor_KeepMomentum( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI );
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//void SetMomentOfInertiaTensor_KeepMomentum( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI );
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void SetMass_KeepVelocity( const ICustomBody* objRef, ::Oyster::Math::Float m );
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//void SetMass_KeepVelocity( const ICustomBody* objRef, ::Oyster::Math::Float m );
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void SetMass_KeepMomentum( const ICustomBody* objRef, ::Oyster::Math::Float m );
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//void SetMass_KeepMomentum( const ICustomBody* objRef, ::Oyster::Math::Float m );
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void SetCenter( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos );
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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 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 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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//void SetSize( const ICustomBody* objRef, const ::Oyster::Math::Float3 &size );
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::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateRigidBody( const SimpleBodyDescription &desc ) const;
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::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateRigidBody( const SimpleBodyDescription &desc ) const;
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::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateRigidBody( const SphericalBodyDescription &desc ) const;
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::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateRigidBody( const SphericalBodyDescription &desc ) const;
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@ -18,7 +18,7 @@ SimpleRigidBody::SimpleRigidBody()
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SimpleRigidBody::SimpleRigidBody( const API::SimpleBodyDescription &desc )
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SimpleRigidBody::SimpleRigidBody( const API::SimpleBodyDescription &desc )
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{
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{
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this->rigid = RigidBody( Box( desc.rotation, desc.centerPosition, desc.size ),
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this->rigid = RigidBody( Box( desc.rotation, desc.centerPosition.xyz, desc.size.xyz ),
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desc.mass,
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desc.mass,
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desc.inertiaTensor );
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desc.inertiaTensor );
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this->gravityNormal = Float3::null;
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this->gravityNormal = Float3::null;
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@ -44,12 +44,18 @@ UniquePointer<ICustomBody> SimpleRigidBody::Clone() const
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SimpleRigidBody::State SimpleRigidBody::GetState() const
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SimpleRigidBody::State SimpleRigidBody::GetState() const
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{
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{
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return State( this->rigid.box.boundingOffset.xyz, this->rigid.box.center.xyz, AngularAxis(this->rigid.box.rotation).xyz, this->rigid.linearMomentum, this->rigid.angularMomentum );
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return State( this->rigid.GetMass(), this->rigid.restitutionCoeff, this->rigid.frictionCoeff,
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this->rigid.GetMomentOfInertia(), this->rigid.box.boundingOffset,
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this->rigid.box.center, AngularAxis(this->rigid.box.rotation),
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Float4(this->rigid.linearMomentum, 0.0f), Float4(this->rigid.angularMomentum, 0.0f) );
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}
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}
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SimpleRigidBody::State & SimpleRigidBody::GetState( SimpleRigidBody::State &targetMem ) const
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SimpleRigidBody::State & SimpleRigidBody::GetState( SimpleRigidBody::State &targetMem ) const
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{
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{
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return targetMem = State( this->rigid.box.boundingOffset.xyz, this->rigid.box.center.xyz, AngularAxis(this->rigid.box.rotation).xyz, this->rigid.linearMomentum, this->rigid.angularMomentum );
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return targetMem = State( this->rigid.GetMass(), this->rigid.restitutionCoeff, this->rigid.frictionCoeff,
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this->rigid.GetMomentOfInertia(), this->rigid.box.boundingOffset,
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this->rigid.box.center, AngularAxis(this->rigid.box.rotation),
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Float4(this->rigid.linearMomentum, 0.0f), Float4(this->rigid.angularMomentum, 0.0f) );
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}
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}
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void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
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void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
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@ -100,25 +106,25 @@ Float3 & SimpleRigidBody::GetGravityNormal( Float3 &targetMem ) const
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return targetMem = this->gravityNormal;
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return targetMem = this->gravityNormal;
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}
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}
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Float3 & SimpleRigidBody::GetCenter( Float3 &targetMem ) const
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//Float3 & SimpleRigidBody::GetCenter( Float3 &targetMem ) const
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{
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//{
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return targetMem = this->rigid.box.center;
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// return targetMem = this->rigid.box.center;
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}
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//}
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//
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Float4x4 & SimpleRigidBody::GetRotation( Float4x4 &targetMem ) const
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//Float4x4 & SimpleRigidBody::GetRotation( Float4x4 &targetMem ) const
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{
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//{
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return targetMem = this->rigid.box.rotation;
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// return targetMem = this->rigid.box.rotation;
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}
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//}
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//
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Float4x4 & SimpleRigidBody::GetOrientation( Float4x4 &targetMem ) const
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//Float4x4 & SimpleRigidBody::GetOrientation( Float4x4 &targetMem ) const
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{
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//{
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return targetMem = this->rigid.GetOrientation();
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// return targetMem = this->rigid.GetOrientation();
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}
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//}
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//
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Float4x4 & SimpleRigidBody::GetView( Float4x4 &targetMem ) const
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//Float4x4 & SimpleRigidBody::GetView( Float4x4 &targetMem ) const
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{
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//{
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return targetMem = this->rigid.GetView();
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// return targetMem = this->rigid.GetView();
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}
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//}
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Float3 SimpleRigidBody::GetRigidLinearVelocity() const
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Float3 SimpleRigidBody::GetRigidLinearVelocity() const
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{
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{
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@ -158,47 +164,47 @@ void SimpleRigidBody::SetGravityNormal( const Float3 &normalizedVector )
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this->gravityNormal = normalizedVector;
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this->gravityNormal = normalizedVector;
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}
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}
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void SimpleRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI )
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//void SimpleRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI )
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{
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//{
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this->rigid.SetMomentOfInertia_KeepVelocity( localI );
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// this->rigid.SetMomentOfInertia_KeepVelocity( localI );
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}
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//}
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//
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void SimpleRigidBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI )
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//void SimpleRigidBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI )
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{
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//{
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this->rigid.SetMomentOfInertia_KeepMomentum( localI );
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// this->rigid.SetMomentOfInertia_KeepMomentum( localI );
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}
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//}
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//
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void SimpleRigidBody::SetMass_KeepVelocity( Float m )
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//void SimpleRigidBody::SetMass_KeepVelocity( Float m )
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{
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//{
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this->rigid.SetMass_KeepVelocity( m );
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// this->rigid.SetMass_KeepVelocity( m );
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}
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//}
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//
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void SimpleRigidBody::SetMass_KeepMomentum( Float m )
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//void SimpleRigidBody::SetMass_KeepMomentum( Float m )
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{
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//{
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this->rigid.SetMass_KeepMomentum( m );
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// this->rigid.SetMass_KeepMomentum( m );
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}
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//}
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//
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void SimpleRigidBody::SetCenter( const Float3 &worldPos )
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//void SimpleRigidBody::SetCenter( const Float3 &worldPos )
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{
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//{
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this->rigid.SetCenter( worldPos );
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// this->rigid.SetCenter( worldPos );
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}
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//}
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//
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void SimpleRigidBody::SetRotation( const Float4x4 &rotation )
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//void SimpleRigidBody::SetRotation( const Float4x4 &rotation )
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{
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//{
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this->rigid.SetRotation( rotation );
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// this->rigid.SetRotation( rotation );
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}
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//}
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//
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void SimpleRigidBody::SetOrientation( const Float4x4 &orientation )
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//void SimpleRigidBody::SetOrientation( const Float4x4 &orientation )
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{
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//{
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this->rigid.SetOrientation( orientation );
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// this->rigid.SetOrientation( orientation );
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}
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//}
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//
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void SimpleRigidBody::SetSize( const Float3 &size )
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//void SimpleRigidBody::SetSize( const Float3 &size )
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{
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//{
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this->rigid.SetSize( size );
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// this->rigid.SetSize( size );
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}
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//}
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//
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void SimpleRigidBody::SetMomentum( const Float3 &worldG )
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//void SimpleRigidBody::SetMomentum( const Float3 &worldG )
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{
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//{
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this->rigid.SetLinearMomentum( worldG );
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// this->rigid.SetLinearMomentum( worldG );
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}
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//}
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@ -29,25 +29,25 @@ namespace Oyster { namespace Physics
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::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const;
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::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const;
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::Oyster::Math::Float4 & GetNormalAt( const ::Oyster::Math::Float4 &worldPos, ::Oyster::Math::Float4 &targetMem = ::Oyster::Math::Float4() ) const;
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::Oyster::Math::Float4 & GetNormalAt( const ::Oyster::Math::Float4 &worldPos, ::Oyster::Math::Float4 &targetMem = ::Oyster::Math::Float4() ) const;
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::Oyster::Math::Float3 & GetGravityNormal( ::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::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 & 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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//::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
||||||
::Oyster::Math::Float4x4 & GetView( ::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 );
|
UpdateState Update( ::Oyster::Math::Float timeStepLength );
|
||||||
|
|
||||||
void SetSubscription( EventAction_Collision functionPointer );
|
void SetSubscription( EventAction_Collision functionPointer );
|
||||||
void SetGravity( bool ignore);
|
void SetGravity( bool ignore);
|
||||||
void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector );
|
void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector );
|
||||||
void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
|
//void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
|
||||||
void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
|
//void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
|
||||||
void SetMass_KeepVelocity( ::Oyster::Math::Float m );
|
//void SetMass_KeepVelocity( ::Oyster::Math::Float m );
|
||||||
void SetMass_KeepMomentum( ::Oyster::Math::Float m );
|
//void SetMass_KeepMomentum( ::Oyster::Math::Float m );
|
||||||
void SetCenter( const ::Oyster::Math::Float3 &worldPos );
|
//void SetCenter( const ::Oyster::Math::Float3 &worldPos );
|
||||||
void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
|
//void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
|
||||||
void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
|
//void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
|
||||||
void SetSize( const ::Oyster::Math::Float3 &size );
|
//void SetSize( const ::Oyster::Math::Float3 &size );
|
||||||
void SetMomentum( const ::Oyster::Math::Float3 &worldG );
|
//void SetMomentum( const ::Oyster::Math::Float3 &worldG );
|
||||||
|
|
||||||
private:
|
private:
|
||||||
::Oyster::Physics3D::RigidBody rigid;
|
::Oyster::Physics3D::RigidBody rigid;
|
||||||
|
|
|
@ -19,7 +19,7 @@ SphericalRigidBody::SphericalRigidBody()
|
||||||
|
|
||||||
SphericalRigidBody::SphericalRigidBody( const API::SphericalBodyDescription &desc )
|
SphericalRigidBody::SphericalRigidBody( const API::SphericalBodyDescription &desc )
|
||||||
{
|
{
|
||||||
this->rigid = RigidBody( Box( desc.rotation, desc.centerPosition, Float3(2.0f * desc.radius) ),
|
this->rigid = RigidBody( Box( desc.rotation, desc.centerPosition.xyz, Float3(2.0f * desc.radius) ),
|
||||||
desc.mass,
|
desc.mass,
|
||||||
Formula::MomentOfInertia::CreateSphereMatrix( desc.mass, desc.radius ) );
|
Formula::MomentOfInertia::CreateSphereMatrix( desc.mass, desc.radius ) );
|
||||||
this->gravityNormal = Float3::null;
|
this->gravityNormal = Float3::null;
|
||||||
|
@ -46,12 +46,18 @@ UniquePointer<ICustomBody> SphericalRigidBody::Clone() const
|
||||||
|
|
||||||
SphericalRigidBody::State SphericalRigidBody::GetState() const
|
SphericalRigidBody::State SphericalRigidBody::GetState() const
|
||||||
{
|
{
|
||||||
return State( this->rigid.box.boundingOffset.xyz, this->rigid.box.center.xyz, AngularAxis(this->rigid.box.rotation).xyz, this->rigid.linearMomentum, this->rigid.angularMomentum );
|
return State( this->rigid.GetMass(), this->rigid.restitutionCoeff, this->rigid.frictionCoeff,
|
||||||
|
this->rigid.GetMomentOfInertia(), this->rigid.box.boundingOffset,
|
||||||
|
this->rigid.box.center, AngularAxis(this->rigid.box.rotation),
|
||||||
|
Float4(this->rigid.linearMomentum, 0.0f), Float4(this->rigid.angularMomentum, 0.0f) );
|
||||||
}
|
}
|
||||||
|
|
||||||
SphericalRigidBody::State & SphericalRigidBody::GetState( SphericalRigidBody::State &targetMem ) const
|
SphericalRigidBody::State & SphericalRigidBody::GetState( SphericalRigidBody::State &targetMem ) const
|
||||||
{
|
{
|
||||||
return targetMem = State( this->rigid.box.boundingOffset.xyz, this->rigid.box.center.xyz, AngularAxis(this->rigid.box.rotation).xyz, this->rigid.linearMomentum, this->rigid.angularMomentum );
|
return targetMem = State( this->rigid.GetMass(), this->rigid.restitutionCoeff, this->rigid.frictionCoeff,
|
||||||
|
this->rigid.GetMomentOfInertia(), this->rigid.box.boundingOffset,
|
||||||
|
this->rigid.box.center, AngularAxis(this->rigid.box.rotation),
|
||||||
|
Float4(this->rigid.linearMomentum, 0.0f), Float4(this->rigid.angularMomentum, 0.0f) );
|
||||||
}
|
}
|
||||||
|
|
||||||
void SphericalRigidBody::SetState( const SphericalRigidBody::State &state )
|
void SphericalRigidBody::SetState( const SphericalRigidBody::State &state )
|
||||||
|
@ -93,7 +99,6 @@ Sphere & SphericalRigidBody::GetBoundingSphere( Sphere &targetMem ) const
|
||||||
|
|
||||||
Float4 & SphericalRigidBody::GetNormalAt( const Float4 &worldPos, Float4 &targetMem ) const
|
Float4 & SphericalRigidBody::GetNormalAt( const Float4 &worldPos, Float4 &targetMem ) const
|
||||||
{
|
{
|
||||||
//! @todo TODO: better implementation needed
|
|
||||||
return targetMem = (worldPos - this->rigid.box.center).GetNormalized();
|
return targetMem = (worldPos - this->rigid.box.center).GetNormalized();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -102,25 +107,25 @@ Float3 & SphericalRigidBody::GetGravityNormal( Float3 &targetMem ) const
|
||||||
return targetMem = this->gravityNormal;
|
return targetMem = this->gravityNormal;
|
||||||
}
|
}
|
||||||
|
|
||||||
Float3 & SphericalRigidBody::GetCenter( Float3 &targetMem ) const
|
//Float3 & SphericalRigidBody::GetCenter( Float3 &targetMem ) const
|
||||||
{
|
//{
|
||||||
return targetMem = this->rigid.box.center;
|
// return targetMem = this->rigid.box.center;
|
||||||
}
|
//}
|
||||||
|
//
|
||||||
Float4x4 & SphericalRigidBody::GetRotation( Float4x4 &targetMem ) const
|
//Float4x4 & SphericalRigidBody::GetRotation( Float4x4 &targetMem ) const
|
||||||
{
|
//{
|
||||||
return targetMem = this->rigid.box.rotation;
|
// return targetMem = this->rigid.box.rotation;
|
||||||
}
|
//}
|
||||||
|
//
|
||||||
Float4x4 & SphericalRigidBody::GetOrientation( Float4x4 &targetMem ) const
|
//Float4x4 & SphericalRigidBody::GetOrientation( Float4x4 &targetMem ) const
|
||||||
{
|
//{
|
||||||
return targetMem = this->rigid.GetOrientation();
|
// return targetMem = this->rigid.GetOrientation();
|
||||||
}
|
//}
|
||||||
|
//
|
||||||
Float4x4 & SphericalRigidBody::GetView( Float4x4 &targetMem ) const
|
//Float4x4 & SphericalRigidBody::GetView( Float4x4 &targetMem ) const
|
||||||
{
|
//{
|
||||||
return targetMem = this->rigid.GetView();
|
// return targetMem = this->rigid.GetView();
|
||||||
}
|
//}
|
||||||
|
|
||||||
Float3 SphericalRigidBody::GetRigidLinearVelocity() const
|
Float3 SphericalRigidBody::GetRigidLinearVelocity() const
|
||||||
{
|
{
|
||||||
|
@ -160,50 +165,50 @@ void SphericalRigidBody::SetGravityNormal( const Float3 &normalizedVector )
|
||||||
this->gravityNormal = normalizedVector;
|
this->gravityNormal = normalizedVector;
|
||||||
}
|
}
|
||||||
|
|
||||||
void SphericalRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI )
|
//void SphericalRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI )
|
||||||
{
|
//{
|
||||||
this->rigid.SetMomentOfInertia_KeepVelocity( localI );
|
// this->rigid.SetMomentOfInertia_KeepVelocity( localI );
|
||||||
}
|
//}
|
||||||
|
//
|
||||||
void SphericalRigidBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI )
|
//void SphericalRigidBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI )
|
||||||
{
|
//{
|
||||||
this->rigid.SetMomentOfInertia_KeepMomentum( localI );
|
// this->rigid.SetMomentOfInertia_KeepMomentum( localI );
|
||||||
}
|
//}
|
||||||
|
//
|
||||||
void SphericalRigidBody::SetMass_KeepVelocity( Float m )
|
//void SphericalRigidBody::SetMass_KeepVelocity( Float m )
|
||||||
{
|
//{
|
||||||
this->rigid.SetMass_KeepVelocity( m );
|
// this->rigid.SetMass_KeepVelocity( m );
|
||||||
}
|
//}
|
||||||
|
//
|
||||||
void SphericalRigidBody::SetMass_KeepMomentum( Float m )
|
//void SphericalRigidBody::SetMass_KeepMomentum( Float m )
|
||||||
{
|
//{
|
||||||
this->rigid.SetMass_KeepMomentum( m );
|
// this->rigid.SetMass_KeepMomentum( m );
|
||||||
}
|
//}
|
||||||
|
//
|
||||||
void SphericalRigidBody::SetCenter( const Float3 &worldPos )
|
//void SphericalRigidBody::SetCenter( const Float3 &worldPos )
|
||||||
{
|
//{
|
||||||
this->rigid.SetCenter( worldPos );
|
// this->rigid.SetCenter( worldPos );
|
||||||
this->body.center = worldPos;
|
// this->body.center = worldPos;
|
||||||
}
|
//}
|
||||||
|
//
|
||||||
void SphericalRigidBody::SetRotation( const Float4x4 &rotation )
|
//void SphericalRigidBody::SetRotation( const Float4x4 &rotation )
|
||||||
{
|
//{
|
||||||
this->rigid.SetRotation( rotation );
|
// this->rigid.SetRotation( rotation );
|
||||||
}
|
//}
|
||||||
|
//
|
||||||
void SphericalRigidBody::SetOrientation( const Float4x4 &orientation )
|
//void SphericalRigidBody::SetOrientation( const Float4x4 &orientation )
|
||||||
{
|
//{
|
||||||
this->rigid.SetOrientation( orientation );
|
// this->rigid.SetOrientation( orientation );
|
||||||
this->body.center = orientation.v[3].xyz;
|
// this->body.center = orientation.v[3].xyz;
|
||||||
}
|
//}
|
||||||
|
//
|
||||||
void SphericalRigidBody::SetSize( const Float3 &size )
|
//void SphericalRigidBody::SetSize( const Float3 &size )
|
||||||
{
|
//{
|
||||||
this->rigid.SetSize( size );
|
// this->rigid.SetSize( size );
|
||||||
this->body.radius = 0.5f * Min( Min( size.x, size.y ), size.z ); // inline Min( FloatN )?
|
// this->body.radius = 0.5f * Min( Min( size.x, size.y ), size.z ); // inline Min( FloatN )?
|
||||||
}
|
//}
|
||||||
|
//
|
||||||
void SphericalRigidBody::SetMomentum( const Float3 &worldG )
|
//void SphericalRigidBody::SetMomentum( const Float3 &worldG )
|
||||||
{
|
//{
|
||||||
this->rigid.SetLinearMomentum( worldG );
|
// this->rigid.SetLinearMomentum( worldG );
|
||||||
}
|
//}
|
||||||
|
|
|
@ -30,25 +30,25 @@ namespace Oyster { namespace Physics
|
||||||
::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const;
|
::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const;
|
||||||
::Oyster::Math::Float4 & GetNormalAt( const ::Oyster::Math::Float4 &worldPos, ::Oyster::Math::Float4 &targetMem = ::Oyster::Math::Float4() ) const;
|
::Oyster::Math::Float4 & GetNormalAt( const ::Oyster::Math::Float4 &worldPos, ::Oyster::Math::Float4 &targetMem = ::Oyster::Math::Float4() ) const;
|
||||||
::Oyster::Math::Float3 & GetGravityNormal( ::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::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 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
||||||
::Oyster::Math::Float4x4 & GetOrientation( ::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;
|
//::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
|
||||||
|
|
||||||
UpdateState Update( ::Oyster::Math::Float timeStepLength );
|
UpdateState Update( ::Oyster::Math::Float timeStepLength );
|
||||||
|
|
||||||
void SetSubscription( EventAction_Collision functionPointer );
|
void SetSubscription( EventAction_Collision functionPointer );
|
||||||
void SetGravity( bool ignore);
|
void SetGravity( bool ignore);
|
||||||
void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector );
|
void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector );
|
||||||
void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
|
//void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
|
||||||
void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
|
//void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
|
||||||
void SetMass_KeepVelocity( ::Oyster::Math::Float m );
|
//void SetMass_KeepVelocity( ::Oyster::Math::Float m );
|
||||||
void SetMass_KeepMomentum( ::Oyster::Math::Float m );
|
//void SetMass_KeepMomentum( ::Oyster::Math::Float m );
|
||||||
void SetCenter( const ::Oyster::Math::Float3 &worldPos );
|
//void SetCenter( const ::Oyster::Math::Float3 &worldPos );
|
||||||
void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
|
//void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
|
||||||
void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
|
//void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
|
||||||
void SetSize( const ::Oyster::Math::Float3 &size );
|
//void SetSize( const ::Oyster::Math::Float3 &size );
|
||||||
void SetMomentum( const ::Oyster::Math::Float3 &worldG );
|
//void SetMomentum( const ::Oyster::Math::Float3 &worldG );
|
||||||
|
|
||||||
private:
|
private:
|
||||||
::Oyster::Physics3D::RigidBody rigid;
|
::Oyster::Physics3D::RigidBody rigid;
|
||||||
|
|
|
@ -124,73 +124,73 @@ namespace Oyster
|
||||||
********************************************************/
|
********************************************************/
|
||||||
virtual void DestroyObject( const ICustomBody* objRef ) = 0;
|
virtual void DestroyObject( const ICustomBody* objRef ) = 0;
|
||||||
|
|
||||||
/********************************************************
|
///********************************************************
|
||||||
* Apply force on an object.
|
// * Apply force on an object.
|
||||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
// * @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||||
* @param worldPos: Relative to the world origo. (Not relative to object) [m]
|
// * @param worldPos: Relative to the world origo. (Not relative to object) [m]
|
||||||
* @param worldF: Vector with the direction and magnitude of the force. [N]
|
// * @param worldF: Vector with the direction and magnitude of the force. [N]
|
||||||
********************************************************/
|
// ********************************************************/
|
||||||
virtual void ApplyForceAt( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF ) = 0;
|
//virtual void ApplyForceAt( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF ) = 0;
|
||||||
|
|
||||||
/********************************************************
|
///********************************************************
|
||||||
* Sets the MomentOfInertia tensor matrix of an object without changing it's angular velocity.
|
// * Sets the MomentOfInertia tensor matrix of an object without changing it's angular velocity.
|
||||||
* Noticeable effect: The angular momentum will change. Changing the amount of kinetic energy.
|
// * Noticeable effect: The angular momentum will change. Changing the amount of kinetic energy.
|
||||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
// * @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||||
* @param localI: The tensor matrix relative to the axises of the object. @see MomentOfInertia namespace.
|
// * @param localI: The tensor matrix relative to the axises of the object. @see MomentOfInertia namespace.
|
||||||
********************************************************/
|
// ********************************************************/
|
||||||
virtual void SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
|
//virtual void SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
|
||||||
|
//
|
||||||
/********************************************************
|
///********************************************************
|
||||||
* Sets the MomentOfInertia tensor matrix of an object without changing it's angular momentum.
|
// * Sets the MomentOfInertia tensor matrix of an object without changing it's angular momentum.
|
||||||
* Noticeable effect: The angular velocity will change. Can be used to create slow effects.
|
// * Noticeable effect: The angular velocity will change. Can be used to create slow effects.
|
||||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
// * @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||||
* @param localI: The tensor matrix relative to the axises of the object. @see MomentOfInertia namespace.
|
// * @param localI: The tensor matrix relative to the axises of the object. @see MomentOfInertia namespace.
|
||||||
********************************************************/
|
// ********************************************************/
|
||||||
virtual void SetMomentOfInertiaTensor_KeepMomentum( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
|
//virtual void SetMomentOfInertiaTensor_KeepMomentum( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
|
||||||
|
//
|
||||||
/********************************************************
|
///********************************************************
|
||||||
* Sets the mass of an object without changing it's linear velocity.
|
// * Sets the mass of an object without changing it's linear velocity.
|
||||||
* Noticeable effect: The linear momentum will change. Changing the amount of kinetic energy.
|
// * Noticeable effect: The linear momentum will change. Changing the amount of kinetic energy.
|
||||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
// * @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||||
* @param m: [kg]
|
// * @param m: [kg]
|
||||||
********************************************************/
|
// ********************************************************/
|
||||||
virtual void SetMass_KeepVelocity( const ICustomBody* objRef, ::Oyster::Math::Float m ) = 0;
|
//virtual void SetMass_KeepVelocity( const ICustomBody* objRef, ::Oyster::Math::Float m ) = 0;
|
||||||
|
//
|
||||||
/********************************************************
|
///********************************************************
|
||||||
* Sets the mass of an object without changing it's linear velocity.
|
// * Sets the mass of an object without changing it's linear velocity.
|
||||||
* Noticeable effect: The linear velocity will change. Can be used to create slow effects.
|
// * Noticeable effect: The linear velocity will change. Can be used to create slow effects.
|
||||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
// * @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||||
* @param m: [kg]
|
// * @param m: [kg]
|
||||||
********************************************************/
|
// ********************************************************/
|
||||||
virtual void SetMass_KeepMomentum( const ICustomBody* objRef, ::Oyster::Math::Float m ) = 0;
|
//virtual void SetMass_KeepMomentum( const ICustomBody* objRef, ::Oyster::Math::Float m ) = 0;
|
||||||
|
//
|
||||||
/********************************************************
|
///********************************************************
|
||||||
* Instantly moves an object.
|
// * Instantly moves an object.
|
||||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
// * @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||||
* @param worldPos: Relative to the world origo. (Not relative to object) [m]
|
// * @param worldPos: Relative to the world origo. (Not relative to object) [m]
|
||||||
********************************************************/
|
// ********************************************************/
|
||||||
virtual void SetCenter( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos ) = 0;
|
//virtual void SetCenter( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos ) = 0;
|
||||||
|
//
|
||||||
/********************************************************
|
///********************************************************
|
||||||
* Instantly redirects object.
|
// * Instantly redirects object.
|
||||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
// * @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||||
* @param rotation: New rotation.
|
// * @param rotation: New rotation.
|
||||||
********************************************************/
|
// ********************************************************/
|
||||||
virtual void SetRotation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &rotation ) = 0;
|
//virtual void SetRotation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &rotation ) = 0;
|
||||||
|
//
|
||||||
/********************************************************
|
///********************************************************
|
||||||
* Instantly moves and redirects object.
|
// * Instantly moves and redirects object.
|
||||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
// * @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||||
* @param orientation: New orientation.
|
// * @param orientation: New orientation.
|
||||||
********************************************************/
|
// ********************************************************/
|
||||||
virtual void SetOrientation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &orientation ) = 0;
|
//virtual void SetOrientation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &orientation ) = 0;
|
||||||
|
//
|
||||||
/********************************************************
|
///********************************************************
|
||||||
* Resizes the boundingBox.
|
// * Resizes the boundingBox.
|
||||||
* @param objRef: A pointer to the ICustomBody representing a physical object.
|
// * @param objRef: A pointer to the ICustomBody representing a physical object.
|
||||||
* @param size: New size of this [m]
|
// * @param size: New size of this [m]
|
||||||
********************************************************/
|
// ********************************************************/
|
||||||
virtual void SetSize( const ICustomBody* objRef, const ::Oyster::Math::Float3 &size ) = 0;
|
//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.
|
* Creates a new dynamically allocated object that can be used as a component for more complex ICustomBodies.
|
||||||
|
@ -307,30 +307,30 @@ namespace Oyster
|
||||||
********************************************************/
|
********************************************************/
|
||||||
virtual ::Oyster::Math::Float3 & GetGravityNormal( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
|
virtual ::Oyster::Math::Float3 & GetGravityNormal( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
|
||||||
|
|
||||||
/********************************************************
|
///********************************************************
|
||||||
* The world position of this center of gravity.
|
// * The world position of this center of gravity.
|
||||||
* @param targetMem: Provided memory that written into and then returned.
|
// * @param targetMem: Provided memory that written into and then returned.
|
||||||
* @return a position in worldSpace.
|
// * @return a position in worldSpace.
|
||||||
********************************************************/
|
// ********************************************************/
|
||||||
virtual ::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
|
//virtual ::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
|
||||||
|
//
|
||||||
/********************************************************
|
///********************************************************
|
||||||
* @param targetMem: Provided memory that written into and then returned.
|
// * @param targetMem: Provided memory that written into and then returned.
|
||||||
* @return a copy of this's rotation matrix.
|
// * @return a copy of this's rotation matrix.
|
||||||
********************************************************/
|
// ********************************************************/
|
||||||
virtual ::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
|
//virtual ::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
|
||||||
|
//
|
||||||
/********************************************************
|
///********************************************************
|
||||||
* @param targetMem: Provided memory that written into and then returned.
|
// * @param targetMem: Provided memory that written into and then returned.
|
||||||
* @return a copy of this's orientation matrix.
|
// * @return a copy of this's orientation matrix.
|
||||||
********************************************************/
|
// ********************************************************/
|
||||||
virtual ::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
|
//virtual ::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
|
||||||
|
//
|
||||||
/********************************************************
|
///********************************************************
|
||||||
* @param targetMem: Provided memory that written into and then returned.
|
// * @param targetMem: Provided memory that written into and then returned.
|
||||||
* @return a copy of this's view matrix.
|
// * @return a copy of this's view matrix.
|
||||||
********************************************************/
|
// ********************************************************/
|
||||||
virtual ::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
|
//virtual ::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
|
||||||
|
|
||||||
/********************************************************
|
/********************************************************
|
||||||
* To not be called if is in Engine
|
* To not be called if is in Engine
|
||||||
|
@ -356,59 +356,59 @@ namespace Oyster
|
||||||
********************************************************/
|
********************************************************/
|
||||||
virtual void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector ) = 0;
|
virtual void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector ) = 0;
|
||||||
|
|
||||||
/********************************************************
|
///********************************************************
|
||||||
* To not be called if is in Engine
|
// * To not be called if is in Engine
|
||||||
* Use API::SetMomentOfInertiaTensor_KeepVelocity(...) instead
|
// * Use API::SetMomentOfInertiaTensor_KeepVelocity(...) instead
|
||||||
********************************************************/
|
// ********************************************************/
|
||||||
virtual void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI ) = 0;
|
//virtual void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI ) = 0;
|
||||||
|
//
|
||||||
|
///********************************************************
|
||||||
|
// * To not be called if is in Engine
|
||||||
|
// * Use API::SetMomentOfInertiaTensor_KeepMomentum(...)
|
||||||
|
// ********************************************************/
|
||||||
|
//virtual void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI ) = 0;
|
||||||
|
//
|
||||||
|
///********************************************************
|
||||||
|
// * To not be called if is in Engine
|
||||||
|
// * Use API::SetMass_KeepVelocity(...)
|
||||||
|
// ********************************************************/
|
||||||
|
//virtual void SetMass_KeepVelocity( ::Oyster::Math::Float m ) = 0;
|
||||||
|
//
|
||||||
|
///********************************************************
|
||||||
|
// * To not be called if is in Engine
|
||||||
|
// * Use API::SetMass_KeepMomentum(...)
|
||||||
|
// ********************************************************/
|
||||||
|
//virtual void SetMass_KeepMomentum( ::Oyster::Math::Float m ) = 0;
|
||||||
|
//
|
||||||
|
///********************************************************
|
||||||
|
// * To not be called if is in Engine
|
||||||
|
// * Use API::SetCenter(...)
|
||||||
|
// ********************************************************/
|
||||||
|
//virtual void SetCenter( const ::Oyster::Math::Float3 &worldPos ) = 0;
|
||||||
|
//
|
||||||
|
///********************************************************
|
||||||
|
// * To not be called if is in Engine
|
||||||
|
// * Use API::SetRotation(...)
|
||||||
|
// ********************************************************/
|
||||||
|
//virtual void SetRotation( const ::Oyster::Math::Float4x4 &rotation ) = 0;
|
||||||
|
//
|
||||||
|
///********************************************************
|
||||||
|
// * 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
|
// * To not be called if is in Engine
|
||||||
* Use API::SetMomentOfInertiaTensor_KeepMomentum(...)
|
// * Use API::SetSize(...)
|
||||||
********************************************************/
|
// ********************************************************/
|
||||||
virtual void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI ) = 0;
|
//virtual void SetSize( const ::Oyster::Math::Float3 &size ) = 0;
|
||||||
|
|
||||||
/********************************************************
|
///********************************************************
|
||||||
* To not be called if is in Engine
|
// * To not be called if is in Engine
|
||||||
* Use API::SetMass_KeepVelocity(...)
|
// * Use API::?? @todo TODO:
|
||||||
********************************************************/
|
// ********************************************************/
|
||||||
virtual void SetMass_KeepVelocity( ::Oyster::Math::Float m ) = 0;
|
//virtual void SetMomentum( const ::Oyster::Math::Float3 &worldG ) = 0;
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* To not be called if is in Engine
|
|
||||||
* Use API::SetMass_KeepMomentum(...)
|
|
||||||
********************************************************/
|
|
||||||
virtual void SetMass_KeepMomentum( ::Oyster::Math::Float m ) = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* To not be called if is in Engine
|
|
||||||
* Use API::SetCenter(...)
|
|
||||||
********************************************************/
|
|
||||||
virtual void SetCenter( const ::Oyster::Math::Float3 &worldPos ) = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* To not be called if is in Engine
|
|
||||||
* Use API::SetRotation(...)
|
|
||||||
********************************************************/
|
|
||||||
virtual void SetRotation( const ::Oyster::Math::Float4x4 &rotation ) = 0;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* 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;
|
|
||||||
|
|
||||||
/********************************************************
|
|
||||||
* To not be called if is in Engine
|
|
||||||
* Use API::?? @todo TODO:
|
|
||||||
********************************************************/
|
|
||||||
virtual void SetMomentum( const ::Oyster::Math::Float3 &worldG ) = 0;
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -38,9 +38,10 @@ namespace Oyster { namespace Physics { namespace Formula
|
||||||
{
|
{
|
||||||
inline ::Oyster::Math::Float Impulse( ::Oyster::Math::Float e, ::Oyster::Math::Float mA, ::Oyster::Math::Float gA, ::Oyster::Math::Float mB, ::Oyster::Math::Float gB )
|
inline ::Oyster::Math::Float Impulse( ::Oyster::Math::Float e, ::Oyster::Math::Float mA, ::Oyster::Math::Float gA, ::Oyster::Math::Float mB, ::Oyster::Math::Float gB )
|
||||||
{
|
{
|
||||||
return (e+1) * (mB*gA - mA*gB) / (mA + mB);
|
return (e + 1) * (mB*gA - mA*gB) / (mA + mB);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
} } }
|
} } }
|
||||||
|
|
||||||
#endif
|
#endif
|
|
@ -2,6 +2,7 @@
|
||||||
#define PHYSICS_FORMULA_H
|
#define PHYSICS_FORMULA_H
|
||||||
|
|
||||||
#include "OysterMath.h"
|
#include "OysterMath.h"
|
||||||
|
#include "OysterPhysics3D.h"
|
||||||
|
|
||||||
namespace Oyster { namespace Physics { namespace Formula
|
namespace Oyster { namespace Physics { namespace Formula
|
||||||
{
|
{
|
||||||
|
|
|
@ -10,8 +10,8 @@ namespace Oyster { namespace Physics
|
||||||
inline SimpleBodyDescription::SimpleBodyDescription()
|
inline SimpleBodyDescription::SimpleBodyDescription()
|
||||||
{
|
{
|
||||||
this->rotation = ::Oyster::Math::Float4x4::identity;
|
this->rotation = ::Oyster::Math::Float4x4::identity;
|
||||||
this->centerPosition = ::Oyster::Math::Float3::null;
|
this->centerPosition = ::Oyster::Math::Float4::null;
|
||||||
this->size = ::Oyster::Math::Float3( 1.0f );
|
this->size = ::Oyster::Math::Float4( 1.0f );
|
||||||
this->mass = 12.0f;
|
this->mass = 12.0f;
|
||||||
this->inertiaTensor = ::Oyster::Math::Float4x4::identity;
|
this->inertiaTensor = ::Oyster::Math::Float4x4::identity;
|
||||||
this->subscription = NULL;
|
this->subscription = NULL;
|
||||||
|
@ -21,36 +21,66 @@ namespace Oyster { namespace Physics
|
||||||
inline SphericalBodyDescription::SphericalBodyDescription()
|
inline SphericalBodyDescription::SphericalBodyDescription()
|
||||||
{
|
{
|
||||||
this->rotation = ::Oyster::Math::Float4x4::identity;
|
this->rotation = ::Oyster::Math::Float4x4::identity;
|
||||||
this->centerPosition = ::Oyster::Math::Float3::null;
|
this->centerPosition = ::Oyster::Math::Float4::null;
|
||||||
this->radius = 0.5f;
|
this->radius = 0.5f;
|
||||||
this->mass = 10.0f;
|
this->mass = 10.0f;
|
||||||
this->subscription = NULL;
|
this->subscription = NULL;
|
||||||
this->ignoreGravity = false;
|
this->ignoreGravity = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
inline CustomBodyState::CustomBodyState( const ::Oyster::Math::Float3 &reach, const ::Oyster::Math::Float3 ¢erPos, const ::Oyster::Math::Float3 &rotation, const ::Oyster::Math::Float3 &linearMomentum, const ::Oyster::Math::Float3 &angularMomentum )
|
inline CustomBodyState::CustomBodyState( ::Oyster::Math::Float mass, ::Oyster::Math::Float restitutionCoeff, ::Oyster::Math::Float frictionCoeff, const ::Oyster::Math::Float4x4 &inertiaTensor, const ::Oyster::Math::Float4 &reach, const ::Oyster::Math::Float4 ¢erPos, const ::Oyster::Math::Float4 &rotation, const ::Oyster::Math::Float4 &linearMomentum, const ::Oyster::Math::Float4 &angularMomentum )
|
||||||
{
|
{
|
||||||
this->reach = ::Oyster::Math::Float4( reach, 0.0f );
|
this->mass = mass;
|
||||||
this->centerPos = ::Oyster::Math::Float4( centerPos, 1.0f );
|
this->restitutionCoeff = restitutionCoeff;
|
||||||
this->angularAxis = ::Oyster::Math::Float4( rotation, 0.0f );
|
this->frictionCoeff = frictionCoeff;
|
||||||
this->linearMomentum = ::Oyster::Math::Float4( linearMomentum, 0.0f );
|
this->inertiaTensor = inertiaTensor;
|
||||||
this->angularMomentum = ::Oyster::Math::Float4( angularMomentum, 0.0f );
|
this->reach = ::Oyster::Math::Float4( reach.xyz, 0.0f );
|
||||||
|
this->centerPos = ::Oyster::Math::Float4( centerPos.xyz, 1.0f );
|
||||||
|
this->angularAxis = ::Oyster::Math::Float4( rotation.xyz, 0.0f );
|
||||||
|
this->linearMomentum = ::Oyster::Math::Float4( linearMomentum.xyz, 0.0f );
|
||||||
|
this->angularMomentum = ::Oyster::Math::Float4( angularMomentum.xyz, 0.0f );
|
||||||
|
this->linearImpulse = this->angularImpulse = ::Oyster::Math::Float4::null;
|
||||||
this->isSpatiallyAltered = this->isDisturbed = false;
|
this->isSpatiallyAltered = this->isDisturbed = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
inline CustomBodyState & CustomBodyState::operator = ( const CustomBodyState &state )
|
inline CustomBodyState & CustomBodyState::operator = ( const CustomBodyState &state )
|
||||||
{
|
{
|
||||||
|
this->mass = state.mass;
|
||||||
|
this->restitutionCoeff = state.restitutionCoeff;
|
||||||
|
this->frictionCoeff = state.frictionCoeff;
|
||||||
|
this->inertiaTensor = state.inertiaTensor;
|
||||||
this->reach = state.reach;
|
this->reach = state.reach;
|
||||||
this->centerPos = state.centerPos;
|
this->centerPos = state.centerPos;
|
||||||
this->angularAxis = state.angularAxis;
|
this->angularAxis = state.angularAxis;
|
||||||
this->linearMomentum = state.linearMomentum;
|
this->linearMomentum = state.linearMomentum;
|
||||||
this->angularMomentum = state.angularMomentum;
|
this->angularMomentum = state.angularMomentum;
|
||||||
|
this->linearImpulse = state.linearImpulse;
|
||||||
|
this->angularImpulse = state.angularImpulse;
|
||||||
this->isSpatiallyAltered = state.isSpatiallyAltered;
|
this->isSpatiallyAltered = state.isSpatiallyAltered;
|
||||||
this->isDisturbed = state.isDisturbed;
|
this->isDisturbed = state.isDisturbed;
|
||||||
return *this;
|
return *this;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
inline const ::Oyster::Math::Float CustomBodyState::GetMass() const
|
||||||
|
{
|
||||||
|
return this->mass;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const ::Oyster::Math::Float CustomBodyState::GetRestitutionCoeff() const
|
||||||
|
{
|
||||||
|
return this->restitutionCoeff;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const ::Oyster::Math::Float CustomBodyState::GetFrictionCoeff() const
|
||||||
|
{
|
||||||
|
return this->frictionCoeff;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const ::Oyster::Math::Float4x4 & CustomBodyState::GetMomentOfInertia() const
|
||||||
|
{
|
||||||
|
return this->inertiaTensor;
|
||||||
|
}
|
||||||
|
|
||||||
inline const ::Oyster::Math::Float4 & CustomBodyState::GetReach() const
|
inline const ::Oyster::Math::Float4 & CustomBodyState::GetReach() const
|
||||||
{
|
{
|
||||||
return this->reach;
|
return this->reach;
|
||||||
|
@ -76,16 +106,14 @@ namespace Oyster { namespace Physics
|
||||||
return ::Oyster::Math3D::RotationMatrix( this->GetAngularAxis().xyz );
|
return ::Oyster::Math3D::RotationMatrix( this->GetAngularAxis().xyz );
|
||||||
}
|
}
|
||||||
|
|
||||||
inline const ::Oyster::Math::Float CustomBodyState::GetMass() const
|
inline ::Oyster::Math::Float4x4 CustomBodyState::GetOrientation() const
|
||||||
{
|
{
|
||||||
//! @todo TODO: stub to be implemented (CustomBodyState::GetMass)
|
return ::Oyster::Math3D::OrientationMatrix( this->angularAxis.xyz, this->centerPos.xyz );
|
||||||
return 1.0f;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
inline const ::Oyster::Math::Float CustomBodyState::GetRestitutionCoeff() const
|
inline ::Oyster::Math::Float4x4 CustomBodyState::GetView() const
|
||||||
{
|
{
|
||||||
//! @todo TODO: stub to be implemented (CustomBodyState::GetRestitutionCoeff)
|
return ::Oyster::Math3D::ViewMatrix( this->angularAxis.xyz, this->centerPos.xyz );
|
||||||
return 1.0f;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
inline const ::Oyster::Math::Float4 & CustomBodyState::GetLinearMomentum() const
|
inline const ::Oyster::Math::Float4 & CustomBodyState::GetLinearMomentum() const
|
||||||
|
@ -93,15 +121,10 @@ namespace Oyster { namespace Physics
|
||||||
return this->linearMomentum;
|
return this->linearMomentum;
|
||||||
}
|
}
|
||||||
|
|
||||||
inline ::Oyster::Math::Float4 CustomBodyState::GetLinearMomentum( const ::Oyster::Math::Float3 &at ) const
|
|
||||||
{
|
|
||||||
return this->GetLinearMomentum( ::Oyster::Math::Float4(at, 1.0f) );
|
|
||||||
}
|
|
||||||
|
|
||||||
inline ::Oyster::Math::Float4 CustomBodyState::GetLinearMomentum( const ::Oyster::Math::Float4 &at ) const
|
inline ::Oyster::Math::Float4 CustomBodyState::GetLinearMomentum( const ::Oyster::Math::Float4 &at ) const
|
||||||
{
|
{
|
||||||
//! @todo TODO: stub to be implemented (CustomBodyState::GetLinearMomentum)
|
//return this->linearMomentum + ::Oyster::Physics3D::Formula::TangentialLinearMomentum( this->angularMomentum, at - this->centerPos ); // C3083 error?
|
||||||
return ::Oyster::Math::Float4::null;
|
return this->linearMomentum + ::Oyster::Math::Float4( this->angularMomentum.xyz.Cross((at - this->centerPos).xyz), 0.0f );
|
||||||
}
|
}
|
||||||
|
|
||||||
inline const ::Oyster::Math::Float4 & CustomBodyState::GetAngularMomentum() const
|
inline const ::Oyster::Math::Float4 & CustomBodyState::GetAngularMomentum() const
|
||||||
|
@ -109,25 +132,79 @@ namespace Oyster { namespace Physics
|
||||||
return this->angularMomentum;
|
return this->angularMomentum;
|
||||||
}
|
}
|
||||||
|
|
||||||
inline void CustomBodyState::SetSize( const ::Oyster::Math::Float3 &size )
|
inline const ::Oyster::Math::Float4 & CustomBodyState::GetLinearImpulse() const
|
||||||
|
{
|
||||||
|
return this->linearImpulse;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const ::Oyster::Math::Float4 & CustomBodyState::GetAngularImpulse() const
|
||||||
|
{
|
||||||
|
return this->angularImpulse;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void CustomBodyState::SetMass_KeepMomentum( ::Oyster::Math::Float m )
|
||||||
|
{
|
||||||
|
this->mass = m;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void CustomBodyState::SetMass_KeepVelocity( ::Oyster::Math::Float m )
|
||||||
|
{
|
||||||
|
if( m != 0.0f )
|
||||||
|
{ // sanity block!
|
||||||
|
// Formula::LinearMomentum( m, Formula::LinearVelocity(this->mass, this->linearMomentum) )
|
||||||
|
// is the same as (this->linearMomentum / this->mass) * m = (m / this->mass) * this->linearMomentum
|
||||||
|
this->linearMomentum *= (m / this->mass);
|
||||||
|
this->mass = m;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void CustomBodyState::SetRestitutionCoeff( ::Oyster::Math::Float e )
|
||||||
|
{
|
||||||
|
this->restitutionCoeff = e;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void CustomBodyState::SetFrictionCoeff( ::Oyster::Math::Float u )
|
||||||
|
{
|
||||||
|
this->frictionCoeff = u;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void CustomBodyState::SetMomentOfInertia_KeepMomentum( const ::Oyster::Math::Float4x4 &tensor )
|
||||||
|
{
|
||||||
|
this->inertiaTensor = tensor;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void CustomBodyState::SetMomentOfInertia_KeepVelocity( const ::Oyster::Math::Float4x4 &tensor )
|
||||||
|
{
|
||||||
|
if( tensor.GetDeterminant() != 0.0f )
|
||||||
|
{ // sanity block!
|
||||||
|
::Oyster::Math::Float4x4 rotation = ::Oyster::Math3D::RotationMatrix(this->angularAxis.xyz);
|
||||||
|
//::Oyster::Math::Float4 w = ::Oyster::Physics3D::Formula::AngularVelocity( (rotation * this->inertiaTensor).GetInverse(), this->angularMomentum ); // C3083 error?
|
||||||
|
::Oyster::Math::Float4 w = (rotation * this->inertiaTensor).GetInverse() * this->angularMomentum;
|
||||||
|
this->inertiaTensor = tensor;
|
||||||
|
//this->angularMomentum = ::Oyster::Physics3D::Formula::AngularMomentum( rotation * tensor, w ); // C3083 error?
|
||||||
|
this->angularMomentum = rotation * tensor * w;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void CustomBodyState::SetSize( const ::Oyster::Math::Float4 &size )
|
||||||
{
|
{
|
||||||
this->SetReach( 0.5f * size );
|
this->SetReach( 0.5f * size );
|
||||||
}
|
}
|
||||||
|
|
||||||
inline void CustomBodyState::SetReach( const ::Oyster::Math::Float3 &halfSize )
|
inline void CustomBodyState::SetReach( const ::Oyster::Math::Float4 &halfSize )
|
||||||
{
|
{
|
||||||
this->reach.xyz = halfSize;
|
this->reach.xyz = halfSize;
|
||||||
this->reach = ::Utility::Value::Max( this->reach, ::Oyster::Math::Float4::null );
|
this->reach = ::Utility::Value::Max( this->reach, ::Oyster::Math::Float4::null );
|
||||||
this->isSpatiallyAltered = this->isDisturbed = true;
|
this->isSpatiallyAltered = this->isDisturbed = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
inline void CustomBodyState::SetCenterPosition( const ::Oyster::Math::Float3 ¢erPos )
|
inline void CustomBodyState::SetCenterPosition( const ::Oyster::Math::Float4 ¢erPos )
|
||||||
{
|
{
|
||||||
this->centerPos.xyz = centerPos;
|
this->centerPos.xyz = centerPos;
|
||||||
this->isSpatiallyAltered = this->isDisturbed = true;
|
this->isSpatiallyAltered = this->isDisturbed = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float3 &angularAxis )
|
inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float4 &angularAxis )
|
||||||
{
|
{
|
||||||
this->angularAxis.xyz = angularAxis;
|
this->angularAxis.xyz = angularAxis;
|
||||||
this->isSpatiallyAltered = this->isDisturbed = true;
|
this->isSpatiallyAltered = this->isDisturbed = true;
|
||||||
|
@ -135,43 +212,69 @@ namespace Oyster { namespace Physics
|
||||||
|
|
||||||
inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float4x4 &rotation )
|
inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float4x4 &rotation )
|
||||||
{
|
{
|
||||||
this->SetRotation( ::Oyster::Math3D::AngularAxis(rotation).xyz );
|
this->SetRotation( ::Oyster::Math3D::AngularAxis(rotation) );
|
||||||
}
|
}
|
||||||
|
|
||||||
inline void CustomBodyState::SetMass( ::Oyster::Math::Float m )
|
inline void CustomBodyState::SetOrientation( const ::Oyster::Math::Float4x4 &orientation )
|
||||||
{
|
{
|
||||||
//! @todo TODO: stub to be implemented (CustomBodyState::SetRestitutionCoeff)
|
this->SetRotation( ::Oyster::Math3D::ExtractAngularAxis(orientation) );
|
||||||
|
this->SetCenterPosition( orientation.v[3] );
|
||||||
}
|
}
|
||||||
|
|
||||||
inline void CustomBodyState::SetRestitutionCoeff( ::Oyster::Math::Float e )
|
inline void CustomBodyState::SetLinearMomentum( const ::Oyster::Math::Float4 &g )
|
||||||
{
|
{
|
||||||
//! @todo TODO: stub to be implemented (CustomBodyState::SetRestitutionCoeff)
|
this->linearMomentum.xyz = g;
|
||||||
}
|
|
||||||
|
|
||||||
inline void CustomBodyState::SetLinearMomentum( const ::Oyster::Math::Float3 &g )
|
|
||||||
{
|
|
||||||
this->linearMomentum = ::Oyster::Math::Float4( g, 0.0f );
|
|
||||||
this->isDisturbed = true;
|
this->isDisturbed = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
inline void CustomBodyState::SetAngularMomentum( const ::Oyster::Math::Float3 &h )
|
inline void CustomBodyState::SetAngularMomentum( const ::Oyster::Math::Float4 &h )
|
||||||
{
|
{
|
||||||
this->angularMomentum = ::Oyster::Math::Float4( h, 0.0f );
|
this->angularMomentum.xyz = h;
|
||||||
this->isDisturbed = true;
|
this->isDisturbed = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
inline void CustomBodyState::ApplyImpulse( const ::Oyster::Math::Float4 &j )
|
inline void CustomBodyState::SetLinearImpulse( const ::Oyster::Math::Float4 &j )
|
||||||
{
|
{
|
||||||
this->linearMomentum += j;
|
this->linearImpulse.xyz = j;
|
||||||
|
this->isDisturbed = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void CustomBodyState::SetAngularImpulse( const ::Oyster::Math::Float4 &j )
|
||||||
|
{
|
||||||
|
this->angularImpulse.xyz = j;
|
||||||
|
this->isDisturbed = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void CustomBodyState::AddRotation( const ::Oyster::Math::Float4 &angularAxis )
|
||||||
|
{
|
||||||
|
this->angularAxis += angularAxis;
|
||||||
|
this->isSpatiallyAltered = this->isDisturbed = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void CustomBodyState::AddTranslation( const ::Oyster::Math::Float4 &deltaPos )
|
||||||
|
{
|
||||||
|
this->centerPos += deltaPos;
|
||||||
|
this->isSpatiallyAltered = this->isDisturbed = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void CustomBodyState::ApplyLinearImpulse( const ::Oyster::Math::Float4 &j )
|
||||||
|
{
|
||||||
|
this->linearImpulse += j;
|
||||||
|
this->isDisturbed = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void CustomBodyState::ApplyAngularImpulse( const ::Oyster::Math::Float4 &j )
|
||||||
|
{
|
||||||
|
this->angularImpulse += j;
|
||||||
this->isDisturbed = true;
|
this->isDisturbed = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
inline void CustomBodyState::ApplyImpulse( const ::Oyster::Math::Float4 &j, const ::Oyster::Math::Float4 &at, const ::Oyster::Math::Float4 &normal )
|
inline void CustomBodyState::ApplyImpulse( const ::Oyster::Math::Float4 &j, const ::Oyster::Math::Float4 &at, const ::Oyster::Math::Float4 &normal )
|
||||||
{
|
{
|
||||||
//! @todo TODO: stub to be implemented (CustomBodyState::ApplyImpulse)
|
//::Oyster::Math::Float4 tangentialImpulse = ::Oyster::Physics3D::Formula::AngularMomentum( j, at - this->centerPos ); // C3083 error?
|
||||||
|
::Oyster::Math::Float4 tangentialImpulse = ::Oyster::Math::Float4( (at - this->centerPos).xyz.Cross(j.xyz), 0.0f );
|
||||||
this->linearMomentum += j.Dot( normal ) * normal; // perpendicular impulse component
|
this->linearImpulse += j - tangentialImpulse;
|
||||||
//this->angularImpulse += Formula:: ...
|
this->angularImpulse += tangentialImpulse;
|
||||||
|
|
||||||
this->isDisturbed = true;
|
this->isDisturbed = true;
|
||||||
}
|
}
|
||||||
|
|
|
@ -11,8 +11,8 @@ namespace Oyster { namespace Physics
|
||||||
struct SimpleBodyDescription
|
struct SimpleBodyDescription
|
||||||
{
|
{
|
||||||
::Oyster::Math::Float4x4 rotation;
|
::Oyster::Math::Float4x4 rotation;
|
||||||
::Oyster::Math::Float3 centerPosition;
|
::Oyster::Math::Float4 centerPosition;
|
||||||
::Oyster::Math::Float3 size;
|
::Oyster::Math::Float4 size;
|
||||||
::Oyster::Math::Float mass;
|
::Oyster::Math::Float mass;
|
||||||
::Oyster::Math::Float4x4 inertiaTensor;
|
::Oyster::Math::Float4x4 inertiaTensor;
|
||||||
::Oyster::Physics::ICustomBody::EventAction_Collision subscription;
|
::Oyster::Physics::ICustomBody::EventAction_Collision subscription;
|
||||||
|
@ -24,7 +24,7 @@ namespace Oyster { namespace Physics
|
||||||
struct SphericalBodyDescription
|
struct SphericalBodyDescription
|
||||||
{
|
{
|
||||||
::Oyster::Math::Float4x4 rotation;
|
::Oyster::Math::Float4x4 rotation;
|
||||||
::Oyster::Math::Float3 centerPosition;
|
::Oyster::Math::Float4 centerPosition;
|
||||||
::Oyster::Math::Float radius;
|
::Oyster::Math::Float radius;
|
||||||
::Oyster::Math::Float mass;
|
::Oyster::Math::Float mass;
|
||||||
::Oyster::Physics::ICustomBody::EventAction_Collision subscription;
|
::Oyster::Physics::ICustomBody::EventAction_Collision subscription;
|
||||||
|
@ -36,46 +36,68 @@ namespace Oyster { namespace Physics
|
||||||
struct CustomBodyState
|
struct CustomBodyState
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
CustomBodyState( const ::Oyster::Math::Float3 &reach = ::Oyster::Math::Float3::null,
|
CustomBodyState( ::Oyster::Math::Float mass = 1.0f,
|
||||||
const ::Oyster::Math::Float3 ¢erPos = ::Oyster::Math::Float3::null,
|
::Oyster::Math::Float restitutionCoeff = 1.0f,
|
||||||
const ::Oyster::Math::Float3 &rotation = ::Oyster::Math::Float3::null,
|
::Oyster::Math::Float frictionCoeff = 1.0f,
|
||||||
const ::Oyster::Math::Float3 &linearMomentum = ::Oyster::Math::Float3::null,
|
const ::Oyster::Math::Float4x4 &inertiaTensor = ::Oyster::Math::Float4x4::identity,
|
||||||
const ::Oyster::Math::Float3 &angularMomentum = ::Oyster::Math::Float3::null );
|
const ::Oyster::Math::Float4 &reach = ::Oyster::Math::Float4::null,
|
||||||
|
const ::Oyster::Math::Float4 ¢erPos = ::Oyster::Math::Float4::standard_unit_w,
|
||||||
|
const ::Oyster::Math::Float4 &rotation = ::Oyster::Math::Float4::null,
|
||||||
|
const ::Oyster::Math::Float4 &linearMomentum = ::Oyster::Math::Float4::null,
|
||||||
|
const ::Oyster::Math::Float4 &angularMomentum = ::Oyster::Math::Float4::null );
|
||||||
|
|
||||||
CustomBodyState & operator = ( const CustomBodyState &state );
|
CustomBodyState & operator = ( const CustomBodyState &state );
|
||||||
|
|
||||||
const ::Oyster::Math::Float4 & GetReach() const;
|
const ::Oyster::Math::Float GetMass() const;
|
||||||
::Oyster::Math::Float4 GetSize() const;
|
const ::Oyster::Math::Float GetRestitutionCoeff() const;
|
||||||
const ::Oyster::Math::Float4 & GetCenterPosition() const;
|
const ::Oyster::Math::Float GetFrictionCoeff() const;
|
||||||
const ::Oyster::Math::Float4 & GetAngularAxis() const;
|
const ::Oyster::Math::Float4x4 & GetMomentOfInertia() const;
|
||||||
::Oyster::Math::Float4x4 GetRotation() const;
|
const ::Oyster::Math::Float4 & GetReach() const;
|
||||||
const ::Oyster::Math::Float GetMass() const;
|
::Oyster::Math::Float4 GetSize() const;
|
||||||
const ::Oyster::Math::Float GetRestitutionCoeff() const;
|
const ::Oyster::Math::Float4 & GetCenterPosition() const;
|
||||||
const ::Oyster::Math::Float4 & GetLinearMomentum() const;
|
const ::Oyster::Math::Float4 & GetAngularAxis() const;
|
||||||
::Oyster::Math::Float4 GetLinearMomentum( const ::Oyster::Math::Float3 &at ) const;
|
::Oyster::Math::Float4x4 GetRotation() const;
|
||||||
::Oyster::Math::Float4 GetLinearMomentum( const ::Oyster::Math::Float4 &at ) const;
|
::Oyster::Math::Float4x4 GetOrientation() const;
|
||||||
const ::Oyster::Math::Float4 & GetAngularMomentum() const;
|
::Oyster::Math::Float4x4 GetView() const;
|
||||||
|
const ::Oyster::Math::Float4 & GetLinearMomentum() const;
|
||||||
|
::Oyster::Math::Float4 GetLinearMomentum( const ::Oyster::Math::Float4 &at ) const;
|
||||||
|
const ::Oyster::Math::Float4 & GetAngularMomentum() const;
|
||||||
|
const ::Oyster::Math::Float4 & GetLinearImpulse() const;
|
||||||
|
const ::Oyster::Math::Float4 & GetAngularImpulse() const;
|
||||||
|
|
||||||
|
void SetMass_KeepMomentum( ::Oyster::Math::Float m );
|
||||||
void SetSize( const ::Oyster::Math::Float3 &size );
|
void SetMass_KeepVelocity( ::Oyster::Math::Float m );
|
||||||
void SetReach( const ::Oyster::Math::Float3 &halfSize );
|
|
||||||
void SetCenterPosition( const ::Oyster::Math::Float3 ¢erPos );
|
|
||||||
void SetRotation( const ::Oyster::Math::Float3 &angularAxis );
|
|
||||||
void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
|
|
||||||
void SetMass( ::Oyster::Math::Float m );
|
|
||||||
void SetRestitutionCoeff( ::Oyster::Math::Float e );
|
void SetRestitutionCoeff( ::Oyster::Math::Float e );
|
||||||
void SetLinearMomentum( const ::Oyster::Math::Float3 &g );
|
void SetFrictionCoeff( ::Oyster::Math::Float u );
|
||||||
void SetAngularMomentum( const ::Oyster::Math::Float3 &h );
|
void SetMomentOfInertia_KeepMomentum( const ::Oyster::Math::Float4x4 &tensor );
|
||||||
|
void SetMomentOfInertia_KeepVelocity( const ::Oyster::Math::Float4x4 &tensor );
|
||||||
|
void SetSize( const ::Oyster::Math::Float4 &size );
|
||||||
|
void SetReach( const ::Oyster::Math::Float4 &halfSize );
|
||||||
|
void SetCenterPosition( const ::Oyster::Math::Float4 ¢erPos );
|
||||||
|
void SetRotation( const ::Oyster::Math::Float4 &angularAxis );
|
||||||
|
void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
|
||||||
|
void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
|
||||||
|
void SetLinearMomentum( const ::Oyster::Math::Float4 &g );
|
||||||
|
void SetAngularMomentum( const ::Oyster::Math::Float4 &h );
|
||||||
|
void SetLinearImpulse( const ::Oyster::Math::Float4 &j );
|
||||||
|
void SetAngularImpulse( const ::Oyster::Math::Float4 &j );
|
||||||
|
|
||||||
void ApplyImpulse( const ::Oyster::Math::Float4 &j );
|
void AddRotation( const ::Oyster::Math::Float4 &angularAxis );
|
||||||
|
void AddTranslation( const ::Oyster::Math::Float4 &deltaPos );
|
||||||
|
|
||||||
|
void ApplyLinearImpulse( const ::Oyster::Math::Float4 &j );
|
||||||
|
void ApplyAngularImpulse( const ::Oyster::Math::Float4 &j );
|
||||||
void ApplyImpulse( const ::Oyster::Math::Float4 &j, const ::Oyster::Math::Float4 &at, const ::Oyster::Math::Float4 &normal );
|
void ApplyImpulse( const ::Oyster::Math::Float4 &j, const ::Oyster::Math::Float4 &at, const ::Oyster::Math::Float4 &normal );
|
||||||
|
|
||||||
bool IsSpatiallyAltered() const;
|
bool IsSpatiallyAltered() const;
|
||||||
bool IsDisturbed() const;
|
bool IsDisturbed() const;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
::Oyster::Math::Float mass, restitutionCoeff, frictionCoeff;
|
||||||
|
::Oyster::Math::Float4x4 inertiaTensor;
|
||||||
::Oyster::Math::Float4 reach, centerPos, angularAxis;
|
::Oyster::Math::Float4 reach, centerPos, angularAxis;
|
||||||
::Oyster::Math::Float4 linearMomentum, angularMomentum;
|
::Oyster::Math::Float4 linearMomentum, angularMomentum;
|
||||||
|
::Oyster::Math::Float4 linearImpulse, angularImpulse;
|
||||||
|
|
||||||
bool isSpatiallyAltered, isDisturbed;
|
bool isSpatiallyAltered, isDisturbed;
|
||||||
};
|
};
|
||||||
|
|
|
@ -266,6 +266,12 @@ namespace LinearAlgebra3D
|
||||||
return ::std::asin( ::LinearAlgebra::Vector4<ScalarType>(rotationMatrix.v[1].z, rotationMatrix.v[2].x, rotationMatrix.v[0].y, 1) );
|
return ::std::asin( ::LinearAlgebra::Vector4<ScalarType>(rotationMatrix.v[1].z, rotationMatrix.v[2].x, rotationMatrix.v[0].y, 1) );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
template<typename ScalarType>
|
||||||
|
inline ::LinearAlgebra::Vector4<ScalarType> ExtractAngularAxis( const ::LinearAlgebra::Matrix4x4<ScalarType> &orientationMatrix )
|
||||||
|
{
|
||||||
|
return ::std::asin( ::LinearAlgebra::Vector4<ScalarType>(orientationMatrix.v[1].z, orientationMatrix.v[2].x, orientationMatrix.v[0].y, 1) );
|
||||||
|
}
|
||||||
|
|
||||||
template<typename ScalarType>
|
template<typename ScalarType>
|
||||||
inline ::LinearAlgebra::Matrix4x4<ScalarType> & TranslationMatrix( const ::LinearAlgebra::Vector3<ScalarType> &position, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
|
inline ::LinearAlgebra::Matrix4x4<ScalarType> & TranslationMatrix( const ::LinearAlgebra::Vector3<ScalarType> &position, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
|
||||||
{
|
{
|
||||||
|
@ -400,18 +406,35 @@ namespace LinearAlgebra3D
|
||||||
}
|
}
|
||||||
|
|
||||||
template<typename ScalarType>
|
template<typename ScalarType>
|
||||||
::LinearAlgebra::Matrix4x4<ScalarType> & OrientationMatrix( const ::LinearAlgebra::Vector3<ScalarType> &sumDeltaAngularAxis, const ::LinearAlgebra::Vector3<ScalarType> &sumTranslation, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
|
::LinearAlgebra::Matrix4x4<ScalarType> & OrientationMatrix( const ::LinearAlgebra::Vector3<ScalarType> &angularAxis, const ::LinearAlgebra::Vector3<ScalarType> &translation, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
|
||||||
{ /** @todo TODO: not tested */
|
{
|
||||||
ScalarType radian = sumDeltaAngularAxis.Dot( sumDeltaAngularAxis );
|
ScalarType radian = angularAxis.Dot( angularAxis );
|
||||||
if( radian > 0 )
|
if( radian > 0 )
|
||||||
{
|
{
|
||||||
radian = ::std::sqrt( radian );
|
radian = ::std::sqrt( radian );
|
||||||
return OrientationMatrix( sumDeltaAngularAxis / radian, radian, sumTranslation, targetMem );
|
return OrientationMatrix( angularAxis / radian, radian, translation, targetMem );
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>::identity;
|
targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>::identity;
|
||||||
targetMem.v[3].xyz = sumTranslation;
|
targetMem.v[3].xyz = translation;
|
||||||
|
return targetMem;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename ScalarType>
|
||||||
|
::LinearAlgebra::Matrix4x4<ScalarType> & ViewMatrix( const ::LinearAlgebra::Vector3<ScalarType> &angularAxis, const ::LinearAlgebra::Vector3<ScalarType> &translation, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
|
||||||
|
{
|
||||||
|
ScalarType radian = angularAxis.Dot( angularAxis );
|
||||||
|
if( radian > 0 )
|
||||||
|
{
|
||||||
|
radian = ::std::sqrt( radian );
|
||||||
|
return InverseOrientationMatrix( OrientationMatrix(angularAxis / radian, radian, translation, targetMem) );
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>::identity;
|
||||||
|
targetMem.v[3].xyz = -translation;
|
||||||
return targetMem;
|
return targetMem;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -91,6 +91,11 @@ namespace Oyster { namespace Math3D
|
||||||
return ::LinearAlgebra3D::AngularAxis( rotationMatrix );
|
return ::LinearAlgebra3D::AngularAxis( rotationMatrix );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Float4 ExtractAngularAxis( const Float4x4 &orientationMatrix )
|
||||||
|
{
|
||||||
|
return ::LinearAlgebra3D::ExtractAngularAxis( orientationMatrix );
|
||||||
|
}
|
||||||
|
|
||||||
Float4x4 & TranslationMatrix( const Float3 &position, Float4x4 &targetMem )
|
Float4x4 & TranslationMatrix( const Float3 &position, Float4x4 &targetMem )
|
||||||
{
|
{
|
||||||
return ::LinearAlgebra3D::TranslationMatrix( position, targetMem );
|
return ::LinearAlgebra3D::TranslationMatrix( position, targetMem );
|
||||||
|
@ -147,9 +152,14 @@ namespace Oyster { namespace Math3D
|
||||||
return ::LinearAlgebra3D::OrientationMatrix( normalizedAxis, deltaRadian, sumTranslation, targetMem );
|
return ::LinearAlgebra3D::OrientationMatrix( normalizedAxis, deltaRadian, sumTranslation, targetMem );
|
||||||
}
|
}
|
||||||
|
|
||||||
Float4x4 & OrientationMatrix( const Float3 &sumDeltaAngularAxis, const Float3 &sumTranslation, Float4x4 &targetMem )
|
Float4x4 & OrientationMatrix( const Float3 &angularAxis, const Float3 &translation, Float4x4 &targetMem )
|
||||||
{
|
{
|
||||||
return ::LinearAlgebra3D::OrientationMatrix( sumDeltaAngularAxis, sumTranslation, targetMem );
|
return ::LinearAlgebra3D::OrientationMatrix( angularAxis, translation, targetMem );
|
||||||
|
}
|
||||||
|
|
||||||
|
Float4x4 & ViewMatrix( const Float3 &angularAxis, const Float3 &translation, Float4x4 &targetMem )
|
||||||
|
{
|
||||||
|
return ::LinearAlgebra3D::ViewMatrix( angularAxis, translation, targetMem );
|
||||||
}
|
}
|
||||||
|
|
||||||
Float4x4 & OrientationMatrix( const Float3 &sumDeltaAngularAxis, const Float3 &sumTranslation, const Float3 ¢erOfMass, Float4x4 &targetMem )
|
Float4x4 & OrientationMatrix( const Float3 &sumDeltaAngularAxis, const Float3 &sumTranslation, const Float3 ¢erOfMass, Float4x4 &targetMem )
|
||||||
|
|
|
@ -153,6 +153,9 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized
|
||||||
//! Extracts the angularAxis from rotationMatrix
|
//! Extracts the angularAxis from rotationMatrix
|
||||||
Float4 AngularAxis( const Float4x4 &rotationMatrix );
|
Float4 AngularAxis( const Float4x4 &rotationMatrix );
|
||||||
|
|
||||||
|
//! Extracts the angularAxis from orientationMatrix
|
||||||
|
Float4 ExtractAngularAxis( const Float4x4 &orientationMatrix );
|
||||||
|
|
||||||
/// Sets and returns targetMem to a translationMatrix with position as translation.
|
/// Sets and returns targetMem to a translationMatrix with position as translation.
|
||||||
Float4x4 & TranslationMatrix( const Float3 &position, Float4x4 &targetMem = Float4x4() );
|
Float4x4 & TranslationMatrix( const Float3 &position, Float4x4 &targetMem = Float4x4() );
|
||||||
|
|
||||||
|
@ -191,19 +194,26 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized
|
||||||
* @param sumTranslation: sum of all the translation vectors.
|
* @param sumTranslation: sum of all the translation vectors.
|
||||||
* @param targetMem: is set to a rigibody matrix that rotate counterclockwise and then translates.
|
* @param targetMem: is set to a rigibody matrix that rotate counterclockwise and then translates.
|
||||||
* @return targetMem
|
* @return targetMem
|
||||||
* @todo TODO: not tested
|
|
||||||
*******************************************************************/
|
*******************************************************************/
|
||||||
Float4x4 & OrientationMatrix( const Float3 &normalizedAxis, const Float & deltaRadian, const Float3 &sumTranslation, Float4x4 &targetMem = Float4x4() );
|
Float4x4 & OrientationMatrix( const Float3 &normalizedAxis, const Float & deltaRadian, const Float3 &sumTranslation, Float4x4 &targetMem = Float4x4() );
|
||||||
|
|
||||||
/*******************************************************************
|
/*******************************************************************
|
||||||
* Sets and returns targetMem as an orientation Matrix
|
* Sets and returns targetMem as an orientation Matrix
|
||||||
* @param sumDeltaAngularAxis: sum of all ( (1/I) * ( L x D ) )-vectorproducts. There I is known as "moment of inertia", L as "angular momentum vector" and D the "lever vector".
|
* @param angularAxis: sum of all ( (1/I) * ( L x D ) )-vectorproducts. There I is known as "moment of inertia", L as "angular momentum vector" and D the "lever vector".
|
||||||
* @param sumTranslation: sum of all the translation vectors.
|
* @param translation: sum of all the translation vectors.
|
||||||
* @param targetMem: is set to a rigibody matrix that rotate counterclockwise and then translates.
|
* @param targetMem: is set to a rigibody matrix that rotate counterclockwise and then translates.
|
||||||
* @return targetMem
|
* @return targetMem
|
||||||
* @todo TODO: not tested
|
|
||||||
*******************************************************************/
|
*******************************************************************/
|
||||||
Float4x4 & OrientationMatrix( const Float3 &sumDeltaAngularAxis, const Float3 &sumTranslation, Float4x4 &targetMem = Float4x4() );
|
Float4x4 & OrientationMatrix( const Float3 &angularAxis, const Float3 &translation, Float4x4 &targetMem = Float4x4() );
|
||||||
|
|
||||||
|
/*******************************************************************
|
||||||
|
* Sets and returns targetMem as a view Matrix
|
||||||
|
* @param angularAxis: sum of all ( (1/I) * ( L x D ) )-vectorproducts. There I is known as "moment of inertia", L as "angular momentum vector" and D the "lever vector".
|
||||||
|
* @param translation: sum of all the translation vectors.
|
||||||
|
* @param targetMem: is set to a rigibody matrix that rotate counterclockwise and then translates.
|
||||||
|
* @return targetMem
|
||||||
|
*******************************************************************/
|
||||||
|
Float4x4 & ViewMatrix( const Float3 &angularAxis, const Float3 &translation, Float4x4 &targetMem = Float4x4() );
|
||||||
|
|
||||||
/*******************************************************************
|
/*******************************************************************
|
||||||
* Sets and returns targetMem as an orientation Matrix
|
* Sets and returns targetMem as an orientation Matrix
|
||||||
|
|
|
@ -12,6 +12,60 @@ namespace Oyster { namespace Physics3D
|
||||||
namespace Formula
|
namespace Formula
|
||||||
{ /// Library of 3D physics related formulas
|
{ /// Library of 3D physics related formulas
|
||||||
|
|
||||||
|
/******************************************************************
|
||||||
|
* Returns the linear momentum of a mass in motion.
|
||||||
|
* @todo TODO: improve doc
|
||||||
|
******************************************************************/
|
||||||
|
inline ::Oyster::Math::Float4 LinearMomentum( const ::Oyster::Math::Float &mass, const ::Oyster::Math::Float4 &linearVelocity )
|
||||||
|
{
|
||||||
|
return linearVelocity * mass;
|
||||||
|
}
|
||||||
|
|
||||||
|
/******************************************************************
|
||||||
|
* Returns the linear momentum of a mass in motion.
|
||||||
|
* @todo TODO: improve doc
|
||||||
|
******************************************************************/
|
||||||
|
inline ::Oyster::Math::Float4 LinearVelocity( const ::Oyster::Math::Float &mass, const ::Oyster::Math::Float4 &linearMomentum )
|
||||||
|
{
|
||||||
|
return linearMomentum / mass;
|
||||||
|
}
|
||||||
|
|
||||||
|
/******************************************************************
|
||||||
|
* Returns the world angular momentum of a mass in rotation.
|
||||||
|
* @todo TODO: improve doc
|
||||||
|
******************************************************************/
|
||||||
|
inline ::Oyster::Math::Float4 AngularMomentum( const ::Oyster::Math::Float4 linearMomentum, const ::Oyster::Math::Float4 &worldOffset )
|
||||||
|
{
|
||||||
|
return ::Oyster::Math::Float4( worldOffset.xyz.Cross(linearMomentum.xyz), 0.0f );
|
||||||
|
}
|
||||||
|
|
||||||
|
/******************************************************************
|
||||||
|
* Returns the world angular momentum of a mass in rotation.
|
||||||
|
* @todo TODO: improve doc
|
||||||
|
******************************************************************/
|
||||||
|
inline ::Oyster::Math::Float4 AngularMomentum( const ::Oyster::Math::Float4x4 &worldMomentOfInertia, const ::Oyster::Math::Float4 &angularVelocity )
|
||||||
|
{
|
||||||
|
return worldMomentOfInertia * angularVelocity;
|
||||||
|
}
|
||||||
|
|
||||||
|
/******************************************************************
|
||||||
|
* Returns the world angular velocity of a mass in rotation.
|
||||||
|
* @todo TODO: improve doc
|
||||||
|
******************************************************************/
|
||||||
|
inline ::Oyster::Math::Float4 AngularVelocity( const ::Oyster::Math::Float4x4 &worldMomentOfInertiaInversed, const ::Oyster::Math::Float4 &angularMomentum )
|
||||||
|
{
|
||||||
|
return worldMomentOfInertiaInversed * angularMomentum;
|
||||||
|
}
|
||||||
|
|
||||||
|
/******************************************************************
|
||||||
|
* Returns the world tangential momentum at worldPos, of a mass in rotation.
|
||||||
|
* @todo TODO: improve doc
|
||||||
|
******************************************************************/
|
||||||
|
inline ::Oyster::Math::Float4 TangentialLinearMomentum( const ::Oyster::Math::Float4 &angularMomentum, const ::Oyster::Math::Float4 &worldOffset )
|
||||||
|
{
|
||||||
|
return ::Oyster::Math::Float4( angularMomentum.xyz.Cross(worldOffset.xyz), 0.0f );
|
||||||
|
}
|
||||||
|
|
||||||
/******************************************************************
|
/******************************************************************
|
||||||
* Returns the linear kinetic energy of a mass in motion.
|
* Returns the linear kinetic energy of a mass in motion.
|
||||||
* @todo TODO: improve doc
|
* @todo TODO: improve doc
|
||||||
|
@ -192,12 +246,6 @@ namespace Oyster { namespace Physics3D
|
||||||
return ( momentOfInertia * ::Oyster::Math::Float4(angularImpulseAcceleration, 0.0f) ).xyz;
|
return ( momentOfInertia * ::Oyster::Math::Float4(angularImpulseAcceleration, 0.0f) ).xyz;
|
||||||
}
|
}
|
||||||
|
|
||||||
inline ::Oyster::Math::Float3 Impulse( )
|
|
||||||
{
|
|
||||||
//! @todo TODO: implement calculation for impulse. Hijack Mattias Eriksson
|
|
||||||
return ::Oyster::Math::Float3::null;
|
|
||||||
}
|
|
||||||
|
|
||||||
namespace MomentOfInertia
|
namespace MomentOfInertia
|
||||||
{ /// Library of Formulas to calculate moment of inerta for simple shapes
|
{ /// Library of Formulas to calculate moment of inerta for simple shapes
|
||||||
/** @todo TODO: add MomentOfInertia tensor formulas */
|
/** @todo TODO: add MomentOfInertia tensor formulas */
|
||||||
|
|
|
@ -16,6 +16,8 @@ RigidBody::RigidBody( const Box &b, Float m, const Float4x4 &inertiaTensor )
|
||||||
this->linearMomentum = Float3::null;
|
this->linearMomentum = Float3::null;
|
||||||
this->impulseTorqueSum = Float3::null;
|
this->impulseTorqueSum = Float3::null;
|
||||||
this->impulseForceSum = Float3::null;
|
this->impulseForceSum = Float3::null;
|
||||||
|
this->restitutionCoeff = 1.0f;
|
||||||
|
this->frictionCoeff = 1.0f;
|
||||||
|
|
||||||
if( m != 0.0f )
|
if( m != 0.0f )
|
||||||
{
|
{
|
||||||
|
@ -43,6 +45,8 @@ RigidBody & RigidBody::operator = ( const RigidBody &body )
|
||||||
this->linearMomentum = body.linearMomentum;
|
this->linearMomentum = body.linearMomentum;
|
||||||
this->impulseTorqueSum = body.impulseTorqueSum;
|
this->impulseTorqueSum = body.impulseTorqueSum;
|
||||||
this->impulseForceSum = body.impulseForceSum;
|
this->impulseForceSum = body.impulseForceSum;
|
||||||
|
this->restitutionCoeff = body.restitutionCoeff;
|
||||||
|
this->frictionCoeff = body.frictionCoeff;
|
||||||
this->mass = body.mass;
|
this->mass = body.mass;
|
||||||
this->momentOfInertiaTensor = body.momentOfInertiaTensor;
|
this->momentOfInertiaTensor = body.momentOfInertiaTensor;
|
||||||
return *this;
|
return *this;
|
||||||
|
|
|
@ -19,6 +19,7 @@ namespace Oyster { namespace Physics3D
|
||||||
linearMomentum, /** The linear momentum G (kg*m/s). (worldValue) */
|
linearMomentum, /** The linear momentum G (kg*m/s). (worldValue) */
|
||||||
impulseTorqueSum, /** The impulse torque T (Nm) that will be consumed each update. (worldValue) */
|
impulseTorqueSum, /** The impulse torque T (Nm) that will be consumed each update. (worldValue) */
|
||||||
impulseForceSum; /** The impulse force F (N) that will be consumed each update. (worldValue) */
|
impulseForceSum; /** The impulse force F (N) that will be consumed each update. (worldValue) */
|
||||||
|
::Oyster::Math::Float restitutionCoeff, frictionCoeff;
|
||||||
|
|
||||||
RigidBody( const ::Oyster::Collision3D::Box &box = ::Oyster::Collision3D::Box(),
|
RigidBody( const ::Oyster::Collision3D::Box &box = ::Oyster::Collision3D::Box(),
|
||||||
::Oyster::Math::Float mass = 12.0f,
|
::Oyster::Math::Float mass = 12.0f,
|
||||||
|
|
Loading…
Reference in New Issue