Setstruct introduction done
Can be found as: Physics::Struct::CustomBodyState Physics::ICustomBody::State Is all inline thus no expensive API calls, as intended. Will be expanded to move API call methods from Physics::ICustomBody to it.
This commit is contained in:
parent
d0936f9133
commit
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@ -91,9 +91,12 @@
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<Optimization>Disabled</Optimization>
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<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<ModuleDefinitionFile>
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</ModuleDefinitionFile>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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@ -102,9 +105,12 @@
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<Optimization>Disabled</Optimization>
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<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<ModuleDefinitionFile>
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</ModuleDefinitionFile>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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@ -115,11 +121,14 @@
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<ModuleDefinitionFile>
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</ModuleDefinitionFile>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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@ -130,11 +139,14 @@
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<ModuleDefinitionFile>
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</ModuleDefinitionFile>
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</Link>
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</ItemDefinitionGroup>
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<ItemGroup>
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@ -154,6 +166,8 @@
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<ClInclude Include="Implementation\SimpleRigidBody.h" />
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<ClInclude Include="Implementation\SphericalRigidBody.h" />
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<ClInclude Include="PhysicsAPI.h" />
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<ClInclude Include="PhysicsStructs-Impl.h" />
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<ClInclude Include="PhysicsStructs.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="Implementation\Octree.cpp" />
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@ -36,6 +36,12 @@
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<ClInclude Include="Implementation\Octree.h">
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<Filter>Header Files\Implementation</Filter>
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</ClInclude>
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<ClInclude Include="PhysicsStructs.h">
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<Filter>Header Files\Include</Filter>
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</ClInclude>
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<ClInclude Include="PhysicsStructs-Impl.h">
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<Filter>Header Files\Include</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="Implementation\PhysicsAPI_Impl.cpp">
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@ -42,6 +42,23 @@ UniquePointer<ICustomBody> SimpleRigidBody::Clone() const
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return new SimpleRigidBody( *this );
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}
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SimpleRigidBody::State SimpleRigidBody::GetState() const
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{
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return State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz );
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}
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SimpleRigidBody::State & SimpleRigidBody::GetState( SimpleRigidBody::State &targetMem ) const
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{
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return targetMem = State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz );
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}
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void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
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{ /** @todo TODO: temporary solution! Need to know it's occtree */
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this->rigid.box.boundingOffset = state.GetReach();
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this->rigid.box.center = state.GetCenterPosition();
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this->rigid.box.rotation = state.GetRotation();
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}
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void SimpleRigidBody::CallSubscription( const ICustomBody *proto, const ICustomBody *deuter )
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{
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this->collisionAction( proto, deuter );
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@ -15,6 +15,10 @@ namespace Oyster { namespace Physics
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::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
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State GetState() const;
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State & GetState( State &targetMem ) const;
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void SetState( const State &state );
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void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter );
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bool IsAffectedByGravity() const;
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bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const;
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@ -44,6 +44,23 @@ UniquePointer<ICustomBody> SphericalRigidBody::Clone() const
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return new SphericalRigidBody( *this );
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}
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SphericalRigidBody::State SphericalRigidBody::GetState() const
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{
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return State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz );
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}
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SphericalRigidBody::State & SphericalRigidBody::GetState( SphericalRigidBody::State &targetMem ) const
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{
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return targetMem = State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz );
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}
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void SphericalRigidBody::SetState( const SphericalRigidBody::State &state )
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{ /** @todo TODO: temporary solution! Need to know it's occtree */
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this->rigid.box.boundingOffset = state.GetReach();
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this->rigid.box.center = state.GetCenterPosition();
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this->rigid.box.rotation = state.GetRotation();
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}
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void SphericalRigidBody::CallSubscription( const ICustomBody *proto, const ICustomBody *deuter )
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{
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this->collisionAction( proto, deuter );
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@ -16,6 +16,10 @@ namespace Oyster { namespace Physics
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::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
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State GetState() const;
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State & GetState( State &targetMem = State() ) const;
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void SetState( const State &state );
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void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter );
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bool IsAffectedByGravity() const;
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bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const;
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@ -1,4 +1,4 @@
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#ifndef PHYSICS_API_H
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#ifndef PHYSICS_API_H
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#define PHYSICS_API_H
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#include "OysterCollision3D.h"
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class API;
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class ICustomBody;
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namespace Struct
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{
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struct SimpleBodyDescription;
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struct SphericalBodyDescription;
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struct CustomBodyState;
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}
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enum UpdateState
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{
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UpdateState_resting,
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class PHYSICS_DLL_USAGE API
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{
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public:
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struct SimpleBodyDescription;
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struct SphericalBodyDescription;
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typedef Struct::SimpleBodyDescription SimpleBodyDescription;
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typedef Struct::SphericalBodyDescription SphericalBodyDescription;
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typedef void (*EventAction_Destruction)( ::Utility::DynamicMemory::UniquePointer<ICustomBody> proto );
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};
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typedef SubscriptMessage (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter );
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typedef Struct::SimpleBodyDescription SimpleBodyDescription;
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typedef Struct::SphericalBodyDescription SphericalBodyDescription;
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typedef Struct::CustomBodyState State;
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virtual ~ICustomBody() {};
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********************************************************/
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virtual void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ) = 0;
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/********************************************************
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* @todo TODO: need doc
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********************************************************/
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virtual State GetState() const = 0;
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/********************************************************
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* @todo TODO: need doc
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********************************************************/
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virtual State & GetState( State &targetMem ) const = 0;
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/********************************************************
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* @todo TODO: need doc
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********************************************************/
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virtual void SetState( const State &state ) = 0;
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/********************************************************
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* @return true if Engine should apply gravity on this object.
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********************************************************/
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********************************************************/
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virtual void SetMomentum( const ::Oyster::Math::Float3 &worldG ) = 0;
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};
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struct API::SimpleBodyDescription
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{
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::Oyster::Math::Float4x4 rotation;
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::Oyster::Math::Float3 centerPosition;
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::Oyster::Math::Float3 size;
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::Oyster::Math::Float mass;
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::Oyster::Math::Float4x4 inertiaTensor;
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ICustomBody::EventAction_Collision subscription;
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bool ignoreGravity;
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SimpleBodyDescription()
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{
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this->rotation = ::Oyster::Math::Float4x4::identity;
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this->centerPosition = ::Oyster::Math::Float3::null;
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this->size = ::Oyster::Math::Float3( 1.0f );
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this->mass = 12.0f;
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this->inertiaTensor = ::Oyster::Math::Float4x4::identity;
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this->subscription = NULL;
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this->ignoreGravity = false;
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}
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};
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struct API::SphericalBodyDescription
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{
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::Oyster::Math::Float4x4 rotation;
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::Oyster::Math::Float3 centerPosition;
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::Oyster::Math::Float radius;
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::Oyster::Math::Float mass;
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ICustomBody::EventAction_Collision subscription;
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bool ignoreGravity;
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SphericalBodyDescription()
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{
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this->rotation = ::Oyster::Math::Float4x4::identity;
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this->centerPosition = ::Oyster::Math::Float3::null;
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this->radius = 0.5f;
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this->mass = 10.0f;
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this->subscription = NULL;
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this->ignoreGravity = false;
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}
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};
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}
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}
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#include "PhysicsStructs.h"
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#endif
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@ -0,0 +1,117 @@
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#ifndef PHYSICS_STRUCTS_IMPL_H
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#define PHYSICS_STRUCTS_IMPL_H
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#include "PhysicsStructs.h"
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namespace Oyster { namespace Physics
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{
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namespace Struct
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{
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inline SimpleBodyDescription::SimpleBodyDescription()
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{
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this->rotation = ::Oyster::Math::Float4x4::identity;
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this->centerPosition = ::Oyster::Math::Float3::null;
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this->size = ::Oyster::Math::Float3( 1.0f );
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this->mass = 12.0f;
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this->inertiaTensor = ::Oyster::Math::Float4x4::identity;
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this->subscription = NULL;
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this->ignoreGravity = false;
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}
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inline SphericalBodyDescription::SphericalBodyDescription()
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{
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this->rotation = ::Oyster::Math::Float4x4::identity;
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this->centerPosition = ::Oyster::Math::Float3::null;
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this->radius = 0.5f;
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this->mass = 10.0f;
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this->subscription = NULL;
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this->ignoreGravity = false;
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}
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inline CustomBodyState::CustomBodyState( const ::Oyster::Math::Float3 &reach, const ::Oyster::Math::Float3 ¢erPos, const ::Oyster::Math::Float3 &rotation )
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{
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this->reach = ::Oyster::Math::Float4( reach, 0.0f );
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this->centerPos = ::Oyster::Math::Float4( centerPos, 1.0f );
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this->angularAxis = ::Oyster::Math::Float4( rotation, 0.0f );
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this->isSpatiallyAltered = this->isDisturbed = false;
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}
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inline CustomBodyState & CustomBodyState::operator = ( const CustomBodyState &state )
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{
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this->reach = state.reach;
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this->centerPos = state.centerPos;
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this->angularAxis = state.angularAxis;
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this->isSpatiallyAltered = state.isSpatiallyAltered;
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this->isDisturbed = state.isDisturbed;
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return *this;
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}
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inline const ::Oyster::Math::Float4 & CustomBodyState::GetReach() const
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{
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return this->reach;
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}
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inline ::Oyster::Math::Float4 CustomBodyState::GetSize() const
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{
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return 2.0f * this->GetReach();
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}
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inline const ::Oyster::Math::Float4 & CustomBodyState::GetCenterPosition() const
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{
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return this->centerPos;
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}
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inline const ::Oyster::Math::Float4 & CustomBodyState::GetAngularAxis() const
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{
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return this->angularAxis;
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}
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inline ::Oyster::Math::Float4x4 CustomBodyState::GetRotation() const
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{
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return ::Oyster::Math3D::RotationMatrix( this->GetAngularAxis().xyz );
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}
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inline void CustomBodyState::SetSize( const ::Oyster::Math::Float3 &size )
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{
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this->SetReach( 0.5f * size );
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}
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inline void CustomBodyState::SetReach( const ::Oyster::Math::Float3 &halfSize )
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{
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this->reach.xyz = halfSize;
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this->reach = ::Utility::Value::Max( this->reach, ::Oyster::Math::Float4::null );
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this->isSpatiallyAltered = this->isDisturbed = true;
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}
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inline void CustomBodyState::SetCenterPosition( const ::Oyster::Math::Float3 ¢erPos )
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{
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this->centerPos.xyz = centerPos;
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this->isSpatiallyAltered = this->isDisturbed = true;
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}
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inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float3 &angularAxis )
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{
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this->angularAxis.xyz = angularAxis;
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this->isSpatiallyAltered = this->isDisturbed = true;
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}
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inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float4x4 &rotation )
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{
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this->SetRotation( ::Oyster::Math3D::AngularAxis(rotation).xyz );
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}
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inline bool CustomBodyState::IsSpatiallyAltered() const
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{
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return this->isSpatiallyAltered;
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}
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inline bool CustomBodyState::IsDisturbed() const
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{
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return this->isDisturbed;
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}
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}
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} }
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#endif
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#ifndef PHYSICS_STRUCTS_H
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#define PHYSICS_STRUCTS_H
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#include "OysterMath.h"
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#include "PhysicsAPI.h"
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namespace Oyster { namespace Physics
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{
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namespace Struct
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{
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struct SimpleBodyDescription
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{
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::Oyster::Math::Float4x4 rotation;
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::Oyster::Math::Float3 centerPosition;
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::Oyster::Math::Float3 size;
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::Oyster::Math::Float mass;
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::Oyster::Math::Float4x4 inertiaTensor;
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::Oyster::Physics::ICustomBody::EventAction_Collision subscription;
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bool ignoreGravity;
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SimpleBodyDescription();
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};
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struct SphericalBodyDescription
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{
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::Oyster::Math::Float4x4 rotation;
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::Oyster::Math::Float3 centerPosition;
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::Oyster::Math::Float radius;
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::Oyster::Math::Float mass;
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::Oyster::Physics::ICustomBody::EventAction_Collision subscription;
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bool ignoreGravity;
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SphericalBodyDescription();
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};
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struct CustomBodyState
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{
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public:
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CustomBodyState( const ::Oyster::Math::Float3 &reach = ::Oyster::Math::Float3::null,
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const ::Oyster::Math::Float3 ¢erPos = ::Oyster::Math::Float3::null,
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const ::Oyster::Math::Float3 &rotation = ::Oyster::Math::Float3::null );
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CustomBodyState & operator = ( const CustomBodyState &state );
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const ::Oyster::Math::Float4 & GetReach() const;
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::Oyster::Math::Float4 GetSize() const;
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const ::Oyster::Math::Float4 & GetCenterPosition() const;
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const ::Oyster::Math::Float4 & GetAngularAxis() const;
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::Oyster::Math::Float4x4 GetRotation() const;
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void SetSize( const ::Oyster::Math::Float3 &size );
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void SetReach( const ::Oyster::Math::Float3 &halfSize );
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void SetCenterPosition( const ::Oyster::Math::Float3 ¢erPos );
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void SetRotation( const ::Oyster::Math::Float3 &angularAxis );
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void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
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bool IsSpatiallyAltered() const;
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bool IsDisturbed() const;
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private:
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::Oyster::Math::Float4 reach, centerPos, angularAxis;
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bool isSpatiallyAltered, isDisturbed;
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};
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}
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} }
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#include "PhysicsStructs-Impl.h"
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#endif
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#include "Quaternion.h"
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#include <math.h>
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namespace std
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{
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||||
template<typename ScalarType>
|
||||
inline ::LinearAlgebra::Vector2<ScalarType> asin( const ::LinearAlgebra::Vector2<ScalarType> &vec )
|
||||
{
|
||||
return ::LinearAlgebra::Vector2<ScalarType>( asin(vec.x), asin(vec.y) );
|
||||
}
|
||||
|
||||
template<typename ScalarType>
|
||||
inline ::LinearAlgebra::Vector3<ScalarType> asin( const ::LinearAlgebra::Vector3<ScalarType> &vec )
|
||||
{
|
||||
return ::LinearAlgebra::Vector3<ScalarType>( asin(vec.x), asin(vec.y), asin(vec.z) );
|
||||
}
|
||||
|
||||
template<typename ScalarType>
|
||||
inline ::LinearAlgebra::Vector4<ScalarType> asin( const ::LinearAlgebra::Vector4<ScalarType> &vec )
|
||||
{
|
||||
return ::LinearAlgebra::Vector4<ScalarType>( asin(vec.x), asin(vec.y), asin(vec.z), asin(vec.w) );
|
||||
}
|
||||
}
|
||||
|
||||
// x2
|
||||
|
||||
template<typename ScalarType>
|
||||
|
@ -233,6 +254,18 @@ namespace LinearAlgebra2D
|
|||
|
||||
namespace LinearAlgebra3D
|
||||
{
|
||||
template<typename ScalarType>
|
||||
inline ::LinearAlgebra::Vector4<ScalarType> AngularAxis( const ::LinearAlgebra::Matrix3x3<ScalarType> &rotationMatrix )
|
||||
{
|
||||
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> AngularAxis( const ::LinearAlgebra::Matrix4x4<ScalarType> &rotationMatrix )
|
||||
{
|
||||
return ::std::asin( ::LinearAlgebra::Vector4<ScalarType>(rotationMatrix.v[1].z, rotationMatrix.v[2].x, rotationMatrix.v[0].y, 1) );
|
||||
}
|
||||
|
||||
template<typename ScalarType>
|
||||
inline ::LinearAlgebra::Matrix4x4<ScalarType> & TranslationMatrix( const ::LinearAlgebra::Vector3<ScalarType> &position, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
|
||||
{
|
||||
|
@ -286,7 +319,9 @@ namespace LinearAlgebra3D
|
|||
|
||||
template<typename ScalarType>
|
||||
inline ::LinearAlgebra::Matrix3x3<ScalarType> & RotationMatrix_AxisZ( const ScalarType &radian, ::LinearAlgebra::Matrix3x3<ScalarType> &targetMem = ::LinearAlgebra::Matrix3x3<ScalarType>() )
|
||||
{ return ::LinearAlgebra2D::RotationMatrix( radian, targetMem ); }
|
||||
{
|
||||
return ::LinearAlgebra2D::RotationMatrix( radian, targetMem );
|
||||
}
|
||||
|
||||
template<typename ScalarType>
|
||||
inline ::LinearAlgebra::Matrix4x4<ScalarType> & RotationMatrix_AxisZ( const ScalarType &radian, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
|
||||
|
@ -300,7 +335,21 @@ namespace LinearAlgebra3D
|
|||
}
|
||||
|
||||
template<typename ScalarType>
|
||||
::LinearAlgebra::Matrix4x4<ScalarType> & RotationMatrix( const ::LinearAlgebra::Vector3<ScalarType> &normalizedAxis, const ScalarType &radian, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem )
|
||||
inline ::LinearAlgebra::Matrix4x4<ScalarType> RotationMatrix( const ::LinearAlgebra::Vector3<ScalarType> &angularAxis )
|
||||
{
|
||||
ScalarType radian = angularAxis.GetMagnitude();
|
||||
if( radian != 0 )
|
||||
{
|
||||
return RotationMatrix( angularAxis / radian, radian );
|
||||
}
|
||||
else
|
||||
{
|
||||
return ::LinearAlgebra::Matrix4x4<ScalarType>::identity;
|
||||
}
|
||||
}
|
||||
|
||||
template<typename ScalarType>
|
||||
::LinearAlgebra::Matrix4x4<ScalarType> & RotationMatrix( const ::LinearAlgebra::Vector3<ScalarType> &normalizedAxis, const ScalarType &radian, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
|
||||
{ /// TODO: not verified
|
||||
ScalarType r = radian * 0.5f,
|
||||
s = std::sin( r ),
|
||||
|
|
|
@ -81,20 +81,45 @@ namespace Oyster { namespace Math2D
|
|||
|
||||
namespace Oyster { namespace Math3D
|
||||
{
|
||||
Float4 AngularAxis( const Float3x3 &rotationMatrix )
|
||||
{
|
||||
return ::LinearAlgebra3D::AngularAxis( rotationMatrix );
|
||||
}
|
||||
|
||||
Float4 AngularAxis( const Float4x4 &rotationMatrix )
|
||||
{
|
||||
return ::LinearAlgebra3D::AngularAxis( rotationMatrix );
|
||||
}
|
||||
|
||||
Float4x4 & TranslationMatrix( const Float3 &position, Float4x4 &targetMem )
|
||||
{ return ::LinearAlgebra3D::TranslationMatrix( position, targetMem ); }
|
||||
{
|
||||
return ::LinearAlgebra3D::TranslationMatrix( position, targetMem );
|
||||
}
|
||||
|
||||
Float4x4 & RotationMatrix_AxisX( const Float &radian, Float4x4 &targetMem )
|
||||
{ return ::LinearAlgebra3D::RotationMatrix_AxisX( radian, targetMem ); }
|
||||
{
|
||||
return ::LinearAlgebra3D::RotationMatrix_AxisX( radian, targetMem );
|
||||
}
|
||||
|
||||
Float4x4 & RotationMatrix_AxisY( const Float &radian, Float4x4 &targetMem )
|
||||
{ return ::LinearAlgebra3D::RotationMatrix_AxisY( radian, targetMem ); }
|
||||
{
|
||||
return ::LinearAlgebra3D::RotationMatrix_AxisY( radian, targetMem );
|
||||
}
|
||||
|
||||
Float4x4 & RotationMatrix_AxisZ( const Float &radian, Float4x4 &targetMem )
|
||||
{ return ::LinearAlgebra3D::RotationMatrix_AxisZ( radian, targetMem ); }
|
||||
{
|
||||
return ::LinearAlgebra3D::RotationMatrix_AxisZ( radian, targetMem );
|
||||
}
|
||||
|
||||
Float4x4 & RotationMatrix( const Float3 &angularAxis, Float4x4 &targetMem )
|
||||
{
|
||||
return targetMem = ::LinearAlgebra3D::RotationMatrix( angularAxis );
|
||||
}
|
||||
|
||||
Float4x4 & RotationMatrix( const Float &radian, const Float3 &normalizedAxis, Float4x4 &targetMem )
|
||||
{ return ::LinearAlgebra3D::RotationMatrix( normalizedAxis, radian, targetMem ); }
|
||||
{
|
||||
return ::LinearAlgebra3D::RotationMatrix( normalizedAxis, radian, targetMem );
|
||||
}
|
||||
|
||||
Float3x3 & InverseRotationMatrix( const Float3x3 &rotation, Float3x3 &targetMem )
|
||||
{
|
||||
|
|
|
@ -147,6 +147,12 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized
|
|||
{
|
||||
using namespace ::Oyster::Math; // deliberate inheritance from ::Oyster::Math namespace
|
||||
|
||||
//! Extracts the angularAxis from rotationMatrix
|
||||
Float4 AngularAxis( const Float3x3 &rotationMatrix );
|
||||
|
||||
//! Extracts the angularAxis from rotationMatrix
|
||||
Float4 AngularAxis( const Float4x4 &rotationMatrix );
|
||||
|
||||
/// Sets and returns targetMem to a translationMatrix with position as translation.
|
||||
Float4x4 & TranslationMatrix( const Float3 &position, Float4x4 &targetMem = Float4x4() );
|
||||
|
||||
|
@ -159,6 +165,9 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized
|
|||
/// Sets and returns targetMem as an counterclockwise rotation matrix around the global Z-axis
|
||||
Float4x4 & RotationMatrix_AxisZ( const Float &radian, Float4x4 &targetMem = Float4x4() );
|
||||
|
||||
/// Sets and returns targetMem as an counterclockwise rotation matrix around the angularAxis.
|
||||
Float4x4 & RotationMatrix( const Float3 &angularAxis, Float4x4 &targetMem = Float4x4() );
|
||||
|
||||
/// Sets and returns targetMem as an counterclockwise rotation matrix around the normalizedAxis.
|
||||
/// Please make sure normalizedAxis is normalized.
|
||||
Float4x4 & RotationMatrix( const Float &radian, const Float3 &normalizedAxis, Float4x4 &targetMem = Float4x4() );
|
||||
|
|
Loading…
Reference in New Issue