OysterPhysics3D updated

* changed Float4 in header API to Float3
* removed all Set...( Float4x4 ) methods
This commit is contained in:
Dander7BD 2014-01-28 09:23:58 +01:00
parent a07e2911de
commit 6be72da03a
5 changed files with 80 additions and 81 deletions

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@ -26,26 +26,26 @@ MomentOfInertia & MomentOfInertia::operator = ( const MomentOfInertia &i )
return *this;
}
Float4 MomentOfInertia::CalculateAngularVelocity( const Quaternion &externR, const Float4 &h ) const
Float3 MomentOfInertia::CalculateAngularVelocity( const Quaternion &externR, const Float3 &h ) const
{
return this->CalculateAngularVelocity( externR, h, Float4() );
return this->CalculateAngularVelocity( externR, h, Float3() );
}
Float4 & MomentOfInertia::CalculateAngularVelocity( const Quaternion &externR, const Float4 &h, Float4 &targetMem ) const
Float3 & MomentOfInertia::CalculateAngularVelocity( const Quaternion &externR, const Float3 &h, Float3 &targetMem ) const
{ // w = (R * I_R) * I_M^-1 * (R * I_R)^-1 * h
Float4x4 rotation = RotationMatrix( externR ) * RotationMatrix( this->rotation );
Float4 w = rotation.GetInverse() * h;
Float4 w = rotation.GetInverse() * Float4( h, 0.0f );
return targetMem = rotation * w.PiecewiseMultiplicationAdd( Float4(1.0f / this->magnitude.x, 1.0f / this->magnitude.y, 1.0f / this->magnitude.z, 0.0f) );
}
Float4 MomentOfInertia::CalculateAngularMomentum( const Quaternion &externR, const Float4 &w ) const
Float3 MomentOfInertia::CalculateAngularMomentum( const Quaternion &externR, const Float3 &w ) const
{
return this->CalculateAngularMomentum( externR, w, Float4() );
return this->CalculateAngularMomentum( externR, w, Float3() );
}
Float4 & MomentOfInertia::CalculateAngularMomentum( const Quaternion &externR, const Float4 &w, Float4 &targetMem ) const
Float3 & MomentOfInertia::CalculateAngularMomentum( const Quaternion &externR, const Float3 &w, Float3 &targetMem ) const
{ // h = (R * I_R) * I_M * (R * I_R)^-1 * w
Float4x4 rotation = RotationMatrix( externR ) * RotationMatrix( this->rotation );
Float4 h = rotation.GetInverse() * w;
Float4 h = rotation.GetInverse() * Float4( w, 0.0f );
return targetMem = rotation * h.PiecewiseMultiplicationAdd( Float4(this->magnitude.x, this->magnitude.y, this->magnitude.z, 0.0f) );
}

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@ -19,11 +19,11 @@ namespace Oyster { namespace Physics3D
MomentOfInertia & operator = ( const MomentOfInertia &i );
::Oyster::Math::Float4 CalculateAngularVelocity( const ::Oyster::Math::Quaternion &externR, const ::Oyster::Math::Float4 &angularMomentum ) const;
::Oyster::Math::Float4 & CalculateAngularVelocity( const ::Oyster::Math::Quaternion &externR, const ::Oyster::Math::Float4 &angularMomentum, ::Oyster::Math::Float4 &targetMem ) const;
::Oyster::Math::Float3 CalculateAngularVelocity( const ::Oyster::Math::Quaternion &externR, const ::Oyster::Math::Float3 &angularMomentum ) const;
::Oyster::Math::Float3 & CalculateAngularVelocity( const ::Oyster::Math::Quaternion &externR, const ::Oyster::Math::Float3 &angularMomentum, ::Oyster::Math::Float3 &targetMem ) const;
::Oyster::Math::Float4 CalculateAngularMomentum( const ::Oyster::Math::Quaternion &externR, const ::Oyster::Math::Float4 &angularVelocity ) const;
::Oyster::Math::Float4 & CalculateAngularMomentum( const ::Oyster::Math::Quaternion &externR, const ::Oyster::Math::Float4 &angularVelocity, ::Oyster::Math::Float4 &targetMem ) const;
::Oyster::Math::Float3 CalculateAngularMomentum( const ::Oyster::Math::Quaternion &externR, const ::Oyster::Math::Float3 &angularVelocity ) const;
::Oyster::Math::Float3 & CalculateAngularMomentum( const ::Oyster::Math::Quaternion &externR, const ::Oyster::Math::Float3 &angularVelocity, ::Oyster::Math::Float3 &targetMem ) const;
static ::Oyster::Math::Float CalculateSphere( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius );
static ::Oyster::Math::Float CalculateHollowSphere( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius );

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@ -72,7 +72,7 @@ void RigidBody::Update_LeapFrog( Float updateFrameLength )
this->impulse_Angular = Float4::null;
}
void RigidBody::Predict_LeapFrog( Float4 &outDeltaPos, Float4 &outDeltaAxis, const Float4 &actingLinearImpulse, const Float4 &actingAngularImpulse, Float deltaTime )
void RigidBody::Predict_LeapFrog( Float3 &outDeltaPos, Float3 &outDeltaAxis, const Float3 &actingLinearImpulse, const Float3 &actingAngularImpulse, Float deltaTime )
{
// updating the linear
// ds = dt * Formula::LinearVelocity( m, avg_G ) = dt * avg_G / m = (dt / m) * avg_G
@ -87,17 +87,17 @@ void RigidBody::Predict_LeapFrog( Float4 &outDeltaPos, Float4 &outDeltaAxis, con
outDeltaAxis = this->momentOfInertiaTensor.CalculateAngularVelocity( this->rotation, AverageWithDelta(this->momentum_Angular, this->impulse_Angular) );
}
void RigidBody::Move( const Float4 &deltaPos, const Float4 &deltaAxis )
void RigidBody::Move( const Float3 &deltaPos, const Float3 &deltaAxis )
{
this->centerPos += deltaPos;
this->axis += deltaAxis;
this->rotation = Rotation( this->axis );
}
void RigidBody::ApplyImpulse( const Float4 &worldJ, const Float4 &atWorldPos )
void RigidBody::ApplyImpulse( const Float3 &worldJ, const Float3 &atWorldPos )
{ // by Dan Andersson
Float4 worldOffset = atWorldPos - this->centerPos;
if( worldOffset != Float4::null )
Float3 worldOffset = atWorldPos - this->centerPos;
if( worldOffset != Float3::null )
{
this->impulse_Linear += VectorProjection( worldJ, atWorldPos );
this->impulse_Angular += Formula::ImpulseTorque( worldJ, atWorldPos );
@ -118,7 +118,7 @@ Float RigidBody::GetMass() const
return this->mass;
}
const Quaternion & RigidBody::GetRotation() const
const Quaternion & RigidBody::GetRotationQuaternion() const
{ // by Dan Andersson
return this->rotation;
}
@ -138,24 +138,24 @@ Float4x4 RigidBody::GetView() const
return ViewMatrix( this->rotation, this->centerPos );
}
Float4 RigidBody::GetVelocity_Linear() const
Float3 RigidBody::GetVelocity_Linear() const
{ // by Dan Andersson
return Formula::LinearVelocity( this->mass, this->momentum_Linear );
}
Float4 RigidBody::GetVelocity_Angular() const
Float3 RigidBody::GetVelocity_Angular() const
{ // by Dan Andersson
return this->momentOfInertiaTensor.CalculateAngularVelocity( this->rotation, this->momentum_Angular );
}
Float4 RigidBody::GetLinearMomentum( const Float4 &atWorldPos ) const
Float3 RigidBody::GetLinearMomentum( const Float3 &atWorldPos ) const
{ // by Dan Andersson
return this->momentum_Linear + Formula::TangentialLinearMomentum( this->momentum_Angular, atWorldPos - this->centerPos );
}
void RigidBody::SetMomentOfInertia_KeepVelocity( const MomentOfInertia &localTensorI )
{ // by Dan Andersson
Float4 w = this->momentOfInertiaTensor.CalculateAngularVelocity( this->rotation, this->momentum_Angular );
Float3 w = this->momentOfInertiaTensor.CalculateAngularVelocity( this->rotation, this->momentum_Angular );
this->momentOfInertiaTensor = localTensorI;
this->momentum_Angular = this->momentOfInertiaTensor.CalculateAngularVelocity( this->rotation, w );
}
@ -169,7 +169,7 @@ void RigidBody::SetMass_KeepVelocity( const Float &m )
{ // by Dan Andersson
if( m != 0.0f )
{ // insanity check! Mass must be invertable
Float4 v = Formula::LinearVelocity( this->mass, this->momentum_Linear );
Float3 v = Formula::LinearVelocity( this->mass, this->momentum_Linear );
this->mass = m;
this->momentum_Linear = Formula::LinearMomentum( this->mass, v );
}
@ -183,46 +183,46 @@ void RigidBody::SetMass_KeepMomentum( const Float &m )
}
}
void RigidBody::SetOrientation( const Float4x4 &o )
{ // by Dan Andersson
this->axis = ExtractAngularAxis( o );
this->rotation = Rotation( this->axis );
this->centerPos = o.v[3].xyz;
}
//void RigidBody::SetOrientation( const Float4x4 &o )
//{ // by Dan Andersson
// this->axis = ExtractAngularAxis( o );
// this->rotation = Rotation( this->axis );
// this->centerPos = o.v[3].xyz;
//}
//
//void RigidBody::SetRotation( const Float4x4 &r )
//{ // by Dan Andersson
// this->axis = ExtractAngularAxis( r );
// this->rotation = Rotation( this->axis );
//}
void RigidBody::SetRotation( const Float4x4 &r )
void RigidBody::SetMomentum_Linear( const Float3 &worldG, const Float3 &atWorldPos )
{ // by Dan Andersson
this->axis = ExtractAngularAxis( r );
this->rotation = Rotation( this->axis );
}
void RigidBody::SetMomentum_Linear( const Float4 &worldG, const Float4 &atWorldPos )
{ // by Dan Andersson
Float4 worldOffset = atWorldPos - this->centerPos;
Float3 worldOffset = atWorldPos - this->centerPos;
this->momentum_Linear = VectorProjection( worldG, worldOffset );
this->momentum_Angular = Formula::AngularMomentum( worldG, worldOffset );
}
void RigidBody::SetVelocity_Linear( const Float4 &worldV )
void RigidBody::SetVelocity_Linear( const Float3 &worldV )
{ // by Dan Andersson
this->momentum_Linear = Formula::LinearMomentum( this->mass, worldV );
}
void RigidBody::SetVelocity_Linear( const Float4 &worldV, const Float4 &atWorldPos )
void RigidBody::SetVelocity_Linear( const Float3 &worldV, const Float3 &atWorldPos )
{ // by Dan Andersson
Float4 worldOffset = atWorldPos - this->centerPos;
Float3 worldOffset = atWorldPos - this->centerPos;
this->momentum_Linear = Formula::LinearMomentum( this->mass, VectorProjection(worldV, worldOffset) );
this->momentum_Angular = this->momentOfInertiaTensor.CalculateAngularMomentum( this->rotation, Formula::AngularVelocity(worldV, worldOffset) );
}
void RigidBody::SetVelocity_Angular( const Float4 &worldW )
void RigidBody::SetVelocity_Angular( const Float3 &worldW )
{ // by Dan Andersson
this->momentum_Angular = this->momentOfInertiaTensor.CalculateAngularMomentum( this->rotation, worldW );
}
void RigidBody::SetImpulse_Linear( const Float4 &worldJ, const Float4 &atWorldPos )
void RigidBody::SetImpulse_Linear( const Float3 &worldJ, const Float3 &atWorldPos )
{ // by Dan Andersson
Float4 worldOffset = atWorldPos - this->centerPos;
Float3 worldOffset = atWorldPos - this->centerPos;
this->impulse_Linear = VectorProjection( worldJ, worldOffset );
this->impulse_Angular = Formula::ImpulseTorque( worldJ, worldOffset );
}

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@ -15,7 +15,7 @@ namespace Oyster { namespace Physics3D
struct RigidBody
{ //! A struct of a simple rigid body.
public:
::Oyster::Math::Float4 centerPos, //!< Location of the body's center in the world.
::Oyster::Math::Float3 centerPos, //!< Location of the body's center in the world.
axis, //!< Euler rotationAxis of the body.
boundingReach, //!<
momentum_Linear, //!< The linear momentum G (kg*m/s).
@ -32,29 +32,29 @@ namespace Oyster { namespace Physics3D
RigidBody & operator = ( const RigidBody &body );
void Update_LeapFrog( ::Oyster::Math::Float updateFrameLength );
void Predict_LeapFrog( ::Oyster::Math::Float4 &outDeltaPos, ::Oyster::Math::Float4 &outDeltaAxis, const ::Oyster::Math::Float4 &actingLinearImpulse, const ::Oyster::Math::Float4 &actingAngularImpulse, ::Oyster::Math::Float deltaTime );
void Predict_LeapFrog( ::Oyster::Math::Float3 &outDeltaPos, ::Oyster::Math::Float3 &outDeltaAxis, const ::Oyster::Math::Float3 &actingLinearImpulse, const ::Oyster::Math::Float3 &actingAngularImpulse, ::Oyster::Math::Float deltaTime );
void Move( const ::Oyster::Math::Float4 &deltaPos, const ::Oyster::Math::Float4 &deltaAxis );
void ApplyImpulse( const ::Oyster::Math::Float4 &worldJ, const ::Oyster::Math::Float4 &atWorldPos );
void ApplyImpulse_Linear( const ::Oyster::Math::Float4 &worldJ );
void ApplyImpulse_Angular( const ::Oyster::Math::Float4 &worldJ );
void ApplyForce( const ::Oyster::Math::Float4 &worldF, ::Oyster::Math::Float updateFrameLength );
void ApplyForce( const ::Oyster::Math::Float4 &worldF, ::Oyster::Math::Float updateFrameLength, const ::Oyster::Math::Float4 &atWorldPos );
void Move( const ::Oyster::Math::Float3 &deltaPos, const ::Oyster::Math::Float3 &deltaAxis );
void ApplyImpulse( const ::Oyster::Math::Float3 &worldJ, const ::Oyster::Math::Float3 &atWorldPos );
void ApplyImpulse_Linear( const ::Oyster::Math::Float3 &worldJ );
void ApplyImpulse_Angular( const ::Oyster::Math::Float3 &worldJ );
void ApplyForce( const ::Oyster::Math::Float3 &worldF, ::Oyster::Math::Float updateFrameLength );
void ApplyForce( const ::Oyster::Math::Float3 &worldF, ::Oyster::Math::Float updateFrameLength, const ::Oyster::Math::Float3 &atWorldPos );
// GET METHODS ////////////////////////////////
const ::Oyster::Physics3D::MomentOfInertia & GetMomentOfInertia() const;
::Oyster::Math::Float GetMass() const;
const ::Oyster::Math::Quaternion & GetRotation() const;
const ::Oyster::Math::Quaternion & GetRotationQuaternion() const;
::Oyster::Math::Float4x4 GetRotationMatrix() const;
::Oyster::Math::Float4x4 GetOrientation() const;
::Oyster::Math::Float4x4 GetView() const;
::Oyster::Math::Float4x4 GetToWorldMatrix() const;
::Oyster::Math::Float4x4 GetToLocalMatrix() const;
::Oyster::Math::Float4 GetSize() const;
::Oyster::Math::Float4 GetVelocity_Linear() const;
::Oyster::Math::Float4 GetVelocity_Angular() const;
::Oyster::Math::Float4 GetLinearMomentum( const ::Oyster::Math::Float4 &atWorldPos ) const;
::Oyster::Math::Float3 GetSize() const;
::Oyster::Math::Float3 GetVelocity_Linear() const;
::Oyster::Math::Float3 GetVelocity_Angular() const;
::Oyster::Math::Float3 GetLinearMomentum( const ::Oyster::Math::Float3 &atWorldPos ) const;
// SET METHODS ////////////////////////////////
@ -63,19 +63,19 @@ namespace Oyster { namespace Physics3D
void SetMass_KeepVelocity( const ::Oyster::Math::Float &m );
void SetMass_KeepMomentum( const ::Oyster::Math::Float &m );
void SetOrientation( const ::Oyster::Math::Float4x4 &o );
void SetRotation( const ::Oyster::Math::Float4x4 &r );
void SetSize( const ::Oyster::Math::Float4 &widthHeight );
//void SetOrientation( const ::Oyster::Math::Float4x4 &o );
//void SetRotation( const ::Oyster::Math::Float4x4 &r );
void SetSize( const ::Oyster::Math::Float3 &widthHeight );
void SetMomentum_Linear( const ::Oyster::Math::Float4 &worldG, const ::Oyster::Math::Float4 &atWorldPos );
void SetMomentum_Linear( const ::Oyster::Math::Float3 &worldG, const ::Oyster::Math::Float3 &atWorldPos );
void SetVelocity_Linear( const ::Oyster::Math::Float4 &worldV );
void SetVelocity_Linear( const ::Oyster::Math::Float4 &worldV, const ::Oyster::Math::Float4 &atWorldPos );
void SetVelocity_Angular( const ::Oyster::Math::Float4 &worldW );
void SetVelocity_Linear( const ::Oyster::Math::Float3 &worldV );
void SetVelocity_Linear( const ::Oyster::Math::Float3 &worldV, const ::Oyster::Math::Float3 &atWorldPos );
void SetVelocity_Angular( const ::Oyster::Math::Float3 &worldW );
void SetImpulse_Linear( const ::Oyster::Math::Float4 &worldJ, const ::Oyster::Math::Float4 &atWorldPos );
void SetForce( const ::Oyster::Math::Float4 &worldF, ::Oyster::Math::Float updateFrameLength );
void SetForce( const ::Oyster::Math::Float4 &worldF, ::Oyster::Math::Float updateFrameLength, const ::Oyster::Math::Float4 &atWorldPos );
void SetImpulse_Linear( const ::Oyster::Math::Float3 &worldJ, const ::Oyster::Math::Float3 &atWorldPos );
//void SetForce( const ::Oyster::Math::Float3 &worldF, ::Oyster::Math::Float updateFrameLength );
//void SetForce( const ::Oyster::Math::Float3 &worldF, ::Oyster::Math::Float updateFrameLength, const ::Oyster::Math::Float3 &atWorldPos );
private:
::Oyster::Math::Float mass; //!< m (kg)

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@ -10,22 +10,22 @@
namespace Oyster { namespace Physics3D
{
inline void RigidBody::ApplyImpulse_Linear( const ::Oyster::Math::Float4 &worldJ )
inline void RigidBody::ApplyImpulse_Linear( const ::Oyster::Math::Float3 &worldJ )
{
this->impulse_Linear += worldJ;
}
inline void RigidBody::ApplyImpulse_Angular( const ::Oyster::Math::Float4 &worldJ )
inline void RigidBody::ApplyImpulse_Angular( const ::Oyster::Math::Float3 &worldJ )
{
this->impulse_Angular += worldJ;
}
inline void RigidBody::ApplyForce( const ::Oyster::Math::Float4 &worldF, ::Oyster::Math::Float updateFrameLength )
inline void RigidBody::ApplyForce( const ::Oyster::Math::Float3 &worldF, ::Oyster::Math::Float updateFrameLength )
{
this->impulse_Linear += worldF * updateFrameLength;
}
inline void RigidBody::ApplyForce( const ::Oyster::Math::Float4 &worldF, ::Oyster::Math::Float updateFrameLength, const ::Oyster::Math::Float4 &atWorldPos )
inline void RigidBody::ApplyForce( const ::Oyster::Math::Float3 &worldF, ::Oyster::Math::Float updateFrameLength, const ::Oyster::Math::Float3 &atWorldPos )
{
this->ApplyImpulse( worldF * updateFrameLength, atWorldPos );
}
@ -40,26 +40,25 @@ namespace Oyster { namespace Physics3D
return this->GetView();
}
inline ::Oyster::Math::Float4 RigidBody::GetSize() const
inline ::Oyster::Math::Float3 RigidBody::GetSize() const
{
return 2.0f * this->boundingReach;
}
inline void RigidBody::SetSize( const ::Oyster::Math::Float4 &widthHeight )
inline void RigidBody::SetSize( const ::Oyster::Math::Float3 &widthHeight )
{
this->boundingReach = ::Utility::Value::Abs( 0.5f * widthHeight );
}
inline void RigidBody::SetForce( const ::Oyster::Math::Float4 &worldF, ::Oyster::Math::Float updateFrameLength )
{
this->impulse_Linear = worldF * updateFrameLength;
}
inline void RigidBody::SetForce( const ::Oyster::Math::Float4 &worldF, ::Oyster::Math::Float updateFrameLength, const ::Oyster::Math::Float4 &atWorldPos )
{
this->SetImpulse_Linear( worldF * updateFrameLength, atWorldPos );
}
//inline void RigidBody::SetForce( const ::Oyster::Math::Float3 &worldF, ::Oyster::Math::Float updateFrameLength )
//{
// this->impulse_Linear = worldF * updateFrameLength;
//}
//inline void RigidBody::SetForce( const ::Oyster::Math::Float3 &worldF, ::Oyster::Math::Float updateFrameLength, const ::Oyster::Math::Float3 &atWorldPos )
//{
// this->SetImpulse_Linear( worldF * updateFrameLength, atWorldPos );
//}
} }
#endif